- The generic export stub returned (GLenum)1; dEQP reads any non-zero status as a lost device
- It is polled after every case (gl3cTestPackages.cpp:121) and sets QP_TEST_RESULT_DEVICE_LOST
- Under the default --deqp-terminate-on-device-lost=enable that tears the whole CTS run down
- MobileGL tracks no GPU resets, so GL_NO_ERROR ("no reset detected") is the honest, spec-correct answer
- Routed through GLImpl::GetGraphicsResetStatus like every other entry point, no inline body in Definitions.cpp
Store the primitive restart index as render state and report it through
glGetIntegerv(GL_PRIMITIVE_RESTART_INDEX), replacing the stub and the
hardcoded 0 in the getter.
- RenderState gains a PrimitiveRestartIndex field (default 0) with
set/get accessors and GLContext wrappers.
- glPrimitiveRestartIndex accepts any GLuint and generates no error.
- glGetIntegerv(GL_PRIMITIVE_RESTART_INDEX) now reads the stored value.
This is the state layer only. The backends do not yet honor an arbitrary
restart index at draw time -- Vulkan and GLES support only the fixed
all-ones restart value (GL_PRIMITIVE_RESTART_FIXED_INDEX) -- so a non-
default index is tracked and queryable but not yet applied to indexed
draws.
Tests: RenderStateSanity round-trip (default 0, mid value, and the full
32-bit range). Full SanityTest sweep green (31/31).
Fill the two empty // TODO state handlers with GL 3.3 Core-conformant
behavior, backed by new RenderState fields and glGet* read-back.
glClampColor:
- Accept only GL_CLAMP_READ_COLOR (compat GL_CLAMP_VERTEX/FRAGMENT_COLOR
rejected); clamp is one of GL_TRUE / GL_FALSE / GL_FIXED_ONLY. Note the
Khronos man page wrongly omits GL_FIXED_ONLY from the accepted set, but
it is legal AND the default, so it is accepted here.
- Default GL_FIXED_ONLY; both error paths are GL_INVALID_ENUM with no
state change. glGetIntegerv returns the raw tri-state enum; GetFloatv/
GetDoublev widen it and GetBooleanv converts nonzero to GL_TRUE via the
existing fall-through, so one GetIntegerv case serves every getter.
glPolygonMode:
- Core accepts only face == GL_FRONT_AND_BACK (GL_FRONT/GL_BACK were
removed in 3.1 core); mode is GL_POINT / GL_LINE / GL_FILL. Both errors
are GL_INVALID_ENUM with no state change.
- Keep separate front/back slots so GL_POLYGON_MODE round-trips its two
values (identical under a core context). The raster effect (VkPolygonMode
+ fillModeNonSolid) remains a backend follow-up; this is the state layer.
Tests: two RenderStateSanity round-trips; the glClampColor GL_FIXED_ONLY
acceptance assertion is mutation-verified (rejecting it fails the test).
Full SanityTest sweep green (29/29).
Six pure-state entry points that were stubs or empty // TODO bodies, all backed by new
context state and read back through glGet*.
* glHint: Hint_State was an empty TODO. Store the 4 GL 3.3 core hint targets (LINE_SMOOTH,
POLYGON_SMOOTH, TEXTURE_COMPRESSION, FRAGMENT_SHADER_DERIVATIVE), default GL_DONT_CARE.
Validate target and mode (FASTEST/NICEST/DONT_CARE) -> GL_INVALID_ENUM otherwise. The
compatibility-only targets (GL_PERSPECTIVE_CORRECTION_HINT, GL_POINT_SMOOTH_HINT, GL_FOG_HINT,
GL_GENERATE_MIPMAP_HINT) are rejected. The glGetIntegerv hint cases, previously hardcoded to
GL_DONT_CARE, now read the stored value; glGetBooleanv on a hint is always GL_TRUE.
* glPointParameter{f,i,fv,iv}: the scalar _State bodies were empty TODOs and the *v forms were
stubs. Only the 2 core pnames are accepted: GL_POINT_FADE_THRESHOLD_SIZE (float, default 1.0,
GL_INVALID_VALUE if negative) and GL_POINT_SPRITE_COORD_ORIGIN (GL_LOWER_LEFT/GL_UPPER_LEFT,
default GL_UPPER_LEFT, GL_INVALID_ENUM on a bad value -- note the different error code from the
fade case). The compat pnames (POINT_SIZE_MIN/MAX, POINT_DISTANCE_ATTENUATION) are rejected. All
four forms funnel through one (pname, float) handler. glGetIntegerv(GL_POINT_FADE_THRESHOLD_SIZE)
was hardcoded to 1; it now rounds the stored float, glGetFloatv reads the float directly (keeping
the fractional part), and GL_POINT_SPRITE_COORD_ORIGIN gained a getter case (it had none).
* glPixelStoref: funnels into the existing glPixelStorei state, but converts per type -- boolean
pnames (PACK/UNPACK_SWAP_BYTES/LSB_FIRST) by a zero-test so 0.4 -> TRUE, integer pnames by
round-to-nearest. A blanket round would wrongly turn a fractional true flag into false.
* glGetDoublev: funnels through glGetFloatv and widens, writing exactly the pname's component count
(1/2/4) so a single-component query cannot overrun the caller's buffer. MobileGL stores no native
double state (depth range/clear are float), so widening from float matches its real resolution.
State added to RenderStateParameters + RenderState Set/Get + GLContext wrappers, following the
existing LineWidth/DepthRange pattern. Covered by 4 SanityTest cases (set-then-get round trips, the
core-vs-compat enum rejections, the two different error codes, and the glPixelStoref boolean
zero-test, which was verified to fail against a blanket-round implementation).
GL 3.3 Core: a shader input whose generic attribute array is disabled reads that
attribute's current value (per-context state, default (0,0,0,1)). Four defects made
that path non-conformant, three of them silently.
* Out-of-bounds current-value reads. m_currentVertexAttributes held 16 entries while
the DirectVulkan draw path walked shader input locations 0..31 and GL_MAX_VERTEX_ATTRIBS
was advertised straight from the device (commonly 32). The only guard was MOBILEGL_ASSERT,
which expands to nothing outside debug builds. Grow the storage capacity to 32, advertise
min(device limit, capacity), validate against that dynamic limit, and give the accessors
real runtime bounds checks. Replace the literal 32 loops with the constant, and pin
MAX_VERTEX_ATTRIBS to the Uint32 mask width and to vertexInputTypes' bound with
static_asserts so the two can no longer drift apart -- that drift was the bug.
* DirectGLES never fed current values to the driver. Values were stored in MG_State only,
so a disabled attribute always rendered as the ES driver's own untouched (0,0,0,1) while
DirectVulkan rendered it correctly: identical GL code, different pixels per backend.
Add SyncCurrentVertexAttributeValues() to the draw prologue, and hoist the
glType -> (base type, component count) dispatch into MG_State::GLState so both backends
resolve the semantics from one place instead of it living inside VulkanRenderer.
* Enabled arrays the backend could not map were silently demoted to the current value.
ToVkVertexFormat had no DataType::Float16 case, so a GL_HALF_FLOAT array fell to
VK_FORMAT_UNDEFINED, dropped out of the vertex input state, and became indistinguishable
from a disabled array: the geometry rendered a constant colour with GL_NO_ERROR. Add the
Float16 mapping, track an unsupportedAttribMask, and hard-fail the draw before pipeline
creation so no synthetic attribute is baked into a cached VkPipeline.
* glGetVertexAttrib{fv,iv,Iiv,Iuiv}(GL_CURRENT_VERTEX_ATTRIB) returned before any index
validation, reading past the array instead of raising GL_INVALID_VALUE.
Also resolve ProgramObject::DoReflection's "TODO: get from backend" 16-location clamp,
which capped the new DirectGLES sync at locations 0..15; report GL_MAX_VERTEX_ATTRIBS
through the same helper the validators use, so the clamp cannot be bypassed; and bound
vertex binding indices by the same dynamic limit, since the default attribute -> binding
mapping is the identity.
Add a "Vertex attributes" driver POST row to both backends: FAIL below the GL 3.3 Core
minimum of 16, WARN above MobileGL's storage capacity (clamped, extra attributes unusable),
PASS in between -- making the driver/host mismatch that caused the out-of-bounds read
visible instead of silently swallowed.
Covered by 7 new regression tests (each verified to fail against the previous behaviour).
Implements GL timer queries end to end: a frontend query registry
(modeled on the sync module - mutex-guarded objects wrapping opaque
backend handles behind optional function pointers) serving
glGenQueries/glBeginQuery/glEndQuery(GL_TIME_ELAPSED)/glQueryCounter
(GL_TIMESTAMP)/glGetQueryObject*/glGetQueryiv with GL 3.3 error
semantics and a graceful zero-result fallback when a backend cannot
time.
DirectGLES backs spans with GL_EXT_disjoint_timer_query (context-
generation-stamped handles, bounded result waits). DirectVulkan gets a
VkTimerQueryManager: per-frame-in-flight timestamp query pools reset at
command-buffer begin (outside render passes), records harvested by
frame serial before their pool recycles, elapsed = masked tick delta x
timestampPeriod; handles are stamped with a renderer generation that
also now guards fence syncs across renderer recreation. GL_QUERY_
COUNTER_BITS reports 0 unless the live backend can actually time
(dynamic IsTimerQuerySupported hook), and a failed blocking read keeps
the handle alive so the real value stays reachable once the frame
submits.
GL_ARB_timer_query is advertised only when the device supports timing
and MOBILEGL_DISABLE_TIMERQUERY is unset - LWJGL keys Minecraft's F3
'GPU: x%' line off exactly that extension string; verified on device
(Adreno 830) on both backends.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fix texture parameter getters and element array buffer binding queries.
Update framebuffer, texture, program, and VAO tests to match current OpenGL semantics, while preserving VAO 0 compatibility behavior.
- Implement Vulkan subgroup capability querying and expose KHR subgroup getter values.
- Fix DirectVulkan memory barriers so GL_COMMAND_BARRIER_BIT makes generated indirect draw commands visible.
- Keep Voxy on the DirectVulkan gpu_shader_int64 quad decode path while filtering unsupported optional int64 usage on backends that do not advertise it.
- Add MG_Test coverage for subgroup getters, Voxy subgroup/int64 shader probes, command barrier mapping, and indirect draw command layout.
- Check for whether driver supports shader subgroup operation, disable on demand, and provide env var `MOBILEGL_DISABLE_SUBGROUP` to explicitly disable subgroup features