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https://github.com/MobileGL-Dev/MobileGL
synced 2026-11-07 01:53:24 +09:00
[Test] (Magma): UnboundUniformBlockScenario - a dispatch and a draw whose program declares a uniform block at an empty binding point (never bound, or its buffer deleted while bound) run and produce their fallback, and a buffer bound there afterwards is read, on both backends
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@@ -124,6 +124,7 @@ add_executable(MobileGLIntegrationTest
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Scenarios/RelinkStageSetScenario.cpp
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Scenarios/GuiBatchScenario.cpp
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Scenarios/UnboundImageDescriptorScenario.cpp
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Scenarios/UnboundUniformBlockScenario.cpp
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Scenarios/IntegerBorderColorScenario.cpp
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Scenarios/ClearTexImageUndefinedLevelZeroScenario.cpp
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Scenarios/RenderbufferBlendFormatScenario.cpp
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@@ -0,0 +1,314 @@
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// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/UnboundUniformBlockScenario.cpp
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// Copyright (c) 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 PROGRAM DECLARES A UNIFORM BLOCK AND NOTHING IS BOUND AT ITS BINDING POINT.
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//
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// The uniform-block sibling of UnboundImageDescriptorScenario. A draw or dispatch whose program
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// declares a uniform block at an indexed point with no buffer on it raises no GL error - whether
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// the point was never bound or its buffer was deleted while bound (glDeleteBuffers unbinds it
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// from every indexed point of the current context). Only what the shader READS from the block is
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// undefined.
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//
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// DirectVulkan's ResolveUniformBufferPayload looked up the buffer at the block's point and
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// dereferenced it with nothing there: a SIGSEGV inside the draw or the dispatch, taking the whole
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// process with it. It now answers with a zeroed block of the reflected size.
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//
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// The block is STATICALLY USED in every case, because an unreferenced block is optimised out
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// before it ever reaches a descriptor and would prove nothing. Its one read sits behind a
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// uniform-controlled branch that is false whenever the point is empty, so no undefined value
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// reaches an assertion. Each case also binds a buffer at the same point and reads it back through
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// the same program - proof that the block is live and wired to that point - and then empties the
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// point again, so the transition back to "nothing bound" is covered as well as the first use.
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//
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// DirectGLES forwards the empty point to the GLES driver, which does what GL says, so it is the
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// control - every test here must stay green on both backends.
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#include <array>
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#include <string>
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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 int kFboSize = 32;
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// The point under test. Not 0, so a stray glBindBufferBase(GL_UNIFORM_BUFFER, 0, ...) from
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// an earlier scenario in this process is not what decides the case - and SetUp empties
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// this one explicitly anyway.
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constexpr GLuint kUniformPoint = 5;
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constexpr GLuint kResultPoint = 0;
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constexpr unsigned int kMarker = 0xC0FFEEu;
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constexpr unsigned int kFallback = 7u;
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constexpr unsigned int kBoundWord = 0x1234u;
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// No vertex attributes: the quad's corners come from gl_VertexID, so nothing about the
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// vertex fetch can be confused with the descriptor question under test.
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constexpr const char* kQuadVertexSource = R"(#version 430 core
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void main() {
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vec2 corner = vec2((gl_VertexID & 1) == 0 ? -1.0 : 1.0,
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(gl_VertexID & 2) == 0 ? -1.0 : 1.0);
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gl_Position = vec4(corner, 0.0, 1.0);
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}
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)";
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// Green unless u_read is set, in which case the block's tint.
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constexpr const char* kFragmentSource = R"(#version 430 core
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layout(std140, binding = 5) uniform Target { vec4 u_tint; };
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uniform int u_read;
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out vec4 o_color;
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void main() {
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vec4 color = vec4(0.0, 1.0, 0.0, 1.0);
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if (u_read != 0) {
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color = u_tint;
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}
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o_color = color;
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}
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)";
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// The marker is unconditional, so a zero marker means the dispatch never ran; the value is
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// the fallback unless u_read is set, in which case it is the block's word.
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constexpr const char* kComputeSource = R"(#version 430 core
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layout(local_size_x = 1) in;
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layout(std430, binding = 0) buffer Result { uint g_marker; uint g_value; };
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layout(std140, binding = 5) uniform Target { uint u_word; };
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uniform int u_read;
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void main() {
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uint value = 7u;
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if (u_read != 0) {
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value = u_word;
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}
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g_marker = 0xC0FFEEu;
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g_value = value;
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}
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)";
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class UnboundUniformBlockScenario : public ScenarioTest {
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protected:
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void SetUp() override {
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ScenarioTest::SetUp();
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if (!Ready()) return;
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m_target = MakeColorFbo(kFboSize, kFboSize);
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ASSERT_NE(m_target.fbo, 0u) << "could not create the render target";
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glGenVertexArrays(1, &m_vao);
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const unsigned int zero[2] = {0u, 0u};
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glGenBuffers(1, &m_result);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_result);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(zero), zero, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, kResultPoint, m_result);
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// The harness shares one context across every scenario in the process, so an
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// earlier one may have left a buffer at this point. The whole subject here is that
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// nothing is bound, so say so rather than assume it.
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glBindBufferBase(GL_UNIFORM_BUFFER, kUniformPoint, 0);
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ASSERT_EQ(FirstGLError(), 0u) << "setting up the scenario raised a GL error";
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}
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void TearDown() override {
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if (!Ready()) return;
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glUseProgram(0);
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glBindVertexArray(0);
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glBindBufferBase(GL_UNIFORM_BUFFER, kUniformPoint, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, kResultPoint, 0);
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if (m_block != 0) glDeleteBuffers(1, &m_block);
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if (m_result != 0) glDeleteBuffers(1, &m_result);
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if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
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if (m_draw != 0) glDeleteProgram(m_draw);
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if (m_compute != 0) glDeleteProgram(m_compute);
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BindDefaultFramebuffer();
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DestroyColorFbo(m_target);
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glViewport(0, 0, Gl().Width(), Gl().Height());
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FirstGLError();
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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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// The block must be ACTIVE and at kUniformPoint, and the guard uniform must exist:
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// if either were optimised away the program would never ask for the empty point and
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// every case below would pass without testing anything.
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static void ExpectTheBlockIsLiveAtThePoint(GLuint program) {
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const GLuint block = glGetUniformBlockIndex(program, "Target");
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ASSERT_NE(block, GL_INVALID_INDEX) << "the uniform block was optimised out - the case proves nothing";
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GLint binding = -1;
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glGetActiveUniformBlockiv(program, block, GL_UNIFORM_BLOCK_BINDING, &binding);
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ASSERT_EQ(binding, static_cast<GLint>(kUniformPoint)) << "the block is not at the point under test";
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ASSERT_NE(glGetUniformLocation(program, "u_read"), -1) << "the guard uniform was optimised out";
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ASSERT_EQ(FirstGLError(), 0u) << "querying the block raised a GL error";
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}
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static void ExpectThePointIsEmpty(const char* when) {
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GLint bound = -1;
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glGetIntegeri_v(GL_UNIFORM_BUFFER_BINDING, kUniformPoint, &bound);
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ASSERT_EQ(bound, 0) << "uniform point " << kUniformPoint << " is not empty " << when;
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}
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// A 16-byte std140 block at kUniformPoint holding `words`.
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void BindBlock(const std::array<unsigned int, 4>& words) {
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if (m_block == 0) glGenBuffers(1, &m_block);
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glBindBuffer(GL_UNIFORM_BUFFER, m_block);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(words), words.data(), GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER, kUniformPoint, m_block);
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}
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// Runs the compute program once; returns {marker, value}.
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std::array<unsigned int, 2> Dispatch(int read) {
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const unsigned int zero[2] = {0u, 0u};
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_result);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(zero), zero);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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glUseProgram(m_compute);
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glUniform1i(glGetUniformLocation(m_compute, "u_read"), read);
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glDispatchCompute(1, 1, 1);
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glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
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std::array<unsigned int, 2> out = {0xDEADBEEFu, 0xDEADBEEFu};
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_result);
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glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(out), out.data());
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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glUseProgram(0);
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return out;
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}
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void ExpectTheDispatchRunsOnAnEmptyPoint(const char* when) {
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ASSERT_NO_FATAL_FAILURE(ExpectThePointIsEmpty(when));
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const auto result = Dispatch(0);
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EXPECT_EQ(FirstGLError(), 0u) << "the dispatch raised a GL error " << when;
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EXPECT_EQ(result[0], kMarker) << "the dispatch did not run " << when;
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EXPECT_EQ(result[1], kFallback) << "the dispatch took the block's branch " << when;
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}
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// Draws the full-target quad and expects every pixel to be `color`.
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void ExpectTheDraw(int read, const char* color, const std::string& when) {
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BindFbo(m_target);
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ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
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glBindVertexArray(m_vao);
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glUseProgram(m_draw);
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glUniform1i(glGetUniformLocation(m_draw, "u_read"), read);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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glUseProgram(0);
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EXPECT_EQ(FirstGLError(), 0u) << "the draw raised a GL error " << when;
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const Image image = ReadPixels(kFboSize, kFboSize);
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ASSERT_FALSE(image.Empty()) << "the readback came back empty " << when;
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EXPECT_TRUE(RegionIsMostly(image, 0, kFboSize - 1, 0, kFboSize - 1, color, 0.0, when))
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<< "an all-black target means the draw was dropped";
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}
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void ExpectTheDrawRunsOnAnEmptyPoint(const std::string& when) {
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ASSERT_NO_FATAL_FAILURE(ExpectThePointIsEmpty(when.c_str()));
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ExpectTheDraw(0, "green", when);
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}
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ColorFbo m_target{};
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GLuint m_vao = 0;
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GLuint m_result = 0;
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GLuint m_block = 0;
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unsigned int m_draw = 0;
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unsigned int m_compute = 0;
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};
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} // namespace
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TEST_F(UnboundUniformBlockScenario, ADispatchDeclaringAnEmptyUniformPointRuns) {
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if (!Ready() || IsSkipped()) return;
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m_compute = MakeComputeProgram(kComputeSource);
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ASSERT_NE(m_compute, 0u);
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ASSERT_NO_FATAL_FAILURE(ExpectTheBlockIsLiveAtThePoint(m_compute));
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ExpectTheDispatchRunsOnAnEmptyPoint("with nothing ever bound at the point");
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BindBlock({kBoundWord, 0u, 0u, 0u});
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const auto bound = Dispatch(1);
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EXPECT_EQ(FirstGLError(), 0u);
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EXPECT_EQ(bound[0], kMarker) << "the dispatch did not run with a buffer bound";
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EXPECT_EQ(bound[1], kBoundWord) << "the program did not read the buffer bound at the block's point";
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glBindBufferBase(GL_UNIFORM_BUFFER, kUniformPoint, 0);
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ExpectTheDispatchRunsOnAnEmptyPoint("after the point was emptied again");
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}
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TEST_F(UnboundUniformBlockScenario, ADrawDeclaringAnEmptyUniformPointPaintsTheFrame) {
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if (!Ready() || IsSkipped()) return;
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std::string error;
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m_draw = CompileProgram(kQuadVertexSource, kFragmentSource, &error);
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ASSERT_NE(m_draw, 0u) << error;
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ASSERT_NO_FATAL_FAILURE(ExpectTheBlockIsLiveAtThePoint(m_draw));
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ExpectTheDrawRunsOnAnEmptyPoint("with nothing ever bound at the point");
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// Opaque red: 1.0f and 0.0f as their IEEE-754 words, so the block is one vec4.
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BindBlock({0x3F800000u, 0u, 0u, 0x3F800000u});
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ExpectTheDraw(1, "red", "reading the buffer bound at the block's point");
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glBindBufferBase(GL_UNIFORM_BUFFER, kUniformPoint, 0);
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ExpectTheDrawRunsOnAnEmptyPoint("after the point was emptied again");
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}
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// The shape real applications reach it by: the buffer is bound and used, then deleted while
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// still bound, which empties the point without the application ever unbinding it.
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TEST_F(UnboundUniformBlockScenario, AUniformBufferDeletedWhileBoundLeavesAnEmptyPointBothPathsSurvive) {
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if (!Ready() || IsSkipped()) return;
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m_compute = MakeComputeProgram(kComputeSource);
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ASSERT_NE(m_compute, 0u);
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ASSERT_NO_FATAL_FAILURE(ExpectTheBlockIsLiveAtThePoint(m_compute));
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std::string error;
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m_draw = CompileProgram(kQuadVertexSource, kFragmentSource, &error);
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ASSERT_NE(m_draw, 0u) << error;
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ASSERT_NO_FATAL_FAILURE(ExpectTheBlockIsLiveAtThePoint(m_draw));
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BindBlock({kBoundWord, 0u, 0u, 0u});
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const auto bound = Dispatch(1);
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EXPECT_EQ(bound[0], kMarker) << "the dispatch did not run with a buffer bound";
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EXPECT_EQ(bound[1], kBoundWord) << "the program did not read the buffer bound at the block's point";
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ASSERT_EQ(FirstGLError(), 0u);
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glDeleteBuffers(1, &m_block);
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m_block = 0;
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ExpectTheDispatchRunsOnAnEmptyPoint("after the bound buffer was deleted");
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ExpectTheDrawRunsOnAnEmptyPoint("after the bound buffer was deleted");
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}
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} // namespace MGITest
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