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https://github.com/MobileGL-Dev/MobileGL
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[Fix, Test] (MG_Backend/DirectVulkan, MG_IntegrationTest): an image uniform array is one binding with many descriptors, not one - Magma wrote only element zero and left the rest undefined
This commit is contained in:
@@ -2600,6 +2600,18 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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const GLenum uniformType = program.GetUniformType(static_cast<Uint>(location));
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if (descriptorKind == DescriptorBindingKind::StorageImage) {
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// An ARRAY of image uniforms is ONE binding carrying `count` descriptors,
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// and the layout has to say so. Leaving it at the default 1 declared
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// `uniform image2D g_image[4]` as a single-descriptor binding while the
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// shader indexed descriptors 1..3 of it - an out-of-bounds descriptor
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// access that lavapipe SIGSEGVs inside the JIT-ed shader thread rather than
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// reporting (KHR-GL42.shader_image_load_store.advanced-sso-simple). Unlike
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// a storage BLOCK array, whose elements take consecutive GL binding points
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// from the declared one, each element of an image array carries its own
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// independently assigned image unit - see ResolveStorageImageDescriptor.
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entry.bindingDescriptorCounts[binding] =
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static_cast<Uint16>(std::max<Uint32>(1u, sampler->count));
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const VkFormat reflectedFormat =
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ConvertSpirvImageFormatToVkFormat(sampler->image.image_format);
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VkFormat& existingFormat = entry.storageImageFormatByBinding[binding];
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@@ -745,7 +745,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Bool UniformManager::ResolveStorageImageDescriptor(VkCommandBuffer commandBuffer,
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const MG_State::GLState::ProgramObject& program,
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const ProgramFactory::VkProgramObject& programObj,
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Uint32 binding,
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Uint32 binding, Uint32 element,
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VkDescriptorImageInfo& outImageInfo) const {
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outImageInfo = {};
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MOBILEGL_ASSERT(m_textureManager != nullptr, "ResolveStorageImageDescriptor: texture manager is null");
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@@ -753,11 +753,24 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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MOBILEGL_ASSERT(binding < programObj.samplerUniformLocationByBinding.size(),
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"ResolveStorageImageDescriptor: binding %u out of range", binding);
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const Int location = programObj.samplerUniformLocationByBinding[binding];
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if (location < 0) {
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const Int baseLocation = programObj.samplerUniformLocationByBinding[binding];
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if (baseLocation < 0) {
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MGLOG_E("ResolveStorageImageDescriptor: storage image binding %u has no uniform location", binding);
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return false;
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}
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// Per ELEMENT, and this is where an image array differs from a storage-block array: GL
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// gives every element of `uniform image2D g_image[4]` its own glUniform1i-assigned image
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// unit, and the four units need not be consecutive or even ordered (the conformance case
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// uses 0, 2, 4, 6). DoReflection reserves one uniform location per array element, so the
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// element's location is the base plus its index - checked against the array's real
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// extent so a descriptorCount that outran the reflection cannot walk onto the next
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// uniform.
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const Int location = baseLocation + static_cast<Int>(element);
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if (!program.UniformLocationsAliasSameUniform(baseLocation, location)) {
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MGLOG_E("ResolveStorageImageDescriptor: binding %u element %u is past the end of its image array",
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binding, element);
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return false;
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}
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const Int imageUnit = program.GetUniformSamplerOrImageUnitIndex(static_cast<Uint>(location));
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if (imageUnit < 0 || imageUnit >= MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS) {
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MGLOG_E("ResolveStorageImageDescriptor: image unit %d out of range for binding %u",
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@@ -1527,17 +1540,33 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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write.pBufferInfo = &bufferInfos[firstBufferInfoIndex];
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writes.push_back(write);
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} else if (kind == ProgramFactory::DescriptorBindingKind::StorageImage) {
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VkDescriptorImageInfo imageInfo{};
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if (!ResolveStorageImageDescriptor(commandBuffer, program, programObj, binding, imageInfo)) {
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MGLOG_E(
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"UniformDescriptorBinder::BindProgramUniformBuffers failed: storage image binding %u has no valid descriptor",
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binding);
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return false;
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// One write per binding, but `descriptorCount` image infos: an ARRAY of image
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// uniforms is a single binding whose elements each carry their own image unit.
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// Writing only element 0 - which is all this used to do - left elements 1..N
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// never written at all, and a shader that indexes them reads an undefined
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// descriptor (lavapipe faults inside the shader; a real driver is free to do
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// anything).
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const Uint32 descriptorCount =
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binding < programObj.bindingDescriptorCounts.size()
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? std::max<Uint32>(1, programObj.bindingDescriptorCounts[binding])
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: 1u;
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const SizeT firstImageInfoIndex = imageInfos.size();
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for (Uint32 element = 0; element < descriptorCount; ++element) {
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VkDescriptorImageInfo imageInfo{};
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if (!ResolveStorageImageDescriptor(commandBuffer, program, programObj, binding, element,
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imageInfo)) {
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MGLOG_E(
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"UniformDescriptorBinder::BindProgramUniformBuffers failed: storage image binding %u "
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"element %u has no valid descriptor",
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binding, element);
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return false;
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}
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imageInfos.push_back(imageInfo);
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}
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imageInfos.push_back(imageInfo);
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fastRebindKindsEligible = false;
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write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
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write.pImageInfo = &imageInfos.back();
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write.descriptorCount = descriptorCount;
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write.pImageInfo = &imageInfos[firstImageInfoIndex];
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writes.push_back(write);
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} else {
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VkDescriptorImageInfo imageInfo{};
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@@ -172,10 +172,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Bool ResolveStorageBufferDescriptor(const MG_State::GLState::ProgramObject& program,
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const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
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Uint32 element, VkDescriptorBufferInfo& outBufferInfo) const;
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// `element` indexes an image ARRAY inside one binding; each element carries its own
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// independently assigned GL image unit.
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Bool ResolveStorageImageDescriptor(VkCommandBuffer commandBuffer,
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const MG_State::GLState::ProgramObject& program,
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const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
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VkDescriptorImageInfo& outImageInfo) const;
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Uint32 element, VkDescriptorImageInfo& outImageInfo) const;
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// Result of resolving a UBO binding: either a zero-copy direct bind to the app's resident
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// VkBuffer (the GLES backend's approach - no per-draw copy) or the CPU payload to upload.
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struct UboBindResult {
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@@ -63,6 +63,8 @@ add_executable(MobileGLIntegrationTest
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Scenarios/UniformInitializerScenario.cpp
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Scenarios/SwizzleAccessRoutineScenario.cpp
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Scenarios/ProgramPipelineScenario.cpp
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Scenarios/ImageLoadStoreSsoScenario.cpp
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Scenarios/SsboDeclarationFormScenario.cpp
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Scenarios/Glsl420DeclarationScenario.cpp
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)
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@@ -0,0 +1,354 @@
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// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ImageLoadStoreSsoScenario.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 - IMAGE UNIFORMS REACHED THROUGH A PROGRAM PIPELINE.
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//
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// KHR-GL42.shader_image_load_store.advanced-sso-simple reduced to its mechanism. An ARRAY of
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// image uniforms lives in a separable FRAGMENT program; the application assigns each element its
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// own image unit with glProgramUniform1i, on a program that is not current and whose pipeline is
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// not even bound yet; the draw then goes through the pipeline, i.e. through the flattened
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// composite program (MG_State/GLState/Core.cpp, GetProgramForDraw) rather than through the stage
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// program the units were written to.
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//
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// Three separate things have to survive that indirection, and each one is a different mechanism:
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//
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// 1. the units themselves, which are per-program state on a DIFFERENT object from the one the
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// draw reads (the composite mirror carries them);
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// 2. the units as seen by a backend that cannot take them at draw time - Espryt has to BAKE an
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// image unit into the ESSL it generates, because ES forbids glUniform1i on image uniforms,
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// so a change has to invalidate the generated program;
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// 3. per-ELEMENT assignment, which is what makes this different from every sampler case: the
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// four elements of g_image[] are four locations with four different units, and nothing may
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// collapse them to the array's base.
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//
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// Two pipelines that SHARE their vertex stage program and differ only in the fragment one are
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// used exactly as the conformance case does, because that is what makes the composite cache and
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// the stage programs' separate uniform storage both load-bearing at once.
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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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namespace MGITest {
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namespace {
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constexpr const char* kSsoVS = R"(#version 420 core
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out gl_PerVertex { vec4 gl_Position; };
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void main()
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{
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switch (gl_VertexID)
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{
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case 0: gl_Position = vec4(-1.0, -1.0, 0.0, 1.0); break;
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case 1: gl_Position = vec4( 1.0, -1.0, 0.0, 1.0); break;
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case 2: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
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case 3: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
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}
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}
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)";
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// The conformance case's two fragment programs: one with an explicit format qualifier,
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// one writeonly with none. Both write every element of a four-image array and discard.
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constexpr const char* kImageFS0 = R"(#version 420 core
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layout(rgba32f) uniform image2D g_image[4];
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void main()
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{
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for (int i = 0; i < g_image.length(); ++i) {
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imageStore(g_image[i], ivec2(gl_FragCoord), vec4(1.0));
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}
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discard;
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}
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)";
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constexpr const char* kImageFS1 = R"(#version 420 core
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writeonly uniform image2D g_image[4];
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void main()
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{
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for (int i = 0; i < g_image.length(); ++i) {
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imageStore(g_image[i], ivec2(gl_FragCoord), vec4(2.0));
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}
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discard;
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}
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)";
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class ImageLoadStoreSsoScenario : public ScenarioTest {
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protected:
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void TearDown() override {
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if (!Ready()) return;
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glBindProgramPipeline(0);
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glUseProgram(0);
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for (GLuint p : m_programs) glDeleteProgram(p);
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for (GLuint p : m_pipelines) glDeleteProgramPipelines(1, &p);
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m_programs.clear();
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m_pipelines.clear();
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}
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GLuint MakeSeparable(GLenum stage, const char* source) {
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const GLuint program = glCreateShaderProgramv(stage, 1, &source);
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if (program != 0) m_programs.push_back(program);
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EXPECT_EQ(FirstGLError(), 0u)
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<< "glCreateShaderProgramv(stage 0x" << std::hex << stage << std::dec << ") left a GL error";
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GLint linked = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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if (linked == GL_FALSE) {
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char log[2048] = {};
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glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
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ADD_FAILURE() << "glCreateShaderProgramv(stage 0x" << std::hex << stage << std::dec
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<< ") did not link: " << log;
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return 0;
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}
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return program;
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}
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GLuint MakePipeline() {
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GLuint pipeline = 0;
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glGenProgramPipelines(1, &pipeline);
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m_pipelines.push_back(pipeline);
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return pipeline;
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}
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// Espryt reaches the GPU through an ES driver, and ES forbids glUniform1i on an
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// image uniform: the unit has to be BAKED into the generated ESSL as
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// layout(binding = N) (RebindImageUniformsToFrontendUnits, MG_Backend/DirectGLES).
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// One qualifier is all an ARRAY declaration can carry, and ESSL then gives the
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// array's elements the CONSECUTIVE units N, N+1, N+2, ... - so a per-element
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// assignment that is not consecutive (the conformance case uses 0, 2, 4, 6) has no
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// spelling in a single declaration and cannot be expressed at all without splitting
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// the array into one declaration per element and rewriting every use of it.
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//
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// Scoped rather than disabled, exactly as ProgramPipelineScenario scopes its
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// storage-block rebinding cases: the defect is per-backend and the frontend
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// mechanism these cases exist for - per-element units surviving the trip to the
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// pipeline composite - is fully exercised on Magma.
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bool PerElementImageUnitsAreHonoured() const { return Gl().BackendName() == "DirectVulkan"; }
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// The scenarios below need image load/store at all; a driver without it should skip
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// rather than fail.
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bool ImagesAreUsable() const {
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GLint maxImageUnits = 0;
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glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
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while (glGetError() != GL_NO_ERROR) {
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}
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return maxImageUnits >= 8;
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}
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std::vector<GLuint> m_programs;
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std::vector<GLuint> m_pipelines;
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};
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} // namespace
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// The whole conformance shape in one case: two pipelines sharing a vertex stage, four image
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// array elements each pointed at a different unit through glProgramUniform1i, eight layers of
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// one array texture bound one per unit, and every layer checked.
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//
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// Layers alternate 1.0 / 2.0 because the two fragment programs interleave their units
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// (0,2,4,6 and 1,3,5,7) - so a defect that collapses an image array to its base element, or
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// that loses the units on the way to the composite, does not merely dim the result: it puts
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// the wrong VALUE in a layer and names which one.
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TEST_F(ImageLoadStoreSsoScenario, PerElementImageUnitsReachAPipelineDraw) {
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if (!Ready()) return;
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if (!ImagesAreUsable()) GTEST_SKIP() << "fewer than 8 image units";
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if (!PerElementImageUnitsAreHonoured()) {
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GTEST_SKIP() << "non-consecutive per-element image units cannot be baked into ESSL";
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}
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HeadlessGL& gl = Gl();
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constexpr int kWidth = 8;
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constexpr int kHeight = 8;
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constexpr int kLayers = 8;
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const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSsoVS);
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const GLuint fs0 = MakeSeparable(GL_FRAGMENT_SHADER, kImageFS0);
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const GLuint fs1 = MakeSeparable(GL_FRAGMENT_SHADER, kImageFS1);
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if (vs == 0 || fs0 == 0 || fs1 == 0) return;
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// Per ELEMENT, by name, on programs that are neither current nor attached to a bound
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// pipeline yet - exactly the conformance call order.
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const int units0[4] = {0, 2, 4, 6};
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const int units1[4] = {1, 3, 5, 7};
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for (int i = 0; i < 4; ++i) {
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const std::string name = "g_image[" + std::to_string(i) + "]";
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const GLint loc0 = glGetUniformLocation(fs0, name.c_str());
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const GLint loc1 = glGetUniformLocation(fs1, name.c_str());
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ASSERT_NE(loc0, -1) << "fs0 has no location for " << name;
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ASSERT_NE(loc1, -1) << "fs1 has no location for " << name;
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glProgramUniform1i(fs0, loc0, units0[i]);
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glProgramUniform1i(fs1, loc1, units1[i]);
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}
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ASSERT_EQ(FirstGLError(), 0u) << "assigning image units with glProgramUniform1i errored";
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const GLuint pipeline0 = MakePipeline();
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const GLuint pipeline1 = MakePipeline();
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glUseProgramStages(pipeline0, GL_VERTEX_SHADER_BIT, vs);
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glUseProgramStages(pipeline0, GL_FRAGMENT_SHADER_BIT, fs0);
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glUseProgramStages(pipeline1, GL_VERTEX_SHADER_BIT, vs);
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glUseProgramStages(pipeline1, GL_FRAGMENT_SHADER_BIT, fs1);
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ASSERT_EQ(FirstGLError(), 0u) << "pipeline setup errored";
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GLuint texture = 0;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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const std::vector<float> zeros(static_cast<size_t>(kWidth) * kHeight * kLayers * 4, 0.0f);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA32F, kWidth, kHeight, kLayers, 0, GL_RGBA, GL_FLOAT, zeros.data());
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ASSERT_EQ(FirstGLError(), 0u) << "creating the RGBA32F array texture errored";
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// One LAYER of the array texture per unit, which is what makes each element's unit
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// independently observable in the readback.
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for (int unit = 0; unit < kLayers; ++unit) {
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glBindImageTexture(static_cast<GLuint>(unit), texture, 0, GL_FALSE, unit, GL_READ_WRITE, GL_RGBA32F);
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}
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ASSERT_EQ(FirstGLError(), 0u) << "glBindImageTexture errored";
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GLuint vao = 0;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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BindDefaultFramebuffer();
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glViewport(0, 0, kWidth, kHeight);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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glUseProgram(0);
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glBindProgramPipeline(pipeline0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindProgramPipeline(pipeline1);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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EXPECT_EQ(FirstGLError(), 0u) << "the two pipeline draws leaked a GL error";
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std::vector<float> readback(static_cast<size_t>(kWidth) * kHeight * kLayers * 4, -1.0f);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GL_FLOAT, readback.data());
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ASSERT_EQ(FirstGLError(), 0u) << "reading the array texture back errored";
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// Even layers were written through fs0's units, odd layers through fs1's.
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for (int layer = 0; layer < kLayers; ++layer) {
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const float expected = (layer % 2) ? 2.0f : 1.0f;
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int offenders = 0;
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float firstSeen = 0.0f;
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for (int y = 0; y < kHeight; ++y) {
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for (int x = 0; x < kWidth; ++x) {
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const size_t base =
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(static_cast<size_t>(layer) * kHeight * kWidth + static_cast<size_t>(y) * kWidth + x) * 4;
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for (int c = 0; c < 4; ++c) {
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if (readback[base + c] != expected) {
|
||||
if (offenders == 0) firstSeen = readback[base + c];
|
||||
++offenders;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
EXPECT_EQ(offenders, 0) << "layer " << layer << " (image unit " << layer << ") expected " << expected
|
||||
<< " but " << offenders << " components differ; first was " << firstSeen;
|
||||
}
|
||||
|
||||
glBindVertexArray(0);
|
||||
glDeleteVertexArrays(1, &vao);
|
||||
glDeleteTextures(1, &texture);
|
||||
gl.EndFrame();
|
||||
}
|
||||
|
||||
// The same units, reassigned BETWEEN draws through the same pipeline. This is the half that
|
||||
// the composite cache key change put weight on: the composite object now survives a
|
||||
// glProgramUniform1i, so nothing rebuilds by accident and the new unit has to be carried by
|
||||
// the refresh path (and, on Espryt, by regenerating the program the unit is baked into).
|
||||
TEST_F(ImageLoadStoreSsoScenario, ReassigningAnImageUnitBetweenDrawsReachesTheNextDraw) {
|
||||
if (!Ready()) return;
|
||||
if (!ImagesAreUsable()) GTEST_SKIP() << "fewer than 8 image units";
|
||||
HeadlessGL& gl = Gl();
|
||||
|
||||
constexpr int kWidth = 8;
|
||||
constexpr int kHeight = 8;
|
||||
constexpr int kLayers = 2;
|
||||
|
||||
static const char* kSingleImageFS = R"(#version 420 core
|
||||
layout(rgba32f) uniform image2D g_image;
|
||||
void main()
|
||||
{
|
||||
imageStore(g_image, ivec2(gl_FragCoord), vec4(3.0));
|
||||
discard;
|
||||
}
|
||||
)";
|
||||
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSsoVS);
|
||||
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kSingleImageFS);
|
||||
if (vs == 0 || fs == 0) return;
|
||||
|
||||
const GLuint pipeline = MakePipeline();
|
||||
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
|
||||
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
|
||||
|
||||
GLuint texture = 0;
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
const std::vector<float> zeros(static_cast<size_t>(kWidth) * kHeight * kLayers * 4, 0.0f);
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA32F, kWidth, kHeight, kLayers, 0, GL_RGBA, GL_FLOAT, zeros.data());
|
||||
glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
|
||||
glBindImageTexture(1, texture, 0, GL_FALSE, 1, GL_READ_WRITE, GL_RGBA32F);
|
||||
ASSERT_EQ(FirstGLError(), 0u) << "image texture setup errored";
|
||||
|
||||
GLuint vao = 0;
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
BindDefaultFramebuffer();
|
||||
glViewport(0, 0, kWidth, kHeight);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glUseProgram(0);
|
||||
glBindProgramPipeline(pipeline);
|
||||
|
||||
const GLint location = glGetUniformLocation(fs, "g_image");
|
||||
ASSERT_NE(location, -1);
|
||||
|
||||
// Draw one against unit 0 (layer 0)...
|
||||
glProgramUniform1i(fs, location, 0);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
// ...and draw two against unit 1 (layer 1), with the composite already built and cached.
|
||||
glProgramUniform1i(fs, location, 1);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
|
||||
EXPECT_EQ(FirstGLError(), 0u) << "the two pipeline draws leaked a GL error";
|
||||
|
||||
std::vector<float> readback(static_cast<size_t>(kWidth) * kHeight * kLayers * 4, -1.0f);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
|
||||
glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GL_FLOAT, readback.data());
|
||||
ASSERT_EQ(FirstGLError(), 0u) << "reading the array texture back errored";
|
||||
|
||||
for (int layer = 0; layer < kLayers; ++layer) {
|
||||
int offenders = 0;
|
||||
float firstSeen = 0.0f;
|
||||
for (size_t i = 0; i < static_cast<size_t>(kWidth) * kHeight * 4; ++i) {
|
||||
const size_t index = static_cast<size_t>(layer) * kHeight * kWidth * 4 + i;
|
||||
if (readback[index] != 3.0f) {
|
||||
if (offenders == 0) firstSeen = readback[index];
|
||||
++offenders;
|
||||
}
|
||||
}
|
||||
EXPECT_EQ(offenders, 0) << "layer " << layer << " was not written; " << offenders
|
||||
<< " components differ, first was " << firstSeen
|
||||
<< " (the image unit reassignment did not reach the draw)";
|
||||
}
|
||||
|
||||
glBindVertexArray(0);
|
||||
glDeleteVertexArrays(1, &vao);
|
||||
glDeleteTextures(1, &texture);
|
||||
gl.EndFrame();
|
||||
}
|
||||
} // namespace MGITest
|
||||
@@ -0,0 +1,287 @@
|
||||
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/SsboDeclarationFormScenario.cpp
|
||||
// Copyright (c) 2025-2026 MobileGL-Dev
|
||||
// Licensed under the GNU Lesser General Public License v3.0:
|
||||
// https://www.gnu.org/licenses/gpl-3.0.txt
|
||||
// https://www.gnu.org/licenses/lgpl-3.0.txt
|
||||
// SPDX-License-Identifier: LGPL-3.0-only
|
||||
// End of Source File Header
|
||||
//
|
||||
// Scenario - EVERY WAY GLSL LETS YOU DECLARE A SHADER STORAGE BLOCK.
|
||||
//
|
||||
// KHR-GL43.shader_storage_buffer_object.basic-syntax and .basic-syntaxSSO walk eight declaration
|
||||
// forms of the SAME block, all bound to shader storage binding point 0, and require every one to
|
||||
// read back identically. They are a syntax sweep, not a feature test: the block always holds the
|
||||
// three positions of one full-viewport triangle, and the pass condition is that the triangle
|
||||
// covers the viewport.
|
||||
//
|
||||
// That shape is what makes them worth reducing here. The interesting variation is entirely in the
|
||||
// DECLARATION - whether there is a layout(binding), whether there is an instance name, whether the
|
||||
// block is an ARRAY of one, whether the trailing array is unsized, and whether a block carries two
|
||||
// unsized arrays - and each of those travels through a different part of the reflection and
|
||||
// descriptor plumbing on the way to a binding number. A form that loses its binding does not
|
||||
// error: the draw simply reads a buffer nobody wrote and the triangle collapses, which is exactly
|
||||
// the "silent descriptor drop" signature.
|
||||
//
|
||||
// One case per form on purpose. A single case covering all eight would report only "something in
|
||||
// the sweep is broken", and the whole diagnostic value here is WHICH forms fail together.
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "../Harness/HeadlessGL.h"
|
||||
#include "../Harness/ScenarioFixture.h"
|
||||
|
||||
#ifdef GLAPI
|
||||
#undef GLAPI
|
||||
#endif
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glcorearb.h>
|
||||
#undef GL_GLEXT_PROTOTYPES
|
||||
|
||||
namespace MGITest {
|
||||
namespace {
|
||||
|
||||
// The eight vertex shaders of the conformance sweep, verbatim in shape. Each reads three
|
||||
// vec4 positions out of a storage block on binding 0 and emits them as a triangle that
|
||||
// covers the whole viewport.
|
||||
constexpr const char* kFormVS[8] = {
|
||||
// 0 - instance name, no binding qualifier, sized array member
|
||||
R"(#version 430 core
|
||||
layout(std430) buffer Buffer {
|
||||
vec4 position[3];
|
||||
} g_input_buffer;
|
||||
void main() { gl_Position = g_input_buffer.position[gl_VertexID]; }
|
||||
)",
|
||||
// 1 - no layout qualifier at all, per-member qualifiers
|
||||
R"(#version 430 core
|
||||
coherent buffer Buffer {
|
||||
buffer vec4 position0;
|
||||
coherent vec4 position1;
|
||||
restrict readonly vec4 position2;
|
||||
} g_input_buffer;
|
||||
void main() {
|
||||
if (gl_VertexID == 0) gl_Position = g_input_buffer.position0;
|
||||
if (gl_VertexID == 1) gl_Position = g_input_buffer.position1;
|
||||
if (gl_VertexID == 2) gl_Position = g_input_buffer.position2;
|
||||
}
|
||||
)",
|
||||
// 2 - explicit binding, NO instance name (members enter global scope), unsized array
|
||||
R"(#version 430 core
|
||||
layout(std140, binding = 0) readonly buffer Buffer {
|
||||
readonly vec4 position[];
|
||||
};
|
||||
void main() { gl_Position = position[gl_VertexID]; }
|
||||
)",
|
||||
// 3 - a pile of global layout defaults, then the block
|
||||
R"(#version 430 core
|
||||
layout(std430, column_major, std140, std430, row_major, packed, shared) buffer;
|
||||
layout(std430) buffer;
|
||||
coherent restrict volatile buffer Buffer {
|
||||
restrict coherent vec4 position[];
|
||||
} g_buffer;
|
||||
void main() { gl_Position = g_buffer.position[gl_VertexID]; }
|
||||
)",
|
||||
// 4 - block INSTANCE ARRAY of one
|
||||
R"(#version 430 core
|
||||
buffer Buffer {
|
||||
vec4 position[3];
|
||||
} g_buffer[1];
|
||||
void main() { gl_Position = g_buffer[0].position[gl_VertexID]; }
|
||||
)",
|
||||
// 5 - block instance array of one, shared layout, per-member qualifiers
|
||||
R"(#version 430 core
|
||||
layout(shared) coherent buffer Buffer {
|
||||
restrict volatile vec4 position0;
|
||||
buffer readonly vec4 position1;
|
||||
vec4 position2;
|
||||
} g_buffer[1];
|
||||
void main() {
|
||||
if (gl_VertexID == 0) gl_Position = g_buffer[0].position0;
|
||||
else if (gl_VertexID == 1) gl_Position = g_buffer[0].position1;
|
||||
else if (gl_VertexID == 2) gl_Position = g_buffer[0].position2;
|
||||
}
|
||||
)",
|
||||
// 6 - packed layout, an unsized array followed by another member
|
||||
R"(#version 430 core
|
||||
layout(packed) coherent buffer Buffer {
|
||||
vec4 position01[];
|
||||
vec4 position2;
|
||||
} g_buffer;
|
||||
void main() {
|
||||
if (gl_VertexID == 0) gl_Position = g_buffer.position01[0];
|
||||
else if (gl_VertexID == 1) gl_Position = g_buffer.position01[1];
|
||||
else if (gl_VertexID == 2) gl_Position = g_buffer.position2;
|
||||
}
|
||||
)",
|
||||
// 7 - TWO unsized arrays in one block
|
||||
R"(#version 430 core
|
||||
layout(std430) coherent buffer Buffer {
|
||||
coherent vec4 position01[];
|
||||
vec4 position2[];
|
||||
} g_buffer;
|
||||
void main() {
|
||||
switch (gl_VertexID) {
|
||||
case 0: gl_Position = g_buffer.position01[0]; break;
|
||||
case 1: gl_Position = g_buffer.position01[1]; break;
|
||||
case 2: gl_Position = g_buffer.position2[gl_VertexID - 2]; break;
|
||||
}
|
||||
}
|
||||
)",
|
||||
};
|
||||
|
||||
constexpr const char* kFormFS = R"(#version 430 core
|
||||
layout(location = 0) out vec4 o_color;
|
||||
void main() { o_color = vec4(0.0, 1.0, 0.0, 1.0); }
|
||||
)";
|
||||
|
||||
class SsboDeclarationFormScenario : public ScenarioTest {
|
||||
protected:
|
||||
// A vertex shader reading a storage block needs at least one VS storage block.
|
||||
bool StorageBlocksInVertexStage() const {
|
||||
GLint blocks = 0;
|
||||
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &blocks);
|
||||
while (glGetError() != GL_NO_ERROR) {
|
||||
}
|
||||
return blocks >= 1;
|
||||
}
|
||||
|
||||
// The block's members as the program interface reports them. A form that fails here
|
||||
// fails SILENTLY - the triangle simply collapses - so the offsets and array strides
|
||||
// the layout was compiled with are the first thing anyone triaging it needs, and
|
||||
// asking GL for them is cheaper and more honest than re-deriving them from the
|
||||
// shader source. Only used to annotate a failure.
|
||||
static std::string DescribeBufferVariables(unsigned int program) {
|
||||
std::string out = " reported GL_BUFFER_VARIABLE layout:\n";
|
||||
GLint count = 0;
|
||||
glGetProgramInterfaceiv(program, GL_BUFFER_VARIABLE, GL_ACTIVE_RESOURCES, &count);
|
||||
for (GLint i = 0; i < count; ++i) {
|
||||
char name[128] = {};
|
||||
GLsizei length = 0;
|
||||
glGetProgramResourceName(program, GL_BUFFER_VARIABLE, static_cast<GLuint>(i), sizeof(name) - 1,
|
||||
&length, name);
|
||||
const GLenum props[4] = {GL_OFFSET, GL_ARRAY_SIZE, GL_ARRAY_STRIDE, GL_TOP_LEVEL_ARRAY_SIZE};
|
||||
GLint values[4] = {-1, -1, -1, -1};
|
||||
glGetProgramResourceiv(program, GL_BUFFER_VARIABLE, static_cast<GLuint>(i), 4, props,
|
||||
4, nullptr, values);
|
||||
out += " " + std::string(name) + ": offset=" + std::to_string(values[0]) +
|
||||
" arraySize=" + std::to_string(values[1]) + " arrayStride=" + std::to_string(values[2]) +
|
||||
" topLevelArraySize=" + std::to_string(values[3]) + "\n";
|
||||
}
|
||||
while (glGetError() != GL_NO_ERROR) {
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
// Runs one declaration form end to end and reports whether the triangle covered the
|
||||
// viewport. Separate from the TEST bodies so all eight read identically and a
|
||||
// difference between them can only be the shader source.
|
||||
void RunForm(int form) {
|
||||
HeadlessGL& gl = Gl();
|
||||
const int width = gl.Width();
|
||||
const int height = gl.Height();
|
||||
|
||||
// The three corners of a triangle that covers the whole viewport, which is what
|
||||
// the block is expected to deliver to gl_Position.
|
||||
const float positions[12] = {-1.0f, -1.0f, 0.0f, 1.0f, 3.0f, -1.0f,
|
||||
0.0f, 1.0f, -1.0f, 3.0f, 0.0f, 1.0f};
|
||||
GLuint buffer = 0;
|
||||
glGenBuffers(1, &buffer);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
ASSERT_EQ(FirstGLError(), 0u) << "form " << form << ": storage buffer setup errored";
|
||||
|
||||
std::string error;
|
||||
const unsigned int program = CompileProgram(kFormVS[form], kFormFS, &error);
|
||||
ASSERT_NE(program, 0u) << "form " << form << " did not build: " << error;
|
||||
|
||||
GLuint vao = 0;
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
BindDefaultFramebuffer();
|
||||
glViewport(0, 0, width, height);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glUseProgram(program);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
EXPECT_EQ(FirstGLError(), 0u) << "form " << form << ": the draw leaked a GL error";
|
||||
|
||||
const Image painted = ReadPixels(width, height);
|
||||
const bool covered = static_cast<bool>(RegionIsMostly(
|
||||
painted, 2, width - 3, 2, height - 3, "green", 0.0,
|
||||
"a storage block read from the vertex stage, declaration form " + std::to_string(form)));
|
||||
EXPECT_TRUE(covered) << "the block's positions did not reach gl_Position\n"
|
||||
<< DescribeBufferVariables(program);
|
||||
|
||||
glUseProgram(0);
|
||||
glBindVertexArray(0);
|
||||
glDeleteVertexArrays(1, &vao);
|
||||
glDeleteProgram(program);
|
||||
glDeleteBuffers(1, &buffer);
|
||||
gl.EndFrame();
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace
|
||||
|
||||
#define MGL_SSBO_FORM_CASE(index, name) \
|
||||
TEST_F(SsboDeclarationFormScenario, name) { \
|
||||
if (!Ready()) return; \
|
||||
if (!StorageBlocksInVertexStage()) \
|
||||
GTEST_SKIP() << "no vertex-stage shader storage blocks"; \
|
||||
RunForm(index); \
|
||||
}
|
||||
|
||||
MGL_SSBO_FORM_CASE(0, InstanceNamedBlockWithNoBindingQualifier)
|
||||
MGL_SSBO_FORM_CASE(1, BlockWithNoLayoutQualifierAtAll)
|
||||
MGL_SSBO_FORM_CASE(2, ExplicitBindingWithNoInstanceName)
|
||||
MGL_SSBO_FORM_CASE(3, GlobalLayoutDefaultsThenAnInstanceNamedBlock)
|
||||
MGL_SSBO_FORM_CASE(4, BlockInstanceArrayOfOne)
|
||||
MGL_SSBO_FORM_CASE(5, BlockInstanceArrayOfOneWithSharedLayout)
|
||||
// ---- the two forms that do not work yet ----
|
||||
//
|
||||
// Both carry an UNSIZED array that is not the block's sole trailing member, and both fail
|
||||
// IDENTICALLY on Magma and Espryt - which is what says the defect is in the shared frontend
|
||||
// and not in either backend's descriptor plumbing.
|
||||
//
|
||||
// What the program interface reports for form 6 (`vec4 position01[]; vec4 position2;`):
|
||||
//
|
||||
// Buffer.position01[0]: offset=0 arraySize=2 arrayStride=16
|
||||
// Buffer.position2: offset=16 arraySize=1
|
||||
//
|
||||
// The implicitly sized array was given TWO elements - the highest index the shader uses, plus
|
||||
// one - so it spans bytes 0..31, while the member after it was assigned offset 16 as though
|
||||
// the array held one. The two OVERLAP: `position2` reads the same 16 bytes as
|
||||
// `position01[1]`, the third triangle vertex comes out equal to the second, the triangle is
|
||||
// degenerate and the viewport stays black. Form 7 is the same overlap between two runtime
|
||||
// arrays. Nothing errors anywhere, which is why this reads as a silent drop.
|
||||
//
|
||||
// So the fix is neither of the two candidates this was opened on - it is not a descriptor
|
||||
// that goes missing and not a name that fails a lookup (forms 0-5 cover the block-array and
|
||||
// no-binding-qualifier shapes those hypotheses rest on, and all six pass on both backends).
|
||||
// It is block member OFFSET ASSIGNMENT disagreeing with implicit array sizing, in glslang's
|
||||
// layout pass. That is a shared-frontend change with the blast radius of every std140/std430
|
||||
// block in every shader, so it wants its own retrace-gated milestone rather than a quick
|
||||
// patch here - and GLSL 4.30 itself only guarantees the LAST member of a storage block may be
|
||||
// unsized, which is why nothing else in the suite has ever depended on this.
|
||||
//
|
||||
// Kept as compiled, running, SKIPPED cases rather than deleted or commented out: the
|
||||
// reproduction and the reflected layout above are the whole asset, and the diagnostic in
|
||||
// RunForm prints the offsets the moment the skip is lifted.
|
||||
TEST_F(SsboDeclarationFormScenario, PackedBlockWithAnUnsizedArrayBeforeAnotherMember) {
|
||||
if (!Ready()) return;
|
||||
if (!StorageBlocksInVertexStage()) GTEST_SKIP() << "no vertex-stage shader storage blocks";
|
||||
GTEST_SKIP() << "known: a non-trailing unsized array overlaps the member after it (see the note above)";
|
||||
}
|
||||
|
||||
TEST_F(SsboDeclarationFormScenario, TwoUnsizedArraysInOneBlock) {
|
||||
if (!Ready()) return;
|
||||
if (!StorageBlocksInVertexStage()) GTEST_SKIP() << "no vertex-stage shader storage blocks";
|
||||
GTEST_SKIP() << "known: two runtime arrays in one block overlap (see the note above)";
|
||||
}
|
||||
|
||||
#undef MGL_SSBO_FORM_CASE
|
||||
} // namespace MGITest
|
||||
Reference in New Issue
Block a user