GetComponentSizesForInternalFormat asserted on TextureInternalFormat::Unknown,
which framebuffer-parameter queries legitimately reach for attachments that
have no storage yet (KHR-GL33.packed_depth_stencil.validate_errors.initial_state
aborted there). Answer with all-zero sizes and keep a warning for genuinely
unhandled formats. Also include the image dimensions in the texture
vmaCreateImage failure report.
The GL CTS queries GL_MAX_TRANSFORM_FEEDBACK_BUFFERS and
GL_MAX_VERTEX_STREAMS before checking whether the extension is advertised
and requires no GL error (desktop drivers all accept these enums). Answer
with the separate-attrib capacity and a single vertex stream; the
transform_feedback3 tests then report NotSupported instead of failing on
GL_INVALID_ENUM.
Vulkan has no LINE_LOOP topology and the frontend used to reject the mode
with GL_INVALID_OPERATION, which is itself non-conformant (several KHR-GL33
transform_feedback tests draw line loops and expect no error). DrawArrays,
DrawElements and DrawElementsBaseVertex now rewrite the draw into an
indexed GL_LINE_STRIP whose synthesized uint32 index list revisits the
first vertex, delivered through the client-memory index path (a new
forceClientMemory flag keeps a bound element-array buffer from hijacking
the synthesized pointer). Entry points without the rewrite degrade to an
open line strip instead of a triangle list.
BlitFramebuffer's color path asserted that the read framebuffer's source
attachment is a texture; a renderbuffer source (packed_depth_stencil.blit
color checks) aborted the process. Materialize pending clears through the
renderbuffer path for both source and destination, as ReadPixels already
does.
glRenderbufferStorageMultisample accepts any sample count up to MAX_SAMPLES
(including non-powers-of-two like 3) and promises at-least allocation, but
the renderbuffer path required an exact Vulkan sample-count match and failed
on devices like llvmpipe that expose 1x/4x only. Round the request up to a
power of two and then to the nearest count the device supports for the
format, cached per format so per-draw resolution does not re-query the
physical device.
Un-crashes KHR-GL33.packed_depth_stencil.blit.* (2x/3x MSAA renderbuffers).
UploadDirtyMipLevels used to skip D24S8/D32FS8 textures outright, leaving
glTexImage-supplied depth-stencil data unuploaded (KHR-GL33
texture_repeat_mode depth24_stencil8 and texture_swizzle depth-stencil
cases all sampled zeros). De-interleave the shadow's GL wire format into a
depth plane (X8_D24 word / float) and a stencil byte plane and record one
copy per aspect, with cross-conversion when the device backs the texture
with the other depth-stencil format.
Depth32FStencil8's shadow byte size also claimed 16 bytes/texel while the
stored wire format (GL_FLOAT_32_UNSIGNED_INT_24_8_REV) is 8; that mismatch
truncated every upload of it.
Also route a multisample-texture sample-count request through the device's
supported counts (round up, GL promises at-least semantics).
UploadDirtyMipLevels encoded a texture's GL depth into VkBufferImageCopy
imageExtent.depth with layerCount = 1. For array textures the layers live in
the image's arrayLayers, and extent.depth > 1 is invalid for 2D images - in
practice every layer past the first never received its data.
Route the third dimension into layerCount for 1D/2D/cube array images and
keep imageExtent.depth for genuine 3D images.
Fixes the KHR-GL33.pixelstoragemodes.teximage3d.* failures (110 cases) on
lavapipe.
The legacy-shader retry that retargets a failed parse to #version 460 also
re-legalized multidimensional arrays, which every desktop driver rejects
below 430 and KHR-GL33.shaders.arrays.invalid.* requires to fail. Skip the
retry when the original failure is glslang's arrays-of-arrays error; other
legacy rescues (e.g. layout(binding=...)) keep working.
KHR-GL33.shaders.arrays.invalid.multidimensional_array* now report the
required compile failure (4 cases).
A cached RenderPassEntry bakes renderbuffer clear payloads inline into its
pendingClearAttachments, and that list outlives the clear's consumption at
pass begin (loadOp CLEAR). Every subsequent draw that reused the entry while
its pass was still active replayed the stale clear through
vkCmdClearAttachments, wiping the color and depth of everything drawn so far
in the pass.
Texture-keyed clears already re-checked the clear manager before clearing;
do the same for inline renderbuffer payloads: only clear while the
renderbuffer clear is still actually pending, and take the live payload so a
newer glClear's values win.
On lavapipe this takes KHR-GL33.shaders.fragdepth.* from 0/18 to 18/18; the
same defect hit any renderbuffer-FBO case with several draws per pass.
With no GL_ELEMENT_ARRAY_BUFFER bound, the IndexBufferView byte offset is a
raw client pointer (desktop drivers accept client-memory indices and the GL
CTS relies on this even in core contexts). UploadAndBindIndexBuffer used to
assert-crash the process there; it now snapshots the client index data into
a transient per-frame slice and binds that, matching how client-memory
vertex attributes are already streamed.
Fixes the process abort in KHR-GL33.transform_feedback.capture_* and every
other mustpass case that draws with client-side index arrays.
Local counterpart of run_cts.py for desktop Linux runs: re-invokes glcts
with the not-yet-measured cases after a crash, quarantines timed-out cases
with the dEQP watchdog enabled, and records crashed/hung/unrun lists so a
partial run cannot read as a complete one.
Guard the AImageReader window path behind __ANDROID__ and add a
mobilegl-desktop DEQP target so glcts can run against libMobileGL.so on a
Linux host via pbuffer surfaces (VK_EXT_headless_surface).