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8 Commits
Author SHA1 Message Date
swung0x48 cc34d34706 [Fix, Test] (MG_Backend/DirectGLES): hand every compiled shader's lifetime to its program - glDeleteShader was never called, so each program build leaked its driver shader objects 2026-08-11 11:11:28 -04:00
swung0x48 757b31592d [Fix, Test] (MG_Backend/DirectVulkan): a multisample resolve that must also change orientation resolves through a pooled scratch image, then blits 2026-08-11 10:49:58 -04:00
swung0x48 dbae4eda10 [Fix, Test] (MG_Backend/DirectVulkan): depth blits to or from the default framebuffer convert their rect out of GL's bottom-origin space, like the colour blit does 2026-08-11 10:24:59 -04:00
swung0x48 fa5ff5d168 [Test] (MG_IntegrationTest): every texture access routine must read the same texel out of a usampler2DArray 2026-08-11 10:21:38 -04:00
swung0x48 994ae372f8 [Fix, Test] (MG_Backend/DirectVulkan): an SSBO block instance array is one binding of N descriptors, so bind every element from its own GL binding point 2026-08-11 10:11:23 -04:00
swung0x48 7ba012adf9 [Test] (MG_IntegrationTest): SSBO runtime-array length across preambles, block arrays and bound ranges 2026-08-11 10:11:23 -04:00
swung0x48 b1fdffd767 [Fix, Test] (MG_Backend/DirectVulkan): read the default framebuffer's depth and stencil back instead of leaving the caller's buffer untouched 2026-08-11 10:11:22 -04:00
swung0x48 18c17ae5ca [Fix, Test] (MG_Backend/DirectVulkan): a blit into the default framebuffer must execute the clear parked before it, not leave it for the readback 2026-08-11 10:08:25 -04:00
11 changed files with 1440 additions and 46 deletions
@@ -4386,11 +4386,28 @@ namespace MobileGL::MG_Backend::DirectGLES {
log.back() = '\0'; log.back() = '\0';
MGLOG_E("Shader compilation failed for backend ID %u: %s", backendShaderId, log.data()); MGLOG_E("Shader compilation failed for backend ID %u: %s", backendShaderId, log.data());
m_backendProgramUsable = false; m_backendProgramUsable = false;
// Nothing will ever attach this one, so nothing else can free it.
g_GLESFuncs.glDeleteShader(backendShaderId);
continue; continue;
} }
MGLOG_D("Attaching shader ID: %u to program %u", backendShaderId, m_backendProgramId); MGLOG_D("Attaching shader ID: %u to program %u", backendShaderId, m_backendProgramId);
g_GLESFuncs.glAttachShader(m_backendProgramId, backendShaderId); g_GLESFuncs.glAttachShader(m_backendProgramId, backendShaderId);
// Hand the shader's lifetime to the program, immediately and unconditionally.
//
// glDeleteShader only FLAGS a shader; the driver frees it when it is attached to
// nothing. Flagging it here is what makes the program own it, so deleting the
// program (or the detach loop above, on a relink) is what actually frees it.
// Without this call every program build leaked its shader objects for the process
// lifetime, and a relink leaked them twice - the detach loop above dropped the
// program's reference to shaders nothing had flagged, so they became unreachable
// AND undeletable. The GL swizzle conformance test builds 1,296 programs per case,
// so a handful of cases left tens of thousands of live driver shaders behind and
// the driver started mis-serving them (KHR-GL33/GL40.texture_swizzle.smoke_*).
// Same class of defect as the missing framebuffer/renderbuffer/sampler destructors
// fixed in Wave 1, and the last of that family: this is the one backend GL object
// MobileGL creates without an owning wrapper to destroy it.
g_GLESFuncs.glDeleteShader(backendShaderId);
MGLOG_D("Processed shader source length: %zu", source.length()); MGLOG_D("Processed shader source length: %zu", source.length());
} }
@@ -2578,6 +2578,16 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
entry.storageBlockNameByBinding[binding] = uniformName; entry.storageBlockNameByBinding[binding] = uniformName;
entry.storageBlockIndexByBinding[binding] = static_cast<Int>(blockIndex); entry.storageBlockIndexByBinding[binding] = static_cast<Int>(blockIndex);
// A block INSTANCE array is ONE Vulkan binding carrying `count`
// descriptors, while GL assigns its elements consecutive binding points
// starting at the declared one (GL 4.6 core 7.8). Recording only element 0 -
// which is all this used to do - left the layout claiming descriptorCount 1,
// so every element past the first read a descriptor nobody wrote and
// `b[1].data.length()` answered from an unconstrained buffer instead of its
// own bound range (KHR-GL43.shader_storage_buffer_object.-
// advanced-unsizedArrayLength-*).
entry.bindingDescriptorCounts[binding] = static_cast<Uint16>(std::max<Uint32>(1u, sampler->count));
continue; continue;
} }
@@ -677,7 +677,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool UniformManager::ResolveStorageBufferDescriptor(const MG_State::GLState::ProgramObject& program, Bool UniformManager::ResolveStorageBufferDescriptor(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, const ProgramFactory::VkProgramObject& programObj,
Uint32 binding, Uint32 binding, Uint32 element,
VkDescriptorBufferInfo& outBufferInfo) const { VkDescriptorBufferInfo& outBufferInfo) const {
outBufferInfo = {}; outBufferInfo = {};
MOBILEGL_ASSERT(m_bufferManager != nullptr, "ResolveStorageBufferDescriptor: buffer manager is null"); MOBILEGL_ASSERT(m_bufferManager != nullptr, "ResolveStorageBufferDescriptor: buffer manager is null");
@@ -688,8 +688,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Int blockIndex = programObj.storageBlockIndexByBinding[binding]; const Int blockIndex = programObj.storageBlockIndexByBinding[binding];
MOBILEGL_ASSERT(blockIndex >= 0, "ResolveStorageBufferDescriptor: no SSBO block mapped to binding %u", MOBILEGL_ASSERT(blockIndex >= 0, "ResolveStorageBufferDescriptor: no SSBO block mapped to binding %u",
binding); binding);
// A block instance array declares one block whose elements take consecutive GL binding
// points from the declared one (GL 4.6 core 7.8), and the reflection collapses the whole
// array to that one block - so the element index IS the offset from its binding.
const GLuint frontendBinding = const GLuint frontendBinding =
GetShaderStorageBlockBinding(program, static_cast<GLuint>(blockIndex)); GetShaderStorageBlockBinding(program, static_cast<GLuint>(blockIndex)) + element;
const Uint32 bindingPointCount = const Uint32 bindingPointCount =
static_cast<Uint32>(MG_State::pGLContext->GetBufferBindingPointCount(BufferTarget::ShaderStorage)); static_cast<Uint32>(MG_State::pGLContext->GetBufferBindingPointCount(BufferTarget::ShaderStorage));
MOBILEGL_ASSERT(frontendBinding < bindingPointCount, MOBILEGL_ASSERT(frontendBinding < bindingPointCount,
@@ -1416,12 +1419,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
dynamicOffsets.clear(); dynamicOffsets.clear();
// Arrayed UBO bindings contribute extra buffer infos and dynamic offsets; reserve for // Arrayed UBO bindings contribute extra buffer infos and dynamic offsets; reserve for
// the worst case so the pBufferInfo pointers taken below never dangle on reallocation. // the worst case so the pBufferInfo pointers taken below never dangle on reallocation.
// Arrayed SSBO bindings contribute extra buffer infos too (but no dynamic offsets).
Uint32 uboArrayExtra = 0; Uint32 uboArrayExtra = 0;
for (const auto& arrayEntry : programObj.arrayedUniformBlockIndicesByBinding) { for (const auto& arrayEntry : programObj.arrayedUniformBlockIndicesByBinding) {
uboArrayExtra += static_cast<Uint32>(arrayEntry.second.size()) - 1u; uboArrayExtra += static_cast<Uint32>(arrayEntry.second.size()) - 1u;
} }
Uint32 ssboArrayExtra = 0;
for (const Uint16 count : programObj.bindingDescriptorCounts) {
if (count > 1) ssboArrayExtra += static_cast<Uint32>(count) - 1u;
}
writes.reserve(m_maxBindings); writes.reserve(m_maxBindings);
bufferInfos.reserve(m_maxBindings + uboArrayExtra); bufferInfos.reserve(m_maxBindings + uboArrayExtra + ssboArrayExtra);
imageInfos.reserve(m_maxBindings); imageInfos.reserve(m_maxBindings);
texelBufferViews.reserve(m_maxBindings); texelBufferViews.reserve(m_maxBindings);
dynamicOffsets.reserve(programObj.dynamicBindings.size() + uboArrayExtra); dynamicOffsets.reserve(programObj.dynamicBindings.size() + uboArrayExtra);
@@ -1493,18 +1501,30 @@ namespace MobileGL::MG_Backend::DirectVulkan {
write.pTexelBufferView = &texelBufferViews.back(); write.pTexelBufferView = &texelBufferViews.back();
writes.push_back(write); writes.push_back(write);
} else if (kind == ProgramFactory::DescriptorBindingKind::StorageBuffer) { } else if (kind == ProgramFactory::DescriptorBindingKind::StorageBuffer) {
// One write per binding, but `descriptorCount` buffer infos: a GLSL block
// instance array occupies a single binding whose elements each come from their
// own GL binding point.
const Uint32 descriptorCount =
binding < programObj.bindingDescriptorCounts.size()
? std::max<Uint32>(1, programObj.bindingDescriptorCounts[binding])
: 1u;
const SizeT firstBufferInfoIndex = bufferInfos.size();
for (Uint32 element = 0; element < descriptorCount; ++element) {
VkDescriptorBufferInfo bufferInfo{}; VkDescriptorBufferInfo bufferInfo{};
if (!ResolveStorageBufferDescriptor(program, programObj, binding, bufferInfo)) { if (!ResolveStorageBufferDescriptor(program, programObj, binding, element, bufferInfo)) {
MGLOG_E( MGLOG_E(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: storage buffer binding %u has no valid descriptor", "UniformDescriptorBinder::BindProgramUniformBuffers failed: storage buffer binding %u "
binding); "element %u has no valid descriptor",
binding, element);
return false; return false;
} }
bufferInfos.push_back(bufferInfo); bufferInfos.push_back(bufferInfo);
}
fastRebindKindsEligible = false; fastRebindKindsEligible = false;
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
write.pBufferInfo = &bufferInfos.back(); write.descriptorCount = descriptorCount;
write.pBufferInfo = &bufferInfos[firstBufferInfoIndex];
writes.push_back(write); writes.push_back(write);
} else if (kind == ProgramFactory::DescriptorBindingKind::StorageImage) { } else if (kind == ProgramFactory::DescriptorBindingKind::StorageImage) {
VkDescriptorImageInfo imageInfo{}; VkDescriptorImageInfo imageInfo{};
@@ -166,9 +166,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool ResolveTexelBufferDescriptor(const MG_State::GLState::ProgramObject& program, Bool ResolveTexelBufferDescriptor(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding, const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
Uint32 frameIndex, VkBufferView& outBufferView); Uint32 frameIndex, VkBufferView& outBufferView);
// `element` indexes a block INSTANCE array's descriptors; it is 0 for every ordinary
// block. Each element resolves through its own GL storage block, and so its own GL
// binding point, buffer and glBindBufferRange window.
Bool ResolveStorageBufferDescriptor(const MG_State::GLState::ProgramObject& program, Bool ResolveStorageBufferDescriptor(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding, const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
VkDescriptorBufferInfo& outBufferInfo) const; Uint32 element, VkDescriptorBufferInfo& outBufferInfo) const;
Bool ResolveStorageImageDescriptor(VkCommandBuffer commandBuffer, Bool ResolveStorageImageDescriptor(VkCommandBuffer commandBuffer,
const MG_State::GLState::ProgramObject& program, const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding, const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
@@ -3016,6 +3016,7 @@ void main() {
DestroySubmitFencePool(); DestroySubmitFencePool();
DestroyDeferredDepthMipmapCleanup(); DestroyDeferredDepthMipmapCleanup();
DestroyMultisampleResolveScratchImage();
DestroyComputePipelines(); DestroyComputePipelines();
// No sweep runs during teardown, but the observers point at this renderer // No sweep runs during teardown, but the observers point at this renderer
@@ -7194,6 +7195,158 @@ void main() {
return true; return true;
} }
void VulkanRenderer::DestroyMultisampleResolveScratchImage() {
if (m_msResolveScratch.image != VK_NULL_HANDLE) {
vmaDestroyImage(m_allocator, m_msResolveScratch.image, m_msResolveScratch.allocation);
}
m_msResolveScratch = {};
}
Bool VulkanRenderer::AcquireMultisampleResolveScratchImage(VkCommandBuffer commandBuffer, VkFormat format,
VkExtent2D extent) {
if (extent.width == 0 || extent.height == 0 || format == VK_FORMAT_UNDEFINED) {
return false;
}
// Grow-only, and never shrink: these blits repeat at one or two sizes, so the steady state
// is one allocation for the whole process.
if (m_msResolveScratch.image == VK_NULL_HANDLE || m_msResolveScratch.format != format ||
m_msResolveScratch.extent.width < extent.width || m_msResolveScratch.extent.height < extent.height) {
const VkExtent2D grown = {std::max(extent.width, m_msResolveScratch.extent.width),
std::max(extent.height, m_msResolveScratch.extent.height)};
DestroyMultisampleResolveScratchImage();
VkImageCreateInfo imageInfo{};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.format = format;
imageInfo.extent = {grown.width, grown.height, 1};
imageInfo.mipLevels = 1;
imageInfo.arrayLayers = 1;
imageInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
VmaAllocationCreateInfo allocationInfo{};
allocationInfo.usage = VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE;
allocationInfo.requiredFlags = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
if (vmaCreateImage(m_allocator, &imageInfo, &allocationInfo, &m_msResolveScratch.image,
&m_msResolveScratch.allocation, nullptr) != VK_SUCCESS) {
// Soft failure: the caller keeps the direct resolve, which is what shipped before.
MGLOG_E("AcquireMultisampleResolveScratchImage: vmaCreateImage failed (format=%d %ux%u)",
static_cast<Int>(format), grown.width, grown.height);
m_msResolveScratch = {};
return false;
}
m_msResolveScratch.format = format;
m_msResolveScratch.extent = grown;
m_msResolveScratch.layout = VK_IMAGE_LAYOUT_UNDEFINED;
}
VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
VkAccessFlags srcAccessMask = 0;
GetImageTransitionSourceState(m_msResolveScratch.layout, srcStageMask, srcAccessMask);
if (!VkTextureManager::TransitionImageLayout(commandBuffer, m_msResolveScratch.image,
m_msResolveScratch.layout,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, srcStageMask,
VK_PIPELINE_STAGE_TRANSFER_BIT, srcAccessMask,
VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_ASPECT_COLOR_BIT)) {
return false;
}
return true;
}
// The aspects a depth/stencil format actually carries. VkTextureManager keeps its own copy of
// this private, and the swapchain's depth/stencil image has no TextureResource to ask.
static VkImageAspectFlags GetDepthStencilAspectMaskForFormat(VkFormat format) {
switch (format) {
case VK_FORMAT_D16_UNORM:
case VK_FORMAT_X8_D24_UNORM_PACK32:
case VK_FORMAT_D32_SFLOAT:
return VK_IMAGE_ASPECT_DEPTH_BIT;
case VK_FORMAT_D16_UNORM_S8_UINT:
case VK_FORMAT_D24_UNORM_S8_UINT:
case VK_FORMAT_D32_SFLOAT_S8_UINT:
return VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
case VK_FORMAT_S8_UINT:
return VK_IMAGE_ASPECT_STENCIL_BIT;
default:
return VK_IMAGE_ASPECT_NONE;
}
}
// The depth/stencil half of MaterializePendingClearForDefaultFramebuffer. Separate only
// because the image, the aspects and the clear value are all different from the colour one;
// the reason it exists is the same - a readback with no intervening draw has no render pass
// to fold the parked clear into.
Bool VulkanRenderer::MaterializePendingDepthStencilClearForDefaultFramebuffer(
VkCommandBuffer commandBuffer, const MG_State::GLState::FramebufferAttachmentObject& attachment,
const ClearAttachmentPayload& payload) {
const VkImage depthStencilImage = m_swapchainObject.GetDepthStencilImage(m_imageIndexAcquired);
if (depthStencilImage == VK_NULL_HANDLE) {
return false;
}
const VkImageAspectFlags imageAspects =
GetDepthStencilAspectMaskForFormat(m_swapchainObject.GetDepthStencilFormat());
VkImageAspectFlags clearAspects = 0;
if ((payload.mask & GL_DEPTH_BUFFER_BIT) != 0) clearAspects |= (imageAspects & VK_IMAGE_ASPECT_DEPTH_BIT);
if ((payload.mask & GL_STENCIL_BUFFER_BIT) != 0) clearAspects |= (imageAspects & VK_IMAGE_ASPECT_STENCIL_BIT);
if (clearAspects == 0) {
// Nothing this image can express; drop the pending clear rather than leave it to a
// later render pass that would load it against an aspect that does not exist.
m_clearManager->PopPendingClear(attachment);
return true;
}
VkImageLayout currentLayout = m_swapchainObject.GetDepthStencilImageLayout(m_imageIndexAcquired);
VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
VkAccessFlags srcAccessMask = 0;
GetImageTransitionSourceState(currentLayout, srcStageMask, srcAccessMask);
VkImageLayout clearLayout = currentLayout;
if (!VkTextureManager::TransitionImageLayout(commandBuffer, depthStencilImage, clearLayout,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, srcStageMask,
VK_PIPELINE_STAGE_TRANSFER_BIT, srcAccessMask,
VK_ACCESS_TRANSFER_WRITE_BIT, imageAspects)) {
return false;
}
VkClearDepthStencilValue clearValue{};
clearValue.depth = payload.depth;
clearValue.stencil = payload.stencil;
VkImageSubresourceRange range{};
range.aspectMask = clearAspects;
range.baseMipLevel = 0;
range.levelCount = 1;
range.baseArrayLayer = 0;
range.layerCount = 1;
vkCmdClearDepthStencilImage(commandBuffer, depthStencilImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &clearValue,
1, &range);
VkImageLayout settledLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
VkAccessFlags dstAccessMask = 0;
GetImageTransitionDestinationState(VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, dstStageMask,
dstAccessMask);
if (!VkTextureManager::TransitionImageLayout(commandBuffer, depthStencilImage, settledLayout,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_PIPELINE_STAGE_TRANSFER_BIT, dstStageMask,
VK_ACCESS_TRANSFER_WRITE_BIT, dstAccessMask, imageAspects)) {
return false;
}
m_swapchainObject.SetDepthStencilImageLayout(m_imageIndexAcquired,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
// The image now holds real values, so the next render pass must LOAD them rather than
// treat the attachment as undefined and discard the clear that just executed.
m_swapchainObject.SetDepthStencilContentDefined(m_imageIndexAcquired, true);
m_clearManager->PopPendingClear(attachment);
MGLOG_D("MaterializePendingClearForDefaultFramebuffer: swapchain depth/stencil image %u pending clear "
"materialized (aspects=0x%x)",
m_imageIndexAcquired, static_cast<Uint32>(clearAspects));
return true;
}
// A glClear on the DEFAULT framebuffer is parked as a pending clear and folded into the next // A glClear on the DEFAULT framebuffer is parked as a pending clear and folded into the next
// render pass's loadOp. With no draw in between there is no render pass, so a readback that // render pass's loadOp. With no draw in between there is no render pass, so a readback that
// followed such a clear blitted the untouched swapchain image and returned the PREVIOUS // followed such a clear blitted the untouched swapchain image and returned the PREVIOUS
@@ -7217,15 +7370,14 @@ void main() {
if (!m_clearManager->GetPendingClear(attachment, payload)) { if (!m_clearManager->GetPendingClear(attachment, payload)) {
return true; return true;
} }
if ((payload.mask & GL_COLOR_BUFFER_BIT) == 0) {
// Depth/stencil on the default framebuffer keeps the loadOp route; the readback
// path for it declines default framebuffers outright (ReadDepthStencilPixels).
return true;
}
MOBILEGL_ASSERT(VkRenderPassManager::GetActiveRenderPass() == nullptr || MOBILEGL_ASSERT(VkRenderPassManager::GetActiveRenderPass() == nullptr ||
commandBuffer != m_frameContext.GetCurrent().commandBuffer, commandBuffer != m_frameContext.GetCurrent().commandBuffer,
"MaterializePendingClearForDefaultFramebuffer requires no active render pass"); "MaterializePendingClearForDefaultFramebuffer requires no active render pass");
if ((payload.mask & GL_COLOR_BUFFER_BIT) == 0) {
return MaterializePendingDepthStencilClearForDefaultFramebuffer(commandBuffer, attachment, payload);
}
const VkImage swapchainImage = m_swapchainObject.GetImage(m_imageIndexAcquired); const VkImage swapchainImage = m_swapchainObject.GetImage(m_imageIndexAcquired);
if (swapchainImage == VK_NULL_HANDLE) { if (swapchainImage == VK_NULL_HANDLE) {
return false; return false;
@@ -7570,12 +7722,21 @@ void main() {
} }
} }
if (!drawIsDefaultFbo) { const auto destAttachmentType =
ResolveFramebufferCopyAttachmentType(*drawFbo, false, dstBinding.aspectMask);
if (drawIsDefaultFbo) {
// Same ordering rule for the default framebuffer's depth/stencil - see the
// colour twin below.
const Bool dstClearReady = MaterializePendingClearForDefaultFramebuffer(
frame.commandBuffer, *drawFbo, destAttachmentType);
MOBILEGL_ASSERT(dstClearReady,
"BlitFramebuffer: failed to materialize the default framebuffer's pending "
"depth/stencil clear");
} else {
// A clear queued for the destination predates this blit in API order; // A clear queued for the destination predates this blit in API order;
// execute it now, or its deferred materialization would later stomp the // execute it now, or its deferred materialization would later stomp the
// copied contents (MC 26.3 OIT clears cloud_depth, then blits the main // copied contents (MC 26.3 OIT clears cloud_depth, then blits the main
// depth into it - the stale loadOp=CLEAR erased the copy). // depth into it - the stale loadOp=CLEAR erased the copy).
const auto destAttachmentType = ResolveFramebufferCopyAttachmentType(*drawFbo, false, dstBinding.aspectMask);
const auto& destAttachment = drawFbo->GetAttachment(destAttachmentType); const auto& destAttachment = drawFbo->GetAttachment(destAttachmentType);
if (auto destTexture = destAttachment.GetTexture(); destTexture != nullptr) { if (auto destTexture = destAttachment.GetTexture(); destTexture != nullptr) {
const Bool dstClearReady = MaterializePendingClearForTexture(frame.commandBuffer, *destTexture); const Bool dstClearReady = MaterializePendingClearForTexture(frame.commandBuffer, *destTexture);
@@ -7668,7 +7829,15 @@ void main() {
MOBILEGL_ASSERT(ok, "%s: failed to transition depth destination image", __func__); MOBILEGL_ASSERT(ok, "%s: failed to transition depth destination image", __func__);
} }
if (depthBlitScales) { // The default framebuffer is stored display-side-up, so a rect aimed at it (or read
// from it) has to be converted out of GL's bottom-origin space - the same conversion
// the colour blit below applies. vkCmdCopyImage cannot express it (it has no second
// offset to invert), so a default-framebuffer side forces the vkCmdBlitImage form even
// at equal size. Without this a scissored depth blit into the default framebuffer
// wrote the MIRRORED band: KHR-GL*.framebuffer_blit.scissor_blit clips to the lower
// left quadrant, and the depth landed in the upper one.
const Bool depthBlitNeedsOrientation = readIsDefaultFbo || drawIsDefaultFbo;
if (depthBlitScales || depthBlitNeedsOrientation) {
// vkCmdCopyImage cannot resize; NEAREST is the only filter Vulkan allows for a // vkCmdCopyImage cannot resize; NEAREST is the only filter Vulkan allows for a
// depth/stencil blit anyway, and the GL front end already rejects the others. // depth/stencil blit anyway, and the GL front end already rejects the others.
VkImageBlit blitRegion{}; VkImageBlit blitRegion{};
@@ -7684,6 +7853,14 @@ void main() {
blitRegion.dstSubresource.layerCount = dstBinding.layerCount; blitRegion.dstSubresource.layerCount = dstBinding.layerCount;
blitRegion.dstOffsets[0] = {dstX0, dstY0, 0}; blitRegion.dstOffsets[0] = {dstX0, dstY0, 0};
blitRegion.dstOffsets[1] = {dstX1, dstY1, 1}; blitRegion.dstOffsets[1] = {dstX1, dstY1, 1};
if (readIsDefaultFbo) {
ApplyNativeBlitDefaultFramebufferSourceTransform(m_swapchainObject.GetPreTransform(), srcBinding,
blitRegion);
}
if (drawIsDefaultFbo) {
ApplyNativeBlitDefaultFramebufferTransform(m_swapchainObject.GetPreTransform(), dstBinding,
blitRegion);
}
vkCmdBlitImage(frame.commandBuffer, vkCmdBlitImage(frame.commandBuffer,
srcBinding.image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, srcBinding.image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
dstBinding.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, dstBinding.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
@@ -7780,7 +7957,19 @@ void main() {
} }
} }
if (!drawIsDefaultFbo) { if (drawIsDefaultFbo) {
// The default framebuffer needs the same ordering, and needed it before anything
// consumed its parked clear: Minecraft clears the default framebuffer, renders the
// world into its own framebuffer and BLITS the result out, so nothing between the
// clear and the blit ever opens a render pass on the default framebuffer to fold the
// clear in as a loadOp. The clear therefore stayed pending across the whole frame,
// and the first path that did materialize it - the readback - executed it AFTER the
// blit and handed back a blank frame (every DirectVulkan retrace, ssim 0.000005).
const Bool dstClearReady = MaterializePendingClearForDefaultFramebuffer(
frame.commandBuffer, *drawFbo, drawFbo->GetDrawBuffers()[0]);
MOBILEGL_ASSERT(dstClearReady,
"BlitFramebuffer: failed to materialize the default framebuffer's pending clear");
} else {
// A clear queued for the destination predates this blit in API order; execute // A clear queued for the destination predates this blit in API order; execute
// it now, or its deferred materialization would later stomp the blitted color. // it now, or its deferred materialization would later stomp the blitted color.
const auto& destAttachment = drawFbo->GetAttachment(drawFbo->GetDrawBuffers()[0]); const auto& destAttachment = drawFbo->GetAttachment(drawFbo->GetDrawBuffers()[0]);
@@ -7878,23 +8067,78 @@ void main() {
} }
if (srcBinding.sampleCount != VK_SAMPLE_COUNT_1_BIT && dstBinding.sampleCount == VK_SAMPLE_COUNT_1_BIT) { if (srcBinding.sampleCount != VK_SAMPLE_COUNT_1_BIT && dstBinding.sampleCount == VK_SAMPLE_COUNT_1_BIT) {
// NOTE: vkCmdResolveImage cannot flip, and this region is still built from the raw GL
// offsets. A multisample-resolve blit whose source or destination is the default
// framebuffer therefore keeps the pre-fix behaviour; it needs a resolve-then-blit
// (or blit-then-resolve) split, which is its own change.
// GL multisample resolve blits are 1:1 by spec; vkCmdBlitImage cannot read a // GL multisample resolve blits are 1:1 by spec; vkCmdBlitImage cannot read a
// multisampled source. // multisampled source, so the samples have to come down through vkCmdResolveImage.
const Uint32 resolveWidth = static_cast<Uint32>(std::abs(srcX1 - srcX0));
const Uint32 resolveHeight = static_cast<Uint32>(std::abs(srcY1 - srcY0));
// vkCmdResolveImage takes ONE offset per side, so it cannot express the axis inversion
// that a default-framebuffer rect needs - it would land the mirrored band. When the
// transforms above actually moved the region, split the operation: resolve into a
// single-sample scratch image at raw offsets, then blit THAT into the destination with
// the (already transformed) region, which vkCmdBlitImage can invert.
const Bool regionWasTransformed =
(readIsDefaultFbo || drawIsDefaultFbo) &&
(blitRegion.srcOffsets[0].x != srcX0 || blitRegion.srcOffsets[0].y != srcY0 ||
blitRegion.srcOffsets[1].x != srcX1 || blitRegion.srcOffsets[1].y != srcY1 ||
blitRegion.dstOffsets[0].x != dstX0 || blitRegion.dstOffsets[0].y != dstY0 ||
blitRegion.dstOffsets[1].x != dstX1 || blitRegion.dstOffsets[1].y != dstY1);
const Bool useScratchResolve =
regionWasTransformed && resolveWidth > 0 && resolveHeight > 0 &&
AcquireMultisampleResolveScratchImage(frame.commandBuffer, srcBinding.format,
{resolveWidth, resolveHeight});
VkImageResolve resolveRegion{}; VkImageResolve resolveRegion{};
resolveRegion.srcSubresource = blitRegion.srcSubresource; resolveRegion.srcSubresource = blitRegion.srcSubresource;
resolveRegion.srcOffset = {std::min(srcX0, srcX1), std::min(srcY0, srcY1), 0};
resolveRegion.dstSubresource = blitRegion.dstSubresource; resolveRegion.dstSubresource = blitRegion.dstSubresource;
resolveRegion.extent = {resolveWidth, resolveHeight, 1};
if (useScratchResolve) {
// The scratch copy is a plain single-layer colour image, and the resolve reads the
// SOURCE band the (possibly inverted) transformed region names - taking its min so
// an inverted pair still describes the same band.
resolveRegion.srcOffset = {std::min(blitRegion.srcOffsets[0].x, blitRegion.srcOffsets[1].x),
std::min(blitRegion.srcOffsets[0].y, blitRegion.srcOffsets[1].y), 0};
resolveRegion.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
resolveRegion.dstSubresource.mipLevel = 0;
resolveRegion.dstSubresource.baseArrayLayer = 0;
resolveRegion.dstSubresource.layerCount = 1;
resolveRegion.dstOffset = {0, 0, 0};
vkCmdResolveImage(frame.commandBuffer,
srcBinding.image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
m_msResolveScratch.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1, &resolveRegion);
VkImageLayout scratchLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
const Bool scratchReady = VkTextureManager::TransitionImageLayout(
frame.commandBuffer, m_msResolveScratch.image, scratchLayout,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_TRANSFER_READ_BIT,
VK_IMAGE_ASPECT_COLOR_BIT);
MOBILEGL_ASSERT(scratchReady, "%s: failed to transition the resolve scratch image", __func__);
m_msResolveScratch.layout = scratchLayout;
// Second leg: the scratch image holds the resolved band at its own origin, so the
// source side of the region becomes the whole scratch rect and only the
// destination keeps the transform.
VkImageBlit scratchBlit = blitRegion;
scratchBlit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
scratchBlit.srcSubresource.mipLevel = 0;
scratchBlit.srcSubresource.baseArrayLayer = 0;
scratchBlit.srcSubresource.layerCount = 1;
scratchBlit.srcOffsets[0] = {0, 0, 0};
scratchBlit.srcOffsets[1] = {static_cast<Int32>(resolveWidth), static_cast<Int32>(resolveHeight), 1};
vkCmdBlitImage(frame.commandBuffer,
m_msResolveScratch.image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
dstBinding.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1, &scratchBlit, filter == GL_LINEAR ? VK_FILTER_LINEAR : VK_FILTER_NEAREST);
} else {
resolveRegion.srcOffset = {std::min(srcX0, srcX1), std::min(srcY0, srcY1), 0};
resolveRegion.dstOffset = {std::min(dstX0, dstX1), std::min(dstY0, dstY1), 0}; resolveRegion.dstOffset = {std::min(dstX0, dstX1), std::min(dstY0, dstY1), 0};
resolveRegion.extent = {static_cast<Uint32>(std::abs(srcX1 - srcX0)),
static_cast<Uint32>(std::abs(srcY1 - srcY0)), 1};
vkCmdResolveImage(frame.commandBuffer, vkCmdResolveImage(frame.commandBuffer,
srcBinding.image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, srcBinding.image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
dstBinding.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, dstBinding.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1, &resolveRegion); 1, &resolveRegion);
}
} else { } else {
vkCmdBlitImage(frame.commandBuffer, vkCmdBlitImage(frame.commandBuffer,
srcBinding.image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, srcBinding.image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
@@ -8729,10 +8973,6 @@ void main() {
void VulkanRenderer::ReadDepthStencilPixels(MG_State::GLState::FramebufferObject& readFbo, GLint x, GLint y, void VulkanRenderer::ReadDepthStencilPixels(MG_State::GLState::FramebufferObject& readFbo, GLint x, GLint y,
GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei width, GLsizei height, GLenum format, GLenum type,
void* pixels) { void* pixels) {
if (readFbo.IsDefaultFramebuffer()) {
MGLOG_E("DirectVulkan::ReadDepthStencilPixels skipped: default framebuffer readback is unsupported");
return;
}
if (width <= 0 || height <= 0) { if (width <= 0 || height <= 0) {
return; return;
} }
@@ -8743,11 +8983,14 @@ void main() {
// framebuffers lacking either, so resolving via the depth attachment is enough. // framebuffers lacking either, so resolving via the depth attachment is enough.
const auto attachmentType = wantDepth ? MobileGL::FramebufferAttachmentType::Depth const auto attachmentType = wantDepth ? MobileGL::FramebufferAttachmentType::Depth
: MobileGL::FramebufferAttachmentType::Stencil; : MobileGL::FramebufferAttachmentType::Stencil;
const Bool readIsDefaultFbo = readFbo.IsDefaultFramebuffer();
if (!readIsDefaultFbo) {
const auto& attachment = readFbo.GetAttachment(attachmentType); const auto& attachment = readFbo.GetAttachment(attachmentType);
if (!attachment.IsValid() || attachment.IsEmpty()) { if (!attachment.IsValid() || attachment.IsEmpty()) {
MGLOG_E("DirectVulkan::ReadDepthStencilPixels skipped: no depth/stencil attachment image"); MGLOG_E("DirectVulkan::ReadDepthStencilPixels skipped: no depth/stencil attachment image");
return; return;
} }
}
auto& frame = m_frameContext.GetCurrent(); auto& frame = m_frameContext.GetCurrent();
if (!frame.isCommandRecording) { if (!frame.isCommandRecording) {
@@ -8757,6 +9000,47 @@ void main() {
VkRenderPassManager::EndRenderPass(frame.commandBuffer); VkRenderPassManager::EndRenderPass(frame.commandBuffer);
} }
// The default framebuffer's depth/stencil lives in the swapchain, not in an
// attachment object: its placeholder ITextureObject describes the format but backs no
// image, so the branches below would have synced (and read back) an unrelated one.
// Declining outright is what made every glReadPixels(GL_DEPTH_COMPONENT/
// GL_STENCIL_INDEX) of the default framebuffer leave the caller's buffer untouched -
// the whole KHR-GL*.framebuffer_blit family checks exactly that before it blits.
if (readIsDefaultFbo) {
const VkImage swapchainDepthImage = m_swapchainObject.GetDepthStencilImage(m_imageIndexAcquired);
if (swapchainDepthImage == VK_NULL_HANDLE) {
MGLOG_E("DirectVulkan::ReadDepthStencilPixels skipped: the default framebuffer has no "
"depth/stencil image");
return;
}
// Per aspect, because the default framebuffer carries a SEPARATE placeholder
// attachment for depth and for stencil (MG_Impl/Init.cpp) and each parks its own
// pending clear; materializing only one would read the other back un-cleared.
if (wantDepth) {
const Bool clearReady = MaterializePendingClearForDefaultFramebuffer(
frame.commandBuffer, readFbo, MobileGL::FramebufferAttachmentType::Depth);
MOBILEGL_ASSERT(clearReady,
"ReadDepthStencilPixels: failed to materialize the default framebuffer's pending "
"depth clear");
}
if (wantStencil) {
const Bool clearReady = MaterializePendingClearForDefaultFramebuffer(
frame.commandBuffer, readFbo, MobileGL::FramebufferAttachmentType::Stencil);
MOBILEGL_ASSERT(clearReady,
"ReadDepthStencilPixels: failed to materialize the default framebuffer's pending "
"stencil clear");
}
const VkFormat swapchainDepthFormat = m_swapchainObject.GetDepthStencilFormat();
VkImageLayout trackedLayout = m_swapchainObject.GetDepthStencilImageLayout(m_imageIndexAcquired);
ReadDepthStencilImageToClient(swapchainDepthImage, swapchainDepthFormat, &trackedLayout,
GetDepthStencilAspectMaskForFormat(swapchainDepthFormat), 0, 0, x, y,
width, height, format, type, pixels,
/*defaultFramebufferOrientation=*/true);
m_swapchainObject.SetDepthStencilImageLayout(m_imageIndexAcquired, trackedLayout);
return;
}
const auto& attachment = readFbo.GetAttachment(attachmentType);
VkImage image = VK_NULL_HANDLE; VkImage image = VK_NULL_HANDLE;
VkFormat vkFormat = VK_FORMAT_UNDEFINED; VkFormat vkFormat = VK_FORMAT_UNDEFINED;
VkImageLayout* trackedLayout = nullptr; VkImageLayout* trackedLayout = nullptr;
@@ -8807,7 +9091,8 @@ void main() {
void VulkanRenderer::ReadDepthStencilImageToClient(VkImage image, VkFormat vkFormat, VkImageLayout* trackedLayout, void VulkanRenderer::ReadDepthStencilImageToClient(VkImage image, VkFormat vkFormat, VkImageLayout* trackedLayout,
VkImageAspectFlags imageAspect, Uint32 mipLevel, VkImageAspectFlags imageAspect, Uint32 mipLevel,
Uint32 baseArrayLayer, GLint x, GLint y, GLsizei width, Uint32 baseArrayLayer, GLint x, GLint y, GLsizei width,
GLsizei height, GLenum format, GLenum type, void* pixels) { GLsizei height, GLenum format, GLenum type, void* pixels,
Bool defaultFramebufferOrientation) {
const Bool wantDepth = format != GL_STENCIL_INDEX; const Bool wantDepth = format != GL_STENCIL_INDEX;
const Bool wantStencil = format != GL_DEPTH_COMPONENT; const Bool wantStencil = format != GL_DEPTH_COMPONENT;
auto& frame = m_frameContext.GetCurrent(); auto& frame = m_frameContext.GetCurrent();
@@ -8872,6 +9157,21 @@ void main() {
VK_PIPELINE_STAGE_TRANSFER_BIT, srcAccessMask, VK_ACCESS_TRANSFER_READ_BIT, imageAspect, mipLevel, 1); VK_PIPELINE_STAGE_TRANSFER_BIT, srcAccessMask, VK_ACCESS_TRANSFER_READ_BIT, imageAspect, mipLevel, 1);
MOBILEGL_ASSERT(ok, "%s: failed to transition depth-stencil source image", __func__); MOBILEGL_ASSERT(ok, "%s: failed to transition depth-stencil source image", __func__);
// The swapchain's depth/stencil image is stored display-side-up like its colour twin, so
// the GL rect has to be mapped into that space before the copy and the copied rows
// re-oriented afterwards - the same two halves the colour ReadPixels path applies.
Int32 copyOffsetX = x;
Int32 copyOffsetY = y;
if (defaultFramebufferOrientation) {
const VkExtent2D defaultFboExtent = m_swapchainObject.GetExtent();
const DefaultFramebufferRectMapping mapping =
GetDefaultFramebufferRectMapping(m_swapchainObject.GetPreTransform());
copyOffsetX = MapDefaultFramebufferRectAxis(x, width, static_cast<Int>(defaultFboExtent.width),
mapping.mirrorX);
copyOffsetY = MapDefaultFramebufferRectAxis(y, height, static_cast<Int>(defaultFboExtent.height),
mapping.flipY);
}
VkBufferImageCopy regions[2]{}; VkBufferImageCopy regions[2]{};
Uint32 regionCount = 0; Uint32 regionCount = 0;
if (wantDepth) { if (wantDepth) {
@@ -8881,7 +9181,7 @@ void main() {
region.imageSubresource.mipLevel = mipLevel; region.imageSubresource.mipLevel = mipLevel;
region.imageSubresource.baseArrayLayer = baseArrayLayer; region.imageSubresource.baseArrayLayer = baseArrayLayer;
region.imageSubresource.layerCount = 1; region.imageSubresource.layerCount = 1;
region.imageOffset = {x, y, 0}; region.imageOffset = {copyOffsetX, copyOffsetY, 0};
region.imageExtent = {static_cast<Uint32>(width), static_cast<Uint32>(height), 1}; region.imageExtent = {static_cast<Uint32>(width), static_cast<Uint32>(height), 1};
} }
if (wantStencil) { if (wantStencil) {
@@ -8891,7 +9191,7 @@ void main() {
region.imageSubresource.mipLevel = mipLevel; region.imageSubresource.mipLevel = mipLevel;
region.imageSubresource.baseArrayLayer = baseArrayLayer; region.imageSubresource.baseArrayLayer = baseArrayLayer;
region.imageSubresource.layerCount = 1; region.imageSubresource.layerCount = 1;
region.imageOffset = {x, y, 0}; region.imageOffset = {copyOffsetX, copyOffsetY, 0};
region.imageExtent = {static_cast<Uint32>(width), static_cast<Uint32>(height), 1}; region.imageExtent = {static_cast<Uint32>(width), static_cast<Uint32>(height), 1};
} }
vkCmdCopyImageToBuffer(frame.commandBuffer, image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, readback.GetHandle(), vkCmdCopyImageToBuffer(frame.commandBuffer, image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, readback.GetHandle(),
@@ -8916,6 +9216,38 @@ void main() {
const Uint8* depthSrc = mapped; const Uint8* depthSrc = mapped;
const Uint8* stencilSrc = mapped + stencilOffset; const Uint8* stencilSrc = mapped + stencilOffset;
// Re-orient the copied band per aspect, before any repacking reads it: the depth and
// stencil aspects were copied into their own tightly packed sub-buffers, so each is a
// plain width x height image of its own texel size.
Vector<Uint8> remappedDepth;
Vector<Uint8> remappedStencil;
if (defaultFramebufferOrientation) {
const VkSurfaceTransformFlagBitsKHR preTransform = m_swapchainObject.GetPreTransform();
Bool remapped = true;
if (wantDepth && depthCopyBytes > 0) {
remappedDepth.resize(pixelCount * depthCopyBytes);
remapped = RemapDefaultFboReadbackToGLOrientation(depthSrc, static_cast<Uint32>(width),
static_cast<Uint32>(height), preTransform,
depthCopyBytes, remappedDepth.data());
}
if (remapped && wantStencil) {
remappedStencil.resize(pixelCount);
remapped = RemapDefaultFboReadbackToGLOrientation(stencilSrc, static_cast<Uint32>(width),
static_cast<Uint32>(height), preTransform, 1,
remappedStencil.data());
}
if (remapped) {
if (!remappedDepth.empty()) depthSrc = remappedDepth.data();
if (!remappedStencil.empty()) stencilSrc = remappedStencil.data();
} else {
// Only a quarter-turn pre-transform reaches this, and nothing in this renderer
// models one. MGLOG_I because the INFO builds are the ones that run conformance.
MGLOG_I("DirectVulkan::ReadDepthStencilPixels: default-FBO remap declined (w=%d h=%d "
"preTransform=%d); falling back to raw readback",
width, height, static_cast<Int>(preTransform));
}
}
const auto depthValueAt = [&](SizeT i) -> Float { const auto depthValueAt = [&](SizeT i) -> Float {
switch (vkFormat) { switch (vkFormat) {
case VK_FORMAT_D16_UNORM: { case VK_FORMAT_D16_UNORM: {
@@ -211,10 +211,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
GLsizei height, GLenum format, GLenum type, void* pixels); GLsizei height, GLenum format, GLenum type, void* pixels);
// Copy-and-repack core shared by depth-stencil ReadPixels and GetTexImage; // Copy-and-repack core shared by depth-stencil ReadPixels and GetTexImage;
// expects command recording to be active and any render pass already ended. // expects command recording to be active and any render pass already ended.
//
// `defaultFramebufferOrientation` is set only when the source is the swapchain's
// depth/stencil image, which this renderer stores display-side-up: the copy rect then
// has to be mapped out of GL's bottom-origin space and the copied rows re-oriented on
// the way back, exactly as the colour ReadPixels path does.
void ReadDepthStencilImageToClient(VkImage image, VkFormat vkFormat, VkImageLayout* trackedLayout, void ReadDepthStencilImageToClient(VkImage image, VkFormat vkFormat, VkImageLayout* trackedLayout,
VkImageAspectFlags imageAspect, Uint32 mipLevel, Uint32 baseArrayLayer, VkImageAspectFlags imageAspect, Uint32 mipLevel, Uint32 baseArrayLayer,
GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
void* pixels); void* pixels, Bool defaultFramebufferOrientation = false);
// Same-extent depth blit between images of different depth formats: host // Same-extent depth blit between images of different depth formats: host
// round-trip with a per-texel re-encode (see BlitNamedFramebuffer). // round-trip with a per-texel re-encode (see BlitNamedFramebuffer).
Bool BlitDepthAcrossFormats(FrameContext::FrameData& frame, VkImage srcImage, VkFormat srcFormat, Bool BlitDepthAcrossFormats(FrameContext::FrameData& frame, VkImage srcImage, VkFormat srcFormat,
@@ -363,6 +368,31 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint32 samplerBinding = 0; Uint32 samplerBinding = 0;
}; };
// A single-sample staging image for multisample-resolve blits that also have to change
// orientation. vkCmdResolveImage cannot flip (it takes one offset per side, not the
// invertible pair vkCmdBlitImage takes), so a resolve into or out of the default
// framebuffer used to land the mirrored band. Resolving here first and then blitting from
// here separates the two operations, and each one then does only what it can express.
//
// Pooled rather than created per blit: the CTS runs hundreds of these back to back, and
// create-destroy per call would both cost allocations and, worse, need per-call deferred
// destruction to outlive the recording. It grows to the largest extent asked for and is
// reused; format changes recreate it.
struct MultisampleResolveScratchImage {
VkImage image = VK_NULL_HANDLE;
VmaAllocation allocation = VK_NULL_HANDLE;
VkFormat format = VK_FORMAT_UNDEFINED;
VkExtent2D extent = {0, 0};
VkImageLayout layout = VK_IMAGE_LAYOUT_UNDEFINED;
};
MultisampleResolveScratchImage m_msResolveScratch;
// Returns a scratch image at least `extent` in size with exactly `format`, transitioned to
// TRANSFER_DST and ready to be resolved into. Null image on failure (the caller then falls
// back to the direct resolve).
Bool AcquireMultisampleResolveScratchImage(VkCommandBuffer commandBuffer, VkFormat format,
VkExtent2D extent);
void DestroyMultisampleResolveScratchImage();
struct DeferredDepthMipmapCleanup { struct DeferredDepthMipmapCleanup {
Vector<VkImageView> imageViews; Vector<VkImageView> imageViews;
Vector<VkFramebuffer> framebuffers; Vector<VkFramebuffer> framebuffers;
@@ -1125,6 +1155,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool MaterializePendingClearForDefaultFramebuffer(VkCommandBuffer commandBuffer, Bool MaterializePendingClearForDefaultFramebuffer(VkCommandBuffer commandBuffer,
MG_State::GLState::FramebufferObject& fbo, MG_State::GLState::FramebufferObject& fbo,
FramebufferAttachmentType attachmentType); FramebufferAttachmentType attachmentType);
// Its depth/stencil half: a different image (the swapchain's depth/stencil twin), a
// different clear command and per-aspect masking.
Bool MaterializePendingDepthStencilClearForDefaultFramebuffer(
VkCommandBuffer commandBuffer, const MG_State::GLState::FramebufferAttachmentObject& attachment,
const ClearAttachmentPayload& payload);
VkPipeline GetOrCreateBlitPipeline(const RenderPassEntry& renderPassEntry); VkPipeline GetOrCreateBlitPipeline(const RenderPassEntry& renderPassEntry);
Bool GenerateDepthMipmapWithShader(FrameContext::FrameData& frame, Bool GenerateDepthMipmapWithShader(FrameContext::FrameData& frame,
MG_State::GLState::ITextureObject& texture, MG_State::GLState::ITextureObject& texture,
@@ -58,6 +58,9 @@ add_executable(MobileGLIntegrationTest
Scenarios/PixelStoreSweepScenario.cpp Scenarios/PixelStoreSweepScenario.cpp
Scenarios/FragCoordOriginScenario.cpp Scenarios/FragCoordOriginScenario.cpp
Scenarios/ClearThenReadPixelsScenario.cpp Scenarios/ClearThenReadPixelsScenario.cpp
Scenarios/DepthStencilReadbackScenario.cpp
Scenarios/SsboArrayLengthScenario.cpp
Scenarios/SwizzleAccessRoutineScenario.cpp
) )
target_include_directories(MobileGLIntegrationTest PRIVATE target_include_directories(MobileGLIntegrationTest PRIVATE
@@ -180,4 +180,156 @@ void main() { o_color = vec4(0.1, 0.2, 0.3, 1.0); }
gl.EndFrame(); gl.EndFrame();
glDeleteProgram(program); glDeleteProgram(program);
} }
// The other half of the same rule, and the one the first version of this fix got wrong: a
// parked clear must be executed BEFORE whatever writes the framebuffer next, not whenever the
// readback happens to notice it. Minecraft clears the default framebuffer, renders the world
// into its own framebuffer and blits the result out; nothing in between opens a render pass on
// the default framebuffer, so the clear stays parked across the whole frame. Materializing it
// at readback time therefore ran it AFTER the blit and returned a blank frame - which is what
// took every DirectVulkan retrace to ssim 0.000005.
TEST_F(ClearThenReadPixelsScenario, ABlitIntoTheDefaultFramebufferSurvivesAnEarlierClear) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
std::string error;
const unsigned int program = CompileProgram(kVS, kFS, &error);
ASSERT_NE(program, 0u) << error;
// Paint a source framebuffer, exactly as a game renders its world off-screen.
ColorFbo source = MakeColorFbo(width, height);
ASSERT_NE(source.fbo, 0u);
BindFbo(source);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
DrawFullViewportQuad(program);
// Clear the DEFAULT framebuffer, then blit the source over it. The clear is white so a
// frame that lost the blit is unmistakable, and the blit's colour is fshSimple's.
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
ClearTo(1.0f, 1.0f, 1.0f, 1.0f);
glBindFramebuffer(GL_READ_FRAMEBUFFER, source.fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
EXPECT_EQ(FirstGLError(), 0u);
const Image blitted = ReadPixels(width, height);
EXPECT_EQ(FirstGLError(), 0u);
const Rgba8 centre = blitted.At(width / 2, height / 2);
EXPECT_NEAR(centre.r, 26, 2) << "the blit into the default framebuffer did not survive the clear that "
"preceded it; read back rgba(" << static_cast<int>(centre.r) << ", "
<< static_cast<int>(centre.g) << ", " << static_cast<int>(centre.b) << ", "
<< static_cast<int>(centre.a) << ")";
EXPECT_NEAR(centre.g, 51, 2);
EXPECT_NEAR(centre.b, 77, 2);
DestroyColorFbo(source);
gl.EndFrame();
glDeleteProgram(program);
}
// A MULTISAMPLE-RESOLVE blit into the default framebuffer has to change orientation like any
// other, but vkCmdResolveImage takes one offset per side and cannot invert an axis, so it used
// to land the mirrored band. The renderer now resolves into a single-sample scratch image and
// blits from there. The source is painted in two horizontal bands so the mirror is visible;
// a full-extent uniform blit is a fixed point of the flip and would prove nothing.
TEST_F(ClearThenReadPixelsScenario, AMultisampleResolveBlitIntoTheDefaultFramebufferKeepsItsOrientation) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
ASSERT_GE(height, 8);
GLint maxSamples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
if (maxSamples < 2) {
GTEST_SKIP() << "GL_MAX_SAMPLES is " << maxSamples << "; this needs a multisample renderbuffer";
}
GLuint fbo = 0, rbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_RGBA8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
glDeleteRenderbuffers(1, &rbo);
glDeleteFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
GTEST_SKIP() << "no complete 2x multisample RGBA8 renderbuffer on this driver";
}
glViewport(0, 0, width, height);
// Bottom half red, top half blue - via scissored clears, so no shader is involved.
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, width, height / 2);
ClearTo(1.0f, 0.0f, 0.0f, 1.0f);
glScissor(0, height / 2, width, height - height / 2);
ClearTo(0.0f, 0.0f, 1.0f, 1.0f);
glDisable(GL_SCISSOR_TEST);
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
EXPECT_EQ(FirstGLError(), 0u);
const Image resolved = ReadPixels(width, height);
EXPECT_EQ(FirstGLError(), 0u);
const Rgba8 bottom = resolved.At(width / 2, height / 4);
const Rgba8 top = resolved.At(width / 2, height - 1 - height / 4);
EXPECT_GT(bottom.r, 200) << "the bottom band should be red after the resolve, got rgba("
<< static_cast<int>(bottom.r) << ", " << static_cast<int>(bottom.g) << ", "
<< static_cast<int>(bottom.b) << ") - blue there means the resolve landed "
<< "in the mirrored band";
EXPECT_LT(bottom.b, 60);
EXPECT_GT(top.b, 200) << "the top band should be blue after the resolve, got rgba("
<< static_cast<int>(top.r) << ", " << static_cast<int>(top.g) << ", "
<< static_cast<int>(top.b) << ")";
EXPECT_LT(top.r, 60);
glDeleteRenderbuffers(1, &rbo);
glDeleteFramebuffers(1, &fbo);
gl.EndFrame();
}
// The same ordering claim for the path that DOES open a render pass. It passes today (the
// render pass folds the clear into its loadOp and pops it), and it is here so a future change
// to the pending-clear lifecycle cannot quietly reverse clear and draw.
TEST_F(ClearThenReadPixelsScenario, ADrawIntoTheDefaultFramebufferSurvivesAnEarlierClear) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
std::string error;
const unsigned int program = CompileProgram(kVS, kFS, &error);
ASSERT_NE(program, 0u) << error;
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
ClearTo(1.0f, 1.0f, 1.0f, 1.0f);
DrawFullViewportQuad(program);
EXPECT_EQ(FirstGLError(), 0u);
const Image painted = ReadPixels(width, height);
const Rgba8 centre = painted.At(width / 2, height / 2);
EXPECT_NEAR(centre.r, 26, 2) << "the draw did not survive the clear that preceded it";
EXPECT_NEAR(centre.g, 51, 2);
EXPECT_NEAR(centre.b, 77, 2);
gl.EndFrame();
glDeleteProgram(program);
}
} // namespace MGITest } // namespace MGITest
@@ -0,0 +1,297 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/DepthStencilReadbackScenario.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 - glReadPixels OF DEPTH AND STENCIL FROM THE DEFAULT FRAMEBUFFER.
//
// DirectVulkan's depth/stencil readback used to decline the default framebuffer outright
// (`ReadDepthStencilPixels` returned at its first line) because that framebuffer's depth and
// stencil "attachments" are placeholder texture objects backing no image - the real one is the
// swapchain's depth/stencil twin. Declining meant the call raised no GL error and wrote NOTHING,
// so the caller kept whatever its buffer already held.
//
// That silence is what the framebuffer_blit family trips over. Every one of its cases begins by
// clearing the default framebuffer's depth and stencil and reading them straight back as a
// sanity check, into a local pre-initialised to 0.2 (depth) and 50 (stencil); an untouched
// buffer therefore reports "expected DEPTH[0.25] but got DEPTH[0.2]" and "expected STENCIL[1] but
// got STENCIL[50]" - the exact strings in the 15 Magma failures - long before any blit happens.
// A test that only checked "no GL error" would pass against the broken path, so every case here
// poisons its destination with a value the correct answer cannot be.
//
// The orientation case is the second half. This renderer stores the default framebuffer
// display-side-up and converts GL rects on their way in, so the depth copy needs the same rect
// mapping and row re-ordering the colour readback got in the M-1 fix; without them a
// vertically-varying depth buffer reads back mirrored, which no full-extent uniform-value test
// can see.
//
// Depth/stencil readback through a USER framebuffer already worked and is asserted here too, as
// the built-in control: it shares ReadDepthStencilImageToClient with the default-framebuffer
// path, so it is what says a failure is about the default framebuffer specifically.
#include <cmath>
#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 {
// Values no correct read can produce, so "the backend wrote nothing" fails loudly instead
// of passing on whatever happened to be in the variable. These are the CTS's own poison
// values, which is why its logs report exactly them.
constexpr float kDepthPoison = 0.2f;
constexpr int kStencilPoison = 50;
class DepthStencilReadbackScenario : public ScenarioTest {
protected:
// DirectGLES reads depth and stencil back through the ES driver, which has no
// guaranteed path for either (GL_NV_read_depth / GL_NV_read_stencil are optional and
// absent on both the Adreno device and Mesa's ES). That gap is tracked separately as
// the packed_depth_stencil cluster and needs a shader-sampling emulation, not this
// change; asserting it here would only pin a known-missing feature.
bool BackendReadsDepthStencil() const { return Gl().BackendName() == "DirectVulkan"; }
float ReadDepthAt(int x, int y) const {
float depth = kDepthPoison;
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
return depth;
}
int ReadStencilAt(int x, int y) const {
int stencil = kStencilPoison;
glReadPixels(x, y, 1, 1, GL_STENCIL_INDEX, GL_INT, &stencil);
return stencil;
}
};
// A depth buffer whose value depends on the row: bottom half `bottom`, top half `top`.
// Built with a scissored clear rather than a draw so the test stays independent of
// depth-test and shader behaviour.
void ClearDepthInBands(int width, int height, float bottom, float top) {
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, width, height / 2);
glClearDepth(bottom);
glClear(GL_DEPTH_BUFFER_BIT);
glScissor(0, height / 2, width, height - height / 2);
glClearDepth(top);
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
}
} // namespace
TEST_F(DepthStencilReadbackScenario, DefaultFramebufferDepthClearIsVisibleToReadPixels) {
if (!Ready()) return;
if (!BackendReadsDepthStencil()) {
GTEST_SKIP() << "backend " << Gl().BackendName()
<< " has no depth readback path (ES lacks GL_NV_read_depth); see the packed_depth_stencil "
"cluster";
}
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_TRUE);
glClearDepth(0.25);
glClear(GL_DEPTH_BUFFER_BIT);
const float centre = ReadDepthAt(width / 2, height / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(centre, 0.25f, 1.0f / 4096.0f)
<< "glReadPixels(GL_DEPTH_COMPONENT) of the default framebuffer returned " << centre
<< (std::fabs(centre - kDepthPoison) < 1e-6f ? " - the destination was never written at all" : "");
gl.EndFrame();
}
TEST_F(DepthStencilReadbackScenario, DefaultFramebufferStencilClearIsVisibleToReadPixels) {
if (!Ready()) return;
if (!BackendReadsDepthStencil()) {
GTEST_SKIP() << "backend " << Gl().BackendName()
<< " has no stencil readback path (ES lacks GL_NV_read_stencil); see the "
"packed_depth_stencil cluster";
}
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glStencilMask(0xFFu);
glClearStencil(3);
glClear(GL_STENCIL_BUFFER_BIT);
const int centre = ReadStencilAt(width / 2, height / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_EQ(centre, 3) << "glReadPixels(GL_STENCIL_INDEX) of the default framebuffer returned " << centre
<< (centre == kStencilPoison ? " - the destination was never written at all" : "");
gl.EndFrame();
}
// The orientation half: a depth buffer that varies with the row must read back in GL's
// bottom-up order. A full-extent uniform clear is a fixed point of the flip, so only a banded
// buffer can tell the two apart.
TEST_F(DepthStencilReadbackScenario, DefaultFramebufferDepthReadbackKeepsTheGLRowOrder) {
if (!Ready()) return;
if (!BackendReadsDepthStencil()) {
GTEST_SKIP() << "backend " << Gl().BackendName() << " has no depth readback path";
}
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
ASSERT_GE(height, 8);
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDepthMask(GL_TRUE);
ClearDepthInBands(width, height, /*bottom=*/0.25f, /*top=*/0.75f);
EXPECT_EQ(FirstGLError(), 0u);
const float bottom = ReadDepthAt(width / 2, height / 4);
const float top = ReadDepthAt(width / 2, height - 1 - height / 4);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(bottom, 0.25f, 1.0f / 4096.0f)
<< "GL row " << (height / 4) << " is in the bottom band and was cleared to 0.25, but read back " << bottom
<< " (0.75 there means the readback is upside down)";
EXPECT_NEAR(top, 0.75f, 1.0f / 4096.0f)
<< "GL row " << (height - 1 - height / 4) << " is in the top band and was cleared to 0.75, but read back "
<< top << " (0.25 there means the readback is upside down)";
gl.EndFrame();
}
// A depth blit INTO the default framebuffer has to convert its rect out of GL's bottom-origin
// space, exactly as the colour blit does. The colour path had that conversion and the
// depth path did not, so a scissored depth blit landed in the mirrored band - which is the
// whole of KHR-GL*.framebuffer_blit.scissor_blit once the readback above works well enough to
// see it (before that the test died on the poison values and never reached the blit).
TEST_F(DepthStencilReadbackScenario, AScissoredDepthBlitIntoTheDefaultFramebufferLandsInTheScissorBox) {
if (!Ready()) return;
if (!BackendReadsDepthStencil()) {
GTEST_SKIP() << "backend " << Gl().BackendName() << " has no depth readback path";
}
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
ASSERT_GE(width, 8);
ASSERT_GE(height, 8);
// Source: a user framebuffer whose depth is uniformly 0.75.
GLuint fbo = 0, colorTex = 0, depthTex = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &colorTex);
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
glGenTextures(1, &depthTex);
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, width, height, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_TRUE);
glClearDepth(0.75);
glClear(GL_DEPTH_BUFFER_BIT);
// Destination: the default framebuffer, depth 0 everywhere.
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glClearDepth(0.0);
glClear(GL_DEPTH_BUFFER_BIT);
// Blit the whole rect, but scissored to the BOTTOM-LEFT quadrant in GL coordinates.
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, width / 2, height / 2);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
EXPECT_EQ(FirstGLError(), 0u);
const float inside = ReadDepthAt(width / 4, height / 4);
const float above = ReadDepthAt(width / 4, height - 1 - height / 4);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(inside, 0.75f, 1.0f / 4096.0f)
<< "GL (" << (width / 4) << ", " << (height / 4) << ") is inside the scissor box and should hold the "
<< "blitted 0.75, but read back " << inside;
EXPECT_NEAR(above, 0.0f, 1.0f / 4096.0f)
<< "GL (" << (width / 4) << ", " << (height - 1 - height / 4)
<< ") is ABOVE the scissor box and must still hold the cleared 0.0, but read back " << above
<< " (0.75 there means the depth blit landed in the mirrored band)";
glDeleteTextures(1, &depthTex);
glDeleteTextures(1, &colorTex);
glDeleteFramebuffers(1, &fbo);
gl.EndFrame();
}
// The control: the same read against a user framebuffer, which never went through the
// declined path. It is what makes a failure above specific to the default framebuffer.
TEST_F(DepthStencilReadbackScenario, UserFramebufferDepthClearIsVisibleToReadPixels) {
if (!Ready()) return;
if (!BackendReadsDepthStencil()) {
GTEST_SKIP() << "backend " << Gl().BackendName() << " has no depth readback path";
}
HeadlessGL& gl = Gl();
const int width = 64;
const int height = 48;
GLuint fbo = 0, colorTex = 0, depthTex = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &colorTex);
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
glGenTextures(1, &depthTex);
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, width, height, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
ASSERT_EQ(FirstGLError(), 0u);
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_TRUE);
glStencilMask(0xFFu);
glClearDepth(0.5);
glClearStencil(7);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
const float depth = ReadDepthAt(width / 2, height / 2);
const int stencil = ReadStencilAt(width / 2, height / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(depth, 0.5f, 1.0f / 4096.0f) << "user-framebuffer depth readback returned " << depth;
EXPECT_EQ(stencil, 7) << "user-framebuffer stencil readback returned " << stencil;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteTextures(1, &depthTex);
glDeleteTextures(1, &colorTex);
glDeleteFramebuffers(1, &fbo);
gl.EndFrame();
}
} // namespace MGITest
@@ -0,0 +1,215 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/SsboArrayLengthScenario.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 - length() ON AN SSBO's UNSIZED ARRAY.
//
// GLSL's `arr.length()` on the trailing runtime array of a shader storage block is not a compile
// time constant: it is (bound range - the array's byte offset inside the block) / array stride,
// evaluated against whatever the descriptor actually covers. Three separate pieces of MobileGL
// have to agree for that to come out right - the byte offsets the block layout was compiled with,
// the buffer the frontend binding resolves to, and the offset/size a glBindBufferRange asked for -
// and a defect in any one of them shows up only as a wrong integer, never as an error.
//
// KHR-GL43.shader_storage_buffer_object.advanced-unsizedArrayLength-* (28 Magma failures, all 28
// passing on Espryt) reports exactly that: lengths too large by roughly the size of the members
// preceding the array. The cases here are the same shape, reduced to what can be asserted in one
// dispatch: a block with no preamble, a block with one, a two-element ARRAY OF BLOCKS (which
// consumes two consecutive bindings and is where the conformance failures concentrate), and the
// two glBindBufferRange forms.
//
// Every length is written into one output SSBO and read back, so a failure names the block and
// prints the number the shader saw.
#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 {
// Bindings 0..3 are inputs (2 and 3 are the block array), 4 is the output.
constexpr const char* kComputeSource = R"(#version 430 core
layout(local_size_x = 1) in;
layout(std430, binding = 0) readonly buffer Input0 {
ivec4 g_input0[];
};
layout(std430, binding = 1) readonly buffer Input1 {
ivec4 pad1;
ivec4 data[];
} g_input1;
layout(std430, binding = 2) readonly buffer Input23 {
ivec4 data[];
} g_input23[2];
layout(std430, binding = 4) buffer Output {
int g_length[];
};
void main() {
g_length[0] = g_input0.length();
g_length[1] = g_input1.data.length();
g_length[2] = g_input23[0].data.length();
g_length[3] = g_input23[1].data.length();
}
)";
constexpr int kElementBytes = 16; // ivec4, std430
class SsboArrayLengthScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
GLint blocks = 0;
glGetIntegerv(GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, &blocks);
if (blocks < 5) {
GTEST_SKIP() << "GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS is " << blocks << "; this needs 5";
}
m_program = CompileComputeProgram(kComputeSource);
ASSERT_NE(m_program, 0u) << m_buildLog;
}
void TearDown() override {
if (!Ready()) return;
if (!m_buffers.empty()) glDeleteBuffers(static_cast<GLsizei>(m_buffers.size()), m_buffers.data());
if (m_program != 0) glDeleteProgram(m_program);
}
unsigned int CompileComputeProgram(const char* source) {
const GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (compiled == GL_FALSE) {
char log[2048] = {};
glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
m_buildLog = std::string("compute shader did not compile: ") + log;
glDeleteShader(shader);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, shader);
glLinkProgram(program);
glDeleteShader(shader);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char log[2048] = {};
glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
m_buildLog = std::string("compute program did not link: ") + log;
glDeleteProgram(program);
return 0;
}
return program;
}
// A buffer of `elements` ivec4s, filled with a recognisable pattern.
GLuint MakeStorageBuffer(int elements) {
std::vector<int> contents(static_cast<std::size_t>(elements) * 4, 41);
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER,
static_cast<GLsizeiptr>(elements) * kElementBytes, contents.data(), GL_DYNAMIC_COPY);
m_buffers.push_back(buffer);
return buffer;
}
// Dispatches once and returns the four lengths the shader observed.
std::vector<int> RunAndReadLengths(GLuint outputBuffer) {
glUseProgram(m_program);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
std::vector<int> lengths(4, -1);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, outputBuffer);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0,
static_cast<GLsizeiptr>(lengths.size() * sizeof(int)), lengths.data());
return lengths;
}
unsigned int m_program = 0;
std::string m_buildLog;
std::vector<GLuint> m_buffers;
};
} // namespace
// glBindBufferBase everywhere: the plain case, and the one that pins the block array.
TEST_F(SsboArrayLengthScenario, WholeBufferBindingsReportTheElementCount) {
if (!Ready() || IsSkipped()) return;
// input1 carries one ivec4 of preamble before its runtime array, so a length that ignores
// the member offset comes back one too large there and only there.
const GLuint input0 = MakeStorageBuffer(7);
const GLuint input1 = MakeStorageBuffer(1 + 5);
const GLuint input2 = MakeStorageBuffer(3);
const GLuint input3 = MakeStorageBuffer(4);
const GLuint output = MakeStorageBuffer(4);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, input0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, input1);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, input2);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, input3);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, output);
ASSERT_EQ(FirstGLError(), 0u);
const std::vector<int> lengths = RunAndReadLengths(output);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_EQ(lengths[0], 7) << "Input0 (no preamble, 7 elements) reported length " << lengths[0];
EXPECT_EQ(lengths[1], 5) << "Input1 (1 ivec4 of preamble, 6 elements of storage) reported length "
<< lengths[1] << "; 6 means the array's byte offset inside the block was ignored";
EXPECT_EQ(lengths[2], 3) << "Input23[0] (binding 2, 3 elements) reported length " << lengths[2];
EXPECT_EQ(lengths[3], 4) << "Input23[1] (binding 3, 4 elements) reported length " << lengths[3]
<< "; a block array's second element must resolve to the NEXT binding";
}
// glBindBufferRange with a non-zero offset: length() must see only the bound window.
TEST_F(SsboArrayLengthScenario, RangeBindingsReportTheBoundWindow) {
if (!Ready() || IsSkipped()) return;
GLint alignment = 1;
glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &alignment);
if (alignment > 2 * kElementBytes) {
GTEST_SKIP() << "GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT is " << alignment
<< "; a two-element offset cannot be expressed";
}
const GLuint input0 = MakeStorageBuffer(7);
const GLuint input1 = MakeStorageBuffer(1 + 5);
const GLuint input2 = MakeStorageBuffer(3);
const GLuint input3 = MakeStorageBuffer(4);
const GLuint output = MakeStorageBuffer(4);
// Input0: window starts two elements in, so 5 remain.
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, input0, 2 * kElementBytes, 5 * kElementBytes);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, input1);
// Both elements of the block array get a window, so a failure says whether the array's
// FIRST element is handled and only the later ones are lost, or neither is.
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 2, input2, 0, 2 * kElementBytes);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 3, input3, 0, 2 * kElementBytes);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, output);
ASSERT_EQ(FirstGLError(), 0u);
const std::vector<int> lengths = RunAndReadLengths(output);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_EQ(lengths[0], 5) << "Input0 bound as [2 elements, 5 elements) reported length " << lengths[0]
<< "; 7 means glBindBufferRange's offset/size never reached the descriptor";
EXPECT_EQ(lengths[2], 2) << "Input23[0] bound as [0, 2 elements) reported length " << lengths[2];
EXPECT_EQ(lengths[3], 2) << "Input23[1] bound as [0, 2 elements) reported length " << lengths[3];
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, input0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, input3);
}
} // namespace MGITest
@@ -0,0 +1,310 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/SwizzleAccessRoutineScenario.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 - EVERY TEXTURE ACCESS ROUTINE READS THE SAME TEXEL OUT OF A usampler2DArray.
//
// KHR-GL33/GL40.texture_swizzle.smoke_access_idx_* sweeps the fourteen GLSL texture access
// routines against a 1x1x1 GL_RGBA32UI GL_TEXTURE_2D_ARRAY and asserts the fetched channel. On
// Espryt, `texture` and `textureGrad` pass while `textureLod`, `textureOffset`, `texelFetch`,
// `texelFetchOffset` and `textureLodOffset` fail - 21 cases per version, 42 across GL33 and GL40.
// The discriminator is the important part: the swizzle state is IDENTICAL across all of them, so
// swizzle delivery is not the defect; what differs is only how the routine is spelled, i.e. what
// SPIRV-Cross has to emit into ESSL for it.
//
// This scenario is that discriminator, reduced to something that fails in milliseconds: one draw
// per access routine against the same texture and the same swizzle, all reading the same texel.
// A routine that disagrees with the others is the defect, and the failure message names it.
//
// The shader shape is copied from the conformance test rather than idealised - including its
// `int(0)` level-of-detail argument, which is a desktop-GLSL implicit int->float conversion that
// ESSL does not have, and its zero offsets. Both are exactly the things a GLSL -> SPIR-V -> ESSL
// round trip can lose.
//
// DirectVulkan is the built-in control: it consumes the SPIR-V directly and never runs the ESSL
// emission, so a failure there would mean the scenario, not the backend.
#include <array>
#include <cstdint>
#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 {
// The conformance test's own source texel, one recognisable value per channel.
constexpr std::uint32_t kSourceTexel[4] = {0x3FFFFFFFu, 0x7FFFFFFFu, 0xBFFFFFFFu, 0xFFFFFFFFu};
constexpr int kOutputWidth = 8;
constexpr int kOutputHeight = 8;
// The blank vertex shader the smoke test uses: a full-viewport strip with no attributes.
constexpr const char* kVertexSource = R"(#version 330 core
void main()
{
switch (gl_VertexID)
{
case 0: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
case 1: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
case 2: gl_Position = vec4(-1.0,-1.0, 0.0, 1.0); break;
case 3: gl_Position = vec4( 1.0,-1.0, 0.0, 1.0); break;
}
}
)";
struct AccessRoutine {
const char* name; // as it appears in the conformance case name
const char* callText; // the whole TEXTURE_ACCESS(sampler, ARGUMENTS) expression
};
// Spelled exactly as gl3cTextureSwizzleTests.cpp's prepareArguments builds them for
// GL_TEXTURE_2D_ARRAY: three coordinates, `int(0)` for the level, ivec2 offsets.
constexpr AccessRoutine kRoutines[] = {
{"texture", "texture(smp, vec3(0, 0, 0))"},
{"textureLod", "textureLod(smp, vec3(0, 0, 0), int(0))"},
{"textureOffset", "textureOffset(smp, vec3(0, 0, 0), ivec2(0, 0))"},
{"texelFetch", "texelFetch(smp, ivec3(0, 0, 0), int(0))"},
{"texelFetchOffset", "texelFetchOffset(smp, ivec3(0, 0, 0), int(0), ivec2(0, 0))"},
{"textureLodOffset", "textureLodOffset(smp, vec3(0, 0, 0), int(0), ivec2(0, 0))"},
{"textureGrad", "textureGrad(smp, vec3(0, 0, 0), vec2(0, 0), vec2(0, 0))"},
{"textureGradOffset", "textureGradOffset(smp, vec3(0, 0, 0), vec2(0, 0), vec2(0, 0), ivec2(0, 0))"},
};
constexpr const char* kChannels[4] = {"x", "y", "z", "w"};
std::string FragmentSource(const AccessRoutine& routine, int channel) {
return std::string("#version 330 core\n\nuniform usampler2DArray smp;\n\nout uint out_color;\n\n"
"void main()\n{\n uint result = ") +
routine.callText + "." + kChannels[channel] + ";\n\n out_color = result;\n}\n";
}
class SwizzleAccessRoutineScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
// 1x1x1 RGBA32UI 2D array. Integer textures are not filterable, so NEAREST is
// mandatory, and a single level means every LOD argument must resolve to 0.
glGenTextures(1, &m_sourceTexture);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_sourceTexture);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA32UI, 1, 1, 1);
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 1, 1, 1, GL_RGBA_INTEGER, GL_UNSIGNED_INT,
kSourceTexel);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
ASSERT_EQ(FirstGLError(), 0u) << "source texture setup left a GL error behind";
// 8x8 R32UI render target, read back with glReadPixels.
glGenTextures(1, &m_outputTexture);
glBindTexture(GL_TEXTURE_2D, m_outputTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kOutputWidth, kOutputHeight);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_outputTexture, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
glGenVertexArrays(1, &m_vao);
ASSERT_EQ(FirstGLError(), 0u) << "output framebuffer setup left a GL error behind";
}
void TearDown() override {
if (!Ready()) return;
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
if (m_fbo != 0) glDeleteFramebuffers(1, &m_fbo);
if (m_outputTexture != 0) glDeleteTextures(1, &m_outputTexture);
if (m_sourceTexture != 0) glDeleteTextures(1, &m_sourceTexture);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void SetSwizzle(GLenum r, GLenum g, GLenum b, GLenum a) {
glBindTexture(GL_TEXTURE_2D_ARRAY, m_sourceTexture);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, static_cast<GLint>(r));
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, static_cast<GLint>(g));
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, static_cast<GLint>(b));
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, static_cast<GLint>(a));
}
// Renders one access routine into the 8x8 target and returns every texel it wrote.
// Returns an empty vector (with a gtest failure already recorded) if the program did
// not build.
std::vector<std::uint32_t> Render(const AccessRoutine& routine, int channel) {
const std::string fragment = FragmentSource(routine, channel);
std::string error;
const unsigned int program = CompileProgram(kVertexSource, fragment.c_str(), &error);
if (program == 0) {
ADD_FAILURE() << routine.name << " channel " << kChannels[channel]
<< ": program did not build: " << error << "\n--- source ---\n"
<< fragment;
return {};
}
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glViewport(0, 0, kOutputWidth, kOutputHeight);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
const GLuint clearValue[4] = {0xDEADBEEFu, 0u, 0u, 0u};
glClearBufferuiv(GL_COLOR, 0, clearValue);
glUseProgram(program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_sourceTexture);
const GLint location = glGetUniformLocation(program, "smp");
glUniform1i(location, 0);
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
std::vector<std::uint32_t> texels(static_cast<std::size_t>(kOutputWidth) * kOutputHeight, 0);
glReadPixels(0, 0, kOutputWidth, kOutputHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, texels.data());
glUseProgram(0);
glDeleteProgram(program);
return texels;
}
// Asserts every texel equals `expected`, naming the routine and the first offender.
void ExpectAllTexels(const AccessRoutine& routine, int channel, std::uint32_t expected,
const std::vector<std::uint32_t>& texels) {
if (texels.empty()) return;
std::size_t offenders = 0;
std::uint32_t firstBad = 0;
std::size_t firstIndex = 0;
for (std::size_t i = 0; i < texels.size(); ++i) {
if (texels[i] == expected) continue;
if (offenders == 0) {
firstBad = texels[i];
firstIndex = i;
}
++offenders;
}
EXPECT_EQ(offenders, 0u)
<< routine.name << "(...)." << kChannels[channel] << " returned 0x" << std::hex << firstBad
<< " instead of 0x" << expected << std::dec << " at texel " << firstIndex << " (" << offenders
<< " of " << texels.size() << " wrong)";
}
GLuint m_sourceTexture = 0;
GLuint m_outputTexture = 0;
GLuint m_fbo = 0;
GLuint m_vao = 0;
};
} // namespace
// Identity swizzle: every routine must fetch the channel it was asked for. This is the
// scenario's floor - it does not involve swizzling at all, so a failure here is purely about
// how the access routine itself survives the trip to the backend.
TEST_F(SwizzleAccessRoutineScenario, EveryAccessRoutineFetchesTheSameTexelUnderTheIdentitySwizzle) {
if (!Ready() || IsSkipped()) return;
SetSwizzle(GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA);
ASSERT_EQ(FirstGLError(), 0u);
for (const AccessRoutine& routine : kRoutines) {
for (int channel = 0; channel < 4; ++channel) {
const std::vector<std::uint32_t> texels = Render(routine, channel);
EXPECT_EQ(FirstGLError(), 0u) << routine.name << " left a GL error behind";
ExpectAllTexels(routine, channel, kSourceTexel[channel], texels);
}
}
Gl().EndFrame();
}
// A real swizzle, applied to every routine. Reversing the channels means a routine that
// silently drops the swizzle returns the UNSWIZZLED texel rather than nothing, so the
// failure distinguishes "swizzle lost" from "fetch broken".
TEST_F(SwizzleAccessRoutineScenario, EveryAccessRoutineSeesAReversedSwizzle) {
if (!Ready() || IsSkipped()) return;
SetSwizzle(GL_ALPHA, GL_BLUE, GL_GREEN, GL_RED);
ASSERT_EQ(FirstGLError(), 0u);
const std::uint32_t expected[4] = {kSourceTexel[3], kSourceTexel[2], kSourceTexel[1], kSourceTexel[0]};
for (const AccessRoutine& routine : kRoutines) {
for (int channel = 0; channel < 4; ++channel) {
const std::vector<std::uint32_t> texels = Render(routine, channel);
EXPECT_EQ(FirstGLError(), 0u) << routine.name << " left a GL error behind";
ExpectAllTexels(routine, channel, expected[channel], texels);
}
}
Gl().EndFrame();
}
// Program churn: the shape that made the conformance suite fail, reduced.
//
// The swizzle smoke test builds one program per swizzle combination - 1,296 per case - and
// DirectGLES created a driver shader object per attached shader without ever calling
// glDeleteShader. glDeleteShader only FLAGS a shader for deletion (the driver frees it once
// nothing has it attached), so without that call the program's own deletion could not free
// them either: eight cases left ~20,000 live driver shaders behind, the Adreno ES driver
// passed its ceiling, and it began mis-serving shaders - first the sampling variants with the
// most image operands (textureLod/texelFetch/*Offset), while plain texture/textureGrad still
// worked. On device this loop plus a value check is the whole defect.
//
// HONEST LIMIT OF THIS TEST: llvmpipe has no such ceiling, so this passes here whether or not
// the leak is present - it cannot fail on the CI lane. It is a standing guard for the SHAPE
// (build many programs, keep reading the right texel) and the place to raise the iteration
// count if a driver ceiling ever needs reproducing; the leak itself is pinned by device
// measurement (VmRSS flat at ~137 MB across the 32-case family, against 132 -> 154 MB and
// still climbing before the fix).
TEST_F(SwizzleAccessRoutineScenario, RepeatedProgramBuildsKeepFetchingTheSameTexel) {
if (!Ready() || IsSkipped()) return;
SetSwizzle(GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA);
ASSERT_EQ(FirstGLError(), 0u);
// One routine from each side of the device's failure order, so a ceiling that takes the
// vulnerable one down first is still caught.
const AccessRoutine& plain = kRoutines[0]; // texture
const AccessRoutine& explicitLod = kRoutines[1]; // textureLod
constexpr int kIterations = 200;
for (int i = 0; i < kIterations; ++i) {
const AccessRoutine& routine = (i % 2 == 0) ? plain : explicitLod;
const int channel = i % 4;
const std::vector<std::uint32_t> texels = Render(routine, channel);
if (::testing::Test::HasFailure()) return; // a build failure repeats 200 times; say it once
ExpectAllTexels(routine, channel, kSourceTexel[channel], texels);
if (::testing::Test::HasFailure()) {
ADD_FAILURE() << "diverged at iteration " << i << " of " << kIterations;
return;
}
}
EXPECT_EQ(FirstGLError(), 0u) << "the churn loop left a GL error behind";
Gl().EndFrame();
}
// GL_ONE and GL_ZERO, which the conformance table spells as the literal values 1 and 0 and
// which the backend has to synthesise rather than fetch.
TEST_F(SwizzleAccessRoutineScenario, EveryAccessRoutineSeesConstantSwizzleSources) {
if (!Ready() || IsSkipped()) return;
SetSwizzle(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO);
ASSERT_EQ(FirstGLError(), 0u);
const std::uint32_t expected[4] = {1u, 0u, 1u, 0u};
for (const AccessRoutine& routine : kRoutines) {
for (int channel = 0; channel < 4; ++channel) {
const std::vector<std::uint32_t> texels = Render(routine, channel);
EXPECT_EQ(FirstGLError(), 0u) << routine.name << " left a GL error behind";
ExpectAllTexels(routine, channel, expected[channel], texels);
}
}
Gl().EndFrame();
}
} // namespace MGITest