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[Test] (MG_IntegrationTest): pin the two shipped memo bugs with rendered pixels
Bothd7976326bugs 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 ofd7976326remains unpinned by a failing test. At the buggy commit72ee7c43the suite fails 4 entries (3 orientation + 1 streamed-arena); atd7976326all 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:
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// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/CrossFrameBufferScenario.cpp
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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//
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// Scenario B - "the draw rendered last frame's buffer".
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//
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// The shipped bug (DirectVulkan, TryBindResolvedVertexBindings and the EBO
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// memo in UploadAndBindIndexBuffer): both memos revalidated themselves ACROSS a
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// frame boundary by comparing recorded per-buffer slice epochs, and on a match
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// skipped the per-frame buffer acquire. The acquire is the frame's content-sync
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// point; skipping it trusted the BumpSliceEpoch call-site inventory to cover
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// every way a buffer's GPU copy can go stale, and at least one path escaped it.
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// Result: a draw in a later frame renders from a STALE buffer slice - random
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// triangles in Minecraft/Sodium on Adreno, corrupted journeymap and
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// common-mods retraces.
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//
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// What pins it: mutate a buffer AFTER a frame boundary and BEFORE the next
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// draw, then prove the pixels show the NEW content. Every mutation API gets its
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// own test case, so a failure names the culprit rather than saying "buffers".
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// The index buffer is covered too: the EBO memo had exactly the same hole.
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//
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// The scene is deliberately trivial and entirely buffer-driven:
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//
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// vertices 0..3 left half of the viewport, RED
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// vertices 4..7 right half of the viewport, GREEN
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// indices A {0,1,2, 0,2,3} -> the left, red quad
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// indices B {4,5,6, 4,6,7} -> the right, green quad
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//
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// A vertex-buffer test rewrites the left quad's colour red -> green and expects
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// the left half to turn green. An index-buffer test rewrites the indices
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// A -> B and expects the picture to jump from a red left half to a green right
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// half. Either way "stale" and "fresh" are different colours in different
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// places; no thresholds, no interpretation.
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//
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// Two families of scenario live here, and they catch different halves of the
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// same rule:
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//
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// CrossFrameBufferScenario - one case per buffer-mutation API. Every one of
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// these APIs is supposed to retire the memo; today they all do (each notify
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// path bumps the slice epoch), so these pass on the buggy revision too.
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// They are the standing statement of the contract: whatever a future memo
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// keys on, a write through ANY of these APIs must reach the next frame's
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// draw. They are also where a coherent persistent write - the one shape
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// that changes a buffer with no GL call at all - is pinned.
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//
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// StreamedArenaScenario - the case that actually caught the shipped bug. It
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// attacks the other half of the rule: a buffer nobody wrote at all, whose
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// GPU-side bytes moved out from under the memo anyway.
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#include <cstdio>
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#include <cstring>
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#include <functional>
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#include <string>
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#include <vector>
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#include "../Harness/HeadlessGL.h"
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#include "../Harness/ScenarioFixture.h"
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#ifdef GLAPI
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#undef GLAPI
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#endif
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glcorearb.h>
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#undef GL_GLEXT_PROTOTYPES
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namespace MGITest {
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namespace {
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constexpr const char* kVertexSource = R"(#version 330 core
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in vec2 aPos;
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in vec3 aColor;
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out vec3 vColor;
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void main() {
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vColor = aColor;
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gl_Position = vec4(aPos, 0.0, 1.0);
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}
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)";
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constexpr const char* kFragmentSource = R"(#version 330 core
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in vec3 vColor;
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out vec4 oColor;
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void main() {
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oColor = vec4(vColor, 1.0);
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}
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)";
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struct Vertex {
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float x, y;
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float r, g, b;
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};
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constexpr int kLeftQuadFirstVertex = 0;
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constexpr int kLeftQuadVertexCount = 4;
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constexpr int kIndexCount = 6;
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// Enough consecutive frames drawing the same VAO that any per-(VAO, frame)
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// memo is fully armed before the mutation lands.
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constexpr int kWarmupFrames = 3;
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std::vector<Vertex> SceneVertices(bool leftQuadIsGreen) {
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const float lr = leftQuadIsGreen ? 0.0f : 1.0f;
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const float lg = leftQuadIsGreen ? 1.0f : 0.0f;
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return {
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// 0..3: left half
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{-1.0f, -1.0f, lr, lg, 0.0f},
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{0.0f, -1.0f, lr, lg, 0.0f},
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{0.0f, 1.0f, lr, lg, 0.0f},
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{-1.0f, 1.0f, lr, lg, 0.0f},
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// 4..7: right half
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{0.0f, -1.0f, 0.0f, 1.0f, 0.0f},
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{1.0f, -1.0f, 0.0f, 1.0f, 0.0f},
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{1.0f, 1.0f, 0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f, 1.0f, 0.0f},
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};
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}
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const GLuint kIndicesLeftQuad[kIndexCount] = {0, 1, 2, 0, 2, 3};
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const GLuint kIndicesRightQuad[kIndexCount] = {4, 5, 6, 4, 6, 7};
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// How far inside each half the whole-region checks start. The two quads
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// meet on a pixel boundary, so a couple of pixels of margin makes "every
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// single pixel in the region" an achievable demand.
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constexpr int kHalfInset = 2;
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// Asserts the left and right halves of the viewport, with a message that
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// says what the app had asked GL to draw by then.
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//
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// This counts EVERY pixel in each half rather than sampling its centre.
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// Sampling two pixels was demonstrably too weak: a draw in which three of
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// the left quad's four vertices still carry stale data paints a centre
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// pixel of exactly the expected colour and passed the old assertion. That
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// case is now a standing negative control - see
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// PartialStalenessIsCaughtByWholeRegionChecks below, which constructs it
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// deliberately and proves the region scan reports it.
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void ExpectHalves(const Image& image, const char* expectedLeft, const char* expectedRight,
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const std::string& when) {
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const int w = image.Width();
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const int h = image.Height();
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EXPECT_TRUE(RegionIsMostly(image, kHalfInset, w / 2 - kHalfInset, kHalfInset, h - kHalfInset, expectedLeft,
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0.0, when + " [left half]"));
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EXPECT_TRUE(RegionIsMostly(image, w / 2 + kHalfInset, w - kHalfInset, kHalfInset, h - kHalfInset,
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expectedRight, 0.0, when + " [right half]"));
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}
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// How the app hands the new bytes to GL. Each is its own test case.
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enum class Mutation {
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SubData, // glBufferSubData
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MapWriteUnmap, // glMapBufferRange(WRITE) + glUnmapBuffer
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PersistentFlush, // write through a persistent map + glFlushMappedBufferRange
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PersistentCoherent, // write through a COHERENT persistent map, no GL call at all
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OrphanReupload, // glBufferData(NULL) then a full re-upload
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CopySubData, // glCopyBufferSubData from a staging buffer
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};
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bool NeedsImmutableStorage(Mutation mutation) {
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return mutation == Mutation::PersistentFlush || mutation == Mutation::PersistentCoherent;
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}
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// The coherent variant is the one shape in which an application changes a
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// buffer's contents with NO GL call whatsoever - the write lands in the
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// mapping and that is the end of it. Sodium's chunk streaming is written
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// this way, and it is the case a per-buffer "has anything changed?" epoch
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// cannot see on its own.
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bool NeedsCoherentMapping(Mutation mutation) {
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return mutation == Mutation::PersistentCoherent;
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}
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class CrossFrameBufferScenario : public ScenarioTest {
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protected:
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void SetUp() override {
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ScenarioTest::SetUp();
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if (!Ready()) return;
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std::string error;
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m_program = CompileProgram(kVertexSource, kFragmentSource, &error);
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ASSERT_NE(m_program, 0u) << error;
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ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "program setup left a GL error behind";
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}
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void TearDown() override {
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if (!Ready()) return;
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ReleaseBuffers();
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if (m_program != 0) glDeleteProgram(m_program);
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}
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// Builds the VAO/VBO/EBO. `immutable` switches to glBufferStorage plus a
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// persistent mapping of both buffers, which is the only shape in which the
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// persistent-write mutation is legal.
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void BuildScene(bool immutable, bool coherent = false) {
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const std::vector<Vertex> vertices = SceneVertices(/*leftQuadIsGreen=*/false);
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m_vertexBytes = GLsizeiptr(vertices.size() * sizeof(Vertex));
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m_indexBytes = GLsizeiptr(sizeof(kIndicesLeftQuad));
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glGenVertexArrays(1, &m_vao);
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glBindVertexArray(m_vao);
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glGenBuffers(1, &m_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glGenBuffers(1, &m_ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
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if (immutable) {
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const GLbitfield storageFlags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_DYNAMIC_STORAGE_BIT |
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(coherent ? GL_MAP_COHERENT_BIT : 0);
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glBufferStorage(GL_ARRAY_BUFFER, m_vertexBytes, vertices.data(), storageFlags);
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glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, m_indexBytes, kIndicesLeftQuad, storageFlags);
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const GLenum storageError = FirstGLError();
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if (storageError != GL_NO_ERROR) {
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m_storageUnsupported = true;
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m_storageError = storageError;
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return;
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}
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const GLbitfield mapFlags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT |
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(coherent ? GL_MAP_COHERENT_BIT : GL_MAP_FLUSH_EXPLICIT_BIT);
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m_vertexMap =
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static_cast<unsigned char*>(glMapBufferRange(GL_ARRAY_BUFFER, 0, m_vertexBytes, mapFlags));
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m_indexMap = static_cast<unsigned char*>(
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glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, m_indexBytes, mapFlags));
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if (m_vertexMap == nullptr || m_indexMap == nullptr) {
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m_storageUnsupported = true;
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m_storageError = FirstGLError();
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return;
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}
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} else {
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glBufferData(GL_ARRAY_BUFFER, m_vertexBytes, vertices.data(), GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBytes, kIndicesLeftQuad, GL_STATIC_DRAW);
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}
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(0));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(8));
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glBindVertexArray(0);
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glGenBuffers(1, &m_staging);
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ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "scene setup left a GL error behind";
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}
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void ReleaseBuffers() {
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if (m_vertexMap != nullptr || m_indexMap != nullptr) {
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glBindVertexArray(m_vao);
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if (m_vertexMap != nullptr) {
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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if (m_indexMap != nullptr) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
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glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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}
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glBindVertexArray(0);
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m_vertexMap = nullptr;
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m_indexMap = nullptr;
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}
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if (m_staging != 0) glDeleteBuffers(1, &m_staging);
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if (m_ebo != 0) glDeleteBuffers(1, &m_ebo);
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if (m_vbo != 0) glDeleteBuffers(1, &m_vbo);
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if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
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m_staging = m_ebo = m_vbo = m_vao = 0;
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}
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void DrawScene() {
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glUseProgram(m_program);
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glBindVertexArray(m_vao);
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glDrawElements(GL_TRIANGLES, kIndexCount, GL_UNSIGNED_INT, nullptr);
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glBindVertexArray(0);
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}
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void BeginFrame() {
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BindDefaultFramebuffer();
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ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
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}
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Image ReadFrame() { return ReadPixels(Gl().Width(), Gl().Height()); }
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// ---- the mutations ---------------------------------------------
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// Each writes `newBytes` over the first `rangeBytes` of `buffer`;
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// `wholeBytes`/`wholeSize` are the full contents an orphan+re-upload
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// needs. `target` is the binding point the buffer normally lives at.
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void ApplyMutation(Mutation mutation, GLenum target, GLuint buffer, unsigned char* persistentMap,
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const void* newBytes, GLsizeiptr rangeBytes, const void* wholeBytes,
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GLsizeiptr wholeSize) {
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// The element-array binding is VAO state, so mutating the EBO happens
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// with the scene's VAO bound - exactly as an application would.
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glBindVertexArray(m_vao);
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switch (mutation) {
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case Mutation::SubData: {
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glBindBuffer(target, buffer);
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glBufferSubData(target, 0, rangeBytes, newBytes);
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break;
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}
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case Mutation::MapWriteUnmap: {
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glBindBuffer(target, buffer);
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void* mapped =
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glMapBufferRange(target, 0, rangeBytes, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
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ASSERT_NE(mapped, nullptr) << "glMapBufferRange(WRITE) returned null";
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std::memcpy(mapped, newBytes, std::size_t(rangeBytes));
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ASSERT_EQ(glUnmapBuffer(target), GLboolean(GL_TRUE)) << "glUnmapBuffer reported data loss";
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break;
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}
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case Mutation::PersistentFlush: {
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ASSERT_NE(persistentMap, nullptr) << "no persistent mapping for this buffer";
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std::memcpy(persistentMap, newBytes, std::size_t(rangeBytes));
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glBindBuffer(target, buffer);
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glFlushMappedBufferRange(target, 0, rangeBytes);
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break;
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}
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case Mutation::PersistentCoherent: {
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// Deliberately no GL call: a coherent persistent mapping is a
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// promise that the write alone is enough.
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ASSERT_NE(persistentMap, nullptr) << "no persistent mapping for this buffer";
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std::memcpy(persistentMap, newBytes, std::size_t(rangeBytes));
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break;
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}
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case Mutation::OrphanReupload: {
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glBindBuffer(target, buffer);
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glBufferData(target, wholeSize, nullptr, GL_STATIC_DRAW);
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glBufferSubData(target, 0, wholeSize, wholeBytes);
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break;
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}
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case Mutation::CopySubData: {
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glBindBuffer(GL_COPY_READ_BUFFER, m_staging);
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glBufferData(GL_COPY_READ_BUFFER, rangeBytes, newBytes, GL_STATIC_DRAW);
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glBindBuffer(GL_COPY_WRITE_BUFFER, buffer);
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glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, rangeBytes);
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glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
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glBindBuffer(GL_COPY_READ_BUFFER, 0);
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break;
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}
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}
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glBindVertexArray(0);
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ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "the mutation itself raised a GL error";
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}
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// ---- the story -------------------------------------------------
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// Steady state for a few frames, one frame boundary, then the
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// mutation, then the draw that must show the new content.
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void RunAcrossFrameBoundary(Mutation mutation, const std::function<void()>& mutate,
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const char* expectedLeftAfter, const char* expectedRightAfter) {
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ASSERT_NO_FATAL_FAILURE(BuildScene(NeedsImmutableStorage(mutation), NeedsCoherentMapping(mutation)));
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if (m_storageUnsupported) {
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GTEST_SKIP() << "immutable/persistent buffer storage is unavailable on this stack ("
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<< GLErrorName(m_storageError) << "); the persistent-map mutation cannot "
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<< "be expressed here";
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}
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for (int frame = 0; frame < kWarmupFrames; ++frame) {
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BeginFrame();
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DrawScene();
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Gl().EndFrame();
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}
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BeginFrame();
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DrawScene();
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const Image before = ReadFrame();
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ExpectHalves(before, "red", "black", "steady state before the mutation");
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ASSERT_FALSE(::testing::Test::HasFailure())
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<< "the scenario never reached its steady state, so nothing after this means anything";
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// >>> a genuine frame boundary. Everything below happens in the NEXT
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// frame, which is the whole point: a mutation inside one frame proves
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// nothing about a memo that revalidates itself across frames.
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Gl().EndFrame();
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BeginFrame();
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ASSERT_NO_FATAL_FAILURE(mutate());
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DrawScene();
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const Image after = ReadFrame();
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Gl().EndFrame();
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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
|
||||
Reference in New Issue
Block a user