[Fix, Test] (GLImpl, DirectGLES, DirectVulkan): address a 1D array's copy-image layers on Z, not Y

This commit is contained in:
2026-08-21 00:15:01 -04:00
parent c129cdec2d
commit ef66aea73b
4 changed files with 81 additions and 50 deletions
+11 -22
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@@ -5906,31 +5906,19 @@ namespace MobileGL::MG_Backend::DirectGLES {
if (!out.texture) return false;
const TextureTarget stateTarget = MG_Util::ConvertGLEnumToTextureTarget(appTarget);
out.target = TextureImpl::ConvertTextureTargetToBackendGLEnum(stateTarget);
if (stateTarget == TextureTarget::Texture1DArray) {
out.x = x;
out.y = 0;
out.z = y;
return true;
}
// No axis remap for GL_TEXTURE_1D_ARRAY. The frontend STORES a 1D array with its layers
// on y (GetBackendUploadSize moves them across to the ES 2D array's z), but this entry
// point does not ADDRESS it that way: GL 4.6 core 18.3.2 treats every array texture as a
// stack of slices on z and gives a 1D array a height of 1 - exactly the shape the ES 2D
// array has - so GL's (x, 0, layer) and the ES image's (x, 0, layer) already agree.
// Remapping y into z here fetched the wrong slice for every call that spelled the layer
// the way GL defines it.
out.x = x;
out.y = y;
out.z = z;
return true;
}
// The region extent swaps the same two axes for a 1D array, and does so for whichever side
// of the copy is one - GL forbids a copy whose two endpoints disagree about how many layers
// move, so at most one of the two can be a 1D array only in the degenerate single-layer
// case, where the swap is the identity anyway.
static void ApplyGLESCopyImageExtent(GLenum appSrcTarget, GLenum appDstTarget, GLsizei& height, GLsizei& depth) {
const TextureTarget srcStateTarget = MG_Util::ConvertGLEnumToTextureTarget(appSrcTarget);
const TextureTarget dstStateTarget = MG_Util::ConvertGLEnumToTextureTarget(appDstTarget);
if (srcStateTarget != TextureTarget::Texture1DArray && dstStateTarget != TextureTarget::Texture1DArray) {
return;
}
std::swap(height, depth);
}
static TextureInternalFormat GetCopyImageEndpointFormat(const CopyImageEndpoint& endpoint) {
if (endpoint.IsRenderbuffer()) return endpoint.Renderbuffer->GetInternalFormat();
return endpoint.Texture ? endpoint.Texture->GetFormat() : TextureInternalFormat::Unknown;
@@ -6041,9 +6029,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
return;
}
GLsizei copyHeight = srcHeight;
GLsizei copyDepth = srcDepth;
ApplyGLESCopyImageExtent(srcTarget, dstTarget, copyHeight, copyDepth);
// Verbatim: GL already spells a 1D array's extent the way the ES 2D array it maps onto
// wants it (height 1, layers on depth) - see MakeGLESCopyImageEndpoint.
const GLsizei copyHeight = srcHeight;
const GLsizei copyDepth = srcDepth;
const TextureInternalFormat srcFormat = GetCopyImageEndpointFormat(srcEndpoint);
const TextureInternalFormat dstFormat = GetCopyImageEndpointFormat(dstEndpoint);
@@ -8964,6 +8964,7 @@ void main() {
outMapping.baseSlice = baseSlice;
outMapping.availableSlices = std::max(1u, image.depth >> mipLevel);
return true;
case TextureTarget::Texture1DArray:
case TextureTarget::Texture2DArray:
case TextureTarget::Texture2DMultisampleArray:
case TextureTarget::TextureCubeMap:
@@ -8971,15 +8972,18 @@ void main() {
// A cube map is an array of six faces here (see TryResolveTextureShapeInfo), and GL
// numbers its faces on the same z axis an array texture numbers its layers, so both
// arrive as a plain layer range.
//
// GL_TEXTURE_1D_ARRAY belongs here too, and needs no remap: this backend STORES it
// as a VK_IMAGE_TYPE_1D image whose layers live in arrayLayers (ToVulkanLevelExtent
// moves the count across), and GL 4.6 core 18.3.2 ADDRESSES it as a stack of slices
// on z with an image height of 1 - so the frontend's y/height are already the 0/1
// Vulkan requires and the layer lands in baseArrayLayer either way.
outMapping.slicesAreDepth = false;
outMapping.baseSlice = baseSlice;
outMapping.availableSlices = image.arrayLayers;
return true;
default:
// GL_TEXTURE_1D_ARRAY carries its layers on the Y axis (srcY/srcHeight), which
// would have to be remapped against a Vulkan extent that also has to stay height 1
// for a VK_IMAGE_TYPE_1D image; GL_TEXTURE_BUFFER has no image at all. Declined
// rather than mis-addressed.
// GL_TEXTURE_BUFFER has no image at all. Declined rather than mis-addressed.
return false;
}
}
+31 -16
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@@ -3750,19 +3750,34 @@ namespace MobileGL::MG_Impl::GLImpl {
return GetCopyImageLevelSize(endpoint.Texture, uploadTarget, level);
}
// How far the region's z axis may reach. It does not mean the same thing on every target
// GL 4.6 core 18.3.2 accepts: on a CUBE MAP it selects among the six faces, which this
// frontend keeps as six separate one-slice upload targets - so the level's own extent
// says 1 and the real bound is 6. A cube-map ARRAY is one upload target whose depth
// already counts layer-faces, and a 1D array carries its layers on y (which is where GL
// puts them for this entry point too), so both are answered by the level extent.
Int GetCopyImageEndpointLayerCount(const MG_Backend::CopyImageEndpoint& endpoint,
const IntVec3& levelSize) {
if (!endpoint.IsRenderbuffer() && endpoint.Texture &&
endpoint.Texture->GetTarget() == TextureTarget::TextureCubeMap) {
return 6;
// The per-axis extent of one endpoint's image AS THIS ENTRY POINT ADDRESSES IT, which is
// not always the level extent this frontend stores.
//
// GL 4.6 core 18.3.2 treats EVERY array texture as a stack of slices addressed by z, and
// gives a 1D array an image height of 1. This frontend stores a 1D array the way
// glTexImage2D(GL_TEXTURE_1D_ARRAY, w, layers) writes it instead - layers on y - so the
// two views have to be told apart here. Measuring y against the LAYER count is what let
// srcY = 14 on a 16-wide, 16-layer 1D array come back GL_NO_ERROR
// (KHR-GL43.copy_image.non_existent_mipmap / the src_test_case y variants); the CTS is
// unambiguous about the convention, forcing height = 1 for 1D and 1D_ARRAY and listing
// 1D_ARRAY as multilayer.
//
// A CUBE MAP is the other target whose z bound is not the level extent: this frontend
// keeps its six faces as six separate one-slice upload targets, so the level says 1 and
// the real bound is 6. A cube-map ARRAY is one upload target whose depth already counts
// layer-faces, and every remaining target is answered by the level extent verbatim.
IntVec3 GetCopyImageEndpointRegionBounds(const MG_Backend::CopyImageEndpoint& endpoint,
const IntVec3& levelSize) {
const TextureTarget target = (!endpoint.IsRenderbuffer() && endpoint.Texture)
? endpoint.Texture->GetTarget()
: TextureTarget::Unknown;
if (target == TextureTarget::TextureCubeMap) {
return {levelSize.x(), levelSize.y(), 6};
}
return std::max(levelSize.z(), 1);
if (target == TextureTarget::Texture1DArray) {
return {levelSize.x(), 1, std::max(levelSize.y(), 1)};
}
return {levelSize.x(), levelSize.y(), std::max(levelSize.z(), 1)};
}
// GL 4.6 core 18.3.2 requires INVALID_VALUE when the region exceeds either image's
@@ -3780,9 +3795,9 @@ namespace MobileGL::MG_Impl::GLImpl {
// reject a copy GL allows. Every caller has already established that the level
// exists and that the image is complete, so this is a belt-and-braces guard.
if (levelSize.x() <= 0 || levelSize.y() <= 0) return true;
const Int layers = GetCopyImageEndpointLayerCount(endpoint, levelSize);
if (x >= 0 && y >= 0 && z >= 0 && static_cast<Int64>(x) + width <= levelSize.x() &&
static_cast<Int64>(y) + height <= levelSize.y() && static_cast<Int64>(z) + depth <= layers) {
const IntVec3 bounds = GetCopyImageEndpointRegionBounds(endpoint, levelSize);
if (x >= 0 && y >= 0 && z >= 0 && static_cast<Int64>(x) + width <= bounds.x() &&
static_cast<Int64>(y) + height <= bounds.y() && static_cast<Int64>(z) + depth <= bounds.z()) {
return true;
}
MG_State::pGLContext->RecordError(
@@ -3791,7 +3806,7 @@ namespace MobileGL::MG_Impl::GLImpl {
"MG_Impl/GLImpl", "ValidateCopyImageSubData_State",
std::format("The {} region [{}, {}, {}] + [{} x {} x {}] does not fit inside the {} x {} x {} "
"image.",
endpointName, x, y, z, width, height, depth, levelSize.x(), levelSize.y(), layers)));
endpointName, x, y, z, width, height, depth, bounds.x(), bounds.y(), bounds.z())));
return false;
}
} // namespace
+31 -8
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@@ -4982,10 +4982,14 @@ TEST_F(TextureTest, CopyImageSubDataCountsCubeMapFacesOnTheZAxis) {
ExpectSingleGlError(GL_INVALID_VALUE);
}
// The other axis convention: GL puts a 1D ARRAY's layers on y for this entry point (srcY is the
// first layer, srcHeight the layer count), which is also where this frontend keeps them - so the
// level extent answers directly and z stays a single slice.
TEST_F(TextureTest, CopyImageSubDataBoundsA1DArraysLayersOnTheYAxis) {
// The other axis convention, and it is NOT the one this frontend stores. GL 4.6 core 18.3.2
// treats every array texture as a stack of slices on Z and gives a 1D array an image HEIGHT OF
// ONE (which is exactly what the CTS asserts: it forces height = 1 for GL_TEXTURE_1D_ARRAY and
// lists the target as multilayer). MobileGL keeps a 1D array's layers on y internally - that is
// what glTexImage2D(GL_TEXTURE_1D_ARRAY, w, layers) writes - so this entry point has to convert,
// and measuring srcY against the LAYER count is what let an out-of-range srcY come back
// GL_NO_ERROR (KHR-GL43.copy_image.exceeding_boundaries, the src_test_case y variants).
TEST_F(TextureTest, CopyImageSubDataBoundsA1DArraysLayersOnTheZAxis) {
const ScopedTextureBackendFunctionsOverride backendGuard;
MG_Backend::gBackendFunctionsTable.GL.CopyImageSubData = RecordCopyImageSubData;
g_copyImageSubDataCall = {};
@@ -5006,14 +5010,33 @@ TEST_F(TextureTest, CopyImageSubDataBoundsA1DArraysLayersOnTheYAxis) {
GTEST_SKIP() << "this context could not give the 1D arrays storage";
}
MG_Impl::GLImpl::CopyImageSubData(srcTexture, GL_TEXTURE_1D_ARRAY, 0, 0, 3, 0, dstTexture, GL_TEXTURE_1D_ARRAY,
0, 0, 3, 0, 4, 5, 1);
// 16 wide, 8 layers. Five layers from layer 3 is legal, and it is spelled on z with a
// height of 1 - the layer count rides on srcDepth.
MG_Impl::GLImpl::CopyImageSubData(srcTexture, GL_TEXTURE_1D_ARRAY, 0, 0, 0, 3, dstTexture, GL_TEXTURE_1D_ARRAY,
0, 0, 0, 3, 4, 1, 5);
EXPECT_TRUE(g_copyImageSubDataCall.Called);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
// One layer past the last one is out of bounds on z.
g_copyImageSubDataCall = {};
MG_Impl::GLImpl::CopyImageSubData(srcTexture, GL_TEXTURE_1D_ARRAY, 0, 0, 4, 0, dstTexture, GL_TEXTURE_1D_ARRAY,
0, 0, 0, 0, 4, 5, 1);
MG_Impl::GLImpl::CopyImageSubData(srcTexture, GL_TEXTURE_1D_ARRAY, 0, 0, 0, 4, dstTexture, GL_TEXTURE_1D_ARRAY,
0, 0, 0, 0, 4, 1, 5);
EXPECT_FALSE(g_copyImageSubDataCall.Called);
ExpectSingleGlError(GL_INVALID_VALUE);
// The image is one texel HIGH whatever its layer count is, so any srcY past 0 is out of
// bounds - this is the KHR-GL43.copy_image case that used to be measured against the 8
// layers and pass.
g_copyImageSubDataCall = {};
MG_Impl::GLImpl::CopyImageSubData(srcTexture, GL_TEXTURE_1D_ARRAY, 0, 0, 6, 0, dstTexture, GL_TEXTURE_1D_ARRAY,
0, 0, 6, 0, 4, 1, 1);
EXPECT_FALSE(g_copyImageSubDataCall.Called);
ExpectSingleGlError(GL_INVALID_VALUE);
// ... and a height of 1 at y = 0 is the only legal y extent.
g_copyImageSubDataCall = {};
MG_Impl::GLImpl::CopyImageSubData(srcTexture, GL_TEXTURE_1D_ARRAY, 0, 0, 0, 0, dstTexture, GL_TEXTURE_1D_ARRAY,
0, 0, 0, 0, 4, 2, 1);
EXPECT_FALSE(g_copyImageSubDataCall.Called);
ExpectSingleGlError(GL_INVALID_VALUE);
}