[Fix, Test] (ShaderTranspiler): route every sub-array of an array-of-arrays uniform to its own UBO offset

This commit is contained in:
2026-08-21 00:02:30 -04:00
parent 7aa91e8024
commit 325ba07776
2 changed files with 136 additions and 6 deletions
+63
View File
@@ -2162,6 +2162,69 @@ void main() {
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// Repro for KHR-GLES31.explicit_uniform_location.uniform-loc-arrays-of-arrays: an
// array-of-arrays uniform reaches the GL surface as one entry PER SUB-ARRAY ("u0[0]",
// "u0[1]" - glslang stops expanding at reflection granularity), while SPIRV-Reflect keeps
// it as a single leaf carrying every dimension. Routing the single leaf only ever covered
// the first sub-array, so every element from u0[1][0] on found no UBO offset and fell
// through to the fallback scratch at the tail of the shadow - storage the GPU never reads,
// which made those glUniform writes silently vanish.
TEST_F(ProgramTest, ArrayOfArraysUniformElementOffsets) {
// Arrays of arrays need GLSL 4.30; both stages take the same version.
const char* vsSource = R"(#version 430 core
in vec4 a_position;
void main() {
gl_Position = a_position;
})";
const char* fsSource = R"(#version 430 core
uniform float u0[2][3];
uniform vec3 u1[2][2];
out vec4 o_color;
void main() {
float s = 0.0;
for (int i = 0; i < 2; ++i) {
for (int j = 0; j < 3; ++j) s += u0[i][j];
}
vec3 v = vec3(0.0);
for (int i = 0; i < 2; ++i) {
for (int j = 0; j < 2; ++j) v += u1[i][j];
}
o_color = vec4(v, s);
})";
GLuint program = LinkVsFsProgram(vsSource, fsSource);
UseProgram(program);
auto programObject = MG_State::pGLContext->GetProgramObject(program);
ASSERT_NE(programObject, nullptr);
// std140 gives a float array element and a vec3 array element the same 16-byte slot,
// and a flattened array-of-arrays is one contiguous run of those slots.
constexpr Uint kStd140ElementStride = 16u;
const auto checkFlattenedRun = [&](const char* base, int outer, int inner) {
Uint firstOffset = MG_State::GLState::ProgramObject::kInvalidUniformOffset;
for (int i = 0; i < outer; ++i) {
for (int j = 0; j < inner; ++j) {
const std::string name =
std::string(base) + "[" + std::to_string(i) + "][" + std::to_string(j) + "]";
const GLint location = GetUniformLocation(program, name.c_str());
ASSERT_GE(location, 0) << name;
const Uint offset = programObject->GetUniformOffset(static_cast<Uint>(location));
ASSERT_NE(offset, MG_State::GLState::ProgramObject::kInvalidUniformOffset) << name;
const Uint element = static_cast<Uint>(i * inner + j);
if (element == 0) {
firstOffset = offset;
} else {
EXPECT_EQ(offset, firstOffset + element * kStd140ElementStride) << name;
}
}
}
};
checkFlattenedRun("u0", 2, 3);
checkFlattenedRun("u1", 2, 2);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// ---------------------------------------------------------------------------
// GL CTS KHR-GL33.shaders.uniform_block regression pack. MobileGL's SPIR-V
// pipeline lays every uniform block out as std140; the frontend implements the