[Merge] (DirectGLES, GLState, GLImpl, ShaderTranspiler): land GL43 wave6 and wave7 with the image-uniform naming repair

This commit is contained in:
2026-08-21 07:11:00 -04:00
8 changed files with 767 additions and 38 deletions
+33 -23
View File
@@ -5268,31 +5268,41 @@ namespace MobileGL::MG_Backend::DirectGLES {
if (boundFormat == 0) continue;
if (!MG_Util::ShaderTranspiler::ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(boundFormat)) {
if (!g_GLESCapabilities.SupportsExtendedImageFormats) {
// Outside the GLSL ES core set and with no GL_NV_image_formats to spell
// it. If the format widens exactly it is still baked HERE, narrow, and
// WidenImageFormatsForEssl re-declares it in its core carrier immediately
// afterwards - both routes into that pass end in the same place.
//
// If it does not widen there is no legal ESSL for this stage at all.
// Leaving the image format-LESS is NOT a softer failure: all three test
// devices reject a format-less image declaration outright ("all images
// have to define layout format"), readonly and writeonly alike, so it
// trades one hard compile error for another. The unit stays in the
// rebuild key either way, so a rebind to a spellable format still
// rebuilds and works.
if (!ImageFormatWillBeWidened(boundFormat)) {
MGLOG_D("Image uniform '%s' has no declared format and its unit %d holds 0x%x, which "
"GLSL ES core cannot spell, this driver has no GL_NV_image_formats for, and "
"no core format carries exactly.",
name.c_str(), unit, boundFormat);
recordUnspellableFormat(
name, MG_Util::ShaderTranspiler::ShaderCompiler::EsslImageFormatSpelling(boundFormat));
continue;
}
// The same three-way split the DECLARED branch above makes, and it has to be
// the same one: a format-less image is baked with the bound format, so from
// WidenImageFormatsForEssl's point of view the two routes hand it identical
// modules and must arm it identically.
if (ImageFormatWillBeWidened(boundFormat)) {
// The bake writes this format INTO the module, so the widening that runs
// straight after has to be armed for it even though nothing DECLARED it.
// straight after has to be armed for it even though nothing DECLARED it -
// and armed WHETHER OR NOT the driver has GL_NV_image_formats. SPIRV-Cross
// throws for its is_desktop_only_format set the moment it targets ESSL,
// however willing the driver was, so the extension decides HOW MUCH gets
// widened (widenOnlyUnprintableImageFormats) and never WHETHER. Arming
// this only on the no-extension path left the shader half of the widening
// switched off while TextureImpl's storage/bind half - which keys on
// SpirvCrossCanPrintEsslImageFormat, not on the driver bit - still ran:
// the stage threw, the program linked without it, and every dispatch
// silently did nothing. That is the whole of
// KHR-GL43.stencil_texturing.functional's compute half, whose uni_image is
// a format-less uimage2D bound to an R8UI texture.
inputs.declaresWidenableImageFormat = true;
} else if (!g_GLESCapabilities.SupportsExtendedImageFormats) {
// Outside the GLSL ES core set, with no GL_NV_image_formats to spell it
// and no core format that carries it exactly: there is no legal ESSL for
// this stage at all. Leaving the image format-LESS is NOT a softer
// failure: all three test devices reject a format-less image declaration
// outright ("all images have to define layout format"), readonly and
// writeonly alike, so it trades one hard compile error for another. The
// unit stays in the rebuild key either way, so a rebind to a spellable
// format still rebuilds and works.
MGLOG_D("Image uniform '%s' has no declared format and its unit %d holds 0x%x, which "
"GLSL ES core cannot spell, this driver has no GL_NV_image_formats for, and "
"no core format carries exactly.",
name.c_str(), unit, boundFormat);
recordUnspellableFormat(
name, MG_Util::ShaderTranspiler::ShaderCompiler::EsslImageFormatSpelling(boundFormat));
continue;
} else {
inputs.needsExtendedImageFormats = true;
}
+12 -2
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@@ -230,8 +230,18 @@ namespace MobileGL::MG_Impl::GLImpl {
// input primitive (GL 4.6 core 11.3.1); anything else is INVALID_OPERATION. GL_PATCHES
// is the tessellation pipeline's input and reaches the geometry stage already
// converted, so it is not constrained here.
const GLenum gsInput = currentProgram ? currentProgram->GetGeometryInputType() : GL_NONE;
if (gsInput != GL_NONE && mode != GL_PATCHES) {
//
// "Is there a geometry stage at all" has to be asked of the STAGE, never of the input
// primitive: GL_NONE and GL_POINTS are both 0, so a `layout(points) in` geometry shader
// is indistinguishable from no geometry shader by its reflected input type alone. The
// sentinel test this replaces therefore skipped the whole rule for exactly the geometry
// shaders whose input is the most restrictive one - every mode but GL_POINTS was
// accepted (KHR-GL43.transform_feedback.api_errors_test draws a points-in geometry
// program with GL_LINES and requires INVALID_OPERATION).
const Bool geometryActive =
currentProgram && currentProgram->GetShaderIndexByStage(ShaderStage::Geometry) >= 0;
const GLenum gsInput = geometryActive ? currentProgram->GetGeometryInputType() : GL_NONE;
if (geometryActive && mode != GL_PATCHES) {
Bool compatible = false;
switch (gsInput) {
case GL_POINTS:
@@ -87,6 +87,8 @@ add_executable(MobileGLIntegrationTest
Scenarios/Glsl420DeclarationScenario.cpp
Scenarios/IoBlockNameCollisionScenario.cpp
Scenarios/TessellationDrawModeScenario.cpp
Scenarios/GeometryDrawModeScenario.cpp
Scenarios/FormatlessImageBakeScenario.cpp
Scenarios/FragmentOutputArrayIndexScenario.cpp
Scenarios/BufferTextureScenario.cpp
Scenarios/VertexAttribBindingScenario.cpp
@@ -0,0 +1,211 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/FormatlessImageBakeScenario.cpp
// Copyright (c) 2025-2026 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 FORMAT-LESS IMAGE UNIFORM WHOSE UNIT HOLDS A NON-CORE FORMAT.
//
// GLSL 4.20 lets a write-only image uniform omit its layout format; GLSL ES demands one, so
// DirectGLES BAKES the format of whatever glBindImageTexture put on the unit into the
// declaration. When that format is outside the GLSL ES core thirteen, the bake alone is not
// enough - the baked declaration then has to go through the same channel-widening
// WidenImageFormatsForEssl gives a DECLARED non-core format (see NonCoreImageFormatScenario for
// the widening itself).
//
// The two routes had different arming. The declared route armed the widening on the format
// alone; the baked route armed it only when the driver lacked GL_NV_image_formats. That reads
// like an optimisation and is not one: SPIRV-Cross throws for its is_desktop_only_format set the
// moment it targets ESSL, whatever the driver would have accepted, so on a driver that HAS the
// extension the shader half of the widening stayed switched off while TextureImpl's storage/bind
// half - which keys on SpirvCrossCanPrintEsslImageFormat, not on the driver bit - still ran. The
// stage threw, the program linked without it, and every dispatch silently did nothing.
//
// KHR-GL43.stencil_texturing.functional is where it surfaced: its compute half writes through a
// format-less `uimage2D` bound to an R8UI texture, and returned zeros for every texel.
//
// DISCRIMINATING ONLY WHERE THE DRIVER ADVERTISES GL_NV_image_formats - Mesa does, which is what
// the software lanes run and where this was found. On Adreno 830 and both Malis the extension is
// absent, the old code already armed the widening, and these cases pass before and after; they
// are kept running there as a guard against the opposite mistake.
#include <cstdint>
#include <cstring>
#include <string>
#include <vector>
#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 kExtent = 8;
// No layout format on uni_image on purpose: that is the whole subject. uni_source is a
// plain integer texture so nothing but the image declaration is in play.
const char* const kComputeSource = R"(#version 430 core
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
writeonly uniform uimage2D uni_image;
uniform usampler2D uni_source;
void main()
{
ivec2 at = ivec2(gl_GlobalInvocationID.xy);
imageStore(uni_image, at, uvec4(texelFetch(uni_source, at, 0).r, 0u, 0u, 0u));
}
)";
class FormatlessImageBakeScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
if (!BackendHostsCompute()) {
GTEST_SKIP() << "no compute stage on " << Gl().BackendName() << " ("
<< Gl().RendererString() << ")";
}
}
static bool BackendHostsCompute() {
GLint maxImageUnits = 0;
glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
DrainErrors();
return maxImageUnits >= 2;
}
static void DrainErrors() {
for (int i = 0; i < 16 && glGetError() != GL_NO_ERROR; ++i) {
}
}
static GLuint BuildCompute(const char* source, std::string& log) {
const GLuint cs = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(cs, 1, &source, nullptr);
glCompileShader(cs);
GLint ok = 0;
glGetShaderiv(cs, GL_COMPILE_STATUS, &ok);
if (!ok) {
char buffer[2048] = "";
glGetShaderInfoLog(cs, sizeof(buffer), nullptr, buffer);
log = buffer;
glDeleteShader(cs);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, cs);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &ok);
glDeleteShader(cs);
if (!ok) {
char buffer[2048] = "";
glGetProgramInfoLog(program, sizeof(buffer), nullptr, buffer);
log = buffer;
glDeleteProgram(program);
return 0;
}
return program;
}
// internalFormat is the NON-CORE image format under test; the destination texture and
// the glBindImageTexture argument both use it, and the shader declares nothing.
void RunCopy(GLenum internalFormat, GLenum uploadFormat, GLenum uploadType) {
std::vector<GLuint> expected(kExtent * kExtent);
for (int i = 0; i < kExtent * kExtent; ++i) {
expected[i] = static_cast<GLuint>(1 + i);
}
// Source: a core-format integer texture holding 1..64.
std::vector<GLubyte> sourceBytes(kExtent * kExtent);
for (int i = 0; i < kExtent * kExtent; ++i) {
sourceBytes[i] = static_cast<GLubyte>(expected[i]);
}
GLuint sourceTexture = 0;
glGenTextures(1, &sourceTexture);
glBindTexture(GL_TEXTURE_2D, sourceTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R8UI, kExtent, kExtent);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kExtent, kExtent, GL_RED_INTEGER, GL_UNSIGNED_BYTE,
sourceBytes.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Destination: the format under test, zero-filled so "the dispatch did nothing"
// and "the dispatch wrote zeros" are the same observation the CTS made.
GLuint destTexture = 0;
glGenTextures(1, &destTexture);
glBindTexture(GL_TEXTURE_2D, destTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, kExtent, kExtent);
const std::vector<GLubyte> zeros(static_cast<std::size_t>(kExtent) * kExtent * 8, 0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kExtent, kExtent, uploadFormat, uploadType, zeros.data());
ASSERT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "destination storage";
std::string log;
const GLuint program = BuildCompute(kComputeSource, log);
ASSERT_NE(program, 0u) << "the format-less image program did not build: " << log;
glUseProgram(program);
glBindImageTexture(1, destTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, internalFormat);
glUniform1i(glGetUniformLocation(program, "uni_image"), 1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, sourceTexture);
glUniform1i(glGetUniformLocation(program, "uni_source"), 1);
ASSERT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "binding";
glDispatchCompute(kExtent, kExtent, 1);
glMemoryBarrier(GL_ALL_BARRIER_BITS);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "dispatch";
std::vector<GLuint> readback(kExtent * kExtent, 0xFFFFFFFFu);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, destTexture);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, readback.data());
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "readback";
int offenders = 0;
for (int i = 0; i < kExtent * kExtent; ++i) {
if (readback[i] != expected[i]) ++offenders;
}
EXPECT_EQ(offenders, 0) << "the dispatch wrote " << offenders << " of "
<< (kExtent * kExtent) << " texels wrongly; texel 0 was "
<< readback[0] << ", expected " << expected[0]
<< ". A whole stage lost to the ESSL emitter looks exactly like this.";
glUseProgram(0);
glDeleteProgram(program);
glDeleteTextures(1, &sourceTexture);
glDeleteTextures(1, &destTexture);
DrainErrors();
}
};
// R8UI: one of the seven formats GLSL ES reaches only through GL_NV_image_formats AND one
// SPIRV-Cross refuses to print for ESSL, so it needs the widening in both driver modes.
TEST_F(FormatlessImageBakeScenario, R8uiBakedFromTheBoundUnitStillReachesTheDriver) {
if (!Ready()) GTEST_SKIP();
RunCopy(GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE);
}
// R16UI, from the same set, carried in RGBA16UI: the fix must not be R8UI-shaped.
TEST_F(FormatlessImageBakeScenario, R16uiBakedFromTheBoundUnitStillReachesTheDriver) {
if (!Ready()) GTEST_SKIP();
RunCopy(GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT);
}
// The control: R32UI is in the GLSL ES core thirteen, so it is baked and never widened.
// It passed before the fix and has to keep passing.
TEST_F(FormatlessImageBakeScenario, CoreFormatBakedFromTheBoundUnitIsUnaffected) {
if (!Ready()) GTEST_SKIP();
RunCopy(GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT);
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,298 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/GeometryDrawModeScenario.cpp
// Copyright (c) 2025-2026 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 GEOMETRY SHADER'S INPUT PRIMITIVE CONSTRAINS THE DRAW MODE, AND
// GL_NONE IS NOT A USABLE "NO GEOMETRY SHADER" SENTINEL.
//
// GL 4.6 core 11.3.1: mode must be one of the primitive types that decomposes into the
// geometry shader's declared input primitive, or the draw is GL_INVALID_OPERATION. The
// validator asked "is there a geometry stage?" by comparing the REFLECTED INPUT PRIMITIVE
// against GL_NONE - and GL_NONE and GL_POINTS are both 0, so a `layout(points) in` geometry
// shader answered "no geometry stage" and every mode sailed through. The rule was therefore
// dead for exactly the geometry shaders whose input primitive rejects the most modes.
//
// KHR-GL43.transform_feedback.api_errors_test is where it showed: it draws a points-in
// geometry program with GL_LINES through glDrawTransformFeedbackInstanced and requires
// INVALID_OPERATION. The bug is not specific to that entry point - every draw shares this
// validator - so the ordinary glDrawArrays spelling is pinned here too, and the lines-in
// program is the control that proves the rule was not simply widened.
//
// Needs a real context: the validator returns before this rule when no backend object is
// active, so the GPU-free negative-API suite cannot reach it.
#include <string>
#include <utility>
#include <vector>
#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 {
const char* const kVertexSource = R"(#version 420 core
void main()
{
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
}
)";
// The input primitive the CTS case uses, and the one the GL_NONE sentinel erased.
// `result` is here so the same program can be captured with transform feedback.
const char* const kPointsInGeometrySource = R"(#version 420 core
layout(points) in;
layout(points, max_vertices = 1) out;
out float result;
void main()
{
gl_Position = gl_in[0].gl_Position;
result = 1.0;
EmitVertex();
}
)";
const char* const kLinesInGeometrySource = R"(#version 420 core
layout(lines) in;
layout(points, max_vertices = 1) out;
void main()
{
gl_Position = gl_in[0].gl_Position;
EmitVertex();
}
)";
const char* const kFragmentSource = R"(#version 420 core
out vec4 fragColor;
void main()
{
fragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
)";
class GeometryDrawModeScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
if (!BackendHostsGeometry()) {
GTEST_SKIP() << "no geometry stage on " << Gl().BackendName() << " ("
<< Gl().RendererString() << "); there is no input primitive to validate";
}
}
void TearDown() override {
if (!Ready()) return;
glUseProgram(0);
for (const GLuint program : m_programs) {
glDeleteProgram(program);
}
m_programs.clear();
glBindVertexArray(0);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
m_vao = 0;
}
// The same real-backend probe IoBlockNameCollisionScenario uses: 0 on a DirectGLES
// driver without GL_EXT_geometry_shader and on a DirectVulkan device without the
// geometryShader feature.
static bool BackendHostsGeometry() {
GLint maxGeometryOutputVertices = 0;
glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES, &maxGeometryOutputVertices);
DrainErrors();
return maxGeometryOutputVertices >= 4;
}
static void DrainErrors() {
for (int i = 0; i < 16 && glGetError() != GL_NO_ERROR; ++i) {
}
}
GLuint BuildProgram(const char* geometrySource, const char* capturedVarying = nullptr) {
const std::vector<std::pair<GLenum, const char*>> stages = {
{GL_VERTEX_SHADER, kVertexSource},
{GL_GEOMETRY_SHADER, geometrySource},
{GL_FRAGMENT_SHADER, kFragmentSource}};
std::vector<GLuint> shaders;
bool ok = true;
for (const auto& [stage, source] : stages) {
const GLuint shader = glCreateShader(stage);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
shaders.push_back(shader);
if (!compiled) {
m_buildLog = InfoLog(shader, true);
ok = false;
break;
}
}
if (!ok) {
for (const GLuint shader : shaders) glDeleteShader(shader);
return 0;
}
const GLuint program = glCreateProgram();
for (const GLuint shader : shaders) glAttachShader(program, shader);
if (capturedVarying != nullptr) {
glTransformFeedbackVaryings(program, 1, &capturedVarying, GL_INTERLEAVED_ATTRIBS);
}
glLinkProgram(program);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
for (const GLuint shader : shaders) glDeleteShader(shader);
if (!linked) {
m_buildLog = InfoLog(program, false);
glDeleteProgram(program);
return 0;
}
m_programs.push_back(program);
return program;
}
static std::string InfoLog(GLuint object, bool isShader) {
GLint length = 0;
if (isShader) {
glGetShaderiv(object, GL_INFO_LOG_LENGTH, &length);
} else {
glGetProgramiv(object, GL_INFO_LOG_LENGTH, &length);
}
std::vector<char> buffer(static_cast<std::size_t>(length) + 1, '\0');
if (isShader) {
glGetShaderInfoLog(object, length + 1, nullptr, buffer.data());
} else {
glGetProgramInfoLog(object, length + 1, nullptr, buffer.data());
}
return buffer.data();
}
const std::string& BuildLog() const { return m_buildLog; }
GLuint m_vao = 0;
std::vector<GLuint> m_programs;
std::string m_buildLog;
};
// GL_POINTS is the only mode that decomposes into a points input primitive.
TEST_F(GeometryDrawModeScenario, PointsInGeometryProgramRejectsEveryOtherMode) {
if (!Ready()) GTEST_SKIP();
const GLuint program = BuildProgram(kPointsInGeometrySource);
ASSERT_NE(program, 0u) << "the points-in geometry program did not build: " << BuildLog();
glUseProgram(program);
DrainErrors();
for (const GLenum mode :
{static_cast<GLenum>(GL_LINES), static_cast<GLenum>(GL_LINE_STRIP),
static_cast<GLenum>(GL_TRIANGLES), static_cast<GLenum>(GL_TRIANGLE_STRIP)}) {
glDrawArrays(mode, 0, 3);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_INVALID_OPERATION))
<< "mode " << mode << " does not decompose into the geometry shader's points input";
DrainErrors();
}
// The one mode that IS compatible still draws.
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
DrainErrors();
}
// The same rule reached through glDrawTransformFeedback*, which is the spelling the CTS
// case asks about. The capture span is really completed first, so GL_POINTS comes back
// GL_NO_ERROR: without that the draw would report INVALID_OPERATION for the
// never-ended-a-span reason instead and the case could not tell the two apart.
TEST_F(GeometryDrawModeScenario, PointsInGeometryProgramRejectsNonPointModesOnFeedbackDraws) {
if (!Ready()) GTEST_SKIP();
const GLuint program = BuildProgram(kPointsInGeometrySource, "result");
ASSERT_NE(program, 0u) << "the points-in geometry program did not build: " << BuildLog();
GLuint feedback = 0;
glGenTransformFeedbacks(1, &feedback);
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedback);
GLuint captureBuffer = 0;
glGenBuffers(1, &captureBuffer);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, captureBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 64, nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, captureBuffer);
glUseProgram(program);
DrainErrors();
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 1);
glEndTransformFeedback();
ASSERT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "the capture span did not complete";
glDrawTransformFeedbackInstanced(GL_LINES, feedback, 1);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_INVALID_OPERATION))
<< "glDrawTransformFeedbackInstanced must honour the geometry input primitive";
DrainErrors();
glDrawTransformFeedbackStreamInstanced(GL_LINES, feedback, 0, 1);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_INVALID_OPERATION))
<< "glDrawTransformFeedbackStreamInstanced must honour the geometry input primitive";
DrainErrors();
// The compatible mode replays the captured span with no error at all, which is what
// makes the two assertions above about the MODE and not about the span.
glDrawTransformFeedbackInstanced(GL_POINTS, feedback, 1);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR))
<< "a compatible mode must still replay the captured span";
DrainErrors();
glUseProgram(0);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
glDeleteBuffers(1, &captureBuffer);
glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
glDeleteTransformFeedbacks(1, &feedback);
DrainErrors();
}
// The control: a lines-in geometry shader is a NON-zero input primitive, so it exercised
// the rule even before the fix. It must still accept the line modes and still reject the
// others - a fix that widened the rule instead of repairing its guard breaks this.
TEST_F(GeometryDrawModeScenario, LinesInGeometryProgramStillAcceptsLineModesOnly) {
if (!Ready()) GTEST_SKIP();
const GLuint program = BuildProgram(kLinesInGeometrySource);
ASSERT_NE(program, 0u) << "the lines-in geometry program did not build: " << BuildLog();
glUseProgram(program);
DrainErrors();
for (const GLenum mode : {static_cast<GLenum>(GL_LINES), static_cast<GLenum>(GL_LINE_STRIP),
static_cast<GLenum>(GL_LINE_LOOP)}) {
glDrawArrays(mode, 0, 2);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR))
<< "mode " << mode << " decomposes into lines and must be accepted";
DrainErrors();
}
for (const GLenum mode : {static_cast<GLenum>(GL_POINTS), static_cast<GLenum>(GL_TRIANGLES)}) {
glDrawArrays(mode, 0, 3);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_INVALID_OPERATION))
<< "mode " << mode << " does not decompose into lines";
DrainErrors();
}
}
} // namespace
} // namespace MGITest
@@ -1023,6 +1023,12 @@ namespace MobileGL::MG_State::GLState {
return uniform.index >= 0 && uniform.index < static_cast<Int>(artifacts.tProgramBlockIndexToGl.size()) &&
artifacts.tProgramBlockIndexToGl[uniform.index] < 0;
};
// Member of a block GL can see - a named uniform block, a buffer block, or the
// synthesized atomic-counter block. GL locations are a property of the DEFAULT uniform
// block alone (GL 4.6 core 7.6.1), so these take none.
const auto isNamedBlockMember = [&isGlobalUboMember](const glslang::TObjectReflection& uniform) {
return uniform.index >= 0 && !isGlobalUboMember(uniform);
};
for (Int i = 0; i < tProgramUniformCount; i++) {
const auto& uniform = artifacts.program->getUniform(i);
if (isGlobalUboMember(uniform) && uniform.stages == 0) {
@@ -1069,8 +1075,7 @@ namespace MobileGL::MG_State::GLState {
for (const Int i : artifacts.glUniformIndexToTProgram) {
const auto& uniform = artifacts.program->getUniform(i);
const glslang::TType* type = uniform.getType();
const Bool inNamedBlock = uniform.index >= 0 && !isGlobalUboMember(uniform);
if (inNamedBlock) continue; // block members never take glUniform locations
if (isNamedBlockMember(uniform)) continue; // block members never take glUniform locations
if (const Int* explicitLocation = findExplicitLocation(uniform.name)) {
effectiveLocation[i] = static_cast<Uint>(*explicitLocation);
@@ -1145,20 +1150,23 @@ namespace MobileGL::MG_State::GLState {
in.externalIndex, uniform.name.c_str(), location, location + locationSpan - 1);
}
// Counts ONLY default-block uniforms, which is the whole of what a GL uniform location
// is and the whole of what GL_MAX_UNIFORM_LOCATIONS bounds (GL 4.6 core 7.6.1). A
// named-block member used to be counted here too and used to be handed a location by the
// first-fit pass below, which is a spec violation twice over: glGetUniformLocation must
// answer -1 for it (glGetProgramResourceLocation already did), and every slot it took
// pushed a real default-block uniform one location further up. On a program with a
// buffer block that is exactly how a location EQUAL to the advertised maximum got minted
// - the table's ceiling is raised to hold this count, so one extra block member raised it
// to MAX and the first-fit pass then filled the last slot
// (KHR-GL43.explicit_uniform_location.uniform-loc-mix-with-implicit-max, whose compute
// program carries an SSBO; its -max-array sibling ran the pool out and failed to link).
Int requiredUniformLocations = deadReservedLocationCount;
// The same count restricted to DEFAULT-BLOCK uniforms, which is the only thing
// GL_MAX_UNIFORM_LOCATIONS bounds. requiredUniformLocations cannot serve: it also carries
// named-block members, which take a slot in this allocator's table (an implementation
// detail) but consume no GL uniform location at all, so a big UBO array would otherwise
// fail a link the spec allows.
Int defaultBlockLocationDemand = deadReservedLocationCount;
for (const Int i : artifacts.glUniformIndexToTProgram) {
auto& uniform = artifacts.program->getUniform(i);
const Uint location = effectiveLocation[i];
const Int locationSpan = GetUniformLocationSpan(uniform);
requiredUniformLocations += locationSpan;
const Bool inNamedBlock = uniform.index >= 0 && !isGlobalUboMember(uniform);
if (!inNamedBlock) defaultBlockLocationDemand += locationSpan;
if (!isNamedBlockMember(uniform)) requiredUniformLocations += locationSpan;
if (location != kNoLocation) {
artifacts.maxUniformLocation = std::max(artifacts.maxUniformLocation, location + locationSpan - 1);
}
@@ -1177,11 +1185,11 @@ namespace MobileGL::MG_State::GLState {
// (KHR-GL43.explicit_uniform_location.uniform-loc-negative-link-max-num-of-locations).
// A single uniform whose own span passes the ceiling was already rejected above; this is
// the aggregate half of the same rule.
if (defaultBlockLocationDemand > static_cast<Int>(kMaxUniformLocations)) {
if (requiredUniformLocations > static_cast<Int>(kMaxUniformLocations)) {
artifacts.infoLog =
std::format("Uniform locations exhausted: the default-block uniforms need {} locations but "
"GL_MAX_UNIFORM_LOCATIONS is {}.",
defaultBlockLocationDemand, kMaxUniformLocations);
requiredUniformLocations, kMaxUniformLocations);
DeferLog(std::format("ProgramObject {}: Link failed - {}", in.externalIndex, artifacts.infoLog));
ProgramObject::ResetLinkArtifacts(artifacts);
return false;
@@ -1254,6 +1262,10 @@ namespace MobileGL::MG_State::GLState {
// is demoted to the first-fit pass below instead of failing the link.
for (const Int i : artifacts.glUniformIndexToTProgram) {
auto& uniform = artifacts.program->getUniform(i);
// Same rule the effective-location loop applies: a block member has no GL location,
// so it must not reach the first-fit pass either. Its uniformLocations entry stays
// at kNoLocation, which glGetUniformLocation reads back as the -1 the spec wants.
if (isNamedBlockMember(uniform)) continue;
if (locationIsSourceExplicit[i]) continue;
const Uint location = effectiveLocation[i];
if (location == kNoLocation) {
@@ -373,6 +373,13 @@ namespace MobileGL::MG_State::GLState {
const auto& uniform = UniformAt(TProgramUniformIndex(index));
if (GlBlockIndexFromTProgram(uniform.index) < 0) return -1;
if (!uniform.type.isArray) return 0;
// An atomic counter reaches the std140 branch below only because the transpiler
// lowered it onto a synthesized block; the buffer it actually addresses is an
// ATOMIC COUNTER buffer, whose elements are tightly packed uints (GL 4.6 core 7.6:
// "each counter is a single 4-byte value"). Its array stride is therefore 4, not the
// vec4 round-up std140 would apply
// (KHR-GL43.shader_atomic_counters.basic-program-query wants 4 for ac_counter67[0]).
if (IsActiveUniformAtomicCounter(index)) return 4;
if (uniform.type.isMatrix) {
const bool rowMajor = GetActiveUniformIsRowMajor(index) != 0;
const int vectors = rowMajor ? uniform.type.matrixRows : uniform.type.matrixCols;
+179
View File
@@ -3401,3 +3401,182 @@ void main() { fragColor = vec4(1.0); }
}
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// GL 4.6 core 7.6: an atomic counter is a default-block uniform that addresses an ATOMIC COUNTER
// buffer, where every counter is a tightly packed 4-byte value. MobileGL lowers each atomic_uint
// onto a synthesized block, which used to drag the whole array-stride query onto the std140 rule
// that rounds an element stride up to a vec4 - so an atomic counter array reported 16
// (KHR-GL43.shader_atomic_counters.basic-program-query: "GL_UNIFORM_ARRAY_STRIDE is 16 should be
// 4"). The offsets, matrix stride and row-major flag are pinned alongside it because the same
// synthesized block feeds all four queries.
TEST_F(ProgramTest, AtomicCounterArrayReportsThePackedFourByteStride) {
const char* vsSource = R"(#version 430 core
void main() { gl_Position = vec4(1.0); }
)";
const char* fsSource = R"(#version 430 core
layout(location = 0) out vec4 o_color;
layout(binding = 0, offset = 0) uniform atomic_uint ac_counter0;
layout(binding = 0, offset = 4) uniform atomic_uint ac_counter1;
layout(binding = 0) uniform atomic_uint ac_counter2;
layout(binding = 0) uniform atomic_uint ac_counter67[2];
layout(binding = 0) uniform atomic_uint ac_counter3;
void main() {
uint c = 0u;
c += atomicCounterIncrement(ac_counter0);
c += atomicCounterIncrement(ac_counter1);
c += atomicCounterIncrement(ac_counter2);
c += atomicCounterIncrement(ac_counter3);
c += atomicCounterIncrement(ac_counter67[0]);
c += atomicCounterIncrement(ac_counter67[1]);
o_color = vec4(float(c));
}
)";
const GLuint vs = CompileShaderChecked(GL_VERTEX_SHADER, vsSource);
const GLuint fs = CompileShaderChecked(GL_FRAGMENT_SHADER, fsSource);
const GLuint program = LinkVsFs(vs, fs, GL_TRUE);
GLint activeUniforms = 0;
GetProgramiv(program, GL_ACTIVE_UNIFORMS, &activeUniforms);
ASSERT_EQ(activeUniforms, 5);
// Declared offset -> expected {array size, array stride}. layout(offset=) pins the first two;
// the rest are packed after them in declaration order, the array taking two 4-byte slots.
struct Expectation {
const char* name;
GLint size;
GLint offset;
GLint arrayStride;
};
const Expectation expectations[] = {
{"ac_counter0", 1, 0, 0}, {"ac_counter1", 1, 4, 0}, {"ac_counter2", 1, 8, 0},
{"ac_counter67[0]", 2, 12, 4}, {"ac_counter3", 1, 20, 0},
};
for (const auto& expected : expectations) {
const char* queryName = expected.name;
GLuint index = GL_INVALID_INDEX;
GetUniformIndices(program, 1, &queryName, &index);
ASSERT_NE(index, GL_INVALID_INDEX) << expected.name << " is not an active uniform";
GLint value = -2;
GetActiveUniformsiv(program, 1, &index, GL_UNIFORM_TYPE, &value);
EXPECT_EQ(value, static_cast<GLint>(GL_UNSIGNED_INT_ATOMIC_COUNTER)) << expected.name;
GetActiveUniformsiv(program, 1, &index, GL_UNIFORM_SIZE, &value);
EXPECT_EQ(value, expected.size) << expected.name;
// An atomic counter is a default-block uniform however it was lowered.
GetActiveUniformsiv(program, 1, &index, GL_UNIFORM_BLOCK_INDEX, &value);
EXPECT_EQ(value, -1) << expected.name;
GetActiveUniformsiv(program, 1, &index, GL_UNIFORM_OFFSET, &value);
EXPECT_EQ(value, expected.offset) << expected.name;
GetActiveUniformsiv(program, 1, &index, GL_UNIFORM_ARRAY_STRIDE, &value);
EXPECT_EQ(value, expected.arrayStride) << expected.name;
GetActiveUniformsiv(program, 1, &index, GL_UNIFORM_MATRIX_STRIDE, &value);
EXPECT_EQ(value, 0) << expected.name;
GetActiveUniformsiv(program, 1, &index, GL_UNIFORM_IS_ROW_MAJOR, &value);
EXPECT_EQ(value, 0) << expected.name;
GetActiveUniformsiv(program, 1, &index, GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX, &value);
EXPECT_EQ(value, 0) << expected.name;
}
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// GL 4.6 core 7.6.1: a uniform LOCATION is a property of the default uniform block. A member of
// a named uniform block or a buffer block has none, and glGetUniformLocation must answer -1 for
// it - which is what glGetProgramResourceLocation(GL_UNIFORM, ...) already did, so the two used
// to disagree. The location such a member was handed was not merely reported, it was CONSUMED:
// it came out of the same first-fit table the default-block uniforms draw from.
TEST_F(ProgramTest, BlockMembersConsumeNoUniformLocation) {
const char* csSource = R"(#version 430 core
layout(local_size_x = 1) in;
layout(std430, binding = 1) buffer ResultBuffer { vec4 bufferMember; };
layout(std140, binding = 2) uniform SettingsBlock { vec4 blockMember; };
layout(location = 0) uniform float uDead[3];
uniform float uImplicit;
void main() { bufferMember = blockMember * uImplicit; }
)";
const GLuint cs = CompileShaderChecked(GL_COMPUTE_SHADER, csSource);
const GLuint program = CreateProgram();
AttachShader(program, cs);
LinkProgram(program);
GLint linkStatus = GL_FALSE;
GetProgramiv(program, GL_LINK_STATUS, &linkStatus);
char infoLog[1024] = "";
GetProgramInfoLog(program, sizeof(infoLog), nullptr, infoLog);
ASSERT_EQ(linkStatus, GL_TRUE) << infoLog;
for (const char* member : {"bufferMember", "blockMember"}) {
EXPECT_EQ(GetUniformLocation(program, member), -1) << member << " is a block member, not a GL uniform";
EXPECT_EQ(GetProgramResourceLocation(program, GL_UNIFORM, member), -1)
<< member << ": the two location queries must agree";
}
// uDead[3] reserves 0..2 without becoming visible, so the first location left for the one
// default-block uniform is 3. It used to be 4, because a block member took 3 first.
EXPECT_EQ(GetUniformLocation(program, "uImplicit"), 3)
<< "a block member consumed a location the default-block uniform was entitled to";
EXPECT_EQ(GetUniformLocation(program, "uDead"), -1);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// The same defect at the boundary, which is where the conformance suite catches it. The location
// table's ceiling is raised to hold every uniform it must place; counting block members into that
// raise pushed the ceiling to GL_MAX_UNIFORM_LOCATIONS itself, and the first-fit pass then handed
// out the one location past the legal 0..MAX-1 range
// (KHR-GL43.explicit_uniform_location.uniform-loc-mix-with-implicit-max, whose compute program
// carries an SSBO: "Uniform u2 returned location (4095) is greater than implementation dependent
// limit (4095)"). Its -array sibling shares the root cause and failed one step further along, with
// the pool reported exhausted and no link at all.
TEST_F(ProgramTest, ImplicitLocationStaysInRangeWhenABufferBlockSharesTheProgram) {
GLint maxLocations = 0;
GetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &maxLocations);
ASSERT_GE(maxLocations, 1024) << "GL 4.3 requires at least 1024 uniform locations";
// The CTS shape: explicit unused arrays fill the pool except for a hole of `implicitCount`
// locations at `holeBase`, and the one implicit uniform must land exactly in that hole.
const auto runCase = [&](int holeBase, int implicitCount) {
String decls;
int nextName = 0;
if (holeBase > 0) {
decls += "layout(location = 0) uniform float u" + std::to_string(nextName++) + "[" +
std::to_string(holeBase) + "];\n";
}
const int tailBase = holeBase + implicitCount;
if (tailBase < maxLocations) {
decls += "layout(location = " + std::to_string(tailBase) + ") uniform float u" +
std::to_string(nextName++) + "[" + std::to_string(maxLocations - tailBase) + "];\n";
}
const String implicitName = "u" + std::to_string(nextName);
decls += "uniform float " + implicitName + "[" + std::to_string(implicitCount) + "];\n";
// The buffer block is the whole point: it is one more uniform the table has to seat, and
// seating it inside the location space is what used to push the implicit uniform out.
const String csSource = "#version 430 core\n"
"layout(local_size_x = 1) in;\n"
"layout(std430, binding = 1) buffer ResultBuffer { vec4 cs_result; };\n" +
decls + "void main() { cs_result = vec4(" + implicitName + "[0]); }\n";
const GLuint cs = CompileShaderChecked(GL_COMPUTE_SHADER, csSource.c_str());
const GLuint program = CreateProgram();
AttachShader(program, cs);
LinkProgram(program);
GLint linkStatus = GL_FALSE;
GetProgramiv(program, GL_LINK_STATUS, &linkStatus);
char infoLog[1024] = "";
GetProgramInfoLog(program, sizeof(infoLog), nullptr, infoLog);
ASSERT_EQ(linkStatus, GL_TRUE) << "hole at " << holeBase << " x" << implicitCount << ": " << infoLog;
const GLint location = GetUniformLocation(program, implicitName.c_str());
EXPECT_EQ(location, holeBase) << "the implicit uniform must take the one free span left";
EXPECT_LT(location + implicitCount, maxLocations + 1)
<< "locations " << location << ".." << (location + implicitCount - 1)
<< " must stay inside 0.." << (maxLocations - 1);
EXPECT_EQ(GetUniformLocation(program, "cs_result"), -1);
};
// The three holes the CTS walks, for its single-uniform and its 3-element-array subcase.
for (const int implicitCount : {1, 3}) {
runCase(0, implicitCount);
runCase(3, implicitCount);
runCase(maxLocations - implicitCount, implicitCount);
}
EXPECT_EQ(GetError(), GL_NO_ERROR);
}