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https://github.com/MobileGL-Dev/MobileGL
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[Test] (Diligent, MG_Test): add depth test and ensure default framebuffer isolation
- Verify nearer depth draw occludes farther draw - Bind default framebuffer at test start so previous FBO state cannot leak - Update handoff to 11 passing Diligent tests
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+3
-2
@@ -103,6 +103,7 @@ Working tree is clean.
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- `DrawsToOffscreenFramebufferFromMobileGLState`
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- `DrawsWithScissorFromMobileGLState`
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- `DrawsWithBlendFromMobileGLState`
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- `DrawsWithDepthTestFromMobileGLState`
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---
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@@ -154,7 +155,7 @@ Verified locally on Turnip Adreno 750:
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- Local test result:
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```
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[ PASSED ] 10 tests
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[ PASSED ] 11 tests
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```
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---
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@@ -245,7 +246,7 @@ Notes:
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- [x] Blend test
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- [x] Texture filtering / sampler state test
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- [x] framebuffer offscreen render-to-texture test
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- [ ] Depth test visual test
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- [x] Depth test visual test
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- [ ] Stencil test
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---
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@@ -626,3 +626,95 @@ void main() { Color = vec4(1.0, 0.0, 0.0, 0.5); }
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EXPECT_LT(center[0], 220) << "center should not be pure red";
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EXPECT_LT(center[1], 220) << "center should not be pure green";
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}
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TEST(DiligentVulkanBackend, DrawsWithDepthTestFromMobileGLState) {
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MobileGL::Initialize();
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const char* vsSrc = R"(#version 330 core
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layout(location = 0) in vec2 Position;
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uniform float u_depth;
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void main() { gl_Position = vec4(Position, u_depth, 1.0); }
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)";
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const char* redFsSrc = R"(#version 330 core
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out vec4 Color;
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void main() { Color = vec4(1.0, 0.0, 0.0, 1.0); }
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)";
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const char* blueFsSrc = R"(#version 330 core
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out vec4 Color;
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void main() { Color = vec4(0.0, 0.0, 1.0, 1.0); }
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)";
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const GLuint vs = CreateShader(GL_VERTEX_SHADER);
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ShaderSource(vs, 1, &vsSrc, nullptr);
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CompileShader(vs);
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const GLuint redFs = CreateShader(GL_FRAGMENT_SHADER);
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ShaderSource(redFs, 1, &redFsSrc, nullptr);
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CompileShader(redFs);
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const GLuint redProgram = CreateProgram();
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AttachShader(redProgram, vs);
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AttachShader(redProgram, redFs);
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LinkProgram(redProgram);
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const GLuint blueFs = CreateShader(GL_FRAGMENT_SHADER);
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ShaderSource(blueFs, 1, &blueFsSrc, nullptr);
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CompileShader(blueFs);
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const GLuint blueProgram = CreateProgram();
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AttachShader(blueProgram, vs);
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AttachShader(blueProgram, blueFs);
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LinkProgram(blueProgram);
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const float vertices[] = {
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-0.5f, -0.5f,
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0.5f, -0.5f,
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0.0f, 0.5f,
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};
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GLuint vbo = 0;
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GenBuffers(1, &vbo);
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BindBuffer(GL_ARRAY_BUFFER, vbo);
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BufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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GLuint vao = 0;
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GenVertexArrays(1, &vao);
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BindVertexArray(vao);
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EnableVertexAttribArray(0);
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VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
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// Isolate from state left by earlier tests in the same process.
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BindFramebuffer(GL_FRAMEBUFFER, 0);
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Disable(GL_BLEND);
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Disable(GL_SCISSOR_TEST);
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Enable(GL_DEPTH_TEST);
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DepthFunc(GL_LESS);
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DepthMask(GL_TRUE);
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Viewport(0, 0, 256, 256);
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DiligentBackend::BackendObject_Diligent backend;
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backend.Initialize();
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auto* renderer = backend.GetRenderer();
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if (renderer == nullptr) {
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GTEST_SKIP() << "No Vulkan adapter available; skipping depth state test";
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}
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renderer->Clear(0.0f, 1.0f, 0.0f, 1.0f);
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renderer->ClearDepth(1.0f);
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UseProgram(redProgram);
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const GLint redDepth = GetUniformLocation(redProgram, "u_depth");
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ASSERT_GE(redDepth, 0);
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Uniform1f(redDepth, 0.0f);
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renderer->DrawFromState(GL_TRIANGLES, 0, 3, 0, nullptr);
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UseProgram(blueProgram);
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const GLint blueDepth = GetUniformLocation(blueProgram, "u_depth");
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ASSERT_GE(blueDepth, 0);
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Uniform1f(blueDepth, 0.5f);
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renderer->DrawFromState(GL_TRIANGLES, 0, 3, 0, nullptr);
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renderer->Present();
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std::uint8_t center[4] = {};
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renderer->ReadPixels(128, 128, 1, 1, center);
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EXPECT_GT(center[0], 200) << "center should stay red from the nearer depth draw";
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EXPECT_LT(center[2], 50) << "center should not become blue from the farther draw";
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}
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