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https://github.com/MobileGL-Dev/MobileGL
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[Fix, Test] (MG_Backend/DirectGLES, MG_State, MG_Util): publish the real default framebuffer depth/stencil format, forward the clip distance enables, and stop trusting a stale format probe for non-2D depth attachments
This commit is contained in:
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// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ClipDistanceScenario.cpp
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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//
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// Scenario - gl_ClipDistance ACTUALLY CLIPS, AND ONLY WHERE IT IS ENABLED.
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//
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// CapabilityInput::ClipDistance0..7 existed end to end - the GL enum converted to it, the
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// string converter named it, glEnable(GL_CLIP_DISTANCE0 + i) raised no error - and then
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// RenderState::SetCapability had no case for it and dropped it into `default: break`. Nothing
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// was stored, no version was bumped, and neither backend ever heard about it. The shader half
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// worked all along (SPIRV-Cross emits gl_ClipDistance with a
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// `#extension GL_EXT_clip_cull_distance : require` that Adreno accepts), so the distances were
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// computed and then ignored: no clipping ever happened on DirectGLES, which is the whole of
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// KHR-GLxx.clip_distance.functional. glIsEnabled lied about it too - it returned GL_FALSE
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// immediately after a successful glEnable.
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//
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// The assertions are behavioural, not query-shaped, because a query-only test passes against a
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// backend that stores the bit and never forwards it. Each case draws one full-viewport triangle
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// whose clip distance is positive on one side of the viewport and negative on the other, then
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// checks BOTH sides: the kept side proves the draw happened at all, and the clipped side is the
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// actual claim. The disabled case is the negative control - the identical shader with the
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// identical distances and the enable turned off must leave both sides painted, which is what
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// says the pixels below are being removed by clipping and not by something else.
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#include <string>
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#include <vector>
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#include "../Harness/HeadlessGL.h"
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#include "../Harness/ScenarioFixture.h"
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#ifdef GLAPI
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#undef GLAPI
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#endif
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glcorearb.h>
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#undef GL_GLEXT_PROTOTYPES
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#ifndef GL_CLIP_DISTANCE0
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#define GL_CLIP_DISTANCE0 0x3000
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#endif
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#ifndef GL_CLIP_DISTANCE1
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#define GL_CLIP_DISTANCE1 0x3001
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#endif
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namespace MGITest {
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namespace {
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// One clip distance per half of the viewport: distance 0 is positive on the right half
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// (x > 0 in clip space) and distance 1 is positive on the top half. A vertex shader
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// producing a full-screen triangle from gl_VertexID, so no buffers are needed.
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const char* const kVertexSource = R"(#version 400 core
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out float gl_ClipDistance[2];
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void main() {
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vec2 positions[3] = vec2[3](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));
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vec2 p = positions[gl_VertexID];
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gl_Position = vec4(p, 0.0, 1.0);
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gl_ClipDistance[0] = p.x;
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gl_ClipDistance[1] = p.y;
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}
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)";
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const char* const kFragmentSource = R"(#version 400 core
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out vec4 fragColor;
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void main() { fragColor = vec4(0.0, 1.0, 0.0, 1.0); }
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)";
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class ClipDistanceScenario : public ScenarioTest {
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protected:
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GLuint BuildProgram() {
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const GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, &kVertexSource, nullptr);
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glCompileShader(vs);
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GLint compiled = 0;
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glGetShaderiv(vs, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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m_buildLog = ShaderLog(vs);
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glDeleteShader(vs);
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return 0;
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}
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const GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs, 1, &kFragmentSource, nullptr);
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glCompileShader(fs);
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glGetShaderiv(fs, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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m_buildLog = ShaderLog(fs);
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glDeleteShader(vs);
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glDeleteShader(fs);
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return 0;
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}
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const GLuint program = glCreateProgram();
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glAttachShader(program, vs);
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glAttachShader(program, fs);
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glLinkProgram(program);
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GLint linked = 0;
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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glDeleteShader(vs);
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glDeleteShader(fs);
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if (!linked) {
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GLint length = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
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std::vector<char> log(static_cast<size_t>(length > 1 ? length : 1), '\0');
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glGetProgramInfoLog(program, static_cast<GLsizei>(log.size()), nullptr, log.data());
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m_buildLog = log.data();
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glDeleteProgram(program);
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return 0;
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}
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return program;
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}
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const std::string& BuildLog() const { return m_buildLog; }
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// Paints the whole viewport red, then draws the clipped triangle in green.
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void DrawClippedTriangle(GLuint program, GLuint vao) const {
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glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program);
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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static bool IsGreen(const unsigned char* px) {
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return px[0] < 64 && px[1] > 192;
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}
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static bool IsRed(const unsigned char* px) {
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return px[0] > 192 && px[1] < 64;
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}
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unsigned char PixelAt(int x, int y, unsigned char* out) const {
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glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, out);
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return out[0];
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}
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// True when the driver under this backend actually implements PER-DISTANCE enable
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// state, i.e. when a written-but-disabled gl_ClipDistance leaves its fragments
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// alone. Not every stack does, and the difference is not MobileGL's to hide:
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//
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// - Adreno's ES driver honours GL_CLIP_DISTANCE0_EXT..7_EXT, which is what makes
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// KHR-GLxx.clip_distance.functional pass on the device once the enables are
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// forwarded at all.
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// - Vulkan has no such state: every clip distance a shader declares is active,
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// always. DirectVulkan therefore clips by a disabled distance.
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// - Mesa's llvmpipe ES driver behaves like Vulkan here.
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//
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// Emulating GL's semantics on those two would mean forcing the disabled slots to a
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// non-negative value inside the shader, which makes the enable mask part of the
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// pipeline key - a feature, not a fix, and deliberately not attempted here. The
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// cases that need the real semantics gate on this probe and say so when they skip,
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// rather than being deleted or silently weakened.
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bool DriverHonoursPerDistanceEnables(GLuint program, GLuint vao) const {
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for (int i = 0; i < 8; ++i) {
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glDisable(static_cast<GLenum>(GL_CLIP_DISTANCE0 + i));
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}
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DrawClippedTriangle(program, vao);
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unsigned char negativeSide[4] = {0, 0, 0, 0};
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glReadPixels(Gl().Width() / 4, Gl().Height() / 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, negativeSide);
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return IsGreen(negativeSide);
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}
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private:
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static std::string ShaderLog(GLuint shader) {
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GLint length = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
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std::vector<char> log(static_cast<size_t>(length > 1 ? length : 1), '\0');
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glGetShaderInfoLog(shader, static_cast<GLsizei>(log.size()), nullptr, log.data());
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return log.data();
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}
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std::string m_buildLog;
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};
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} // namespace
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// The state itself: glEnable must be observable through glIsEnabled. This is the cheap half
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// of the bug - SetCapability's missing case made the query answer GL_FALSE for a capability
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// that had just been enabled without error.
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TEST_F(ClipDistanceScenario, EnableIsObservableThroughIsEnabled) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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EXPECT_EQ(glIsEnabled(GL_CLIP_DISTANCE0), GL_FALSE) << "GL_CLIP_DISTANCE0 must start disabled";
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glEnable(GL_CLIP_DISTANCE0);
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EXPECT_EQ(FirstGLError(), 0u);
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EXPECT_EQ(glIsEnabled(GL_CLIP_DISTANCE0), GL_TRUE)
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<< "glEnable(GL_CLIP_DISTANCE0) raised no error but glIsEnabled still reports it disabled";
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EXPECT_EQ(glIsEnabled(GL_CLIP_DISTANCE1), GL_FALSE)
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<< "enabling distance 0 must not enable distance 1 - the eight are independent";
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glEnable(GL_CLIP_DISTANCE1);
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glDisable(GL_CLIP_DISTANCE0);
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EXPECT_EQ(glIsEnabled(GL_CLIP_DISTANCE0), GL_FALSE);
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EXPECT_EQ(glIsEnabled(GL_CLIP_DISTANCE1), GL_TRUE);
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glDisable(GL_CLIP_DISTANCE1);
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EXPECT_EQ(FirstGLError(), 0u);
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gl.EndFrame();
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}
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// The claim: an enabled clip distance removes the fragments where it is negative.
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TEST_F(ClipDistanceScenario, AnEnabledClipDistanceRemovesTheNegativeHalf) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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const int width = gl.Width();
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const int height = gl.Height();
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ASSERT_GE(width, 8);
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ASSERT_GE(height, 8);
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GLuint vao = 0;
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glGenVertexArrays(1, &vao);
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const GLuint program = BuildProgram();
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ASSERT_NE(program, 0u) << "the gl_ClipDistance program did not build: " << BuildLog();
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BindDefaultFramebuffer();
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glViewport(0, 0, width, height);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glEnable(GL_CLIP_DISTANCE0);
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DrawClippedTriangle(program, vao);
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EXPECT_EQ(FirstGLError(), 0u);
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unsigned char right[4] = {0, 0, 0, 0};
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unsigned char left[4] = {0, 0, 0, 0};
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PixelAt(width - 1 - width / 4, height / 2, right);
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PixelAt(width / 4, height / 2, left);
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EXPECT_EQ(FirstGLError(), 0u);
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EXPECT_TRUE(IsGreen(right)) << "the kept half is not painted (" << int(right[0]) << "," << int(right[1])
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<< "," << int(right[2]) << ") - the draw itself did not happen, so the clipped "
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"half below proves nothing";
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EXPECT_TRUE(IsRed(left)) << "gl_ClipDistance[0] is negative on the left half and GL_CLIP_DISTANCE0 is "
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"enabled, so those fragments must be clipped away; found ("
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<< int(left[0]) << "," << int(left[1]) << "," << int(left[2]) << ")";
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glDisable(GL_CLIP_DISTANCE0);
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glUseProgram(0);
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glBindVertexArray(0);
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glDeleteProgram(program);
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glDeleteVertexArrays(1, &vao);
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gl.EndFrame();
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}
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// The negative control: the same shader writing the same distances, with the enable off,
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// must paint both halves. Without this a backend that clipped everything - or one whose
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// draw simply failed - would pass the case above.
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TEST_F(ClipDistanceScenario, ADisabledClipDistanceRemovesNothing) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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const int width = gl.Width();
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const int height = gl.Height();
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ASSERT_GE(width, 8);
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ASSERT_GE(height, 8);
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GLuint vao = 0;
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glGenVertexArrays(1, &vao);
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const GLuint program = BuildProgram();
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ASSERT_NE(program, 0u) << "the gl_ClipDistance program did not build: " << BuildLog();
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BindDefaultFramebuffer();
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glViewport(0, 0, width, height);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_CLIP_DISTANCE0);
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glDisable(GL_CLIP_DISTANCE1);
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DrawClippedTriangle(program, vao);
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EXPECT_EQ(FirstGLError(), 0u);
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unsigned char right[4] = {0, 0, 0, 0};
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unsigned char left[4] = {0, 0, 0, 0};
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PixelAt(width - 1 - width / 4, height / 2, right);
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PixelAt(width / 4, height / 2, left);
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EXPECT_EQ(FirstGLError(), 0u);
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EXPECT_TRUE(IsGreen(right)) << "with every clip distance disabled the whole triangle must survive";
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if (!IsGreen(left)) {
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GTEST_SKIP() << "renderer " << gl.RendererString()
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<< " clips by a DISABLED gl_ClipDistance - it does not implement per-distance enable state "
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"(see DriverHonoursPerDistanceEnables). Emulating GL's semantics there needs shader-side "
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"masking keyed on the enable mask, which is a separate feature";
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}
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glUseProgram(0);
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glBindVertexArray(0);
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glDeleteProgram(program);
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glDeleteVertexArrays(1, &vao);
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gl.EndFrame();
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}
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// The eight enables are independent: enabling only distance 1 must clip by distance 1 and
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// leave distance 0 alone. A backend that forwarded "any clip distance enabled" as a single
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// bit, or that always enables every declared distance (which is what Vulkan does natively),
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// passes both cases above and fails this one.
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TEST_F(ClipDistanceScenario, TheEnablesAreIndependentPerDistance) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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const int width = gl.Width();
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const int height = gl.Height();
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ASSERT_GE(width, 8);
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ASSERT_GE(height, 8);
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GLuint vao = 0;
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glGenVertexArrays(1, &vao);
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const GLuint program = BuildProgram();
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ASSERT_NE(program, 0u) << "the gl_ClipDistance program did not build: " << BuildLog();
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BindDefaultFramebuffer();
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glViewport(0, 0, width, height);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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if (!DriverHonoursPerDistanceEnables(program, vao)) {
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glUseProgram(0);
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glBindVertexArray(0);
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glDeleteProgram(program);
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glDeleteVertexArrays(1, &vao);
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GTEST_SKIP() << "renderer " << gl.RendererString()
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<< " clips by every declared gl_ClipDistance regardless of the enables, so per-distance "
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"independence is not observable here";
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}
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glDisable(GL_CLIP_DISTANCE0);
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glEnable(GL_CLIP_DISTANCE1);
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DrawClippedTriangle(program, vao);
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EXPECT_EQ(FirstGLError(), 0u);
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// Distance 1 is negative on the bottom half, distance 0 on the left half. With only
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// distance 1 enabled, the bottom-left must survive (distance 0 is off) and the bottom
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// must not.
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unsigned char topLeft[4] = {0, 0, 0, 0};
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unsigned char bottomRight[4] = {0, 0, 0, 0};
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PixelAt(width / 4, height - 1 - height / 4, topLeft);
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PixelAt(width - 1 - width / 4, height / 4, bottomRight);
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EXPECT_EQ(FirstGLError(), 0u);
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EXPECT_TRUE(IsGreen(topLeft)) << "gl_ClipDistance[0] is negative here but GL_CLIP_DISTANCE0 is disabled, so "
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"this fragment must survive";
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EXPECT_TRUE(IsRed(bottomRight)) << "gl_ClipDistance[1] is negative here and GL_CLIP_DISTANCE1 is enabled, so "
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"this fragment must be clipped";
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glDisable(GL_CLIP_DISTANCE1);
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glUseProgram(0);
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glBindVertexArray(0);
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glDeleteProgram(program);
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glDeleteVertexArrays(1, &vao);
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gl.EndFrame();
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}
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} // namespace MGITest
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