[Fix, Test] (RenderState, DirectGLES, MG_IntegrationTest): tell a deliberately empty scissor box apart from one that was never written

This commit is contained in:
2026-08-20 22:27:14 -04:00
parent 7480bf4490
commit cd07d42a47
5 changed files with 341 additions and 13 deletions
@@ -520,5 +520,215 @@ void main() { fragColor = vec4(float(gsIndex) * 16.0 / 255.0, 0.0, 0.0, 1.0); }
DestroyIntTarget(target);
}
// --- 4. an explicitly EMPTY scissor box clips, it does not mean "never written" --------
//
// Deliberately NOT a ViewportArrayScenario case, because it must run on DirectGLES - the
// backend that got it wrong - and that fixture skips there. It needs none of the routing:
// one viewport, one scissor rectangle, no geometry stage.
//
// glScissor(0, 0, 0, 0) is legal GL meaning "the scissor test rejects every fragment",
// but it is byte-identical to the all-zero rectangle a context starts with, whose meaning
// is the OPPOSITE ("the whole window", which the frontend cannot spell before a surface
// exists). DirectGLES resolved the collision from the EXTENT, so it substituted the whole
// surface for a deliberately empty box and inverted the request into "clip nothing" -
// and did so on every draw, at any origin, no matter how many times the application had
// already called glScissor. KHR-GL43.viewport_array.scissor_zero_dimension is the
// conformance shape of exactly this, and it is what the written-flag now separates.
const char* const kFullScreenVertexSource = R"(#version 330 core
void main() {
// One clip-space-covering triangle straight from gl_VertexID: no buffers, no attributes,
// and nothing that could clip the draw except the scissor rectangle under test.
const vec2 corners[3] = vec2[3](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));
gl_Position = vec4(corners[gl_VertexID], 0.0, 1.0);
}
)";
const char* const kConstantIntFragmentSource = R"(#version 330 core
layout(location = 0) out int fragColor;
void main() { fragColor = 7; }
)";
constexpr GLint kPainted = 7;
class EmptyScissorScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
m_program = BuildQuadProgram();
ASSERT_NE(m_program, 0u) << "full-screen program failed to build: " << m_buildLog;
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, kSurfaceSide, kSurfaceSide, 0, GL_RED_INTEGER, GL_INT,
nullptr);
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GL_FRAMEBUFFER_COMPLETE)
<< "R32I is required to be colour-renderable; an incomplete target would make every "
"assertion below vacuous";
glViewport(0, 0, kSurfaceSide, kSurfaceSide);
glDisable(GL_DEPTH_TEST);
ResetScissorState();
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "setup left a GL error behind";
}
void TearDown() override {
if (!Ready() || IsSkipped()) return;
// The context is shared with every other scenario in the process, and a leftover
// 0x0 scissor box with the test enabled would silently blank whatever runs next.
ResetScissorState();
glScissor(0, 0, kSurfaceSide, kSurfaceSide);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
if (m_program != 0) glDeleteProgram(m_program);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (m_fbo != 0) glDeleteFramebuffers(1, &m_fbo);
if (m_texture != 0) glDeleteTextures(1, &m_texture);
while (glGetError() != GL_NO_ERROR) {
}
}
static void ResetScissorState() {
for (int i = 0; i < kViewportCount; ++i) {
glDisablei(GL_SCISSOR_TEST, static_cast<GLuint>(i));
}
glDisable(GL_SCISSOR_TEST);
}
// Uploaded, not cleared, for the reason FillIntTarget gives - and here for a second
// one that is decisive: glClear is ITSELF scissored, so a clear issued under the very
// state this case is testing would be clipped away and prove nothing.
void FillTarget() const {
const std::vector<GLint> unwritten(static_cast<size_t>(kSurfaceSide) * kSurfaceSide, kUnwritten);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSurfaceSide, kSurfaceSide, GL_RED_INTEGER, GL_INT,
unwritten.data());
}
static std::vector<GLint> ReadTarget() {
std::vector<GLint> pixels(static_cast<size_t>(kSurfaceSide) * kSurfaceSide, 0);
glReadPixels(0, 0, kSurfaceSide, kSurfaceSide, GL_RED_INTEGER, GL_INT, pixels.data());
return pixels;
}
GLuint BuildQuadProgram() {
const GLuint vs = CompileOne(GL_VERTEX_SHADER, kFullScreenVertexSource);
if (vs == 0) return 0;
const GLuint fs = CompileOne(GL_FRAGMENT_SHADER, kConstantIntFragmentSource);
if (fs == 0) {
glDeleteShader(vs);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
glDeleteShader(vs);
glDeleteShader(fs);
if (linked) return program;
GLint length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
std::vector<char> log(static_cast<size_t>(length > 1 ? length : 1), '\0');
glGetProgramInfoLog(program, static_cast<GLsizei>(log.size()), nullptr, log.data());
m_buildLog = log.data();
glDeleteProgram(program);
return 0;
}
GLuint CompileOne(GLenum stage, const char* source) {
const GLuint shader = glCreateShader(stage);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (compiled) return shader;
GLint length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
std::vector<char> log(static_cast<size_t>(length > 1 ? length : 1), '\0');
glGetShaderInfoLog(shader, static_cast<GLsizei>(log.size()), nullptr, log.data());
m_buildLog = log.data();
glDeleteShader(shader);
return 0;
}
std::string m_buildLog;
GLuint m_program = 0;
GLuint m_vao = 0;
GLuint m_fbo = 0;
GLuint m_texture = 0;
};
TEST_F(EmptyScissorScenario, AnExplicitlyEmptyScissorBoxClipsEveryFragment) {
// Positive control FIRST. Without it a regression that simply lost the draw entirely
// would sail through the half below, which only asserts that nothing was painted.
FillTarget();
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, kSurfaceSide, kSurfaceSide);
glUseProgram(m_program);
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
ASSERT_EQ(glGetError(), GL_NO_ERROR);
{
const std::vector<GLint> pixels = ReadTarget();
ASSERT_EQ(pixels.front(), kPainted) << "control: a full-surface scissor box must not clip";
ASSERT_EQ(pixels.back(), kPainted) << "control: a full-surface scissor box must not clip";
}
// The case itself, and note it runs AFTER an explicit glScissor - the old
// extent-based sentinel misfired here too, which is what made this a live rendering
// bug and not just a first-frame startup quirk.
FillTarget();
glScissor(0, 0, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
ASSERT_EQ(glGetError(), GL_NO_ERROR);
{
const std::vector<GLint> pixels = ReadTarget();
for (size_t i = 0; i < pixels.size(); ++i) {
ASSERT_EQ(pixels[i], kUnwritten)
<< "texel " << i << " was painted through a 0x0 scissor box: the empty rectangle was "
"substituted with the whole surface, inverting 'clip everything' into 'clip nothing'";
}
}
}
TEST_F(EmptyScissorScenario, IndexedZeroDimensionScissorBoxesClipEveryFragment) {
// The conformance shape: setup4x4Scissor(..., set_zeros=true) writes all 16 boxes
// through glScissorArrayv with zero extents at a 4x4 grid of origins and enables the
// test on every index. Index 0's box is (0, 0, 0, 0) - byte-identical to the
// never-written default - which is precisely the collision the written flag breaks.
// Backends that collapse every index to 0 (DirectGLES today) still pass: index 0's
// box is empty, so the draw is clipped away, which is what the case requires.
FillTarget();
std::vector<GLint> boxes(static_cast<size_t>(kViewportCount) * 4, 0);
for (int i = 0; i < kViewportCount; ++i) {
boxes[static_cast<size_t>(i) * 4 + 0] = (i % kGridSide) * kCellSize;
boxes[static_cast<size_t>(i) * 4 + 1] = (i / kGridSide) * kCellSize;
// width and height stay 0 - that IS the case.
}
glScissorArrayv(0, kViewportCount, boxes.data());
for (int i = 0; i < kViewportCount; ++i) {
glEnablei(GL_SCISSOR_TEST, static_cast<GLuint>(i));
}
glUseProgram(m_program);
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
ASSERT_EQ(glGetError(), GL_NO_ERROR);
const std::vector<GLint> pixels = ReadTarget();
for (size_t i = 0; i < pixels.size(); ++i) {
ASSERT_EQ(pixels[i], kUnwritten) << "texel " << i << " was painted through a zero-extent indexed "
"scissor box";
}
}
} // namespace
} // namespace MGITest