[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;