The 3.3 line is done - GL30 through GL33 conform on both backends - and the
work in flight (GL40, direct state access) is already past it, so the stated
short-term target now reads 4.2 and MG_State/MG_Impl are focused there.
Performance work joins the focus list alongside the two backends.
SamplerParameters defaulted compareFunc to ALWAYS, but GL 4.6 core table 23.18
and GLES 3.2 table 21.16 both say the initial value is LEQUAL - for sampler
objects and for the sampler state a texture object carries alike. Every freshly
created texture and sampler therefore answered GL_ALWAYS to
glGetTextureParameteriv(GL_TEXTURE_COMPARE_FUNC).
The Vulkan backend had been papering over it: ResolveCompareFunc substituted
LESS_EQUAL whenever a depth texture was sampled in compare mode and the func
still read ALWAYS, which fixed the rendering but also made an explicitly
requested GL_ALWAYS unreachable. With the default corrected that special case is
both unnecessary and wrong, so it is gone and the compare op is taken straight
from the sampler.
Takes direct_state_access.textures_defaults from failing to passing on both
backends.
The validation added with the invalidation entry points took the default framebuffer's
buffers to be only FRONT_LEFT, FRONT_RIGHT, BACK_LEFT, BACK_RIGHT, DEPTH and STENCIL, so a
call naming COLOR came back INVALID_ENUM. The by-name forms spell the colour buffer the way
glClearNamedFramebuffer does - COLOR, DEPTH, STENCIL - while the target forms use the
individual left/right tokens, and both spellings arrive at the same validation, so both sets
belong there (GL 4.6 core 17.4.4).
Caught by framebuffers_invalidate_data and framebuffers_invalidate_subdata, which had been
passing while the entry points were stubs doing nothing at all. Those two plus
invalidate_data_and_subdata_errors now pass together on both backends.
glGetTexParameter and its by-name form rejected several parameters GL 4.6 core table 8.20
lists, with INVALID_ENUM as if the application had made them up. GL_DEPTH_STENCIL_TEXTURE_MODE
was the worst of them: the float setter accepted it, validated it and then threw the value
away, the integer setter did not accept it at all, and neither getter could report it - so
the mode could be set and never read back, and setting it through glTextureParameteri was an
error.
It is real state now, defaulting to DEPTH_COMPONENT, set by both setters and readable from
both getters. GL_TEXTURE_LOD_BIAS was in the same position: settable, not gettable.
The by-name getters reach the target-based ones through a temporary binding rather than the
per-object path, so both had to learn these; the per-object path gained the swizzle
components, the target, the image format compatibility type and the texture-view parameters
at the same time, since they were missing there for the same reason.
direct_state_access.textures_get_set_parameter passes on both backends, and textures_defaults
stops raising an internal error and reports an ordinary failure it can be diagnosed from.
glGetQueryBufferObjectiv and its three siblings were stubs. They are the ordinary query
getters with the destination changed from client memory to a buffer object, so everything
about the query itself - the name, whether it is still active, the parameter - is already
answered by the shared GetQueryObjectValue, including the errors it raises.
What was left is the destination: a negative offset is INVALID_VALUE, a name that is not a
buffer object is INVALID_OPERATION, and so is a write that would run past the end of the
buffer. The four differ only in the width they store, so they share one template.
direct_state_access.queries_errors passes on both backends, putting the group at 4 of 5.
queries_functional now reaches further into the test and ends in an unrelated InternalError
rather than a plain failure.
glInvalidateFramebuffer, glInvalidateSubFramebuffer and their two by-name forms were all
stubs, so every call - including the malformed ones - returned quietly with no error.
These four only grant permission to throw the named attachments' contents away, and keeping
them satisfies "the contents become undefined", so the frontend validates the call and
leaves the contents alone. Actually discarding is a bandwidth optimisation that would need a
backend dependency; it can be added later without changing what any of these promise.
The validation is where the real content is. Which tokens name an attachment depends on
which framebuffer is affected: the default framebuffer has buffers (FRONT_LEFT and company)
and a framebuffer object has attachment points, so a token from the wrong set is
INVALID_ENUM. A COLOR_ATTACHMENTm past GL_MAX_COLOR_ATTACHMENTS is different in kind - a
well-formed enum naming a point that does not exist - and is INVALID_OPERATION, which the
existing colour-attachment range validator already expresses. Negative counts and negative
sub-region extents are INVALID_VALUE.
direct_state_access.invalidate_data_and_subdata_errors passes on both backends.
glMapBufferRange and glMapNamedBufferRange rejected an access of zero with INVALID_ENUM.
Zero is a perfectly well-formed bitfield value - it contains no invalid flags - and what it
violates is the separate rule that a mapping has to ask for read or write access, which GL
reports as INVALID_OPERATION. Both callers already checked that rule immediately after, so
the validator was reporting the wrong error for a case its callers were about to handle
correctly.
direct_state_access.buffers_errors passes, which puts the whole buffers group at 4 of 4 on
both backends.
glClearBufferData and friends accepted exactly two argument triples - R8UI with
UNSIGNED_BYTE and R32UI with UNSIGNED_INT, both through RED_INTEGER - and raised
INVALID_ENUM for everything else. That is most of the entry point missing rather than a
narrow gap: GL takes any of the sized formats in the buffer-texture table, which is what an
application clearing an RGBA8 or R32F buffer uses.
The wrong error also hid the checks behind it. A test clearing a mapped buffer, or one
passing a misaligned offset, never reached those rules because the format tuple was rejected
first, so INVALID_ENUM came back where INVALID_OPERATION or INVALID_VALUE was due - the
validation was there and correct all along, just unreachable.
internalformat now goes through the same table the buffer textures use (shared rather than
written out twice, since it is the same list for the same reason), and format and type
through the ordinary pixel format converters. The element size comes from the internal
format, which is what offset and size have to be multiples of. Note that a bad format or
type here is INVALID_VALUE, not INVALID_ENUM (GL 4.6 core 6.3) - the odd one out among the
enum arguments, and what the conformance tests check for.
The pattern is still replicated verbatim, which is correct while the client layout matches
the internal format - every real caller, and every conformance case. When they differ it now
says so instead of quietly writing a differently-sized pattern.
direct_state_access.buffers_clear and buffers_functional pass on both backends;
buffers_errors is down to one unrelated complaint about glMapNamedBufferRange.
The by-name read was a stub, so it left the caller's buffer untouched and a test comparing
it against a reference saw whatever that memory already held. Its by-target sibling
glGetBufferSubData was already implemented, so this is that function with the buffer
resolved by name instead of through a binding: the same non-negative offset and size check,
the same bound-by-the-buffer's-size check, the same refusal to read a buffer mapped without
GL_MAP_PERSISTENT_BIT, and the same SyncGpuWrites before the download so a GPU-side write
that has not landed yet is not missed.
Resolving by name reports INVALID_OPERATION for a name that is not a buffer, which the
by-target form expresses as "target is bound to no buffer object" instead.
direct_state_access.buffers_get_named_buffer_subdata passes on both backends.
glClearBufferiv and glClearBufferuiv flattened their values into the payload's float vector,
and every clear was later written into VkClearColorValue::float32. Vulkan reads that union
according to the destination image's format rather than converting between its members, so
an R8I attachment cleared to -16 received the bit pattern of -16.0f. On top of that,
QueueRenderbufferClear copied only the float vector into the pending clear, so even the
flattened value was dropped and the attachment kept reading zero - which is what the
conformance tests actually observed.
The payload now records which of the three entry points supplied the colour and keeps the
value in that form, and one helper builds the union member the encoding calls for. GL's rule
that a format with no alpha channel reads as one has to be applied in the value's own type,
so the "does this format lack alpha" question is now asked separately from the substitution
and the helper applies it to whichever member is live. glClear is left on the float path
explicitly: ClearFramebufferPayload has no other form.
Takes every integer renderbuffer format in direct_state_access.renderbuffers_storage from
failing to passing on Magma - 115 reported mismatches down to 20, the rest being the stencil
formats Espryt fails too and SRGB8_ALPHA8 - and makes framebuffers_clear pass on both
backends.
glClearNamedFramebufferiv and glClearNamedFramebufferuiv were stubs, so a clear through
them was silently dropped and the attachment kept whatever it held. Their float siblings
were already implemented, which is what made the gap look like a rendering bug rather than
a missing entry point.
Which buffers they accept is narrower than glClearNamedFramebufferfv and differs between
the two: signed values clear COLOR or STENCIL, unsigned only COLOR (GL 4.6 core 17.4.3.1).
Only the colour buffer is indexed, so a stencil clear naming any drawbuffer other than 0 is
INVALID_VALUE rather than merely ignored, and anything else is INVALID_ENUM. Resolving the
framebuffer by name goes through the same helper the float forms use, which is what reports
INVALID_OPERATION for a name that is neither zero nor an existing framebuffer.
Both backends express them the way they already express the float forms: DirectGLES binds
the named framebuffer and forwards to glClearBuffer*, Magma queues the payload against the
named framebuffer rather than the bound one.
direct_state_access.framebuffers_clear_errors passes on both backends, and
framebuffers_clear passes on Espryt. Magma still fails that one, for a separate reason on
the materialization side rather than in these entry points.
Two unit tests asserted behaviour the conformance tests had since contradicted, so they
were testing MobileGL's old answer rather than GL's.
QueryTest expected glIsQuery to report a name straight out of glGenQueries as a query
object. It is not one: GenQueries reserves names, and they "acquire query state only when
they are first used by calling BeginQuery" (GL 4.6 core 4.2.1). The test now checks that a
reserved name reads FALSE, that BeginQuery is what turns it into an object, and that a
sibling name left untouched stays FALSE. A companion case covers the direct state access
half, where glCreateQueries does create the object outright - which is the whole reason the
two entry points both exist.
The DirectGLES binding test built its texture with glGenTextures and glBindTexture and
nothing else, then expected BindCurrentTextures to bind it natively. A texture with no
image is incomplete and samples as (0, 0, 0, 1), which DirectGLES expresses by leaving the
native target unbound, so the setup no longer produced the binding the test then went on to
clear. It now gives the texture a format and a 1x1 level 0 - one level is the entire mip
chain at that size, so it is complete under any filter - and asserts that directly, so a
future completeness change fails on the setup line instead of on the assertion three calls
later.
glTexStorage2DMultisample and glTexStorage3DMultisample forwarded straight to the
glTexImage*Multisample allocation and stopped there. The allocation is indeed the same;
what the storage forms add is that it is final - TEXTURE_IMMUTABLE_FORMAT becomes TRUE and
any later call on that texture is INVALID_OPERATION (GL 4.6 core 8.19). MobileGL left the
texture mutable forever, so it reported TEXTURE_IMMUTABLE_FORMAT as FALSE and accepted
being respecified any number of times, silently discarding storage a test or an
application had already rendered into.
The by-name forms had no validation of their own either. The target forms get their target
checked when the binding is resolved; reached by name there is no binding, so
glTextureStorage2DMultisample took any texture, any extent and any sample count. It now
rejects a target that belongs to the other entry point (INVALID_OPERATION), extents
outside 1..GL_MAX_TEXTURE_SIZE and a depth past GL_MAX_ARRAY_TEXTURE_LAYERS
(INVALID_VALUE), and a sample count above GL_MAX_SAMPLES (INVALID_OPERATION) - measured
against the limit the getter reports rather than the backend parameter it is derived from,
since the frontend raises that number.
glTextureStorage1D/2D/3D gained the same treatment: a target belonging to a different one
of the three is INVALID_OPERATION, a zero extent is INVALID_VALUE (immutable storage
describes a real image, unlike glTexImage*D where an empty level is legal), and a level
count longer than the level-zero size admits is INVALID_OPERATION. Which dimensions take
part in that mip chain is per target: a 1D array keeps its layer count in height, so its
height does not halve.
Takes direct_state_access.textures_storage_multisample_2d_* from 0 to 30 of 30 on Espryt,
and the whole group from 74.93% to 82.48%. Magma still fails them for a separate reason.
glGetTextureParameter* resolve the texture by name and then hand the work to the
target-based getter, which validates the target it was given. For a buffer texture that
is GL_TEXTURE_BUFFER, and the target form correctly calls that an unaccepted token -
INVALID_ENUM.
By name there is no token to blame. The application named an object that carries none of
the sampler or level state the query reports, which is INVALID_OPERATION (GL 4.6 core
8.11). The four by-name getters check the resolved object before delegating, so the error
describes what the caller actually got wrong.
Fixes direct_state_access.textures_parameter_errors on both backends, taking the group to
74.93% on Espryt and 73.32% on Magma.
The Android and Windows paths each have a skill; the desktop Linux one had only
a runner script and a README section, so it was the least discoverable of the
three despite being the one to reach for while iterating - it needs no device
and no GPU, and a single test group takes seconds rather than hours.
Records what the other two skills cannot: that the toolchain has to be GCC 13+
or Clang 20+ (Clang 18 reports __cpp_concepts as 201907L, which switches
libstdc++'s <expected> off and breaks the shader transpiler), that
EGL_PLATFORM=surfaceless is mandatory for DirectGLES and why the symptom points
at the wrong call, and which of this environment's results are MobileGL's own
versus artefacts of software rendering.
Also states the rule the other skills only imply: report Espryt and Magma
separately. They fail different cases, and one combined number hides which
backend a change moved.
glTextureBuffer and glTextureBufferRange took any internal format the texture enum
converter recognised. A buffer texture accepts a much shorter list than a sampled or a
renderable texture does (GL 4.6 core table 8.16), and it cannot be inferred from either,
so a format like GL_RGB8 was accepted and produced a texture nothing could read.
Two error codes were wrong as well. A texture whose effective target is not
GL_TEXTURE_BUFFER is the wrong object rather than the wrong token, so it is
INVALID_OPERATION. And the range form never checked its range against the buffer it was
attaching, so a size past the end of the buffer was accepted and left the texture
addressing memory the buffer does not own.
Fixes direct_state_access.textures_buffer_errors and textures_buffer_range_errors on both
backends.
The DirectGLES capability probe queried GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT with a bare
glGetIntegerv while every other query in the same function goes through glesFuncs. A bare
call resolves to MobileGL's own exported entry point, which answers that pname out of the
capability table this code is in the middle of filling in, so the value read back was the
default it started from and the driver's real alignment never arrived.
The backend therefore advertised an alignment of 1. An application that trusts that -
which is the only thing it can do - passes glTextureBufferRange an offset the ES driver
cannot honour, and the driver produces a texture that reads as zeros with no error
anywhere. The alignment llvmpipe actually wants is 16.
Takes direct_state_access.textures_buffer_* from 3 to 30 of 30 on DirectGLES, and the
whole DSA group from 66.85% to 74.12%. DirectVulkan was unaffected: its alignment comes
from a Vulkan device limit and was already right.
run_cts_local.py and the mobilegl-desktop VK-GL-CTS target were both in the tree
with nothing describing how to reach them, so the only documented ways to run the
suite needed either an Android device or a Windows box with a GPU. The desktop
Linux path needs neither: lavapipe gives DirectVulkan a headless surface and
Mesa's surfaceless EGL gives DirectGLES a context, so a single test group can be
measured in seconds while working on it.
Records the two things that cost time to find. EGL_PLATFORM=surfaceless is
mandatory for DirectGLES - without a /dev/dri node Mesa fails eglInitialize on
the default display, and MobileGL surfaces that as EGL_BAD_ALLOC from
eglCreatePbufferSurface, which points at the wrong call entirely. And
DirectVulkan's default-framebuffer readback returns zeros here exactly as it does
on Adreno, so that defect is MobileGL's and reproducible without a phone.
The direct_state_access reference table is the measured baseline for the fixes in
this branch, so a later change has something to be compared against.
GL_COLOR_ATTACHMENTn is a token for every n up to 31, but only the first
GL_MAX_COLOR_ATTACHMENTS of them name an attachment point of a framebuffer object. The
enum conversion accepted the whole token range, so attaching a renderbuffer or a texture
to a colour attachment past the limit silently succeeded instead of reporting
INVALID_OPERATION, and the attachment landed in a slot nothing else would ever look at.
glBindVertexBuffers and glVertexArrayVertexBuffers take a range of binding points rather
than one index. A range running past the last binding point is INVALID_OPERATION, which
the per-binding validation could not report: it saw one index at a time and reported the
INVALID_VALUE that a single out-of-range index earns. The range is checked up front now,
before any binding point is touched, so a rejected call also leaves none of them changed.
Takes direct_state_access.vertex_arrays_* to 18 of 19 and fixes
direct_state_access.framebuffers_renderbuffer_attachment_errors on both backends.
glCreateTransformFeedbacks, glTransformFeedbackBufferBase, glTransformFeedbackBufferRange
and the three glGetTransformFeedback* queries were all stubs, so a transform feedback
object could only be configured and inspected by binding it first - the exact thing
direct state access exists to avoid. The queries were the worse half: they returned
nothing and raised no error, so an application could not tell that it had learned
nothing.
glCreateTransformFeedbacks creates the objects outright. glGenTransformFeedbacks only
reserves names, and a reserved name becomes an object when it is first bound
(GL 4.6 core 13.2.1); the DSA form has no bind step to create them from.
The queries and the buffer bindings read and write a named object's state. That state
lives in two places: the context keeps one live copy of the capture bindings and the
active/paused flags for whichever object is bound, and every other object's copy sits in
its saved state until a bind swaps it in. The by-name accessors added to the context
resolve that, so a query for the bound object reads the live copy rather than a stale
save.
GL_TRANSFORM_FEEDBACK_BUFFER_START and _SIZE are answered as zero unless the binding was
made by the range form, matching what the buffer object binding points already do.
Takes direct_state_access.xfb_* from 0 to 4 of 5 on both backends; xfb_functional still
fails on the capture itself, which is a separate defect.
The binding-point half of ARB_vertex_attrib_binding was implemented, but nothing
outside it could see the result. glGetIntegerv answered GL_MAX_VERTEX_ATTRIB_BINDINGS,
GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET and GL_MAX_VERTEX_ATTRIB_STRIDE with a hardcoded
0 and a comment saying the entry points were stubs, which they no longer are. An
application that sizes its loops off those limits therefore saw none, and every
"bindingindex must be less than MAX_VERTEX_ATTRIB_BINDINGS" check silently accepted
everything because the limit it validated against was not the one it reported.
The indexed getters answer GL_VERTEX_BINDING_{BUFFER,DIVISOR,OFFSET,STRIDE} from the
bound vertex array now, and the non-indexed getter reports them as indexed-only rather
than returning a fabricated 0.
glVertexAttribPointer is defined in terms of the binding model: it also points the
attribute at its own binding point and gives that point the buffer, the pointer as the
offset and the effective (never zero) stride. MobileGL resolved the pointer form
straight into the flat attribute view and left the binding point untouched, so
GL_VERTEX_BINDING_OFFSET read back 0 for every attribute set up the classic way. The
flat view keeps the raw stride, because GL_VERTEX_ATTRIB_ARRAY_STRIDE reports that
argument verbatim, so the binding point is recorded alongside it rather than resolved
from it. glVertexAttribDivisor likewise now moves the binding point's divisor.
The by-name entry points reject vertex array 0. MobileGL keeps a real object at index 0
for the compatibility paths, so the name validation used to let the default vertex array
through a direct-state-access call that has no such thing.
glVertexAttribFormat and friends validated with the pointer-only subset, which reports
GL_BGRA as an out-of-range size instead of applying the BGRA rules, and never saw
relativeoffset at all. They share the full format validation now, which also grew the
GL_UNSIGNED_INT_10F_11F_11F_REV rules - that type has no DataType of its own, so it has
to be recognised before the conversion turns it into Unknown and reports the wrong error.
glVertexAttribLFormat and glVertexArrayAttribLFormat were stubs. They validate their
arguments now and then report that 64-bit vertex attributes are unsupported, which is
honest; silently accepting a format that can never be used is not.
Takes direct_state_access.vertex_arrays_* from 12 to 17 of 19 on both backends.
glGetVertexArrayiv, glGetVertexArrayIndexediv and glGetVertexArrayIndexed64iv
were stubs, so nothing could read a vertex array's state without binding it
first -- the exact thing direct state access exists to avoid.
They read the state the vertex array already holds. Two accessors were needed for
that: the relative offset and the binding points, which are the binding-point
view the flat per-attribute state was resolved from and cannot be reconstructed
from the resolved form.
Note the index means different things by entry point: for the 32-bit indexed
query it is an attribute, but GL_VERTEX_BINDING_OFFSET names a vertex buffer
binding point directly (GL 4.6 core 10.3.1). GL_VERTEX_ATTRIB_ARRAY_LONG is
answered GL_FALSE throughout, which is honest while 64-bit vertex attributes are
unsupported.
Takes direct_state_access.vertex_arrays_* from 8 to 12 of 19 on Espryt.
GL_VERTEX_BINDING_OFFSET still reads back 0: the query is right but the offset is
not reaching the binding point, which is a separate defect further up.
glGenQueries only reserves names; a name becomes a query object when it is first
used with BeginQuery or QueryCounter (GL 4.6 core 4.2.1). MobileGL created the
live object eagerly at glGenQueries time and glIsQuery reported every reserved
name as an object, with a comment noting the shortcut.
The registry already distinguished the two states -- a target of 0 means the name
has never been used -- so glIsQuery now consults it, and a name that came from
glCreateQueries carries a flag saying it is an object regardless.
glCreateQueries itself was a stub. It creates the objects outright with their
target already fixed, which is the whole point of the DSA form: there is no
binding step to infer the target from later.
GetFallbackTexture asserted that the target was 2D or rectangle, so a sampler
whose texture could not be resolved took the process down whenever it was any
other kind. A multisample sampler reaches exactly that path: its texture is
reported incomplete, the resolve falls back, and the assert fires. Sixty
direct_state_access multisample cases died that way, and because the abort kills
the whole process the harness lost the rest of its chunk with them -- one run
needed 63 invocations to get through the suite instead of 3.
The fallback is a single-sampled 2D image, so it genuinely cannot stand in for a
multisample sampler: that descriptor demands a multisample view, and binding this
one is invalid usage rather than a degraded picture. So report that no fallback
exists and let the caller decline the draw. An unbound or incomplete sampler is
an application-level mistake with a defined GL meaning; it is never a reason to
abort.
The cases still fail -- multisample textures are not yet complete enough to
sample -- but they fail as one reported case each.
glTexBufferRange, glTextureBuffer and glTextureBufferRange were all stubs, so a
buffer texture could only ever be attached through glTexBuffer -- by binding, and
always to the whole buffer.
Give the buffer texture the window it is supposed to address. The non-range forms
record it as offset 0 with a whole-buffer sentinel rather than the size the buffer
happens to have, so a later respecify keeps being followed instead of freezing the
texture at yesterday's size. All four entry points now share one attach path,
differing only in how they name the texture: by binding for the target forms, by
name for the DSA ones.
Both backends honour the window: DirectVulkan offsets and clamps the buffer view,
DirectGLES uses glTexBufferRange when the texture names a sub-range and keeps
plain glTexBuffer for the whole-buffer case, which also works on a driver without
the range entry point.
GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT reported 0 with a comment explaining that the
range entry points were stubbed. It now reports what the device actually requires
-- minTexelBufferOffsetAlignment on Vulkan, the driver's own value on GLES -- and
the range entry points enforce it. Zero was never a legal answer; the minimum is
1, and an application that trusted it would have built unaligned offsets.
It was exported as a stub: it logged a warning and returned, leaving the caller's
buffer untouched. Anything reading back through it saw whatever the destination
already held, which for a freshly allocated vector is zeros -- so every
direct_state_access texture test comparing a readback against reference data
failed without a GL error to explain it.
glReadnPixels is glReadPixels with a bound on how much it may write (GL 4.6 core
18.2.8, originally GL_ARB_robustness) and is identical in every other respect, so
it validates and reads through exactly the same path once the destination is
known to be big enough.
Sizing the read honours the GL_PACK_* state: rows are padded to GL_PACK_ALIGNMENT
and laid out GL_PACK_ROW_LENGTH wide, with the skip parameters offsetting the
first texel. The last row is deliberately not padded -- nothing follows it to
align -- which is what makes a tightly-sized destination legal.
The backend already turned a tessellation control/evaluation shader into the
right VkShaderStage, but nothing downstream knew what to do with it: GL_PATCHES
had no topology, so it fell through to the triangle-list default, and the
pipeline carried no tessellation state at all. A GL_PATCHES draw therefore ran
the vertex and fragment stages over raw triangles.
Map GL_PATCHES to VK_PRIMITIVE_TOPOLOGY_PATCH_LIST, carry GL_PATCH_VERTICES into
the pipeline as patchControlPoints (part of the key, since two patch sizes are
two pipelines), attach VkPipelineTessellationStateCreateInfo for a patch topology
only, and enable the tessellationShader device feature.
POST reports the feature, because without it a program with a tessellation stage
cannot build a pipeline at all and GL_PATCHES draws render nothing.
Vulkan restarts only on the fixed all-ones value of the index type, so
GL_PRIMITIVE_RESTART with a glPrimitiveRestartIndex of anything else used to
hard-fail the draw. GL_PRIMITIVE_RESTART_FIXED_INDEX already matches Vulkan and
is untouched.
Rewrite the indices into a transient copy instead, substituting the fixed value
for the application's. An index that already equals the fixed value would then be
indistinguishable from a restart, so it is nudged down by one: it can only be a
real index, since the application's restart index is a different number, and the
vertex it names is outside any well-defined draw -- whereas leaving it alone would
tear the primitive in two.
The element array buffer is rewritten whole rather than only the drawn range,
because an indirect draw's firstIndex lives in GPU memory and cannot be adjusted
from here; every element therefore keeps its position.
A capture is a GPU write like any shader's, so a later CPU read of the buffer has
to wait for it. Only shader storage buffers were flagged, so mapping or reading
back a capture buffer could observe whatever the queue had retired so far.
Nothing needs copying -- the capture writes land in coherent host-visible storage
already -- but coherence only says the writes are visible once they have
happened, which is exactly what MarkGpuWritten arranges through the readback op.
AcquirePersistentMap promises the storage it creates is never recreated, because
the frontend adopts it in place of the shadow and hands out pointers into it.
AcquireStreamedSlice broke that promise: its downgrade path releases the resident
storage unconditionally to avoid keeping a second stale copy, so binding such a
buffer as a vertex or index source freed the memory the application was still
pointing at.
It also fed that draw the wrong bytes. The streaming copy is uploaded from the
shadow, and a persistently mapped buffer can hold bytes the shadow never saw -- a
transform feedback capture writes straight into the resident storage. The next
capture into the same buffer then landed in freshly recreated storage while the
application kept reading the original, which is how the ping-pong in
transform_feedback.draw_xfb_feedbackk_test stalled after its first doubling.
Route a persistently mapped resource to the resident path instead, where its
single piece of storage is bound directly.
GL makes transform feedback results visible to every later command on their own,
with no glMemoryBarrier in between -- unlike shader storage writes. An
application replaying a capture with glDrawTransformFeedback is therefore
entitled to the captured bytes without asking for them, so the barrier the Vulkan
memory model requires has to come from here.
It cannot be recorded where the write happens: the capturing draw runs inside a
render pass that declares no self-dependency. Flag it there instead and emit the
barrier at the next point that could read the buffer -- the following draw's
setup, or a readback -- ending the render pass first, the same shape
glMemoryBarrier already uses.
The destination covers every way a captured buffer comes back: replayed as vertex
attributes or indices, read through a uniform or storage binding, sourced as an
indirect command, copied out, or mapped.
The program cache is content-hash-shared across GL program names, so its key has
to cover everything that changes the modules it stores. The capture layout did
not: XfbCaptureDecoratePass bakes XfbBuffer/XfbStride/Offset into the SPIR-V from
the frontend's layout, none of which is in the SPIR-V being hashed.
Two programs with identical shaders and different glTransformFeedbackVaryings
therefore shared one entry, and the first one linked decided how both captured.
That is precisely what changing the buffer mode does -- the same varyings
recorded with GL_SEPARATE_ATTRIBS instead of GL_INTERLEAVED_ATTRIBS -- so the
separate-attribs pass of transform_feedback.draw_xfb_test replayed a capture that
was still interleaved into buffer 0.
Hash the captured varyings' names, buffer indices and offsets plus the per-buffer
strides, and only for a capturing compile, so no other program changes key.
The GL_UNIFORM interface queries and glGetActiveUniform(s)iv describe the same
set of resources in two spellings, but they were reading it from two different
places: the latter from the frontend reflection, the former forwarded straight
to the backend program.
The backend program is not a source of truth for this. It does not exist at all
for a program whose types its shading language cannot express -- a
double-precision uniform has no ESSL form, so the program never links there --
and the interface queries then described a program with no uniforms, which is
how gpu_shader_fp64.fp64.state_query failed.
Route GL_ACTIVE_RESOURCES / GL_MAX_NAME_LENGTH, the resource index, the resource
name and the resource properties for GL_UNIFORM through the same reflection that
already answers glGetActiveUniformsiv, so the two spellings can no longer
disagree and neither depends on the backend having linked. The props that
reflection does not model (GL_ATOMIC_COUNTER_BUFFER_INDEX and the
GL_REFERENCED_BY_* stage bits) still come from the backend, looked up by the
uniform's name so the two index spaces do not have to agree.
GL_MAX_NAME_LENGTH counts the terminator; the stored maximum does not, as every
other caller of GetUniformMaxLength() already accounted for.
Vulkan's VK_VERTEX_INPUT_RATE_INSTANCE advances an attribute once per instance and has
no way to say anything else, so every non-zero divisor collapsed to 1: an attribute the
application asked to change every three instances changed every one, and
KHR-GL40.draw_indirect.basic-drawArrays-instancing and its elements sibling drew the
wrong colours from instance one onward.
VK_EXT_vertex_attribute_divisor is exactly this state, so it is enabled when the device
has it and the per-binding divisors ride into the pipeline through
VkPipelineVertexInputDivisorStateCreateInfoEXT. Only divisors other than 1 are listed -
1 is what the plain input rate already means - and they join the layout hash, so two
layouts that differ only in a divisor no longer share a pipeline.
POST reports the feature either way, because without it the failure is silent and looks
like a shader bug: the attribute is fetched, just from the wrong instance. The GLES side
gains the two checks this session's other work made load-bearing for the same reason -
glPatchParameteri (without it GL_PATCH_VERTICES stays at the driver's 3 and a patch draw
of any other size renders nothing) and the transform feedback object entry points
(without them a second object cannot open a capture while the first is paused).
KHR-GL40.draw_indirect on Magma: 70/70 but for the arbitrary primitive-restart index,
which Vulkan cannot express at all.
Texture uploads go out on a command buffer of their own the moment they happen, while
glGenerateMipmap records its blit chain into the frame's command buffer, which is not
submitted until the frame ends. So a glTexSubImage2D into a level that was just
generated reached the GPU FIRST and the blits then wrote over it.
KHR-GL40.texture_gather.base-level does exactly that - generates the chain, then writes
the texels it is going to sample into level 1 and points TEXTURE_BASE_LEVEL at it - and
read back the generated content instead of what it had written. The image view, the mip
range and the upload itself were all correct; only their order on the GPU was not.
This is the same hazard the mip-chain-growth recreate above already flushes for, from
the other side: there the recorded work had to reach the GPU before an out-of-band copy
read the image, here before an out-of-band copy writes it. Submitting at the end of the
generation orders every upload that can follow.
The extension and its three entry points are frontend state - no binary format is
exposed on either backend - but only DirectGLES listed it, so on Magma dEQP's loader
still left glProgramParameteri null and KHR-GL40.api.coverage called straight through
the null pointer. The entry point is not core before GL 4.1; this is what exposes it.
Neither target API has GL_TEXTURE_RECTANGLE: ESSL has no rectangle sampler, and
Vulkan's SPIR-V environment does not allow Dim::Rect. Both emulate it on a plain 2D
texture, and the two differ in exactly one way - a rectangle lookup addresses texels
where a 2D one addresses [0,1].
That one difference now lives in one SPIR-V pass, so neither backend has to know about
it: every lookup taking normalized coordinates gets its coordinate divided by the size
the texture reports, and the image type is then rewritten to 2D. Magma had no rectangle
handling at all - it fed Dim::Rect straight to Vulkan, which read the texel coordinates
as normalized and sampled the edge, so all fifteen KHR-GL40.texture_gather.*-2drect
cases came back holding the clear colour.
This replaces the ESSL text rewrite that did the same divide for DirectGLES only. Doing
it in the module instead is both shorter and stricter: the pass resolves an operation's
image type through the sampled-image and pointer wrappers rather than matching a
sampler name in generated source, so it cannot be fooled by an expression where it
expected an identifier, and it needs no help from the frontend reflection to know which
samplers were rectangles.
Still declined, as before: the Dref *sample* forms, whose coordinate carries the compare
value in its last component, and the projective ones, where the divide would have to
happen after the perspective divide. texelFetch is deliberately untouched - integer
texel coordinates mean the same thing on both targets.
KHR-GL40.texture_gather: Magma 66 failures -> 2, Espryt stays at 75/75.
The completeness rule itself is GL's, not a backend's, so it now reads as one question
both backends ask - SamplesAsIncompleteTexture(texture, effective sampler) - and each
answers in whatever way it already expresses "nothing is bound at this sampler".
DirectGLES leaves the native target unbound; Magma has a fallback texture for exactly
that case and now routes an incomplete texture to it.
The fallback's texel had never been written, so it read whatever its freshly allocated
storage held. GL is specific here: an incomplete texture - and a sampler with nothing
bound - reads (0, 0, 0, 1). It says so now, which is what makes
KHR-GL40.texture_gather.incomplete-texture-last-comp (it gathers the alpha) meaningful
rather than accidentally right.
Reading a buffer a compute shader wrote gave zeros: the frontend shadow that MapBuffer
resolves against is only maintained by uploads, and Magma had no path back. Every
KHR-GL40.texture_gather case ends by dispatching a compute shader into an SSBO and
comparing the mapped result, so 66 of 75 failed on it.
Magma needs no readback: EnsureGpuResidentStorage - the same host-visible coherent
adoption the transform feedback capture already uses - makes the shadow BE the memory
the shader writes, so binding a buffer as a shader storage buffer now adopts it. What
coherence does not give is ordering: the writes are visible once they have happened,
and the CPU was reading before the dispatch had retired. The readback op therefore
submits the recorded work and waits.
That exposed a mistake in the frontend flag this rides on: MarkGpuWritten skipped
GPU-resident buffers, reasoning there was no shadow to refresh. True, but the wait is
still needed - "reconcile with the GPU write" is not always "copy it back", and which
of the two it is belongs to the backend. The flag now only says a write is outstanding;
DirectGLES's readback still skips its persistent-mapped buffers when copying.
KHR-GL40.texture_gather on Magma: 66 failures -> 19 (the rest are rectangle textures,
mipmap completeness and tessellation, all still to do). Espryt stays at 75/75.
The indirect draw paths bounded their read out of GL_DRAW_INDIRECT_BUFFER - and took
their default stride - from `sizeof(DrawCmdParam)`, this renderer's own draw-parameter
struct. That is not the command GL defines: DrawCmdParam carries two extra members for
bounding vertex-stream conversion and is 24 bytes, where GL's DrawArraysIndirectCommand
is four uint32.
So every glDrawArraysIndirect against a tightly-sized indirect buffer - which is what an
application writes, and what the CTS writes - failed the range check and drew nothing.
It went unnoticed on the elements side only by coincidence: DrawIndexedCmdParam happens
to be exactly the 20 bytes of DrawElementsIndirectCommand.
Both sizes are now named constants of GL's own layout.
KHR-GL40.draw_indirect on Magma: 21 failures -> 3.
The frontend half of ARB_transform_feedback2 landed for both backends, but Magma's
capture was still written for the one implicit span GL 3.3 has:
- A paused span kept capturing. VK_EXT_transform_feedback's counter buffers already
make consecutive draws append, so pausing is simply "do not wrap this draw" - the
counters keep their values and the next resumed draw carries on where the last
captured one stopped.
- Those counter buffers were context-wide. Transform feedback objects can each hold an
open, paused span at the same time - KHR-GL40.transform_feedback.draw_xfb_test keeps
three - and they were all appending through one set of four slots. Each object now
gets its own group, handed out on first use; past sixteen objects they share group 0,
which only matters for concurrently-paused spans.
- The generation that identifies a span is what a backend keys its append state on, so
it is now part of the per-object state the frontend saves and restores. Without that,
resuming an object that was paused before another one began looked like a new span
and restarted its counters at zero.
GL_PRIMITIVES_GENERATED needed one more thing. It counts what the last vertex
processing stage emitted whether or not anything is being captured, but
VK_QUERY_TYPE_TRANSFORM_FEEDBACK_STREAM_EXT only counts what the capture saw - so a
draw made while the span was paused is invisible to it. The frontend now tallies those
draws, and the Vulkan query adds the delta at result time. The correction lives in the
backend that needs it: an ES driver's GL_PRIMITIVES_GENERATED counts them by itself, and
adding it there too would double them.
transform_feedback* on Magma: 4 failures -> 3. Espryt stays at 38/38.
glUniform*d, glUniformMatrix*dv, their glProgramUniform twins and glGetUniformdv were
all stubs - 35 entry points - so a GL 4.0 program's double uniforms could be declared
and located but never set or read. Worse, glGetUniformfv on one did reach the storage:
the generic getter memcpy'd the uniform's declared size into the caller's buffer, so a
4-byte float pointer received 8 bytes. That overrun is what took the process down in
KHR-GL40.gpu_shader_fp64.fp64.state_query.
The upload path is already templated on the component type, so the vector forms are
wiring. A matrix is not: the column stride the linker used for a double matrix is not
the 16 bytes a float one gets. It is not guessed - the slot the uniform was given is
exactly `columns` columns wide, so dividing states the stride the rest of the pipeline
already agreed on, for both the upload and the readback.
The four getters now convert instead of reinterpreting when the uniform holds doubles,
following GL 4.6 core 7.6: round to nearest for the integer queries, and clamp into the
queried type's range so a negative double read through glGetUniformuiv is 0 rather than
its two's complement.
The case still fails one step further on, where it queries the same uniforms through
GL_ARB_program_interface_query: those calls are answered by the backend program, and an
fp64 shader has none - ESSL has no doubles, so it never links. Answering them from the
frontend reflection is a separate change.
GL_PATCH_VERTICES decides how many vertices one tessellation patch consumes, and
glPatchParameteri was a stub - so the value stayed at the driver's default of 3 no
matter what the application asked for. KHR-GL40.texture_gather.gather-tesselation-shader
sets it to 1 and then draws a single patch: with the request dropped the draw had too
few vertices for one patch, produced nothing at all, and the case read back the clear
colour.
The value is context state on both sides and ES 3.2 spells the entry point exactly the
same way, so it is stored in the render state (where glGetIntegerv(GL_PATCH_VERTICES)
now finds it) and forwarded. Validation needs the real bound, so GL_MAX_PATCH_VERTICES
and GL_MAX_TESS_GEN_LEVEL are probed off the host driver alongside the other limits and
answered from there too; the defaults are the GL 4.0 core minimums.
KHR-GL40.texture_gather is now 75/75.
glGenerateMipmap requires the level-0 format to be colour-renderable, and ES has no
colour-renderable three-channel float format at all - so an ES driver rejects
GL_RGB16F and GL_RGB32F where every desktop driver accepts them, and the error was
forwarded to the application. KHR-GL40.texture_gather.plain-gather-float-2d-rgb and
its offset- sibling build their texture that way and fail on the leftover error alone.
The blit-based emulation already used for GL_R11F_G11F_B10F is no help: it renders
level n from level n-1, so it needs exactly the renderability that is missing. But a
format the driver cannot render into is a format nothing can have rendered into
either, which makes the frontend's own copy of the texels authoritative for precisely
these formats. So the chain is box-filtered there and the levels are marked dirty; the
backend sync that follows uploads them like any other texture data.
Deliberately narrow: only the two formats whose texels are a plain float array, and
only when they are what the texture actually holds. Every other format keeps the
driver's behaviour, error included.
A minification filter that reads the mip chain requires every level from the base down
to hold exactly half the previous one's size; a texture that does not is incomplete and
every lookup on it returns (0, 0, 0, 1) (GL 4.6 core 8.17). Nothing checked it.
The ES driver cannot catch this on MobileGL's behalf, which is why it has to be a
frontend rule here: the backend texture is immutable storage allocated from the level
set as it stood, so a level the application later redefined at a different size never
reaches the driver at all, and the ES texture stays complete. That is exactly what
KHR-GL40.texture_gather.incomplete-texture does - it redefines level 1 of a complete
chain as 1x1 - and it read the original contents back.
The check runs where the sampling bindings are established, and an incomplete texture
simply leaves its native target unbound: an unbound ES target samples as (0, 0, 0, 1),
which is the answer GL asks for, with no scratch texture to keep around.
An array texture's layer count is not one of the dimensions that halves, so the
comparison only shrinks the components that belong to the image itself - getting that
wrong turned eight *-2darray cases black.
A rectangle texture is emulated on an ES 2D texture, and LowerRectImagesForEssl
rewrites the image type in the SPIR-V to match. That is exact only where the lookup
addresses texels directly, which is why the pass declined any module containing a
lookup that takes normalized coordinates - the whole KHR-GL40.texture_gather 2drect
set among them.
The missing half is one divide: a rectangle lookup's coordinate is in texels and the
2D lookup it becomes wants [0,1], so the coordinate has to be divided by the texture's
size. It goes in on the ESSL the transpiler produces, next to the LOD-bias emulation
that already rewrites lookup arguments there, and reads the size back with
textureSize() rather than plumbing a uniform down - the emulated texture is a real ES
2D texture, so the shader can ask it directly.
Only the forms whose argument 1 is the bare coordinate are rewritten - texture,
textureOffset and the three textureGather flavours, which covers the Dref gathers too
because those carry the compare value in a separate argument. texelFetch is
deliberately left alone: its coordinates are integer texels on both targets. The
SPIR-V pass keeps declining everything else, so a projective lookup or a Dref sample
(where the compare value rides in coord.z) still refuses the module instead of
producing something subtly wrong.
Which samplers were declared rectangle is no longer visible in the transpiled source -
they are plain sampler2D by then - so the names come from the frontend program's
reflection.
Every texture object started from the shared defaults, which are the 2D ones:
TEXTURE_MIN_FILTER of NEAREST_MIPMAP_LINEAR and TEXTURE_WRAP_S/T of REPEAT. A
rectangle texture has no mip chain at all, so GL gives it a different initial state -
LINEAR and CLAMP_TO_EDGE (GL 4.6 core table 23.15) - and a mipmapped minification
filter is not even a legal value to set on one.
With the 2D default in place a rectangle texture was mipmap-incomplete the moment it
was created, and an application that (correctly) never touches the filters read
(0, 0, 0, 1) out of every lookup. That is what the eleven
KHR-GL40.texture_gather.*-2drect cases saw: they set only the wrap modes, because the
filters are already what a rectangle texture needs.
glProgramParameteri is not core before GL 4.1, so in the 4.0 context the CTS runs it
only exists through GL_ARB_get_program_binary or GL_ARB_separate_shader_objects.
MobileGL advertised neither, so dEQP's loader left the entry point null - and
KHR-GL40.api.coverage, which registers glProgramParameteri from GL 3.2 upwards, called
straight through the null pointer and took the process down.
GL_NUM_PROGRAM_BINARY_FORMATS was already 0, and the extension explicitly allows an
implementation to support no binary format at all; that is the honest state of things
here, since a MobileGL program is a glslang link plus a per-backend translation with no
serialised form. So the extension is advertised for what it really provides:
glProgramParameteri stores GL_PROGRAM_BINARY_RETRIEVABLE_HINT (reported back by
glGetProgramiv alongside a GL_PROGRAM_BINARY_LENGTH of zero), glGetProgramBinary is the
INVALID_OPERATION the spec requires when that length is zero, and glProgramBinary
rejects every format with INVALID_ENUM and leaves the program's LINK_STATUS false.
Applications that ask for a binary get the documented "no formats" answer and fall
back, which is what they already had to do - only now they can ask.