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https://github.com/MobileGL-Dev/MobileGL
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[Test] (MG_IntegrationTest): SSBO runtime-array length across preambles, block arrays and bound ranges
This commit is contained in:
@@ -59,6 +59,7 @@ add_executable(MobileGLIntegrationTest
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Scenarios/FragCoordOriginScenario.cpp
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Scenarios/ClearThenReadPixelsScenario.cpp
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Scenarios/DepthStencilReadbackScenario.cpp
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Scenarios/SsboArrayLengthScenario.cpp
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)
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target_include_directories(MobileGLIntegrationTest PRIVATE
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@@ -0,0 +1,215 @@
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// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/SsboArrayLengthScenario.cpp
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// Copyright (c) 2025-2026 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 - length() ON AN SSBO's UNSIZED ARRAY.
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//
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// GLSL's `arr.length()` on the trailing runtime array of a shader storage block is not a compile
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// time constant: it is (bound range - the array's byte offset inside the block) / array stride,
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// evaluated against whatever the descriptor actually covers. Three separate pieces of MobileGL
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// have to agree for that to come out right - the byte offsets the block layout was compiled with,
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// the buffer the frontend binding resolves to, and the offset/size a glBindBufferRange asked for -
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// and a defect in any one of them shows up only as a wrong integer, never as an error.
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//
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// KHR-GL43.shader_storage_buffer_object.advanced-unsizedArrayLength-* (28 Magma failures, all 28
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// passing on Espryt) reports exactly that: lengths too large by roughly the size of the members
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// preceding the array. The cases here are the same shape, reduced to what can be asserted in one
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// dispatch: a block with no preamble, a block with one, a two-element ARRAY OF BLOCKS (which
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// consumes two consecutive bindings and is where the conformance failures concentrate), and the
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// two glBindBufferRange forms.
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//
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// Every length is written into one output SSBO and read back, so a failure names the block and
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// prints the number the shader saw.
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#include <string>
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#include <vector>
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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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// Bindings 0..3 are inputs (2 and 3 are the block array), 4 is the output.
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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) readonly buffer Input0 {
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ivec4 g_input0[];
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};
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layout(std430, binding = 1) readonly buffer Input1 {
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ivec4 pad1;
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ivec4 data[];
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} g_input1;
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layout(std430, binding = 2) readonly buffer Input23 {
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ivec4 data[];
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} g_input23[2];
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layout(std430, binding = 4) buffer Output {
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int g_length[];
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};
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void main() {
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g_length[0] = g_input0.length();
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g_length[1] = g_input1.data.length();
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g_length[2] = g_input23[0].data.length();
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g_length[3] = g_input23[1].data.length();
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}
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)";
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constexpr int kElementBytes = 16; // ivec4, std430
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class SsboArrayLengthScenario : 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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GLint blocks = 0;
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glGetIntegerv(GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, &blocks);
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if (blocks < 5) {
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GTEST_SKIP() << "GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS is " << blocks << "; this needs 5";
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}
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m_program = CompileComputeProgram(kComputeSource);
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ASSERT_NE(m_program, 0u) << m_buildLog;
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}
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void TearDown() override {
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if (!Ready()) return;
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if (!m_buffers.empty()) glDeleteBuffers(static_cast<GLsizei>(m_buffers.size()), m_buffers.data());
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if (m_program != 0) glDeleteProgram(m_program);
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}
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unsigned int CompileComputeProgram(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 = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (compiled == GL_FALSE) {
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char log[2048] = {};
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glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
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m_buildLog = std::string("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 = 0;
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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if (linked == GL_FALSE) {
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char log[2048] = {};
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glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
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m_buildLog = std::string("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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// A buffer of `elements` ivec4s, filled with a recognisable pattern.
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GLuint MakeStorageBuffer(int elements) {
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std::vector<int> contents(static_cast<std::size_t>(elements) * 4, 41);
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GLuint buffer = 0;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER,
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static_cast<GLsizeiptr>(elements) * kElementBytes, contents.data(), GL_DYNAMIC_COPY);
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m_buffers.push_back(buffer);
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return buffer;
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}
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// Dispatches once and returns the four lengths the shader observed.
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std::vector<int> RunAndReadLengths(GLuint outputBuffer) {
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glUseProgram(m_program);
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glDispatchCompute(1, 1, 1);
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glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
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std::vector<int> lengths(4, -1);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, outputBuffer);
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glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0,
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static_cast<GLsizeiptr>(lengths.size() * sizeof(int)), lengths.data());
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return lengths;
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}
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unsigned int m_program = 0;
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std::string m_buildLog;
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std::vector<GLuint> m_buffers;
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};
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} // namespace
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// glBindBufferBase everywhere: the plain case, and the one that pins the block array.
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TEST_F(SsboArrayLengthScenario, WholeBufferBindingsReportTheElementCount) {
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if (!Ready() || IsSkipped()) return;
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// input1 carries one ivec4 of preamble before its runtime array, so a length that ignores
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// the member offset comes back one too large there and only there.
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const GLuint input0 = MakeStorageBuffer(7);
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const GLuint input1 = MakeStorageBuffer(1 + 5);
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const GLuint input2 = MakeStorageBuffer(3);
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const GLuint input3 = MakeStorageBuffer(4);
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const GLuint output = MakeStorageBuffer(4);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, input0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, input1);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, input2);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, input3);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, output);
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ASSERT_EQ(FirstGLError(), 0u);
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const std::vector<int> lengths = RunAndReadLengths(output);
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EXPECT_EQ(FirstGLError(), 0u);
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EXPECT_EQ(lengths[0], 7) << "Input0 (no preamble, 7 elements) reported length " << lengths[0];
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EXPECT_EQ(lengths[1], 5) << "Input1 (1 ivec4 of preamble, 6 elements of storage) reported length "
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<< lengths[1] << "; 6 means the array's byte offset inside the block was ignored";
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EXPECT_EQ(lengths[2], 3) << "Input23[0] (binding 2, 3 elements) reported length " << lengths[2];
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EXPECT_EQ(lengths[3], 4) << "Input23[1] (binding 3, 4 elements) reported length " << lengths[3]
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<< "; a block array's second element must resolve to the NEXT binding";
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}
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// glBindBufferRange with a non-zero offset: length() must see only the bound window.
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TEST_F(SsboArrayLengthScenario, RangeBindingsReportTheBoundWindow) {
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if (!Ready() || IsSkipped()) return;
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GLint alignment = 1;
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glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &alignment);
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if (alignment > 2 * kElementBytes) {
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GTEST_SKIP() << "GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT is " << alignment
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<< "; a two-element offset cannot be expressed";
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}
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const GLuint input0 = MakeStorageBuffer(7);
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const GLuint input1 = MakeStorageBuffer(1 + 5);
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const GLuint input2 = MakeStorageBuffer(3);
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const GLuint input3 = MakeStorageBuffer(4);
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const GLuint output = MakeStorageBuffer(4);
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// Input0: window starts two elements in, so 5 remain.
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, input0, 2 * kElementBytes, 5 * kElementBytes);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, input1);
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// Both elements of the block array get a window, so a failure says whether the array's
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// FIRST element is handled and only the later ones are lost, or neither is.
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 2, input2, 0, 2 * kElementBytes);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 3, input3, 0, 2 * kElementBytes);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, output);
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ASSERT_EQ(FirstGLError(), 0u);
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const std::vector<int> lengths = RunAndReadLengths(output);
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EXPECT_EQ(FirstGLError(), 0u);
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EXPECT_EQ(lengths[0], 5) << "Input0 bound as [2 elements, 5 elements) reported length " << lengths[0]
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<< "; 7 means glBindBufferRange's offset/size never reached the descriptor";
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EXPECT_EQ(lengths[2], 2) << "Input23[0] bound as [0, 2 elements) reported length " << lengths[2];
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EXPECT_EQ(lengths[3], 2) << "Input23[1] bound as [0, 2 elements) reported length " << lengths[3];
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, input0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, input3);
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}
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} // namespace MGITest
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