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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 20:28:32 +09:00
[Fix, Test] (MG_Backend/DirectVulkan): materialize the default framebuffer's pending clear before a readback, alpha included
This commit is contained in:
@@ -7194,6 +7194,93 @@ void main() {
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return true;
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}
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// A glClear on the DEFAULT framebuffer is parked as a pending clear and folded into the next
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// render pass's loadOp. With no draw in between there is no render pass, so a readback that
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// followed such a clear blitted the untouched swapchain image and returned the PREVIOUS
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// frame's colour - which is exactly what the whole KHR-GL40.draw_indirect.negative-* family
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// sees (clear, an erroring draw that never executes, glReadPixels expecting zeroes).
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//
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// Materializing it means clearing the acquired swapchain image itself, which is why this
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// cannot reuse MaterializePendingClearForTexture: the default FBO's colour attachment is a
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// placeholder ITextureObject, and syncing it would allocate and clear an unrelated image.
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Bool VulkanRenderer::MaterializePendingClearForDefaultFramebuffer(VkCommandBuffer commandBuffer,
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MG_State::GLState::FramebufferObject& fbo,
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FramebufferAttachmentType attachmentType) {
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if (!fbo.IsDefaultFramebuffer() || attachmentType == FramebufferAttachmentType::None) {
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return true;
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}
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const auto& attachment = fbo.GetAttachment(attachmentType);
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if (!attachment.IsTexture() || attachment.IsRenderbuffer()) {
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return true;
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}
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ClearAttachmentPayload payload{};
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if (!m_clearManager->GetPendingClear(attachment, payload)) {
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return true;
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}
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if ((payload.mask & GL_COLOR_BUFFER_BIT) == 0) {
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// Depth/stencil on the default framebuffer keeps the loadOp route; the readback
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// path for it declines default framebuffers outright (ReadDepthStencilPixels).
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return true;
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}
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MOBILEGL_ASSERT(VkRenderPassManager::GetActiveRenderPass() == nullptr ||
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commandBuffer != m_frameContext.GetCurrent().commandBuffer,
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"MaterializePendingClearForDefaultFramebuffer requires no active render pass");
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const VkImage swapchainImage = m_swapchainObject.GetImage(m_imageIndexAcquired);
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if (swapchainImage == VK_NULL_HANDLE) {
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return false;
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}
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VkImageLayout currentLayout = m_swapchainObject.GetImageLayout(m_imageIndexAcquired);
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VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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VkAccessFlags srcAccessMask = 0;
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GetImageTransitionSourceState(currentLayout, srcStageMask, srcAccessMask);
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VkImageLayout clearLayout = currentLayout;
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if (!VkTextureManager::TransitionImageLayout(commandBuffer, swapchainImage, clearLayout,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, srcStageMask,
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VK_PIPELINE_STAGE_TRANSFER_BIT, srcAccessMask,
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VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_ASPECT_COLOR_BIT)) {
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return false;
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}
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// The clear colour goes in verbatim, alpha included. Forcing opaque alpha here is what
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// makes a glClear(0,0,0,0) read back as (0,0,0,1) - the default framebuffer's placeholder
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// attachment can describe an alpha-less format while the swapchain image it stands for
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// has a real alpha channel.
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VkClearColorValue clearColor{};
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clearColor.float32[0] = payload.color.x();
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clearColor.float32[1] = payload.color.y();
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clearColor.float32[2] = payload.color.z();
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clearColor.float32[3] = payload.color.w();
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VkImageSubresourceRange range{};
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range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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range.baseMipLevel = 0;
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range.levelCount = 1;
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range.baseArrayLayer = 0;
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range.layerCount = 1;
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vkCmdClearColorImage(commandBuffer, swapchainImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &clearColor, 1,
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&range);
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VkImageLayout settledLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
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VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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VkAccessFlags dstAccessMask = 0;
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GetImageTransitionDestinationState(VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, dstStageMask, dstAccessMask);
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if (!VkTextureManager::TransitionImageLayout(commandBuffer, swapchainImage, settledLayout,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_PIPELINE_STAGE_TRANSFER_BIT, dstStageMask,
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VK_ACCESS_TRANSFER_WRITE_BIT, dstAccessMask,
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VK_IMAGE_ASPECT_COLOR_BIT)) {
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return false;
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}
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m_swapchainObject.SetImageLayout(m_imageIndexAcquired, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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// Popped, not left behind: the clear has executed, so letting the next render pass load
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// it again as a loadOp would erase whatever is drawn between here and there.
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m_clearManager->PopPendingClear(attachment);
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MGLOG_D("MaterializePendingClearForDefaultFramebuffer: swapchain image %u pending clear materialized",
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m_imageIndexAcquired);
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return true;
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}
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Bool VulkanRenderer::TryBlitToDefaultFramebufferWithShader(FrameContext::FrameData& frame,
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MG_State::GLState::FramebufferObject& readFbo,
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MG_State::GLState::FramebufferObject& drawFbo,
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@@ -8294,7 +8381,18 @@ void main() {
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// rehash on that insertion, invalidating any RenderbufferResource*/TextureResource*
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// obtained beforehand - so ResolveColorBlitBinding's cached `trackedLayout` pointer
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// must be taken AFTER this, never before it.
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if (!readIsDefaultFbo) {
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//
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// The default framebuffer needs this just as much, and used to be excluded: its clear is
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// parked the same way, and with no draw between the clear and the readback no render
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// pass ever runs to fold it in, so the readback returned the previous frame's image
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// (KHR-GL40.draw_indirect.negative-*). It only takes a different materializer because the
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// image to clear is the acquired swapchain image, not the attachment's placeholder
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// texture.
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if (readIsDefaultFbo) {
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const Bool clearReady = MaterializePendingClearForDefaultFramebuffer(frame.commandBuffer, *readFbo,
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readFbo->GetReadBuffer());
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MOBILEGL_ASSERT(clearReady, "ReadPixels: failed to materialize the default framebuffer's pending clear");
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} else {
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const auto& sourceAttachment = readFbo->GetAttachment(readFbo->GetReadBuffer());
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auto sourceTexture = sourceAttachment.GetTexture();
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if (sourceTexture != nullptr) {
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@@ -1118,6 +1118,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Bool MaterializePendingClearForRenderbuffer(
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VkCommandBuffer commandBuffer,
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const SharedPtr<MG_State::GLState::RenderbufferObject>& renderbuffer);
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// The default framebuffer's twin of the two above. It cannot go through
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// MaterializePendingClearForTexture: the default FBO's colour attachment is a
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// placeholder texture object, and syncing THAT would clear a texture image nobody
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// presents instead of the acquired swapchain image.
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Bool MaterializePendingClearForDefaultFramebuffer(VkCommandBuffer commandBuffer,
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MG_State::GLState::FramebufferObject& fbo,
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FramebufferAttachmentType attachmentType);
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VkPipeline GetOrCreateBlitPipeline(const RenderPassEntry& renderPassEntry);
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Bool GenerateDepthMipmapWithShader(FrameContext::FrameData& frame,
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MG_State::GLState::ITextureObject& texture,
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@@ -57,6 +57,7 @@ add_executable(MobileGLIntegrationTest
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Scenarios/AdvertisedLimitsScenario.cpp
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Scenarios/PixelStoreSweepScenario.cpp
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Scenarios/FragCoordOriginScenario.cpp
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Scenarios/ClearThenReadPixelsScenario.cpp
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)
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target_include_directories(MobileGLIntegrationTest PRIVATE
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@@ -0,0 +1,183 @@
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// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ClearThenReadPixelsScenario.cpp
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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//
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// Scenario - A CLEAR OF THE DEFAULT FRAMEBUFFER IS VISIBLE TO glReadPixels WITH NO DRAW BETWEEN.
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//
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// DirectVulkan parks a glClear as a pending clear and folds it into the next render pass's
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// loadOp. When nothing is drawn after the clear there is no render pass, and the readback path
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// used to materialize pending clears only for USER framebuffers - so a readback right after a
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// clear of the DEFAULT framebuffer blitted the untouched swapchain image and handed back the
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// previous frame's colour.
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//
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// That is the whole of KHR-GL40.draw_indirect.negative-* (12 Magma failures): each case clears,
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// issues a draw that correctly raises INVALID_OPERATION and therefore never executes, then reads
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// the frame back expecting (0,0,0,0) and gets the previous case's (0.1,0.2,0.3,1). The staleness
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// cannot appear in one frame, so the scenario paints a frame first and clears in the next.
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//
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// The alpha assertion is the second half of the same census finding: a cleared default
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// framebuffer read back (0,0,0,1) where (0,0,0,0) was written, because the clear was routed
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// through the default FBO's placeholder attachment, whose format can lack alpha, rather than
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// through the swapchain image that actually has one.
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//
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// DirectGLES is the built-in control: a native GL driver has no deferred-clear model at all, so
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// a failure there would mean the scenario, not the backend.
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#include <string>
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#include <vector>
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#include "../Harness/HeadlessGL.h"
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#include "../Harness/ScenarioFixture.h"
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#ifdef GLAPI
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#undef GLAPI
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#endif
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glcorearb.h>
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#undef GL_GLEXT_PROTOTYPES
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namespace MGITest {
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namespace {
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constexpr const char* kVS = R"(#version 330 core
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in vec2 aPos;
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void main() { gl_Position = vec4(aPos, 0.0, 1.0); }
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)";
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// The colour KHR-GL40.draw_indirect's fshSimple paints, so a stale readback shows up as
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// the same value the conformance log reports.
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constexpr const char* kFS = R"(#version 330 core
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out vec4 o_color;
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void main() { o_color = vec4(0.1, 0.2, 0.3, 1.0); }
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)";
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class ClearThenReadPixelsScenario : public ScenarioTest {};
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void DrawFullViewportQuad(unsigned int program) {
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static const float kQuad[] = {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
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GLuint vao = 0, vbo = 0;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(kQuad), kQuad, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
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glUseProgram(program);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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glDeleteBuffers(1, &vbo);
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glDeleteVertexArrays(1, &vao);
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}
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} // namespace
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TEST_F(ClearThenReadPixelsScenario, ClearWithNoDrawIsVisibleToDefaultFramebufferReadPixels) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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const int width = gl.Width();
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const int height = gl.Height();
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ASSERT_GE(width, 8);
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ASSERT_GE(height, 8);
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std::string error;
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const unsigned int program = CompileProgram(kVS, kFS, &error);
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ASSERT_NE(program, 0u) << error;
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// Frame 1: paint the whole default framebuffer, so there IS something stale to return.
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BindDefaultFramebuffer();
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glViewport(0, 0, width, height);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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ClearTo(1.0f, 1.0f, 1.0f, 1.0f);
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DrawFullViewportQuad(program);
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{
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const Image painted = ReadPixels(width, height);
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const Rgba8 centre = painted.At(width / 2, height / 2);
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ASSERT_NEAR(centre.r, 26, 2) << "the setup frame did not paint; the staleness test would be vacuous";
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ASSERT_NEAR(centre.g, 51, 2);
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ASSERT_NEAR(centre.b, 77, 2);
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}
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gl.EndFrame();
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// Frame 2: clear to transparent black and read back with NO draw at all.
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BindDefaultFramebuffer();
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glViewport(0, 0, width, height);
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ClearTo(0.0f, 0.0f, 0.0f, 0.0f);
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const Image cleared = ReadPixels(width, height);
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EXPECT_EQ(FirstGLError(), 0u);
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int nonZero = 0;
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int firstX = -1;
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int firstY = -1;
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Rgba8 firstOffender{};
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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const Rgba8 pixel = cleared.At(x, y);
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if (pixel.r == 0 && pixel.g == 0 && pixel.b == 0 && pixel.a == 0) continue;
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if (nonZero == 0) {
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firstX = x;
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firstY = y;
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firstOffender = pixel;
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}
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++nonZero;
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}
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}
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EXPECT_EQ(nonZero, 0) << "glClear(0,0,0,0) followed by glReadPixels with no draw returned " << nonZero
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<< " of " << (width * height) << " non-zero pixels; first at (" << firstX << ", "
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<< firstY << ") = (" << static_cast<int>(firstOffender.r) << ", "
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<< static_cast<int>(firstOffender.g) << ", " << static_cast<int>(firstOffender.b)
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<< ", " << static_cast<int>(firstOffender.a) << ")";
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gl.EndFrame();
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glDeleteProgram(program);
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}
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// The same claim for a sub-rect read, which is the shape the conformance suite uses most and
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// the one whose orientation handling is separate (see OrientationScenario).
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TEST_F(ClearThenReadPixelsScenario, ClearWithNoDrawIsVisibleToASubRectReadback) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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const int width = gl.Width();
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const int height = gl.Height();
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ASSERT_GE(width, 8);
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ASSERT_GE(height, 8);
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std::string error;
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const unsigned int program = CompileProgram(kVS, kFS, &error);
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ASSERT_NE(program, 0u) << error;
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BindDefaultFramebuffer();
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glViewport(0, 0, width, height);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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DrawFullViewportQuad(program);
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gl.EndFrame();
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BindDefaultFramebuffer();
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glViewport(0, 0, width, height);
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ClearTo(0.0f, 0.0f, 0.0f, 0.0f);
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const int rectWidth = width / 2;
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const int rectHeight = height / 2;
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const Image cleared = ReadPixelsRect(width / 4, height / 4, rectWidth, rectHeight);
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EXPECT_EQ(FirstGLError(), 0u);
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int nonZero = 0;
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for (int y = 0; y < rectHeight; ++y) {
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for (int x = 0; x < rectWidth; ++x) {
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const Rgba8 pixel = cleared.At(x, y);
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if (pixel.r != 0 || pixel.g != 0 || pixel.b != 0 || pixel.a != 0) ++nonZero;
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}
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}
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EXPECT_EQ(nonZero, 0) << nonZero << " of " << (rectWidth * rectHeight)
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<< " pixels in a sub-rect read after a draw-free clear were not zero";
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gl.EndFrame();
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glDeleteProgram(program);
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}
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} // namespace MGITest
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@@ -38,6 +38,7 @@
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#include <MG_Impl/GLImpl/RenderState/GL_RenderState.h>
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#include <MG_Impl/GLImpl/Sampler/GL_Sampler.h>
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#include <MG_Impl/GLImpl/Texture/GL_Texture.h>
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#include <MG_Impl/GLImpl/VertexArray/GL_VertexArray.h>
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#include <MG_State/GLState/Core.h>
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using namespace MobileGL;
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Block a user