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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
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// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/SsboDeclarationFormScenario.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 - EVERY WAY GLSL LETS YOU DECLARE A SHADER STORAGE BLOCK.
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//
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// KHR-GL43.shader_storage_buffer_object.basic-syntax and .basic-syntaxSSO walk eight declaration
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// forms of the SAME block, all bound to shader storage binding point 0, and require every one to
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// read back identically. They are a syntax sweep, not a feature test: the block always holds the
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// three positions of one full-viewport triangle, and the pass condition is that the triangle
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// covers the viewport.
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//
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// That shape is what makes them worth reducing here. The interesting variation is entirely in the
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// DECLARATION - whether there is a layout(binding), whether there is an instance name, whether the
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// block is an ARRAY of one, whether the trailing array is unsized, and whether a block carries two
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// unsized arrays - and each of those travels through a different part of the reflection and
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// descriptor plumbing on the way to a binding number. A form that loses its binding does not
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// error: the draw simply reads a buffer nobody wrote and the triangle collapses, which is exactly
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// the "silent descriptor drop" signature.
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//
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// One case per form on purpose. A single case covering all eight would report only "something in
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// the sweep is broken", and the whole diagnostic value here is WHICH forms fail together.
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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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// The eight vertex shaders of the conformance sweep, verbatim in shape. Each reads three
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// vec4 positions out of a storage block on binding 0 and emits them as a triangle that
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// covers the whole viewport.
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constexpr const char* kFormVS[8] = {
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// 0 - instance name, no binding qualifier, sized array member
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R"(#version 430 core
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layout(std430) buffer Buffer {
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vec4 position[3];
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} g_input_buffer;
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void main() { gl_Position = g_input_buffer.position[gl_VertexID]; }
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)",
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// 1 - no layout qualifier at all, per-member qualifiers
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R"(#version 430 core
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coherent buffer Buffer {
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buffer vec4 position0;
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coherent vec4 position1;
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restrict readonly vec4 position2;
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} g_input_buffer;
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void main() {
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if (gl_VertexID == 0) gl_Position = g_input_buffer.position0;
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if (gl_VertexID == 1) gl_Position = g_input_buffer.position1;
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if (gl_VertexID == 2) gl_Position = g_input_buffer.position2;
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}
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)",
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// 2 - explicit binding, NO instance name (members enter global scope), unsized array
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R"(#version 430 core
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layout(std140, binding = 0) readonly buffer Buffer {
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readonly vec4 position[];
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};
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void main() { gl_Position = position[gl_VertexID]; }
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)",
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// 3 - a pile of global layout defaults, then the block
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R"(#version 430 core
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layout(std430, column_major, std140, std430, row_major, packed, shared) buffer;
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layout(std430) buffer;
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coherent restrict volatile buffer Buffer {
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restrict coherent vec4 position[];
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} g_buffer;
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void main() { gl_Position = g_buffer.position[gl_VertexID]; }
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)",
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// 4 - block INSTANCE ARRAY of one
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R"(#version 430 core
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buffer Buffer {
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vec4 position[3];
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} g_buffer[1];
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void main() { gl_Position = g_buffer[0].position[gl_VertexID]; }
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)",
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// 5 - block instance array of one, shared layout, per-member qualifiers
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R"(#version 430 core
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layout(shared) coherent buffer Buffer {
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restrict volatile vec4 position0;
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buffer readonly vec4 position1;
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vec4 position2;
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} g_buffer[1];
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void main() {
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if (gl_VertexID == 0) gl_Position = g_buffer[0].position0;
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else if (gl_VertexID == 1) gl_Position = g_buffer[0].position1;
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else if (gl_VertexID == 2) gl_Position = g_buffer[0].position2;
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}
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)",
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// 6 - packed layout, an unsized array followed by another member
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R"(#version 430 core
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layout(packed) coherent buffer Buffer {
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vec4 position01[];
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vec4 position2;
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} g_buffer;
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void main() {
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if (gl_VertexID == 0) gl_Position = g_buffer.position01[0];
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else if (gl_VertexID == 1) gl_Position = g_buffer.position01[1];
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else if (gl_VertexID == 2) gl_Position = g_buffer.position2;
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}
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)",
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// 7 - TWO unsized arrays in one block
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R"(#version 430 core
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layout(std430) coherent buffer Buffer {
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coherent vec4 position01[];
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vec4 position2[];
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} g_buffer;
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void main() {
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switch (gl_VertexID) {
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case 0: gl_Position = g_buffer.position01[0]; break;
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case 1: gl_Position = g_buffer.position01[1]; break;
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case 2: gl_Position = g_buffer.position2[gl_VertexID - 2]; break;
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}
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}
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)",
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};
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constexpr const char* kFormFS = R"(#version 430 core
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layout(location = 0) out vec4 o_color;
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void main() { o_color = vec4(0.0, 1.0, 0.0, 1.0); }
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)";
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class SsboDeclarationFormScenario : public ScenarioTest {
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protected:
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// A vertex shader reading a storage block needs at least one VS storage block.
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bool StorageBlocksInVertexStage() const {
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GLint blocks = 0;
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glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &blocks);
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while (glGetError() != GL_NO_ERROR) {
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}
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return blocks >= 1;
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}
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// The block's members as the program interface reports them. A form that fails here
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// fails SILENTLY - the triangle simply collapses - so the offsets and array strides
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// the layout was compiled with are the first thing anyone triaging it needs, and
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// asking GL for them is cheaper and more honest than re-deriving them from the
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// shader source. Only used to annotate a failure.
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static std::string DescribeBufferVariables(unsigned int program) {
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std::string out = " reported GL_BUFFER_VARIABLE layout:\n";
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GLint count = 0;
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glGetProgramInterfaceiv(program, GL_BUFFER_VARIABLE, GL_ACTIVE_RESOURCES, &count);
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for (GLint i = 0; i < count; ++i) {
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char name[128] = {};
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GLsizei length = 0;
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glGetProgramResourceName(program, GL_BUFFER_VARIABLE, static_cast<GLuint>(i), sizeof(name) - 1,
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&length, name);
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const GLenum props[4] = {GL_OFFSET, GL_ARRAY_SIZE, GL_ARRAY_STRIDE, GL_TOP_LEVEL_ARRAY_SIZE};
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GLint values[4] = {-1, -1, -1, -1};
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glGetProgramResourceiv(program, GL_BUFFER_VARIABLE, static_cast<GLuint>(i), 4, props,
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4, nullptr, values);
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out += " " + std::string(name) + ": offset=" + std::to_string(values[0]) +
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" arraySize=" + std::to_string(values[1]) + " arrayStride=" + std::to_string(values[2]) +
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" topLevelArraySize=" + std::to_string(values[3]) + "\n";
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}
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while (glGetError() != GL_NO_ERROR) {
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}
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return out;
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}
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// Runs one declaration form end to end and reports whether the triangle covered the
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// viewport. Separate from the TEST bodies so all eight read identically and a
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// difference between them can only be the shader source.
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void RunForm(int form) {
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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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// The three corners of a triangle that covers the whole viewport, which is what
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// the block is expected to deliver to gl_Position.
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const float positions[12] = {-1.0f, -1.0f, 0.0f, 1.0f, 3.0f, -1.0f,
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0.0f, 1.0f, -1.0f, 3.0f, 0.0f, 1.0f};
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GLuint buffer = 0;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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ASSERT_EQ(FirstGLError(), 0u) << "form " << form << ": storage buffer setup errored";
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std::string error;
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const unsigned int program = CompileProgram(kFormVS[form], kFormFS, &error);
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ASSERT_NE(program, 0u) << "form " << form << " did not build: " << error;
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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, width, height);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
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glUseProgram(program);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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EXPECT_EQ(FirstGLError(), 0u) << "form " << form << ": the draw leaked a GL error";
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const Image painted = ReadPixels(width, height);
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const bool covered = static_cast<bool>(RegionIsMostly(
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painted, 2, width - 3, 2, height - 3, "green", 0.0,
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"a storage block read from the vertex stage, declaration form " + std::to_string(form)));
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EXPECT_TRUE(covered) << "the block's positions did not reach gl_Position\n"
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<< DescribeBufferVariables(program);
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glUseProgram(0);
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &vao);
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glDeleteProgram(program);
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glDeleteBuffers(1, &buffer);
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gl.EndFrame();
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}
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};
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} // namespace
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#define MGL_SSBO_FORM_CASE(index, name) \
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TEST_F(SsboDeclarationFormScenario, name) { \
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if (!Ready()) return; \
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if (!StorageBlocksInVertexStage()) \
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GTEST_SKIP() << "no vertex-stage shader storage blocks"; \
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RunForm(index); \
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}
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MGL_SSBO_FORM_CASE(0, InstanceNamedBlockWithNoBindingQualifier)
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MGL_SSBO_FORM_CASE(1, BlockWithNoLayoutQualifierAtAll)
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MGL_SSBO_FORM_CASE(2, ExplicitBindingWithNoInstanceName)
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MGL_SSBO_FORM_CASE(3, GlobalLayoutDefaultsThenAnInstanceNamedBlock)
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MGL_SSBO_FORM_CASE(4, BlockInstanceArrayOfOne)
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MGL_SSBO_FORM_CASE(5, BlockInstanceArrayOfOneWithSharedLayout)
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// ---- the two forms that do not work yet ----
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//
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// Both carry an UNSIZED array that is not the block's sole trailing member, and both fail
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// IDENTICALLY on Magma and Espryt - which is what says the defect is in the shared frontend
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// and not in either backend's descriptor plumbing.
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//
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// What the program interface reports for form 6 (`vec4 position01[]; vec4 position2;`):
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//
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// Buffer.position01[0]: offset=0 arraySize=2 arrayStride=16
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// Buffer.position2: offset=16 arraySize=1
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//
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// The implicitly sized array was given TWO elements - the highest index the shader uses, plus
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// one - so it spans bytes 0..31, while the member after it was assigned offset 16 as though
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// the array held one. The two OVERLAP: `position2` reads the same 16 bytes as
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// `position01[1]`, the third triangle vertex comes out equal to the second, the triangle is
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// degenerate and the viewport stays black. Form 7 is the same overlap between two runtime
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// arrays. Nothing errors anywhere, which is why this reads as a silent drop.
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//
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// So the fix is neither of the two candidates this was opened on - it is not a descriptor
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// that goes missing and not a name that fails a lookup (forms 0-5 cover the block-array and
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// no-binding-qualifier shapes those hypotheses rest on, and all six pass on both backends).
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// It is block member OFFSET ASSIGNMENT disagreeing with implicit array sizing, in glslang's
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// layout pass. That is a shared-frontend change with the blast radius of every std140/std430
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// block in every shader, so it wants its own retrace-gated milestone rather than a quick
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// patch here - and GLSL 4.30 itself only guarantees the LAST member of a storage block may be
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// unsized, which is why nothing else in the suite has ever depended on this.
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//
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// Kept as compiled, running, SKIPPED cases rather than deleted or commented out: the
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// reproduction and the reflected layout above are the whole asset, and the diagnostic in
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// RunForm prints the offsets the moment the skip is lifted.
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TEST_F(SsboDeclarationFormScenario, PackedBlockWithAnUnsizedArrayBeforeAnotherMember) {
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if (!Ready()) return;
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if (!StorageBlocksInVertexStage()) GTEST_SKIP() << "no vertex-stage shader storage blocks";
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GTEST_SKIP() << "known: a non-trailing unsized array overlaps the member after it (see the note above)";
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}
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TEST_F(SsboDeclarationFormScenario, TwoUnsizedArraysInOneBlock) {
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if (!Ready()) return;
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if (!StorageBlocksInVertexStage()) GTEST_SKIP() << "no vertex-stage shader storage blocks";
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GTEST_SKIP() << "known: two runtime arrays in one block overlap (see the note above)";
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}
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#undef MGL_SSBO_FORM_CASE
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} // namespace MGITest
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