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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Util, MG_Test): never take a non-null eglGetProcAddress result as support
On GLVND Linux eglGetProcAddress returns a non-NULL trampoline for ANY name - including a fabricated one - so pointer-nullness can never signal driver support. The three EXT multi-draw entry points were registered as required (spurious error logs on drivers without them) and their pointers were trusted; the NVIDIA ES driver hands back a stub for glMultiDrawElementsBaseVertexEXT that SILENTLY DROPS draws, which once made a "77% faster" multi-draw batch that rendered nothing. The three entries are optional now, and two extension-derived capability flags follow the established Supports* pattern - each is an extension-string check AND a resolved pointer, so a flag alone is sufficient at a call site: SupportsMultiDrawIndirect: GL_EXT_multi_draw_indirect + both entry points resolved. SupportsMultiDrawElementsBaseVertex: (GL_EXT or GL_OES_draw_elements_base_vertex) + GL_EXT_multi_draw_arrays + the entry point resolved. The multi_draw_arrays conjunct is the registry fact the stub exploited: glMultiDrawElementsBaseVertexEXT exists only in interaction with GL_EXT_multi_draw_arrays, and this NVIDIA driver advertises everything else EXCEPT that one - so the entry point is genuinely unsupported while eglGetProcAddress still "resolves" it. Two DriverPost rows report both capabilities (INFO when absent - a fallback always exists). Unit tests pin the stub shape, the exact NVIDIA shape, the supported shape and extension-without-pointer. Proven load-bearing: forcing the old pointer-only condition on the NVIDIA ES driver reproduces the silent drop exactly (sodium retrace SSIM 1.000000 -> 0.329522, no crash, no GL error); with the gate the same run is a literal 1.000000. Unit suite 423/423 (two new tests), retrace subset 10/10, integration suite 52/52.
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@@ -298,6 +298,31 @@ namespace MobileGL::MG_Util::SelfTest {
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"not supported; no impact: the native indirect path deliberately does not "
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"rely on it (shader-side emulation handles baseInstance semantics)");
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}
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// Both multi-draw rows gate on the capability flags, not the entry-point pointers:
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// eglGetProcAddress may hand back a non-NULL stub for these on drivers without the
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// extension (NVIDIA ES does, and its glMultiDrawElementsBaseVertexEXT stub silently
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// drops every draw), so the pointers prove nothing. Absence is INFO in both cases
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// because MobileGL falls back to an equivalent per-draw loop.
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if (caps.SupportsMultiDrawIndirect) {
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builder.Pass("Multi-draw indirect",
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"glMultiDrawArrays/ElementsIndirectEXT available via GL_EXT_multi_draw_indirect");
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} else {
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builder.Info("Multi-draw indirect",
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"GL_EXT_multi_draw_indirect not supported; no impact today: multi-draw "
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"indirect is decomposed into per-command indirect draws regardless");
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}
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if (caps.SupportsMultiDrawElementsBaseVertex) {
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builder.Pass("Multi-draw base vertex",
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"glMultiDrawElementsBaseVertexEXT available (EXT/OES_draw_elements_base_vertex "
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"with GL_EXT_multi_draw_arrays); glMultiDrawElementsBaseVertex batches into one "
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"driver call");
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} else {
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builder.Info("Multi-draw base vertex",
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"glMultiDrawElementsBaseVertexEXT not supported (needs EXT/OES_"
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"draw_elements_base_vertex plus GL_EXT_multi_draw_arrays); "
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"glMultiDrawElementsBaseVertex falls back to a per-draw loop with "
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"identical output");
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}
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if (caps.SupportsTextureBorderClamp) {
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builder.Pass("Texture border clamp",
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"supported (GL_TEXTURE_BORDER_COLOR reaches the driver, so "
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