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https://github.com/MobileGL-Dev/MobileGL
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[Fix, Test] (MG_Backend/DirectGLES, MG_IntegrationTest): a shader writing a buffer texture through an image unit left the CPU shadow stale, so every map and readback after it saw the old bytes
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@@ -17,6 +17,7 @@
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#include <MG_Util/Metrics/TextureMetrics.h>
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#include <MG_State/GLState/Core.h>
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#include <MG_State/GLState/ErrorState/Error.h>
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#include <MG_State/GLState/TextureState/TextureObjectBuffer.h>
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#include <MG_Impl/GLImpl/Framebuffer/GL_Framebuffer.h>
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#include <MG_Util/BackendLoaders/OpenGL/Loader.h>
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#include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
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@@ -1326,11 +1327,47 @@ namespace MobileGL::MG_Backend::DirectGLES {
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backendTarget == TextureTarget::Texture2DMultisampleArray;
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}
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// Which image units currently hold a WRITABLE buffer texture, and how many. Kept here
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// rather than recomputed per draw because the frontend tracks 192 image units and
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// almost every program uses none of them: the draw path pays one integer test.
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//
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// Maintained by SyncImageTextureBinding, which is the single funnel for an image-unit
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// change on this backend - glBindImageTextures is a frontend loop over
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// glBindImageTexture, and the whole-sweep SyncImageTextureBindings goes through it too.
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// Anything that clears a binding WITHOUT coming through here (a deleted texture, a
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// recreated context) can only leave a bit set for a unit that no longer has one; the
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// sweep re-reads the binding, finds nothing to mark, and CLEARS the bit on its way past.
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// So the error is self-healing, and in the direction that costs one wasted look rather
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// than one missed write.
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static Array<Bool, MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS>
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g_writableImageBufferUnits{};
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static Uint g_writableImageBufferUnitCount = 0;
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static Bool IsWritableImageBufferTexture(const MG_State::GLState::ImageTextureBinding& binding) {
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return binding.Texture != nullptr && binding.Access != GL_READ_ONLY &&
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binding.Texture->GetStorageType() == TextureStorageType::Buffer;
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}
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static void TrackWritableImageBufferUnit(Uint unit, Bool writableBufferTexture) {
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Bool& tracked = g_writableImageBufferUnits[unit];
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if (tracked == writableBufferTexture) return;
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tracked = writableBufferTexture;
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// Written as two guarded steps rather than one signed add: the count is unsigned,
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// and a decrement that ever ran one time too many would not saturate at zero, it
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// would wrap to four billion and defeat the early-out for the rest of the process.
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if (writableBufferTexture) {
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++g_writableImageBufferUnitCount;
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} else if (g_writableImageBufferUnitCount > 0) {
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--g_writableImageBufferUnitCount;
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}
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}
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void SyncImageTextureBinding(Uint unit) {
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#ifdef TRACY_ENABLE
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ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
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#endif
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auto& imageBinding = MG_State::pGLContext->GetImageTextureBinding(static_cast<Int>(unit));
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TrackWritableImageBufferUnit(unit, IsWritableImageBufferTexture(imageBinding));
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if (!imageBinding.Texture) {
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g_GLESFuncs.glBindImageTexture(unit, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
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return;
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@@ -1343,6 +1380,34 @@ namespace MobileGL::MG_Backend::DirectGLES {
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layered, imageBinding.Layer, imageBinding.Access, imageBinding.Format);
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}
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// A buffer texture bound to a WRITABLE image unit is a buffer the shader is about to
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// write, and those writes land in the ES driver's buffer object - behind the frontend's
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// CPU shadow, which is what MapBuffer and GetBufferSubData read. Same flag, and for the
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// same reason, as MarkShaderStorageBuffersGpuWritten does for a storage block; the
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// difference is only which binding the shader reaches the buffer through. A GL_READ_ONLY
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// binding is left alone: marking it would make the next map wait on - and then re-read -
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// a dispatch that could not have changed a byte of it.
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//
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// Called from the draw and dispatch preparations rather than from the eager sync
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// glBindImageTexture performs: that one runs before any shader has touched the buffer,
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// and flagging there would pull the driver's copy over a shadow the application may
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// still be writing into.
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void MarkWritableImageBufferTexturesGpuWritten() {
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if (g_writableImageBufferUnitCount == 0) return;
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for (Uint unit = 0; unit < g_writableImageBufferUnits.size(); ++unit) {
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if (!g_writableImageBufferUnits[unit]) continue;
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const auto& imageBinding = MG_State::pGLContext->GetImageTextureBinding(static_cast<Int>(unit));
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if (!IsWritableImageBufferTexture(imageBinding)) {
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TrackWritableImageBufferUnit(unit, false);
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continue;
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}
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auto* textureBuffer =
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static_cast<MG_State::GLState::TextureObjectBuffer*>(imageBinding.Texture.get());
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const auto& bufferObject = textureBuffer->GetBufferBindingSlot().GetBoundObject();
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if (bufferObject) bufferObject->MarkGpuWritten();
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}
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}
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void SyncImageTextureBindings() {
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#ifdef TRACY_ENABLE
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ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
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@@ -2258,6 +2323,9 @@ namespace MobileGL::MG_Backend::DirectGLES {
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syncBit & DrawSyncBit::IndirectBuffer);
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VertexArrayImpl::SyncCurrentVAO(currentVAO, vaoTwin);
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TextureImpl::SyncNeccessaryTextures(textureKeys);
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// A draw writes through its image units too - the conformance case that found this
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// stores into a buffer texture from the FRAGMENT stage, not from a dispatch.
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TextureImpl::MarkWritableImageBufferTexturesGpuWritten();
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FramebufferImpl::SyncCurrentFBO();
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PrgramImpl::SyncCurrentProgram(currentProgram);
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RenderStateImpl::SyncRenderState();
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@@ -3116,6 +3184,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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BufferImpl::SyncComputeBuffers(includeDispatchIndirectBuffer);
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TextureImpl::SyncNeccessaryTextures(textureKeys);
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TextureImpl::SyncImageTextureBindings();
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TextureImpl::MarkWritableImageBufferTexturesGpuWritten();
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PrgramImpl::SyncCurrentProgram(currentProgram);
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if (!currentProgram || !currentProgram->GetLinkStatus() || !currentProgram->GetSpirvStatus()) {
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@@ -33,6 +33,7 @@
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// branch on. The driver POST's "Buffer textures" row is where that verdict is stated.
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#include <cstdint>
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#include <cstring>
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#include <string>
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#include <vector>
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@@ -73,7 +74,60 @@ out vec4 o_color;
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void main() { o_color = vec4(float(vFace) / 255.0, 0.0, 0.0, 1.0); }
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)";
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class BufferTextureScenario : public ScenarioTest {};
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// A buffer texture bound as a WRITABLE image: the shader reads one texel and writes
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// another, so a single dispatch proves the read direction (which already worked) and
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// the write direction (which is what this exists for) apart from each other.
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constexpr const char* kImageBufferCS = R"(#version 430 core
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layout(local_size_x = 1) in;
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layout(binding = 0, rgba8) uniform imageBuffer uImage;
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void main() {
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vec4 read = imageLoad(uImage, 1);
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imageStore(uImage, 0, vec4(0.0, 1.0, 0.0, 1.0));
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imageStore(uImage, 2, read);
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}
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)";
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class BufferTextureScenario : public ScenarioTest {
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protected:
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bool ComputeImagesAreUsable() const {
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GLint maxImageUnits = 0;
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GLint maxComputeImageUniforms = 0;
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glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
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glGetIntegerv(GL_MAX_COMPUTE_IMAGE_UNIFORMS, &maxComputeImageUniforms);
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while (glGetError() != GL_NO_ERROR) {
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}
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return maxImageUnits >= 1 && maxComputeImageUniforms >= 1;
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}
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unsigned int MakeComputeProgram(const char* source) {
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const GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
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glShaderSource(shader, 1, &source, nullptr);
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glCompileShader(shader);
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GLint compiled = GL_FALSE;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (compiled == GL_FALSE) {
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char log[4096] = {};
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glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
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ADD_FAILURE() << "the compute shader did not compile: " << log;
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glDeleteShader(shader);
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return 0;
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}
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const GLuint program = glCreateProgram();
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glAttachShader(program, shader);
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glLinkProgram(program);
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glDeleteShader(shader);
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GLint linked = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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if (linked == GL_FALSE) {
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char log[4096] = {};
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glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
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ADD_FAILURE() << "the compute program did not link: " << log;
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glDeleteProgram(program);
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return 0;
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}
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return program;
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}
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};
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// Draws the full-viewport quad and returns the red byte every fragment was painted with,
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// or -1 if the quad did not come out uniform (which would mean the flat varying, not the
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@@ -171,4 +225,78 @@ void main() { o_color = vec4(float(vFace) / 255.0, 0.0, 0.0, 1.0); }
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EXPECT_EQ(FirstGLError(), 0u);
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}
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// A shader may WRITE a buffer texture too, through an image unit, and the bytes it writes
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// land in the backend's buffer - not in the frontend's CPU shadow, which is what MapBuffer
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// and GetBufferSubData hand back. A storage-block write is flagged for exactly this reason
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// and the shadow is refreshed on the next read; a buffer reached through an image unit is
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// the same write through a different binding, and Espryt used to flag only the first, so
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// an imageStore into a buffer texture was invisible to every CPU read that followed it -
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// silently, with the correct value sitting in the driver's buffer the whole time.
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//
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// The read direction is asserted in the same dispatch (texel 2 is a copy of texel 1) so a
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// failure here cannot be blamed on the image binding not working at all.
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TEST_F(BufferTextureScenario, AnImageStoreIntoABufferTextureIsVisibleToTheCpu) {
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if (!Ready()) return;
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if (!ComputeImagesAreUsable()) GTEST_SKIP() << "no compute image units on this host";
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constexpr GLuint kRed = 0x000000ffu; // RGBA8 little-endian: r = 255
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constexpr GLuint kGreen = 0xff00ff00u; // what the shader stores: (0, 1, 0, 1)
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constexpr int kTexels = 16;
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FirstGLError();
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const unsigned int program = MakeComputeProgram(kImageBufferCS);
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ASSERT_NE(program, 0u);
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const std::vector<GLuint> texels(kTexels, kRed);
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GLuint buffer = 0;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_TEXTURE_BUFFER, buffer);
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glBufferData(GL_TEXTURE_BUFFER, static_cast<GLsizeiptr>(texels.size() * sizeof(GLuint)), texels.data(),
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GL_DYNAMIC_COPY);
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GLuint texture = 0;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_BUFFER, texture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA8, buffer);
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EXPECT_EQ(FirstGLError(), 0u) << "glTexBuffer(GL_RGBA8) was refused";
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glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
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EXPECT_EQ(FirstGLError(), 0u) << "glBindImageTexture on a buffer texture was refused";
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glUseProgram(program);
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glDispatchCompute(1, 1, 1);
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glMemoryBarrier(GL_ALL_BARRIER_BITS);
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// Both CPU read paths, because they are two entry points onto the same refresh and a
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// fix that reaches only one of them is not a fix. Everything below is EXPECT rather than
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// ASSERT so that a failure still reaches the cleanup at the end: the harness shares one
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// context across every scenario in the process, and a leaked buffer or image binding
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// here would surface as a failure somewhere else entirely.
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std::vector<GLuint> readBack(kTexels, 0u);
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glBindBuffer(GL_TEXTURE_BUFFER, buffer);
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glGetBufferSubData(GL_TEXTURE_BUFFER, 0, static_cast<GLsizeiptr>(readBack.size() * sizeof(GLuint)),
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readBack.data());
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EXPECT_EQ(readBack[0], kGreen) << "glGetBufferSubData did not see the imageStore";
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EXPECT_EQ(readBack[2], kRed) << "the imageLoad side of the same dispatch read the wrong texel";
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const void* mapped = glMapBuffer(GL_TEXTURE_BUFFER, GL_READ_ONLY);
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EXPECT_NE(mapped, nullptr) << "glMapBuffer(GL_READ_ONLY) on the texture's buffer failed";
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if (mapped != nullptr) {
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GLuint mappedTexel0 = 0;
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std::memcpy(&mappedTexel0, mapped, sizeof(mappedTexel0));
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EXPECT_EQ(mappedTexel0, kGreen) << "glMapBuffer did not see the imageStore";
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glUnmapBuffer(GL_TEXTURE_BUFFER);
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}
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glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
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glBindBuffer(GL_TEXTURE_BUFFER, 0);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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glUseProgram(0);
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glDeleteProgram(program);
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glDeleteTextures(1, &texture);
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glDeleteBuffers(1, &buffer);
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EXPECT_EQ(FirstGLError(), 0u);
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}
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} // namespace MGITest
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