[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

This commit is contained in:
2026-08-12 17:50:31 -04:00
parent a51c68bb2c
commit 49cb1be0fd
2 changed files with 198 additions and 1 deletions
@@ -33,6 +33,7 @@
// branch on. The driver POST's "Buffer textures" row is where that verdict is stated.
#include <cstdint>
#include <cstring>
#include <string>
#include <vector>
@@ -73,7 +74,60 @@ out vec4 o_color;
void main() { o_color = vec4(float(vFace) / 255.0, 0.0, 0.0, 1.0); }
)";
class BufferTextureScenario : public ScenarioTest {};
// A buffer texture bound as a WRITABLE image: the shader reads one texel and writes
// another, so a single dispatch proves the read direction (which already worked) and
// the write direction (which is what this exists for) apart from each other.
constexpr const char* kImageBufferCS = R"(#version 430 core
layout(local_size_x = 1) in;
layout(binding = 0, rgba8) uniform imageBuffer uImage;
void main() {
vec4 read = imageLoad(uImage, 1);
imageStore(uImage, 0, vec4(0.0, 1.0, 0.0, 1.0));
imageStore(uImage, 2, read);
}
)";
class BufferTextureScenario : public ScenarioTest {
protected:
bool ComputeImagesAreUsable() const {
GLint maxImageUnits = 0;
GLint maxComputeImageUniforms = 0;
glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
glGetIntegerv(GL_MAX_COMPUTE_IMAGE_UNIFORMS, &maxComputeImageUniforms);
while (glGetError() != GL_NO_ERROR) {
}
return maxImageUnits >= 1 && maxComputeImageUniforms >= 1;
}
unsigned int MakeComputeProgram(const char* source) {
const GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compiled = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (compiled == GL_FALSE) {
char log[4096] = {};
glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
ADD_FAILURE() << "the compute shader did not compile: " << log;
glDeleteShader(shader);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, shader);
glLinkProgram(program);
glDeleteShader(shader);
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char log[4096] = {};
glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
ADD_FAILURE() << "the compute program did not link: " << log;
glDeleteProgram(program);
return 0;
}
return program;
}
};
// Draws the full-viewport quad and returns the red byte every fragment was painted with,
// or -1 if the quad did not come out uniform (which would mean the flat varying, not the
@@ -171,4 +225,78 @@ void main() { o_color = vec4(float(vFace) / 255.0, 0.0, 0.0, 1.0); }
EXPECT_EQ(FirstGLError(), 0u);
}
// A shader may WRITE a buffer texture too, through an image unit, and the bytes it writes
// land in the backend's buffer - not in the frontend's CPU shadow, which is what MapBuffer
// and GetBufferSubData hand back. A storage-block write is flagged for exactly this reason
// and the shadow is refreshed on the next read; a buffer reached through an image unit is
// the same write through a different binding, and Espryt used to flag only the first, so
// an imageStore into a buffer texture was invisible to every CPU read that followed it -
// silently, with the correct value sitting in the driver's buffer the whole time.
//
// The read direction is asserted in the same dispatch (texel 2 is a copy of texel 1) so a
// failure here cannot be blamed on the image binding not working at all.
TEST_F(BufferTextureScenario, AnImageStoreIntoABufferTextureIsVisibleToTheCpu) {
if (!Ready()) return;
if (!ComputeImagesAreUsable()) GTEST_SKIP() << "no compute image units on this host";
constexpr GLuint kRed = 0x000000ffu; // RGBA8 little-endian: r = 255
constexpr GLuint kGreen = 0xff00ff00u; // what the shader stores: (0, 1, 0, 1)
constexpr int kTexels = 16;
FirstGLError();
const unsigned int program = MakeComputeProgram(kImageBufferCS);
ASSERT_NE(program, 0u);
const std::vector<GLuint> texels(kTexels, kRed);
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glBufferData(GL_TEXTURE_BUFFER, static_cast<GLsizeiptr>(texels.size() * sizeof(GLuint)), texels.data(),
GL_DYNAMIC_COPY);
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_BUFFER, texture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA8, buffer);
EXPECT_EQ(FirstGLError(), 0u) << "glTexBuffer(GL_RGBA8) was refused";
glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
EXPECT_EQ(FirstGLError(), 0u) << "glBindImageTexture on a buffer texture was refused";
glUseProgram(program);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_ALL_BARRIER_BITS);
// Both CPU read paths, because they are two entry points onto the same refresh and a
// fix that reaches only one of them is not a fix. Everything below is EXPECT rather than
// ASSERT so that a failure still reaches the cleanup at the end: the harness shares one
// context across every scenario in the process, and a leaked buffer or image binding
// here would surface as a failure somewhere else entirely.
std::vector<GLuint> readBack(kTexels, 0u);
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glGetBufferSubData(GL_TEXTURE_BUFFER, 0, static_cast<GLsizeiptr>(readBack.size() * sizeof(GLuint)),
readBack.data());
EXPECT_EQ(readBack[0], kGreen) << "glGetBufferSubData did not see the imageStore";
EXPECT_EQ(readBack[2], kRed) << "the imageLoad side of the same dispatch read the wrong texel";
const void* mapped = glMapBuffer(GL_TEXTURE_BUFFER, GL_READ_ONLY);
EXPECT_NE(mapped, nullptr) << "glMapBuffer(GL_READ_ONLY) on the texture's buffer failed";
if (mapped != nullptr) {
GLuint mappedTexel0 = 0;
std::memcpy(&mappedTexel0, mapped, sizeof(mappedTexel0));
EXPECT_EQ(mappedTexel0, kGreen) << "glMapBuffer did not see the imageStore";
glUnmapBuffer(GL_TEXTURE_BUFFER);
}
glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
glBindBuffer(GL_TEXTURE_BUFFER, 0);
glBindTexture(GL_TEXTURE_BUFFER, 0);
glUseProgram(0);
glDeleteProgram(program);
glDeleteTextures(1, &texture);
glDeleteBuffers(1, &buffer);
EXPECT_EQ(FirstGLError(), 0u);
}
} // namespace MGITest