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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_State, MG_Impl, MG_Backend): conformant current generic vertex attribute values
GL 3.3 Core: a shader input whose generic attribute array is disabled reads that
attribute's current value (per-context state, default (0,0,0,1)). Four defects made
that path non-conformant, three of them silently.
* Out-of-bounds current-value reads. m_currentVertexAttributes held 16 entries while
the DirectVulkan draw path walked shader input locations 0..31 and GL_MAX_VERTEX_ATTRIBS
was advertised straight from the device (commonly 32). The only guard was MOBILEGL_ASSERT,
which expands to nothing outside debug builds. Grow the storage capacity to 32, advertise
min(device limit, capacity), validate against that dynamic limit, and give the accessors
real runtime bounds checks. Replace the literal 32 loops with the constant, and pin
MAX_VERTEX_ATTRIBS to the Uint32 mask width and to vertexInputTypes' bound with
static_asserts so the two can no longer drift apart -- that drift was the bug.
* DirectGLES never fed current values to the driver. Values were stored in MG_State only,
so a disabled attribute always rendered as the ES driver's own untouched (0,0,0,1) while
DirectVulkan rendered it correctly: identical GL code, different pixels per backend.
Add SyncCurrentVertexAttributeValues() to the draw prologue, and hoist the
glType -> (base type, component count) dispatch into MG_State::GLState so both backends
resolve the semantics from one place instead of it living inside VulkanRenderer.
* Enabled arrays the backend could not map were silently demoted to the current value.
ToVkVertexFormat had no DataType::Float16 case, so a GL_HALF_FLOAT array fell to
VK_FORMAT_UNDEFINED, dropped out of the vertex input state, and became indistinguishable
from a disabled array: the geometry rendered a constant colour with GL_NO_ERROR. Add the
Float16 mapping, track an unsupportedAttribMask, and hard-fail the draw before pipeline
creation so no synthetic attribute is baked into a cached VkPipeline.
* glGetVertexAttrib{fv,iv,Iiv,Iuiv}(GL_CURRENT_VERTEX_ATTRIB) returned before any index
validation, reading past the array instead of raising GL_INVALID_VALUE.
Also resolve ProgramObject::DoReflection's "TODO: get from backend" 16-location clamp,
which capped the new DirectGLES sync at locations 0..15; report GL_MAX_VERTEX_ATTRIBS
through the same helper the validators use, so the clamp cannot be bypassed; and bound
vertex binding indices by the same dynamic limit, since the default attribute -> binding
mapping is the identity.
Add a "Vertex attributes" driver POST row to both backends: FAIL below the GL 3.3 Core
minimum of 16, WARN above MobileGL's storage capacity (clamped, extra attributes unusable),
PASS in between -- making the driver/host mismatch that caused the out-of-bounds read
visible instead of silently swallowed.
Covered by 7 new regression tests (each verified to fail against the previous behaviour).
This commit is contained in:
@@ -7,12 +7,22 @@
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// End of Source File Header
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#include "Validators.h"
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#include <MG_Backend/BackendObjects.h>
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#include <MG_State/GLState/Core.h>
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#include <MG_State/GLState/ErrorState/Error.h>
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#include <MG_Util/Converters/MGToGL/DataTypeConverter.h>
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#include <MG_Util/Converters/MGToStr/DataTypeConverter.h>
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namespace MobileGL::MG_Impl::GLImpl::VertexArrayImpl {
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Uint GetMaxVertexAttribs() {
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constexpr Uint capacity = static_cast<Uint>(MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS);
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if (!MG_Backend::pActiveBackendObject) return capacity;
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const Int backendLimit = MG_Backend::pActiveBackendObject->GetDynamicParameters().MaxVertexAttribs;
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if (backendLimit <= 0) return capacity;
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return std::min(static_cast<Uint>(backendLimit), capacity);
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}
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Bool ValidateVertexArrayName(Uint index) {
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Bool isValid = MG_State::pGLContext->ValidateVertexArrayName(index);
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if (!isValid) {
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@@ -37,13 +47,13 @@ namespace MobileGL::MG_Impl::GLImpl::VertexArrayImpl {
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}
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Bool ValidateVertexAttributeIndex(Uint index) {
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if (index >= MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS) {
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const Uint maxVertexAttribs = GetMaxVertexAttribs();
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if (index >= maxVertexAttribs) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidValue,
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MakeUnique<GenericErrorInfo>(
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"MG_Impl/GLImpl", "ValidateVertexAttributeIndex",
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std::format("Attribute index {} exceeds maximum of {}.", index,
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MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS - 1)));
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std::format("Attribute index {} exceeds maximum of {}.", index, maxVertexAttribs - 1)));
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return false;
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}
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return true;
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