[Fix, Test] (DirectGLES, DirectVulkan): narrow GL_DOUBLE vertex arrays to float32 instead of dropping them

This commit is contained in:
2026-08-20 23:54:49 -04:00
parent 1b5a39473e
commit 7aa91e8024
8 changed files with 436 additions and 62 deletions
@@ -673,4 +673,86 @@ void main() {
glDeleteProgram(program);
}
// A GL_DOUBLE array is NARROWED to float32 and fetched, not dropped. No backend here has a
// 64-bit vertex format, but glVertexAttribFormat(GL_DOUBLE) is defined as "doubles in memory,
// converted to float" and the shader input is a plain vec4 either way, so nothing about fp64
// is needed - only the fetch conversion (KHR-GL43.vertex_attrib_binding.basic-input-case4).
// Every value here is exact in float32, so the capture is an equality test.
TEST_F(VertexAttribBindingScenario, DoubleArrayIsFetchedAtFloat32Precision) {
if (!Ready()) GTEST_SKIP();
ResetCurrentAttribs();
const double vertices[] = {100.0, 200.0, 300.0, 400.0};
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexBuffer(0, vbo, 0, 2 * static_cast<GLsizei>(sizeof(double)));
glVertexAttribFormat(1, 2, GL_DOUBLE, GL_FALSE, 0);
glVertexAttribBinding(1, 0);
glEnableVertexAttribArray(1);
const std::vector<float> data = CapturePoints(m_program, m_xfbo, 2, 1);
EXPECT_TRUE(Vec4Is(data, 0, 1, 100.0f, 200.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 1, 1, 300.0f, 400.0f, 0.0f, 1.0f));
glDisableVertexAttribArray(1);
glDeleteBuffers(1, &vbo);
}
// GL ignores `normalized` for floating-point array types, GL_DOUBLE included: the fetched
// values are the raw ones, not scaled into [0,1]. A conversion that forwarded the flag would
// return zeros here (KHR-GL43.vertex_attrib_binding.basic-input-case5).
TEST_F(VertexAttribBindingScenario, NormalizedIsIgnoredForDoubleArrays) {
if (!Ready()) GTEST_SKIP();
ResetCurrentAttribs();
const double vertices[] = {0.0, 10.0, 20.0, 0.0};
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexBuffer(0, vbo, 0, 4 * static_cast<GLsizei>(sizeof(double)));
glVertexAttribFormat(2, 4, GL_DOUBLE, GL_TRUE, 0);
glVertexAttribBinding(2, 0);
glEnableVertexAttribArray(2);
const std::vector<float> data = CapturePoints(m_program, m_xfbo, 1, 1);
EXPECT_TRUE(Vec4Is(data, 0, 2, 0.0f, 10.0f, 20.0f, 0.0f));
glDisableVertexAttribArray(2);
glDeleteBuffers(1, &vbo);
}
// The LONG form asks for more precision than any backend here can give and gets the same
// float32 stream. IsLong must not gate the narrowing off
// (KHR-GL43.vertex_attrib_binding.advanced-bindingUpdate feeds its dvec3 this way).
TEST_F(VertexAttribBindingScenario, LongDoubleArrayIsFetchedAtFloat32Precision) {
if (!Ready()) GTEST_SKIP();
ResetCurrentAttribs();
const double vertices[] = {1.0, 2.0, 3.0, 4.0, 5.0, 6.0};
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexBuffer(0, vbo, 0, 3 * static_cast<GLsizei>(sizeof(double)));
glVertexAttribLFormat(3, 3, GL_DOUBLE, 0);
glVertexAttribBinding(3, 0);
glEnableVertexAttribArray(3);
const std::vector<float> data = CapturePoints(m_program, m_xfbo, 2, 1);
EXPECT_TRUE(Vec4Is(data, 0, 3, 1.0f, 2.0f, 3.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 1, 3, 4.0f, 5.0f, 6.0f, 1.0f));
glDisableVertexAttribArray(3);
glDeleteBuffers(1, &vbo);
}
} // namespace MGITest