[Fix, Test] (MG_State, MG_IntegrationTest): an array vertex input occupies one location per element, not one location in total

This commit is contained in:
2026-08-12 07:36:12 -04:00
parent 6b882b3ccf
commit ea4819a21d
2 changed files with 92 additions and 2 deletions
@@ -462,4 +462,72 @@ void main() {
glDeleteProgram(program);
}
// Same program, but every one of the 16 elements is asked for a DIFFERENT current value.
//
// An input array occupies one location per element (GL 4.6 core 11.1.1), so `in vec4 a[16]`
// at location 0 is active on 0..15 - and the whole location span is what a backend reads to
// decide which attributes need their current value pushed. Reflection used to record the
// span of the ELEMENT type only, so a 16-element array claimed exactly one location: every
// element above the first silently read the (0,0,0,1) an unwritten input defaults to instead
// of the value glVertexAttrib4f had set. The test above could not see it, because the only
// element it reads a current value from is element 0 - the one location the array did claim.
TEST_F(VertexAttribBindingScenario, EveryInputArrayElementGetsItsOwnCurrentValue) {
if (!Ready()) GTEST_SKIP();
const std::string vs = R"(#version 430 core
layout(location = 0) in vec4 vs_in_attrib[16];
out StageData {
vec4 attrib[16];
} vs_out;
void main() {
for (int i = 0; i < vs_in_attrib.length(); ++i) {
vs_out.attrib[i] = vs_in_attrib[i];
}
}
)";
std::vector<std::string> names;
for (int i = 0; i < 16; ++i) names.push_back("StageData.attrib[" + std::to_string(i) + "]");
std::vector<const char*> varyings;
for (const auto& n : names) varyings.push_back(n.c_str());
std::string log;
const GLuint program = BuildCaptureProgram(vs, varyings, &log);
ASSERT_NE(program, 0u) << "capture program did not link: " << log;
// Distinct in every component, and never (0,0,0,1): the value an element that was
// skipped would report has to be distinguishable from every value that was asked for.
for (GLuint i = 0; i < 16; ++i) {
const float base = static_cast<float>(i) + 1.0f;
glVertexAttrib4f(i, base, base + 100.0f, base + 200.0f, base + 300.0f);
}
constexpr std::size_t kFloatsPerPoint = 64;
std::vector<float> poison(kFloatsPerPoint, kPoison);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, m_xfbo);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, static_cast<GLsizeiptr>(poison.size() * sizeof(float)),
poison.data(), GL_DYNAMIC_DRAW);
glEnable(GL_RASTERIZER_DISCARD);
glUseProgram(program);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 1);
glEndTransformFeedback();
glDisable(GL_RASTERIZER_DISCARD);
std::vector<float> data(poison.size(), kPoison);
glGetBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, 0,
static_cast<GLsizeiptr>(data.size() * sizeof(float)), data.data());
glUseProgram(0);
for (int element = 0; element < 16; ++element) {
const float base = static_cast<float>(element) + 1.0f;
EXPECT_FLOAT_EQ(data[element * 4 + 0], base) << "element " << element;
EXPECT_FLOAT_EQ(data[element * 4 + 1], base + 100.0f) << "element " << element;
EXPECT_FLOAT_EQ(data[element * 4 + 2], base + 200.0f) << "element " << element;
EXPECT_FLOAT_EQ(data[element * 4 + 3], base + 300.0f) << "element " << element;
}
for (GLuint i = 0; i < 16; ++i) glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f);
glDeleteProgram(program);
}
} // namespace MGITest
@@ -68,6 +68,8 @@ namespace {
return type && type->getQualifier().builtIn != glslang::EbvNone;
}
// Locations one ELEMENT of a vertex input occupies (GL 4.6 core 11.1.1): a matrix
// takes one per column, everything else this backend can feed takes one.
static int GetVertexInputLocationSpan(GLenum glType) {
switch (glType) {
case GL_FLOAT_MAT2:
@@ -87,6 +89,26 @@ namespace {
}
}
// How many elements an ARRAY vertex input has. glslang reflects such an input as ONE
// record spelled "name[0]" carrying the ELEMENT's glDefineType and the array length,
// so the type alone cannot say how many locations the declaration covers: GL 4.6 core
// 11.1.1 gives an array one location per element (times the element's own span), and
// `in vec4 a[16]` at location 0 therefore occupies 0..15, not 0. Missing that left
// every location above the base with no recorded name or type, which is what the
// backends read to decide whether an attribute is active at all.
static MobileGL::Int GetVertexInputArrayElements(const glslang::TObjectReflection& input) {
const glslang::TType* type = input.getType();
if (type == nullptr || !type->isArray()) return 1;
// An unsized input array has no span to compute; treat it as one element rather
// than guessing, so it can only ever under-claim locations.
if (!type->isSizedArray()) return 1;
return std::max(1, type->getCumulativeArraySize());
}
static MobileGL::Int GetVertexInputTotalLocationSpan(const glslang::TObjectReflection& input) {
return GetVertexInputLocationSpan(input.glDefineType) * GetVertexInputArrayElements(input);
}
static GLenum GetVertexInputLocationType(GLenum glType) {
switch (glType) {
case GL_FLOAT_MAT2:
@@ -878,7 +900,7 @@ namespace MobileGL::MG_State::GLState {
for (int i = 0; i < inCount; ++i) {
Int loc = (Int)artifacts.program->getPipeInput(i).layoutLocation();
if (loc >= 0 && loc != glslang::TQualifier::layoutLocationEnd) {
const Int locationSpan = GetVertexInputLocationSpan(artifacts.program->getPipeInput(i).glDefineType);
const Int locationSpan = GetVertexInputTotalLocationSpan(artifacts.program->getPipeInput(i));
maxLoc = std::max(maxLoc, loc + locationSpan - 1);
}
MGLOG_D("ProgramObject %u: Reflection - pipe input[%d] name='%s' layoutLocation=%d glType=%u",
@@ -914,7 +936,7 @@ namespace MobileGL::MG_State::GLState {
(Int)ProgramObject::NormalizeBuiltinPipeInputName(inVar.name).length());
if (location >= 0 && location < (int)artifacts.attribs.size()) {
const Int locationSpan = GetVertexInputLocationSpan(inVar.glDefineType);
const Int locationSpan = GetVertexInputTotalLocationSpan(inVar);
const GLenum locationType = GetVertexInputLocationType(inVar.glDefineType);
for (Int locationOffset = 0; locationOffset < locationSpan; ++locationOffset) {
const Int expandedLocation = location + locationOffset;