[Fix, Test] (MG_Impl, MG_State): advertised-extension conformance wave 1 - uniforms, validators, getters

First wave of the advertised-extension CTS campaign (targeted caselist: the
glcts groups of every extension both backends advertise, 4867 cases across the
KHR-GL41..46 namespaces). All frontend, shared by both backends:

- Non-square float matrix uniforms actually upload: glUniformMatrix{2x3,3x2,
  2x4,4x2,3x4,4x3}fv and the six glProgramUniformMatrix* twins were
  validate-only no-ops; they now write column-at-a-time at the global UBO's
  16-byte std140 column stride, honouring transpose. glUniformMatrix2fv had
  the sibling bug - mat2 written as 4 contiguous floats put column 1 at byte
  8 instead of 16. The readback path only ever un-padded mat3, so
  glGetUniformfv is fixed for mat2, mat3x2 (previously mis-gathered) and
  every non-square shape, with the bounds check widened to the padded span.
- glBindBufferRange validates offset/size at last: size <= 0, offset < 0,
  SSBO and UBO offset alignment, transform-feedback offset AND size
  multiples of 4 - all before any state write (a negative offset used to
  reach Range1D unchecked). glBindBuffersRange inherits per element, with
  the ARB_multi_bind up-front [first, first+count) checks added to the
  BindBuffersBase/Range and BindSamplers prologues.
- BufferSubData's second, wrong mapped-overlap test deleted (it rejected
  every write at or after a mapped range's start, mapped or not); the state
  layer's assert relaxed to the same half-open intersection the frontend
  checks. BufferStorage error precedence fixed: no-bound-buffer now beats
  bad-size/flags.
- glSamplerParameteri accepts the full GL_NEVER..GL_ALWAYS compare-func
  range (NEVER/LESS/EQUAL were rejected by a wrong lower bound).
  glBindSampler's unit gate uses GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS instead
  of the frontend array capacity, shared with glBindSamplers by construction.
- Getters: GL_MAX_SHADER_STORAGE_BLOCK_SIZE in glGetIntegerv; atomic-counter
  buffer limits; all 11 per-unit GL_TEXTURE_BINDING_* plus GL_SAMPLER_BINDING
  in glGetIntegeri_v; GL_VERTEX_ATTRIB_BINDING/_RELATIVE_OFFSET across the
  vertex-attrib query family; glGetFloati_v/glGetDoublei_v implemented (were
  stubs); KHR_debug limits raised to spec floors.
- glCreateShader records INVALID_ENUM for an unknown type (it previously
  handed out a usable name with no error at all); glCreateShaderProgramv
  validates count up front. glDispatchCompute/Indirect validate work-group
  counts, offset alignment and indirect-buffer presence.
- glVertexAttribIFormat & friends take a positive integer-type whitelist -
  GL_FLOAT/GL_HALF_FLOAT/GL_DOUBLE/GL_FIXED no longer slip through as
  integer attributes.

Gate (headless Mesa, default config = async on): 570/570 unit at default and
with the kill switch; ext caselist Espryt 76.29% -> 77.87% (+81 fixed, 6
crashes -> 0, the whole list now runs in one glcts process), Magma 75.94% ->
77.58% (+80 fixed, 0 newly broken); KHR-GL33 full mustpass lost nothing
(9884/9886, the 2 known Mesa-drift failures); retrace smoke clean (the
bsl-GLES miss is the documented golden drift, bit-identical on the pristine
baseline). The 4 DirectGLES direct_state_access.renderbuffers_storage* cases
that turned red are a PRE-EXISTING GL_FRAMEBUFFER_SRGB cross-test leak,
A/B-proven on an unpatched 2e6fc1ff build - wave 1 removed the two accidental
maskers (a crash partition and a failing case whose error path reset the
state). Fixing the leak itself is queued.
This commit is contained in:
BZLZHH
2026-08-09 04:39:22 -04:00
parent 2e6fc1ffc0
commit 33ff177bb2
17 changed files with 1248 additions and 233 deletions
+91 -17
View File
@@ -9,6 +9,7 @@
#include "GL_Buffer.h"
#include "Validators.h"
#include "../Texture/GL_Texture.h"
#include "../Getter/GL_Getter.h"
#include <MG_Util/Converters/GLToMG/TextureEnumConverter.h>
#include <MG_Util/Metrics/TextureMetrics.h>
#include <Config.h>
@@ -861,6 +862,10 @@ namespace MobileGL::MG_Impl::GLImpl {
Range1D mappedRange = bufferObject->GetMappedRange();
auto mappingAccess = bufferObject->GetMappingAccess();
// GL 4.6 6.5: the error is on OVERLAP with the mapped range, i.e. a half-open
// intersection test. There used to be a second test below this one asking only
// `offset + size >= mappedRange.start`, which rejects every write that starts
// before a mapped tail as well - it made a legal disjoint glBufferSubData fail.
if (bufferObject->IsMapped() && !(mappingAccess & BufferMappingAccessBit::Persistent) &&
(offset < mappedRange.end) && (offset + size > mappedRange.start)) {
MG_State::pGLContext->RecordError(
@@ -871,18 +876,6 @@ namespace MobileGL::MG_Impl::GLImpl {
return;
}
if (bufferObject->IsMapped() && !(mappingAccess & BufferMappingAccessBit::Persistent)) {
Range1D mappedRange = bufferObject->GetMappedRange();
if (offset + size >= mappedRange.start) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "BufferSubData_State",
"Cannot modify a mapped buffer object unless it was "
"mapped with GL_MAP_PERSISTENT_BIT."));
return;
}
}
bufferObject->UploadSubData({(void*)data, (SizeT)size}, offset);
}
@@ -1013,6 +1006,11 @@ namespace MobileGL::MG_Impl::GLImpl {
}
void BufferStorage_State(GLenum target, GLsizeiptr size, const void* data, GLbitfield flags) {
// Error precedence: "no buffer is bound to target" outranks a bad size or bad
// flags, so the binding has to be resolved before either is validated.
auto bufferObject = GetBoundBufferObject(target, BufferOp::BufferStorage);
if (!bufferObject) return;
if (size <= 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
@@ -1021,8 +1019,6 @@ namespace MobileGL::MG_Impl::GLImpl {
}
if (!ValidateStorageFlags(flags, BufferOp::BufferStorage)) return;
auto bufferObject = GetBoundBufferObject(target, BufferOp::BufferStorage);
if (!bufferObject) return;
if (bufferObject->IsImmutableStorage()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
@@ -1057,6 +1053,10 @@ namespace MobileGL::MG_Impl::GLImpl {
}
void NamedBufferStorage_State(GLuint buffer, GLsizeiptr size, const void* data, GLbitfield flags) {
// Same precedence as BufferStorage_State: the buffer-name error comes first.
auto bufferObject = GetNamedBufferObject(buffer, BufferOp::NamedBufferStorage);
if (!bufferObject) return;
if (size <= 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
@@ -1065,8 +1065,6 @@ namespace MobileGL::MG_Impl::GLImpl {
}
if (!ValidateStorageFlags(flags, BufferOp::NamedBufferStorage)) return;
auto bufferObject = GetNamedBufferObject(buffer, BufferOp::NamedBufferStorage);
if (!bufferObject) return;
if (bufferObject->IsImmutableStorage()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
@@ -1486,12 +1484,71 @@ namespace MobileGL::MG_Impl::GLImpl {
GetBufferBindingSlot(bufferTarget).Bind(bufferObject);
}
// GL 4.6 core 6.1.1: the constraints glBindBufferRange puts on the (offset, size) pair.
// Every one of them is INVALID_VALUE, and all of them are checked before a single piece
// of state is written - a rejected bind must leave the binding point exactly as it was.
// They apply only to a non-zero buffer: buffer 0 detaches the binding point and ignores
// offset and size, which is also how glBindBuffersRange spells "reset this element"
// (a NULL buffers array, or a zero entry inside one).
static Bool ValidateBufferRangeOffsetAndSize(GLenum target, GLintptr offset, GLsizeiptr size,
const char* funcName) {
if (size <= 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
std::format("size ({}) must be greater than zero.", size)));
return false;
}
if (offset < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
std::format("offset ({}) must not be negative.", offset)));
return false;
}
// GL_UNIFORM_BUFFER and GL_SHADER_STORAGE_BUFFER each constrain the offset to their own
// implementation-defined alignment, which glGetIntegerv already answers.
GLenum alignmentQuery = GL_NONE;
if (target == GL_SHADER_STORAGE_BUFFER) {
alignmentQuery = GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT;
} else if (target == GL_UNIFORM_BUFFER) {
alignmentQuery = GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT;
}
if (alignmentQuery != GL_NONE) {
GLint alignment = 0;
GetIntegerv(alignmentQuery, &alignment);
if (alignment > 0 && (offset % static_cast<GLintptr>(alignment)) != 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", funcName,
std::format("offset ({}) must be a multiple of {} ({}).", offset,
MG_Util::ConvertGLEnumToString(alignmentQuery), alignment)));
return false;
}
}
// A transform feedback capture binding is addressed in 32-bit components, so BOTH the
// offset and the size must be multiples of 4.
if (target == GL_TRANSFORM_FEEDBACK_BUFFER && ((offset % 4) != 0 || (size % 4) != 0)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", funcName,
std::format("offset ({}) and size ({}) must both be multiples of 4 for "
"GL_TRANSFORM_FEEDBACK_BUFFER.",
offset, size)));
return false;
}
return true;
}
void BindBufferRange_State(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) {
MGLOG_D("%s: target = %s, index = %u, buffer = %u, offset = %d, size = %d", __func__,
MG_Util::ConvertGLEnumToString(target).c_str(), index, buffer, offset, size);
BufferTarget bufferTarget = MG_Util::ConvertGLEnumToBufferTarget(target);
if (!BufferImpl::ValidateBufferBindingPointTarget(bufferTarget)) return;
if (!BufferImpl::ValidateBufferBindingPointIndex(bufferTarget, index)) return;
if (buffer != 0 && !ValidateBufferRangeOffsetAndSize(target, offset, size, __func__)) return;
if (bufferTarget == BufferTarget::TransformFeedback && MG_State::pGLContext->IsTransformFeedbackActive()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
@@ -1665,15 +1722,32 @@ namespace MobileGL::MG_Impl::GLImpl {
}
// ARB_multi_bind: defined by the spec as equivalent to a loop over the single-bind entry
// points (with buffer 0 resetting the binding point).
// points (with buffer 0 resetting the binding point) - but only AFTER an up-front check
// of the whole [first, first + count) range. Looping straight into the single-bind entry
// points reports the single-bind INVALID_VALUE for an out-of-range index instead of the
// multi-bind INVALID_OPERATION, and binds the in-range prefix before failing.
static Bool ValidateMultiBindBufferRange(GLenum target, GLuint first, GLsizei count, const char* funcName) {
BufferTarget bufferTarget = MG_Util::ConvertGLEnumToBufferTarget(target);
if (!BufferImpl::ValidateBufferBindingPointTarget(bufferTarget)) return false;
return BufferImpl::ValidateBufferBindingPointRange(bufferTarget, first, count, funcName);
}
void BindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint* buffers) {
if (!ValidateMultiBindBufferRange(target, first, count, __func__)) return;
for (GLsizei i = 0; i < count; ++i) {
BindBufferBase_State(target, first + i, buffers ? buffers[i] : 0);
}
}
// The (offset, size) constraints are the one part of glBindBuffersRange that stays
// per-element: ARB_multi_bind checks them separately for each binding point, leaves that
// point unchanged on failure, and still applies the remaining elements - which is exactly
// what looping into BindBufferRange_State does. Only the [first, first + count) range is
// an up-front, all-or-nothing check. Elements that name buffer 0 (or a NULL buffers array)
// reset the binding point through BindBufferBase_State and carry no offset/size to check.
void BindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr* offsets,
const GLsizeiptr* sizes) {
if (!ValidateMultiBindBufferRange(target, first, count, __func__)) return;
for (GLsizei i = 0; i < count; ++i) {
if (!buffers || buffers[i] == 0) {
BindBufferBase_State(target, first + i, 0);
+39 -11
View File
@@ -53,18 +53,46 @@ namespace MobileGL::MG_Impl::GLImpl::BufferImpl {
return true;
}
namespace {
// The GL-visible number of indexed binding points for `target`.
SizeT GetBufferBindingPointLimit(BufferTarget target) {
SizeT pointCount = MG_State::pGLContext->GetBufferBindingPointCount(target);
if (target == BufferTarget::ShaderStorage && MG_Backend::pActiveBackendObject) {
const Int backendCount =
MG_Backend::pActiveBackendObject->GetDynamicParameters().MaxShaderStorageBufferBindings;
pointCount = std::min(pointCount, static_cast<SizeT>(std::max(backendCount, 0)));
}
if (target == BufferTarget::TransformFeedback) {
// GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS bounds the indexed capture
// binding points in GL 3.3 (no ARB_transform_feedback3).
pointCount = std::min<SizeT>(pointCount, 4);
}
return pointCount;
}
} // namespace
Bool ValidateBufferBindingPointRange(BufferTarget target, Uint first, GLsizei count, const char* funcName) {
if (count < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue, MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl/BufferImpl", funcName,
"count must be non-negative."));
return false;
}
const SizeT pointCount = GetBufferBindingPointLimit(target);
if (static_cast<Uint64>(first) + static_cast<Uint64>(count) > static_cast<Uint64>(pointCount)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl/BufferImpl", funcName,
std::format("first + count ({} + {}) exceeds the {} indexed binding points of target {}.", first,
count, pointCount, MG_Util::ConvertBufferTargetToString(target))));
return false;
}
return true;
}
Bool ValidateBufferBindingPointIndex(BufferTarget target, Uint index) {
SizeT pointCount = MG_State::pGLContext->GetBufferBindingPointCount(target);
if (target == BufferTarget::ShaderStorage && MG_Backend::pActiveBackendObject) {
const Int backendCount =
MG_Backend::pActiveBackendObject->GetDynamicParameters().MaxShaderStorageBufferBindings;
pointCount = std::min(pointCount, static_cast<SizeT>(std::max(backendCount, 0)));
}
if (target == BufferTarget::TransformFeedback) {
// GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS bounds the indexed capture
// binding points in GL 3.3 (no ARB_transform_feedback3).
pointCount = std::min<SizeT>(pointCount, 4);
}
const SizeT pointCount = GetBufferBindingPointLimit(target);
if (index < pointCount) {
return true;
@@ -17,4 +17,8 @@ namespace MobileGL::MG_Impl::GLImpl::BufferImpl {
Bool ValidateBufferMappingAccess(Flags<BufferMappingAccessBit> accessBits);
Bool ValidateBufferBindingPointTarget(BufferTarget target);
Bool ValidateBufferBindingPointIndex(BufferTarget target, Uint index);
// ARB_multi_bind: glBindBuffersBase/Range validate the whole [first, first + count) range
// up front and report INVALID_OPERATION, where a single out-of-range index would be
// INVALID_VALUE. Naively looping the single-bind entry points reports the wrong class.
Bool ValidateBufferBindingPointRange(BufferTarget target, Uint first, GLsizei count, const char* funcName);
} // namespace MobileGL::MG_Impl::GLImpl::BufferImpl
@@ -474,6 +474,21 @@ namespace MobileGL::MG_Impl::GLImpl {
return;
}
if (!ValidateCurrentProgramForCompute(__func__)) return;
// GL 4.6 core 19: each num_groups_* must be within GL_MAX_COMPUTE_WORK_GROUP_COUNT
// for its dimension. GetIntegeri_v already floors that at the spec minimum.
const GLuint numGroups[3] = {numGroupsX, numGroupsY, numGroupsZ};
for (GLuint dimension = 0; dimension < 3; ++dimension) {
GLint maxGroups = 0;
GetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, dimension, &maxGroups);
if (numGroups[dimension] > static_cast<GLuint>(std::max(maxGroups, 0))) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"num_groups exceeds GL_MAX_COMPUTE_WORK_GROUP_COUNT for dimension " +
std::to_string(dimension) + "."));
return;
}
}
dispatchCompute(numGroupsX, numGroupsY, numGroupsZ);
}
@@ -487,6 +502,24 @@ namespace MobileGL::MG_Impl::GLImpl {
return;
}
if (!ValidateCurrentProgramForCompute(__func__)) return;
// GL 4.6 core 19: `indirect` is a byte offset into GL_DISPATCH_INDIRECT_BUFFER -
// negative or misaligned is INVALID_VALUE, nothing bound is INVALID_OPERATION.
if (indirect < 0 || (indirect % 4) != 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"indirect must be non-negative and a multiple of 4."));
return;
}
const auto& indirectBuffer =
MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::DispatchIndirect).GetBoundObject();
if (!indirectBuffer) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"No buffer is bound to GL_DISPATCH_INDIRECT_BUFFER."));
return;
}
dispatchComputeIndirect(indirect);
}
@@ -977,8 +977,8 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, ScissorIndexed, GLuint index, GLint left, GL
DECLARE_GL_FUNCTION_STUB_HEAD(void, ScissorIndexedv, GLuint index, const GLint* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ScissorIndexedv, index, v)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthRangeArrayv, GLuint first, GLsizei count, const GLdouble* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthRangeArrayv, first, count, v)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthRangeIndexed, GLuint index, GLdouble n, GLdouble f) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthRangeIndexed, index, n, f)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetFloati_v, GLenum target, GLuint index, GLfloat* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetFloati_v, target, index, data)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetDoublei_v, GLenum target, GLuint index, GLdouble* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetDoublei_v, target, index, data)
DECLARE_GL_FUNCTION_HEAD(void, GetFloati_v, GLenum target, GLuint index, GLfloat* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetFloati_v, target, index, data)
DECLARE_GL_FUNCTION_HEAD(void, GetDoublei_v, GLenum target, GLuint index, GLdouble* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetDoublei_v, target, index, data)
DECLARE_GL_FUNCTION_HEAD(void, DrawArraysInstancedBaseInstance, GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawArraysInstancedBaseInstance, mode, first, count, instancecount, baseinstance)
DECLARE_GL_FUNCTION_HEAD(void, DrawElementsInstancedBaseInstance, GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount, GLuint baseinstance) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawElementsInstancedBaseInstance, mode, count, type, indices, instancecount, baseinstance)
DECLARE_GL_FUNCTION_HEAD(void, DrawElementsInstancedBaseVertexBaseInstance, GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawElementsInstancedBaseVertexBaseInstance, mode, count, type, indices, instancecount, basevertex, baseinstance)
+160 -88
View File
@@ -51,6 +51,14 @@ namespace MobileGL::MG_Impl::GLImpl {
constexpr GLint kFrontendMaxTessControlAtomicCounters = 0;
constexpr GLint kFrontendMaxTessEvaluationAtomicCounters = 0;
constexpr GLint kFrontendMaxVertexAtomicCounters = 0;
// One atomic counter is a uint, and a buffer never has to hold more counters than the
// combined limit the frontend advertises. GL 4.6 table 23.63 floors this at 32 bytes.
constexpr GLint kFrontendMaxAtomicCounterBufferSize =
kFrontendMaxCombinedAtomicCounters * static_cast<GLint>(sizeof(GLuint));
// KHR_debug minima (GL 4.6 table 23.66); the debug entry points are stubs, but the
// limits they advertise still have to be legal.
constexpr GLint kFrontendMaxDebugGroupStackDepth = 64;
constexpr GLint kFrontendMaxDebugLoggedMessages = 1;
constexpr GLint kFrontendMaxVertexUniformComponents = 4096;
constexpr GLint kFrontendMaxVertexUniformVectors = 128;
constexpr GLint kFrontendMaxVertexUniformBlocks = 14;
@@ -264,6 +272,60 @@ namespace MobileGL::MG_Impl::GLImpl {
return true;
}
// GL_TEXTURE_BINDING_* is per-texture-unit state: glGetIntegerv answers for the
// active unit, glGetIntegeri_v answers for unit `index`. Both need the same
// pname -> target decode, so it lives here instead of being spelled out twice.
bool TryDecodeTextureUnitBindingPname(GLenum pname, TextureTarget& outTarget) {
switch (pname) {
case GL_TEXTURE_BINDING_1D: outTarget = TextureTarget::Texture1D; return true;
case GL_TEXTURE_BINDING_1D_ARRAY: outTarget = TextureTarget::Texture1DArray; return true;
case GL_TEXTURE_BINDING_2D: outTarget = TextureTarget::Texture2D; return true;
case GL_TEXTURE_BINDING_2D_ARRAY: outTarget = TextureTarget::Texture2DArray; return true;
case GL_TEXTURE_BINDING_2D_MULTISAMPLE: outTarget = TextureTarget::Texture2DMultisample; return true;
case GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY:
outTarget = TextureTarget::Texture2DMultisampleArray;
return true;
case GL_TEXTURE_BINDING_3D: outTarget = TextureTarget::Texture3D; return true;
case GL_TEXTURE_BINDING_BUFFER: outTarget = TextureTarget::TextureBuffer; return true;
case GL_TEXTURE_BINDING_CUBE_MAP: outTarget = TextureTarget::TextureCubeMap; return true;
case GL_TEXTURE_BINDING_CUBE_MAP_ARRAY: outTarget = TextureTarget::TextureCubeMapArray; return true;
case GL_TEXTURE_BINDING_RECTANGLE: outTarget = TextureTarget::TextureRectangle; return true;
default: return false;
}
}
GLint QueryTextureBindingOnUnit(Int unit, TextureTarget target) {
auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& obj = textureUnit.GetBindingSlot(target).GetBoundObject();
return obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
}
GLint QuerySamplerBindingOnUnit(Int unit) {
const auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& sampler = textureUnit.GetSamplerObject();
return sampler ? static_cast<GLint>(sampler->GetExternalIndex()) : 0;
}
// The ARB_viewport_array indexed rectangles. MobileGL keeps exactly one viewport, one
// scissor box and one depth range, so every in-range index answers with that single
// value - but it has to come from the frontend state the non-indexed getters read.
// The generic path at the bottom of GetIntegeri_v is a raw backend passthrough that
// has no case for these, so routing them through it returned zeros.
Bool IsIndexedViewportQuery(GLenum target) {
return target == GL_VIEWPORT || target == GL_SCISSOR_BOX || target == GL_DEPTH_RANGE;
}
// ARB_viewport_array: `index` selects a viewport and MAX_VIEWPORTS bounds it.
Bool ValidateViewportQueryIndex(GLuint index, const char* caller) {
GLint maxViewports = 0;
GetIntegerv(GL_MAX_VIEWPORTS, &maxViewports);
if (index < static_cast<GLuint>(std::max(maxViewports, 1))) return true;
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller, "Viewport index is out of range."));
return false;
}
void CopyIntsToBooleans(const GLint* src, SizeT count, GLboolean* dst) {
for (SizeT i = 0; i < count; ++i) {
dst[i] = src[i] ? GL_TRUE : GL_FALSE;
@@ -671,7 +733,37 @@ namespace MobileGL::MG_Impl::GLImpl {
}
}
// Per-texture-unit bindings: GL 4.6 core table 23.19 makes every GL_TEXTURE_BINDING_*
// and GL_SAMPLER_BINDING indexed by texture unit. Without this they fell through to
// the raw backend passthrough at the bottom, which knows nothing about the
// frontend's binding state.
if (TextureTarget textureBindingTarget = TextureTarget::Unknown;
TryDecodeTextureUnitBindingPname(target, textureBindingTarget) || target == GL_SAMPLER_BINDING) {
GLint maxUnits = 0;
GetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxUnits);
maxUnits = std::min<GLint>(maxUnits, MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
if (index >= static_cast<GLuint>(std::max(maxUnits, 0))) {
*data = 0;
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "Texture unit index is out of range."));
return;
}
*data = target == GL_SAMPLER_BINDING
? QuerySamplerBindingOnUnit(static_cast<Int>(index))
: QueryTextureBindingOnUnit(static_cast<Int>(index), textureBindingTarget);
return;
}
switch (target) {
// ARB_viewport_array queries the indexed rectangles through glGetIntegeri_v as well
// (gl4cMultiBindTests and the viewport_array group both do). The frontend keeps one
// viewport and one scissor box, so every in-range index reports that one.
case GL_VIEWPORT:
case GL_SCISSOR_BOX:
if (!ValidateViewportQueryIndex(index, __func__)) return;
GetIntegerv(target, data);
return;
// The vertex buffer binding points of the vertex array object that is bound. Indexed by
// binding point, not by attribute (GL 4.6 core 10.3.1).
case GL_VERTEX_BINDING_BUFFER:
@@ -783,6 +875,46 @@ namespace MobileGL::MG_Impl::GLImpl {
getIntegeri(target, index, data);
}
// GL_ARB_viewport_array's typed indexed getters. They were no-op stubs, which left the
// caller's output buffer holding whatever was on the stack. The multi-component indexed
// rectangles are answered from the frontend's own viewport/scissor/depth-range state, via
// the non-indexed getter of the matching type - GL_DEPTH_RANGE is float state, so putting
// it through the integer query would round it to 0/1. Everything else MobileGL answers
// indexed is scalar integer-domain state, where converting the integer query is exact.
void GetFloati_v(GLenum target, GLuint index, GLfloat* data) {
if (!data) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "data pointer cannot be null"));
return;
}
if (IsIndexedViewportQuery(target)) {
if (!ValidateViewportQueryIndex(index, __func__)) return;
GetFloatv(target, data);
return;
}
GLint ints[4] = {};
GetIntegeri_v(target, index, ints);
data[0] = static_cast<GLfloat>(ints[0]);
}
void GetDoublei_v(GLenum target, GLuint index, GLdouble* data) {
if (!data) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "data pointer cannot be null"));
return;
}
if (IsIndexedViewportQuery(target)) {
if (!ValidateViewportQueryIndex(index, __func__)) return;
GetDoublev(target, data);
return;
}
GLint ints[4] = {};
GetIntegeri_v(target, index, ints);
data[0] = static_cast<GLdouble>(ints[0]);
}
void GetInteger64i_v(GLenum target, GLuint index, GLint64* data) {
if (!data) {
MG_State::pGLContext->RecordError(
@@ -959,6 +1091,13 @@ namespace MobileGL::MG_Impl::GLImpl {
return;
}
// Per-texture-unit bindings: the non-indexed query reports the active unit.
if (TextureTarget textureBindingTarget = TextureTarget::Unknown;
TryDecodeTextureUnitBindingPname(pname, textureBindingTarget)) {
*params = QueryTextureBindingOnUnit(MG_State::pGLContext->GetActiveTextureUnit(), textureBindingTarget);
return;
}
switch (pname) {
case GL_ACTIVE_TEXTURE:
*params = MG_State::pGLContext->GetActiveTextureUnit() + GL_TEXTURE0;
@@ -1085,11 +1224,17 @@ namespace MobileGL::MG_Impl::GLImpl {
: 0;
return;
case GL_MAX_DEBUG_GROUP_STACK_DEPTH:
*params = 0; // debug-group entrypoints are stubbed
// KHR_debug floors this at 64 even when the group entry points are stubs: the
// limit describes how deep glPushDebugGroup may nest, and 0 is not a legal answer.
*params = kFrontendMaxDebugGroupStackDepth;
return;
case GL_MAX_DEBUG_MESSAGE_LENGTH:
*params = 1024; // debug-message entrypoints are stubbed, but KHR_debug requires a valid limit
return;
case GL_MAX_DEBUG_LOGGED_MESSAGES:
// Size of the message log ring; KHR_debug requires at least 1.
*params = kFrontendMaxDebugLoggedMessages;
return;
case GL_DEBUG_GROUP_STACK_DEPTH:
*params = 0; // debug-group entrypoints are stubbed
return;
@@ -1531,13 +1676,9 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_SAMPLE_MASK_VALUE:
*params = static_cast<GLint>(MG_State::pGLContext->GetSampleMaskValue());
return;
case GL_SAMPLER_BINDING: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
const auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& sampler = tu.GetSamplerObject();
*params = sampler ? static_cast<GLint>(sampler->GetExternalIndex()) : 0;
case GL_SAMPLER_BINDING:
*params = QuerySamplerBindingOnUnit(MG_State::pGLContext->GetActiveTextureUnit());
return;
}
case GL_SAMPLES:
*params = ResolveDrawFramebufferSampleCount();
return;
@@ -1633,87 +1774,6 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_STEREO:
*params = 0; // stereo surfaces are not exposed
return;
case GL_TEXTURE_BINDING_1D: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture1D);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_1D_ARRAY: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture1DArray);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_2D: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture2D);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
MGLOG_D("Get GL_TEXTURE_BINDING_2D: %d", *params);
return;
}
case GL_TEXTURE_BINDING_2D_ARRAY: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture2DArray);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_2D_MULTISAMPLE: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture2DMultisample);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture2DMultisampleArray);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_3D: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture3D);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_BUFFER: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::TextureBuffer);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_CUBE_MAP: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::TextureCubeMap);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_RECTANGLE: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::TextureRectangle);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_COMPRESSION_HINT:
*params = static_cast<GLint>(MG_State::pGLContext->GetHint(pname));
return;
@@ -1986,6 +2046,18 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS:
*params = static_cast<GLint>(GetIndexedBufferQueryPointCount(BufferTarget::ShaderStorage));
break;
case GL_MAX_SHADER_STORAGE_BLOCK_SIZE:
// 64-bit state (see GetInteger64v); the 32-bit query saturates, per the GL
// state-query conversion rules.
*params = static_cast<GLint>(std::min<Uint64>(dynamicParameters.MaxShaderStorageBlockSize,
static_cast<Uint64>(INT32_MAX)));
break;
case GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS:
*params = static_cast<GLint>(GetIndexedBufferQueryPointCount(BufferTarget::AtomicCounter));
break;
case GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE:
*params = kFrontendMaxAtomicCounterBufferSize;
break;
case GL_MAX_TEXTURE_BUFFER_SIZE:
*params = dynamicParameters.MaxTextureBufferSize;
break;
@@ -19,6 +19,8 @@ namespace MobileGL::MG_Impl::GLImpl {
void GetIntegerv(GLenum pname, GLint* params);
void GetInteger64v(GLenum pname, GLint64* params);
void GetIntegeri_v(GLenum target, GLuint index, GLint* data);
void GetFloati_v(GLenum target, GLuint index, GLfloat* data);
void GetDoublei_v(GLenum target, GLuint index, GLdouble* data);
void GetInteger64i_v(GLenum target, GLuint index, GLint64* data);
GLenum GetError();
GLenum GetGraphicsResetStatus();
+122 -107
View File
@@ -409,14 +409,19 @@ namespace MobileGL::MG_Impl::GLImpl {
}
GLuint CreateShader_State(GLenum type) {
auto shaderId = MG_State::pGLContext->CreateShader(MG_Util::ConvertGLEnumToShaderStage(type));
if (shaderId == 0) {
// GL 4.6 core 7.1: shaderType is an enum, so an unrecognised one is INVALID_ENUM (it
// used to be documented as INVALID_VALUE). The check has to happen HERE: the state
// layer hands out a name for ShaderStage::Unknown just as happily as for a real
// stage, so the old "shaderId == 0 means bad type" test could never fire and an
// unknown shaderType silently produced a usable shader name and no error at all.
const ShaderStage stage = MG_Util::ConvertGLEnumToShaderStage(type);
if (stage == ShaderStage::Unknown) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "`shaderType` is not an accepted value."));
return 0;
}
return shaderId;
return MG_State::pGLContext->CreateShader(stage);
}
void DeleteProgram_State(GLuint program) {
@@ -855,6 +860,31 @@ namespace MobileGL::MG_Impl::GLImpl {
return loc;
}
// A float matrix lives in the global UBO under std140 rules - one 16-byte-aligned column
// vector per column - while the value glGetUniform* must return is tightly packed
// columns * rows floats. Only mat4 is the same either way; every other shape needs the
// padding undone, and the readback has to undo exactly what UniformMatrixfv_Object put
// there. Returns false when `ttype` is not a float matrix (nothing to unpack).
Bool TryGatherFloatMatrixColumns(const glslang::TType* ttype, const char* pBase, void* params) {
if (ttype == nullptr || !ttype->isMatrix() || ttype->getBasicType() == glslang::EbtDouble) return false;
const Int columns = ttype->getMatrixCols();
const Int rows = ttype->getMatrixRows();
for (Int column = 0; column < columns; ++column) {
Memcpy(static_cast<char*>(params) + static_cast<SizeT>(column) * rows * sizeof(GLfloat),
pBase + static_cast<SizeT>(column) * 4 * sizeof(GLfloat), rows * sizeof(GLfloat));
}
return true;
}
// Bytes a uniform actually occupies in the global UBO. It is the tight GL type size for
// everything except a float matrix, whose padded columns make it wider.
SizeT UniformStorageSpanInBytes(const glslang::TType* ttype, SizeT tightSize) {
if (ttype != nullptr && ttype->isMatrix() && ttype->getBasicType() != glslang::EbtDouble) {
return static_cast<SizeT>(ttype->getMatrixCols()) * 4 * sizeof(GLfloat);
}
return tightSize;
}
void GetUniform_State(GLuint program, GLint location, void* params) {
auto& programObject = TryToGetProgramObject(program);
if (!programObject) return;
@@ -885,23 +915,16 @@ namespace MobileGL::MG_Impl::GLImpl {
auto size = programObject->GetUniformSizesInBytes(location);
char* pUBO = (char*)programObject->MapUBO();
auto* ttype = programObject->GetUniformTType(location);
const SizeT span = UniformStorageSpanInBytes(ttype, size);
if (pUBO == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset ||
offset + size > programObject->GetUBOSize()) {
offset + span > programObject->GetUBOSize()) {
MGLOG_E("%s: uniform at program %u location %d has no backing storage; returning nothing", __func__,
program, location);
return;
}
if (!ttype->isMatrix() || ttype->getMatrixCols() != 3)
if (!TryGatherFloatMatrixColumns(ttype, pUBO + offset, params)) {
Memcpy(params, pUBO + offset, size);
else {
// TODO: we only deal with mat3 yet, deal with other types later
// assuming float here, which may not be the case
auto* pBase = pUBO + offset;
for (int i = 0; i < ttype->getMatrixRows(); i++) {
Memcpy((char*)params + ttype->getMatrixCols() * sizeof(float) * i, pBase + 4 * sizeof(float) * i,
ttype->getMatrixCols() * sizeof(float));
}
}
}
// TODO: handle 1i variant as texture unit
@@ -940,23 +963,16 @@ namespace MobileGL::MG_Impl::GLImpl {
auto size = programObject->GetUniformSizesInBytes(location);
char* pUBO = static_cast<char*>(programObject->MapUBO());
auto* ttype = programObject->GetUniformTType(location);
const SizeT span = UniformStorageSpanInBytes(ttype, size);
if (pUBO == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset ||
offset + size > programObject->GetUBOSize()) {
offset + span > programObject->GetUBOSize()) {
MGLOG_E("%s: uniform at program %u location %d has no backing storage; returning nothing", __func__,
program, location);
return;
}
if constexpr (std::is_same_v<T, GLfloat>) {
if (ttype->getBasicType() != glslang::EbtDouble && ttype->isMatrix() &&
ttype->getMatrixCols() == 3) {
auto* pBase = pUBO + offset;
for (int i = 0; i < ttype->getMatrixRows(); i++) {
Memcpy(reinterpret_cast<char*>(params) + ttype->getMatrixCols() * sizeof(GLfloat) * i,
pBase + 4 * sizeof(GLfloat) * i, ttype->getMatrixCols() * sizeof(GLfloat));
}
return;
}
if (TryGatherFloatMatrixColumns(ttype, pUBO + offset, params)) return;
}
// A double-precision uniform is the one case where the stored component type can
@@ -1257,6 +1273,52 @@ namespace MobileGL::MG_Impl::GLImpl {
}
}
// glUniformMatrix*fv / glProgramUniformMatrix*fv, every shape (square and non-square).
// A float matrix sits in the global UBO under std140 rules: each of its `columns`
// column vectors starts on its own 16-byte boundary no matter how many rows it has, so
// the only shape that may be written as one contiguous block is mat4. Writing a matNxM
// as N*M packed floats puts every column after the first at the wrong byte offset.
template <typename Program>
void UniformMatrixfv_Object(Program& programObject, const char* caller, GLint location, GLsizei count,
GLboolean transpose, const GLfloat* value, Int columns, Int rows,
const String& ownerDescription) {
// std140: a column vector of a float matrix is padded out to a vec4.
constexpr SizeT kColumnStride = 4 * sizeof(GLfloat);
const SizeT componentCount = static_cast<SizeT>(columns) * static_cast<SizeT>(rows);
GLfloat column[4] = {};
for (GLint matrix = 0; matrix < count; ++matrix) {
if (matrix > 0 && !programObject.UniformLocationsAliasSameUniform(location, location + matrix)) {
// GL 3.3 2.11.4: values for elements beyond the end of the uniform array
// are ignored. Never step onto a neighboring uniform's location.
break;
}
if (!programObject.IsValidUniformLocation(location + matrix)) {
RecordInvalidUniformLocationError(caller, location + matrix, ownerDescription);
return;
}
if (programObject.IsUniformOpaqueAtLocation(location + matrix)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller,
"Opaque uniforms cannot be set with matrix Uniform calls."));
return;
}
if (value == nullptr) return;
const GLfloat* source = value + static_cast<SizeT>(matrix) * componentCount;
for (Int c = 0; c < columns; ++c) {
for (Int r = 0; r < rows; ++r) {
column[r] = transpose == GL_TRUE ? source[r * columns + c] : source[c * rows + r];
}
const SizeT byteOffset = static_cast<SizeT>(c) * kColumnStride;
switch (rows) {
case 2: Uniform_State<2>(programObject, location + matrix, column, byteOffset); break;
case 3: Uniform_State<3>(programObject, location + matrix, column, byteOffset); break;
default: Uniform_State<4>(programObject, location + matrix, column, byteOffset); break;
}
}
}
}
// Helper function to transpose a 2x2 matrix
void TransposeMatrix2x2(const GLfloat* input, GLfloat* output) {
// Input matrix is in column-major order (OpenGL default)
@@ -1362,8 +1424,8 @@ namespace MobileGL::MG_Impl::GLImpl {
}
void UniformMatrix2fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
// For 2x2 matrices, we have 4 elements per matrix
// If transpose is GL_TRUE, we need to transpose the matrix data
// A mat2 is NOT four contiguous floats in the global UBO: std140 pads each column
// vector out to 16 bytes, so column 1 starts at byte 16, not byte 8.
if (location == -1) return;
auto& programObject = MG_State::pGLContext->GetProgramForUniform();
@@ -1374,26 +1436,8 @@ namespace MobileGL::MG_Impl::GLImpl {
return;
}
// For matrix uniforms, we handle each matrix individually
for (GLint i = 0; i < count; i++) {
if (i > 0 && !programObject->UniformLocationsAliasSameUniform(location, location + i)) {
// Values for elements beyond the end of the uniform array are ignored.
break;
}
if (!programObject->IsValidUniformLocation(location + i)) {
RecordInvalidUniformLocationError(__func__, location + i, "the current program object");
return;
}
if (transpose == GL_TRUE) {
// Transpose the matrix before uploading
GLfloat transposedMatrix[4];
TransposeMatrix2x2(value + i * 4, transposedMatrix);
Uniform_State<4>(*programObject, location + i, transposedMatrix);
} else {
// No transpose needed, directly copy the matrix data
Uniform_State<4>(*programObject, location + i, value + i * 4);
}
}
UniformMatrixfv_Object(*programObject, __func__, location, count, transpose, value, 2, 2,
"the current program object");
}
void UniformMatrix3fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
@@ -1471,7 +1515,8 @@ namespace MobileGL::MG_Impl::GLImpl {
}
}
void UniformMatrixNonSquarefv_State(const char* caller, GLint location, GLsizei count) {
void UniformMatrixNonSquarefv_State(const char* caller, GLint location, GLsizei count, GLboolean transpose,
const GLfloat* value, Int columns, Int rows) {
if (location == -1) return;
auto& programObject = MG_State::pGLContext->GetProgramForUniform();
@@ -1482,21 +1527,8 @@ namespace MobileGL::MG_Impl::GLImpl {
return;
}
for (GLint i = 0; i < count; i++) {
if (!programObject->IsValidUniformLocation(location + i)) {
RecordInvalidUniformLocationError(caller, location + i, "the current program object");
return;
}
if (programObject->IsUniformOpaqueAtLocation(location + i)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller,
"Opaque uniforms cannot be set with matrix Uniform calls."));
return;
}
}
// TODO: Implement non-square matrix uniform uploads for non-opaque uniforms.
UniformMatrixfv_Object(*programObject, caller, location, count, transpose, value, columns, rows,
"the current program object");
}
void ProgramUniformMatrix2fv_State(GLuint program, GLint location, GLsizei count, GLboolean transpose,
@@ -1514,23 +1546,8 @@ namespace MobileGL::MG_Impl::GLImpl {
return;
}
for (GLint i = 0; i < count; i++) {
if (i > 0 && !programObject->UniformLocationsAliasSameUniform(location, location + i)) {
// Values for elements beyond the end of the uniform array are ignored.
break;
}
if (!programObject->IsValidUniformLocation(location + i)) {
RecordInvalidUniformLocationError(__func__, location + i, "program " + std::to_string(program));
return;
}
if (transpose == GL_TRUE) {
GLfloat transposedMatrix[4];
TransposeMatrix2x2(value + i * 4, transposedMatrix);
Uniform_State<4>(*programObject, location + i, transposedMatrix);
} else {
Uniform_State<4>(*programObject, location + i, value + i * 4);
}
}
UniformMatrixfv_Object(*programObject, __func__, location, count, transpose, value, 2, 2,
"program " + std::to_string(program));
}
void ProgramUniformMatrix3fv_State(GLuint program, GLint location, GLsizei count, GLboolean transpose,
@@ -1605,7 +1622,8 @@ namespace MobileGL::MG_Impl::GLImpl {
}
}
void ProgramUniformMatrixNonSquarefv_State(const char* caller, GLuint program, GLint location, GLsizei count) {
void ProgramUniformMatrixNonSquarefv_State(const char* caller, GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLfloat* value, Int columns, Int rows) {
if (location == -1) return;
auto& programObject = TryToGetProgramObject(program);
@@ -1619,21 +1637,8 @@ namespace MobileGL::MG_Impl::GLImpl {
return;
}
for (GLint i = 0; i < count; i++) {
if (!programObject->IsValidUniformLocation(location + i)) {
RecordInvalidUniformLocationError(caller, location + i, "program " + std::to_string(program));
return;
}
if (programObject->IsUniformOpaqueAtLocation(location + i)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller,
"Opaque uniforms cannot be set with matrix Uniform calls."));
return;
}
}
// TODO: Implement non-square matrix uniform uploads for non-opaque uniforms.
UniformMatrixfv_Object(*programObject, caller, location, count, transpose, value, columns, rows,
"program " + std::to_string(program));
}
GLuint GetUniformBlockIndex_State(GLuint program, const GLchar* uniformBlockName) {
@@ -2442,27 +2447,27 @@ namespace MobileGL::MG_Impl::GLImpl {
}
void UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
UniformMatrixNonSquarefv_State(__func__, location, count);
UniformMatrixNonSquarefv_State(__func__, location, count, transpose, value, 2, 3);
}
void UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
UniformMatrixNonSquarefv_State(__func__, location, count);
UniformMatrixNonSquarefv_State(__func__, location, count, transpose, value, 3, 2);
}
void UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
UniformMatrixNonSquarefv_State(__func__, location, count);
UniformMatrixNonSquarefv_State(__func__, location, count, transpose, value, 2, 4);
}
void UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
UniformMatrixNonSquarefv_State(__func__, location, count);
UniformMatrixNonSquarefv_State(__func__, location, count, transpose, value, 4, 2);
}
void UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
UniformMatrixNonSquarefv_State(__func__, location, count);
UniformMatrixNonSquarefv_State(__func__, location, count, transpose, value, 3, 4);
}
void UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
UniformMatrixNonSquarefv_State(__func__, location, count);
UniformMatrixNonSquarefv_State(__func__, location, count, transpose, value, 4, 3);
}
void ProgramUniform1f(GLuint program, GLint location, GLfloat v0) {
@@ -2587,32 +2592,32 @@ namespace MobileGL::MG_Impl::GLImpl {
void ProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose,
const GLfloat* value) {
ProgramUniformMatrixNonSquarefv_State(__func__, program, location, count);
ProgramUniformMatrixNonSquarefv_State(__func__, program, location, count, transpose, value, 2, 3);
}
void ProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose,
const GLfloat* value) {
ProgramUniformMatrixNonSquarefv_State(__func__, program, location, count);
ProgramUniformMatrixNonSquarefv_State(__func__, program, location, count, transpose, value, 3, 2);
}
void ProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose,
const GLfloat* value) {
ProgramUniformMatrixNonSquarefv_State(__func__, program, location, count);
ProgramUniformMatrixNonSquarefv_State(__func__, program, location, count, transpose, value, 2, 4);
}
void ProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose,
const GLfloat* value) {
ProgramUniformMatrixNonSquarefv_State(__func__, program, location, count);
ProgramUniformMatrixNonSquarefv_State(__func__, program, location, count, transpose, value, 4, 2);
}
void ProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose,
const GLfloat* value) {
ProgramUniformMatrixNonSquarefv_State(__func__, program, location, count);
ProgramUniformMatrixNonSquarefv_State(__func__, program, location, count, transpose, value, 3, 4);
}
void ProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose,
const GLfloat* value) {
ProgramUniformMatrixNonSquarefv_State(__func__, program, location, count);
ProgramUniformMatrixNonSquarefv_State(__func__, program, location, count, transpose, value, 4, 3);
}
GLuint GetUniformBlockIndex(GLuint program, const GLchar* uniformBlockName) {
@@ -2859,6 +2864,16 @@ namespace MobileGL::MG_Impl::GLImpl {
// is written as that sequence rather than as a private shortcut - every error it can
// raise is one of theirs, raised at the point they would raise it.
GLuint CreateShaderProgramv(GLenum type, GLsizei count, const GLchar* const* strings) {
// GL 4.6 core 7.3: a negative count is INVALID_VALUE and is checked before anything
// is created, so a bad count never leaks a shader name. An unrecognised type is
// INVALID_ENUM, which CreateShader_State raises below.
if (count < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "count must be non-negative."));
return 0;
}
const GLuint shader = CreateShader_State(type);
if (shader == 0) return 0;
+27 -1
View File
@@ -8,6 +8,7 @@
#include "GL_Sampler.h"
#include "Validators.h"
#include "../Getter/GL_Getter.h"
#include <MG_State/GLState/Core.h>
#include <MG_Util/Converters/GLToMG/TextureEnumConverter.h>
#include <MG_Util/Converters/MGToGL/TextureEnumConverter.h>
@@ -268,9 +269,20 @@ namespace MobileGL::MG_Impl::GLImpl {
}
}
// The number of texture units a sampler may be bound to. GL 3.3 core 3.8.2 names
// GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, which is what the backend advertises; the frontend's
// MAX_TEXTURE_IMAGE_UNITS is only the capacity of the unit array, so it is a clamp on the
// answer and never the answer itself - gating on it alone accepts every unit up to 192 no
// matter what the driver reports.
static GLint GetSamplerBindableTextureUnitCount() {
GLint maxTextureUnits = 0;
GetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
return std::min<GLint>(std::max(maxTextureUnits, 0), MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
}
void BindSampler_State(GLuint unit, GLuint sampler) {
MGLOG_D("BindSampler_State: unit = %u, sampler = %u", unit, sampler);
if (unit >= MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS) {
if (static_cast<Uint64>(unit) >= static_cast<Uint64>(GetSamplerBindableTextureUnitCount())) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "BindSampler", "texture unit out of range"));
@@ -309,6 +321,20 @@ namespace MobileGL::MG_Impl::GLImpl {
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "BindSamplers", "count must be non-negative"));
return;
}
// ARB_multi_bind: the whole [first, first + count) range is checked up front and a
// range that runs past the last texture unit is INVALID_OPERATION - not the
// INVALID_VALUE the single-bind BindSampler_State reports per element, and nothing is
// bound when it fails. Both gates read the same limit (see
// GetSamplerBindableTextureUnitCount), so an out-of-range multi-bind can no longer slip
// past this check and be caught one element at a time with the wrong error class.
const GLint maxTextureUnits = GetSamplerBindableTextureUnitCount();
if (static_cast<Uint64>(first) + static_cast<Uint64>(count) > static_cast<Uint64>(maxTextureUnits)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "BindSamplers",
"first + count exceeds the number of texture units."));
return;
}
for (GLsizei i = 0; i < count; ++i) {
BindSampler_State(first + i, samplers ? samplers[i] : 0);
@@ -75,7 +75,11 @@ namespace MobileGL::MG_Impl::GLImpl::SamplerImpl {
break;
case GL_TEXTURE_COMPARE_FUNC:
if (param < GL_LEQUAL || param > GL_ALWAYS) {
// The eight depth-compare functions are contiguous from GL_NEVER (0x0200) to
// GL_ALWAYS (0x0207); GL_LEQUAL sits in the middle of that block, so starting
// the range there rejected NEVER/LESS/EQUAL and let GREATER/NOTEQUAL/GEQUAL
// through only by accident of them being above LEQUAL.
if (param < GL_NEVER || param > GL_ALWAYS) {
MG_State::pGLContext->RecordError(ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "ValidateSamplerParam",
"Invalid compare function parameter"));
@@ -106,6 +106,21 @@ namespace MobileGL::MG_Impl::GLImpl {
return pname == GL_CURRENT_VERTEX_ATTRIB;
}
// The two ARB_vertex_attrib_binding per-attribute queries. They do not live on the
// resolved VertexAttribute (which is the flat, already-combined view) but on the VAO's
// binding-point mapping, so they need the object, not the attribute.
static bool TryGetVertexAttribBindingQuery(GLuint index, GLenum pname, GLint& out) {
if (pname != GL_VERTEX_ATTRIB_BINDING && pname != GL_VERTEX_ATTRIB_RELATIVE_OFFSET) return false;
const auto& vao = MG_State::pGLContext->GetBoundVertexArray();
if (!vao) {
out = 0;
return true;
}
out = pname == GL_VERTEX_ATTRIB_BINDING ? static_cast<GLint>(vao->GetAttributeBindingIndex(index))
: static_cast<GLint>(vao->GetAttributeRelativeOffset(index));
return true;
}
// The stride a pointer-style call gives its binding point: the argument when it is non-zero,
// otherwise the tightly packed element size (GL 4.6 core 10.3.2). A packed 2_10_10_10 or
// 10F_11F_11F attribute is one 32-bit word regardless of its component count.
@@ -179,6 +194,11 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_VERTEX_ATTRIB_ARRAY_LONG:
case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
case GL_VERTEX_ATTRIB_ARRAY_POINTER:
// ARB_vertex_attrib_binding (core since GL 4.3). The binding-point view is real
// state on the VAO (GetAttributeBindingIndex / GetAttributeRelativeOffset), so
// both of its per-attribute queries are answerable.
case GL_VERTEX_ATTRIB_BINDING:
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET:
return true;
default:
MG_State::pGLContext->RecordError(
@@ -944,6 +964,13 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
params[0] = static_cast<GLfloat>(attr->Divisor);
return;
case GL_VERTEX_ATTRIB_BINDING:
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET: {
GLint value = 0;
TryGetVertexAttribBindingQuery(index, pname, value);
params[0] = static_cast<GLfloat>(value);
return;
}
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
@@ -1007,6 +1034,13 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
params[0] = static_cast<GLdouble>(attr->Divisor);
return;
case GL_VERTEX_ATTRIB_BINDING:
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET: {
GLint value = 0;
TryGetVertexAttribBindingQuery(index, pname, value);
params[0] = static_cast<GLdouble>(value);
return;
}
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
@@ -1066,6 +1100,10 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
params[0] = static_cast<GLint>(attr->Divisor);
return;
case GL_VERTEX_ATTRIB_BINDING:
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET:
TryGetVertexAttribBindingQuery(index, pname, params[0]);
return;
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
@@ -1204,6 +1242,9 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET:
*param = static_cast<GLint>(vao->GetAttributeRelativeOffset(index));
return;
case GL_VERTEX_ATTRIB_BINDING:
*param = static_cast<GLint>(vao->GetAttributeBindingIndex(index));
return;
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
@@ -147,6 +147,30 @@ namespace MobileGL::MG_Impl::GLImpl::VertexArrayImpl {
return false;
}
// The integer path takes exactly the six signed/unsigned integer types (GL 4.6
// core 10.3.2): BYTE, UNSIGNED_BYTE, SHORT, UNSIGNED_SHORT, INT, UNSIGNED_INT.
// A blacklist could not express that: GL_FLOAT, GL_HALF_FLOAT,
// GL_DOUBLE and GL_FIXED all convert to a perfectly valid DataType, so they slipped
// through and were recorded as integer attributes.
if (integerPath) {
switch (type) {
case DataType::Int8:
case DataType::Uint8:
case DataType::Int16:
case DataType::Uint16:
case DataType::Int32:
case DataType::Uint32:
break;
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", fn,
std::format("Type is not an integer vertex attribute type (attribute {}).", index)));
return false;
}
}
if (sizeRaw == static_cast<GLint>(GL_BGRA)) {
// GL_BGRA is a float-path-only size: it needs GL_UNSIGNED_BYTE or a 2_10_10_10 type and
// normalized == GL_TRUE. On the integer path it is simply an out-of-range size.
@@ -206,8 +206,11 @@ namespace MobileGL::MG_State::GLState {
}
void BufferObject::UploadSubData(DataPtr data, SizeT atOffset) {
MOBILEGL_ASSERT(!m_isMapped || (m_mappingAccess & BufferMappingAccessBit::Persistent),
"Cannot upload sub data while buffer is non-persistently mapped.");
// GL 4.6 core 6.5 forbids only the OVERLAPPING write: a glBufferSubData that stays
// clear of a non-persistent mapping is legal, and the frontend lets it through.
MOBILEGL_ASSERT(!m_isMapped || (m_mappingAccess & BufferMappingAccessBit::Persistent) ||
atOffset >= m_mappedRange.end || atOffset + data.size <= m_mappedRange.start,
"Cannot upload sub data overlapping a non-persistent mapping.");
MOBILEGL_ASSERT(atOffset + data.size <= m_size,
"UploadSubData out of bounds: atOffset (%zu) + data.size (%zu) > m_size (%zu)", atOffset,
data.size, m_size);
+311 -4
View File
@@ -455,16 +455,24 @@ TEST_F(BufferTest, BindBufferBaseZeroUnbindsBindingPoint) {
}
TEST_F(BufferTest, BindBufferRangeZeroUnbindsBindingPoint) {
// GL_SHADER_STORAGE_BUFFER offsets must be a multiple of
// GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, so the offset cannot be a literal.
GLint ssboAlignment = 0;
MobileGL::MG_Impl::GLImpl::GetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &ssboAlignment);
ASSERT_GT(ssboAlignment, 0);
const GLintptr offset = ssboAlignment;
const GLsizeiptr size = 8;
GLuint buffer = 0;
MobileGL::MG_Impl::GLImpl::GenBuffers(1, &buffer);
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
MobileGL::MG_Impl::GLImpl::BufferData(GL_SHADER_STORAGE_BUFFER, 16, nullptr, GL_DYNAMIC_DRAW);
MobileGL::MG_Impl::GLImpl::BufferData(GL_SHADER_STORAGE_BUFFER, offset + size, nullptr, GL_DYNAMIC_DRAW);
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_SHADER_STORAGE_BUFFER, 3, buffer, 4, 8);
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_SHADER_STORAGE_BUFFER, 3, buffer, offset, size);
auto& point = MobileGL::MG_State::pGLContext->GetBufferBindingPoint(BufferTarget::ShaderStorage, 3);
ASSERT_NE(point.GetBoundObject(), nullptr);
EXPECT_EQ(point.GetRange().start, 4);
EXPECT_EQ(point.GetRange().end, 12);
EXPECT_EQ(point.GetRange().start, static_cast<SizeT>(offset));
EXPECT_EQ(point.GetRange().end, static_cast<SizeT>(offset + size));
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_SHADER_STORAGE_BUFFER, 3, 0, 0, 0);
EXPECT_EQ(point.GetBoundObject(), nullptr);
@@ -540,6 +548,305 @@ TEST_F(BufferTest, ClearNamedBufferSubDataRepeatsPattern) {
EXPECT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
}
// GL 4.6 core 6.5: glBufferSubData fails only when the written range OVERLAPS the mapped range.
// A second, wrong test used to sit next to the correct one and reject any write whose end reached
// the start of the mapping - which killed every legal disjoint update in front of a mapped tail.
TEST_F(BufferTest, BufferSubDataRejectsOnlyRangesOverlappingTheMapping) {
GLuint buffer = 0;
MobileGL::MG_Impl::GLImpl::GenBuffers(1, &buffer);
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_ARRAY_BUFFER, buffer);
MobileGL::MG_Impl::GLImpl::BufferData(GL_ARRAY_BUFFER, 64, nullptr, GL_DYNAMIC_DRAW);
ASSERT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
void* mapped = MobileGL::MG_Impl::GLImpl::MapBufferRange(GL_ARRAY_BUFFER, 32, 32, GL_MAP_WRITE_BIT);
ASSERT_NE(mapped, nullptr);
ASSERT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
// Entirely before the mapping: legal, and the bytes must land.
const Uint32 payload[4] = {1u, 2u, 3u, 4u};
MobileGL::MG_Impl::GLImpl::BufferSubData(GL_ARRAY_BUFFER, 0, sizeof(payload), payload);
EXPECT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
// Touching the first mapped byte: overlap, so INVALID_OPERATION.
MobileGL::MG_Impl::GLImpl::BufferSubData(GL_ARRAY_BUFFER, 16, 32, payload);
ExpectSingleGlError(GL_INVALID_OPERATION);
EXPECT_TRUE(MobileGL::MG_Impl::GLImpl::UnmapBuffer(GL_ARRAY_BUFFER));
Vector<Uint32> actual(4, 0);
auto bufferObject = MobileGL::MG_State::pGLContext->GetBufferObject(buffer);
ASSERT_NE(bufferObject, nullptr);
Memcpy(actual.data(), bufferObject->AcquireMemory(false, true, false), sizeof(payload));
EXPECT_EQ(actual, (Vector<Uint32>{1u, 2u, 3u, 4u}));
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_ARRAY_BUFFER, 0);
MobileGL::MG_Impl::GLImpl::DeleteBuffers(1, &buffer);
DrainPendingGlErrors();
}
// GL 4.6 core 6.2: "no buffer bound to target" outranks a bad size or bad flags, so the binding has
// to be resolved before either is validated. It used to be checked last, which turned every
// unbound-target call into INVALID_VALUE.
TEST_F(BufferTest, BufferStorageReportsTheUnboundTargetBeforeSizeAndFlags) {
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_ARRAY_BUFFER, 0);
DrainPendingGlErrors();
// Both a zero size and a nonsense flag set are present; the unbound target still wins.
MobileGL::MG_Impl::GLImpl::BufferStorage(GL_ARRAY_BUFFER, 0, nullptr, GL_MAP_PERSISTENT_BIT);
ExpectSingleGlError(GL_INVALID_OPERATION);
// With a buffer bound, the size check is reachable again.
GLuint buffer = 0;
MobileGL::MG_Impl::GLImpl::GenBuffers(1, &buffer);
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_ARRAY_BUFFER, buffer);
MobileGL::MG_Impl::GLImpl::BufferStorage(GL_ARRAY_BUFFER, 0, nullptr, GL_MAP_READ_BIT);
ExpectSingleGlError(GL_INVALID_VALUE);
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_ARRAY_BUFFER, 0);
MobileGL::MG_Impl::GLImpl::DeleteBuffers(1, &buffer);
DrainPendingGlErrors();
}
// GL 4.6 core 6.1.1: glBindBufferRange on GL_SHADER_STORAGE_BUFFER must reject an offset that is
// not a multiple of GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT.
TEST_F(BufferTest, BindBufferRangeRejectsMisalignedShaderStorageOffset) {
GLint ssboAlignment = 0;
MobileGL::MG_Impl::GLImpl::GetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &ssboAlignment);
ASSERT_GT(ssboAlignment, 1) << "a 1-byte alignment cannot express a misaligned offset";
GLuint buffer = 0;
MobileGL::MG_Impl::GLImpl::GenBuffers(1, &buffer);
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
MobileGL::MG_Impl::GLImpl::BufferData(GL_SHADER_STORAGE_BUFFER, ssboAlignment * 4, nullptr, GL_DYNAMIC_DRAW);
ASSERT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_SHADER_STORAGE_BUFFER, 1, buffer, 1, ssboAlignment);
ExpectSingleGlError(GL_INVALID_VALUE);
auto& point = MobileGL::MG_State::pGLContext->GetBufferBindingPoint(BufferTarget::ShaderStorage, 1);
EXPECT_EQ(point.GetBoundObject(), nullptr) << "a rejected bind must not take effect";
// The uniform target has its own alignment and must not inherit the SSBO rule's rejection.
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_SHADER_STORAGE_BUFFER, 1, buffer, ssboAlignment, ssboAlignment);
EXPECT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
EXPECT_NE(point.GetBoundObject(), nullptr);
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_SHADER_STORAGE_BUFFER, 1, 0, 0, 0);
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
MobileGL::MG_Impl::GLImpl::DeleteBuffers(1, &buffer);
DrainPendingGlErrors();
}
// ARB_multi_bind: the [first, first + count) range is checked up front and reports
// INVALID_OPERATION - not the per-element INVALID_VALUE a naive loop over glBindBufferBase would
// produce, and nothing may be bound when it fails.
TEST_F(BufferTest, BindBuffersBaseChecksTheWholeRangeBeforeBindingAnything) {
GLint maxBindings = 0;
MobileGL::MG_Impl::GLImpl::GetIntegerv(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, &maxBindings);
ASSERT_GT(maxBindings, 1);
GLuint buffer = 0;
MobileGL::MG_Impl::GLImpl::GenBuffers(1, &buffer);
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
MobileGL::MG_Impl::GLImpl::BufferData(GL_SHADER_STORAGE_BUFFER, 16, nullptr, GL_DYNAMIC_DRAW);
ASSERT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
// first is in range but first + count is not: one error, of the multi-bind class.
const GLuint first = static_cast<GLuint>(maxBindings - 1);
const GLuint buffers[2] = {buffer, buffer};
MobileGL::MG_Impl::GLImpl::BindBuffersBase(GL_SHADER_STORAGE_BUFFER, first, 2, buffers);
ExpectSingleGlError(GL_INVALID_OPERATION);
auto& point = MobileGL::MG_State::pGLContext->GetBufferBindingPoint(BufferTarget::ShaderStorage, first);
EXPECT_EQ(point.GetBoundObject(), nullptr) << "the in-range prefix must not be bound either";
MobileGL::MG_Impl::GLImpl::BindBuffersRange(GL_SHADER_STORAGE_BUFFER, first, 2, buffers, nullptr, nullptr);
ExpectSingleGlError(GL_INVALID_OPERATION);
// A range that fits binds normally.
MobileGL::MG_Impl::GLImpl::BindBuffersBase(GL_SHADER_STORAGE_BUFFER, first, 1, buffers);
EXPECT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
ASSERT_NE(point.GetBoundObject(), nullptr);
EXPECT_EQ(point.GetBoundObject()->GetExternalIndex(), buffer);
MobileGL::MG_Impl::GLImpl::BindBufferBase(GL_SHADER_STORAGE_BUFFER, first, 0);
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
MobileGL::MG_Impl::GLImpl::DeleteBuffers(1, &buffer);
DrainPendingGlErrors();
}
// These limits were reachable only through glGetInteger64v (SSBO block size) or not at all (the
// atomic-counter pair), so glGetIntegerv answered them with INVALID_ENUM out of its default arm.
TEST_F(BufferTest, GetIntegervAnswersSsboAndAtomicCounterLimits) {
GLint ssboBlockSize = 0;
MobileGL::MG_Impl::GLImpl::GetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &ssboBlockSize);
EXPECT_GT(ssboBlockSize, 0);
EXPECT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
// The 32-bit query saturates rather than truncating what glGetInteger64v reports.
GLint64 ssboBlockSize64 = 0;
MobileGL::MG_Impl::GLImpl::GetInteger64v(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &ssboBlockSize64);
EXPECT_EQ(static_cast<GLint64>(ssboBlockSize), std::min<GLint64>(ssboBlockSize64, INT32_MAX));
GLint atomicBindings = 0;
MobileGL::MG_Impl::GLImpl::GetIntegerv(GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, &atomicBindings);
EXPECT_GE(atomicBindings, 1);
EXPECT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
GLint atomicBufferSize = 0;
MobileGL::MG_Impl::GLImpl::GetIntegerv(GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE, &atomicBufferSize);
EXPECT_GE(atomicBufferSize, 32); // GL 4.6 table 23.63 minimum
EXPECT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
// KHR_debug requires these to be legal even while the debug entry points are stubs.
GLint debugGroupDepth = 0;
MobileGL::MG_Impl::GLImpl::GetIntegerv(GL_MAX_DEBUG_GROUP_STACK_DEPTH, &debugGroupDepth);
EXPECT_GE(debugGroupDepth, 64);
GLint debugLoggedMessages = 0;
MobileGL::MG_Impl::GLImpl::GetIntegerv(GL_MAX_DEBUG_LOGGED_MESSAGES, &debugLoggedMessages);
EXPECT_GE(debugLoggedMessages, 1);
EXPECT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
}
// GL 4.6 core 6.1.1: glBindBufferRange validates the (offset, size) pair before it writes any
// state. Nothing validated either one, so a negative offset reached Range1D(offset, offset + size)
// - which has no ordering check of its own - and a zero or negative size installed an empty or
// backwards range on the binding point.
TEST_F(BufferTest, BindBufferRangeRejectsNegativeOffsetAndNonPositiveSize) {
GLint ssboAlignment = 0;
MobileGL::MG_Impl::GLImpl::GetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &ssboAlignment);
ASSERT_GT(ssboAlignment, 0);
GLuint buffer = 0;
MobileGL::MG_Impl::GLImpl::GenBuffers(1, &buffer);
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
MobileGL::MG_Impl::GLImpl::BufferData(GL_SHADER_STORAGE_BUFFER, ssboAlignment * 4, nullptr, GL_DYNAMIC_DRAW);
ASSERT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
auto& point = MobileGL::MG_State::pGLContext->GetBufferBindingPoint(BufferTarget::ShaderStorage, 2);
// A negative offset is INVALID_VALUE - including one that is a multiple of the alignment, which
// the modulo gate alone waves through (-alignment % alignment == 0).
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_SHADER_STORAGE_BUFFER, 2, buffer, -ssboAlignment, ssboAlignment);
ExpectSingleGlError(GL_INVALID_VALUE);
EXPECT_EQ(point.GetBoundObject(), nullptr) << "a rejected bind must not take effect";
// size must be strictly positive.
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_SHADER_STORAGE_BUFFER, 2, buffer, 0, 0);
ExpectSingleGlError(GL_INVALID_VALUE);
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_SHADER_STORAGE_BUFFER, 2, buffer, 0, -4);
ExpectSingleGlError(GL_INVALID_VALUE);
EXPECT_EQ(point.GetBoundObject(), nullptr);
// The well-formed bind still goes through.
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_SHADER_STORAGE_BUFFER, 2, buffer, ssboAlignment, ssboAlignment);
EXPECT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
ASSERT_NE(point.GetBoundObject(), nullptr);
EXPECT_EQ(point.GetRange().start, static_cast<SizeT>(ssboAlignment));
EXPECT_EQ(point.GetRange().end, static_cast<SizeT>(ssboAlignment * 2));
// Buffer 0 detaches with offset and size ignored: the one case the size rule must not fire on,
// and the shape glBindBuffersRange uses to reset an element.
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_SHADER_STORAGE_BUFFER, 2, 0, 0, 0);
EXPECT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
EXPECT_EQ(point.GetBoundObject(), nullptr);
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
MobileGL::MG_Impl::GLImpl::DeleteBuffers(1, &buffer);
DrainPendingGlErrors();
}
// GL 4.6 core 6.1.1 gives GL_UNIFORM_BUFFER its own offset alignment
// (GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT) and requires BOTH offset and size to be multiples of 4 on
// GL_TRANSFORM_FEEDBACK_BUFFER. Only the shader-storage half of the rule was implemented, so a
// misaligned uniform range bound happily.
TEST_F(BufferTest, BindBufferRangeEnforcesUniformAndTransformFeedbackAlignment) {
GLint uboAlignment = 0;
MobileGL::MG_Impl::GLImpl::GetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uboAlignment);
ASSERT_GT(uboAlignment, 1) << "a 1-byte alignment cannot express a misaligned offset";
GLuint buffer = 0;
MobileGL::MG_Impl::GLImpl::GenBuffers(1, &buffer);
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_UNIFORM_BUFFER, buffer);
MobileGL::MG_Impl::GLImpl::BufferData(GL_UNIFORM_BUFFER, uboAlignment * 4, nullptr, GL_DYNAMIC_DRAW);
ASSERT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
auto& uniformPoint = MobileGL::MG_State::pGLContext->GetBufferBindingPoint(BufferTarget::Uniform, 1);
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_UNIFORM_BUFFER, 1, buffer, 1, uboAlignment);
ExpectSingleGlError(GL_INVALID_VALUE);
EXPECT_EQ(uniformPoint.GetBoundObject(), nullptr) << "a misaligned uniform range must not bind";
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_UNIFORM_BUFFER, 1, buffer, uboAlignment, uboAlignment);
EXPECT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
EXPECT_NE(uniformPoint.GetBoundObject(), nullptr);
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_UNIFORM_BUFFER, 1, 0, 0, 0);
EXPECT_EQ(uniformPoint.GetBoundObject(), nullptr);
// Transform feedback captures 32-bit components: offset and size are both constrained, and the
// size half has no analogue on any other target.
auto& feedbackPoint =
MobileGL::MG_State::pGLContext->GetBufferBindingPoint(BufferTarget::TransformFeedback, 0);
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffer, 2, 4);
ExpectSingleGlError(GL_INVALID_VALUE);
EXPECT_EQ(feedbackPoint.GetBoundObject(), nullptr);
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffer, 4, 2);
ExpectSingleGlError(GL_INVALID_VALUE);
EXPECT_EQ(feedbackPoint.GetBoundObject(), nullptr);
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffer, 4, 4);
EXPECT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
EXPECT_NE(feedbackPoint.GetBoundObject(), nullptr);
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0, 0, 0);
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_UNIFORM_BUFFER, 0);
MobileGL::MG_Impl::GLImpl::DeleteBuffers(1, &buffer);
DrainPendingGlErrors();
}
// ARB_multi_bind checks offsets and sizes separately for each binding point: the offending element
// is left unchanged and reports INVALID_VALUE while every other element still binds. Only the
// [first, first + count) range is the up-front, all-or-nothing check - so glBindBuffersRange gets
// the new gates by looping over the single-bind entry point, and must keep going after one fails.
TEST_F(BufferTest, BindBuffersRangeAppliesTheOffsetAndSizeGatesPerElement) {
GLint ssboAlignment = 0;
MobileGL::MG_Impl::GLImpl::GetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &ssboAlignment);
ASSERT_GT(ssboAlignment, 1) << "a 1-byte alignment cannot express a misaligned offset";
GLuint buffer = 0;
MobileGL::MG_Impl::GLImpl::GenBuffers(1, &buffer);
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
MobileGL::MG_Impl::GLImpl::BufferData(GL_SHADER_STORAGE_BUFFER, ssboAlignment * 8, nullptr, GL_DYNAMIC_DRAW);
ASSERT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
auto& firstPoint = MobileGL::MG_State::pGLContext->GetBufferBindingPoint(BufferTarget::ShaderStorage, 0);
auto& secondPoint = MobileGL::MG_State::pGLContext->GetBufferBindingPoint(BufferTarget::ShaderStorage, 1);
const GLuint buffers[2] = {buffer, buffer};
// Element 0 is misaligned; element 1 is well formed and must still be bound.
const GLintptr misalignedOffsets[2] = {1, ssboAlignment};
const GLsizeiptr sizes[2] = {ssboAlignment, ssboAlignment};
MobileGL::MG_Impl::GLImpl::BindBuffersRange(GL_SHADER_STORAGE_BUFFER, 0, 2, buffers, misalignedOffsets, sizes);
ExpectSingleGlError(GL_INVALID_VALUE);
EXPECT_EQ(firstPoint.GetBoundObject(), nullptr) << "the rejected element must not bind";
ASSERT_NE(secondPoint.GetBoundObject(), nullptr) << "a per-element error must not abort the rest of the range";
EXPECT_EQ(secondPoint.GetRange().start, static_cast<SizeT>(ssboAlignment));
MobileGL::MG_Impl::GLImpl::BindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 0);
ASSERT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
// Same for a non-positive size, on the other element this time.
const GLintptr offsets[2] = {0, ssboAlignment};
const GLsizeiptr badSizes[2] = {ssboAlignment, 0};
MobileGL::MG_Impl::GLImpl::BindBuffersRange(GL_SHADER_STORAGE_BUFFER, 0, 2, buffers, offsets, badSizes);
ExpectSingleGlError(GL_INVALID_VALUE);
EXPECT_NE(firstPoint.GetBoundObject(), nullptr);
EXPECT_EQ(secondPoint.GetBoundObject(), nullptr);
MobileGL::MG_Impl::GLImpl::BindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
MobileGL::MG_Impl::GLImpl::DeleteBuffers(1, &buffer);
DrainPendingGlErrors();
}
using namespace MobileGL::MG_Impl::GLImpl;
class GeneralBufferTest : public ::testing::Test {
+145
View File
@@ -3091,3 +3091,148 @@ TEST_F(ProgramTest, PreprocessCacheOverflowKeepsCompilingCorrectly) {
EXPECT_GE(GetUniformLocation(programB, "uColor"), 0);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// glUniformMatrix{2x3,2x4,3x2,3x4,4x2,4x3}fv and their twelve glProgramUniformMatrix* twins were
// validate-only no-ops: they never took the value pointer at all. They upload column-at-a-time at
// the std140 16-byte column stride, honouring `transpose`, and glGetUniformfv undoes that padding.
TEST_F(ProgramTest, NonSquareMatrixUniformsRoundTripThroughTheGlobalUbo) {
const char* vsSource = R"(#version 430 core
uniform mat2x3 uM2x3;
uniform mat3x2 uM3x2;
uniform mat4x3 uM4x3;
uniform mat2 uM2;
void main() {
vec3 a = uM2x3 * vec2(1.0);
vec2 b = uM3x2 * vec3(1.0);
vec3 c = uM4x3 * vec4(1.0);
vec2 d = uM2 * vec2(1.0);
gl_Position = vec4(a.xy + b + c.xy + d, 0.0, 1.0);
}
)";
const char* fsSource = R"(#version 430 core
out vec4 fragColor;
void main() { fragColor = vec4(1.0); }
)";
GLuint vs = CompileShaderChecked(GL_VERTEX_SHADER, vsSource);
GLuint fs = CompileShaderChecked(GL_FRAGMENT_SHADER, fsSource);
GLuint program = LinkVsFs(vs, fs, GL_TRUE);
UseProgram(program);
ASSERT_EQ(GetError(), GL_NO_ERROR);
// matCxR is C columns of R rows, column-major: value[c * R + r].
const GLfloat m2x3[6] = {1, 2, 3, 4, 5, 6};
const GLfloat m3x2[6] = {1, 2, 3, 4, 5, 6};
const GLfloat m4x3[12] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12};
const GLint loc2x3 = GetUniformLocation(program, "uM2x3");
const GLint loc3x2 = GetUniformLocation(program, "uM3x2");
const GLint loc4x3 = GetUniformLocation(program, "uM4x3");
ASSERT_GE(loc2x3, 0);
ASSERT_GE(loc3x2, 0);
ASSERT_GE(loc4x3, 0);
UniformMatrix2x3fv(loc2x3, 1, GL_FALSE, m2x3);
UniformMatrix3x2fv(loc3x2, 1, GL_FALSE, m3x2);
UniformMatrix4x3fv(loc4x3, 1, GL_FALSE, m4x3);
ASSERT_EQ(GetError(), GL_NO_ERROR);
GLfloat readBack[12] = {};
GetUniformfv(program, loc2x3, readBack);
EXPECT_EQ(std::memcmp(readBack, m2x3, sizeof(m2x3)), 0);
std::memset(readBack, 0, sizeof(readBack));
GetUniformfv(program, loc3x2, readBack);
EXPECT_EQ(std::memcmp(readBack, m3x2, sizeof(m3x2)), 0);
std::memset(readBack, 0, sizeof(readBack));
GetUniformfv(program, loc4x3, readBack);
EXPECT_EQ(std::memcmp(readBack, m4x3, sizeof(m4x3)), 0);
EXPECT_EQ(GetError(), GL_NO_ERROR);
// transpose = GL_TRUE means the source is row-major: a mat3x2 (3 columns, 2 rows) is then
// given as 2 rows of 3, so {1,2,3, 4,5,6} is the column-major {1,4, 2,5, 3,6}.
UniformMatrix3x2fv(loc3x2, 1, GL_TRUE, m3x2);
const GLfloat expectedTransposed3x2[6] = {1, 4, 2, 5, 3, 6};
std::memset(readBack, 0, sizeof(readBack));
GetUniformfv(program, loc3x2, readBack);
EXPECT_EQ(std::memcmp(readBack, expectedTransposed3x2, sizeof(expectedTransposed3x2)), 0);
EXPECT_EQ(GetError(), GL_NO_ERROR);
// The glProgramUniform* twin writes the same bytes without the program being current.
UseProgram(0);
const GLfloat other2x3[6] = {9, 8, 7, 6, 5, 4};
ProgramUniformMatrix2x3fv(program, loc2x3, 1, GL_FALSE, other2x3);
std::memset(readBack, 0, sizeof(readBack));
GetUniformfv(program, loc2x3, readBack);
EXPECT_EQ(std::memcmp(readBack, other2x3, sizeof(other2x3)), 0);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// A mat2 is not four contiguous floats in the global UBO: std140 pads each column vector out to
// 16 bytes, so column 1 starts at byte 16. Writing it packed put column 1 on top of column 0's
// padding, where the shader never reads it.
TEST_F(ProgramTest, Mat2UniformUsesTheStd140ColumnStride) {
const char* vsSource = R"(#version 430 core
uniform mat2 uM2;
void main() { gl_Position = vec4(uM2 * vec2(1.0), 0.0, 1.0); }
)";
const char* fsSource = R"(#version 430 core
out vec4 fragColor;
void main() { fragColor = vec4(1.0); }
)";
GLuint vs = CompileShaderChecked(GL_VERTEX_SHADER, vsSource);
GLuint fs = CompileShaderChecked(GL_FRAGMENT_SHADER, fsSource);
GLuint program = LinkVsFs(vs, fs, GL_TRUE);
UseProgram(program);
const GLint loc = GetUniformLocation(program, "uM2");
ASSERT_GE(loc, 0);
const GLfloat m2[4] = {1, 2, 3, 4};
UniformMatrix2fv(loc, 1, GL_FALSE, m2);
ASSERT_EQ(GetError(), GL_NO_ERROR);
// The GL-visible value is tightly packed...
GLfloat readBack[4] = {};
GetUniformfv(program, loc, readBack);
EXPECT_EQ(std::memcmp(readBack, m2, sizeof(m2)), 0);
// ...while the bytes in the UBO put column 1 at offset 16, not 8.
const auto& programObject = MG_State::pGLContext->GetProgramObject(program);
ASSERT_NE(programObject, nullptr);
const auto* ubo = static_cast<const char*>(programObject->MapUBO());
ASSERT_NE(ubo, nullptr);
const Uint offset = programObject->GetUniformOffset(static_cast<Uint>(loc));
ASSERT_NE(offset, MG_State::GLState::ProgramObject::kInvalidUniformOffset);
GLfloat column0[2] = {};
GLfloat column1[2] = {};
std::memcpy(column0, ubo + offset, sizeof(column0));
std::memcpy(column1, ubo + offset + 16, sizeof(column1));
EXPECT_FLOAT_EQ(column0[0], 1.0f);
EXPECT_FLOAT_EQ(column0[1], 2.0f);
EXPECT_FLOAT_EQ(column1[0], 3.0f);
EXPECT_FLOAT_EQ(column1[1], 4.0f);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// GL 4.6 core 7.1: shaderType is an enum, so an unrecognised one is INVALID_ENUM - it used to be
// reported as INVALID_VALUE. glCreateShaderProgramv adds a count < 0 gate ahead of everything.
TEST_F(ProgramTest, CreateShaderAndCreateShaderProgramvReportTheRightErrorClasses) {
while (GetError() != GL_NO_ERROR) {
}
EXPECT_EQ(CreateShader(GL_FLOAT), 0u);
EXPECT_EQ(GetError(), GL_INVALID_ENUM);
EXPECT_EQ(GetError(), GL_NO_ERROR) << "the call recorded more than one error";
const char* source = "#version 330 core\nvoid main() { gl_Position = vec4(1.0); }\n";
EXPECT_EQ(CreateShaderProgramv(GL_FLOAT, 1, &source), 0u);
EXPECT_EQ(GetError(), GL_INVALID_ENUM);
EXPECT_EQ(GetError(), GL_NO_ERROR) << "the call recorded more than one error";
EXPECT_EQ(CreateShaderProgramv(GL_VERTEX_SHADER, -1, &source), 0u);
EXPECT_EQ(GetError(), GL_INVALID_VALUE);
EXPECT_EQ(GetError(), GL_NO_ERROR) << "the call recorded more than one error";
// A well-formed call still works.
const GLuint program = CreateShaderProgramv(GL_VERTEX_SHADER, 1, &source);
EXPECT_NE(program, 0u);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
+163
View File
@@ -2672,3 +2672,166 @@ TEST_F(TextureTest, DecodeShadowDataToWideRGBACoversComponentAndPackedLayouts) {
EXPECT_EQ(rgba[3], 2u);
}
}
// GL 4.6 core table 23.18: GL_TEXTURE_COMPARE_FUNC takes the whole eight-function depth-compare
// range. The validator used to start it at GL_LEQUAL, which sits in the middle of the contiguous
// GL_NEVER..GL_ALWAYS block, so NEVER/LESS/EQUAL were rejected while GREATER/NOTEQUAL/GEQUAL only
// got through because they happen to be numerically above LEQUAL.
TEST_F(TextureTest, SamplerCompareFuncAcceptsTheWholeNeverToAlwaysRange) {
GLuint sampler = 0;
MG_Impl::GLImpl::GenSamplers(1, &sampler);
ASSERT_NE(sampler, 0u);
const GLenum compareFuncs[] = {GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS};
for (GLenum func : compareFuncs) {
MG_Impl::GLImpl::SamplerParameteri(sampler, GL_TEXTURE_COMPARE_FUNC, static_cast<GLint>(func));
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR) << "compare func " << func << " was rejected";
GLint readBack = 0;
MG_Impl::GLImpl::GetSamplerParameteriv(sampler, GL_TEXTURE_COMPARE_FUNC, &readBack);
EXPECT_EQ(static_cast<GLenum>(readBack), func);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
}
// Just outside the block on both sides is still INVALID_ENUM.
MG_Impl::GLImpl::SamplerParameteri(sampler, GL_TEXTURE_COMPARE_FUNC, GL_NEVER - 1);
ExpectSingleGlError(GL_INVALID_ENUM);
MG_Impl::GLImpl::SamplerParameteri(sampler, GL_TEXTURE_COMPARE_FUNC, GL_ALWAYS + 1);
ExpectSingleGlError(GL_INVALID_ENUM);
MG_Impl::GLImpl::DeleteSamplers(1, &sampler);
}
// GL 4.6 core table 23.19: GL_TEXTURE_BINDING_* and GL_SAMPLER_BINDING are per-texture-unit, so
// glGetIntegeri_v must answer for unit `index` - not fall through to the backend, which knows
// nothing about the frontend's binding state.
TEST_F(TextureTest, GetIntegeriVReportsPerUnitTextureAndSamplerBindings) {
GLuint textures[2] = {0, 0};
MG_Impl::GLImpl::GenTextures(2, textures);
ASSERT_NE(textures[0], 0u);
ASSERT_NE(textures[1], 0u);
MG_Impl::GLImpl::ActiveTexture(GL_TEXTURE0);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, textures[0]);
MG_Impl::GLImpl::ActiveTexture(GL_TEXTURE3);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, textures[1]);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
GLint binding = -1;
MG_Impl::GLImpl::GetIntegeri_v(GL_TEXTURE_BINDING_2D, 0, &binding);
EXPECT_EQ(static_cast<GLuint>(binding), textures[0]);
MG_Impl::GLImpl::GetIntegeri_v(GL_TEXTURE_BINDING_2D, 3, &binding);
EXPECT_EQ(static_cast<GLuint>(binding), textures[1]);
// An unbound unit reports 0, and a target nothing was bound to reports 0 as well.
MG_Impl::GLImpl::GetIntegeri_v(GL_TEXTURE_BINDING_2D, 2, &binding);
EXPECT_EQ(binding, 0);
MG_Impl::GLImpl::GetIntegeri_v(GL_TEXTURE_BINDING_3D, 0, &binding);
EXPECT_EQ(binding, 0);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
// The non-indexed query keeps reporting the ACTIVE unit, which is still unit 3.
GLint activeUnitBinding = -1;
MG_Impl::GLImpl::GetIntegerv(GL_TEXTURE_BINDING_2D, &activeUnitBinding);
EXPECT_EQ(static_cast<GLuint>(activeUnitBinding), textures[1]);
GLuint sampler = 0;
MG_Impl::GLImpl::GenSamplers(1, &sampler);
ASSERT_NE(sampler, 0u);
MG_Impl::GLImpl::BindSampler(2, sampler);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
MG_Impl::GLImpl::GetIntegeri_v(GL_SAMPLER_BINDING, 2, &binding);
EXPECT_EQ(static_cast<GLuint>(binding), sampler);
MG_Impl::GLImpl::GetIntegeri_v(GL_SAMPLER_BINDING, 1, &binding);
EXPECT_EQ(binding, 0);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
// Out of range is INVALID_VALUE, not a backend passthrough.
GLint maxUnits = 0;
MG_Impl::GLImpl::GetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxUnits);
ASSERT_GT(maxUnits, 0);
MG_Impl::GLImpl::GetIntegeri_v(GL_TEXTURE_BINDING_2D, static_cast<GLuint>(maxUnits) + 1024u, &binding);
ExpectSingleGlError(GL_INVALID_VALUE);
MG_Impl::GLImpl::BindSampler(2, 0);
MG_Impl::GLImpl::DeleteSamplers(1, &sampler);
MG_Impl::GLImpl::ActiveTexture(GL_TEXTURE0);
MG_Impl::GLImpl::DeleteTextures(2, textures);
DrainPendingGlErrors();
}
// glGetFloati_v / glGetDoublei_v were no-op stubs: they left the caller's buffer holding whatever
// was on the stack. They are converters over the integer indexed query.
TEST_F(TextureTest, GetFloatiVAndGetDoubleiVConvertTheIndexedIntegerQuery) {
GLuint texture = 0;
MG_Impl::GLImpl::GenTextures(1, &texture);
ASSERT_NE(texture, 0u);
MG_Impl::GLImpl::ActiveTexture(GL_TEXTURE1);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, texture);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
GLfloat asFloat = -1.0f;
MG_Impl::GLImpl::GetFloati_v(GL_TEXTURE_BINDING_2D, 1, &asFloat);
EXPECT_FLOAT_EQ(asFloat, static_cast<GLfloat>(texture));
GLdouble asDouble = -1.0;
MG_Impl::GLImpl::GetDoublei_v(GL_TEXTURE_BINDING_2D, 1, &asDouble);
EXPECT_DOUBLE_EQ(asDouble, static_cast<GLdouble>(texture));
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
MG_Impl::GLImpl::ActiveTexture(GL_TEXTURE0);
MG_Impl::GLImpl::DeleteTextures(1, &texture);
DrainPendingGlErrors();
}
// GL 3.3 core 3.8.2: the unit glBindSampler accepts is bounded by
// GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS. The gate read the frontend's MAX_TEXTURE_IMAGE_UNITS
// instead - the capacity of the unit array, 192 - so every unit the backend does not have was
// accepted, and the single-bind path disagreed with the multi-bind twin about where the units end.
// The backend is stood in so the two limits are distinguishable no matter what the real one
// advertises.
TEST_F(TextureTest, BindSamplerRejectsUnitsBeyondMaxCombinedTextureImageUnits) {
GLuint sampler = 0;
MG_Impl::GLImpl::GenSamplers(1, &sampler);
ASSERT_NE(sampler, 0u);
constexpr GLint kCombinedUnits = 24;
static_assert(kCombinedUnits < MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS,
"the stand-in limit has to be below the unit array capacity to tell the two apart");
auto backend = MakeUnique<FormatCapabilityBackend>();
FormatCapabilityBackend::MutableDynamicParameters().MaxCombinedTextureImageUnits = kCombinedUnits;
ScopedBackendOverride backendOverride(Move(backend));
GLint reportedUnits = 0;
MG_Impl::GLImpl::GetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &reportedUnits);
ASSERT_EQ(reportedUnits, kCombinedUnits);
// The last unit that exists still binds.
const GLuint lastUnit = static_cast<GLuint>(kCombinedUnits - 1);
MG_Impl::GLImpl::BindSampler(lastUnit, sampler);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
EXPECT_NE(MG_State::pGLContext->GetTextureUnitObject(static_cast<Int>(lastUnit)).GetSamplerObject(), nullptr);
// One past it does not - this is the unit the old gate accepted.
MG_Impl::GLImpl::BindSampler(static_cast<GLuint>(kCombinedUnits), sampler);
ExpectSingleGlError(GL_INVALID_VALUE);
EXPECT_EQ(MG_State::pGLContext->GetTextureUnitObject(kCombinedUnits).GetSamplerObject(), nullptr);
// Past the unit array as well is the same error, not an out-of-bounds index.
MG_Impl::GLImpl::BindSampler(
static_cast<GLuint>(MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS) + 4u, sampler);
ExpectSingleGlError(GL_INVALID_VALUE);
// Both gates now read the same limit: a multi-bind that ends exactly at it binds, and one that
// runs a single unit past it is the multi-bind's INVALID_OPERATION, reported up front - not the
// single-bind INVALID_VALUE from somewhere inside the loop.
const GLuint samplers[2] = {sampler, sampler};
MG_Impl::GLImpl::BindSamplers(static_cast<GLuint>(kCombinedUnits - 2), 2, samplers);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
MG_Impl::GLImpl::BindSamplers(lastUnit, 2, samplers);
ExpectSingleGlError(GL_INVALID_OPERATION);
MG_Impl::GLImpl::BindSampler(lastUnit, 0);
MG_Impl::GLImpl::BindSampler(static_cast<GLuint>(kCombinedUnits - 2), 0);
MG_Impl::GLImpl::DeleteSamplers(1, &sampler);
DrainPendingGlErrors();
}
@@ -1290,3 +1290,77 @@ TEST_F(GeneralVertexArrayTest, ArrayFormat_IntegerPathRejectsPackedAndBgra) {
EXPECT_FALSE(a0.IsBgra);
}
// The integer path takes exactly the eight signed/unsigned integer types (GL 4.6 core 10.3.2).
// The old check was a blacklist of Unknown + the packed types, so GL_FLOAT / GL_HALF_FLOAT /
// GL_DOUBLE / GL_FIXED all converted to a valid DataType and were silently recorded as integer
// attributes.
TEST_F(GeneralVertexArrayTest, ArrayFormat_IntegerPathRejectsFloatTypes) {
CreateVAO();
CreateVBO(GL_ARRAY_BUFFER, 64);
// Establish a known-good integer format first, so a rejected call is visible as "unchanged".
VertexAttribIPointer(0, 4, GL_INT, 0, nullptr);
ASSERT_EQ(GetError(), GL_NO_ERROR);
const GLenum floatTypes[] = {GL_FLOAT, GL_HALF_FLOAT, GL_DOUBLE, GL_FIXED};
for (GLenum type : floatTypes) {
VertexAttribIPointer(0, 4, type, 0, nullptr);
EXPECT_EQ(GetError(), GL_INVALID_ENUM) << "type " << type << " was accepted on the integer path";
const auto& attribute = MG_State::pGLContext->GetBoundVertexArray()->GetAttribute(0);
EXPECT_EQ(attribute.Type, DataType::Int32) << "a rejected format must not take effect";
EXPECT_TRUE(attribute.IsInteger);
}
// The float path still accepts them.
VertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
EXPECT_EQ(GetError(), GL_NO_ERROR);
EXPECT_EQ(MG_State::pGLContext->GetBoundVertexArray()->GetAttribute(0).Type, DataType::Float32);
}
// ARB_vertex_attrib_binding's two per-attribute queries. They were missing from
// ValidateVertexAttribPname (so glGetVertexAttribiv answered INVALID_ENUM) and from
// glGetVertexArrayIndexediv's switch (GL_VERTEX_ATTRIB_BINDING only).
TEST_F(GeneralVertexArrayTest, ArrayFormat_BindingAndRelativeOffsetAreQueryable) {
const GLuint vao = CreateVAO();
CreateVBO(GL_ARRAY_BUFFER, 256);
VertexAttribFormat(2, 3, GL_FLOAT, GL_FALSE, 12);
VertexAttribBinding(2, 5);
ASSERT_EQ(GetError(), GL_NO_ERROR);
GLint binding = -1;
GetVertexAttribiv(2, GL_VERTEX_ATTRIB_BINDING, &binding);
EXPECT_EQ(binding, 5);
EXPECT_EQ(GetError(), GL_NO_ERROR);
GLint relativeOffset = -1;
GetVertexAttribiv(2, GL_VERTEX_ATTRIB_RELATIVE_OFFSET, &relativeOffset);
EXPECT_EQ(relativeOffset, 12);
EXPECT_EQ(GetError(), GL_NO_ERROR);
// The float and double views convert the same value.
GLfloat bindingAsFloat = -1.0f;
GetVertexAttribfv(2, GL_VERTEX_ATTRIB_BINDING, &bindingAsFloat);
EXPECT_FLOAT_EQ(bindingAsFloat, 5.0f);
GLdouble offsetAsDouble = -1.0;
GetVertexAttribdv(2, GL_VERTEX_ATTRIB_RELATIVE_OFFSET, &offsetAsDouble);
EXPECT_DOUBLE_EQ(offsetAsDouble, 12.0);
EXPECT_EQ(GetError(), GL_NO_ERROR);
// The by-name (DSA) indexed query answers both as well.
GLint namedBinding = -1;
GetVertexArrayIndexediv(vao, 2, GL_VERTEX_ATTRIB_BINDING, &namedBinding);
EXPECT_EQ(namedBinding, 5);
GLint namedRelativeOffset = -1;
GetVertexArrayIndexediv(vao, 2, GL_VERTEX_ATTRIB_RELATIVE_OFFSET, &namedRelativeOffset);
EXPECT_EQ(namedRelativeOffset, 12);
EXPECT_EQ(GetError(), GL_NO_ERROR);
// An attribute nobody re-bound keeps the default attribute-i -> binding-i mapping.
GetVertexAttribiv(1, GL_VERTEX_ATTRIB_BINDING, &binding);
EXPECT_EQ(binding, 1);
GetVertexAttribiv(1, GL_VERTEX_ATTRIB_RELATIVE_OFFSET, &relativeOffset);
EXPECT_EQ(relativeOffset, 0);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}