[Fix, Test] (DirectGLES, DirectVulkan, GLImpl, GLState): ask the last link, not the live attach list, what stages a program has

This commit is contained in:
2026-08-21 08:01:48 -04:00
parent 9c9739e1c3
commit fdbe0b3117
10 changed files with 618 additions and 86 deletions
+44 -18
View File
@@ -6090,17 +6090,38 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
}
// Attach current shaders
auto& attachedShaders = stateProgramObject->GetAttachedShaders();
MGLOG_D("Attaching %zu shaders to program %u", attachedShaders.size(), m_backendProgramId);
for (auto& shader : attachedShaders) {
const auto& src = shader->GetShaderSource();
// Attach current shaders.
//
// The EXECUTABLE's stage list, not GetAttachedShaders(): this loop indexes
// shaderSpirvs by the same running index, and the generated SPIR-V is a link
// artifact while the attach list is live. GL 4.6 core 7.3 makes glAttachShader take
// effect only at the next link, so a program that is attached to after it linked has
// MORE entries in the attach list than there are modules - and pairing the two read
// straight off the end of shaderSpirvs (a std::vector copy from garbage, which is
// how this crashed). GetLinkedShaderStages() is the list the modules were generated
// from, one entry per module, in module order.
const Vector<ShaderStage> linkedStages = stateProgramObject->GetLinkedShaderStages();
auto& shaderSpirvs = stateProgramObject->GetGeneratedSpirv();
// Both come from the same Link(), so they agree by construction. If they ever did
// not there would be no index this function could safely use for EITHER array, so
// this refuses the build instead of picking one and hoping.
if (linkedStages.size() != shaderSpirvs.size()) {
MGLOG_E_ONCE("Program %u: %zu linked stage(s) but %zu generated SPIR-V module(s); refusing to "
"build a backend program from mismatched link artifacts.",
stateProgramObject->GetExternalIndex(), linkedStages.size(), shaderSpirvs.size());
m_backendProgramUsable = false;
return;
}
MGLOG_D("Attaching %zu shaders to program %u", linkedStages.size(), m_backendProgramId);
for (const auto& ref : stateProgramObject->GetLinkedShaderSnapshot()) {
if (!ref.shader) continue;
const auto& stage =
MG_Util::ConvertGLEnumToString(MG_Util::ConvertShaderStageToGLEnum(shader->GetShaderStage()));
MG_Util::ConvertGLEnumToString(MG_Util::ConvertShaderStageToGLEnum(ref.shader->GetShaderStage()));
// The source THIS link consumed, which a later glShaderSource does not disturb.
const String& src = ref.source ? *ref.source : ref.shader->GetShaderSource();
MGLOG_D("Original src @ %s: \n", stage.c_str());
MGLOG_D("%s:", src.empty() ? "" : src.c_str());
}
auto& shaderSpirvs = stateProgramObject->GetGeneratedSpirv();
const Bool enableSpirvValidation = stateProgramObject->GetSpirvValidationEnabled();
// Blocks a transform-feedback capture request names a member of ("StageData" of
@@ -6151,15 +6172,15 @@ namespace MobileGL::MG_Backend::DirectGLES {
// stage is rewritten.
std::set<String> collidingIoBlockNames;
std::set<String> declaredIoBlockNames;
Vector<Int> stagePipelineIndices(attachedShaders.size(), -1);
Vector<Int> stagePipelineIndices(linkedStages.size(), -1);
Bool anyStageCanDeclareBlocksInBothDirections = false;
for (SizeT index = 0; index < attachedShaders.size(); ++index) {
const ShaderStage stage = attachedShaders[index]->GetShaderStage();
for (SizeT index = 0; index < linkedStages.size(); ++index) {
const ShaderStage stage = linkedStages[index];
stagePipelineIndices[index] = InterStagePipelineIndex(stage);
if (CanDeclareBlocksInBothDirections(stage)) anyStageCanDeclareBlocksInBothDirections = true;
}
if (anyStageCanDeclareBlocksInBothDirections) {
for (SizeT index = 0; index < attachedShaders.size() && index < shaderSpirvs.size(); ++index) {
for (SizeT index = 0; index < shaderSpirvs.size(); ++index) {
MG_Util::ShaderTranspiler::ShaderCompiler::ProbeIoBlockNamesForEssl(
shaderSpirvs[index], collidingIoBlockNames, declaredIoBlockNames);
}
@@ -6196,19 +6217,24 @@ namespace MobileGL::MG_Backend::DirectGLES {
Int tessEvalShaderIndex = -1;
String vertexStageEssl;
String tessEvalStageEssl;
for (int index = 0; index < attachedShaders.size(); ++index) {
const auto stage = attachedShaders[index]->GetShaderStage();
//
// Asked of the executable for the same reason the loop below indexes it: a
// tessellation evaluation shader merely ATTACHED to a linked vertex+fragment program
// is not part of what this program runs, and synthesizing a control stage for it
// would build a tessellating driver program for an executable that does not
// tessellate (and would take tessEvalShaderIndex past the end of shaderSpirvs).
for (SizeT index = 0; index < linkedStages.size(); ++index) {
const ShaderStage stage = linkedStages[index];
if (stage == ShaderStage::TessControl) hasTessControlStage = true;
if (stage == ShaderStage::TessEval) {
hasTessEvalStage = true;
tessEvalShaderIndex = index;
tessEvalShaderIndex = static_cast<Int>(index);
}
}
const Bool needsPassthroughTessControl = hasTessEvalStage && !hasTessControlStage;
for (int index = 0; index < attachedShaders.size(); ++index) {
auto& shader = attachedShaders[index];
GLenum glShaderType = MG_Util::ConvertShaderStageToGLEnum(shader->GetShaderStage());
for (SizeT index = 0; index < linkedStages.size(); ++index) {
GLenum glShaderType = MG_Util::ConvertShaderStageToGLEnum(linkedStages[index]);
GLuint backendShaderId = g_GLESFuncs.glCreateShader(glShaderType);
if (backendShaderId == 0) {
@@ -6454,7 +6480,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
Uint splitImageUniformCount = 0;
source = SplitReadWriteImageUniforms(source, &splitImageUniformCount);
if (splitImageUniformCount != 0) {
splitImageUniformStages.push_back({shader->GetShaderStage(), splitImageUniformCount});
splitImageUniformStages.push_back({linkedStages[index], splitImageUniformCount});
}
source = RemoveLayoutBinding(source);
source = ProcessOutColorLocations(source);
@@ -83,7 +83,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool isMember = false;
};
ShaderStage PickClipFixupStage(const Vector<SharedPtr<ShaderObject>>& shaders);
ShaderStage PickClipFixupStage(const Vector<ShaderStage>& stages);
Bool IsVec4Float32(spvtools::opt::IRContext* context, Uint32 typeId, Uint32* outFloatTypeId) {
auto* vecInst = context->get_def_use_mgr()->GetDef(typeId);
@@ -614,15 +614,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void ReflectStageInterface(ShaderStage targetStage,
Bool reflectInputs,
const Vector<SharedPtr<ShaderObject>>& shaders,
const Vector<ShaderStage>& stages,
const Vector<Vector<Uint>>& spirv,
StageInterfaceSummary& outSummary,
Uint programExternalIndex,
const char* stageLabel) {
outSummary.slotSignatures.fill(0);
for (SizeT moduleIndex = 0; moduleIndex < shaders.size() && moduleIndex < spirv.size(); ++moduleIndex) {
if (!shaders[moduleIndex] || shaders[moduleIndex]->GetShaderStage() != targetStage) {
for (SizeT moduleIndex = 0; moduleIndex < stages.size() && moduleIndex < spirv.size(); ++moduleIndex) {
if (stages[moduleIndex] != targetStage) {
continue;
}
@@ -690,11 +690,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
void ValidateRasterizationStageInterface(const Vector<SharedPtr<ShaderObject>>& shaders,
void ValidateRasterizationStageInterface(const Vector<ShaderStage>& stages,
const Vector<Vector<Uint>>& spirv,
ProgramFactory::VkProgramObject& entry,
Uint programExternalIndex) {
const ShaderStage producerStage = PickClipFixupStage(shaders);
const ShaderStage producerStage = PickClipFixupStage(stages);
entry.rasterizationProducerStage = producerStage;
entry.producerOutputComponentCount = 0;
entry.fragmentInputComponentCount = 0;
@@ -703,8 +703,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
Bool hasFragmentStage = false;
for (const auto& shader : shaders) {
if (shader && shader->GetShaderStage() == ShaderStage::Fragment) {
for (const ShaderStage stage : stages) {
if (stage == ShaderStage::Fragment) {
hasFragmentStage = true;
break;
}
@@ -715,9 +715,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
StageInterfaceSummary producerOutputs{};
StageInterfaceSummary fragmentInputs{};
ReflectStageInterface(producerStage, false, shaders, spirv, producerOutputs, programExternalIndex,
ReflectStageInterface(producerStage, false, stages, spirv, producerOutputs, programExternalIndex,
"producer");
ReflectStageInterface(ShaderStage::Fragment, true, shaders, spirv, fragmentInputs, programExternalIndex,
ReflectStageInterface(ShaderStage::Fragment, true, stages, spirv, fragmentInputs, programExternalIndex,
"fragment");
entry.producerOutputComponentCount = CountOccupiedStageInterfaceSlots(producerOutputs);
entry.fragmentInputComponentCount = CountOccupiedStageInterfaceSlots(fragmentInputs);
@@ -1719,14 +1719,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return success;
}
ShaderStage PickClipFixupStage(const Vector<SharedPtr<ShaderObject>>& shaders) {
ShaderStage PickClipFixupStage(const Vector<ShaderStage>& stages) {
Bool hasGeometry = false;
Bool hasTessEval = false;
Bool hasVertex = false;
for (const auto& shader : shaders) {
if (!shader) continue;
const auto stage = shader->GetShaderStage();
for (const ShaderStage stage : stages) {
hasGeometry |= (stage == ShaderStage::Geometry);
hasTessEval |= (stage == ShaderStage::TessEval);
hasVertex |= (stage == ShaderStage::Vertex);
@@ -2316,15 +2314,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
void ProgramFactory::ReflectVertexInputs(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
void ProgramFactory::ReflectVertexInputs(const Vector<ShaderStage>& stages,
const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const {
entry.activeVertexInputLocationMask = 0;
entry.vertexInputTypes.fill(0);
entry.readsBaseVertexBuiltin = false;
for (SizeT moduleIndex = 0; moduleIndex < shaders.size() && moduleIndex < spirv.size(); ++moduleIndex) {
if (!shaders[moduleIndex] || shaders[moduleIndex]->GetShaderStage() != ShaderStage::Vertex) {
for (SizeT moduleIndex = 0; moduleIndex < stages.size() && moduleIndex < spirv.size(); ++moduleIndex) {
if (stages[moduleIndex] != ShaderStage::Vertex) {
continue;
}
@@ -2401,14 +2399,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// evaluation stages. Rather than guess which one is last, every non-fragment, non-compute
// module is asked - one writer anywhere means this program's draws need a multi-viewport
// pipeline, and a false positive costs only a wider viewportCount.
void ProgramFactory::ReflectViewportIndexUsage(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
void ProgramFactory::ReflectViewportIndexUsage(const Vector<ShaderStage>& stages,
const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const {
entry.writesViewportIndexBuiltin = false;
for (SizeT moduleIndex = 0; moduleIndex < shaders.size() && moduleIndex < spirv.size(); ++moduleIndex) {
if (!shaders[moduleIndex]) continue;
const ShaderStage stage = shaders[moduleIndex]->GetShaderStage();
for (SizeT moduleIndex = 0; moduleIndex < stages.size() && moduleIndex < spirv.size(); ++moduleIndex) {
const ShaderStage stage = stages[moduleIndex];
if (stage == ShaderStage::Fragment || stage == ShaderStage::Compute) continue;
const auto& module = spirv[moduleIndex];
@@ -2436,15 +2433,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
void ProgramFactory::ReflectFragmentOutputs(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
void ProgramFactory::ReflectFragmentOutputs(const Vector<ShaderStage>& stages,
const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const {
entry.activeFragmentOutputLocationMask = 0;
entry.fragmentOutputTypes.fill(0);
entry.fragmentReplacesDepth = false;
for (SizeT moduleIndex = 0; moduleIndex < shaders.size() && moduleIndex < spirv.size(); ++moduleIndex) {
if (!shaders[moduleIndex] || shaders[moduleIndex]->GetShaderStage() != ShaderStage::Fragment) {
for (SizeT moduleIndex = 0; moduleIndex < stages.size() && moduleIndex < spirv.size(); ++moduleIndex) {
if (stages[moduleIndex] != ShaderStage::Fragment) {
continue;
}
@@ -3150,7 +3147,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
auto& entry = m_cache[hash];
entry.hash = hash;
entry.lastUsedFrame = m_frameCounter;
auto& shaders = program.GetAttachedShaders();
// The EXECUTABLE's stage list, not GetAttachedShaders(): `spirv` is a link artifact with
// one module per linked stage, while the attach list is live and grows on
// glAttachShader, which GL 4.6 core 7.3 says does not reach the executable until the
// next link. Sizing this loop by the attach list therefore ran it past the end of both
// `spirv` and `moduleSpirvs` for any program attached to after it linked.
const Vector<ShaderStage> stages = program.GetLinkedShaderStages();
auto& spirv = program.GetGeneratedSpirv();
Vector<Vector<Uint>> moduleSpirvs(spirv.size());
const Bool enableSpirvValidation = program.GetSpirvValidationEnabled();
@@ -3158,14 +3160,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MG_Util::ShaderTranspiler::ShaderCompiler::PrepareSpirvValidation();
}
const ShaderStage fixupStage = PickClipFixupStage(shaders);
const ShaderStage fixupStage = PickClipFixupStage(stages);
for (SizeT i = 0; i < shaders.size(); ++i) {
// Both lists come from the same Link(), so they agree by construction; the min() is what
// makes that an assumption this loop does not have to bet the process on.
const SizeT moduleCount = std::min(stages.size(), spirv.size());
for (SizeT i = 0; i < moduleCount; ++i) {
auto& spv = spirv[i];
if (spv.empty()) continue;
// Apply position fixup if needed
if (fixupStage != ShaderStage::Unknown && shaders[i] && shaders[i]->GetShaderStage() == fixupStage) {
if (fixupStage != ShaderStage::Unknown && stages[i] == fixupStage) {
const Vector<Uint>* fixupInput = &spv;
Vector<Uint> xfbSpirv;
if ((flags & ProgramFactory::CompileOptionBit::XfbCapture) &&
@@ -3181,16 +3186,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
moduleSpirvs[i] = spv;
}
if ((flags & ProgramFactory::CompileOptionBit::ExplicitLod0Sampling) && shaders[i] &&
shaders[i]->GetShaderStage() == ShaderStage::Fragment) {
if ((flags & ProgramFactory::CompileOptionBit::ExplicitLod0Sampling) && stages[i] == ShaderStage::Fragment) {
Vector<Uint> explicitLodSpirv;
if (TransformSpirvForExplicitLod0Sampling(moduleSpirvs[i], explicitLodSpirv)) {
moduleSpirvs[i] = Move(explicitLodSpirv);
}
}
if ((flags & ProgramFactory::CompileOptionBit::FragCoordYFlip) && shaders[i] &&
shaders[i]->GetShaderStage() == ShaderStage::Fragment) {
if ((flags & ProgramFactory::CompileOptionBit::FragCoordYFlip) && stages[i] == ShaderStage::Fragment) {
Vector<Uint> fragCoordSpirv;
if (TransformSpirvForFragCoordYFlip(moduleSpirvs[i], fragCoordSpirv, m_defaultFramebufferHeight)) {
moduleSpirvs[i] = Move(fragCoordSpirv);
@@ -3201,7 +3204,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// operations execute natively; module repairs keep the GL contract intact
// around them. The opt-in emulation path replaces them only on devices with no
// subgroup support at all (MOBILEGL_MAGMA_EMULATE_SUBGROUP).
if (shaders[i] && shaders[i]->GetShaderStage() == ShaderStage::Compute) {
if (stages[i] == ShaderStage::Compute) {
// Program 203 broadcasts the first reduction through
// prefixSumCache[0], then lets the second reduction overwrite that
// scratch without first rendezvousing all readers. Patch that exact
@@ -3304,8 +3307,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// The unsupported-device counterpart of this rebase (warning when a shader reads
// the builtin but shaderDrawParameters is missing) rides along with
// ReflectVertexInputs, which already reflects this stage.
if (shaders[i] && shaders[i]->GetShaderStage() == ShaderStage::Vertex &&
m_shaderDrawParametersEnabled) {
if (stages[i] == ShaderStage::Vertex && m_shaderDrawParametersEnabled) {
Vector<Uint> rebasedSpirv;
if (MG_Util::ShaderTranspiler::ShaderCompiler::RebaseInstanceIndexForVulkan(moduleSpirvs[i],
rebasedSpirv, enableSpirvValidation)) {
@@ -3322,8 +3324,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// through CompileOptionBit::ZeroBaseVertex, so the indexed variant of the same
// program keeps the native builtin and stays correct for glDrawElementsBaseVertex
// and for the baseVertex word of an indexed indirect command.
if (shaders[i] && shaders[i]->GetShaderStage() == ShaderStage::Vertex &&
(flags & CompileOptionBit::ZeroBaseVertex)) {
if (stages[i] == ShaderStage::Vertex && (flags & CompileOptionBit::ZeroBaseVertex)) {
Vector<Uint> zeroedSpirv;
if (MG_Util::ShaderTranspiler::ShaderCompiler::ZeroBaseVertexForVulkan(moduleSpirvs[i],
zeroedSpirv, enableSpirvValidation)) {
@@ -3346,7 +3347,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// committed to R32G32{,B32A32}_UINT for the attribute, so a module still declaring
// `in double` would reconcile to Unknown and build a pipeline with a UINT format under a
// double input - garbage with no diagnostic anywhere.
if (shaders[i] && shaders[i]->GetShaderStage() == ShaderStage::Vertex) {
if (stages[i] == ShaderStage::Vertex) {
Vector<Uint> packedSpirv;
const Bool packOk = MG_Util::ShaderTranspiler::ShaderCompiler::PackDoubleVertexInputsForVulkan(
moduleSpirvs[i], packedSpirv, enableSpirvValidation);
@@ -3385,17 +3386,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Bool remapOk = RemapDescriptorBindingsForVulkan(moduleSpirvs, m_maxBindings, moduleSpirvs);
MOBILEGL_ASSERT(remapOk, "ProgramFactory::GetOrCreateProgram: descriptor binding remap failed");
for (SizeT i = 0; i < shaders.size(); ++i) {
for (SizeT i = 0; i < moduleCount; ++i) {
auto& moduleSpv = moduleSpirvs[i];
if (moduleSpv.empty()) continue;
#if MOBILEGL_LOG_ACTIVE_LEVEL <= MOBILEGL_LOG_LEVEL_DEBUG
ValidateTransformedSpirv(moduleSpv, shaders[i]->GetShaderStage(), program.GetExternalIndex());
ValidateTransformedSpirv(moduleSpv, stages[i], program.GetExternalIndex());
#else
// Final module the driver receives; also checked in the INFO-level CI/test
// lanes, where the DEBUG gate above is compiled out.
if (enableSpirvValidation) {
ValidateTransformedSpirv(moduleSpv, shaders[i]->GetShaderStage(), program.GetExternalIndex());
ValidateTransformedSpirv(moduleSpv, stages[i], program.GetExternalIndex());
}
#endif
@@ -3407,7 +3408,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VK_VERIFY(vkCreateShaderModule(m_device, &smci, nullptr, &module), "vkCreateShaderModule");
VkPipelineShaderStageCreateInfo stage{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO};
ShaderStage shaderStage = shaders[i]->GetShaderStage();
ShaderStage shaderStage = stages[i];
stage.stage = ToVkStage(shaderStage);
stage.module = module;
stage.pName = "main";
@@ -3442,12 +3443,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Reflect and create layout as part of the program object
#if MOBILEGL_LOG_ACTIVE_LEVEL <= MOBILEGL_LOG_LEVEL_DEBUG
ValidateRasterizationStageInterface(shaders, moduleSpirvs, entry, program.GetExternalIndex());
ValidateRasterizationStageInterface(stages, moduleSpirvs, entry, program.GetExternalIndex());
#endif
ReflectVertexInputs(shaders, moduleSpirvs, entry);
ReflectViewportIndexUsage(shaders, moduleSpirvs, entry);
ReflectFragmentOutputs(shaders, moduleSpirvs, entry);
ReflectPassthroughTessControlNeed(shaders, moduleSpirvs, entry);
ReflectVertexInputs(stages, moduleSpirvs, entry);
ReflectViewportIndexUsage(stages, moduleSpirvs, entry);
ReflectFragmentOutputs(stages, moduleSpirvs, entry);
ReflectPassthroughTessControlNeed(stages, moduleSpirvs, entry);
ReflectLayout(program, moduleSpirvs, entry);
// A failed remap means the modules kept glslang's per-stage auto-mapped binding numbers -
// no cross-stage unification, no set->0 normalisation - so the bindings this layout
@@ -3659,7 +3660,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
void ProgramFactory::ReflectPassthroughTessControlNeed(
const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
const Vector<ShaderStage>& stages,
const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const {
entry.needsPassthroughTessControl = false;
@@ -3668,9 +3669,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool hasTessEval = false;
Bool hasTessControl = false;
SizeT tessEvalModuleIndex = 0;
for (SizeT i = 0; i < shaders.size(); ++i) {
if (!shaders[i]) continue;
const auto stage = shaders[i]->GetShaderStage();
for (SizeT i = 0; i < stages.size(); ++i) {
const ShaderStage stage = stages[i];
if (stage == ShaderStage::TessControl) hasTessControl = true;
if (stage == ShaderStage::TessEval) {
hasTessEval = true;
@@ -499,13 +499,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
};
static TextureTarget UniformTypeToTextureTarget(GLenum glType);
void ReflectVertexInputs(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
// `stages` is ALWAYS ProgramObject::GetLinkedShaderStages() - one entry per module of
// `spirv`, at the same index. Taking the stages rather than the shader objects is what
// keeps the program's live attach list, which is a longer and differently-indexed list
// the moment a glAttachShader lands after the link, from being passed here by mistake.
void ReflectVertexInputs(const Vector<ShaderStage>& stages,
const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const;
void ReflectViewportIndexUsage(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
void ReflectViewportIndexUsage(const Vector<ShaderStage>& stages,
const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const;
void ReflectFragmentOutputs(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
void ReflectFragmentOutputs(const Vector<ShaderStage>& stages,
const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const;
void ReflectLayout(const MG_State::GLState::ProgramObject& program, const Vector<Vector<Uint>>& spirv,
@@ -513,7 +517,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Fills needsPassthroughTessControl / passthroughTessControlEmulatable off the linked
// modules. Const and reflection-only: it decides nothing about the pipeline, it only
// records what the evaluation stage's input interface is made of.
void ReflectPassthroughTessControlNeed(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
void ReflectPassthroughTessControlNeed(const Vector<ShaderStage>& stages,
const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const;
@@ -4765,10 +4765,11 @@ void main() {
// link-time properties, so this is safe to fold into a pipeline keyed on the program hash.
static Bool ProgramCapturesXfbFromGeometryStage(const MG_State::GLState::ProgramObject& program) {
if (program.GetTransformFeedbackVaryingCount() == 0) return false;
for (const auto& shader : program.GetAttachedShaders()) {
if (shader && shader->GetShaderStage() == ShaderStage::Geometry) return true;
}
return false;
// Both halves are link-time properties, so both are asked of the LAST LINK. Reading the
// live attach list would let a glAttachShader that has not been linked in yet - which GL
// 4.6 core 7.3 says changes nothing about what the program runs - flip a property this
// pipeline is cached under, for an executable with no geometry stage in it.
return program.HasLinkedShaderStage(ShaderStage::Geometry);
}
VkPipeline VulkanRenderer::GetOrCreatePipeline(
+24 -8
View File
@@ -45,7 +45,11 @@ namespace MobileGL::MG_Impl::GLImpl {
const auto& currentProgram = MG_State::pGLContext->GetProgramForDispatch();
if (!ValidateProgramForExecution(currentProgram, functionName)) return false;
if (currentProgram->GetShaderIndexByStage(ShaderStage::Compute) < 0) {
// Of the EXECUTABLE, not the live attach list: attaching a compute shader to an
// already-linked graphics program does not give that program a compute stage to
// dispatch (GL 4.6 core 7.3), and letting the dispatch through on the strength of the
// attach hands the backend a program whose SPIR-V has no compute module in it.
if (!currentProgram->HasLinkedShaderStage(ShaderStage::Compute)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
@@ -111,7 +115,7 @@ namespace MobileGL::MG_Impl::GLImpl {
// A geometry stage writes what it emits, not what the draw assembled, and the
// amplification factor lives in the shader. Record that this span contained such
// a draw so the transform feedback queries keep their backend result for it.
if (program->GetShaderIndexByStage(ShaderStage::Geometry) >= 0) {
if (program->HasLinkedShaderStage(ShaderStage::Geometry)) {
MG_State::pGLContext->AddTransformFeedbackGeometryCaptureDraw();
}
// Capacity in captured vertices = the tightest bound buffer.
@@ -208,8 +212,12 @@ namespace MobileGL::MG_Impl::GLImpl {
// The EVALUATION stage is what decides: a control stage cannot run without one, and a
// program carrying only an evaluation stage still tessellates, through GL's
// fixed-function pass-through control stage (11.2.2).
const Bool tessellationActive =
currentProgram && currentProgram->GetShaderIndexByStage(ShaderStage::TessEval) >= 0;
// Asked of the LAST LINK, not the live attach list (GL 4.6 core 7.3): attaching a
// tessellation evaluation shader to an already-linked program does not put it in the
// executable, so reading the live list here would reject every non-GL_PATCHES draw
// against a program that does not tessellate - and keep rejecting them, since a detach
// is likewise deferred to the next link.
const Bool tessellationActive = currentProgram && currentProgram->HasLinkedShaderStage(ShaderStage::TessEval);
if (tessellationActive && mode != GL_PATCHES) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
@@ -238,8 +246,13 @@ namespace MobileGL::MG_Impl::GLImpl {
// shaders whose input is the most restrictive one - every mode but GL_POINTS was
// accepted (KHR-GL43.transform_feedback.api_errors_test draws a points-in geometry
// program with GL_LINES and requires INVALID_OPERATION).
const Bool geometryActive =
currentProgram && currentProgram->GetShaderIndexByStage(ShaderStage::Geometry) >= 0;
//
// And it has to be asked of the LAST LINK: gsInputPrimitive is a link artifact, so
// pairing it with the live attach list would re-point the very same 0-aliasing rather
// than remove it. In the window after glAttachShader(GS) on a linked program the live
// list says "geometry present" while the artifact still reads GL_NONE == GL_POINTS, and
// the switch below would silently reject every mode but GL_POINTS.
const Bool geometryActive = currentProgram && currentProgram->HasLinkedShaderStage(ShaderStage::Geometry);
const GLenum gsInput = geometryActive ? currentProgram->GetGeometryInputType() : GL_NONE;
if (geometryActive && mode != GL_PATCHES) {
Bool compatible = false;
@@ -281,9 +294,12 @@ namespace MobileGL::MG_Impl::GLImpl {
// can only ever be GL_PATCHES. A paused span is exempt: it captures nothing,
// so there is nothing for the mode to be incompatible with (GL 4.6 core 13.2.3).
const auto& feedbackProgram = MG_State::pGLContext->GetTransformFeedbackProgram();
// Both stage tests are asked of the last link, for the same reason as the two guards
// above: what relocates the constraint is a stage the program actually RUNS, and an
// attach that has not been linked in yet gives it none.
const Bool feedbackModeIsProgramDriven =
feedbackProgram && (feedbackProgram->GetShaderIndexByStage(ShaderStage::Geometry) >= 0 ||
feedbackProgram->GetShaderIndexByStage(ShaderStage::TessEval) >= 0);
feedbackProgram && (feedbackProgram->HasLinkedShaderStage(ShaderStage::Geometry) ||
feedbackProgram->HasLinkedShaderStage(ShaderStage::TessEval));
if (MG_State::pGLContext->IsTransformFeedbackActive() &&
!MG_State::pGLContext->IsTransformFeedbackPaused() && !feedbackModeIsProgramDriven) {
const GLenum feedbackMode = MG_State::pGLContext->GetTransformFeedbackPrimitiveMode();
@@ -700,7 +700,11 @@ namespace MobileGL::MG_Impl::GLImpl {
MGLOG_D("%s: %s = %d", __func__, MG_Util::ConvertGLEnumToString(pname).c_str(), *params);
break;
case GL_COMPUTE_WORK_GROUP_SIZE: { // GL >= 4.3
if (!programObject->GetLinkStatus() || programObject->GetShaderIndexByStage(ShaderStage::Compute) < 0) {
// "a linked program object with a compute shader" is one whose EXECUTABLE has the
// stage: the local size below is a link artifact, so an attached-but-not-yet-linked
// compute shader would answer this query with the previous link's (absent) value
// instead of the INVALID_OPERATION GL 4.6 core 7.13 asks for.
if (!programObject->GetLinkStatus() || !programObject->HasLinkedShaderStage(ShaderStage::Compute)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
@@ -88,6 +88,7 @@ add_executable(MobileGLIntegrationTest
Scenarios/IoBlockNameCollisionScenario.cpp
Scenarios/TessellationDrawModeScenario.cpp
Scenarios/GeometryDrawModeScenario.cpp
Scenarios/PostLinkAttachScenario.cpp
Scenarios/FormatlessImageBakeScenario.cpp
Scenarios/FragmentOutputArrayIndexScenario.cpp
Scenarios/BufferTextureScenario.cpp
@@ -294,5 +294,120 @@ void main()
}
}
// The other half of "ask the stage": WHICH stage list is asked. gsInputPrimitive is a
// LINK artifact, so pairing it with the live attach list re-points the GL_NONE/GL_POINTS
// aliasing instead of removing it - inside the window between glAttachShader and the
// next link, the live list says "geometry present" while the artifact still reads
// GL_NONE, which is 0, which is GL_POINTS, so every mode but GL_POINTS is rejected.
//
// GL 4.6 core 7.3 makes that window legal and ordinary: an attach affects the program's
// executable only at the next link, and leaves LINK_STATUS alone. The attached shader
// need not even compile. Worse, it does not heal - glDetachShader defers the removal to
// the next Link() too, so the program would keep failing every non-POINTS draw until the
// application happened to relink for some unrelated reason.
TEST_F(GeometryDrawModeScenario, AttachingAGeometryStageAfterTheLinkDoesNotConstrainTheDrawMode) {
if (!Ready()) GTEST_SKIP();
// Deliberately NOT BuildProgram: the executable under test has no geometry stage.
const GLuint program = glCreateProgram();
m_programs.push_back(program);
for (const auto& [stage, source] :
std::vector<std::pair<GLenum, const char*>>{{GL_VERTEX_SHADER, kVertexSource},
{GL_FRAGMENT_SHADER, kFragmentSource}}) {
const GLuint shader = glCreateShader(stage);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
glAttachShader(program, shader);
glDeleteShader(shader);
}
glLinkProgram(program);
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
ASSERT_EQ(linked, GL_TRUE) << "the vertex+fragment program did not link";
glUseProgram(program);
DrainErrors();
glDrawArrays(GL_TRIANGLES, 0, 3);
ASSERT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR))
<< "a program with no geometry stage must draw triangles";
DrainErrors();
const GLuint geometry = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(geometry, 1, &kPointsInGeometrySource, nullptr);
glCompileShader(geometry);
glAttachShader(program, geometry);
glDeleteShader(geometry);
DrainErrors();
// Same executable as three lines ago - no relink has happened.
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR))
<< "the attach does not reach the executable until the next link, so the geometry "
"shader's points input must not constrain this draw";
DrainErrors();
// And once it IS linked in, the rule applies - the fix must not have simply disabled it.
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &linked);
ASSERT_EQ(linked, GL_TRUE) << "the relink with the geometry stage failed";
glUseProgram(program);
DrainErrors();
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_INVALID_OPERATION))
<< "now that the points-in geometry shader is in the executable, triangles must be rejected";
DrainErrors();
}
// The tessellation guard above the geometry one had the identical defect, and it does not
// even need the GL_NONE aliasing to misfire: it drives BOTH directions unconditionally, so
// reading the live attach list rejects every non-GL_PATCHES draw the moment an evaluation
// shader is attached, whether or not it was ever linked in.
TEST_F(GeometryDrawModeScenario, AttachingATessEvalStageAfterTheLinkDoesNotForceGlPatches) {
if (!Ready()) GTEST_SKIP();
GLint maxPatchVertices = 0;
glGetIntegerv(GL_MAX_PATCH_VERTICES, &maxPatchVertices);
DrainErrors();
if (maxPatchVertices < 3) GTEST_SKIP() << "no tessellation stage on this backend";
const GLuint program = glCreateProgram();
m_programs.push_back(program);
for (const auto& [stage, source] :
std::vector<std::pair<GLenum, const char*>>{{GL_VERTEX_SHADER, kVertexSource},
{GL_FRAGMENT_SHADER, kFragmentSource}}) {
const GLuint shader = glCreateShader(stage);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
glAttachShader(program, shader);
glDeleteShader(shader);
}
glLinkProgram(program);
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
ASSERT_EQ(linked, GL_TRUE) << "the vertex+fragment program did not link";
glUseProgram(program);
DrainErrors();
static const char* const kTessEvalSource = R"(#version 420 core
layout(triangles, equal_spacing, ccw) in;
void main()
{
gl_Position = gl_in[0].gl_Position;
}
)";
const GLuint tessEval = glCreateShader(GL_TESS_EVALUATION_SHADER);
glShaderSource(tessEval, 1, &kTessEvalSource, nullptr);
glCompileShader(tessEval);
glAttachShader(program, tessEval);
glDeleteShader(tessEval);
DrainErrors();
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR))
<< "the executable still has no tessellation stage, so GL_PATCHES must not be required";
DrainErrors();
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,325 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/PostLinkAttachScenario.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 - A PROGRAM'S LIVE ATTACH LIST IS NOT ITS EXECUTABLE, AND THE BACKENDS MAY NOT
// INDEX ONE BY THE OTHER.
//
// GL 4.6 core 7.3: glAttachShader adds to the program's attach list immediately and affects
// what the program RUNS only at the next link (glDetachShader defers its removal the same
// way). So between an attach and the relink the two lists differ - the attach list is
// strictly longer - and the program stays perfectly drawable throughout, with the executable
// its last link produced.
//
// Both backends walked the attach list while indexing the LAST LINK's generated SPIR-V by
// the same running index:
//
// DirectGLES BackendProgramObjectImpl::SyncToBackend - `shaderSpirvs[index]` over
// `attachedShaders.size()`
// DirectVulkan ProgramFactory::GetOrCreateProgram - `spirv[i]` and `moduleSpirvs[i]`
// over `shaders.size()`
//
// One post-link attach therefore read one Vector past the end of the module array and
// copied it, which is the SIGSEGV this scenario is the regression test for (the source
// vector reported a capacity of 35177040171136). DirectGLES additionally derived
// "does this program tessellate" from the same wrong list, which would synthesize a
// pass-through tessellation control stage for an executable that does not tessellate.
//
// The repro needs the attach to land BEFORE the program's first backend build: the ES
// twin's rebuild is gated on the link version (which an attach does not move), so a program
// that was already drawn once keeps its built driver program and never re-reads the list.
// Every case below therefore attaches first and draws second.
//
// Deliberately pinned with a PIXEL and not just with glGetError. "Reject the draw earlier"
// would silence the crash while breaking the spec - GL requires this draw to execute - so
// the assertion has to be that the frame really came out, not merely that nothing complained.
//
// Needs a real context: the crash is in a backend program build, which the GPU-free suites
// never reach.
#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 {
constexpr int kFboWidth = 64;
constexpr int kFboHeight = 64;
// A full-viewport triangle from gl_VertexID alone, so the scenario needs no vertex
// buffer and every pixel of the target is covered by the one draw.
const char* const kVertexSource = R"(#version 330 core
void main()
{
vec2 corner = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
gl_Position = vec4(corner * 2.0 - 1.0, 0.0, 1.0);
}
)";
const char* const kFragmentSource = R"(#version 330 core
out vec4 fragColor;
void main()
{
fragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
)";
// The replacement fragment stage of the last case. A different colour, so "which
// executable did this draw run" is answerable from the frame alone.
const char* const kBlueFragmentSource = R"(#version 330 core
out vec4 fragColor;
void main()
{
fragColor = vec4(0.0, 0.0, 1.0, 1.0);
}
)";
constexpr Rgba8 kGreen{0, 255, 0, 255};
constexpr Rgba8 kBlue{0, 0, 255, 255};
// The extra attaches. Each declares a stage the executable ALREADY has and no main(),
// which is what a real shader library looks like and what makes the relink at the end
// of the second case legal. Their whole job here is to make the attach list longer
// than the module array.
const char* const kVertexHelperSource = R"(#version 330 core
vec4 mgPostLinkAttachVertexHelper()
{
return vec4(0.0, 0.0, 0.0, 1.0);
}
)";
const char* const kFragmentHelperSource = R"(#version 330 core
vec4 mgPostLinkAttachFragmentHelper()
{
return vec4(1.0, 0.0, 1.0, 1.0);
}
)";
// A pass-through, so that once it IS linked in the same full-viewport triangle still
// reaches the rasterizer and the final frame is still comparable to the first one.
const char* const kGeometrySource = R"(#version 330 core
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
void main()
{
for (int i = 0; i < 3; ++i) {
gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}
)";
class PostLinkAttachScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
m_target = MakeColorFbo(kFboWidth, kFboHeight);
ASSERT_NE(m_target.fbo, 0u) << "could not create the scenario's colour target";
BindFbo(m_target);
DrainErrors();
}
void TearDown() override {
if (!Ready()) return;
glUseProgram(0);
for (const GLuint program : m_programs) glDeleteProgram(program);
m_programs.clear();
for (const GLuint shader : m_shaders) glDeleteShader(shader);
m_shaders.clear();
BindDefaultFramebuffer();
DestroyColorFbo(m_target);
glBindVertexArray(0);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
m_vao = 0;
DrainErrors();
}
static void DrainErrors() {
for (int i = 0; i < 16 && glGetError() != GL_NO_ERROR; ++i) {
}
}
static bool BackendHostsGeometry() {
GLint maxGeometryOutputVertices = 0;
glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES, &maxGeometryOutputVertices);
DrainErrors();
return maxGeometryOutputVertices >= 4;
}
// Kept alive until TearDown rather than flagged for deletion at attach time: a
// deleted-but-attached shader is a second, unrelated lifetime rule, and this
// scenario is about which LIST the backend reads.
GLuint MakeShader(GLenum stage, const char* source) {
const GLuint shader = glCreateShader(stage);
if (shader == 0) return 0;
m_shaders.push_back(shader);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
return shader;
}
// Vertex + fragment, linked. This is the executable every case draws with.
// `outFragmentShader` is the stage that paints green, which the last case needs a
// name for in order to detach it.
GLuint LinkBaseProgram(GLuint* outFragmentShader = nullptr) {
const GLuint program = glCreateProgram();
m_programs.push_back(program);
const GLuint fragment = MakeShader(GL_FRAGMENT_SHADER, kFragmentSource);
glAttachShader(program, MakeShader(GL_VERTEX_SHADER, kVertexSource));
glAttachShader(program, fragment);
glLinkProgram(program);
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked) return 0;
if (outFragmentShader != nullptr) *outFragmentShader = fragment;
return program;
}
// Clears to red, draws the full-viewport triangle, and hands back the frame. Red
// is deliberately the clear colour: a draw that silently did not execute leaves a
// red target, which is a different failure message from a draw that executed and
// painted the wrong thing.
//
// `outDrawError` is sampled between the draw and the readback, so a rejected draw
// is never confused with a readback that went wrong afterwards.
Image DrawFullViewportTriangle(GLuint program, GLenum mode, GLenum* outDrawError = nullptr) {
glUseProgram(program);
ClearTo(1.0f, 0.0f, 0.0f, 1.0f);
DrainErrors();
glDrawArrays(mode, 0, 3);
if (outDrawError != nullptr) *outDrawError = glGetError();
return ReadPixels(kFboWidth, kFboHeight);
}
// The clear colour is red and no shader here ever writes red, so "still red" reads
// as "the draw did not execute" and any other wrong colour as "it executed against
// the wrong modules" - two failures worth telling apart.
static void ExpectFullyColored(const Image& frame, const Rgba8& expected, const char* what) {
ASSERT_FALSE(frame.Empty()) << what << ": nothing was read back";
for (const int y : {0, kFboHeight / 2, kFboHeight - 1}) {
for (const int x : {0, kFboWidth / 2, kFboWidth - 1}) {
EXPECT_EQ(frame.At(x, y), expected)
<< what << ": pixel (" << x << ", " << y << ") is " << frame.ColorName(x, y);
}
}
}
GLuint m_vao = 0;
ColorFbo m_target{};
std::vector<GLuint> m_programs;
std::vector<GLuint> m_shaders;
};
// THE REGRESSION. Up to four shaders attached after the link (the geometry one only
// where the backend has that stage), two of them duplicating a stage the executable
// already carries - so the attach list runs to five or six while the last link produced
// two modules, and the old loops read indices 2..5 of a 2-element array.
//
// Duplicating a stage is the sharp case on purpose: it is the one shape under which a
// "look the stage up in the attach list instead" repair still returns a valid-looking
// index for a module that does not exist.
TEST_F(PostLinkAttachScenario, DrawingAfterPostLinkAttachesStaysInsideTheGeneratedModules) {
if (!Ready()) GTEST_SKIP();
const GLuint program = LinkBaseProgram();
ASSERT_NE(program, 0u) << "the vertex+fragment program did not link";
// Not drawn yet: the ES backend's rebuild is gated on the link version, so a draw
// here would build the driver program from the 2-module executable and the attaches
// below would never be re-read. The repro is the FIRST build seeing the long list.
glAttachShader(program, MakeShader(GL_VERTEX_SHADER, kVertexHelperSource));
glAttachShader(program, MakeShader(GL_FRAGMENT_SHADER, kFragmentHelperSource));
if (BackendHostsGeometry()) {
glAttachShader(program, MakeShader(GL_GEOMETRY_SHADER, kGeometrySource));
}
// The stage that made DirectGLES synthesize a pass-through control stage for a
// program whose executable does not tessellate. Attached whether or not this
// backend can tessellate - an attach needs no support and no successful compile.
const GLuint tessEval = MakeShader(GL_TESS_EVALUATION_SHADER, R"(#version 420 core
layout(triangles, equal_spacing, ccw) in;
void main()
{
gl_Position = gl_in[0].gl_Position;
}
)");
if (tessEval != 0) glAttachShader(program, tessEval);
DrainErrors();
GLint attachedCount = 0;
glGetProgramiv(program, GL_ATTACHED_SHADERS, &attachedCount);
DrainErrors();
ASSERT_GT(attachedCount, 2) << "the attaches did not land, so this case is not testing anything";
// Still the two-stage executable of three lines ago, and GL says it draws.
GLenum drawError = GL_NO_ERROR;
const Image frame = DrawFullViewportTriangle(program, GL_TRIANGLES, &drawError);
EXPECT_EQ(drawError, static_cast<GLenum>(GL_NO_ERROR))
<< "the attaches have not been linked in, so nothing about them may reject this draw";
ExpectFullyColored(frame, kGreen, "the post-attach draw");
DrainErrors();
}
// The same window, asked to prove something stronger than "it did not crash": WHICH
// modules the draw in that window ran. Between the detach+attach and the relink the
// program has three attached shaders and two modules, and GL 4.6 core 7.3 says the
// executable is still the one the last link produced - so the frame must come out in
// the OLD fragment shader's colour, not the newly attached one's and not garbage.
//
// This is also the other direction of the fix, so it cannot be "freeze the backend on
// the first link": the relink really does swap the executable, and the very next draw
// has to be rebuilt from it.
TEST_F(PostLinkAttachScenario, TheWindowKeepsTheOldExecutableAndTheRelinkSwapsIt) {
if (!Ready()) GTEST_SKIP();
GLuint greenFragment = 0;
const GLuint program = LinkBaseProgram(&greenFragment);
ASSERT_NE(program, 0u) << "the vertex+fragment program did not link";
// Both of these are deferred to the next link, in opposite directions: the green
// stage stays in the executable until then, and the blue one stays out of it.
const GLuint blueFragment = MakeShader(GL_FRAGMENT_SHADER, kBlueFragmentSource);
glDetachShader(program, greenFragment);
glAttachShader(program, blueFragment);
DrainErrors();
GLenum windowDrawError = GL_NO_ERROR;
const Image inTheWindow = DrawFullViewportTriangle(program, GL_TRIANGLES, &windowDrawError);
EXPECT_EQ(windowDrawError, static_cast<GLenum>(GL_NO_ERROR))
<< "neither the detach nor the attach has been linked in, so the draw must execute";
ExpectFullyColored(inTheWindow, kGreen, "the draw inside the attach window");
DrainErrors();
glLinkProgram(program);
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
ASSERT_EQ(linked, GL_TRUE) << "the relink onto the blue fragment stage failed";
DrainErrors();
GLenum relinkedDrawError = GL_NO_ERROR;
const Image afterRelink = DrawFullViewportTriangle(program, GL_TRIANGLES, &relinkedDrawError);
EXPECT_EQ(relinkedDrawError, static_cast<GLenum>(GL_NO_ERROR)) << "the relinked program must draw";
ExpectFullyColored(afterRelink, kBlue, "the draw after the relink");
DrainErrors();
}
} // namespace
} // namespace MGITest
@@ -155,6 +155,46 @@ namespace MobileGL::MG_State::GLState {
// The last link's full input set; empty when this program has never linked (or its
// last link had no shaders attached). GL-thread-owned, rebuilt in Link()'s prologue.
const Vector<LinkedShaderRef>& GetLinkedShaderSnapshot() const { return m_linkedShaderSnapshot; }
// "Does this program's EXECUTABLE have this stage" - the only form of the question a
// draw may ask. GetShaderIndexByStage answers it of the live attach list, which by the
// rule above is a different set: glAttachShader adds to that list immediately while
// leaving the executable (and LINK_STATUS) alone, and glDetachShader defers the removal
// to the next Link(), so between an attach and the relink the two disagree in both
// directions. A draw-time stage test that reads the live list therefore starts rejecting
// draws GL requires to execute, against an executable that does not carry the stage at
// all - and stays wrong until the application happens to relink.
Bool HasLinkedShaderStage(ShaderStage stage) const {
return std::any_of(m_linkedShaderSnapshot.begin(), m_linkedShaderSnapshot.end(),
[stage](const LinkedShaderRef& ref) {
return ref.shader && ref.shader->GetShaderStage() == stage;
});
}
// The stage of each module of GetGeneratedSpirv(), at the SAME index and with the same
// size: phase B emits exactly one module per entry of the snapshot above, in that order
// (Link() fills ProgramLinkTask::in.shaders from the snapshot loop, phase A copies the
// stages straight across into SpirvHandoff::shaderTypes, and GetSpirvBinaryFromProgram
// walks that list). This - never GetAttachedShaders() - is what a consumer of the
// generated SPIR-V must size its loop by and index alongside.
//
// The two lists are NOT interchangeable and cannot be made so: the attach list is live
// and the SPIR-V is a link artifact, so a glAttachShader after a link grows one and not
// the other, with no link in between at which they could be reconciled. A loop that runs
// over the attach list and indexes the SPIR-V therefore reads off the end of it - which
// is a plain out-of-bounds Vector read, not a wrong answer.
//
// Deliberately a Vector<ShaderStage> and not the shader objects: every consumer wants
// only the stage, and a distinct type is what makes handing it the attach list by
// mistake a compile error rather than a segfault. Built on demand because these callers
// are program-BUILD paths (a backend rebuild, a pipeline cache miss), each of which then
// spends milliseconds compiling the very modules this indexes.
Vector<ShaderStage> GetLinkedShaderStages() const {
Vector<ShaderStage> stages;
stages.reserve(m_linkedShaderSnapshot.size());
for (const LinkedShaderRef& ref : m_linkedShaderSnapshot) {
stages.push_back(ref.shader ? ref.shader->GetShaderStage() : ShaderStage::Unknown);
}
return stages;
}
// Pipeline-composite attach: AttachShader plus a pin that makes THIS program's
// Link() consume ref's (source, node) instead of the shader's current ones, so a
// post-link recompile of the stage program's shader cannot leak into the composite.