[Fix, Test] (MG_Impl, MG_State, MG_IntegrationTest): glUniform*d stores what the demoted shader reads

This commit is contained in:
2026-08-12 06:20:11 -04:00
parent 532836c058
commit 62a2dae5ba
4 changed files with 418 additions and 62 deletions
+86 -56
View File
@@ -909,7 +909,13 @@ namespace MobileGL::MG_Impl::GLImpl {
}
if (!TryGatherFloatMatrixColumns(ttype, pUBO + offset, params)) {
Memcpy(params, pUBO + offset, size);
// Never more than the uniform actually occupies. `size` is the GL type size,
// which for a `double` uniform is twice its storage - every 64-bit float is
// narrowed before the module reaches a backend, so the slot holds floats. The
// typed entry points (glGetUniformdv and friends) go through
// GetUniformScalar_State, which converts component by component; this raw
// copy has no type to convert with, so it is bounded rather than converted.
Memcpy(params, pUBO + offset, std::min<SizeT>(size, span));
}
}
// TODO: handle 1i variant as texture unit
@@ -960,22 +966,27 @@ namespace MobileGL::MG_Impl::GLImpl {
if (TryGatherFloatMatrixColumns(ttype, pUBO + offset, params)) return;
}
// A double-precision uniform is the one case where the stored component type can
// differ from the queried one for a non-opaque uniform, and the difference is not
// just a reinterpretation: it is twice as wide, so a raw copy would overrun the
// caller's buffer as well as return nonsense. Read component by component and let
// GL's conversion rules (7.6: round to nearest for the integer queries) apply.
// A double-precision uniform is the one case where the stored component type differs
// from the DECLARED one for a non-opaque uniform: the shader's 64-bit floats are
// narrowed to 32 bits before the module reaches a backend
// (ShaderTranspiler::DemoteFloat64Pass), so what is in the global UBO is a float per
// component, laid out exactly like the float-typed twin of this uniform - std140
// 16-byte column stride for a matrix included. Reading it as a GLdouble would return
// two components reinterpreted as one. Read component by component and let GL's
// conversion rules (7.6: round to nearest for the integer queries) apply; the value
// widens back to the queried type, having lost precision at the glUniform*d that
// stored it and not here.
if (ttype->getBasicType() == glslang::EbtDouble) {
const Int columns = ttype->isMatrix() ? ttype->getMatrixCols() : 1;
const Int rows = ttype->isMatrix() ? ttype->getMatrixRows()
: (ttype->isVector() ? ttype->getVectorSize() : 1);
// The slot the linker handed out is exactly `columns` columns wide, so it also
// states the column stride - which for a double matrix is not a float's 16 bytes.
const SizeT columnStride = columns > 0 ? size / static_cast<SizeT>(columns) : size;
// std140 gives every matrix column its own 16-byte slot; a non-matrix is one
// tightly packed run and never reaches the stride at all.
const SizeT columnStride = 4 * sizeof(GLfloat);
for (Int column = 0; column < columns; ++column) {
for (Int row = 0; row < rows; ++row) {
GLdouble component = 0.0;
Memcpy(&component, pUBO + offset + column * columnStride + row * sizeof(GLdouble),
GLfloat component = 0.0f;
Memcpy(&component, pUBO + offset + column * columnStride + row * sizeof(GLfloat),
sizeof(component));
if constexpr (std::is_integral_v<T>) {
// Rounded to the nearest integer and clamped into the queried type's
@@ -1248,36 +1259,39 @@ namespace MobileGL::MG_Impl::GLImpl {
}
}
// glUniform*d / glUniformMatrix*dv. The vector forms need nothing beyond the shared
// upload template - it is already typed on the component - but a matrix does: the
// column stride the linker used for a double matrix is not the 16 bytes a float one
// gets. It is not guessed here; the slot the uniform was given is exactly `columns`
// columns wide, so dividing states the stride the rest of the pipeline agreed on.
template <typename Program>
void UniformMatrixdv_Object(Program& programObject, GLint location, GLsizei count, GLboolean transpose,
const GLdouble* value, Int columns, Int rows) {
const SizeT slotSize = programObject.GetUniformSizesInBytes(location);
const SizeT columnStride = columns > 0 ? slotSize / static_cast<SizeT>(columns) : slotSize;
const SizeT componentCount = static_cast<SizeT>(columns) * static_cast<SizeT>(rows);
Vector<GLdouble> column(static_cast<SizeT>(rows));
for (GLint matrix = 0; matrix < count; ++matrix) {
if (matrix > 0 && !programObject.UniformLocationsAliasSameUniform(location, location + matrix)) break;
if (!programObject.IsValidUniformLocation(location + matrix)) {
RecordInvalidUniformLocationError(__func__, location + matrix, "the current program object");
return;
}
const GLdouble* source = value + 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];
}
Uniform_State<1>(programObject, location + matrix, column.data(), c * columnStride);
for (Int r = 1; r < rows; ++r) {
Uniform_State<1>(programObject, location + matrix, column.data() + r,
c * columnStride + r * sizeof(GLdouble));
}
}
// glUniform*d / glUniformMatrix*dv. Neither needs a layout of its own any more: the
// transpile chain narrows every 64-bit float in the shader to 32 bits
// (ShaderTranspiler::DemoteFloat64Pass) and the global UBO is laid out by reflecting that
// demoted module, so a double uniform's storage IS a float uniform's - same offset, same
// 4-byte components, same std140 column padding for matrices. Narrowing here, at the one
// place the 64-bit value enters, and then handing the bytes to the ordinary float upload
// path is what keeps the two in step; a separate double-shaped layout here would write
// 8-byte components into 4-byte slots and silently address the wrong ones.
//
// The narrowing is the same static_cast the shader's own arithmetic now performs, so the
// value the shader reads is the value glUniform*d was given, at float precision.
template <GLsizei ItemCount>
void UniformvNarrowed_State(GLint location, GLsizei count, const GLdouble* value) {
if (value == nullptr || count <= 0) {
// Same shape as the float entry points: the location validation still runs, and a
// null pointer is left to fault exactly where glUniform*fv would.
Uniformv_State<ItemCount>(location, count, reinterpret_cast<const GLfloat*>(value));
return;
}
Vector<GLfloat> narrowed(static_cast<SizeT>(count) * ItemCount);
for (SizeT i = 0; i < narrowed.size(); ++i) narrowed[i] = static_cast<GLfloat>(value[i]);
Uniformv_State<ItemCount>(location, count, narrowed.data());
}
template <GLsizei ItemCount>
void ProgramUniformvNarrowed_State(GLuint program, GLint location, GLsizei count, const GLdouble* value) {
if (value == nullptr || count <= 0) {
ProgramUniformv_State<ItemCount>(program, location, count, reinterpret_cast<const GLfloat*>(value));
return;
}
Vector<GLfloat> narrowed(static_cast<SizeT>(count) * ItemCount);
for (SizeT i = 0; i < narrowed.size(); ++i) narrowed[i] = static_cast<GLfloat>(value[i]);
ProgramUniformv_State<ItemCount>(program, location, count, narrowed.data());
}
// glUniformMatrix*fv / glProgramUniformMatrix*fv, every shape (square and non-square).
@@ -1326,6 +1340,22 @@ namespace MobileGL::MG_Impl::GLImpl {
}
}
// glUniformMatrix*dv / glProgramUniformMatrix*dv. Narrowed to the float form and handed
// straight to it: after DemoteFloat64Pass a `dmat4` uniform is a `mat4` in the shader and a
// mat4-shaped slot in the global UBO, columns padded to a vec4 and all. Everything else
// about the call - transpose handling, the array-element walk, the opaque-uniform refusal -
// is then the one implementation both spellings share.
template <typename Program>
void UniformMatrixdv_Object(Program& programObject, GLint location, GLsizei count, GLboolean transpose,
const GLdouble* value, Int columns, Int rows) {
if (value == nullptr || count <= 0) return;
const SizeT componentCount = static_cast<SizeT>(columns) * static_cast<SizeT>(rows);
Vector<GLfloat> narrowed(static_cast<SizeT>(count) * componentCount);
for (SizeT i = 0; i < narrowed.size(); ++i) narrowed[i] = static_cast<GLfloat>(value[i]);
UniformMatrixfv_Object(programObject, "glUniformMatrixdv", location, count, transpose, narrowed.data(),
columns, rows, "the current program object");
}
// Helper function to transpose a 2x2 matrix
void TransposeMatrix2x2(const GLfloat* input, GLfloat* output) {
// Input matrix is in column-major order (OpenGL default)
@@ -2089,71 +2119,71 @@ namespace MobileGL::MG_Impl::GLImpl {
}
void Uniform1d(GLint location, GLdouble v0) {
const GLdouble v[] = {v0};
Uniformv_State<1>(location, 1, v);
UniformvNarrowed_State<1>(location, 1, v);
}
void Uniform1dv(GLint location, GLsizei count, const GLdouble* value) {
Uniformv_State<1>(location, count, value);
UniformvNarrowed_State<1>(location, count, value);
}
void ProgramUniform1d(GLuint program, GLint location, GLdouble v0) {
const GLdouble v[] = {v0};
ProgramUniformv_State<1>(program, location, 1, v);
ProgramUniformvNarrowed_State<1>(program, location, 1, v);
}
void ProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble* value) {
ProgramUniformv_State<1>(program, location, count, value);
ProgramUniformvNarrowed_State<1>(program, location, count, value);
}
void Uniform2d(GLint location, GLdouble v0, GLdouble v1) {
const GLdouble v[] = {v0, v1};
Uniformv_State<2>(location, 1, v);
UniformvNarrowed_State<2>(location, 1, v);
}
void Uniform2dv(GLint location, GLsizei count, const GLdouble* value) {
Uniformv_State<2>(location, count, value);
UniformvNarrowed_State<2>(location, count, value);
}
void ProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1) {
const GLdouble v[] = {v0, v1};
ProgramUniformv_State<2>(program, location, 1, v);
ProgramUniformvNarrowed_State<2>(program, location, 1, v);
}
void ProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble* value) {
ProgramUniformv_State<2>(program, location, count, value);
ProgramUniformvNarrowed_State<2>(program, location, count, value);
}
void Uniform3d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2) {
const GLdouble v[] = {v0, v1, v2};
Uniformv_State<3>(location, 1, v);
UniformvNarrowed_State<3>(location, 1, v);
}
void Uniform3dv(GLint location, GLsizei count, const GLdouble* value) {
Uniformv_State<3>(location, count, value);
UniformvNarrowed_State<3>(location, count, value);
}
void ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2) {
const GLdouble v[] = {v0, v1, v2};
ProgramUniformv_State<3>(program, location, 1, v);
ProgramUniformvNarrowed_State<3>(program, location, 1, v);
}
void ProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble* value) {
ProgramUniformv_State<3>(program, location, count, value);
ProgramUniformvNarrowed_State<3>(program, location, count, value);
}
void Uniform4d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {
const GLdouble v[] = {v0, v1, v2, v3};
Uniformv_State<4>(location, 1, v);
UniformvNarrowed_State<4>(location, 1, v);
}
void Uniform4dv(GLint location, GLsizei count, const GLdouble* value) {
Uniformv_State<4>(location, count, value);
UniformvNarrowed_State<4>(location, count, value);
}
void ProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {
const GLdouble v[] = {v0, v1, v2, v3};
ProgramUniformv_State<4>(program, location, 1, v);
ProgramUniformvNarrowed_State<4>(program, location, 1, v);
}
void ProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble* value) {
ProgramUniformv_State<4>(program, location, count, value);
ProgramUniformvNarrowed_State<4>(program, location, count, value);
}
void UniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) {
if (location == -1) return;
@@ -61,6 +61,7 @@ add_executable(MobileGLIntegrationTest
Scenarios/ClearThenReadPixelsScenario.cpp
Scenarios/DepthStencilReadbackScenario.cpp
Scenarios/SsboArrayLengthScenario.cpp
Scenarios/DoublePrecisionScenario.cpp
Scenarios/UniformInitializerScenario.cpp
Scenarios/SwizzleAccessRoutineScenario.cpp
Scenarios/ProgramPipelineScenario.cpp
@@ -0,0 +1,318 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/DoublePrecisionScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario - GLSL DOUBLES, RUN AT SINGLE PRECISION.
//
// No mobile GPU has 64-bit floats. Adreno and Mali both report shaderFloat64 == VK_FALSE, so
// Magma cannot build a module that declares the Float64 capability, and ESSL has no fp64 type
// at all, so SPIRV-Cross refuses the module outright on Espryt ("FP64 not supported in ES
// profile") and the program never reaches the driver. MobileGL therefore narrows every 64-bit
// float in a shader to 32 bits (ShaderTranspiler::DemoteFloat64Pass) rather than declining the
// shader: `double` compiles and runs everywhere, at float precision.
//
// The narrowing is only half a contract. The other half is the API side: the global UBO is
// laid out by reflecting the DEMOTED module, so glUniform*d has to store a float where the
// shader reads a float, glGetUniform*v has to read one back, and a dmat4's columns are now
// std140-padded like any other matrix's. Every one of those is a byte offset that fails
// silently - the uniform simply reads as something else - so the cases below set values
// through the API and have the SHADER report what it saw.
//
// What is deliberately NOT asserted: that the values are exact to double precision. They are
// not, and cannot be. Every expectation here is the float value of the double that was set,
// which is the whole point.
#include <cmath>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
// Doubles in every shape the demotion has to handle - a scalar, a vector, a matrix
// whose column stride changes, an array whose element stride changes - all reported
// through one float SSBO so a single readback says which one moved.
constexpr const char* kComputeSource = R"(#version 430 core
layout(local_size_x = 1) in;
uniform double uScalar;
uniform dvec3 uVector;
uniform dmat4 uMatrix;
uniform double uArray[3];
layout(std430, binding = 0) buffer Output {
float g_out[];
};
void main() {
g_out[0] = float(uScalar);
g_out[1] = float(uVector.x);
g_out[2] = float(uVector.y);
g_out[3] = float(uVector.z);
// Column-major [column][row]. Off-diagonal entries catch a column-stride mistake that a
// diagonal-only check reads straight past.
g_out[4] = float(uMatrix[0][0]);
g_out[5] = float(uMatrix[0][3]);
g_out[6] = float(uMatrix[3][0]);
g_out[7] = float(uMatrix[3][3]);
g_out[8] = float(uArray[0]);
g_out[9] = float(uArray[1]);
g_out[10] = float(uArray[2]);
// Arithmetic on doubles, including an implicit float->double conversion and a literal
// with the fp64 suffix: this is what an application actually writes, and it is the part
// that has to survive the conversion folding.
double accumulated = uScalar * 2.0lf + 1.5;
g_out[11] = float(accumulated);
}
)";
constexpr int kOutputSlots = 12;
class DoublePrecisionScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
m_program = CompileComputeProgram(kComputeSource);
ASSERT_NE(m_program, 0u) << m_buildLog;
glGenBuffers(1, &m_output);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_output);
const std::vector<float> zeroes(kOutputSlots, 0.0f);
glBufferData(GL_SHADER_STORAGE_BUFFER, kOutputSlots * sizeof(float), zeroes.data(),
GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_output);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
void TearDown() override {
if (!Ready()) return;
if (m_output != 0) glDeleteBuffers(1, &m_output);
if (m_program != 0) glDeleteProgram(m_program);
}
unsigned int CompileComputeProgram(const char* source) {
const GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (compiled == GL_FALSE) {
char log[2048] = {};
glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
m_buildLog = std::string("compute shader did not compile: ") + log;
glDeleteShader(shader);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, shader);
glLinkProgram(program);
glDeleteShader(shader);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char log[2048] = {};
glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
m_buildLog = std::string("compute program did not link: ") + log;
glDeleteProgram(program);
return 0;
}
return program;
}
std::vector<float> Dispatch() {
glUseProgram(m_program);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
std::vector<float> values(kOutputSlots, -1.0f);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_output);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, kOutputSlots * sizeof(float), values.data());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glUseProgram(0);
return values;
}
unsigned int m_program = 0;
unsigned int m_output = 0;
std::string m_buildLog;
};
TEST_F(DoublePrecisionScenario, ADoubleUniformReachesTheShaderAtFloatPrecision) {
if (!Ready()) return;
glUseProgram(m_program);
const GLint scalar = glGetUniformLocation(m_program, "uScalar");
ASSERT_GE(scalar, 0);
// 0.1 has no exact float (or double) representation, so this only passes if the
// value really travelled through the demoted slot rather than being read out of
// some other four bytes.
glUniform1d(scalar, 0.1);
glUseProgram(0);
const std::vector<float> values = Dispatch();
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
EXPECT_FLOAT_EQ(values[0], static_cast<float>(0.1));
EXPECT_FLOAT_EQ(values[11], static_cast<float>(static_cast<float>(0.1) * 2.0f + 1.5f))
<< "arithmetic on the demoted value, including the folded fp64 literal";
}
TEST_F(DoublePrecisionScenario, EveryDoubleShapeLandsInItsOwnSlot) {
if (!Ready()) return;
glUseProgram(m_program);
const GLint scalar = glGetUniformLocation(m_program, "uScalar");
const GLint vector = glGetUniformLocation(m_program, "uVector");
const GLint matrix = glGetUniformLocation(m_program, "uMatrix");
const GLint array0 = glGetUniformLocation(m_program, "uArray[0]");
const GLint array2 = glGetUniformLocation(m_program, "uArray[2]");
ASSERT_GE(scalar, 0);
ASSERT_GE(vector, 0);
ASSERT_GE(matrix, 0);
ASSERT_GE(array0, 0);
ASSERT_GE(array2, 0);
glUniform1d(scalar, 5.0);
const GLdouble vectorValue[3] = {11.0, 12.0, 13.0};
glUniform3dv(vector, 1, vectorValue);
// Column-major, and every entry distinct so a transposed or mis-strided write
// cannot land on a value that happens to match.
GLdouble matrixValue[16] = {};
for (int i = 0; i < 16; ++i) matrixValue[i] = 100.0 + i;
glUniformMatrix4dv(matrix, 1, GL_FALSE, matrixValue);
const GLdouble arrayValue[3] = {71.0, 72.0, 73.0};
glUniform1dv(array0, 3, arrayValue);
glUseProgram(0);
const std::vector<float> values = Dispatch();
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
EXPECT_FLOAT_EQ(values[0], 5.0f) << "scalar double";
EXPECT_FLOAT_EQ(values[1], 11.0f) << "dvec3 .x";
EXPECT_FLOAT_EQ(values[2], 12.0f) << "dvec3 .y";
EXPECT_FLOAT_EQ(values[3], 13.0f) << "dvec3 .z";
EXPECT_FLOAT_EQ(values[4], 100.0f) << "dmat4 [0][0]";
EXPECT_FLOAT_EQ(values[5], 103.0f) << "dmat4 [0][3] - within the first column";
EXPECT_FLOAT_EQ(values[6], 112.0f) << "dmat4 [3][0] - column stride";
EXPECT_FLOAT_EQ(values[7], 115.0f) << "dmat4 [3][3]";
EXPECT_FLOAT_EQ(values[8], 71.0f) << "double array element 0";
EXPECT_FLOAT_EQ(values[9], 72.0f) << "double array element 1 - element stride";
EXPECT_FLOAT_EQ(values[10], 73.0f) << "double array element 2";
}
TEST_F(DoublePrecisionScenario, TheTransposeFlagStillTransposes) {
if (!Ready()) return;
glUseProgram(m_program);
const GLint matrix = glGetUniformLocation(m_program, "uMatrix");
ASSERT_GE(matrix, 0);
GLdouble matrixValue[16] = {};
for (int i = 0; i < 16; ++i) matrixValue[i] = 100.0 + i;
glUniformMatrix4dv(matrix, 1, GL_TRUE, matrixValue);
glUseProgram(0);
const std::vector<float> values = Dispatch();
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
// Transposed, so [column][row] now reads the source's [row][column].
EXPECT_FLOAT_EQ(values[4], 100.0f) << "dmat4 [0][0] is on the diagonal either way";
EXPECT_FLOAT_EQ(values[5], 112.0f) << "dmat4 [0][3] after transpose";
EXPECT_FLOAT_EQ(values[6], 103.0f) << "dmat4 [3][0] after transpose";
EXPECT_FLOAT_EQ(values[7], 115.0f) << "dmat4 [3][3] is on the diagonal either way";
}
TEST_F(DoublePrecisionScenario, TheUniformIsStillReportedAsADouble) {
if (!Ready()) return;
// The demotion is an implementation detail of how the value is STORED. What the
// shader source declared is what the application asked about, so the reflection
// keeps answering GL_DOUBLE* - an application that switches on the type and calls
// glUniform*d has to keep working, and it is the glUniform*d path that is correct
// for these uniforms.
struct Expectation {
const char* name;
GLenum type;
GLint size;
};
const Expectation expectations[] = {
{"uScalar", GL_DOUBLE, 1},
{"uVector", GL_DOUBLE_VEC3, 1},
{"uMatrix", GL_DOUBLE_MAT4, 1},
{"uArray[0]", GL_DOUBLE, 3},
};
GLint activeUniforms = 0;
glGetProgramiv(m_program, GL_ACTIVE_UNIFORMS, &activeUniforms);
ASSERT_GT(activeUniforms, 0);
for (const Expectation& expectation : expectations) {
bool found = false;
for (GLint index = 0; index < activeUniforms; ++index) {
char name[128] = {};
GLsizei length = 0;
GLint size = 0;
GLenum type = 0;
glGetActiveUniform(m_program, static_cast<GLuint>(index), sizeof(name) - 1, &length, &size,
&type, name);
if (std::string(name, static_cast<size_t>(length)) != expectation.name) continue;
found = true;
EXPECT_EQ(type, expectation.type) << expectation.name;
EXPECT_EQ(size, expectation.size) << expectation.name;
break;
}
EXPECT_TRUE(found) << "glGetActiveUniform never reported " << expectation.name;
}
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
}
TEST_F(DoublePrecisionScenario, GetUniformdvReadsBackWhatWasStored) {
if (!Ready()) return;
glUseProgram(m_program);
const GLint scalar = glGetUniformLocation(m_program, "uScalar");
const GLint vector = glGetUniformLocation(m_program, "uVector");
const GLint matrix = glGetUniformLocation(m_program, "uMatrix");
ASSERT_GE(scalar, 0);
ASSERT_GE(vector, 0);
ASSERT_GE(matrix, 0);
glUniform1d(scalar, 0.1);
const GLdouble vectorValue[3] = {11.5, 12.5, 13.5};
glUniform3dv(vector, 1, vectorValue);
GLdouble matrixValue[16] = {};
for (int i = 0; i < 16; ++i) matrixValue[i] = 100.0 + i;
glUniformMatrix4dv(matrix, 1, GL_FALSE, matrixValue);
glUseProgram(0);
// The readback has to undo exactly what the write did - the same std140 column
// padding, the same 4-byte components - or a dmat4 comes back with its columns
// shifted and nothing else in the API would say so.
GLdouble readScalar = 0.0;
glGetUniformdv(m_program, scalar, &readScalar);
EXPECT_DOUBLE_EQ(readScalar, static_cast<double>(static_cast<float>(0.1)))
<< "the value is what a float can hold, not the double that was passed in";
GLdouble readVector[3] = {};
glGetUniformdv(m_program, vector, readVector);
EXPECT_DOUBLE_EQ(readVector[0], 11.5);
EXPECT_DOUBLE_EQ(readVector[1], 12.5);
EXPECT_DOUBLE_EQ(readVector[2], 13.5);
GLdouble readMatrix[16] = {};
glGetUniformdv(m_program, matrix, readMatrix);
for (int i = 0; i < 16; ++i) {
EXPECT_DOUBLE_EQ(readMatrix[i], 100.0 + i) << "dmat4 component " << i;
}
// The float query sees the same storage through the type it is actually stored as.
GLfloat readFloat = 0.0f;
glGetUniformfv(m_program, scalar, &readFloat);
EXPECT_FLOAT_EQ(readFloat, static_cast<float>(0.1));
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
}
} // namespace
} // namespace MGITest
@@ -326,15 +326,22 @@ namespace MobileGL::MG_State::GLState {
: kInvalidUniformOffset;
}
Uint GetUniformSizesInBytes(Uint location) const { return MG_Util::GetGLTypeSize(GetUniformType(location)); }
// Bytes a uniform actually occupies in the global UBO, which is not its GL type size:
// std140 pads each column of a float matrix out to a vec4, so a mat3 spans 48 bytes
// even though only 36 of them carry components. Anything reading or writing a whole
// uniform's storage - a bounds check, a copy between two programs' shadows - wants
// this rather than GetUniformSizesInBytes.
// Bytes a uniform actually occupies in the global UBO, which is not its GL type size,
// for two reasons. std140 pads each column of a matrix out to a vec4, so a mat3 spans
// 48 bytes even though only 36 of them carry components. And every 64-bit float in a
// shader is narrowed to 32 bits before the module reaches a backend
// (ShaderTranspiler::DemoteFloat64Pass) - the global UBO is laid out by reflecting that
// demoted module - so a `double` uniform occupies exactly what its float-typed twin
// would, half its GL type size, and a `dmat4` is padded like any other matrix. Anything
// reading or writing a whole uniform's storage - a bounds check, a copy between two
// programs' shadows - wants this rather than GetUniformSizesInBytes.
static SizeT UniformStorageSpanInBytes(const glslang::TType* type, SizeT tightSize) {
if (type != nullptr && type->isMatrix() && type->getBasicType() != glslang::EbtDouble) {
if (type != nullptr && type->isMatrix()) {
return static_cast<SizeT>(type->getMatrixCols()) * 4 * sizeof(Float);
}
if (type != nullptr && type->getBasicType() == glslang::EbtDouble) {
return tightSize / 2;
}
return tightSize;
}
SizeT GetUniformStorageSpanInBytes(Uint location) const {