[Fix, Test] (MG_Backend/DirectVulkan): depth blits to or from the default framebuffer convert their rect out of GL's bottom-origin space, like the colour blit does

This commit is contained in:
2026-08-11 10:24:59 -04:00
parent fa5ff5d168
commit dbae4eda10
2 changed files with 86 additions and 1 deletions
@@ -179,6 +179,75 @@ namespace MGITest {
gl.EndFrame();
}
// A depth blit INTO the default framebuffer has to convert its rect out of GL's bottom-origin
// space, exactly as the colour blit does. The colour path had that conversion and the
// depth path did not, so a scissored depth blit landed in the mirrored band - which is the
// whole of KHR-GL*.framebuffer_blit.scissor_blit once the readback above works well enough to
// see it (before that the test died on the poison values and never reached the blit).
TEST_F(DepthStencilReadbackScenario, AScissoredDepthBlitIntoTheDefaultFramebufferLandsInTheScissorBox) {
if (!Ready()) return;
if (!BackendReadsDepthStencil()) {
GTEST_SKIP() << "backend " << Gl().BackendName() << " has no depth readback path";
}
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
ASSERT_GE(width, 8);
ASSERT_GE(height, 8);
// Source: a user framebuffer whose depth is uniformly 0.75.
GLuint fbo = 0, colorTex = 0, depthTex = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &colorTex);
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
glGenTextures(1, &depthTex);
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, width, height, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_TRUE);
glClearDepth(0.75);
glClear(GL_DEPTH_BUFFER_BIT);
// Destination: the default framebuffer, depth 0 everywhere.
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glClearDepth(0.0);
glClear(GL_DEPTH_BUFFER_BIT);
// Blit the whole rect, but scissored to the BOTTOM-LEFT quadrant in GL coordinates.
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, width / 2, height / 2);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
EXPECT_EQ(FirstGLError(), 0u);
const float inside = ReadDepthAt(width / 4, height / 4);
const float above = ReadDepthAt(width / 4, height - 1 - height / 4);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(inside, 0.75f, 1.0f / 4096.0f)
<< "GL (" << (width / 4) << ", " << (height / 4) << ") is inside the scissor box and should hold the "
<< "blitted 0.75, but read back " << inside;
EXPECT_NEAR(above, 0.0f, 1.0f / 4096.0f)
<< "GL (" << (width / 4) << ", " << (height - 1 - height / 4)
<< ") is ABOVE the scissor box and must still hold the cleared 0.0, but read back " << above
<< " (0.75 there means the depth blit landed in the mirrored band)";
glDeleteTextures(1, &depthTex);
glDeleteTextures(1, &colorTex);
glDeleteFramebuffers(1, &fbo);
gl.EndFrame();
}
// The control: the same read against a user framebuffer, which never went through the
// declined path. It is what makes a failure above specific to the default framebuffer.
TEST_F(DepthStencilReadbackScenario, UserFramebufferDepthClearIsVisibleToReadPixels) {