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[Fix, Test] (MG_Backend/DirectVulkan): never bind or cache a null pipeline, and name the modules a failed vkCreateGraphicsPipelines rejected
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// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/PipelineFailureScenario.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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// "The draw had no pipeline, so we bound null."
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//
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// DirectVulkan's SetupDraw called GetOrCreatePipeline - a function that DOCUMENTS a
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// VK_NULL_HANDLE return - and passed the result straight to vkCmdBindPipeline. When the
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// Adreno driver answered vkCreateGraphicsPipelines with VK_ERROR_UNKNOWN, the next
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// instruction dereferenced null inside the driver: SIGSEGV at fault addr 0x8, and that one
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// shape accounted for 9 of the 15 process deaths in the 2026-08-10 GL-CTS run
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// (KHR-GL33/GL40.shaders.struct.uniform.sampler_array_vertex, six
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// KHR-GL42.shader_image_load_store cases, one shader_storage_buffer_object case).
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//
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// It was made permanent by a second defect: PipelineFactory memoized the failure, so the
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// null was served for the rest of the process. Every later draw with the same state died
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// too, which is why a single bad program took whole CTS groups down with it.
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//
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// What this scenario pins, on both backends:
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// 1. The GL program shape the CTS crashed on (an array of structs each containing a
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// sampler, sampled from the VERTEX stage) draws without killing the process.
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// 2. It draws AGAIN and produces the identical image. A second draw is the only thing
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// that can tell a working pipeline apart from a poisoned cache entry: if the first
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// creation had failed and been memoized, the second draw is where the null would be
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// served back.
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//
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// A deterministic driver-side pipeline-creation FAILURE is not reachable from the GL API on
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// the llvmpipe/lavapipe lanes - both accept every pipeline these scenarios can describe - so
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// the guard itself is proven structurally (PipelineFactory returns before it can emplace a
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// VK_NULL_HANDLE, SetupDraw returns false before it can bind one) and this scenario holds
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// the surrounding path honest.
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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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// Lifted from KHR-GL33.shaders.struct.uniform.sampler_array_vertex (the QPA records the
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// source verbatim): an array of structs, each carrying an opaque sampler, sampled in the
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// vertex stage. The fragment sibling of this case only FAILS on Magma; only the vertex one
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// takes the process down, so the stage matters and is kept.
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constexpr const char* kSamplerArrayVertexSource = R"(#version 330 core
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struct S {
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float a;
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vec3 b;
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sampler2D c;
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};
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uniform S s[2];
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in vec2 aPos;
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out vec4 vColor;
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void main() {
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vec2 coords = aPos * 0.5 + 0.5;
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vColor = vec4(texture(s[1].c, coords * s[0].b.xy + s[1].b.z).rgb, s[0].a);
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gl_Position = vec4(aPos, 0.0, 1.0);
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}
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)";
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constexpr const char* kPassthroughFragmentSource = R"(#version 330 core
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in vec4 vColor;
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out vec4 oColor;
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void main() {
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oColor = vColor;
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}
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)";
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struct Vertex {
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float x, y;
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};
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std::vector<Vertex> FullscreenTriangleStrip() {
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return {{-1.0f, -1.0f}, {1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}};
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}
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class PipelineFailureScenario : 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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std::string error;
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m_program = CompileProgram(kSamplerArrayVertexSource, kPassthroughFragmentSource, &error);
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ASSERT_NE(m_program, 0u) << error;
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const std::vector<Vertex> vertices = FullscreenTriangleStrip();
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m_vertexCount = static_cast<int>(vertices.size());
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glGenVertexArrays(1, &m_vao);
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glBindVertexArray(m_vao);
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glGenBuffers(1, &m_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(vertices.size() * sizeof(Vertex)), vertices.data(),
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GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(0));
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glBindVertexArray(0);
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// A solid red 2x2 texture, so the sampled colour is the same wherever the
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// (deliberately degenerate) coordinates land.
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const unsigned char red[] = {255, 0, 0, 255, 255, 0, 0, 255,
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255, 0, 0, 255, 255, 0, 0, 255};
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glGenTextures(1, &m_texture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, red);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glUseProgram(m_program);
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const int samplerLocation = glGetUniformLocation(m_program, "s[1].c");
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if (samplerLocation >= 0) glUniform1i(samplerLocation, 0);
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const int alphaLocation = glGetUniformLocation(m_program, "s[0].a");
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if (alphaLocation >= 0) glUniform1f(alphaLocation, 1.0f);
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glUseProgram(0);
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m_target = MakeColorFbo(Gl().Width(), Gl().Height());
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ASSERT_NE(m_target.fbo, 0u) << "offscreen FBO is not framebuffer-complete";
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ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "setup left a GL error behind";
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}
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void TearDown() override {
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if (!Ready()) return;
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DestroyColorFbo(m_target);
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if (m_texture != 0) glDeleteTextures(1, &m_texture);
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if (m_vbo != 0) glDeleteBuffers(1, &m_vbo);
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if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
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if (m_program != 0) glDeleteProgram(m_program);
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}
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Image DrawOnce() {
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BindFbo(m_target);
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ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glUseProgram(m_program);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glBindVertexArray(m_vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, m_vertexCount);
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glBindVertexArray(0);
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return ReadPixels(m_target.width, m_target.height);
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}
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unsigned int m_program = 0;
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unsigned int m_vao = 0;
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unsigned int m_vbo = 0;
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unsigned int m_texture = 0;
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int m_vertexCount = 0;
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ColorFbo m_target;
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};
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// Reaching the assertion at all is most of the point: the shipped code SIGSEGV'd inside
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// the driver on this draw.
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TEST_F(PipelineFailureScenario, SamplerArrayInAStructDrawsWithoutKillingTheProcess) {
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const Image drawn = DrawOnce();
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EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
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EXPECT_TRUE(RegionIsMostly(drawn, 2, drawn.Width() - 3, 2, drawn.Height() - 3, "red", 0.0,
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"sampler-array-in-struct draw"));
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}
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// The second draw is what a poisoned cache entry cannot survive: a memoized
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// VK_NULL_HANDLE is served on every subsequent lookup, so a run that dies (or silently
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// stops drawing) on the second draw and not the first is exactly the "failed pipeline was
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// cached" defect.
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TEST_F(PipelineFailureScenario, TheSameDrawRepeatsIdenticallyWithNoPoisonedPipelineCache) {
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const Image first = DrawOnce();
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ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "the first draw already errored";
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Gl().EndFrame();
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const Image second = DrawOnce();
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EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "the second draw errored";
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EXPECT_TRUE(RegionIsMostly(second, 2, second.Width() - 3, 2, second.Height() - 3, "red", 0.0,
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"second draw"));
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EXPECT_TRUE(second == first) << "the second draw differs from the first in "
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<< second.ByteDiffCount(first) << " bytes - the pipeline the second "
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"draw resolved is not the one the first draw used";
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}
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} // namespace
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} // namespace MGITest
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