[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

This commit is contained in:
2026-09-29 19:58:41 -04:00
parent 853c5f1264
commit 7030d307be
2 changed files with 315 additions and 0 deletions
@@ -124,6 +124,7 @@ add_executable(MobileGLIntegrationTest
Scenarios/RelinkStageSetScenario.cpp
Scenarios/GuiBatchScenario.cpp
Scenarios/UnboundImageDescriptorScenario.cpp
Scenarios/UnboundUniformBlockScenario.cpp
Scenarios/IntegerBorderColorScenario.cpp
Scenarios/ClearTexImageUndefinedLevelZeroScenario.cpp
Scenarios/RenderbufferBlendFormatScenario.cpp
@@ -0,0 +1,314 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/UnboundUniformBlockScenario.cpp
// Copyright (c) 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 - A PROGRAM DECLARES A UNIFORM BLOCK AND NOTHING IS BOUND AT ITS BINDING POINT.
//
// The uniform-block sibling of UnboundImageDescriptorScenario. A draw or dispatch whose program
// declares a uniform block at an indexed point with no buffer on it raises no GL error - whether
// the point was never bound or its buffer was deleted while bound (glDeleteBuffers unbinds it
// from every indexed point of the current context). Only what the shader READS from the block is
// undefined.
//
// DirectVulkan's ResolveUniformBufferPayload looked up the buffer at the block's point and
// dereferenced it with nothing there: a SIGSEGV inside the draw or the dispatch, taking the whole
// process with it. It now answers with a zeroed block of the reflected size.
//
// The block is STATICALLY USED in every case, because an unreferenced block is optimised out
// before it ever reaches a descriptor and would prove nothing. Its one read sits behind a
// uniform-controlled branch that is false whenever the point is empty, so no undefined value
// reaches an assertion. Each case also binds a buffer at the same point and reads it back through
// the same program - proof that the block is live and wired to that point - and then empties the
// point again, so the transition back to "nothing bound" is covered as well as the first use.
//
// DirectGLES forwards the empty point to the GLES driver, which does what GL says, so it is the
// control - every test here must stay green on both backends.
#include <array>
#include <string>
#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 {
constexpr int kFboSize = 32;
// The point under test. Not 0, so a stray glBindBufferBase(GL_UNIFORM_BUFFER, 0, ...) from
// an earlier scenario in this process is not what decides the case - and SetUp empties
// this one explicitly anyway.
constexpr GLuint kUniformPoint = 5;
constexpr GLuint kResultPoint = 0;
constexpr unsigned int kMarker = 0xC0FFEEu;
constexpr unsigned int kFallback = 7u;
constexpr unsigned int kBoundWord = 0x1234u;
// No vertex attributes: the quad's corners come from gl_VertexID, so nothing about the
// vertex fetch can be confused with the descriptor question under test.
constexpr const char* kQuadVertexSource = R"(#version 430 core
void main() {
vec2 corner = vec2((gl_VertexID & 1) == 0 ? -1.0 : 1.0,
(gl_VertexID & 2) == 0 ? -1.0 : 1.0);
gl_Position = vec4(corner, 0.0, 1.0);
}
)";
// Green unless u_read is set, in which case the block's tint.
constexpr const char* kFragmentSource = R"(#version 430 core
layout(std140, binding = 5) uniform Target { vec4 u_tint; };
uniform int u_read;
out vec4 o_color;
void main() {
vec4 color = vec4(0.0, 1.0, 0.0, 1.0);
if (u_read != 0) {
color = u_tint;
}
o_color = color;
}
)";
// The marker is unconditional, so a zero marker means the dispatch never ran; the value is
// the fallback unless u_read is set, in which case it is the block's word.
constexpr const char* kComputeSource = R"(#version 430 core
layout(local_size_x = 1) in;
layout(std430, binding = 0) buffer Result { uint g_marker; uint g_value; };
layout(std140, binding = 5) uniform Target { uint u_word; };
uniform int u_read;
void main() {
uint value = 7u;
if (u_read != 0) {
value = u_word;
}
g_marker = 0xC0FFEEu;
g_value = value;
}
)";
class UnboundUniformBlockScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
m_target = MakeColorFbo(kFboSize, kFboSize);
ASSERT_NE(m_target.fbo, 0u) << "could not create the render target";
glGenVertexArrays(1, &m_vao);
const unsigned int zero[2] = {0u, 0u};
glGenBuffers(1, &m_result);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_result);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(zero), zero, GL_DYNAMIC_COPY);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, kResultPoint, m_result);
// The harness shares one context across every scenario in the process, so an
// earlier one may have left a buffer at this point. The whole subject here is that
// nothing is bound, so say so rather than assume it.
glBindBufferBase(GL_UNIFORM_BUFFER, kUniformPoint, 0);
ASSERT_EQ(FirstGLError(), 0u) << "setting up the scenario raised a GL error";
}
void TearDown() override {
if (!Ready()) return;
glUseProgram(0);
glBindVertexArray(0);
glBindBufferBase(GL_UNIFORM_BUFFER, kUniformPoint, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, kResultPoint, 0);
if (m_block != 0) glDeleteBuffers(1, &m_block);
if (m_result != 0) glDeleteBuffers(1, &m_result);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
if (m_draw != 0) glDeleteProgram(m_draw);
if (m_compute != 0) glDeleteProgram(m_compute);
BindDefaultFramebuffer();
DestroyColorFbo(m_target);
glViewport(0, 0, Gl().Width(), Gl().Height());
FirstGLError();
}
unsigned int MakeComputeProgram(const char* source) {
const GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compiled = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (compiled == GL_FALSE) {
char log[4096] = {};
glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
ADD_FAILURE() << "the compute shader did not compile: " << log;
glDeleteShader(shader);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, shader);
glLinkProgram(program);
glDeleteShader(shader);
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char log[4096] = {};
glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
ADD_FAILURE() << "the compute program did not link: " << log;
glDeleteProgram(program);
return 0;
}
return program;
}
// The block must be ACTIVE and at kUniformPoint, and the guard uniform must exist:
// if either were optimised away the program would never ask for the empty point and
// every case below would pass without testing anything.
static void ExpectTheBlockIsLiveAtThePoint(GLuint program) {
const GLuint block = glGetUniformBlockIndex(program, "Target");
ASSERT_NE(block, GL_INVALID_INDEX) << "the uniform block was optimised out - the case proves nothing";
GLint binding = -1;
glGetActiveUniformBlockiv(program, block, GL_UNIFORM_BLOCK_BINDING, &binding);
ASSERT_EQ(binding, static_cast<GLint>(kUniformPoint)) << "the block is not at the point under test";
ASSERT_NE(glGetUniformLocation(program, "u_read"), -1) << "the guard uniform was optimised out";
ASSERT_EQ(FirstGLError(), 0u) << "querying the block raised a GL error";
}
static void ExpectThePointIsEmpty(const char* when) {
GLint bound = -1;
glGetIntegeri_v(GL_UNIFORM_BUFFER_BINDING, kUniformPoint, &bound);
ASSERT_EQ(bound, 0) << "uniform point " << kUniformPoint << " is not empty " << when;
}
// A 16-byte std140 block at kUniformPoint holding `words`.
void BindBlock(const std::array<unsigned int, 4>& words) {
if (m_block == 0) glGenBuffers(1, &m_block);
glBindBuffer(GL_UNIFORM_BUFFER, m_block);
glBufferData(GL_UNIFORM_BUFFER, sizeof(words), words.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, kUniformPoint, m_block);
}
// Runs the compute program once; returns {marker, value}.
std::array<unsigned int, 2> Dispatch(int read) {
const unsigned int zero[2] = {0u, 0u};
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_result);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(zero), zero);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glUseProgram(m_compute);
glUniform1i(glGetUniformLocation(m_compute, "u_read"), read);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
std::array<unsigned int, 2> out = {0xDEADBEEFu, 0xDEADBEEFu};
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_result);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(out), out.data());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glUseProgram(0);
return out;
}
void ExpectTheDispatchRunsOnAnEmptyPoint(const char* when) {
ASSERT_NO_FATAL_FAILURE(ExpectThePointIsEmpty(when));
const auto result = Dispatch(0);
EXPECT_EQ(FirstGLError(), 0u) << "the dispatch raised a GL error " << when;
EXPECT_EQ(result[0], kMarker) << "the dispatch did not run " << when;
EXPECT_EQ(result[1], kFallback) << "the dispatch took the block's branch " << when;
}
// Draws the full-target quad and expects every pixel to be `color`.
void ExpectTheDraw(int read, const char* color, const std::string& when) {
BindFbo(m_target);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glBindVertexArray(m_vao);
glUseProgram(m_draw);
glUniform1i(glGetUniformLocation(m_draw, "u_read"), read);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glUseProgram(0);
EXPECT_EQ(FirstGLError(), 0u) << "the draw raised a GL error " << when;
const Image image = ReadPixels(kFboSize, kFboSize);
ASSERT_FALSE(image.Empty()) << "the readback came back empty " << when;
EXPECT_TRUE(RegionIsMostly(image, 0, kFboSize - 1, 0, kFboSize - 1, color, 0.0, when))
<< "an all-black target means the draw was dropped";
}
void ExpectTheDrawRunsOnAnEmptyPoint(const std::string& when) {
ASSERT_NO_FATAL_FAILURE(ExpectThePointIsEmpty(when.c_str()));
ExpectTheDraw(0, "green", when);
}
ColorFbo m_target{};
GLuint m_vao = 0;
GLuint m_result = 0;
GLuint m_block = 0;
unsigned int m_draw = 0;
unsigned int m_compute = 0;
};
} // namespace
TEST_F(UnboundUniformBlockScenario, ADispatchDeclaringAnEmptyUniformPointRuns) {
if (!Ready() || IsSkipped()) return;
m_compute = MakeComputeProgram(kComputeSource);
ASSERT_NE(m_compute, 0u);
ASSERT_NO_FATAL_FAILURE(ExpectTheBlockIsLiveAtThePoint(m_compute));
ExpectTheDispatchRunsOnAnEmptyPoint("with nothing ever bound at the point");
BindBlock({kBoundWord, 0u, 0u, 0u});
const auto bound = Dispatch(1);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_EQ(bound[0], kMarker) << "the dispatch did not run with a buffer bound";
EXPECT_EQ(bound[1], kBoundWord) << "the program did not read the buffer bound at the block's point";
glBindBufferBase(GL_UNIFORM_BUFFER, kUniformPoint, 0);
ExpectTheDispatchRunsOnAnEmptyPoint("after the point was emptied again");
}
TEST_F(UnboundUniformBlockScenario, ADrawDeclaringAnEmptyUniformPointPaintsTheFrame) {
if (!Ready() || IsSkipped()) return;
std::string error;
m_draw = CompileProgram(kQuadVertexSource, kFragmentSource, &error);
ASSERT_NE(m_draw, 0u) << error;
ASSERT_NO_FATAL_FAILURE(ExpectTheBlockIsLiveAtThePoint(m_draw));
ExpectTheDrawRunsOnAnEmptyPoint("with nothing ever bound at the point");
// Opaque red: 1.0f and 0.0f as their IEEE-754 words, so the block is one vec4.
BindBlock({0x3F800000u, 0u, 0u, 0x3F800000u});
ExpectTheDraw(1, "red", "reading the buffer bound at the block's point");
glBindBufferBase(GL_UNIFORM_BUFFER, kUniformPoint, 0);
ExpectTheDrawRunsOnAnEmptyPoint("after the point was emptied again");
}
// The shape real applications reach it by: the buffer is bound and used, then deleted while
// still bound, which empties the point without the application ever unbinding it.
TEST_F(UnboundUniformBlockScenario, AUniformBufferDeletedWhileBoundLeavesAnEmptyPointBothPathsSurvive) {
if (!Ready() || IsSkipped()) return;
m_compute = MakeComputeProgram(kComputeSource);
ASSERT_NE(m_compute, 0u);
ASSERT_NO_FATAL_FAILURE(ExpectTheBlockIsLiveAtThePoint(m_compute));
std::string error;
m_draw = CompileProgram(kQuadVertexSource, kFragmentSource, &error);
ASSERT_NE(m_draw, 0u) << error;
ASSERT_NO_FATAL_FAILURE(ExpectTheBlockIsLiveAtThePoint(m_draw));
BindBlock({kBoundWord, 0u, 0u, 0u});
const auto bound = Dispatch(1);
EXPECT_EQ(bound[0], kMarker) << "the dispatch did not run with a buffer bound";
EXPECT_EQ(bound[1], kBoundWord) << "the program did not read the buffer bound at the block's point";
ASSERT_EQ(FirstGLError(), 0u);
glDeleteBuffers(1, &m_block);
m_block = 0;
ExpectTheDispatchRunsOnAnEmptyPoint("after the bound buffer was deleted");
ExpectTheDrawRunsOnAnEmptyPoint("after the bound buffer was deleted");
}
} // namespace MGITest