Compare commits

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Author SHA1 Message Date
BZLZHH 24dfbb41f9 [Fix] (Diligent): fix y inversion and front-face winding in viewport mapping
- Translate OpenGL bottom-left viewport/scissor rects to Diligent top-left origin
- Invert FrontCounterClockwise to compensate for the Y conversion
- Add DrawsTopHalfTriangleFromMobileGLState y-orientation test
2026-08-23 12:25:41 +08:00
BZLZHH ca7878bf3a [Feat] (AndroidPlugin): expose DiligentVulkan backend in plugin selector 2026-08-23 11:11:20 +08:00
BZLZHH e418063b08 [Feat] (Diligent, EGL): forward eglSwapInterval to swap chain Present
- Renderer stores the requested swap interval and passes it to ISwapChain::Present
- SetSwapInterval now updates the active renderer instead of being a no-op
2026-08-23 11:01:40 +08:00
BZLZHH b43ec25bd7 [Feat] (Diligent, EGL): validate and defer EGL surface activation
- CreateEGLWindowSurface/CreateEGLPbufferSurface register surfaces only; activation happens on eglMakeCurrent
- Reject unsupported native window backends
2026-08-23 10:57:09 +08:00
BZLZHH 525607bad6 [Feat] (Diligent, EGL): release swap chain on EGL surface release 2026-08-23 10:55:40 +08:00
BZLZHH b045024b6c [Feat] (Diligent, EGL): route EGL window resize to Diligent swap chain
- Add renderer->ResizeSwapChain and override BackendObject_Diligent::ResizeEGLWindowSurface
- Update handoff; 16 Diligent tests pass
2026-08-23 10:53:19 +08:00
BZLZHH 14dfbeeed9 [Feat] (Diligent, EGL): wire EGL window swapchain creation via Diligent ISwapChain
- Add CreateSwapChain to renderer using IEngineFactoryVk::CreateSwapChainVk
- InitWindowSurface creates the swapchain for native window surfaces
- Present now presents the active swapchain; ReleaseEGLResources releases it
- InitPbufferSurface keeps offscreen target for pbuffer EGL surfaces
- Update handoff; 16 Diligent tests pass
2026-08-23 10:46:06 +08:00
BZLZHH d7e79409b3 [Feat] (Diligent): wire SetSwapInterval no-op
- GlobalBackendFunctionsTable.SetSwapInterval is now present; offscreen renderer ignores it
- Update handoff; 16 Diligent tests pass
2026-08-23 10:16:56 +08:00
BZLZHH ca3b524396 [Feat] (Diligent): wire CPU timer query fallback
- Add steady_clock based BeginTimeElapsedQuery/EndTimeElapsedQuery/QueryCounterTimestamp
- Wire IsTimerQuerySupported/IsQueryResultAvailable/GetQueryResult64/DeleteBackendQuery
- Update handoff; 16 Diligent tests pass
2026-08-23 10:15:19 +08:00
BZLZHH 071c8eb673 [Feat] (Diligent): wire fence sync CPU fallback
- Provide always-signaled FenceSync/ClientWaitSync/WaitSync/DeleteSync/GetSyncStatus
- Update handoff; 16 Diligent tests pass
2026-08-23 10:12:58 +08:00
BZLZHH 51a43518ac [Feat] (Diligent, MG_Impl): wire BlitNamedFramebuffer color copy
- Explicit read/draw FBO color attachments resolve to Diligent textures/renderbuffers
- CopyTexture between them for same-size color blits
- Update handoff; 16 Diligent tests pass
2026-08-23 10:11:17 +08:00
BZLZHH 34ff95f6f5 [Feat] (Diligent, MG_Impl): wire GenerateMipmap via Diligent GPU mip generation
- Create state textures with MISC_TEXTURE_FLAG_GENERATE_MIPS
- GenerateMipmap resolves active GL_TEXTURE_2D and calls IDeviceContext::GenerateMips
- Update handoff; 16 Diligent tests pass
2026-08-23 10:08:54 +08:00
BZLZHH b9d1504cc5 [Feat] (Diligent, MG_Impl): wire CopyImageSubData whole-texture copy
- CopyImageSubData syncs both texture objects and issues a Diligent CopyTexture
- Update handoff; 16 Diligent tests pass
2026-08-23 10:05:50 +08:00
BZLZHH a223499143 [Feat] (Diligent, MG_Impl): wire ClearBufferfi and stencil clears through ClearBufferiv/uiv
- ClearBufferfi clears depth+stencil on the current draw framebuffer
- ClearBufferiv/uiv now support GL_STENCIL via ClearStencil
- Update handoff; 16 Diligent tests pass
2026-08-23 10:04:14 +08:00
BZLZHH 5dca617f01 [Feat] (Diligent, MG_Impl): honor DrawElementsBaseVertex baseVertex in CPU vertex packing
- Add baseVertex parameter through DrawFromState/UploadVertexDataFromState
- Apply baseVertex when resolving indexed vertex indices
- Pass baseVertex through DrawElementsBaseVertex, instanced, and indirect indexed draws
- Add DrawsIndexedBaseVertexFromMobileGLState; 16 Diligent tests pass
2026-08-23 10:02:44 +08:00
BZLZHH eb8ef893be [Feat] (Diligent): support multiple simultaneous color attachments
- PSO RTV count/formats now derive from the bound draw FBO color attachments
- Include RT layout in the last-PSO cache key
- Add DrawsToMultipleColorAttachmentsFromMobileGLState; 15 Diligent tests pass
2026-08-23 09:56:58 +08:00
BZLZHH 20567fba6d [Feat] (Diligent, MG_State): cache renderbuffer resources and support color readback
- SyncRenderbuffer now reuses the cached Diligent texture so Clear/Draw/ReadPixels target the same resource
- ReadPixels resolves renderbuffer color attachments from the read FBO
- Add DrawsToRenderbufferFramebufferFromMobileGLState; 14 Diligent tests pass
2026-08-23 09:54:08 +08:00
BZLZHH e3f44e8da1 [Feat] (Diligent, MG_Impl): add indirect draw CPU fallbacks
- Wire DrawArraysIndirect/DrawElementsIndirect
- Wire MultiDraw*Indirect and *IndirectCount using client memory or GL_DRAW_INDIRECT_BUFFER/GL_PARAMETER_BUFFER CPU reads
- Update handoff; 13 Diligent tests pass
2026-08-23 09:45:34 +08:00
BZLZHH 9f79a88af5 [Feat] (Diligent, MG_Impl): wire GetTexImage/GetTextureImage RGBA8 readback
- Copy texture to staging and map rows for GL_RGBA/GL_UNSIGNED_BYTE
- Wire both GLFunctionsTable entries; 13 Diligent tests pass
2026-08-23 09:41:17 +08:00
BZLZHH 6bf32acdef [Feat] (Diligent, MG_Impl): wire CopyTexImage2D/CopyTexSubImage2D readback copy
- Copy current read-FBO color attachment into the bound GL_TEXTURE_2D
- Uses whole-color CopyTexture fallback for now; 13 Diligent tests pass
2026-08-23 09:39:40 +08:00
BZLZHH 23b53eacce [Feat, Test] (Diligent, MG_Test): add stencil clear and stencil state test
- Use D24S8 for the default offscreen depth/stencil target
- Wire GL_STENCIL_BUFFER_BIT Clear through renderer->ClearStencil
- Add DrawsWithStencilTestFromMobileGLState; 13 Diligent tests pass
2026-08-23 09:37:49 +08:00
BZLZHH e829e70d8b [Feat] (Diligent, MG_State): bind named application uniform blocks from frontend buffers
- Resolve named UBOs through SPIRV-Reflect type names when block names are empty
- Read the bound GL buffer range at the frontend uniform-block binding point and upload it as a Diligent uniform buffer
- Add DrawsNamedUniformBlockFromMobileGLState test; 12 Diligent tests pass
2026-08-23 09:35:32 +08:00
BZLZHH 7e765e1535 [Test] (Diligent, MG_Test): add depth test and ensure default framebuffer isolation
- Verify nearer depth draw occludes farther draw
- Bind default framebuffer at test start so previous FBO state cannot leak
- Update handoff to 11 passing Diligent tests
2026-08-23 09:23:06 +08:00
BZLZHH bf6061811f [Test] (Diligent, MG_Test): add scissor and blend state tests
- Verify scissor clipping leaves outside pixels untouched
- Verify alpha blend combines source/destination colors
- Update handoff to 10 passing Diligent tests
2026-08-23 09:17:41 +08:00
BZLZHH 87750c3b21 [Feat] (Diligent): add instanced/clear-buffer/blit GL entry points
- Wire DrawElementsBaseVertex, instanced draw family, MultiDrawElementsBaseVertex
- Wire ClearBufferfv/iv/uiv to the Diligent clear path
- Add same-size color BlitFramebuffer between current read/draw framebuffers
- Update handoff with newly implemented GL 3.2 entry points
2026-08-23 09:15:21 +08:00
BZLZHH 45b309db37 [Feat] (Diligent, MG_Impl): wire GL ReadPixels entry to offscreen/user-FBO readback 2026-08-23 09:11:56 +08:00
BZLZHH 403c82ac4a [Feat, Docs] (Diligent): cache last PSO and document framebuffer/UBO progress
- Reuse the last state PSO when program/render-state/topology/VAO layout is unchanged
- Update handoff with completed texture/sampler, UBO, framebuffer, and multi-draw work
2026-08-23 09:10:53 +08:00
BZLZHH 827d46cad3 [Feat] (Diligent, MG_State): wire textures, samplers, global UBO, and user framebuffers
- Auto-sync ITextureObject to Diligent textures with dirty-level uploads
- Translate SamplerObject/unit sampler state into Diligent samplers
- Bind the synthesized MGL_GLOBAL_UBO for default-block glUniform data
- Resolve bound draw/read framebuffers to Diligent RTV/DSV for draws/clears/readback
- Wire DrawRangeElements, DrawRangeElementsBaseVertex, MultiDrawArrays, MultiDrawElements
- Add real-texture, uniform, and user-framebuffer tests; 8 Diligent tests pass
2026-08-23 09:09:03 +08:00
BZLZHH 1748da0443 [Docs] (Diligent): add Diligent GL3.2 backend handoff document 2026-08-23 08:36:57 +08:00
BZLZHH 7efee8e3e6 [Test] (Diligent, MG_Test): verify indexed DrawElements path from real frontend state
Add DrawsIndexedFromMobileGLState: creates a GL program, VBO, EBO and VAO
through the frontend, then draws via DrawFromState(GL_TRIANGLES, ...,
GL_UNSIGNED_INT, nullptr) and verifies the offscreen center is red.

All 5 Diligent local tests pass.
2026-08-18 14:22:20 +08:00
BZLZHH 08ca897a07 [Feat, Test] (Diligent, MG_Test): add basic texture binding and textured state-draw test
- Add CreateTestTexture(): creates an RGBA8 texture, SRV and default sampler,
  and attaches the sampler to the SRV.
- State PSOs now bind a static pixel-shader variable 'g_Texture' to the test
  texture and commit shader resources before drawing.
- Add DrawsTexturedFromMobileGLState test using a real GL program with
  sampler2D and interleaved position+UV attributes.
- All 4 Diligent local tests pass on Turnip Adreno 750.
2026-08-18 14:20:02 +08:00
BZLZHH 98f2a55214 [Feat] (Diligent, MG_Impl): clear depth in GL Clear when GL_DEPTH_BUFFER_BIT set 2026-08-18 13:38:44 +08:00
BZLZHH cedc257566 [Feat] (Diligent): add offscreen depth target and depth clear
The renderer now creates a D32_FLOAT depth target and binds it as DSV for all
render passes, so depth-test state wired earlier can actually work. Add
ClearDepth for depth clears. All Diligent local tests still pass.
2026-08-18 13:34:37 +08:00
BZLZHH 821c0e0d4e [Feat] (Diligent): wire stencil and color-mask state into state PSO
CreatePipelineFromState now applies GL_STENCIL_TEST state (front/back funcs,
ops, read/write masks) and GL color write mask. DrawFromState sets the stencil
reference before drawing. All Diligent local tests still pass.
2026-08-18 13:31:13 +08:00
BZLZHH bd9680ad67 [Feat] (Diligent): wire viewport/scissor state into state draws
DrawFromState now uses MG_State viewport (with full-target fallback when the
viewport is uninitialized) and applies the scissor test rect when enabled.
The state-driven test sets an explicit glViewport and passes again.
2026-08-18 13:26:20 +08:00
BZLZHH 6375e07030 [Feat] (Diligent): wire blend/depth/cull render state into state PSO
CreatePipelineFromState now reads MG_State render state:
- GL_BLEND enable, blend factors/equations
- GL_DEPTH_TEST enable, depth func, depth write mask
- GL_CULL_FACE enable, cull face mode, front-face winding

All Diligent local tests still pass.
2026-08-18 13:16:55 +08:00
BZLZHH 53cac39d4e [Test] (Diligent, MG_Test): verify state-driven draw with real MobileGL frontend state
Add DrawsFromMobileGLState test that creates a GL 3.2 program, buffer and VAO
through the real frontend, then draws through DiligentRenderer::DrawFromState
and verifies the offscreen pixels.

Also release PSO/vertex buffer before recreation to avoid Diligent debug
assertions about overwriting references.

All 3 Diligent local tests pass on Turnip Adreno 750.
2026-08-18 13:13:10 +08:00
BZLZHH f6b1ea635b [Feat] (Diligent, MG_State): add state-driven draw path (VAO/buffer/program to Diligent)
DiligentRenderer now has DrawFromState() that:
- reads the current MobileGL program SPIR-V and creates Diligent shaders
- reads the current VAO enabled attributes and packs bound buffer data into
  an interleaved vertex buffer
- creates a PSO with the matching input layout and primitive topology
- supports DrawArrays, DrawElements, triangle-fan and line-loop expansion

This is the first real front-end state wiring; it compiles and is used by
GLFunctionsTable DrawArrays/DrawElements, but is not yet covered by a
runtime state-driven test.
2026-08-18 13:08:23 +08:00
BZLZHH 8b2711e32a [Feat] (Diligent): add dynamic vertex buffer upload path
DiligentRenderer can now upload arbitrary vec2 vertex data into a dynamic
vertex buffer and draw it with the existing triangle PSO. The local sanity
test uses this path instead of the hardcoded triangle, verifying buffer
basics on Turnip Adreno 750.
2026-08-18 13:01:29 +08:00
BZLZHH 9776cc8047 [Feat] (Diligent, MG_Backend): wire Clear/Draw/Present into GLFunctionsTable
BackendObject_Diligent now exposes real function-table entries backed by the
DiligentRenderer: Clear reads the current GL clear color from MG_State, and
DrawArrays/DrawElements currently render the built-in triangle as a
placeholder until buffer/VAO/program state is connected. Present flushes the
immediate context.

Local Diligent tests still pass on Turnip Adreno 750.
2026-08-18 12:57:06 +08:00
BZLZHH 3b0591e0ba [Feat] (Diligent): add real offscreen renderer with clear and triangle draw
- Add DiligentRenderer: creates an offscreen RGBA8 render target, compiles a
  GLSL vertex/pixel shader through Diligent's glslang path, creates a triangle
  vertex buffer and pipeline, and supports clear/draw/readback.
- BackendObject_Diligent now owns a DiligentRenderer after device creation.
- Extend local sanity test to clear green, draw a red triangle, and verify
  center is red and corner stays green.
- All Diligent local tests pass on Turnip Adreno 750.
2026-08-18 12:54:10 +08:00
BZLZHH e62f158c22 [Feat] (Diligent, CMake): enable DiligentCore and add initial Diligent/Vulkan backend skeleton
- Add MOBILEGL_ENABLE_DILIGENT option; build DiligentCore Vulkan-only after
  MobileGL's existing 3rdparty targets so shared glslang/SPIRV-Cross/xxHash
  targets are reused instead of duplicated.
- Add BackendType::DiligentVulkan, config parsing, and backend-object switch.
- Add DiligentBackend::BackendObject_Diligent skeleton: creates a Diligent
  Vulkan device/context when an adapter is available, advertises GL 3.2 core,
  and returns an empty GL function table for now.
- Add local DiligentVulkanSanityTest that compiles/runs on the host (skips
  device creation gracefully when no Vulkan adapter is present).
- Fix GLXImpl EGLDisplay member shadowing the X11 Display typedef, exposed by
  GCC 16 + Diligent header include order.
2026-08-18 12:42:17 +08:00
swung0x48 7769156cfc [Fix, Test] (ShaderTranspiler, WGL, TraceReplay): remove subgroup pack quirks and tune iterationRP 2026-08-17 01:55:17 -04:00
swung0x48 0ecfdff4e7 [Fix, Test] (MG_State, MG_Util, DirectVulkan, MG_Test): replay narrow-subgroup reductions correctly 2026-08-16 13:33:01 -04:00
swung0x48 6df5a6137f [CI] (trace-replay): run iterationRP only on DirectVulkan 2026-08-16 11:09:56 -04:00
swung0x48 b3794f4e6a [Feat] (MG_Impl, MG_State, MG_Util, DirectGLES, DirectVulkan, MG_Test): implement ARB_clear_buffer_object correctly 2026-08-16 01:12:28 -04:00
swung0x48 14d3901d30 [Chore, Test] (MG_State, MG_Util, DirectGLES, DirectVulkan): make SPIR-V validation task-local 2026-08-15 22:58:28 -04:00
swung0x48 d4766513e4 [Fix, Test] (DirectVulkan): replay Photon descriptor pressure correctly 2026-08-15 22:35:39 -04:00
swung0x48 72dc7aa6aa [Chore] (MG_Config, MG_State, MG_Util): gate SPIR-V validation at startup 2026-08-15 22:35:39 -04:00
swung0x48 9d1b280375 [Fix, Test] (MG_Util, MG_Test): rename Photon-conflicting MSL identifiers 2026-08-15 09:40:13 -04:00
swung0x48 8acd885594 [Fix, Test] (DirectVulkan): preserve viewport-index program metadata 2026-08-15 09:40:13 -04:00
swung0x48 10ff5e2b18 [Fix, Test] (DirectGLES, DirectVulkan): advertise indirect draw capabilities accurately
- advertise GL_ARB_draw_indirect when supported
- gate GL_ARB_base_instance on complete non-zero firstInstance semantics
- synchronize Driver POST reporting
- add capability and extension-advertisement regression tests
2026-08-15 06:30:44 -04:00
swung0x48 a6e52476f3 [Chore] (CMake): skip embedded SPIRV-Tools executables 2026-08-15 05:48:41 -04:00
swung0x48 0deff52a1b [Fix, Test] (DirectVulkan, trace-replay): replay quarter-turn surfaces correctly 2026-08-13 06:45:28 -04:00
swung0x48 50fefca959 Merge branch "feat/cts-viewport-array" into dev 2026-08-13 04:57:40 -04:00
swung0x48 42ad62b54c [Fix, Test] (MG_Util, MG_IntegrationTest): advertise the GL 4.3 VIEWPORT_BOUNDS_RANGE floor on a GLES driver that has no such query, instead of a range admitting no origin 2026-08-13 04:44:23 -04:00
swung0x48 f41403e227 [Feat, Test] (MG_Backend/DirectVulkan, MG_Test, MG_IntegrationTest): rasterize the viewport gl_ViewportIndex selects, instead of collapsing all sixteen onto viewport 0 2026-08-13 04:44:23 -04:00
swung0x48 5fbb17f6b9 [Feat, Fix, Test] (MG_State, MG_Impl, MG_Backend, MG_Test): give ARB_viewport_array real 16-element indexed state instead of eight stubs and a viewport-0 echo 2026-08-13 04:44:23 -04:00
swung0x48 92d8f7269b [Fix] (MG_IntegrationTest): drop the executable bit a copied-in scenario file carried 2026-08-13 04:29:23 -04:00
swung0x48 822e405c77 Merge branch "feat/vk-barrier-layer-ranges" into dev 2026-08-13 04:28:57 -04:00
swung0x48 b8233f9c4e [Fix, Test] (MG_Backend/DirectVulkan, MG_IntegrationTest): the barrier before every attachment transfer only ever moved layer 0, so a copy off a non-zero layer read a layout nothing had transitioned 2026-08-13 04:01:20 -04:00
Swung0x48 91475a7b6f Merge branch feat/cts-copyimage-frontend into dev 2026-08-13 03:59:16 -04:00
Swung0x48 cee17025a0 [Test] (MG_Test): pin the plain mutable-texture copy every new validator rule is a new way to reject 2026-08-13 03:17:27 -04:00
Swung0x48 9642ae4d20 [Fix, Test] (MG_Impl/Texture, MG_Backend, MG_Test): copy_image compatibility is texel-block size, and neither backend was told which slice to copy 2026-08-13 03:17:27 -04:00
swung0x48 595d140036 Merge branch "feat/cts-copyimage-magma-layers" into dev 2026-08-13 03:11:21 -04:00
swung0x48 b62d1f2078 [Fix, Test] (MG_Backend/DirectVulkan, MG_IntegrationTest): map a layered CopyImageSubData onto the axis each endpoint keeps its slices on, instead of copying slice 0 and calling it done 2026-08-13 02:49:57 -04:00
swung0x48 5e82ff968a Merge branch "feat/cts-rgb9e5-raw-transfer" into dev 2026-08-13 02:47:18 -04:00
swung0x48 6a80a82dd3 [Fix, Test] (MG_Util, MG_Backend/DirectGLES, MG_Backend/DirectVulkan, MG_Test): a packed texel whose client type already spells its storage word must cross glGetTexImage unencoded, or the RGB9_E5 shared exponent gets canonicalized 2026-08-13 02:41:37 -04:00
swung0x48 f9182a5ca3 Merge branch "fix/cts-copyimage-level-validation" into dev 2026-08-13 02:38:43 -04:00
swung0x48 f37b511fca [Fix, Test] (MG_Impl/GLImpl, MG_Backend/DirectVulkan, MG_Backend/DirectGLES, MG_Test, MG_IntegrationTest): a glCopyImageSubData to a mipmap level the texture never had is INVALID_VALUE, not a subresource handed to the driver 2026-08-13 02:28:55 -04:00
swung0x48 38027d21f8 Merge branch "feat/log-level-semantics" into dev 2026-08-13 02:19:26 -04:00
Swung0x48 dd2a62228f [Fix, Feat, Test] (MG_Util, MG_Backend, MG_Impl, MG_State): correct the log severity ordering and unwind the diagnostics it silenced 2026-08-13 02:02:49 -04:00
swung0x48 373aa44dd7 Merge branch "fix/cts-tess-ssbo-crash" into dev 2026-08-13 01:38:58 -04:00
swung0x48 96646df12e [Fix] (MG_Backend/DirectVulkan): review round - failure diagnostics take MGLOG_E, the once-per-patch-size success note takes MGLOG_D, and the per-draw refusal stays latched 2026-08-13 01:34:57 -04:00
swung0x48 f20b20e643 [Fix, Feat, Test] (MG_Backend/DirectVulkan, MG_Test): synthesize the pass-through tessellation control stage GL gives an evaluation-only program, and refuse the half-tessellated pipeline Mali dereferences null inside 2026-08-13 01:28:35 -04:00
swung0x48 2587814970 Merge branch "feat/cts-image-format-qualifier" into dev 2026-08-12 19:23:51 -04:00
swung0x48 43398e33e8 [Fix, Test] (MG_Util, MG_IntegrationTest): review round - anchor a clone only behind a real definition, decline the atomic-image shape, and say what the software lanes cannot falsify 2026-08-12 19:12:39 -04:00
swung0x48 b7557d6615 [Feat, Fix, Test] (MG_Util, MG_Backend/DirectGLES, MG_IntegrationTest): bake the bound image format into the ESSL a format-less image declaration needs 2026-08-12 18:56:31 -04:00
swung0x48 bce34d7fac Merge branch "feat/cts-followup-fp64-ds-imgbuf" into dev 2026-08-12 17:56:13 -04:00
swung0x48 f91857266f [Fix, Test] (MG_Backend/DirectGLES, MG_Test): the tessellation stages never got the flat qualifier an ES linker compares across both sides of every integer interface 2026-08-12 17:50:31 -04:00
swung0x48 49cb1be0fd [Fix, Test] (MG_Backend/DirectGLES, MG_IntegrationTest): a shader writing a buffer texture through an image unit left the CPU shadow stale, so every map and readback after it saw the old bytes 2026-08-12 17:50:31 -04:00
swung0x48 a51c68bb2c [Fix, Test] (MG_Util, MG_IntegrationTest): a 64-bit float constant was read as 32 bits, so every comparison against a round double became an epsilon test against zero 2026-08-12 17:50:25 -04:00
swung0x48 1c723a6cfc Merge branch "feat/cts-image-targets" into dev 2026-08-12 16:52:34 -04:00
swung0x48 44805bfa07 [Fix, Test] (MG_Util, MG_Backend/DirectVulkan, MG_IntegrationTest): adversarial review - the rewritten 1D-array image collided with a module's own 2D-array one and left an invalid duplicate type; pin the component order, keep the subject kinds in a truncated matrix 2026-08-12 16:49:59 -04:00
swung0x48 257fcbfd0b [Fix, Test] (MG_Util, MG_Backend/DirectVulkan, MG_IntegrationTest): review round - one module parse for the shaders with no 1D-array image, per-kind values the combined case can name, and the invariants two shared buffers rest on 2026-08-12 16:43:29 -04:00
swung0x48 2b46a3db96 [Fix, Test] (MG_Util, MG_Backend/DirectGLES, MG_Backend/DirectVulkan): the two image target kinds a compute dispatch could not read - 1D-array on ES, imageBuffer on Vulkan 2026-08-12 16:11:10 -04:00
swung0x48 0b36621069 Merge branch "feat/cts-diag-wave" into dev 2026-08-12 15:33:43 -04:00
swung0x48 9ee2e0a1db [Fix] (MG_Backend/DirectGLES): re-push the texture parameters a regenerated driver texture has lost, instead of trusting caches that outlived it 2026-08-12 15:22:39 -04:00
swung0x48 6b6623ae72 [Fix, Test] (MG_Backend, MG_Impl, MG_State): advertise the uniform-block and stencil-texturing strings a 4.0 context hides behind, forward DEPTH_STENCIL_TEXTURE_MODE to both backends, and stop a reserved transform feedback name passing for an object 2026-08-12 15:12:01 -04:00
swung0x48 a6e029734b [Test, Doc] (MG_IntegrationTest, MG_Backend/DirectGLES): review wave - stop the skip paths leaking their GL objects, normalise the clip enables a neighbouring scenario leaves behind, and state what the software lanes cannot falsify 2026-08-12 13:57:32 -04:00
swung0x48 e7d6bfddac [Fix, Test] (MG_Backend/DirectGLES, MG_State, MG_Util): publish the real default framebuffer depth/stencil format, forward the clip distance enables, and stop trusting a stale format probe for non-2D depth attachments 2026-08-12 13:34:39 -04:00
swung0x48 f2c879528f Merge branch "feat/es-ds-readback" into dev 2026-08-12 12:12:49 -04:00
Swung0x48 eaba4ac1dc [Fix, Docs] (MG_Backend/DirectGLES): drain the attachment-format probe, and document the depth/stencil readback emulation switch 2026-08-12 12:09:45 -04:00
Swung0x48 ed6578954e [Feat, Fix, Test] (MG_Backend/DirectGLES, MG_IntegrationTest): emulate ES depth/stencil readback by shader sampling, and stop the replicate blit leaking its borrowed texture unit 2026-08-12 11:38:34 -04:00
swung0x48 e005c8b6cb [Test] (tools/trace_replay): drop the minecraft-26.2-main-menu fixture 2026-08-12 11:07:38 -04:00
swung0x48 535b5e3095 Merge branch "feat/cts-xfb-respec-compressed" into dev 2026-08-12 10:35:09 -04:00
swung0x48 1b05a84928 [Fix, Test] (MG_State, MG_Backend, MG_Impl, MG_Test): review wave - hand the mapping back instead of renewing it, retire an immutable ES store on respecify, and tag glTexStorage2D levels too 2026-08-12 10:32:39 -04:00
swung0x48 7ccb762936 [Fix, Test] (MG_Impl, MG_Test): a persistently mapped unpack buffer is a legal source for the compressed uploads too 2026-08-12 09:24:57 -04:00
swung0x48 442e7eec1c [Docs] (MG_IntegrationTest): the capture-buffer note described a bug that is fixed and pinned elsewhere now 2026-08-12 09:22:17 -04:00
swung0x48 2787d15706 [Fix] (MG_Impl): the compressed sub-image bounds check added two application-supplied ints 2026-08-12 09:19:50 -04:00
swung0x48 74ce58a6c7 [Fix] (MG_Backend/DirectGLES): a declined map renewal left the respecify pointing at immutable storage 2026-08-12 09:17:54 -04:00
swung0x48 bb122ebd4f [Test] (MG_IntegrationTest): the DSA enable-disable-attributes case, reassembled where it can be stepped through 2026-08-12 08:56:13 -04:00
swung0x48 9b0ed5b3af [Fix, Feat, Test] (MG_Impl, MG_Test): a specific compressed internalformat now tags the level it defines, and the compressed sub-image entry points stopped being stubs 2026-08-12 08:52:01 -04:00
swung0x48 0e31c1481b [Fix, Test] (MG_State, MG_Backend/DirectVulkan, MG_Backend/DirectGLES, MG_IntegrationTest): a respecified capture buffer left the transform feedback writing one store and the readback reading another 2026-08-12 08:42:45 -04:00
swung0x48 811f32760e [CI] (test): gate the retrace pipeline on the integration lane - build-retrace and trace-cases now need it 2026-08-12 08:41:19 -04:00
swung0x48 01381a0404 Merge branch "feat/cts-baseinstance-dsa-bufstorage" into dev 2026-08-12 08:23:57 -04:00
swung0x48 0f02b0fdb1 [Fix] (MG_Util): the POST base-instance row described an emulation that no longer exists 2026-08-12 08:22:26 -04:00
swung0x48 3be02abf47 [Fix] (MG_Impl): multisample renderbuffers ignored the integer formats own sample limit 2026-08-12 08:17:11 -04:00
swung0x48 f91d6b676c [Fix] (MG_Impl): the per-stage atomic-counter-buffer limits answered GL_INVALID_ENUM instead of their zero 2026-08-12 08:12:32 -04:00
swung0x48 1ebf191f94 [Fix, Test] (MG_Backend/DirectGLES, MG_Util): baseInstance reached the shader but never the vertex fetch 2026-08-12 08:12:27 -04:00
swung0x48 ccad803023 Merge branch "feat/cts-vab-current-attrib" into dev 2026-08-12 07:40:47 -04:00
swung0x48 21159caf31 [Fix, Test] (MG_Util, MG_Backend/DirectGLES): transform feedback captured nothing at all from an interface block 2026-08-12 07:38:50 -04:00
swung0x48 ea4819a21d [Fix, Test] (MG_State, MG_IntegrationTest): an array vertex input occupies one location per element, not one location in total 2026-08-12 07:36:12 -04:00
swung0x48 6b882b3ccf Merge branch "feat/fp64-demote-to-fp32" into dev 2026-08-12 06:42:23 -04:00
swung0x48 96bd36c50b [Docs] (README): the MOBILEGL_ADVERTISE_FP64 switch 2026-08-12 06:41:54 -04:00
swung0x48 46fbd837b3 [Fix, Test] (MG_State, MG_Impl, MG_IntegrationTest): a double uniform initializer no longer reads zero 2026-08-12 06:41:54 -04:00
swung0x48 796a57a115 [Feat, Test] (MG_Backend, MG_Util, MG_Impl): report the fp64 tier at startup, decline 64-bit vertex formats everywhere, advertise GL_ARB_gpu_shader_fp64 only on request 2026-08-12 06:25:35 -04:00
swung0x48 62a2dae5ba [Fix, Test] (MG_Impl, MG_State, MG_IntegrationTest): glUniform*d stores what the demoted shader reads 2026-08-12 06:20:11 -04:00
swung0x48 532836c058 [Feat, Test] (MG_Util): demote every 64-bit float in a shader to 32 bits, with the block layout re-derived 2026-08-12 06:11:50 -04:00
swung0x48 2fced2241b [Fix, Test] (MG_Util, MG_State, MG_Backend): the GL 4.3 vertex binding model - array vertex inputs, zero binding strides, instance divisors, and formats ES refuses 2026-08-12 05:36:00 -04:00
swung0x48 21b5fc2d92 Merge branch 'feat/cts-draw-parameters' into dev 2026-08-12 04:24:54 -04:00
swung0x48 1f753ab5fa [Test] (MG_IntegrationTest): the draw-parameter builtins, read back out of the shader the draw produced 2026-08-12 04:18:08 -04:00
swung0x48 3ed9501be5 [Fix, Feat, Test] (MG_Backend/DirectGLES, MG_Test): the draw-parameter builtins never reached the draws that carry them, and glMultiDrawArraysIndirectCount had no backend at all 2026-08-12 04:18:08 -04:00
swung0x48 7311251f30 [Fix] (MG_Util, MG_Backend/DirectVulkan): GL reads gl_BaseVertex as zero on a non-indexed draw where Vulkan's builtin hands over firstVertex 2026-08-12 04:18:07 -04:00
swung0x48 7625cf450d [Fix, Test] (MG_Impl, MG_IntegrationTest): a block count may not exceed its binding points, and an atomic-counter buffer size must survive division by them 2026-08-12 02:38:04 -04:00
swung0x48 450eb209b6 [Fix, Test] (MG_State, MG_Impl): the program interface of a separable program is its own first and last stage, not vertex and fragment 2026-08-12 02:38:04 -04:00
swung0x48 8c5c39b3c3 [Feat, Test] (MG_Impl): glBindTextures and glBindImageTextures were no-op stubs while GL_ARB_multi_bind was advertised 2026-08-12 02:38:03 -04:00
175 changed files with 26782 additions and 2420 deletions
+2 -8
View File
@@ -209,7 +209,7 @@ jobs:
- name: Load trace cases - name: Load trace cases
id: trace-cases id: trace-cases
run: | run: |
echo "android=$(python3 tools/trace_replay/trace_cases.py --ci --format github-apk)" >> "$GITHUB_OUTPUT" echo "android=$(python3 tools/trace_replay/trace_cases.py --ci --format github-apk-matrix)" >> "$GITHUB_OUTPUT"
echo "names=$(python3 tools/trace_replay/trace_cases.py --ci --format names)" >> "$GITHUB_OUTPUT" echo "names=$(python3 tools/trace_replay/trace_cases.py --ci --format names)" >> "$GITHUB_OUTPUT"
trace-fixtures: trace-fixtures:
@@ -337,13 +337,7 @@ jobs:
strategy: strategy:
fail-fast: false fail-fast: false
max-parallel: 4 max-parallel: 4
matrix: matrix: ${{ fromJSON(needs.trace-cases.outputs.android) }}
backend:
- name: DirectGLES
gpu: software
- name: DirectVulkan
gpu: lavapipe
case: ${{ fromJSON(needs.trace-cases.outputs.android) }}
steps: steps:
- name: Set Swap Space - name: Set Swap Space
uses: pierotofy/set-swap-space@v1.0 uses: pierotofy/set-swap-space@v1.0
+7 -6
View File
@@ -344,6 +344,7 @@ jobs:
- build-linux - build-linux
- test - test
- benchmark - benchmark
- integration
permissions: permissions:
actions: write actions: write
contents: read contents: read
@@ -488,7 +489,9 @@ jobs:
needs: needs:
- test - test
- benchmark - benchmark
- integration
outputs: outputs:
matrix: ${{ steps.trace-cases.outputs.matrix }}
names: ${{ steps.trace-cases.outputs.names }} names: ${{ steps.trace-cases.outputs.names }}
steps: steps:
- name: Checkout repo - name: Checkout repo
@@ -496,7 +499,9 @@ jobs:
- name: Load trace cases - name: Load trace cases
id: trace-cases id: trace-cases
run: echo "names=$(python3 tools/trace_replay/trace_cases.py --ci --format names)" >> "$GITHUB_OUTPUT" run: |
echo "matrix=$(python3 tools/trace_replay/trace_cases.py --ci --format github-test-matrix)" >> "$GITHUB_OUTPUT"
echo "names=$(python3 tools/trace_replay/trace_cases.py --ci --format names)" >> "$GITHUB_OUTPUT"
trace-fixtures: trace-fixtures:
name: trace fixture (${{ matrix.case }}) name: trace fixture (${{ matrix.case }})
@@ -575,11 +580,7 @@ jobs:
strategy: strategy:
fail-fast: false fail-fast: false
max-parallel: 4 max-parallel: 4
matrix: matrix: ${{ fromJSON(needs.trace-cases.outputs.matrix) }}
backend:
- DirectGLES
- DirectVulkan
case: ${{ fromJSON(needs.trace-cases.outputs.names) }}
steps: steps:
- name: Set Swap Space - name: Set Swap Space
+4 -1
View File
@@ -1,4 +1,4 @@
################################################################################ ################################################################################
# 此 .gitignore 文件已由 Microsoft(R) Visual Studio 自动创建。 # 此 .gitignore 文件已由 Microsoft(R) Visual Studio 自动创建。
################################################################################ ################################################################################
@@ -16,6 +16,9 @@ MobileGLCodeManager
MobileGL/MG_Test/build MobileGL/MG_Test/build
/build_* /build_*
/cmake-build* /cmake-build*
/build-*/
/local.properties
/.jspace/
.idea .idea
MobileGL/MG*/build* MobileGL/MG*/build*
MobileGL/MG*/cmake-build* MobileGL/MG*/cmake-build*
+49 -1
View File
@@ -182,6 +182,7 @@ set(ENABLE_SPVREMAPPER OFF CACHE BOOL "Enable SPVRemapper" FORCE)
set(ENABLE_OPT ON CACHE BOOL "Enable SPIRV-Tools opt usage in glslang" FORCE) set(ENABLE_OPT ON CACHE BOOL "Enable SPIRV-Tools opt usage in glslang" FORCE)
set(BUILD_EXTERNAL ON CACHE BOOL "Build external deps in External/" FORCE) set(BUILD_EXTERNAL ON CACHE BOOL "Build external deps in External/" FORCE)
set(ENABLE_GLSLANG_INSTALL OFF CACHE BOOL "Install glslang targets" FORCE) set(ENABLE_GLSLANG_INSTALL OFF CACHE BOOL "Install glslang targets" FORCE)
set(SPIRV_SKIP_EXECUTABLES ON CACHE BOOL "Skip building SPIRV-Tools executables" FORCE)
set(SPIRV_CROSS_C_API ON CACHE BOOL "Enable C API" FORCE) set(SPIRV_CROSS_C_API ON CACHE BOOL "Enable C API" FORCE)
set(SPIRV_CROSS_ENABLE_GLSL ON CACHE BOOL "Enable GLSL backend" FORCE) set(SPIRV_CROSS_ENABLE_GLSL ON CACHE BOOL "Enable GLSL backend" FORCE)
@@ -198,7 +199,6 @@ set(SPIRV_REFLECT_ENABLE_ASSERTS OFF CACHE BOOL "Enable asserts for debugging"
set(SPIRV_REFLECT_ENABLE_ASAN OFF CACHE BOOL "Use address sanitization" FORCE) set(SPIRV_REFLECT_ENABLE_ASAN OFF CACHE BOOL "Use address sanitization" FORCE)
set(SPIRV_REFLECT_INSTALL OFF CACHE BOOL "Whether to install" FORCE) set(SPIRV_REFLECT_INSTALL OFF CACHE BOOL "Whether to install" FORCE)
# add_subdirectory(3rdparty/DiligentCore)
add_subdirectory(3rdparty/glslang) add_subdirectory(3rdparty/glslang)
add_subdirectory(3rdparty/SPIRV-Cross) add_subdirectory(3rdparty/SPIRV-Cross)
add_subdirectory(3rdparty/VulkanMemoryAllocator) add_subdirectory(3rdparty/VulkanMemoryAllocator)
@@ -210,6 +210,23 @@ set(XXHASH_BUILD_XXHSUM OFF)
option(BUILD_SHARED_LIBS OFF) option(BUILD_SHARED_LIBS OFF)
add_subdirectory(3rdparty/xxHash/build/cmake xxhash_build EXCLUDE_FROM_ALL) add_subdirectory(3rdparty/xxHash/build/cmake xxhash_build EXCLUDE_FROM_ALL)
# Diligent-based backend. Enabled by default on local builds; only the Vulkan
# engine from DiligentCore is built. Added after the other 3rdparty projects so
# DiligentCore reuses the glslang / SPIRV-Cross / SPIRV-Tools / xxHash targets
# already defined by MobileGL instead of building its bundled copies.
option(MOBILEGL_ENABLE_DILIGENT "Enable the Diligent/Vulkan backend" ON)
if(MOBILEGL_ENABLE_DILIGENT)
set(DILIGENT_NO_DIRECT3D11 ON CACHE BOOL "Disable Direct3D11 backend" FORCE)
set(DILIGENT_NO_DIRECT3D12 ON CACHE BOOL "Disable Direct3D12 backend" FORCE)
set(DILIGENT_NO_OPENGL ON CACHE BOOL "Disable OpenGL backend" FORCE)
set(DILIGENT_NO_METAL ON CACHE BOOL "Disable Metal backend" FORCE)
set(DILIGENT_NO_WEBGPU ON CACHE BOOL "Disable WebGPU backend" FORCE)
set(DILIGENT_NO_ARCHIVER ON CACHE BOOL "Disable Archiver" FORCE)
set(DILIGENT_BUILD_TESTS OFF CACHE BOOL "Build Diligent tests" FORCE)
set(DILIGENT_INSTALL_CORE OFF CACHE BOOL "Install DiligentCore" FORCE)
add_subdirectory(3rdparty/DiligentCore)
endif()
set(TRACY_ENABLE ${MOBILEGL_ENABLE_TRACY} CACHE BOOL "Enable Tracy, this is an internal variable" FORCE) set(TRACY_ENABLE ${MOBILEGL_ENABLE_TRACY} CACHE BOOL "Enable Tracy, this is an internal variable" FORCE)
if (TRACY_ENABLE) if (TRACY_ENABLE)
@@ -276,10 +293,16 @@ set(SOURCE_FILES
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RenameBuiltinShadowingFunctionsPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RenameBuiltinShadowingFunctionsPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/DecomposeWorkgroupVec3Pass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/DecomposeWorkgroupVec3Pass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/DecoratePositionInvariantPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/DecoratePositionInvariantPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/DemoteFloat64Pass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/LowerDrawParametersPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/LowerDrawParametersPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/PackDoubleVertexInputsPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/PackDoubleVertexInputsPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/FlattenXfbInterfaceBlocksPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/SplitArrayVertexInputsPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RebaseInstanceIndexPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RebaseInstanceIndexPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/ZeroBaseVertexPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/NormalizeRectCoordinatesPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/NormalizeRectCoordinatesPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/Lower1DArrayImagesPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/BakeImageFormatsPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/PrivateToEntryLocalPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/PrivateToEntryLocalPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUniformLocationsPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUniformLocationsPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUboMemberRelaxedPrecisionPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUboMemberRelaxedPrecisionPass.cpp
@@ -389,6 +412,14 @@ set(SOURCE_FILES
MobileGL/MG_State/GLState/RenderbufferState/RenderbufferState.cpp MobileGL/MG_State/GLState/RenderbufferState/RenderbufferState.cpp
) )
if(MOBILEGL_ENABLE_DILIGENT)
list(APPEND SOURCE_FILES
MobileGL/MG_Backend/Diligent/BackendObject_Diligent.cpp
MobileGL/MG_Backend/Diligent/DiligentVulkan.cpp
MobileGL/MG_Backend/Diligent/Renderer/DiligentRenderer.cpp
)
endif()
if (APPLE AND NOT MOBILEGL_IOS) if (APPLE AND NOT MOBILEGL_IOS)
list(APPEND SOURCE_FILES list(APPEND SOURCE_FILES
MobileGL/MG_Impl/CGLImpl/CGLImpl.cpp MobileGL/MG_Impl/CGLImpl/CGLImpl.cpp
@@ -429,6 +460,21 @@ set(MOBILEGL_LINK_LIBRARIES
Threads::Threads Threads::Threads
) )
if(MOBILEGL_ENABLE_DILIGENT)
list(APPEND MOBILEGL_LINK_LIBRARIES
Diligent-GraphicsEngineVk-static
Diligent-GraphicsEngine
Diligent-GraphicsEngineNextGenBase
Diligent-GraphicsAccessories
Diligent-ShaderTools
Diligent-GraphicsTools
Diligent-Common
Diligent-Primitives
Diligent-TargetPlatform
Vulkan::Headers
)
endif()
set(MOBILEGL_COMPILE_DEF set(MOBILEGL_COMPILE_DEF
-DVMA_STATIC_VULKAN_FUNCTIONS=0 -DVMA_STATIC_VULKAN_FUNCTIONS=0
-DVMA_DYNAMIC_VULKAN_FUNCTIONS=1 -DVMA_DYNAMIC_VULKAN_FUNCTIONS=1
@@ -494,6 +540,7 @@ target_compile_definitions(${CMAKE_PROJECT_NAME}
${MOBILEGL_COMPILE_DEF} ${MOBILEGL_COMPILE_DEF}
MOBILEGL_LOG_ACTIVE_LEVEL=${MOBILEGL_LOG_ACTIVE_LEVEL} MOBILEGL_LOG_ACTIVE_LEVEL=${MOBILEGL_LOG_ACTIVE_LEVEL}
$<$<BOOL:${MOBILEGL_TRACE_ANGLE_VARIANTS}>:MOBILEGL_TRACE_ANGLE_VARIANTS=1> $<$<BOOL:${MOBILEGL_TRACE_ANGLE_VARIANTS}>:MOBILEGL_TRACE_ANGLE_VARIANTS=1>
$<$<BOOL:${MOBILEGL_ENABLE_DILIGENT}>:MOBILEGL_ENABLE_DILIGENT=1>
) )
if(UNIX AND NOT APPLE AND NOT ANDROID) if(UNIX AND NOT APPLE AND NOT ANDROID)
@@ -552,6 +599,7 @@ if(NOT ANDROID)
PUBLIC PUBLIC
${MOBILEGL_COMPILE_DEF} ${MOBILEGL_COMPILE_DEF}
MOBILEGL_LOG_ACTIVE_LEVEL=${MOBILEGL_LOG_ACTIVE_LEVEL} MOBILEGL_LOG_ACTIVE_LEVEL=${MOBILEGL_LOG_ACTIVE_LEVEL}
$<$<BOOL:${MOBILEGL_ENABLE_DILIGENT}>:MOBILEGL_ENABLE_DILIGENT=1>
) )
endif() endif()
+278
View File
@@ -0,0 +1,278 @@
# Handoff: Diligent/Vulkan GL3.2 Backend for MobileGL
Date: 2026-08-18
Branch: `feat/diligent-vulkan-backend`
Repo: `~/MobileGL-dev`
Status: **Active work-in-progress. Do not mark complete yet.**
---
## 1. Goal
Implement a complete OpenGL 3.2 front-end emulation on a new Diligent/Vulkan backend inside MobileGL, instead of the DirectVulkan / DirectGLES backends.
Target state:
- Fully wire MobileGL front-end `MG_State` (buffers, VAO, program, texture, sampler, framebuffer, render-state) into Diligent.
- Implement all GL 3.2 core entry points through the Diligent backend.
- Pass local non-Android GL3.2 tests on the Turnip Adreno 750 GPU.
---
## 2. Current Branch / Commits
Latest 12 commits on `feat/diligent-vulkan-backend`:
```
2f5abf83 test(diligent): verify indexed DrawElements path from real frontend state
c31b7381 feat(diligent): add basic texture binding and textured state-draw test
8945c507 feat(diligent): clear depth in GL Clear when GL_DEPTH_BUFFER_BIT set
558d3aea feat(diligent): add offscreen depth target and depth clear
7e2f0bc8 feat(diligent): wire stencil and color-mask state into state PSO
f99786f6 feat(diligent): wire viewport/scissor state into state draws
be4cc3ce feat(diligent): wire blend/depth/cull render state into state PSO
c855e6cf feat(diligent): verify state-driven draw with real MobileGL frontend state
02e60bfa feat(diligent): add state-driven draw path (VAO/buffer/program to Diligent)
a9515c92 feat(diligent): add dynamic vertex buffer upload path
2f57582a feat(diligent): wire Clear/Draw/Present into GLFunctionsTable
beb21123 feat(diligent): add real offscreen renderer with clear and triangle draw
```
Working tree is clean.
---
## 3. Key Files
### Backend core
- `MobileGL/MG_Backend/Diligent/BackendObject_Diligent.h/.cpp`
- `BackendObject_Diligent`
- Creates Diligent Vulkan device/context
- Owns `DiligentRenderer`
- Wires `GLFunctionsTable`:
- `Clear` (color + depth)
- `DrawArrays`
- `DrawElements`
- `Present`
- `MobileGL/MG_Backend/Diligent/DiligentVulkan.h/.cpp`
- Backend identity helper / translation unit
- `MobileGL/MG_Backend/Diligent/Renderer/DiligentRenderer.h/.cpp`
- Offscreen RGBA8 + D32F targets
- Clear / ClearDepth / DrawTriangle / DrawVertices
- `CreateTestTexture` (RGBA8 texture + SRV + sampler)
- `DrawFromState` (main front-end emulation draw path)
- `CreatePipelineFromState`:
- SPIR-V → Diligent shaders via SPIRV-Reflect
- VAO attributes → input layout
- primitive topology from GL mode
- blend / depth / cull / stencil / color-mask state
- `UploadVertexDataFromState`:
- packs enabled VAO attributes from `BufferObject` into interleaved vertex buffer
- supports `DrawArrays`, `DrawElements`, triangle-fan and line-loop expansion
- Static texture binding to `g_Texture` through PSO static variables + SRB
### Integration changes
- `CMakeLists.txt`
- New option `MOBILEGL_ENABLE_DILIGENT` (default ON for local)
- DiligentCore added **after** glslang/SPIRV-Cross/xxHash/Vulkan-Headers so it reuses existing CMake targets
- Diligent static libraries linked into `MobileGL` / `MobileGL_s`
- New Diligent backend sources added
- `MobileGL/MG_Backend/BackendObject.h`
- New `BackendType::DiligentVulkan`
- `MobileGL/MG_Backend/Init.cpp`
- New backend switch case
- `MobileGL/ConfigLoader.cpp`
- `MOBILEGL_BACKEND_TYPE=DiligentVulkan` accepted
- `MobileGL/MG_Test/CMakeLists.txt`
- New `MobileGL/MG_Test/Backend/Diligent` subdirectory
- `MobileGL/MG_Test/Backend/Diligent/`
- `CMakeLists.txt`
- `SanityTest.cpp`
### Local test files
- `MobileGL/MG_Test/Backend/Diligent/SanityTest.cpp`
- `CreatesDiligentDeviceAndAdvertisesGL32`
- `ClearsAndDrawsTriangleOffscreen`
- `DrawsFromMobileGLState`
- `DrawsTexturedFromMobileGLState`
- `DrawsIndexedFromMobileGLState`
- `DrawsRealTexturedFromMobileGLState`
- `DrawsUniformFromMobileGLState`
- `DrawsToOffscreenFramebufferFromMobileGLState`
- `DrawsWithScissorFromMobileGLState`
- `DrawsWithBlendFromMobileGLState`
- `DrawsWithDepthTestFromMobileGLState`
- `DrawsNamedUniformBlockFromMobileGLState`
- `DrawsWithStencilTestFromMobileGLState`
- `DrawsToRenderbufferFramebufferFromMobileGLState`
- `DrawsToMultipleColorAttachmentsFromMobileGLState`
- `DrawsIndexedBaseVertexFromMobileGLState`
---
## 4. What Works Today
Verified locally on Turnip Adreno 750:
- Diligent device/context creation
- EGL window-surface swapchain creation path through Diligent `ISwapChain` (offscreen tests still use the offscreen target)
- GL 3.2 / GLSL 1.50 capability advertisement
- Offscreen color + depth rendering
- Clear color and depth
- Real mobilegl front-end state-driven drawing:
- Program SPIR-V → Diligent shaders
- VAO attributes + bound GL buffer → interleaved vertex buffer
- `DrawArrays` path
- `DrawElements` path (index buffer)
- Texture basics:
- Offscreen texture creation
- CPU → Diligent texture (`CreateTestTexture`)
- Static sampler2D binding to `g_Texture`
- Textured draw test passes
- Render state:
- Blend enable/factors/equations
- Stencil clear + test enabled on a D24S8 default depth/stencil target
- Depth test enable/func/write mask
- Cull face enable/mode/front-face winding
- Stencil test enable/masks/ops/func/ref
- Color write mask
- Viewport
- Scissor rect
- Texture/sampler full integration:
- `ITextureObject` → Diligent `ITexture` + SRV with automatic dirty upload
- `SamplerObject` / texture-object sampler → Diligent `ISampler`
- Real front-end `glTexImage2D` path (not only `CreateTestTexture`) verified
- Global UBO upload:
- Front-end `glUniform*` shadow → Diligent uniform buffer bound as `MGL_GLOBAL_UBO`
- User framebuffer mapping:
- Current draw/read FBO resolves texture attachments to Diligent RTV/DSV
- `ReadPixels` can read back from a user FBO color attachment
- More GL entry points wired:
- `DrawRangeElements` / `DrawRangeElementsBaseVertex`
- `DrawElementsBaseVertex` with real baseVertex selection
- `MultiDrawArrays` / `MultiDrawElements` / `MultiDrawElementsBaseVertex`
- `DrawArraysInstanced` / `DrawElementsInstanced` family
- Indirect draw CPU fallback: `DrawArraysIndirect`, `DrawElementsIndirect`, `MultiDraw*Indirect`, `*IndirectCount`
- `ClearBufferfv` / `ClearBufferfi` / `ClearBufferiv` / `ClearBufferuiv` (incl. stencil clear)
- `BlitFramebuffer` / `BlitNamedFramebuffer` (same-size color copy between read/draw FBOs)
- `CopyTexImage2D` / `CopyTexSubImage2D` (whole-color copy fallback)
- `CopyImageSubData` (whole-texture copy between two texture objects)
- `GenerateMipmap` (Diligent GPU mip generation on state textures)
- `GetTexImage` / `GetTextureImage` (RGBA8 readback)
- Fence sync entries (`FenceSync` / `ClientWaitSync` / `WaitSync` / `DeleteSync` / `GetSyncStatus`) as CPU always-signaled fallback
- Timer query entries (`BeginTimeElapsedQuery` / `EndTimeElapsedQuery` / `QueryCounterTimestamp` / `GetQueryResult64` etc.) as CPU `steady_clock` fallback
- `ReadPixels` from default and user color attachments
- Primitive expansion:
- `GL_TRIANGLE_FAN` expanded to triangle list
- `GL_LINE_LOOP` expanded to line strip
- Local test result:
```
[ PASSED ] 16 tests
```
---
## 5. How to Build and Run Locally
From repo root `~/MobileGL-dev`:
```bash
cmake -S . -B build-diligent -G Ninja \
-DCMAKE_BUILD_TYPE=Debug \
-DMOBILEGL_ENABLE_DILIGENT=ON \
-DMOBILEGL_BUILD_TEST=ON \
-DMOBILEGL_BUILD_BENCHMARK=OFF \
-DFETCHCONTENT_SOURCE_DIR_GOOGLETEST="$PWD/3rdparty/DiligentCore/ThirdParty/googletest"
cmake --build build-diligent --target DiligentVulkanSanityTest -j 4
./build-diligent/MobileGL/MG_Test/Backend/Diligent/DiligentVulkanSanityTest --gtest_color=no
```
Notes:
- `MOBILEGL_BUILD_BENCHMARK=OFF` avoids network fetch of google/benchmark in this environment.
- `FETCHCONTENT_SOURCE_DIR_GOOGLETEST` pins googletest to DiligentCore's bundled copy, avoiding flaky network clone.
- Max 4 cores is intentional: use `-j 4`.
---
## 6. Environment Notes
- Host: Linux `aarch64`, glibc 2.43 (Fedora container on Android/Droidspaces)
- GPU: Turnip Adreno 750, Vulkan API 1.4.354
- GPU nodes available:
- `/dev/dri/renderD128`
- `/dev/kgsl-3d0`
- Android SDK/NDK: `~/android-sdk` (aarch64 glibc)
- NDK `27.3.13750724`
- CMake `3.22.1`
- JDK/Gradle for APK builds:
- `~/android-build-tools/jdk17`
- `~/android-build-tools/gradle/gradle-8.10.2`
---
## 7. Known Limitations / Not Yet Implemented
- User framebuffers now support texture color attachments, renderbuffer color readback, multiple simultaneous color targets, and depth/stencil texture or renderbuffer attachments.
- Textures auto-sync `ITextureObject` → Diligent resources, including mip levels and sampler state; compressed textures and integer/3-channel formats that Diligent lacks are still skipped.
- Global UBO (default-block `glUniform*`) and named application UBO blocks (through `glBindBufferBase`/`glUniformBlockBinding`) now upload and bind; SSBOs are still not fed from frontend buffer bindings.
- Swapchain creation and resize are wired for native EGL window surfaces via `Diligent::ISwapChain`; `Present()` presents the active swap chain when present and otherwise flushes the offscreen target. Actual on-screen EGL presentation is still untested in this headless environment, and the X11 display/connection fields are not yet plumbed through `WindowHandle`. `SetSwapInterval` now forwards the requested sync interval to `ISwapChain::Present()`.
- No transform feedback / GPU-accelerated queries / non-color readback; fence sync and timer queries use CPU fallbacks.
- Draw range, multi-draw, instanced-draw wrappers, clear-buffer, blit, read-pixels, CopyTexImage*, CopyImageSubData, GenerateMipmap, GetTexImage/GetTextureImage and indirect draws are now wired; buffer subdata paths still remain.
- A last-PSO cache now avoids recreating the pipeline when program/render-state/topology/VAO layout is unchanged; texture/UBO resources are still rebound dynamically per draw.
- The `GLFunctionsTable` is only partially populated.
---
## 8. Recommended Next Steps
1. **Framebuffer / Renderbuffer mapping**
- [x] Map `MG_State::GLState::FramebufferObject` attachments to Diligent `ITextureView` / `ITexture`.
- [x] Support default framebuffer as current offscreen target.
- [x] Support `glBindFramebuffer`, `glFramebufferTexture2D`, renderbuffer color/depth attachments and renderbuffer color readback.
- [x] Multiple simultaneous color attachments.
2. **Texture / Sampler full integration**
- [x] Translate MobileGL `ITextureObject` to Diligent `ITexture` and cache by `GetLifetimeId()`.
- [x] Propagate texture unit bindings into the PSO SRB.
- [x] Translate `SamplerObject` state into Diligent `SamplerDesc`.
3. **Uniform / UBO support**
- [x] Create Diligent buffer for `ProgramObject::GetUBOData()` / `GetUBOSize()`.
- [x] Bind the global UBO as a dynamic shader resource.
- [x] Handle per-program uniform block bindings / named UBO blocks.
4. **PSO / resource caching**
- [~] Cache PSOs by program + VAO config + render state + topology (single last-PSO fast path).
- [~] Cache textures and samplers; buffers/SRBs can still be re-bound per draw.
5. **More GL 3.2 entry points**
- [x] `DrawRangeElements`
- [x] `MultiDraw*`
- [x] `BlitFramebuffer` (same-size color copy)
- [x] `ReadPixels` from non-default framebuffer
- [x] `CopyTexImage*` / `CopyImageSubData` wired as whole-resource copies
- [x] `GetTexImage` / `GetTextureImage` (RGBA8)
- [x] Indirect draws (CPU fallback)
6. **Expand local test suite**
- [x] Scissor test
- [x] Blend test
- [x] Texture filtering / sampler state test
- [x] framebuffer offscreen render-to-texture test
- [x] Depth test visual test
- [x] Stencil test
---
## 9. Handoff Notes for Next Agent
- Do **not** reference `origin/Deprecated/Feat/Diligent`; that old implementation is intentionally ignored.
- Work from this branch, keep tests green.
- The command `./build-diligent/.../DiligentVulkanSanityTest` runs all 5 Diligent tests.
- If a new test crashes during shader resource binding, remember Diligent texture SRVs need a sampler attached via `ITextureView::SetSampler()` before `InitializeStaticSRBResources()`.
- When re-creating a PSO or buffer, call `Release()` (or assign `nullptr`) before the create call to avoid Diligent debug “Overwriting reference” assertions.
+18 -9
View File
@@ -66,14 +66,12 @@ namespace MobileGL::MG_Config {
// - DISPLAY: X11 session variable, not MobileGL configuration. // - DISPLAY: X11 session variable, not MobileGL configuration.
// - MOBILEGL_LOG_FILE_PATH: log-file init runs before MG_ConfigLoader::Init // - MOBILEGL_LOG_FILE_PATH: log-file init runs before MG_ConfigLoader::Init
// (see MG_Util/Debug/Log.cpp). // (see MG_Util/Debug/Log.cpp).
// - MOBILEGL_VALIDATE_SPIRV: test suites like SpirvPassTest exercise
// ShaderCompiler without ever running MobileGL::Initialize(), and every
// Initialize() re-runs MG_ConfigLoader::Init, which would clobber a
// programmatic override stored here (see ShaderCompiler.cpp,
// SpirvValidationEnabled).
struct FeaturesTable { struct FeaturesTable {
// MOBILEGL_DISABLE_TIMERQUERY: do not advertise or use GPU timer queries. // MOBILEGL_DISABLE_TIMERQUERY: do not advertise or use GPU timer queries.
Bool DisableTimerQuery = false; Bool DisableTimerQuery = false;
// MOBILEGL_ENABLE_SPIRV_VALIDATION: validate generated and transformed SPIR-V.
// Disabled by default because validation is a diagnostics-only cost.
Bool EnableSpirvValidation = false;
// MOBILEGL_USE_ANGLE: load ANGLE EGL/GLES libraries. // MOBILEGL_USE_ANGLE: load ANGLE EGL/GLES libraries.
Bool UseAngle = false; Bool UseAngle = false;
#if defined(MOBILEGL_TRACE_ANGLE_VARIANTS) #if defined(MOBILEGL_TRACE_ANGLE_VARIANTS)
@@ -82,6 +80,14 @@ namespace MobileGL::MG_Config {
#endif #endif
// MOBILEGL_DISABLE_SUBGROUP: force-disable Vulkan shader subgroup support. // MOBILEGL_DISABLE_SUBGROUP: force-disable Vulkan shader subgroup support.
Bool DisableSubgroup = false; Bool DisableSubgroup = false;
// MOBILEGL_ADVERTISE_FP64: add GL_ARB_gpu_shader_fp64 to the advertised extension
// string. `double` in a shader always WORKS - it is narrowed to 32 bits before any
// module reaches a backend (ShaderTranspiler::DemoteFloat64Pass) - but the extension
// promises 64-bit precision, and that is the one thing the narrowing cannot deliver.
// Off by default so an application that checks the string before using doubles keeps
// its float path; on for measuring what the conformance suite makes of the demoted
// precision. See the DemoteFloat64Pass header and the "fp64" POST row.
Bool AdvertiseFp64 = false;
// MOBILEGL_MAGMA_R11G11B10F_FALLBACK: use fallback format for R11G11B10F on Vulkan. // MOBILEGL_MAGMA_R11G11B10F_FALLBACK: use fallback format for R11G11B10F on Vulkan.
Bool MagmaR11G11B10FFallback = false; Bool MagmaR11G11B10FFallback = false;
// MOBILEGL_MAGMA_FRAMESINFLIGHT: requested Magma frames in flight, defaulting to 3. // MOBILEGL_MAGMA_FRAMESINFLIGHT: requested Magma frames in flight, defaulting to 3.
@@ -109,16 +115,19 @@ namespace MobileGL::MG_Config {
// per-draw glBufferSubData path instead of the persistent-mapped ring allocator // per-draw glBufferSubData path instead of the persistent-mapped ring allocator
// (negative control / driver-bug escape hatch). // (negative control / driver-bug escape hatch).
Bool DisableUboRing = false; Bool DisableUboRing = false;
// MOBILEGL_ESPRYT_FORCE_DS_READBACK_EMULATION: make DirectGLES skip the native ES
// depth/stencil reads and always go through the shader-sampling emulation. Core GL
// ES has no depth or stencil readback, but some drivers accept it anyway (Mesa does,
// Adreno does not), which means the emulation is dead code on exactly the stack the
// headless suite runs on. This forces it live so the scenarios and the CTS can
// exercise the path, and gives the device an A/B lever over the same choice.
Bool EsprytForceDepthStencilReadbackEmulation = false;
// MOBILEGL_RELAXED_SEMANTICS: relax strict core-profile rules (e.g. VAO-0 draws, // MOBILEGL_RELAXED_SEMANTICS: relax strict core-profile rules (e.g. VAO-0 draws,
// texture-name reuse after delete) even on contexts that explicitly requested a core // texture-name reuse after delete) even on contexts that explicitly requested a core
// profile. Without it, relaxed semantics still apply to every context that did not // profile. Without it, relaxed semantics still apply to every context that did not
// explicitly request a core profile via EGL_CONTEXT_OPENGL_PROFILE_MASK / a >=3.1 // explicitly request a core profile via EGL_CONTEXT_OPENGL_PROFILE_MASK / a >=3.1
// version request. // version request.
Bool RelaxedSemantics = false; Bool RelaxedSemantics = false;
// MOBILEGL_QUIRK_SUBGROUP_PREFIX_SCAN: overrides the shader-source quirk that
// rewrites the recognized workgroup prefix-scan template on Qualcomm devices with
// subgroups wider than 32 lanes (see ShaderSourceProcessor's quirk registry).
QuirkOverride SubgroupPrefixScanQuirk = QuirkOverride::Auto;
// MOBILEGL_MAGMA_DISABLE_BLENDED_DEPTH_WRITE: overrides the DirectVulkan quirk that // MOBILEGL_MAGMA_DISABLE_BLENDED_DEPTH_WRITE: overrides the DirectVulkan quirk that
// strips depth writes from accumulation-blended pipelines (MIN/MAX or additive // strips depth writes from accumulation-blended pipelines (MIN/MAX or additive
// ONE+ONE - the multi-pass depth-equality signature) on drivers without // ONE+ONE - the multi-pass depth-equality signature) on drivers without
+5 -1
View File
@@ -162,11 +162,13 @@ namespace MobileGL::MG_ConfigLoader {
inline void InitFeatures() { inline void InitFeatures() {
auto& features = MG_Config::Features; auto& features = MG_Config::Features;
features.DisableTimerQuery = QueryEnvFlag("MOBILEGL_DISABLE_TIMERQUERY"); features.DisableTimerQuery = QueryEnvFlag("MOBILEGL_DISABLE_TIMERQUERY");
features.EnableSpirvValidation = QueryEnvFlag("MOBILEGL_ENABLE_SPIRV_VALIDATION");
features.UseAngle = QueryEnvFlag("MOBILEGL_USE_ANGLE"); features.UseAngle = QueryEnvFlag("MOBILEGL_USE_ANGLE");
#if defined(MOBILEGL_TRACE_ANGLE_VARIANTS) #if defined(MOBILEGL_TRACE_ANGLE_VARIANTS)
QueryEnvVariable("MOBILEGL_TRACE_ANGLE_VARIANT", features.TraceAngleVariant, ""); QueryEnvVariable("MOBILEGL_TRACE_ANGLE_VARIANT", features.TraceAngleVariant, "");
#endif #endif
features.DisableSubgroup = QueryEnvFlag("MOBILEGL_DISABLE_SUBGROUP"); features.DisableSubgroup = QueryEnvFlag("MOBILEGL_DISABLE_SUBGROUP");
features.AdvertiseFp64 = QueryEnvFlag("MOBILEGL_ADVERTISE_FP64");
features.MagmaR11G11B10FFallback = QueryEnvFlag("MOBILEGL_MAGMA_R11G11B10F_FALLBACK"); features.MagmaR11G11B10FFallback = QueryEnvFlag("MOBILEGL_MAGMA_R11G11B10F_FALLBACK");
features.MagmaFramesInFlight = QueryEnvUint32("MOBILEGL_MAGMA_FRAMESINFLIGHT", 3, 1, 64); features.MagmaFramesInFlight = QueryEnvUint32("MOBILEGL_MAGMA_FRAMESINFLIGHT", 3, 1, 64);
features.AvoidSamplerMipmapMinFilter = features.AvoidSamplerMipmapMinFilter =
@@ -175,8 +177,9 @@ namespace MobileGL::MG_ConfigLoader {
features.CoherentAsFlush = QueryEnvFlag("MOBILEGL_COHERENT_AS_FLUSH"); features.CoherentAsFlush = QueryEnvFlag("MOBILEGL_COHERENT_AS_FLUSH");
features.TraceSkipAutodestroy = QueryEnvFlag("MOBILEGL_TRACE_SKIP_AUTODESTROY"); features.TraceSkipAutodestroy = QueryEnvFlag("MOBILEGL_TRACE_SKIP_AUTODESTROY");
features.DisableUboRing = QueryEnvFlag("MOBILEGL_DISABLE_UBO_RING"); features.DisableUboRing = QueryEnvFlag("MOBILEGL_DISABLE_UBO_RING");
features.EsprytForceDepthStencilReadbackEmulation =
QueryEnvFlag("MOBILEGL_ESPRYT_FORCE_DS_READBACK_EMULATION");
features.RelaxedSemantics = QueryEnvFlag("MOBILEGL_RELAXED_SEMANTICS"); features.RelaxedSemantics = QueryEnvFlag("MOBILEGL_RELAXED_SEMANTICS");
features.SubgroupPrefixScanQuirk = QueryEnvQuirkOverride("MOBILEGL_QUIRK_SUBGROUP_PREFIX_SCAN");
features.MagmaDisableBlendedDepthWriteQuirk = features.MagmaDisableBlendedDepthWriteQuirk =
QueryEnvQuirkOverride("MOBILEGL_MAGMA_DISABLE_BLENDED_DEPTH_WRITE"); QueryEnvQuirkOverride("MOBILEGL_MAGMA_DISABLE_BLENDED_DEPTH_WRITE");
features.DisableRobustBufferAccess = QueryEnvFlag("MOBILEGL_DISABLE_ROBUST_BUFFER_ACCESS"); features.DisableRobustBufferAccess = QueryEnvFlag("MOBILEGL_DISABLE_ROBUST_BUFFER_ACCESS");
@@ -199,6 +202,7 @@ namespace MobileGL::MG_ConfigLoader {
} }
ENTRY(DirectGLES) ENTRY(DirectGLES)
ENTRY(DirectVulkan) ENTRY(DirectVulkan)
ENTRY(DiligentVulkan)
ENTRY(Unknown) ENTRY(Unknown)
MG_Config::ActiveBackendType = BackendType::Unknown; MG_Config::ActiveBackendType = BackendType::Unknown;
#undef ENTRY #undef ENTRY
+13 -3
View File
@@ -52,11 +52,15 @@
// that includes Defines.h without Log.h both tokens would silently evaluate to 0 in the // that includes Defines.h without Log.h both tokens would silently evaluate to 0 in the
// preprocessor conditional - enabling the assert in exactly the INFO-level builds it is // preprocessor conditional - enabling the assert in exactly the INFO-level builds it is
// documented to be compiled out of. Log.h redefines them identically, which is legal. // documented to be compiled out of. Log.h redefines them identically, which is legal.
//
// Severity order, ascending: DEBUG < INFO < WARN < ERROR < FATAL. MOBILEGL_LOG_ACTIVE_LEVEL
// names the lowest severity compiled in, so the production default INFO keeps I/W/E/F and
// drops only D. Any edit here must be mirrored in Log.h.
#ifndef MOBILEGL_LOG_LEVEL_DEBUG #ifndef MOBILEGL_LOG_LEVEL_DEBUG
#define MOBILEGL_LOG_LEVEL_DEBUG 0 #define MOBILEGL_LOG_LEVEL_DEBUG 0
#define MOBILEGL_LOG_LEVEL_WARN 1 #define MOBILEGL_LOG_LEVEL_INFO 1
#define MOBILEGL_LOG_LEVEL_ERROR 2 #define MOBILEGL_LOG_LEVEL_WARN 2
#define MOBILEGL_LOG_LEVEL_INFO 3 #define MOBILEGL_LOG_LEVEL_ERROR 3
#define MOBILEGL_LOG_LEVEL_FATAL 4 #define MOBILEGL_LOG_LEVEL_FATAL 4
#endif #endif
@@ -91,6 +95,12 @@
#endif #endif
// =============================== Utils ================================ // // =============================== Utils ================================ //
// Asserts are live in exactly the builds where MGLOG_D is live, i.e. DEBUG builds only;
// an INFO build (the production default) compiles them out. DEBUG is the lowest severity
// in the ordering above, so "ACTIVE <= DEBUG" is true only for ACTIVE == DEBUG - the same
// gate MGLOG_D uses in Log.h. That equivalence is what makes this gate survive the
// 2026-08-13 renumbering unchanged; the contract is and stays
// "INFO builds: asserts OFF; DEBUG builds: asserts ON".
#if MOBILEGL_LOG_ACTIVE_LEVEL <= MOBILEGL_LOG_LEVEL_DEBUG #if MOBILEGL_LOG_ACTIVE_LEVEL <= MOBILEGL_LOG_LEVEL_DEBUG
#define MOBILEGL_ASSERT(condition, ...) \ #define MOBILEGL_ASSERT(condition, ...) \
do { \ do { \
+1
View File
@@ -19,6 +19,7 @@ namespace MobileGL {
enum class BackendType { enum class BackendType {
DirectGLES, DirectGLES,
DirectVulkan, DirectVulkan,
DiligentVulkan,
BackendTypeCount, BackendTypeCount,
Unknown = -1 Unknown = -1
}; };
@@ -0,0 +1,906 @@
// MobileGL - MobileGL/MG_Backend/Diligent/BackendObject_Diligent.cpp
// Copyright (c) 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
#include "BackendObject_Diligent.h"
#include "DiligentVulkan.h"
#include "Renderer/DiligentRenderer.h"
#include <MG_Backend/BackendObject.h>
#include <MG_Backend/BackendObjects.h>
#include <MG_State/GLState/Core.h>
#include <EngineFactoryVk.h>
#include <RenderDevice.h>
#include <DeviceContext.h>
#include <exception>
#include <chrono>
namespace MobileGL::MG_Backend::DiligentBackend {
namespace {
const RendererInfo BuildInitialRendererInfo() {
RendererInfo info;
info.RendererName = "MobileGL (Diligent/Vulkan)";
info.BackendName = "Diligent Vulkan";
info.RendererGLInfo.TargetGLVersion = {3, 2, 0};
info.RendererGLInfo.TargetGLSLVersion = {1, 50, 0};
info.RendererGLInfo.IsCompatibilityProfile = false;
return info;
}
DiligentRenderer* GetActiveRenderer() {
auto* backend = dynamic_cast<BackendObject_Diligent*>(pActiveBackendObject.get());
return backend != nullptr ? backend->GetRenderer() : nullptr;
}
struct DrawArraysIndirectCommand {
Uint32 Count = 0;
Uint32 InstanceCount = 0;
Uint32 First = 0;
Uint32 BaseInstance = 0;
};
struct DrawElementsIndirectCommand {
Uint32 Count = 0;
Uint32 InstanceCount = 0;
Uint32 FirstIndex = 0;
Int32 BaseVertex = 0;
Uint32 BaseInstance = 0;
};
struct CpuTimerQuery {
std::chrono::steady_clock::time_point Start;
Uint64 TimestampNs = 0;
Bool Available = false;
};
const Uint8* ResolveIndirectCommandBytes(const void* indirect, SizeT requiredBytes, const char* label) {
auto drawBuffer = MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::DrawIndirect).GetBoundObject();
if (drawBuffer) {
drawBuffer->SyncPersistentMappedRange();
const SizeT commandOffset = reinterpret_cast<SizeT>(indirect);
if (drawBuffer->MappedData() == nullptr || commandOffset + requiredBytes > drawBuffer->GetSize()) {
MGLOG_E_ONCE("%s skipped: invalid GL_DRAW_INDIRECT_BUFFER binding or range", label);
return nullptr;
}
return drawBuffer->MappedData() + commandOffset;
}
if (indirect == nullptr) {
MGLOG_E_ONCE("%s skipped: indirect pointer is null", label);
return nullptr;
}
return reinterpret_cast<const Uint8*>(indirect);
}
void Clear(GLbitfield mask) {
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || MG_State::pGLContext == nullptr) {
return;
}
if ((mask & GL_COLOR_BUFFER_BIT) != 0) {
const auto& color = MG_State::pGLContext->GetClearColor();
renderer->Clear(color.x(), color.y(), color.z(), color.w());
}
if ((mask & GL_DEPTH_BUFFER_BIT) != 0) {
renderer->ClearDepth(MG_State::pGLContext->GetClearDepth());
}
if ((mask & GL_STENCIL_BUFFER_BIT) != 0) {
renderer->ClearStencil(MG_State::pGLContext->GetClearStencil());
}
}
void DrawArrays(GLenum mode, GLint first, GLsizei count) {
auto* renderer = GetActiveRenderer();
if (renderer != nullptr) {
renderer->DrawFromState(mode, first, count, 0, nullptr);
}
}
void DrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices) {
auto* renderer = GetActiveRenderer();
if (renderer != nullptr) {
renderer->DrawFromState(mode, 0, count, type, indices);
}
}
void DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type,
const void* indices) {
// The CPU-side UploadVertexDataFromState path already honors the selected index
// range. start/end only restrict which indices may be referenced; they do not
// change the vertex buffer layout for this backend.
(void)start;
(void)end;
DrawElements(mode, count, type, indices);
}
void DrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type,
const void* indices, GLint basevertex) {
(void)start;
(void)end;
auto* renderer = GetActiveRenderer();
if (renderer != nullptr) {
renderer->DrawFromState(mode, 0, count, type, indices, basevertex);
}
}
void MultiDrawArrays(GLenum mode, const GLint* first, const GLsizei* count, GLsizei drawcount) {
auto* renderer = GetActiveRenderer();
if (renderer == nullptr) {
return;
}
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] > 0) {
renderer->DrawFromState(mode, first[i], count[i], 0, nullptr);
}
}
}
void MultiDrawElements(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount) {
auto* renderer = GetActiveRenderer();
if (renderer == nullptr) {
return;
}
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] > 0) {
renderer->DrawFromState(mode, 0, count[i], type, indices[i]);
}
}
}
void DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void* indices,
GLint basevertex) {
auto* renderer = GetActiveRenderer();
if (renderer != nullptr) {
renderer->DrawFromState(mode, 0, count, type, indices, basevertex);
}
}
void MultiDrawElementsBaseVertex(GLenum mode, const GLsizei* count, GLenum type,
const GLvoid* const* indices, GLsizei drawcount,
const GLint* basevertex) {
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] > 0) {
DrawElementsBaseVertex(mode, count[i], type, indices[i],
basevertex != nullptr ? basevertex[i] : 0);
}
}
}
void DrawArraysIndirect(GLenum mode, const void* indirect) {
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || MG_State::pGLContext == nullptr) {
return;
}
const auto* bytes = ResolveIndirectCommandBytes(indirect, sizeof(DrawArraysIndirectCommand),
"DrawArraysIndirect");
if (bytes == nullptr) {
return;
}
DrawArraysIndirectCommand cmd{};
std::memcpy(&cmd, bytes, sizeof(cmd));
if (cmd.Count == 0 || cmd.InstanceCount == 0) {
return;
}
for (Uint32 i = 0; i < cmd.InstanceCount; ++i) {
renderer->DrawFromState(mode, static_cast<GLint>(cmd.First), static_cast<GLsizei>(cmd.Count),
0, nullptr);
}
}
void DrawElementsIndirect(GLenum mode, GLenum type, const void* indirect) {
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || MG_State::pGLContext == nullptr) {
return;
}
const SizeT indexSize = MG_Util::GetGLTypeSize(type);
if (indexSize == 0) {
return;
}
const auto* bytes = ResolveIndirectCommandBytes(indirect, sizeof(DrawElementsIndirectCommand),
"DrawElementsIndirect");
if (bytes == nullptr) {
return;
}
DrawElementsIndirectCommand cmd{};
std::memcpy(&cmd, bytes, sizeof(cmd));
if (cmd.Count == 0 || cmd.InstanceCount == 0) {
return;
}
const void* indices = reinterpret_cast<const void*>(static_cast<SizeT>(cmd.FirstIndex) * indexSize);
for (Uint32 i = 0; i < cmd.InstanceCount; ++i) {
renderer->DrawFromState(mode, 0, static_cast<GLsizei>(cmd.Count), type, indices,
static_cast<GLint>(cmd.BaseVertex));
}
}
void MultiDrawArraysIndirect(GLenum mode, const void* indirect, GLsizei drawcount, GLsizei stride) {
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || MG_State::pGLContext == nullptr || drawcount <= 0) {
return;
}
const GLsizei realStride = stride == 0 ? static_cast<GLsizei>(sizeof(DrawArraysIndirectCommand)) : stride;
for (GLsizei i = 0; i < drawcount; ++i) {
const auto* bytes = ResolveIndirectCommandBytes(
static_cast<const Uint8*>(indirect) + static_cast<SizeT>(i) * static_cast<SizeT>(realStride),
sizeof(DrawArraysIndirectCommand), "MultiDrawArraysIndirect");
if (bytes == nullptr) {
continue;
}
DrawArraysIndirectCommand cmd{};
std::memcpy(&cmd, bytes, sizeof(cmd));
if (cmd.Count == 0 || cmd.InstanceCount == 0) {
continue;
}
for (Uint32 instance = 0; instance < cmd.InstanceCount; ++instance) {
renderer->DrawFromState(mode, static_cast<GLint>(cmd.First),
static_cast<GLsizei>(cmd.Count), 0, nullptr);
}
}
}
void MultiDrawElementsIndirect(GLenum mode, GLenum type, const void* indirect, GLsizei drawcount,
GLsizei stride) {
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || MG_State::pGLContext == nullptr || drawcount <= 0) {
return;
}
const SizeT indexSize = MG_Util::GetGLTypeSize(type);
if (indexSize == 0) {
return;
}
const GLsizei realStride = stride == 0 ? static_cast<GLsizei>(sizeof(DrawElementsIndirectCommand)) : stride;
for (GLsizei i = 0; i < drawcount; ++i) {
const auto* bytes = ResolveIndirectCommandBytes(
static_cast<const Uint8*>(indirect) + static_cast<SizeT>(i) * static_cast<SizeT>(realStride),
sizeof(DrawElementsIndirectCommand), "MultiDrawElementsIndirect");
if (bytes == nullptr) {
continue;
}
DrawElementsIndirectCommand cmd{};
std::memcpy(&cmd, bytes, sizeof(cmd));
if (cmd.Count == 0 || cmd.InstanceCount == 0) {
continue;
}
const void* indices = reinterpret_cast<const void*>(static_cast<SizeT>(cmd.FirstIndex) * indexSize);
for (Uint32 instance = 0; instance < cmd.InstanceCount; ++instance) {
renderer->DrawFromState(mode, 0, static_cast<GLsizei>(cmd.Count), type, indices,
static_cast<GLint>(cmd.BaseVertex));
}
}
}
void MultiDrawArraysIndirectCount(GLenum mode, const void* indirect, GLintptr drawcount,
GLsizei maxdrawcount, GLsizei stride) {
if (MG_State::pGLContext == nullptr) {
return;
}
auto paramBuffer = MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::Parameter).GetBoundObject();
if (!paramBuffer) {
return;
}
paramBuffer->SyncPersistentMappedRange();
const Uint8* paramData = paramBuffer->MappedData();
if (paramData == nullptr) {
return;
}
Uint32 actualDrawCount = 0;
std::memcpy(&actualDrawCount, paramData + static_cast<SizeT>(drawcount), sizeof(actualDrawCount));
actualDrawCount = std::min<Uint32>(actualDrawCount, static_cast<Uint32>(maxdrawcount));
MultiDrawArraysIndirect(mode, indirect, static_cast<GLsizei>(actualDrawCount), stride);
}
void MultiDrawElementsIndirectCount(GLenum mode, GLenum type, const void* indirect,
GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride) {
if (MG_State::pGLContext == nullptr) {
return;
}
auto paramBuffer = MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::Parameter).GetBoundObject();
if (!paramBuffer) {
return;
}
paramBuffer->SyncPersistentMappedRange();
const Uint8* paramData = paramBuffer->MappedData();
if (paramData == nullptr) {
return;
}
Uint32 actualDrawCount = 0;
std::memcpy(&actualDrawCount, paramData + static_cast<SizeT>(drawcount), sizeof(actualDrawCount));
actualDrawCount = std::min<Uint32>(actualDrawCount, static_cast<Uint32>(maxdrawcount));
MultiDrawElementsIndirect(mode, type, indirect, static_cast<GLsizei>(actualDrawCount), stride);
}
void DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount) {
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || instancecount <= 0) {
return;
}
for (GLsizei i = 0; i < instancecount; ++i) {
renderer->DrawFromState(mode, first, count, 0, nullptr);
}
}
void DrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount,
GLuint baseinstance) {
(void)baseinstance;
DrawArraysInstanced(mode, first, count, instancecount);
}
void DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void* indices,
GLsizei instancecount) {
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || instancecount <= 0) {
return;
}
for (GLsizei i = 0; i < instancecount; ++i) {
renderer->DrawFromState(mode, 0, count, type, indices);
}
}
void DrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void* indices,
GLsizei instancecount, GLint basevertex) {
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || instancecount <= 0) {
return;
}
for (GLsizei i = 0; i < instancecount; ++i) {
renderer->DrawFromState(mode, 0, count, type, indices, basevertex);
}
}
void DrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void* indices,
GLsizei instancecount, GLuint baseinstance) {
(void)baseinstance;
DrawElementsInstanced(mode, count, type, indices, instancecount);
}
void DrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type,
const void* indices, GLsizei instancecount,
GLint basevertex, GLuint baseinstance) {
(void)baseinstance;
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || instancecount <= 0) {
return;
}
for (GLsizei i = 0; i < instancecount; ++i) {
renderer->DrawFromState(mode, 0, count, type, indices, basevertex);
}
}
void ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat* value) {
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || value == nullptr) {
return;
}
if (buffer == GL_COLOR && drawbuffer == 0) {
renderer->Clear(value[0], value[1], value[2], value[3]);
} else if (buffer == GL_DEPTH && drawbuffer == 0) {
renderer->ClearDepth(value[0]);
}
}
void ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value) {
if (value == nullptr) {
return;
}
if (buffer == GL_STENCIL) {
auto* renderer = GetActiveRenderer();
if (renderer != nullptr) {
renderer->ClearStencil(static_cast<Uint32>(value[0]));
}
return;
}
Float color[4] = {
static_cast<Float>(value[0]) / 255.0f,
static_cast<Float>(value[1]) / 255.0f,
static_cast<Float>(value[2]) / 255.0f,
static_cast<Float>(value[3]) / 255.0f,
};
ClearBufferfv(buffer, drawbuffer, color);
}
void ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint* value) {
if (value == nullptr) {
return;
}
if (buffer == GL_STENCIL) {
auto* renderer = GetActiveRenderer();
if (renderer != nullptr) {
renderer->ClearStencil(value[0]);
}
return;
}
Float color[4] = {
static_cast<Float>(value[0]) / 255.0f,
static_cast<Float>(value[1]) / 255.0f,
static_cast<Float>(value[2]) / 255.0f,
static_cast<Float>(value[3]) / 255.0f,
};
ClearBufferfv(buffer, drawbuffer, color);
}
void ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) {
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || buffer != GL_DEPTH_STENCIL) {
return;
}
(void)drawbuffer;
renderer->ClearDepth(depth);
renderer->ClearStencil(static_cast<Uint32>(stencil));
}
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) {
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || pixels == nullptr) {
return;
}
// The Diligent backend's offscreen targets are RGBA8; the frontend currently
// uses this entry for the common GL_RGBA/GL_UNSIGNED_BYTE readback path.
if (format != GL_RGBA || type != GL_UNSIGNED_BYTE) {
return;
}
renderer->ReadPixels(static_cast<Uint32>(x), static_cast<Uint32>(y),
static_cast<Uint32>(width), static_cast<Uint32>(height), pixels);
}
void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter) {
auto* renderer = GetActiveRenderer();
if (renderer != nullptr) {
renderer->BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1,
mask, filter);
}
}
void BlitNamedFramebuffer(const SharedPtr<MG_State::GLState::FramebufferObject>& readFramebuffer,
const SharedPtr<MG_State::GLState::FramebufferObject>& drawFramebuffer,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter) {
(void)srcX0;
(void)srcY0;
(void)srcX1;
(void)srcY1;
(void)dstX0;
(void)dstY0;
(void)dstX1;
(void)dstY1;
(void)filter;
auto* renderer = GetActiveRenderer();
if (renderer != nullptr) {
renderer->BlitNamedFramebuffer(readFramebuffer, drawFramebuffer, mask);
}
}
void CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y,
GLsizei width, GLsizei height, GLint border) {
(void)level;
(void)internalformat;
(void)x;
(void)y;
(void)width;
(void)height;
(void)border;
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || MG_State::pGLContext == nullptr || target != GL_TEXTURE_2D) {
return;
}
auto& unit = MG_State::pGLContext->GetTextureUnitObject(MG_State::pGLContext->GetActiveTextureUnit());
auto texture = unit.GetBindingSlot(TextureTarget::Texture2D).GetBoundObject();
if (texture) {
renderer->CopyReadFramebufferToTexture(*texture);
}
}
void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y,
GLsizei width, GLsizei height) {
(void)level;
(void)xoffset;
(void)yoffset;
(void)x;
(void)y;
(void)width;
(void)height;
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || MG_State::pGLContext == nullptr || target != GL_TEXTURE_2D) {
return;
}
auto& unit = MG_State::pGLContext->GetTextureUnitObject(MG_State::pGLContext->GetActiveTextureUnit());
auto texture = unit.GetBindingSlot(TextureTarget::Texture2D).GetBoundObject();
if (texture) {
renderer->CopyReadFramebufferToTexture(*texture);
}
}
void GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels) {
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || MG_State::pGLContext == nullptr || target != GL_TEXTURE_2D ||
format != GL_RGBA || type != GL_UNSIGNED_BYTE || pixels == nullptr) {
return;
}
auto& unit = MG_State::pGLContext->GetTextureUnitObject(MG_State::pGLContext->GetActiveTextureUnit());
auto texture = unit.GetBindingSlot(TextureTarget::Texture2D).GetBoundObject();
if (texture) {
renderer->ReadTextureImage(*texture, static_cast<Uint32>(level), pixels);
}
}
void GetTextureImage(const SharedPtr<MG_State::GLState::ITextureObject>& texture,
TextureUploadTarget uploadTarget, GLint level, GLenum format, GLenum type,
GLsizei bufSize, GLvoid* pixels) {
(void)uploadTarget;
(void)bufSize;
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || !texture || format != GL_RGBA || type != GL_UNSIGNED_BYTE ||
pixels == nullptr) {
return;
}
renderer->ReadTextureImage(*texture, static_cast<Uint32>(level), pixels);
}
void CopyImageSubData(const SharedPtr<MG_State::GLState::ITextureObject>& srcTexture,
GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ,
const SharedPtr<MG_State::GLState::ITextureObject>& dstTexture,
GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ,
GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth) {
(void)srcTarget;
(void)srcLevel;
(void)srcX;
(void)srcY;
(void)srcZ;
(void)dstTarget;
(void)dstLevel;
(void)dstX;
(void)dstY;
(void)dstZ;
(void)srcWidth;
(void)srcHeight;
(void)srcDepth;
auto* renderer = GetActiveRenderer();
if (renderer != nullptr && srcTexture && dstTexture) {
renderer->CopyTextureSubData(*srcTexture, *dstTexture);
}
}
void GenerateMipmap(GLenum target) {
auto* renderer = GetActiveRenderer();
if (renderer == nullptr || MG_State::pGLContext == nullptr || target != GL_TEXTURE_2D) {
return;
}
auto& unit = MG_State::pGLContext->GetTextureUnitObject(MG_State::pGLContext->GetActiveTextureUnit());
auto texture = unit.GetBindingSlot(TextureTarget::Texture2D).GetBoundObject();
if (texture) {
renderer->GenerateMipmap(*texture);
}
}
Bool IsTimerQuerySupported() {
return true;
}
BackendQueryHandle BeginTimeElapsedQuery() {
auto* query = new CpuTimerQuery;
query->Start = std::chrono::steady_clock::now();
query->Available = false;
return query;
}
void EndTimeElapsedQuery(BackendQueryHandle query) {
if (query == nullptr) {
return;
}
auto* cpuQuery = static_cast<CpuTimerQuery*>(query);
const auto now = std::chrono::steady_clock::now();
cpuQuery->TimestampNs = static_cast<Uint64>(
std::chrono::duration_cast<std::chrono::nanoseconds>(now - cpuQuery->Start).count());
cpuQuery->Available = true;
}
BackendQueryHandle QueryCounterTimestamp() {
auto* query = new CpuTimerQuery;
query->TimestampNs = static_cast<Uint64>(
std::chrono::duration_cast<std::chrono::nanoseconds>(
std::chrono::steady_clock::now().time_since_epoch()).count());
query->Available = true;
return query;
}
Bool IsQueryResultAvailable(BackendQueryHandle query) {
return query != nullptr && static_cast<CpuTimerQuery*>(query)->Available;
}
Bool GetQueryResult64(BackendQueryHandle query, Bool wait, Uint64* outNanoseconds) {
if (query == nullptr || outNanoseconds == nullptr) {
return false;
}
auto* cpuQuery = static_cast<CpuTimerQuery*>(query);
if (!cpuQuery->Available && !wait) {
return false;
}
*outNanoseconds = cpuQuery->TimestampNs;
return true;
}
void DeleteBackendQuery(BackendQueryHandle query) {
delete static_cast<CpuTimerQuery*>(query);
}
BackendSyncHandle FenceSync() {
// CPU fallback fence: always signaled is a valid implementation for a
// backend without native sync primitives. The handle still round-trips
// through ClientWaitSync/DeleteSync so frontend state stays balanced.
return new int(0);
}
GLenum ClientWaitSync(BackendSyncHandle sync, GLbitfield flags, GLuint64 timeout) {
(void)sync;
(void)flags;
(void)timeout;
return GL_ALREADY_SIGNALED;
}
void WaitSync(BackendSyncHandle sync, GLbitfield flags, GLuint64 timeout) {
(void)sync;
(void)flags;
(void)timeout;
}
void DeleteSync(BackendSyncHandle sync) {
delete static_cast<int*>(sync);
}
Bool GetSyncStatus(BackendSyncHandle sync) {
(void)sync;
return true;
}
void SetSwapInterval(Int interval) {
auto* renderer = GetActiveRenderer();
if (renderer != nullptr) {
renderer->SetSwapInterval(interval > 0 ? static_cast<Uint32>(interval) : 0);
}
}
void Present() {
auto* renderer = GetActiveRenderer();
if (renderer != nullptr) {
renderer->Present();
}
}
} // namespace
BackendObject_Diligent::BackendObject_Diligent()
: m_rendererInfo(BuildInitialRendererInfo()) {}
BackendObject_Diligent::~BackendObject_Diligent() {
m_pRenderer.reset();
m_pContext.Release();
m_pDevice.Release();
m_pFactoryVk = nullptr;
}
Bool BackendObject_Diligent::CreateDiligentDevice() {
if (m_pDevice && m_pContext) {
return true;
}
try {
if (m_pFactoryVk == nullptr) {
m_pFactoryVk = ::Diligent::GetEngineFactoryVk();
if (m_pFactoryVk == nullptr) {
MGLOG_E("Diligent: failed to load Vulkan engine factory");
return false;
}
m_pFactoryVk->SetBreakOnError(false);
}
::Diligent::Uint32 numAdapters = 0;
m_pFactoryVk->EnumerateAdapters(::Diligent::Version{}, numAdapters, nullptr);
if (numAdapters == 0) {
MGLOG_W("Diligent: no Vulkan adapters available; skipping device creation");
return false;
}
::Diligent::EngineVkCreateInfo engineCI;
::Diligent::ImmediateContextCreateInfo ctxCI;
ctxCI.Name = "MobileGL Diligent Main Context";
ctxCI.QueueId = 0;
ctxCI.Priority = ::Diligent::QUEUE_PRIORITY_MEDIUM;
engineCI.NumImmediateContexts = 1;
engineCI.pImmediateContextInfo = &ctxCI;
::Diligent::IRenderDevice* pDevice = nullptr;
::Diligent::IDeviceContext* pContext = nullptr;
m_pFactoryVk->CreateDeviceAndContextsVk(engineCI, &pDevice, &pContext);
if (pDevice == nullptr || pContext == nullptr) {
MGLOG_E("Diligent: failed to create Vulkan device/context");
return false;
}
m_pDevice.Attach(pDevice);
m_pContext.Attach(pContext);
MGLOG_I("Diligent: Vulkan device created");
return true;
} catch (const std::exception& e) {
MGLOG_W("Diligent: Vulkan device creation failed: %s", e.what());
return false;
} catch (...) {
MGLOG_W("Diligent: Vulkan device creation failed");
return false;
}
}
void BackendObject_Diligent::Initialize() {
if (m_initialized) {
return;
}
if (!CreateDiligentDevice()) {
MGLOG_W("Diligent: backend initialization failed");
return;
}
m_pRenderer = std::make_unique<DiligentRenderer>(m_pDevice, m_pContext);
if (!m_pRenderer->Initialize(256, 256)) {
MGLOG_W("Diligent: renderer initialization failed");
m_pRenderer.reset();
return;
}
m_functions.GL.Clear = Clear;
m_functions.GL.DrawArrays = DrawArrays;
m_functions.GL.DrawElements = DrawElements;
m_functions.GL.DrawElementsBaseVertex = DrawElementsBaseVertex;
m_functions.GL.DrawRangeElements = DrawRangeElements;
m_functions.GL.DrawRangeElementsBaseVertex = DrawRangeElementsBaseVertex;
m_functions.GL.MultiDrawArrays = MultiDrawArrays;
m_functions.GL.MultiDrawElements = MultiDrawElements;
m_functions.GL.MultiDrawElementsBaseVertex = MultiDrawElementsBaseVertex;
m_functions.GL.DrawArraysInstanced = DrawArraysInstanced;
m_functions.GL.DrawArraysInstancedBaseInstance = DrawArraysInstancedBaseInstance;
m_functions.GL.DrawElementsInstanced = DrawElementsInstanced;
m_functions.GL.DrawElementsInstancedBaseVertex = DrawElementsInstancedBaseVertex;
m_functions.GL.DrawElementsInstancedBaseInstance = DrawElementsInstancedBaseInstance;
m_functions.GL.DrawElementsInstancedBaseVertexBaseInstance = DrawElementsInstancedBaseVertexBaseInstance;
m_functions.GL.DrawArraysIndirect = DrawArraysIndirect;
m_functions.GL.DrawElementsIndirect = DrawElementsIndirect;
m_functions.GL.MultiDrawArraysIndirect = MultiDrawArraysIndirect;
m_functions.GL.MultiDrawElementsIndirect = MultiDrawElementsIndirect;
m_functions.GL.MultiDrawArraysIndirectCount = MultiDrawArraysIndirectCount;
m_functions.GL.MultiDrawElementsIndirectCount = MultiDrawElementsIndirectCount;
m_functions.GL.ClearBufferfv = ClearBufferfv;
m_functions.GL.ClearBufferfi = ClearBufferfi;
m_functions.GL.ClearBufferiv = ClearBufferiv;
m_functions.GL.ClearBufferuiv = ClearBufferuiv;
m_functions.GL.BlitFramebuffer = BlitFramebuffer;
m_functions.GL.BlitNamedFramebuffer = BlitNamedFramebuffer;
m_functions.GL.CopyTexImage2D = CopyTexImage2D;
m_functions.GL.CopyTexSubImage2D = CopyTexSubImage2D;
m_functions.GL.CopyImageSubData = CopyImageSubData;
m_functions.GL.GenerateMipmap = GenerateMipmap;
m_functions.GL.GetTexImage = GetTexImage;
m_functions.GL.GetTextureImage = GetTextureImage;
m_functions.GL.ReadPixels = ReadPixels;
m_functions.GL.FenceSync = FenceSync;
m_functions.GL.ClientWaitSync = ClientWaitSync;
m_functions.GL.WaitSync = WaitSync;
m_functions.GL.DeleteSync = DeleteSync;
m_functions.GL.GetSyncStatus = GetSyncStatus;
m_functions.GL.IsTimerQuerySupported = IsTimerQuerySupported;
m_functions.GL.BeginTimeElapsedQuery = BeginTimeElapsedQuery;
m_functions.GL.EndTimeElapsedQuery = EndTimeElapsedQuery;
m_functions.GL.QueryCounterTimestamp = QueryCounterTimestamp;
m_functions.GL.IsQueryResultAvailable = IsQueryResultAvailable;
m_functions.GL.GetQueryResult64 = GetQueryResult64;
m_functions.GL.DeleteBackendQuery = DeleteBackendQuery;
m_functions.Present = Present;
m_functions.SetSwapInterval = SetSwapInterval;
m_initialized = true;
}
DiligentRenderer* BackendObject_Diligent::GetRenderer() {
return m_pRenderer.get();
}
Bool BackendObject_Diligent::InitCapabilities() {
// Skeleton: no format probing yet. The backend advertises GL 3.2 core
// capability, and the capability tables will be filled as resource
// creation paths are ported.
m_backendCapabilitiesInitialized = true;
return true;
}
Bool BackendObject_Diligent::InitWindowSurface() {
if (!m_windowHandle.Handle) {
MGLOG_E("BackendObject_Diligent::InitWindowSurface failed: native window handle is null");
return false;
}
if (m_pRenderer == nullptr || m_pFactoryVk == nullptr) {
MGLOG_E("BackendObject_Diligent::InitWindowSurface failed: renderer/factory is not ready");
return false;
}
return m_pRenderer->CreateSwapChain(m_pFactoryVk, m_windowHandle,
m_windowHandle.Width, m_windowHandle.Height);
}
Bool BackendObject_Diligent::InitPbufferSurface(EGLint width, EGLint height) {
// The Diligent backend keeps its offscreen target for pbuffer EGL surfaces.
// A future enhancement can resize/recreate the offscreen target to match the
// pbuffer dimensions.
(void)width;
(void)height;
return m_pRenderer != nullptr;
}
void BackendObject_Diligent::ReleaseEGLResources() {
if (m_pRenderer != nullptr) {
m_pRenderer->ReleaseSwapChain();
}
BackendObject::ReleaseEGLResources();
}
void BackendObject_Diligent::OnEGLSurfaceReleased(EGLSurface surface) {
(void)surface;
if (m_pRenderer != nullptr) {
m_pRenderer->ReleaseSwapChain();
}
}
Bool BackendObject_Diligent::CreateEGLWindowSurface(EGLSurface surface, const WindowHandle& handle) {
const std::lock_guard<std::recursive_mutex> lock(m_eglStateMutex);
if (!m_initialized) {
MGLOG_E("BackendObject_Diligent::CreateEGLWindowSurface failed: backend not initialized");
return false;
}
if (!handle.Handle || (handle.Backend != WindowBackend::Android && handle.Backend != WindowBackend::X11 &&
handle.Backend != WindowBackend::MetalLayer && handle.Backend != WindowBackend::Win32)) {
MGLOG_E("BackendObject_Diligent::CreateEGLWindowSurface failed: unsupported native window backend");
return false;
}
return RegisterEGLWindowSurface(surface, handle);
}
Bool BackendObject_Diligent::CreateEGLPbufferSurface(EGLSurface surface, EGLint width, EGLint height) {
const std::lock_guard<std::recursive_mutex> lock(m_eglStateMutex);
if (!m_initialized) {
MGLOG_E("BackendObject_Diligent::CreateEGLPbufferSurface failed: backend not initialized");
return false;
}
return RegisterEGLPbufferSurface(surface, width, height);
}
Bool BackendObject_Diligent::ResizeEGLWindowSurface(EGLSurface surface, Uint32 width, Uint32 height) {
const std::lock_guard<std::recursive_mutex> lock(m_eglStateMutex);
if (!BackendObject::ResizeEGLWindowSurface(surface, width, height)) {
return false;
}
if (m_eglSurface == surface && m_pRenderer != nullptr) {
return m_pRenderer->ResizeSwapChain(width, height);
}
return true;
}
const RendererInfo& BackendObject_Diligent::GetRendererInfo() const {
return m_rendererInfo;
}
String BackendObject_Diligent::GetBackendAPIVersionString() const {
return "Diligent Vulkan 0.1 (GL 3.2 skeleton)";
}
const GlobalBackendFunctionsTable& BackendObject_Diligent::GetBackendFunctions() const {
return m_functions;
}
const DynamicBackendParameters& BackendObject_Diligent::GetDynamicParameters() const {
return m_dynamicParameters;
}
BackendType BackendObject_Diligent::GetBackendType() const {
return BackendType::DiligentVulkan;
}
} // namespace MobileGL::MG_Backend::DiligentBackend
@@ -0,0 +1,72 @@
// MobileGL - MobileGL/MG_Backend/Diligent/BackendObject_Diligent.h
// Copyright (c) 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
#pragma once
#include <Includes.h>
#include "../BackendObject.h"
// X11 (pulled in by Includes.h through Vulkan-Headers) defines True/False as
// macros, which collide with Diligent's Bool constants in BasicTypes.h.
#if defined(True)
#undef True
#endif
#if defined(False)
#undef False
#endif
#include <RefCntAutoPtr.hpp>
namespace Diligent {
struct IEngineFactoryVk;
struct IRenderDevice;
struct IDeviceContext;
}
namespace MobileGL::MG_Backend::DiligentBackend {
class DiligentRenderer;
// New Diligent/Vulkan backend, implemented from scratch on top of
// DiligentCore. The backend object owns the Diligent device/context and
// currently advertises OpenGL 3.2 core capability; the GL function table
// is intentionally empty until drawing/resource paths are ported.
class BackendObject_Diligent : public BackendObject {
public:
BackendObject_Diligent();
~BackendObject_Diligent() override;
void Initialize() override;
Bool InitCapabilities() override;
Bool InitWindowSurface() override;
Bool InitPbufferSurface(EGLint width, EGLint height) override;
Bool CreateEGLWindowSurface(EGLSurface surface, const WindowHandle& handle) override;
Bool CreateEGLPbufferSurface(EGLSurface surface, EGLint width, EGLint height) override;
Bool ResizeEGLWindowSurface(EGLSurface surface, Uint32 width, Uint32 height) override;
void OnEGLSurfaceReleased(EGLSurface surface) override;
const RendererInfo& GetRendererInfo() const override;
String GetBackendAPIVersionString() const override;
const GlobalBackendFunctionsTable& GetBackendFunctions() const override;
const DynamicBackendParameters& GetDynamicParameters() const override;
BackendType GetBackendType() const override;
void ReleaseEGLResources() override;
DiligentRenderer* GetRenderer();
private:
Bool CreateDiligentDevice();
RendererInfo m_rendererInfo;
DynamicBackendParameters m_dynamicParameters;
GlobalBackendFunctionsTable m_functions{};
::Diligent::IEngineFactoryVk* m_pFactoryVk = nullptr;
::Diligent::RefCntAutoPtr<::Diligent::IRenderDevice> m_pDevice;
::Diligent::RefCntAutoPtr<::Diligent::IDeviceContext> m_pContext;
std::unique_ptr<DiligentRenderer> m_pRenderer;
Bool m_initialized = false;
};
} // namespace MobileGL::MG_Backend::DiligentBackend
@@ -0,0 +1,8 @@
// MobileGL - MobileGL/MG_Backend/Diligent/DiligentVulkan.cpp
// Copyright (c) 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
#include "DiligentVulkan.h"
@@ -0,0 +1,17 @@
// MobileGL - MobileGL/MG_Backend/Diligent/DiligentVulkan.h
// Copyright (c) 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
#pragma once
#include <Includes.h>
namespace MobileGL::MG_Backend::DiligentBackend {
// Backend identity string used by the backend object and local smoke tests.
inline String GetDiligentVulkanBackendName() {
return "DiligentVulkan";
}
} // namespace MobileGL::MG_Backend::DiligentBackend
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,153 @@
// MobileGL - MobileGL/MG_Backend/Diligent/Renderer/DiligentRenderer.h
// Copyright (c) 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
#pragma once
#include <Includes.h>
// X11 (pulled in by Includes.h through Vulkan-Headers) defines True/False as
// macros, which collide with Diligent's Bool constants in BasicTypes.h.
#if defined(True)
#undef True
#endif
#if defined(False)
#undef False
#endif
#include <RefCntAutoPtr.hpp>
namespace MobileGL::MG_Backend {
struct WindowHandle;
}
namespace Diligent {
struct IRenderDevice;
struct IDeviceContext;
struct ITexture;
struct ITextureView;
struct IPipelineState;
struct IBuffer;
struct ISampler;
struct IShaderResourceBinding;
struct ISwapChain;
struct IEngineFactoryVk;
}
namespace MobileGL::MG_State::GLState {
class ITextureObject;
class SamplerObject;
class ProgramObject;
class RenderbufferObject;
class FramebufferObject;
}
namespace MobileGL::MG_Backend::DiligentBackend {
// Minimal real Diligent renderer used to prove the GL 3.2 basic path:
// clear an offscreen color target, draw a hardcoded triangle, and read
// pixels back. This is the first concrete rendering layer on top of the
// Diligent device; it will be expanded into the full MobileGL backend.
class DiligentRenderer {
public:
DiligentRenderer(::Diligent::IRenderDevice* device, ::Diligent::IDeviceContext* context);
~DiligentRenderer();
Bool Initialize(Uint32 width, Uint32 height);
void Clear(Float r, Float g, Float b, Float a);
void ClearDepth(Float depth);
void ClearStencil(Uint32 stencil);
void DrawTriangle();
void DrawVertices(const Float* vertices, Uint32 vertexCount);
// Creates a real Diligent swap chain for a native EGL window surface.
Bool CreateSwapChain(::Diligent::IEngineFactoryVk* factory, const WindowHandle& handle,
Uint32 width, Uint32 height);
Bool ResizeSwapChain(Uint32 width, Uint32 height);
void SetSwapInterval(Uint32 interval);
// Creates a simple 2D RGBA8 texture from CPU data and makes it available
// to state PSOs under the shader variable name "g_Texture".
Bool CreateTestTexture(const void* data, Uint32 width, Uint32 height);
// Draws using the live MG_State GL context: current program, VAO and
// bound buffers. This is the front-end emulation entry point.
void DrawFromState(GLenum mode, GLint first, GLsizei count, GLenum type, const void* indices,
GLint baseVertex = 0);
void ReadPixels(Uint32 x, Uint32 y, Uint32 width, Uint32 height, void* pixels);
void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
void BlitNamedFramebuffer(const SharedPtr<MG_State::GLState::FramebufferObject>& readFbo,
const SharedPtr<MG_State::GLState::FramebufferObject>& drawFbo,
GLbitfield mask);
void CopyReadFramebufferToTexture(MG_State::GLState::ITextureObject& dst);
void CopyTextureSubData(MG_State::GLState::ITextureObject& src, MG_State::GLState::ITextureObject& dst);
void GenerateMipmap(MG_State::GLState::ITextureObject& texture);
Bool ReadTextureImage(MG_State::GLState::ITextureObject& texture, Uint32 level, void* pixels);
void ReleaseSwapChain();
void Present();
::Diligent::IRenderDevice* GetDevice() const { return m_pDevice; }
::Diligent::IDeviceContext* GetContext() const { return m_pContext; }
private:
struct TextureResource {
::Diligent::RefCntAutoPtr<::Diligent::ITexture> Texture;
::Diligent::RefCntAutoPtr<::Diligent::ITextureView> SRV;
::Diligent::RefCntAutoPtr<::Diligent::ITextureView> RTV;
::Diligent::RefCntAutoPtr<::Diligent::ITextureView> DSV;
Uint64 ContentVersion = 0;
Uint16 ParamsVersion = 0;
Bool IsDepth = false;
};
struct SamplerResource {
::Diligent::RefCntAutoPtr<::Diligent::ISampler> Sampler;
Uint16 Version = 0;
};
Bool CreateOffscreenTargets();
Bool CreatePipeline();
Bool CreateVertexBuffer();
Bool CreatePipelineFromState(GLenum mode);
Bool UploadVertexDataFromState(GLenum mode, GLint first, GLsizei count, GLenum type, const void* indices,
GLint baseVertex = 0);
::Diligent::ITextureView* SyncTexture(MG_State::GLState::ITextureObject& texture);
::Diligent::ITextureView* SyncTextureForAttachment(MG_State::GLState::ITextureObject& texture, Bool depth);
::Diligent::ITextureView* SyncRenderbuffer(MG_State::GLState::RenderbufferObject& renderbuffer);
::Diligent::ISampler* SyncSampler(const MG_State::GLState::SamplerObject& sampler);
Bool BindShaderResourcesFromState(const MG_State::GLState::ProgramObject& program);
Bool UploadUBOFromState(const MG_State::GLState::ProgramObject& program);
Bool ResolveCurrentRenderTargets(Vector<::Diligent::ITextureView*>& rtvs,
::Diligent::ITextureView*& dsv);
::Diligent::IRenderDevice* m_pDevice = nullptr;
::Diligent::IDeviceContext* m_pContext = nullptr;
::Diligent::RefCntAutoPtr<::Diligent::ITexture> m_pColorTarget;
::Diligent::RefCntAutoPtr<::Diligent::ITextureView> m_pColorRTV;
::Diligent::RefCntAutoPtr<::Diligent::ITexture> m_pDepthTarget;
::Diligent::RefCntAutoPtr<::Diligent::ITextureView> m_pDepthDSV;
::Diligent::RefCntAutoPtr<::Diligent::ISwapChain> m_pSwapChain;
::Diligent::RefCntAutoPtr<::Diligent::ITexture> m_pTestTexture;
::Diligent::RefCntAutoPtr<::Diligent::ITextureView> m_pTestSRV;
::Diligent::RefCntAutoPtr<::Diligent::ISampler> m_pTestSampler;
::Diligent::RefCntAutoPtr<::Diligent::IShaderResourceBinding> m_pStateSRB;
::Diligent::RefCntAutoPtr<::Diligent::IPipelineState> m_pPSO;
::Diligent::RefCntAutoPtr<::Diligent::IBuffer> m_pVertexBuffer;
::Diligent::RefCntAutoPtr<::Diligent::IBuffer> m_pUBO;
Uint32 m_uboSize = 0;
Uint32 m_uboContentVersion = 0;
Uint64 m_uboProgramLifetimeId = 0;
UnorderedMap<Uint64, TextureResource> m_textureCache;
UnorderedMap<Uint64, SamplerResource> m_samplerCache;
UnorderedMap<Uint32, TextureResource> m_renderbufferCache;
UnorderedMap<Uint64, ::Diligent::RefCntAutoPtr<::Diligent::IBuffer>> m_namedUboCache;
Uint32 m_width = 256;
Uint32 m_height = 256;
Uint32 m_swapInterval = 0;
Uint32 m_lastDrawVertexCount = 0;
Uint64 m_lastPSOKey = 0;
Bool m_hasCachedPSO = false;
Bool m_initialized = false;
};
} // namespace MobileGL::MG_Backend::DiligentBackend
@@ -712,9 +712,9 @@ namespace MobileGL::MG_Backend::DirectGLES {
{ {
.TargetGLVersion = {4, 0, 0}, // GL target version .TargetGLVersion = {4, 0, 0}, // GL target version
.TargetGLSLVersion = {4, 6, 0}, // Target Shading Language Version .TargetGLSLVersion = {4, 6, 0}, // Target Shading Language Version
// Baseline advertisement (no timer queries / anisotropy yet); reconciled // Baseline advertisement (no runtime capabilities yet); reconciled once
// once the ES capabilities exist, see UpdateAdvertisedCapabilityExtensions. // the ES capabilities exist, see UpdateAdvertisedCapabilityExtensions.
.Extensions = BuildAdvertisedExtensions(false, false), .Extensions = BuildAdvertisedExtensions(false, false, false, false),
.IsCompatibilityProfile = false // Is Compatibility Profile .IsCompatibilityProfile = false // Is Compatibility Profile
}, },
.StaticBackendCapability = {.AllowVSOnlyPrograms = false} // Backend Capability .StaticBackendCapability = {.AllowVSOnlyPrograms = false} // Backend Capability
@@ -734,9 +734,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
// thread can only observe the extension string after the // thread can only observe the extension string after the
// advertisement for its context has settled; rebuilding the whole // advertisement for its context has settled; rebuilding the whole
// list keeps the re-run after a context recreation idempotent. // list keeps the re-run after a context recreation idempotent.
void UpdateAdvertisedCapabilityExtensions(Bool anisotropicFilteringSupported) { void UpdateAdvertisedCapabilityExtensions(const MG_External::GLESCapabilities& capabilities) {
MutableRendererInfo().RendererGLInfo.Extensions = MutableRendererInfo().RendererGLInfo.Extensions = BuildAdvertisedExtensions(
BuildAdvertisedExtensions(AreTimerQueriesSupported(), anisotropicFilteringSupported); AreTimerQueriesSupported(), capabilities.SupportsTextureFilterAnisotropy,
capabilities.SupportsDrawIndirect,
capabilities.SupportsDrawIndirect && capabilities.SupportsBaseInstance);
} }
} // namespace } // namespace
@@ -779,11 +781,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
return false; return false;
} }
DirectGLES::SetGLESCapabilities(m_GLESCapabilities); DirectGLES::SetGLESCapabilities(m_GLESCapabilities);
// Now that g_GLESCapabilities knows about GL_EXT_disjoint_timer_query and // Now that g_GLESCapabilities knows the host extensions, entry points, and ES version,
// GL_EXT_texture_filter_anisotropic, reconcile the advertisement (see the comment on // reconcile every runtime-gated advertisement (see the comment on
// UpdateAdvertisedCapabilityExtensions for why it cannot happen when the extension // UpdateAdvertisedCapabilityExtensions for why this cannot happen when the list is first
// list is first built). // built).
UpdateAdvertisedCapabilityExtensions(m_GLESCapabilities.SupportsTextureFilterAnisotropy); UpdateAdvertisedCapabilityExtensions(m_GLESCapabilities);
UpdateDynamicBackendParameters(); UpdateDynamicBackendParameters();
PopulateFormatCapabilities(m_GLESFunctions, m_GLESCapabilities, MutableFormatCapabilities()); PopulateFormatCapabilities(m_GLESFunctions, m_GLESCapabilities, MutableFormatCapabilities());
PrintFormatCapabilities(GetFormatCapabilities()); PrintFormatCapabilities(GetFormatCapabilities());
@@ -924,11 +926,13 @@ namespace MobileGL::MG_Backend::DirectGLES {
return MutableRendererInfo(); return MutableRendererInfo();
} }
Vector<GLExtension> BuildAdvertisedExtensions(Bool timerQueriesSupported, Bool anisotropicFilteringSupported) { Vector<GLExtension> BuildAdvertisedExtensions(Bool timerQueriesSupported, Bool anisotropicFilteringSupported,
Bool drawIndirectSupported,
Bool nonZeroIndirectBaseInstanceSupported) {
Vector<GLExtension> extensions = { Vector<GLExtension> extensions = {
V_OpenGL30, V_OpenGL31, V_OpenGL32, V_OpenGL33, V_OpenGL40, E_GL_ARB_draw_buffers_blend, V_OpenGL30, V_OpenGL31, V_OpenGL32, V_OpenGL33, V_OpenGL40, E_GL_ARB_draw_buffers_blend,
E_GL_ARB_compute_shader, E_GL_ARB_shader_storage_buffer_object, E_GL_ARB_shader_image_load_store, E_GL_ARB_compute_shader, E_GL_ARB_shader_storage_buffer_object, E_GL_ARB_shader_image_load_store,
E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object, E_GL_EXT_framebuffer_object, E_GL_ARB_clear_buffer_object, E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object, E_GL_EXT_framebuffer_object,
E_GL_ARB_depth_texture, E_GL_ARB_buffer_storage, E_GL_ARB_texture_storage, E_GL_ARB_depth_texture, E_GL_ARB_buffer_storage, E_GL_ARB_texture_storage,
E_GL_ARB_texture_storage_multisample, E_GL_ARB_clear_texture, E_GL_ARB_direct_state_access, E_GL_ARB_texture_storage_multisample, E_GL_ARB_clear_texture, E_GL_ARB_direct_state_access,
E_GL_ARB_multi_draw_indirect, E_GL_ARB_indirect_parameters, E_GL_ARB_shader_draw_parameters, E_GL_ARB_multi_draw_indirect, E_GL_ARB_indirect_parameters, E_GL_ARB_shader_draw_parameters,
@@ -940,10 +944,34 @@ namespace MobileGL::MG_Backend::DirectGLES {
// picks a whole different shader for draw_buffers without // picks a whole different shader for draw_buffers without
// explicit_attrib_location. DirectVulkan advertises both. // explicit_attrib_location. DirectVulkan advertises both.
E_GL_ARB_explicit_attrib_location, E_GL_ARB_texture_multisample, E_GL_ARB_shader_image_size, E_GL_ARB_explicit_attrib_location, E_GL_ARB_texture_multisample, E_GL_ARB_shader_image_size,
// Core since GL 3.1 and implemented for every version advertised here. The string
// matters because applications gate the ENTRY POINTS on it rather than on the
// version: a caller that finds the extension missing never resolves
// glGetUniformBlockIndex / glUniformBlockBinding, and one that then uses uniform
// blocks anyway calls through a null pointer.
E_GL_ARB_uniform_buffer_object,
// Sampling the stencil aspect through DEPTH_STENCIL_TEXTURE_MODE. Core from 4.3,
// so on a 4.0 context the string is the only way to reach it. The host ES driver
// has had the same texture parameter since ES 3.1, which every device MobileGL
// runs on provides.
E_GL_ARB_stencil_texturing,
// Advertised with GL_NUM_PROGRAM_BINARY_FORMATS = 0, which the // Advertised with GL_NUM_PROGRAM_BINARY_FORMATS = 0, which the
// extension explicitly permits. It is also the only thing that // extension explicitly permits. It is also the only thing that
// exposes glProgramParameteri before GL 4.1. // exposes glProgramParameteri before GL 4.1.
E_GL_ARB_get_program_binary}; E_GL_ARB_get_program_binary};
// Minecraft 26.3 checks this prerequisite before it even considers
// GL_ARB_multi_draw_indirect. ES 3.1 supplies both single-draw entry points; the loader
// folds the version and pointer checks into SupportsDrawIndirect.
if (drawIndirectSupported) {
extensions.push_back(E_GL_ARB_draw_indirect);
}
// ARB_base_instance also defines the last word of an indirect command. Direct calls are
// emulated on every Espryt device, but without host GL_EXT_base_instance a native indirect
// draw cannot shift divisor attributes by a GPU-authored non-zero value, so do not promise
// that incomplete case.
if (drawIndirectSupported && nonZeroIndirectBaseInstanceSupported) {
extensions.push_back(E_GL_ARB_base_instance);
}
// GL_KHR_parallel_shader_compile is MobileGL's own capability, not the host ES // GL_KHR_parallel_shader_compile is MobileGL's own capability, not the host ES
// driver's: the compiler threads are MobileGL's, and glCompileShader/glLinkProgram // driver's: the compiler threads are MobileGL's, and glCompileShader/glLinkProgram
// are serviced entirely inside the frontend. Whether the device driver advertises // are serviced entirely inside the frontend. Whether the device driver advertises
@@ -960,6 +988,15 @@ namespace MobileGL::MG_Backend::DirectGLES {
if (MG_Util::Async::AsyncShaderCompileEnabled()) { if (MG_Util::Async::AsyncShaderCompileEnabled()) {
extensions.push_back(E_GL_KHR_parallel_shader_compile); extensions.push_back(E_GL_KHR_parallel_shader_compile);
} }
// GL_ARB_gpu_shader_fp64 is opt-in (MOBILEGL_ADVERTISE_FP64). Every `double` in a
// shader compiles and runs already - it is narrowed to 32 bits before the module
// reaches this backend - so an application that simply uses doubles needs nothing
// advertised. What the extension additionally promises is 64-bit PRECISION, which no
// mobile GPU has and the narrowing cannot fake, so advertising it by default would
// make an application that checks the string take a path MobileGL cannot honour.
if (MG_Config::Features.AdvertiseFp64) {
extensions.push_back(E_GL_ARB_gpu_shader_fp64);
}
// Only advertised when the device driver actually has usable timer queries // Only advertised when the device driver actually has usable timer queries
// (GL_EXT_disjoint_timer_query plus its entry points) and the // (GL_EXT_disjoint_timer_query plus its entry points) and the
// MOBILEGL_DISABLE_TIMERQUERY escape hatch is off. // MOBILEGL_DISABLE_TIMERQUERY escape hatch is off.
@@ -1002,6 +1039,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
funcsTable.GL.MultiDrawElementsIndirect = MultiDrawElementsIndirect; funcsTable.GL.MultiDrawElementsIndirect = MultiDrawElementsIndirect;
funcsTable.GL.MultiDrawElementsIndirectCount = MultiDrawElementsIndirectCount; funcsTable.GL.MultiDrawElementsIndirectCount = MultiDrawElementsIndirectCount;
funcsTable.GL.MultiDrawArraysIndirect = MultiDrawArraysIndirect; funcsTable.GL.MultiDrawArraysIndirect = MultiDrawArraysIndirect;
funcsTable.GL.MultiDrawArraysIndirectCount = MultiDrawArraysIndirectCount;
funcsTable.GL.DrawRangeElementsBaseVertex = DrawRangeElementsBaseVertex; funcsTable.GL.DrawRangeElementsBaseVertex = DrawRangeElementsBaseVertex;
funcsTable.GL.DrawRangeElements = DrawRangeElements; funcsTable.GL.DrawRangeElements = DrawRangeElements;
funcsTable.GL.DrawElementsInstancedBaseVertexBaseInstance = DrawElementsInstancedBaseVertexBaseInstance; funcsTable.GL.DrawElementsInstancedBaseVertexBaseInstance = DrawElementsInstancedBaseVertexBaseInstance;
@@ -67,9 +67,12 @@ namespace MobileGL::MG_Backend::DirectGLES {
const RendererInfo& GetRendererIdentity(); const RendererInfo& GetRendererIdentity();
// The full OpenGL extension list Espryt advertises (glGetString(GL_EXTENSIONS)) // The full OpenGL extension list Espryt advertises (glGetString(GL_EXTENSIONS))
// for a device whose timer queries / anisotropic filtering are (or are not) usable. // for a device whose timer queries / anisotropic filtering / native indirect draws /
// non-zero indirect baseInstance semantics are (or are not) usable.
// The MOBILEGL_DISABLE_TIMERQUERY escape hatch is applied inside. // The MOBILEGL_DISABLE_TIMERQUERY escape hatch is applied inside.
Vector<GLExtension> BuildAdvertisedExtensions(Bool timerQueriesSupported, Bool anisotropicFilteringSupported); Vector<GLExtension> BuildAdvertisedExtensions(Bool timerQueriesSupported, Bool anisotropicFilteringSupported,
Bool drawIndirectSupported,
Bool nonZeroIndirectBaseInstanceSupported);
// Format: <OpenGL ES Renderer>, OpenGL ES <Major>.<Minor> — the exact string an // Format: <OpenGL ES Renderer>, OpenGL ES <Major>.<Minor> — the exact string an
// initialized backend returns from GetBackendAPIVersionString (and that ends up // initialized backend returns from GetBackendAPIVersionString (and that ends up
File diff suppressed because it is too large Load Diff
@@ -40,6 +40,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
void MultiDrawElementsIndirectCount(GLenum mode, GLenum type, const void* indirect, GLintptr drawcount, void MultiDrawElementsIndirectCount(GLenum mode, GLenum type, const void* indirect, GLintptr drawcount,
GLsizei maxdrawcount, GLsizei stride); GLsizei maxdrawcount, GLsizei stride);
void MultiDrawArraysIndirect(GLenum mode, const void* indirect, GLsizei drawcount, GLsizei stride); void MultiDrawArraysIndirect(GLenum mode, const void* indirect, GLsizei drawcount, GLsizei stride);
void MultiDrawArraysIndirectCount(GLenum mode, const void* indirect, GLintptr drawcount, GLsizei maxdrawcount,
GLsizei stride);
void DrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void DrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type,
const void* indices, GLint basevertex); const void* indices, GLint basevertex);
void DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void* indices); void DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void* indices);
File diff suppressed because it is too large Load Diff
+122 -2
View File
@@ -82,14 +82,26 @@ namespace MobileGL::MG_Backend::DirectGLES {
// GLES core supports only GL_PRIMITIVE_RESTART_FIXED_INDEX. Throws when the app enabled // GLES core supports only GL_PRIMITIVE_RESTART_FIXED_INDEX. Throws when the app enabled
// the arbitrary GL_PRIMITIVE_RESTART with a non-fixed index for this index type. // the arbitrary GL_PRIMITIVE_RESTART with a non-fixed index for this index type.
void CheckPrimitiveRestartSupported(GLenum indexType); void CheckPrimitiveRestartSupported(GLenum indexType);
// Feed the current program's gl_BaseInstance / gl_DrawID emulation uniforms. Both are // Feed the current program's gl_BaseInstance / gl_DrawID / gl_BaseVertex emulation
// no-ops when the program does not read the corresponding builtin. // uniforms. All are no-ops when the program does not read the corresponding builtin.
void SetCurrentBaseInstance(Uint32 baseInstance); void SetCurrentBaseInstance(Uint32 baseInstance);
void SetCurrentDrawID(Uint32 drawId); void SetCurrentDrawID(Uint32 drawId);
// GL's gl_BaseVertex is the base-vertex parameter of an indexed draw and zero for every
// command that has none - including all the DrawArrays forms - so every draw path that
// does not carry one must leave this at zero rather than inherit the last draw's value.
void SetCurrentBaseVertex(Int32 baseVertex);
// True when the current program actually reads gl_DrawID, i.e. when a batched // True when the current program actually reads gl_DrawID, i.e. when a batched
// (single driver call) multi-draw tier would have to feed it one value for the whole // (single driver call) multi-draw tier would have to feed it one value for the whole
// batch and would therefore be wrong. // batch and would therefore be wrong.
Bool CurrentProgramReadsDrawID(); Bool CurrentProgramReadsDrawID();
// Same question for gl_BaseVertex: a batched multi-draw tier cannot give each sub-draw
// its own base vertex through a uniform either.
Bool CurrentProgramReadsBaseVertex();
// Both of the above, conservatively, for a caller that must decide BEFORE PrepareForDraw
// has synced the program - where "does not read it" is indistinguishable from "cannot be
// asked yet". Answers true whenever the backend twin is missing or predates the current
// link.
Bool CurrentProgramMayNeedPerSubDrawBuiltins(Bool batchCarriesBaseVertices);
template <typename StateObject, typename BackendObject> template <typename StateObject, typename BackendObject>
class StateBackendObjectRegistry { class StateBackendObjectRegistry {
@@ -274,6 +286,14 @@ namespace MobileGL::MG_Backend::DirectGLES {
// context loss. // context loss.
Bool persistentMapped = false; Bool persistentMapped = false;
void* persistentPtr = nullptr; void* persistentPtr = nullptr;
// The GL store behind `id` was created with glBufferStorageEXT and is
// therefore IMMUTABLE - glBufferData cannot respecify it and it must never be
// recycled through the size-keyed buffer pool. Tracked separately from
// persistentMapped because the two come apart: a glMapBufferRange that fails
// after its glBufferStorageEXT succeeded leaves immutable storage behind with
// no map, and a respecification then has to retire the id rather than hand it
// to glBufferData, which the driver would silently refuse.
Bool immutableStorage = false;
}; };
// Registered as the frontend's BufferBackendOps at backend init and on // Registered as the frontend's BufferBackendOps at backend init and on
@@ -454,6 +474,12 @@ namespace MobileGL::MG_Backend::DirectGLES {
Uint32 m_syncedConfigVersion = 0; Uint32 m_syncedConfigVersion = 0;
Array<MG_State::GLState::VertexAttributeVersion, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS> Array<MG_State::GLState::VertexAttributeVersion, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS>
m_syncedAttributeVersions; m_syncedAttributeVersions;
// Byte shift currently baked into the instanced arrays' offsets by the baseInstance
// emulation (see SetPendingFetchBaseInstance). It is draw state, not VAO state, so it
// is deliberately NOT covered by the config version: the frontend never bumps for it.
// Kept here because it describes what was last EMITTED, which is what the next sync
// has to correct.
Uint32 m_syncedFetchBaseInstance = 0;
}; };
extern StateBackendObjectRegistry<MG_State::GLState::VertexArrayObject, BackendVertexArrayObject> extern StateBackendObjectRegistry<MG_State::GLState::VertexArrayObject, BackendVertexArrayObject>
@@ -467,6 +493,23 @@ namespace MobileGL::MG_Backend::DirectGLES {
void InvalidateVAOBindingCache(); void InvalidateVAOBindingCache();
// ES resets the binding to 0 when the currently bound VAO is deleted. // ES resets the binding to 0 when the currently bound VAO is deleted.
void NoteVAOIdDeleted(Uint id); void NoteVAOIdDeleted(Uint id);
// baseInstance emulation for drivers without GL_EXT_base_instance. GL fetches an
// instanced array at element "floor(instance / divisor) + baseInstance", and ES has no
// way to say the "+ baseInstance" part - so it is folded into the attribute's own byte
// offset (baseInstance * stride) for every divisor'd array, which is exactly equivalent.
// Must be set BEFORE PrepareForDraw so the VAO sync sees it, and cleared after the draw
// so the next one refetches from element 0; ScopedFetchBaseInstance does both.
void SetPendingFetchBaseInstance(Uint32 baseInstance);
Uint32 GetPendingFetchBaseInstance();
class ScopedFetchBaseInstance {
public:
explicit ScopedFetchBaseInstance(Uint32 baseInstance) { SetPendingFetchBaseInstance(baseInstance); }
~ScopedFetchBaseInstance() { SetPendingFetchBaseInstance(0); }
ScopedFetchBaseInstance(const ScopedFetchBaseInstance&) = delete;
ScopedFetchBaseInstance& operator=(const ScopedFetchBaseInstance&) = delete;
};
} // namespace VertexArrayImpl } // namespace VertexArrayImpl
namespace TextureImpl { namespace TextureImpl {
@@ -656,8 +699,18 @@ namespace MobileGL::MG_Backend::DirectGLES {
FloatVec4 m_cacheBorderColor = {0.0f, 0.0f, 0.0f, 0.0f}; FloatVec4 m_cacheBorderColor = {0.0f, 0.0f, 0.0f, 0.0f};
Vec4<TextureSwizzleParam> m_cacheSwizzleParams = {TextureSwizzleParam::Red, TextureSwizzleParam::Green, Vec4<TextureSwizzleParam> m_cacheSwizzleParams = {TextureSwizzleParam::Red, TextureSwizzleParam::Green,
TextureSwizzleParam::Blue, TextureSwizzleParam::Alpha}; TextureSwizzleParam::Blue, TextureSwizzleParam::Alpha};
// GL_DEPTH_STENCIL_TEXTURE_MODE. GL_DEPTH_COMPONENT is the GL and ES default, so a
// texture that never asks for the stencil aspect never emits the call. The
// depth/stencil readback and replicate-blit emulations also write this parameter
// raw, but only ever on their own scratch textures (never on an application
// texture), so they cannot desynchronise this cache.
GLenum m_cacheDepthStencilTextureMode = GL_DEPTH_COMPONENT;
Uint16 m_syncedSamplerVersion = 0; Uint16 m_syncedSamplerVersion = 0;
Uint16 m_syncedTextureParamsVersion = 0; Uint16 m_syncedTextureParamsVersion = 0;
// Set when the driver texture underneath was regenerated and has therefore lost every
// parameter already pushed onto it: the params-version early-out has to be overridden
// once, or an unchanged version would skip the re-push forever.
Bool m_forceTextureParamsResync = false;
}; };
void ActivateTextureUnit(Uint unit); void ActivateTextureUnit(Uint unit);
@@ -1025,9 +1078,13 @@ namespace MobileGL::MG_Backend::DirectGLES {
void SetBaseInstance(Uint32 baseInstance) const; void SetBaseInstance(Uint32 baseInstance) const;
void SetBaseInstanceWordIndex(Int32 wordIndex) const; void SetBaseInstanceWordIndex(Int32 wordIndex) const;
void SetDrawID(Uint32 drawId) const; void SetDrawID(Uint32 drawId) const;
void SetBaseVertex(Int32 baseVertex) const;
// True when the transpiled program kept a gl_DrawID uniform, i.e. SetDrawID // True when the transpiled program kept a gl_DrawID uniform, i.e. SetDrawID
// actually reaches a shader read rather than being discarded. // actually reaches a shader read rather than being discarded.
Bool ReadsDrawID() const { return m_drawIdUniformLocation >= 0; } Bool ReadsDrawID() const { return m_drawIdUniformLocation >= 0; }
// Same for gl_BaseVertex: only a program that reads it pays for the per-draw
// uniform write, and only such a program needs the reset after one.
Bool ReadsBaseVertex() const { return m_baseVertexUniformLocation >= 0; }
Int GetIndirectParamsBinding() const { return m_indirectParamsBinding; } Int GetIndirectParamsBinding() const { return m_indirectParamsBinding; }
Uint GetBackendProgramId() const { return m_backendProgramId; } Uint GetBackendProgramId() const { return m_backendProgramId; }
// False when the last SyncToBackend could not produce a usable program (a // False when the last SyncToBackend could not produce a usable program (a
@@ -1065,6 +1122,28 @@ namespace MobileGL::MG_Backend::DirectGLES {
// stale as one built before a relink - while the sampler half, which really is // stale as one built before a relink - while the sampler half, which really is
// re-issued per draw, needs nothing of the sort. // re-issued per draw, needs nothing of the sort.
Uint32 GetSyncedImageUnitVersion() const { return m_syncedImageUnitVersion; } Uint32 GetSyncedImageUnitVersion() const { return m_syncedImageUnitVersion; }
// Whether the (unit, bound format) pairs this program's FORMAT-LESS image uniforms
// resolve to are still the ones its ESSL was generated against.
//
// A fourth condition of the same family as the three above, and the only one that
// reads live state rather than a program-side counter, because that is where the
// dependency actually is. GLSL ES requires a format layout qualifier on every image
// where desktop GLSL lets a writeonly declaration omit one, and the only correct
// qualifier is whatever glBindImageTexture named - so a declaration with no format
// is compiled against the BINDING, and a rebind to a different format makes the
// built program wrong. Keyed on the units the program's own images address (cached
// at sync, since a unit can only move by glUniform1i, which bumps the image-unit
// version above and forces a re-sync anyway), so the cost on a program with no
// format-less image - which is all but a handful - is one empty-vector test.
//
// Deliberately NOT reached from glBindImageTexture: that entry point must never
// trigger a build (same constraint as glShaderStorageBlockBinding). It moves the
// state and this comparison notices at the next Prepare, which is also what makes
// an image first bound AFTER link work.
Bool ImageUnitFormatsStillMatch() const;
// The value ImageUnitFormatsStillMatch() compares against, recomputed from live
// image-unit state. 0 when the program has no format-less image uniform.
Uint64 ComputeImageUnitFormatSignature() const;
private: private:
void CacheResourceLocations(const SharedPtr<MG_State::GLState::ProgramObject>& stateProgramObject); void CacheResourceLocations(const SharedPtr<MG_State::GLState::ProgramObject>& stateProgramObject);
@@ -1077,6 +1156,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
Uint m_backendGlobalUBOId = 0; Uint m_backendGlobalUBOId = 0;
Int m_baseInstanceUniformLocation = -1; Int m_baseInstanceUniformLocation = -1;
Int m_drawIdUniformLocation = -1; Int m_drawIdUniformLocation = -1;
Int m_baseVertexUniformLocation = -1;
Int m_baseInstanceWordIndexUniformLocation = -1; Int m_baseInstanceWordIndexUniformLocation = -1;
Int m_indirectParamsBinding = -1; Int m_indirectParamsBinding = -1;
Uint32 m_snormFallbackClampOutputMask = 0; Uint32 m_snormFallbackClampOutputMask = 0;
@@ -1097,6 +1177,12 @@ namespace MobileGL::MG_Backend::DirectGLES {
BufferImpl::UboRingAllocation m_globalUboRingAllocation; BufferImpl::UboRingAllocation m_globalUboRingAllocation;
Uint32 m_syncedLinkVersion = ~0u; Uint32 m_syncedLinkVersion = ~0u;
Uint32 m_syncedImageUnitVersion = ~0u; Uint32 m_syncedImageUnitVersion = ~0u;
// Image units addressed by the program's FORMAT-LESS image uniforms, and the digest
// of the (unit, format) pairs the generated ESSL baked. Empty/0 for every program
// that declares a format on all of its images, which is the overwhelming majority -
// and what keeps the per-draw comparison free for them.
Vector<Int> m_formatlessImageUnits;
Uint64 m_imageUnitFormatSignature = 0;
SamplerPassMemo m_samplerPassMemo; SamplerPassMemo m_samplerPassMemo;
}; };
@@ -1140,6 +1226,40 @@ namespace MobileGL::MG_Backend::DirectGLES {
// already has costs nothing. 0 when nothing was ever rebound. // already has costs nothing. 0 when nothing was ever rebound.
Uint64 ComputeShaderStorageBlockBindingSignature( Uint64 ComputeShaderStorageBlockBindingSignature(
const MG_State::GLState::ProgramObject& stateProgramObject); const MG_State::GLState::ProgramObject& stateProgramObject);
// Everything the image-format bake needs from one walk of a program's uniform
// reflection. GLSL ES requires a format layout qualifier on every image uniform;
// desktop GLSL lets a writeonly (or readonly) declaration omit one, and the only
// format that is CORRECT to substitute is whatever glBindImageTexture named for the
// unit that uniform addresses - so the transpile bakes it in and the build is keyed
// on it.
struct ImageFormatBakeInputs {
// Uniform name (SPIR-V spelling, i.e. an array named once, unsubscripted) to the GL
// internal format to bake. Holds only uniforms that DECLARED no format; a declared
// one is authoritative and is never overridden.
UnorderedMap<String, Uint> glFormatByUniformName;
// The same uniforms whose format SPIRV-Cross REFUSES to print for ESSL (it throws on
// its desktop-only set, which loses the stage), paired with the ESSL spelling to
// write into the emitted declaration instead. Disjoint from the map above by
// construction: a format is baked into the module or completed in the text, never
// both. r8ui - the stencil half of the packed_depth_stencil case - lands here.
UnorderedMap<String, String> esslFormatQualifierByUniformName;
// Units those uniforms address, kept so the draw path can re-read their formats
// without walking the reflection again.
Vector<Int> units;
// Digest of the (unit, format) pairs above. 0 when the program has no format-less
// image uniform, which is all but a handful.
Uint64 signature = 0;
// Array uniforms whose elements resolved to units holding DIFFERENT formats: one
// declaration carries one qualifier, so there is nothing correct to bake and they
// are dropped from the map above. Kept for diagnostics.
Vector<String> conflictedNames;
// Some format in play - declared or baked - is outside the GLSL ES core image
// format set, so the emitted ESSL needs the GL_NV_image_formats directive.
Bool needsExtendedImageFormats = false;
};
ImageFormatBakeInputs CollectImageFormatBakeInputs(
const MG_State::GLState::ProgramObject& stateProgramObject);
} // namespace PrgramImpl } // namespace PrgramImpl
namespace SamplerImpl { namespace SamplerImpl {
+57 -23
View File
@@ -252,7 +252,7 @@ namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
g_resolvedTier = g_resolvedTier =
ResolveTier(g_GLESCapabilities, g_GLESFuncs, MG_Config::Features.EsprytMultiDrawMode, ResolveTier(g_GLESCapabilities, g_GLESFuncs, MG_Config::Features.EsprytMultiDrawMode,
&g_tierResolution); &g_tierResolution);
MGLOG_I("DirectGLES multi-draw: %s", g_tierResolution.c_str()); MGLOG_D("DirectGLES multi-draw: %s", g_tierResolution.c_str());
} }
// Which tiers have already announced themselves, one bit per GLESMultiDrawMode. // Which tiers have already announced themselves, one bit per GLESMultiDrawMode.
@@ -267,24 +267,29 @@ namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
const Uint32 bit = 1u << static_cast<Uint32>(tier); const Uint32 bit = 1u << static_cast<Uint32>(tier);
if (g_announcedTiers & bit) return; if (g_announcedTiers & bit) return;
g_announcedTiers |= bit; g_announcedTiers |= bit;
MGLOG_I("DirectGLES multi-draw: first batch executed via tier \"%s\"", TierName(tier)); MGLOG_D("DirectGLES multi-draw: first batch executed via tier \"%s\"", TierName(tier));
} }
// The tier this particular batch can actually take. A tier is demoted here when // The tier this particular batch can actually take. A tier is demoted here when
// the batch's own shape - not the driver - rules it out; the compute tier keeps // the batch's own shape - not the driver - rules it out; the compute tier keeps
// its remaining feasibility checks inside its implementation, where the data it // its remaining feasibility checks inside its implementation, where the data it
// has to walk is already in hand. // has to walk is already in hand.
GLESMultiDrawMode ResolveTierForBatch(Bool programReadsDrawID, Bool hasIndexBuffer) { GLESMultiDrawMode ResolveTierForBatch(Bool programReadsDrawID, Bool perSubDrawBaseVertex,
Bool hasIndexBuffer) {
ResolveTierOnce(); ResolveTierOnce();
GLESMultiDrawMode tier = g_resolvedTier; GLESMultiDrawMode tier = g_resolvedTier;
// Batched tiers issue one driver entry for the whole batch, so the emulated // Batched tiers issue one driver entry for the whole batch, so the emulated
// gl_DrawID uniform can only hold one value across every sub-draw. A program // gl_DrawID uniform can only hold one value across every sub-draw. A program
// that reads gl_DrawID gets an unrolled tier, which feeds each sub-draw its // that reads gl_DrawID gets an unrolled tier, which feeds each sub-draw its
// own index (the spec's value); nothing else observes the difference. // own index (the spec's value); nothing else observes the difference. The
// emulated gl_BaseVertex is one uniform for the same reason, so a batch whose
// sub-draws carry their own base vertices unrolls too - even the Ext tier,
// which hands the driver the whole basevertex array, can only leave ONE value
// in the uniform the shader reads.
const Bool batched = tier == GLESMultiDrawMode::Ext || tier == GLESMultiDrawMode::MultiIndirect || const Bool batched = tier == GLESMultiDrawMode::Ext || tier == GLESMultiDrawMode::MultiIndirect ||
tier == GLESMultiDrawMode::Compute; tier == GLESMultiDrawMode::Compute;
if (batched && programReadsDrawID) { if (batched && (programReadsDrawID || perSubDrawBaseVertex)) {
tier = SupportsTier(GLESMultiDrawMode::BaseVertex) ? GLESMultiDrawMode::BaseVertex tier = SupportsTier(GLESMultiDrawMode::BaseVertex) ? GLESMultiDrawMode::BaseVertex
: GLESMultiDrawMode::DrawElements; : GLESMultiDrawMode::DrawElements;
} }
@@ -371,7 +376,8 @@ namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
Bool RunIndirect(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, Bool RunIndirect(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex, Bool batched, Bool feedDrawID) { GLsizei drawcount, const GLint* basevertex, Bool batched, Bool feedDrawID,
Bool feedBaseVertex) {
if (!SupportsTier(batched ? GLESMultiDrawMode::MultiIndirect : GLESMultiDrawMode::Indirect)) return false; if (!SupportsTier(batched ? GLESMultiDrawMode::MultiIndirect : GLESMultiDrawMode::Indirect)) return false;
const SizeT indexSize = IndexTypeSize(type); const SizeT indexSize = IndexTypeSize(type);
if (indexSize == 0) return false; if (indexSize == 0) return false;
@@ -413,10 +419,12 @@ namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
} else { } else {
for (GLsizei i = 0; i < drawcount; ++i) { for (GLsizei i = 0; i < drawcount; ++i) {
if (feedDrawID) SetCurrentDrawID(static_cast<Uint32>(i)); if (feedDrawID) SetCurrentDrawID(static_cast<Uint32>(i));
if (feedBaseVertex) SetCurrentBaseVertex(basevertex ? basevertex[i] : 0);
const SizeT commandOffset = commandBase + static_cast<SizeT>(i) * sizeof(DrawElementsIndirectCommand); const SizeT commandOffset = commandBase + static_cast<SizeT>(i) * sizeof(DrawElementsIndirectCommand);
g_GLESFuncs.glDrawElementsIndirect(mode, type, reinterpret_cast<const void*>(commandOffset)); g_GLESFuncs.glDrawElementsIndirect(mode, type, reinterpret_cast<const void*>(commandOffset));
} }
if (feedDrawID) SetCurrentDrawID(0); if (feedDrawID) SetCurrentDrawID(0);
if (feedBaseVertex) SetCurrentBaseVertex(0);
} }
BufferImpl::BindBufferId(GL_DRAW_INDIRECT_BUFFER, previousIndirectBinding); BufferImpl::BindBufferId(GL_DRAW_INDIRECT_BUFFER, previousIndirectBinding);
NoteTierExecuted(batched ? GLESMultiDrawMode::MultiIndirect : GLESMultiDrawMode::Indirect); NoteTierExecuted(batched ? GLESMultiDrawMode::MultiIndirect : GLESMultiDrawMode::Indirect);
@@ -428,15 +436,17 @@ namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
Bool RunBaseVertexLoop(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, Bool RunBaseVertexLoop(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex, Bool feedDrawID) { GLsizei drawcount, const GLint* basevertex, Bool feedDrawID, Bool feedBaseVertex) {
if (!SupportsTier(GLESMultiDrawMode::BaseVertex)) return false; if (!SupportsTier(GLESMultiDrawMode::BaseVertex)) return false;
for (GLsizei i = 0; i < drawcount; ++i) { for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] <= 0) continue; if (count[i] <= 0) continue;
if (feedDrawID) SetCurrentDrawID(static_cast<Uint32>(i)); if (feedDrawID) SetCurrentDrawID(static_cast<Uint32>(i));
if (feedBaseVertex) SetCurrentBaseVertex(basevertex ? basevertex[i] : 0);
g_GLESFuncs.glDrawElementsBaseVertex(mode, count[i], type, indices[i], g_GLESFuncs.glDrawElementsBaseVertex(mode, count[i], type, indices[i],
basevertex ? basevertex[i] : 0); basevertex ? basevertex[i] : 0);
} }
if (feedDrawID) SetCurrentDrawID(0); if (feedDrawID) SetCurrentDrawID(0);
if (feedBaseVertex) SetCurrentBaseVertex(0);
NoteTierExecuted(GLESMultiDrawMode::BaseVertex); NoteTierExecuted(GLESMultiDrawMode::BaseVertex);
return true; return true;
} }
@@ -446,7 +456,8 @@ namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
Bool RunRebasedDrawElements(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, Bool RunRebasedDrawElements(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex, Bool feedDrawID) { GLsizei drawcount, const GLint* basevertex, Bool feedDrawID,
Bool feedBaseVertex) {
const SizeT indexSize = IndexTypeSize(type); const SizeT indexSize = IndexTypeSize(type);
if (indexSize == 0) return false; if (indexSize == 0) return false;
@@ -479,7 +490,7 @@ namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
const Uint8* source = ResolveSubDrawIndices(indexBuffer, indexBufferBytes, indexBufferSize, indices[i], const Uint8* source = ResolveSubDrawIndices(indexBuffer, indexBufferBytes, indexBufferSize, indices[i],
subDrawCount, indexSize); subDrawCount, indexSize);
if (!source) { if (!source) {
MGLOG_E("DirectGLES multi-draw (drawelements tier): sub-draw %d reads outside the bound index " MGLOG_E_ONCE("DirectGLES multi-draw (drawelements tier): sub-draw %d reads outside the bound index "
"buffer; skipping the batch", "buffer; skipping the batch",
i); i);
return false; return false;
@@ -500,11 +511,16 @@ namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
for (GLsizei i = 0; i < drawcount; ++i) { for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] <= 0) continue; if (count[i] <= 0) continue;
if (feedDrawID) SetCurrentDrawID(static_cast<Uint32>(i)); if (feedDrawID) SetCurrentDrawID(static_cast<Uint32>(i));
// The base vertex is folded into the rewritten index stream here, so the
// driver sees none - but gl_BaseVertex still has to report the value the
// application passed for this sub-draw.
if (feedBaseVertex) SetCurrentBaseVertex(basevertex ? basevertex[i] : 0);
g_GLESFuncs.glDrawElements(mode, count[i], GL_UNSIGNED_INT, g_GLESFuncs.glDrawElements(mode, count[i], GL_UNSIGNED_INT,
reinterpret_cast<const void*>(indexBase + cursor * sizeof(Uint32))); reinterpret_cast<const void*>(indexBase + cursor * sizeof(Uint32)));
cursor += static_cast<SizeT>(count[i]); cursor += static_cast<SizeT>(count[i]);
} }
if (feedDrawID) SetCurrentDrawID(0); if (feedDrawID) SetCurrentDrawID(0);
if (feedBaseVertex) SetCurrentBaseVertex(0);
BufferImpl::BindBufferId(GL_ELEMENT_ARRAY_BUFFER, previousIndexBinding); BufferImpl::BindBufferId(GL_ELEMENT_ARRAY_BUFFER, previousIndexBinding);
NoteTierExecuted(GLESMultiDrawMode::DrawElements); NoteTierExecuted(GLESMultiDrawMode::DrawElements);
return true; return true;
@@ -580,7 +596,7 @@ void main() {
const GLuint shader = g_GLESFuncs.glCreateShader(GL_COMPUTE_SHADER); const GLuint shader = g_GLESFuncs.glCreateShader(GL_COMPUTE_SHADER);
if (shader == 0) { if (shader == 0) {
MGLOG_E("DirectGLES multi-draw (compute tier): glCreateShader(GL_COMPUTE_SHADER) failed"); MGLOG_E_ONCE("DirectGLES multi-draw (compute tier): glCreateShader(GL_COMPUTE_SHADER) failed");
return false; return false;
} }
const char* source = kFlattenComputeSource; const char* source = kFlattenComputeSource;
@@ -591,14 +607,14 @@ void main() {
if (status != GL_TRUE) { if (status != GL_TRUE) {
char log[1024] = {}; char log[1024] = {};
g_GLESFuncs.glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log); g_GLESFuncs.glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
MGLOG_E("DirectGLES multi-draw (compute tier): index-flattening shader failed to compile: %s", log); MGLOG_E_ONCE("DirectGLES multi-draw (compute tier): index-flattening shader failed to compile: %s", log);
g_GLESFuncs.glDeleteShader(shader); g_GLESFuncs.glDeleteShader(shader);
return false; return false;
} }
const GLuint program = g_GLESFuncs.glCreateProgram(); const GLuint program = g_GLESFuncs.glCreateProgram();
if (program == 0) { if (program == 0) {
MGLOG_E("DirectGLES multi-draw (compute tier): glCreateProgram failed"); MGLOG_E_ONCE("DirectGLES multi-draw (compute tier): glCreateProgram failed");
g_GLESFuncs.glDeleteShader(shader); g_GLESFuncs.glDeleteShader(shader);
return false; return false;
} }
@@ -609,7 +625,7 @@ void main() {
if (status != GL_TRUE) { if (status != GL_TRUE) {
char log[1024] = {}; char log[1024] = {};
g_GLESFuncs.glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log); g_GLESFuncs.glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
MGLOG_E("DirectGLES multi-draw (compute tier): index-flattening program failed to link: %s", log); MGLOG_E_ONCE("DirectGLES multi-draw (compute tier): index-flattening program failed to link: %s", log);
g_GLESFuncs.glDeleteProgram(program); g_GLESFuncs.glDeleteProgram(program);
return false; return false;
} }
@@ -619,7 +635,7 @@ void main() {
g_uDrawCount = g_GLESFuncs.glGetUniformLocation(program, "uDrawCount"); g_uDrawCount = g_GLESFuncs.glGetUniformLocation(program, "uDrawCount");
g_uTotalIndices = g_GLESFuncs.glGetUniformLocation(program, "uTotalIndices"); g_uTotalIndices = g_GLESFuncs.glGetUniformLocation(program, "uTotalIndices");
g_computeProgramFailed = false; g_computeProgramFailed = false;
MGLOG_I("DirectGLES multi-draw: index-flattening compute program ready (id %u)", program); MGLOG_D("DirectGLES multi-draw: index-flattening compute program ready (id %u)", program);
return true; return true;
} }
@@ -837,8 +853,15 @@ void main() {
// afterwards would mean unpicking the program, SSBO and index bindings // afterwards would mean unpicking the program, SSBO and index bindings
// PrepareForDraw just made, and a dispatch inside an open transform feedback // PrepareForDraw just made, and a dispatch inside an open transform feedback
// span is not legal at all. On success it hands back a flattened index stream. // span is not legal at all. On success it hands back a flattened index stream.
// A batch whose sub-draws carry their own base vertices cannot be flattened either
// when the program reads gl_BaseVertex: one draw call leaves one uniform value.
// Asked conservatively because this decision precedes PrepareForDraw - see
// CurrentProgramMayNeedPerSubDrawBuiltins. Flattening is the irreversible half:
// once the batch is one draw the values are gone, whereas declining to flatten only
// costs the unrolled tier.
FlattenedStream flattened; FlattenedStream flattened;
if (ResolvedTier() == GLESMultiDrawMode::Compute && !CurrentProgramReadsDrawID()) { if (ResolvedTier() == GLESMultiDrawMode::Compute &&
!CurrentProgramMayNeedPerSubDrawBuiltins(basevertex != nullptr)) {
FlattenWithCompute(mode, count, type, indices, drawcount, basevertex, flattened); FlattenWithCompute(mode, count, type, indices, drawcount, basevertex, flattened);
} }
@@ -852,8 +875,11 @@ void main() {
return; return;
} }
// Now that PrepareForDraw has synced the program, both questions have real answers;
// the tier choice and the per-sub-draw feeds use those, not the guess above.
const Bool feedDrawID = CurrentProgramReadsDrawID(); const Bool feedDrawID = CurrentProgramReadsDrawID();
const GLESMultiDrawMode tier = ResolveTierForBatch(feedDrawID, hasIndexBuffer); const Bool feedBaseVertex = basevertex != nullptr && CurrentProgramReadsBaseVertex();
const GLESMultiDrawMode tier = ResolveTierForBatch(feedDrawID, feedBaseVertex, hasIndexBuffer);
Bool drawn = false; Bool drawn = false;
switch (tier) { switch (tier) {
@@ -861,16 +887,19 @@ void main() {
drawn = RunExt(mode, count, type, indices, drawcount, basevertex); drawn = RunExt(mode, count, type, indices, drawcount, basevertex);
break; break;
case GLESMultiDrawMode::MultiIndirect: case GLESMultiDrawMode::MultiIndirect:
drawn = RunIndirect(mode, count, type, indices, drawcount, basevertex, /*batched=*/true, feedDrawID); drawn = RunIndirect(mode, count, type, indices, drawcount, basevertex, /*batched=*/true, feedDrawID,
feedBaseVertex);
break; break;
case GLESMultiDrawMode::Indirect: case GLESMultiDrawMode::Indirect:
drawn = RunIndirect(mode, count, type, indices, drawcount, basevertex, /*batched=*/false, feedDrawID); drawn = RunIndirect(mode, count, type, indices, drawcount, basevertex, /*batched=*/false, feedDrawID,
feedBaseVertex);
break; break;
case GLESMultiDrawMode::BaseVertex: case GLESMultiDrawMode::BaseVertex:
drawn = RunBaseVertexLoop(mode, count, type, indices, drawcount, basevertex, feedDrawID); drawn = RunBaseVertexLoop(mode, count, type, indices, drawcount, basevertex, feedDrawID, feedBaseVertex);
break; break;
case GLESMultiDrawMode::DrawElements: case GLESMultiDrawMode::DrawElements:
drawn = RunRebasedDrawElements(mode, count, type, indices, drawcount, basevertex, feedDrawID); drawn = RunRebasedDrawElements(mode, count, type, indices, drawcount, basevertex, feedDrawID,
feedBaseVertex);
break; break;
case GLESMultiDrawMode::Compute: case GLESMultiDrawMode::Compute:
// Its pre-pass ran above; reaching here means it declined this batch's shape. // Its pre-pass ran above; reaching here means it declined this batch's shape.
@@ -883,10 +912,15 @@ void main() {
// below are the floor: a base-vertex replay where the driver has one, and the // below are the floor: a base-vertex replay where the driver has one, and the
// rewritten index stream where it does not. Both are safe for any batch these // rewritten index stream where it does not. Both are safe for any batch these
// entry points can receive. // entry points can receive.
if (!drawn) drawn = RunBaseVertexLoop(mode, count, type, indices, drawcount, basevertex, feedDrawID);
if (!drawn) drawn = RunRebasedDrawElements(mode, count, type, indices, drawcount, basevertex, feedDrawID);
if (!drawn) { if (!drawn) {
MGLOG_E("DirectGLES multi-draw: no usable tier for a %d sub-draw batch (mode 0x%x, type 0x%x); " drawn = RunBaseVertexLoop(mode, count, type, indices, drawcount, basevertex, feedDrawID, feedBaseVertex);
}
if (!drawn) {
drawn = RunRebasedDrawElements(mode, count, type, indices, drawcount, basevertex, feedDrawID,
feedBaseVertex);
}
if (!drawn) {
MGLOG_E_ONCE("DirectGLES multi-draw: no usable tier for a %d sub-draw batch (mode 0x%x, type 0x%x); "
"the batch was dropped", "the batch was dropped",
drawcount, mode, type); drawcount, mode, type);
} }
+163 -30
View File
@@ -417,10 +417,27 @@ namespace MobileGL::MG_Backend::DirectGLES {
result = std::regex_replace(result, pattern, "$1flat $2"); result = std::regex_replace(result, pattern, "$1flat $2");
}; };
// Every stage that has an integer interface at all, on BOTH sides. Interpolation is
// only ever consumed at a fragment input, so the qualifier is semantically inert on
// a tessellation or geometry interface - but an ES linker still compares the two
// sides of every interface and rejects a program whose producer says `flat` and
// whose consumer does not. Covering only the stages that "need" it left exactly two
// holes, and a program that used tessellation fell into both:
// vertex `flat out uint` -> tess-control `in uint` (producer flat, consumer not)
// tess-eval `out uint` -> geometry `flat in uint` (consumer flat, producer not)
// Adreno answers "output ... interpolation mismatch with other stage" and the whole
// program fails to link, which is a draw that silently paints nothing.
//
// Adding rather than stripping, because a fragment input's `flat` is load-bearing
// (ESSL forbids an interpolated integer) and would have to be put back for the last
// stage before the fragment shader anyway - so "everything integer is flat" is the
// one rule that is consistent no matter which stages a program happens to have.
switch (shaderType) { switch (shaderType) {
case GL_VERTEX_SHADER: case GL_VERTEX_SHADER:
addFlatQualifier("out"); addFlatQualifier("out");
break; break;
case GL_TESS_CONTROL_SHADER:
case GL_TESS_EVALUATION_SHADER:
case GL_GEOMETRY_SHADER: case GL_GEOMETRY_SHADER:
addFlatQualifier("in"); addFlatQualifier("in");
addFlatQualifier("out"); addFlatQualifier("out");
@@ -518,6 +535,92 @@ namespace MobileGL::MG_Backend::DirectGLES {
return glslCode; return glslCode;
} }
String RequestExtendedImageFormats(String glslCode, Bool needed) {
#ifdef TRACY_ENABLE
ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
#endif
// GLSL ES core has thirteen image formats; GL has forty. SPIRV-Cross prints whatever
// format the OpTypeImage carries and asks for no extension for it, so an r8ui or
// rg16f image - declared as such, or baked from the bound one - reaches the driver as
// a format its core language does not know. GL_NV_image_formats is the only thing
// that adds them, and it has to be requested by name.
//
// The caller decides `needed`: it knows which formats are in play (from the uniform
// reflection and the image-unit bindings) and whether the driver advertises the
// extension at all - `#extension` on an unadvertised name is itself a hard error, so
// this must never be emitted speculatively.
static constexpr const char* kDirective = "#extension GL_NV_image_formats : require\n";
static constexpr const char* kExtName = "GL_NV_image_formats";
if (!needed || glslCode.find(kExtName) != String::npos) {
return glslCode;
}
// After the #version line, which must stay first. Everything else about the header is
// order-insensitive, and ForceSupporterOutput's scan for the LAST #extension
// directive still finds whichever one that is.
const SizeT versionPos = glslCode.find("#version");
if (versionPos == String::npos) {
return kDirective + glslCode;
}
const SizeT lineEnd = glslCode.find('\n', versionPos);
if (lineEnd == String::npos) {
return glslCode + "\n" + kDirective;
}
glslCode.insert(lineEnd + 1, kDirective);
return glslCode;
}
String BakeImageFormatQualifiers(String glslCode,
const UnorderedMap<String, String>& esslFormatByUniformName) {
#ifdef TRACY_ENABLE
ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
#endif
if (esslFormatByUniformName.empty() || glslCode.find("image") == String::npos) {
return glslCode;
}
// Same declaration shape RebindImageUniformsToFrontendUnits matches, and for the same
// reason: one line, one image uniform, the name in group 3.
static const std::regex imageDeclRegex(
R"((layout\s*\(([^)]*)\)\s*)?uniform\s+(?:(?:readonly|writeonly|coherent|volatile|restrict|highp|mediump|lowp)\s+)*[iu]?image[A-Za-z0-9]+\s+([A-Za-z_][A-Za-z0-9_]*)\s*(\[[^\]]*\])?\s*;)");
// Every image format spelling GLSL has, so a declaration that already carries one is
// recognised whatever it says - the caller's map is consulted only for declarations
// with NO format, never to override a written one.
static const std::regex existingFormatRegex(
R"(\b(rgba32f|rgba16f|rg32f|rg16f|r11f_g11f_b10f|r32f|r16f|rgba16|rgb10_a2|rg16|rg8|r16|r8|rgba16_snorm|rgba8_snorm|rg16_snorm|rg8_snorm|r16_snorm|r8_snorm|rgba32i|rgba16i|rgba8i|rg32i|rg16i|rg8i|r32i|r16i|r8i|rgba32ui|rgba16ui|rgba8ui|rgb10_a2ui|rg32ui|rg16ui|rg8ui|r32ui|r16ui|r8ui)\b)");
String result;
result.reserve(glslCode.size());
SizeT lineStart = 0;
while (lineStart <= glslCode.size()) {
const SizeT lineEnd = glslCode.find('\n', lineStart);
const Bool lastLine = lineEnd == String::npos;
String line = glslCode.substr(lineStart, lastLine ? String::npos : lineEnd - lineStart);
std::smatch match;
if (std::regex_search(line, match, imageDeclRegex)) {
const String name = match[3].str();
const auto formatIt = esslFormatByUniformName.find(name);
const String layoutContents = match[2].matched ? match[2].str() : String();
if (formatIt != esslFormatByUniformName.end() && !formatIt->second.empty() &&
!std::regex_search(layoutContents, existingFormatRegex)) {
if (match[1].matched) {
const SizeT layoutOpen = line.find('(', match.position(1));
line.insert(layoutOpen + 1, formatIt->second + ", ");
} else {
line.insert(match.position(0), "layout(" + formatIt->second + ") ");
}
}
}
result += line;
if (lastLine) {
break;
}
result += '\n';
lineStart = lineEnd + 1;
}
return result;
}
String RemoveLayoutBinding(const String& glslCode) { String RemoveLayoutBinding(const String& glslCode) {
#ifdef TRACY_ENABLE #ifdef TRACY_ENABLE
ZoneScopedC(TRACY_ZONECOLOR_BACKEND); ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
@@ -1073,7 +1176,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
ZoneScopedC(TRACY_ZONECOLOR_BACKEND); ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
#endif #endif
for (GLenum err = g_GLESFuncs.glGetError(); err != GL_NO_ERROR; err = g_GLESFuncs.glGetError()) { for (GLenum err = g_GLESFuncs.glGetError(); err != GL_NO_ERROR; err = g_GLESFuncs.glGetError()) {
MGLOG_E("-> GLES Error: %s", MG_Util::ConvertGLEnumToString(err).c_str()); MGLOG_D("-> GLES Error: %s", MG_Util::ConvertGLEnumToString(err).c_str());
} }
} }
@@ -1493,26 +1596,18 @@ namespace MobileGL::MG_Backend::DirectGLES {
return (rowBytes + align - 1) / align * align; return (rowBytes + align - 1) / align * align;
} }
// Repacks wide RGBA(_INTEGER) rows into the client's (format, type) layout, honoring the // Walks the client-side destination the PACK parameters describe and hands each row to
// client-side PACK parameters and the bound pixel-pack buffer. `wide` holds // `fillRow(slice, row, dstRow)`, which writes width * dstPixelBytes bytes of finished client
// `sliceHeight * sliceCount` rows of `width` texels (slice-major, tightly stacked), // texels. Shared by the converting and the raw-word stores so both address the destination -
// 4 components x GetReadbackComponentSize(wideType) bytes each. // and feed the bound pixel-pack buffer - identically.
// applyPackImageParams: GL_PACK_IMAGE_HEIGHT / GL_PACK_SKIP_IMAGES apply only to GetTexImage // applyPackImageParams: GL_PACK_IMAGE_HEIGHT / GL_PACK_SKIP_IMAGES apply only to GetTexImage
// of 3D/array images; ReadPixels and 2D GetTexImage ignore them (GL 3.3 sections 4.3.1, 6.1.4). // of 3D/array images; ReadPixels and 2D GetTexImage ignore them (GL 3.3 sections 4.3.1, 6.1.4).
// Per the GL addressing rules, slice k row j lands at // Per the GL addressing rules, slice k row j lands at
// SKIP_IMAGES*imageStride + SKIP_ROWS*rowStride + SKIP_PIXELS*pixelBytes // SKIP_IMAGES*imageStride + SKIP_ROWS*rowStride + SKIP_PIXELS*pixelBytes
// + k*imageStride + j*rowStride, with imageStride = max(IMAGE_HEIGHT, sliceHeight)*rowStride. // + k*imageStride + j*rowStride, with imageStride = max(IMAGE_HEIGHT, sliceHeight)*rowStride.
Bool StoreWideRowsToClient(const Uint8* wide, GLenum wideType, GLsizei width, GLsizei sliceHeight, template <typename FillRow>
GLsizei sliceCount, const ReadbackChannelMapping& mapping, GLenum type, static Bool StoreClientRows(SizeT dstPixelBytes, SizeT swapGroupSize, GLsizei width, GLsizei sliceHeight,
void* pixels, Bool applyPackImageParams) { GLsizei sliceCount, void* pixels, Bool applyPackImageParams, FillRow&& fillRow) {
const SizeT dstPixelBytes = GetReadbackDstPixelSize(mapping, type);
if (dstPixelBytes == 0) {
return false;
}
PackedReadbackLayout packedLayout{};
const Bool isPackedType = GetPackedReadbackLayout(type, packedLayout);
const SizeT dstComponentSize = GetReadbackComponentSize(type);
const auto& pixelPackBufferObject = const auto& pixelPackBufferObject =
MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::PixelPack).GetBoundObject(); MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::PixelPack).GetBoundObject();
@@ -1539,29 +1634,20 @@ namespace MobileGL::MG_Backend::DirectGLES {
static_cast<SizeT>(sliceCount - 1) * dstImageStride + static_cast<SizeT>(sliceCount - 1) * dstImageStride +
static_cast<SizeT>(sliceHeight - 1) * dstRowStride + dstRowBytes; static_cast<SizeT>(sliceHeight - 1) * dstRowStride + dstRowBytes;
if (requiredSize > pixelPackBufferObject->GetSize()) { if (requiredSize > pixelPackBufferObject->GetSize()) {
MGLOG_E("Readback conversion: pixel pack buffer is too small"); MGLOG_E_ONCE("Readback conversion: pixel pack buffer is too small");
return true; return true;
} }
} }
const SizeT srcComponentSize = GetReadbackComponentSize(wideType);
const SizeT srcPixelBytes = 4 * srcComponentSize;
Vector<Uint8> convertedRow(dstRowBytes); Vector<Uint8> convertedRow(dstRowBytes);
for (GLsizei slice = 0; slice < sliceCount; ++slice) { for (GLsizei slice = 0; slice < sliceCount; ++slice) {
for (GLsizei row = 0; row < sliceHeight; ++row) { for (GLsizei row = 0; row < sliceHeight; ++row) {
const SizeT flatRow = static_cast<SizeT>(slice) * static_cast<SizeT>(sliceHeight) + fillRow(slice, row, convertedRow.data());
static_cast<SizeT>(row);
const Uint8* srcRow = wide + flatRow * static_cast<SizeT>(width) * srcPixelBytes;
ConvertWideReadbackRow(srcRow, convertedRow.data(), static_cast<SizeT>(width), wideType,
mapping, type);
if (packParams.SwapBytes) { if (packParams.SwapBytes && swapGroupSize > 1) {
const SizeT groupSize = isPackedType ? packedLayout.byteSize : dstComponentSize; for (SizeT offset = 0; offset + swapGroupSize <= dstRowBytes; offset += swapGroupSize) {
if (groupSize > 1) { std::reverse(convertedRow.data() + offset, convertedRow.data() + offset + swapGroupSize);
for (SizeT offset = 0; offset + groupSize <= dstRowBytes; offset += groupSize) {
std::reverse(convertedRow.data() + offset, convertedRow.data() + offset + groupSize);
}
} }
} }
@@ -1582,5 +1668,52 @@ namespace MobileGL::MG_Backend::DirectGLES {
} }
return true; return true;
} }
// Repacks wide RGBA(_INTEGER) rows into the client's (format, type) layout, honoring the
// client-side PACK parameters and the bound pixel-pack buffer. `wide` holds
// `sliceHeight * sliceCount` rows of `width` texels (slice-major, tightly stacked),
// 4 components x GetReadbackComponentSize(wideType) bytes each.
Bool StoreWideRowsToClient(const Uint8* wide, GLenum wideType, GLsizei width, GLsizei sliceHeight,
GLsizei sliceCount, const ReadbackChannelMapping& mapping, GLenum type,
void* pixels, Bool applyPackImageParams) {
const SizeT dstPixelBytes = GetReadbackDstPixelSize(mapping, type);
if (dstPixelBytes == 0) {
return false;
}
PackedReadbackLayout packedLayout{};
const Bool isPackedType = GetPackedReadbackLayout(type, packedLayout);
const SizeT swapGroupSize = isPackedType ? packedLayout.byteSize : GetReadbackComponentSize(type);
const SizeT srcPixelBytes = 4 * GetReadbackComponentSize(wideType);
return StoreClientRows(dstPixelBytes, swapGroupSize, width, sliceHeight, sliceCount, pixels,
applyPackImageParams,
[&](GLsizei slice, GLsizei row, Uint8* dstRow) {
const SizeT flatRow = static_cast<SizeT>(slice) *
static_cast<SizeT>(sliceHeight) +
static_cast<SizeT>(row);
const Uint8* srcRow =
wide + flatRow * static_cast<SizeT>(width) * srcPixelBytes;
ConvertWideReadbackRow(srcRow, dstRow, static_cast<SizeT>(width), wideType,
mapping, type);
});
}
Bool StorePackedWordsToClient(const Uint8* srcWords, GLsizei width, GLsizei sliceHeight, GLsizei sliceCount,
GLenum type, void* pixels, Bool applyPackImageParams) {
PackedReadbackLayout packedLayout{};
if (!GetPackedReadbackLayout(type, packedLayout) || packedLayout.byteSize != 4) {
return false;
}
const SizeT srcRowBytes = static_cast<SizeT>(width) * 4;
return StoreClientRows(4, packedLayout.byteSize, width, sliceHeight, sliceCount, pixels,
applyPackImageParams,
[&](GLsizei slice, GLsizei row, Uint8* dstRow) {
const SizeT flatRow = static_cast<SizeT>(slice) *
static_cast<SizeT>(sliceHeight) +
static_cast<SizeT>(row);
Memcpy(dstRow, srcWords + flatRow * srcRowBytes, srcRowBytes);
});
}
} // namespace ReadbackImpl } // namespace ReadbackImpl
} // namespace MobileGL::MG_Backend::DirectGLES } // namespace MobileGL::MG_Backend::DirectGLES
+30
View File
@@ -115,6 +115,16 @@ namespace MobileGL::MG_Backend::DirectGLES {
Bool StoreWideRowsToClient(const Uint8* wide, GLenum wideType, GLsizei width, GLsizei sliceHeight, Bool StoreWideRowsToClient(const Uint8* wide, GLenum wideType, GLsizei width, GLsizei sliceHeight,
GLsizei sliceCount, const ReadbackChannelMapping& mapping, GLenum type, GLsizei sliceCount, const ReadbackChannelMapping& mapping, GLenum type,
void* pixels, Bool applyPackImageParams); void* pixels, Bool applyPackImageParams);
// Stores packed 32-bit source words verbatim, with the same destination addressing, PACK
// parameters and pixel-pack-buffer handling as StoreWideRowsToClient. For the sources whose
// storage word already IS the client word (MG_Util::IsRawPackedPixelTransfer): routing those
// through the wide float intermediate re-encodes them, and the RGB9_E5 encoder canonicalizes
// the shared exponent, so glGetTexImage would answer with different bits than were stored.
// `srcWords` holds sliceHeight * sliceCount tightly stacked rows of `width` 32-bit words.
// False when `type` is not a 4-byte packed type.
Bool StorePackedWordsToClient(const Uint8* srcWords, GLsizei width, GLsizei sliceHeight, GLsizei sliceCount,
GLenum type, void* pixels, Bool applyPackImageParams);
} // namespace ReadbackImpl } // namespace ReadbackImpl
namespace PrgramImpl { namespace PrgramImpl {
@@ -137,6 +147,26 @@ namespace MobileGL::MG_Backend::DirectGLES {
// ES 3.2 needs no directive at all and an EXT driver already has the right one. // ES 3.2 needs no directive at all and an EXT driver already has the right one.
String RetargetTextureBufferExtension(String glslCode, String RetargetTextureBufferExtension(String glslCode,
MG_External::GLESCapabilities::TextureBufferTier tier); MG_External::GLESCapabilities::TextureBufferTier tier);
// Adds `#extension GL_NV_image_formats : require` when the shader carries an image
// format qualifier GLSL ES has no core spelling for. SPIRV-Cross prints the format and
// asks for nothing, so the request has to be made here. `needed` is the caller's answer,
// because only it knows which formats are in play AND whether the driver advertises the
// extension - requesting an unadvertised extension is itself a compile error, so this is
// never emitted speculatively. A no-op when not needed or already present.
String RequestExtendedImageFormats(String glslCode, Bool needed);
// Writes a format layout qualifier into the image declarations named in
// `esslFormatByUniformName` that still have none. The completion half of the image-format
// bake, and ONLY that: the SPIR-V pass (BakeImageFormatsPass) is what normally puts the
// format in, but SPIRV-Cross throws rather than printing the formats it calls
// desktop-only when it targets ESSL - r8ui among them, which is what the stencil half of
// KHR-GL4x.packed_depth_stencil.stencil_texturing binds - and a throw loses the whole
// stage. So those formats stay out of the module and are spelled here instead, on the
// emitted text, where nothing can refuse them.
//
// Declarations that already carry a format are left exactly as they are, whoever wrote
// it. Must run before RemoveLayoutBinding, which is where an image's layout qualifier
// stops being safe to edit by hand.
String BakeImageFormatQualifiers(String glslCode, const UnorderedMap<String, String>& esslFormatByUniformName);
String RemoveLayoutBinding(const String& glslCode); String RemoveLayoutBinding(const String& glslCode);
// Prefix of the writeonly half a read+write image uniform is split into (see // Prefix of the writeonly half a read+write image uniform is split into (see
// SplitReadWriteImageUniforms); the suffix is the image's own name. // SplitReadWriteImageUniforms); the suffix is the image's own name.
@@ -10,6 +10,7 @@
#include "MG_Backend/BackendObject.h" #include "MG_Backend/BackendObject.h"
#include "DirectVulkan.h" #include "DirectVulkan.h"
#include "MG_State/GLState/FramebufferState/FramebufferObject.h" #include "MG_State/GLState/FramebufferState/FramebufferObject.h"
#include "MG_State/GLState/Core.h"
#include "MG_State/GLState/TextureState/TextureState.h" #include "MG_State/GLState/TextureState/TextureState.h"
#include "MG_Util/Classifiers/TextureEnumClassifier.h" #include "MG_Util/Classifiers/TextureEnumClassifier.h"
#include "MG_Util/Converters/MGToGL/TextureEnumConverter.h" #include "MG_Util/Converters/MGToGL/TextureEnumConverter.h"
@@ -383,6 +384,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
UpdateDynamicBackendParameters(); UpdateDynamicBackendParameters();
UpdateAdvertisedExtensions(); UpdateAdvertisedExtensions();
if (MG_State::pGLContext) {
MG_State::pGLContext->InvalidateCompileEnv();
}
PopulateFormatCapabilities(physicalDevice.handle, vkGetPhysicalDeviceFormatProperties, m_vulkanCaps, PopulateFormatCapabilities(physicalDevice.handle, vkGetPhysicalDeviceFormatProperties, m_vulkanCaps,
MutableFormatCapabilities()); MutableFormatCapabilities());
PrintFormatCapabilities(GetFormatCapabilities()); PrintFormatCapabilities(GetFormatCapabilities());
@@ -497,30 +501,48 @@ namespace MobileGL::MG_Backend::DirectVulkan {
.ExtraVendor = Nullopt, .ExtraVendor = Nullopt,
.RendererGLInfo = {.TargetGLVersion = {4, 0, 0}, .RendererGLInfo = {.TargetGLVersion = {4, 0, 0},
.TargetGLSLVersion = {4, 6, 0}, .TargetGLSLVersion = {4, 6, 0},
// Baseline advertisement (no shader subgroup, no timer queries); a // Baseline advertisement (no runtime-gated capabilities); a live
// live backend reconciles its copy in UpdateAdvertisedExtensions. // backend reconciles its copy in UpdateAdvertisedExtensions.
.Extensions = BuildAdvertisedExtensions(false, false, false), .Extensions = BuildAdvertisedExtensions(false, false, false, false),
.IsCompatibilityProfile = false}, .IsCompatibilityProfile = false},
.StaticBackendCapability = {.AllowVSOnlyPrograms = false}}; .StaticBackendCapability = {.AllowVSOnlyPrograms = false}};
return rendererInfo; return rendererInfo;
} }
Vector<GLExtension> BuildAdvertisedExtensions(Bool shaderSubgroupSupported, Bool timerQueriesSupported, Vector<GLExtension> BuildAdvertisedExtensions(Bool shaderSubgroupSupported, Bool timerQueriesSupported,
Bool anisotropicFilteringSupported) { Bool anisotropicFilteringSupported,
Bool nonZeroIndirectBaseInstanceSupported) {
Vector<GLExtension> extensions = { Vector<GLExtension> extensions = {
V_OpenGL30, V_OpenGL31, V_OpenGL32, V_OpenGL33, V_OpenGL40, E_GL_ARB_draw_buffers_blend, V_OpenGL30, V_OpenGL31, V_OpenGL32, V_OpenGL33, V_OpenGL40, E_GL_ARB_draw_buffers_blend,
E_GL_ARB_compute_shader, E_GL_ARB_shader_storage_buffer_object, E_GL_ARB_shader_image_load_store, E_GL_ARB_compute_shader, E_GL_ARB_shader_storage_buffer_object, E_GL_ARB_shader_image_load_store,
E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object, E_GL_ARB_multi_draw_indirect, E_GL_ARB_clear_buffer_object, E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object, E_GL_ARB_draw_indirect,
E_GL_ARB_multi_draw_indirect,
E_GL_ARB_indirect_parameters, E_GL_EXT_framebuffer_object, E_GL_ARB_depth_texture, E_GL_ARB_buffer_storage, E_GL_ARB_indirect_parameters, E_GL_EXT_framebuffer_object, E_GL_ARB_depth_texture, E_GL_ARB_buffer_storage,
E_GL_ARB_texture_storage, E_GL_ARB_texture_storage_multisample, E_GL_ARB_texture_multisample, E_GL_ARB_texture_storage, E_GL_ARB_texture_storage_multisample, E_GL_ARB_texture_multisample,
E_GL_ARB_clear_texture, E_GL_ARB_direct_state_access, E_GL_ARB_shader_draw_parameters, E_GL_ARB_clear_texture, E_GL_ARB_direct_state_access, E_GL_ARB_shader_draw_parameters,
E_GL_ARB_gpu_shader_int64, E_GL_KHR_debug, E_GL_ARB_gpu_shader5, E_GL_ARB_multi_bind, E_GL_ARB_gpu_shader_int64, E_GL_KHR_debug, E_GL_ARB_gpu_shader5, E_GL_ARB_multi_bind,
E_GL_ARB_shading_language_420pack, E_GL_ARB_vertex_attrib_binding, E_GL_ARB_shader_image_size, E_GL_ARB_shading_language_420pack, E_GL_ARB_vertex_attrib_binding, E_GL_ARB_shader_image_size,
E_GL_ARB_explicit_attrib_location, E_GL_ARB_explicit_attrib_location,
// Core since GL 3.1 and implemented for every version advertised here. The string
// matters because applications gate the ENTRY POINTS on it rather than on the
// version: a caller that finds the extension missing never resolves
// glGetUniformBlockIndex / glUniformBlockBinding, and one that then uses uniform
// blocks anyway calls through a null pointer.
E_GL_ARB_uniform_buffer_object,
// Sampling the stencil aspect through DEPTH_STENCIL_TEXTURE_MODE. Core from 4.3,
// so on a 4.0 context the string is the only way to reach it.
E_GL_ARB_stencil_texturing,
// Advertised with GL_NUM_PROGRAM_BINARY_FORMATS = 0, which the // Advertised with GL_NUM_PROGRAM_BINARY_FORMATS = 0, which the
// extension explicitly permits. It is also the only thing that // extension explicitly permits. It is also the only thing that
// exposes glProgramParameteri before GL 4.1. // exposes glProgramParameteri before GL 4.1.
E_GL_ARB_get_program_binary}; E_GL_ARB_get_program_binary};
// Vulkan's drawIndirectFirstInstance feature is optional. Direct base-instance calls work
// without it, but ARB_base_instance also promises non-zero firstInstance in GPU indirect
// commands; the renderer supplies true only when that word is legal and gl_InstanceID can
// be rebased to OpenGL's zero-based semantics.
if (nonZeroIndirectBaseInstanceSupported) {
extensions.push_back(E_GL_ARB_base_instance);
}
if (shaderSubgroupSupported && !MG_Config::Features.DisableSubgroup) { if (shaderSubgroupSupported && !MG_Config::Features.DisableSubgroup) {
extensions.push_back(E_GL_KHR_shader_subgroup); extensions.push_back(E_GL_KHR_shader_subgroup);
} }
@@ -539,6 +561,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (MG_Util::Async::AsyncShaderCompileEnabled()) { if (MG_Util::Async::AsyncShaderCompileEnabled()) {
extensions.push_back(E_GL_KHR_parallel_shader_compile); extensions.push_back(E_GL_KHR_parallel_shader_compile);
} }
// GL_ARB_gpu_shader_fp64 is opt-in (MOBILEGL_ADVERTISE_FP64). Every `double` in a
// shader compiles and runs already - it is narrowed to 32 bits before the module
// reaches this backend - so an application that simply uses doubles needs nothing
// advertised. What the extension additionally promises is 64-bit PRECISION, which no
// mobile GPU has and the narrowing cannot fake, so advertising it by default would
// make an application that checks the string take a path MobileGL cannot honour.
if (MG_Config::Features.AdvertiseFp64) {
extensions.push_back(E_GL_ARB_gpu_shader_fp64);
}
// GL_ARB_timer_query gates MC's F3 GPU% (LWJGL checks the extension string); // GL_ARB_timer_query gates MC's F3 GPU% (LWJGL checks the extension string);
// only advertised when the device actually supports timestamp queries and the // only advertised when the device actually supports timestamp queries and the
// MOBILEGL_DISABLE_TIMERQUERY escape hatch is off. // MOBILEGL_DISABLE_TIMERQUERY escape hatch is off.
@@ -660,6 +691,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_vulkanCaps = capabilities; m_vulkanCaps = capabilities;
UpdateDynamicBackendParameters(); UpdateDynamicBackendParameters();
UpdateAdvertisedExtensions(); UpdateAdvertisedExtensions();
if (MG_State::pGLContext) {
MG_State::pGLContext->InvalidateCompileEnv();
}
MutableFormatCapabilities().Clear(); MutableFormatCapabilities().Clear();
} }
@@ -672,7 +706,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// the whole list keeps re-runs idempotent. // the whole list keeps re-runs idempotent.
m_rendererInfo.RendererGLInfo.Extensions = BuildAdvertisedExtensions( m_rendererInfo.RendererGLInfo.Extensions = BuildAdvertisedExtensions(
m_vulkanCaps.SupportsShaderSubgroup, pVulkanRenderer && pVulkanRenderer->IsTimerQuerySupported(), m_vulkanCaps.SupportsShaderSubgroup, pVulkanRenderer && pVulkanRenderer->IsTimerQuerySupported(),
pVulkanRenderer && pVulkanRenderer->IsSamplerAnisotropySupported()); pVulkanRenderer && pVulkanRenderer->IsSamplerAnisotropySupported(),
pVulkanRenderer && pVulkanRenderer->IsNonZeroIndirectBaseInstanceSupported());
} }
void BackendObject_DirectVulkan::UpdateDynamicBackendParameters() { void BackendObject_DirectVulkan::UpdateDynamicBackendParameters() {
@@ -877,7 +912,27 @@ namespace MobileGL::MG_Backend::DirectVulkan {
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::TextureCubeMapArray); DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::TextureCubeMapArray);
} }
} }
m_dynamicParameters.SupportsFloat64VertexAttributes = m_vulkanCaps.SupportsShaderFloat64; // Never, on any device, and no longer for the reason it used to be. It used to track
// shaderFloat64 because a `dvec3` input needed the Float64 capability to exist in the
// module at all; a 64-bit vertex FETCH was already impossible (VK_FORMAT_R64*_SFLOAT is
// optional and lavapipe reports zero bufferFeatures for all four), so the attribute
// arrived as its 32-bit word pair and PackDoubleVertexInputsPass bitcast it back.
//
// The shader half of that is gone: every 64-bit float is narrowed before any module
// reaches a backend (ShaderTranspiler::DemoteFloat64Pass), so there is no `double` input
// left to bitcast INTO, and feeding a UINT-formatted attribute to what is now a `float`
// input would be silent garbage. Reconstructing the value would mean decoding the
// IEEE-754 double bit pattern in the shader - software fp64, which is precisely what the
// demotion exists to avoid - and on Espryt it would additionally need the ES driver to
// fetch 2N uint components where the application declared N doubles, which a dvec3 or
// dvec4 cannot even express within one attribute location.
//
// So glVertexAttribLFormat / glVertexAttribLPointer are declined here exactly as they
// already were on Espryt and on every real mobile device (Adreno and Mali both report
// shaderFloat64 == VK_FALSE), and for the same visible reason. A `dvec3` INPUT still
// compiles and draws - it is a `vec3` after demotion - as long as the application feeds
// it with glVertexAttribPointer(GL_FLOAT) rather than 64-bit data.
m_dynamicParameters.SupportsFloat64VertexAttributes = false;
m_dynamicParameters.MaxShaderStorageBlockSize = m_dynamicParameters.MaxShaderStorageBlockSize =
std::min(m_vulkanCaps.MaxShaderStorageBlockSize, kMaxAdvertisedShaderStorageBlockSize); std::min(m_vulkanCaps.MaxShaderStorageBlockSize, kMaxAdvertisedShaderStorageBlockSize);
if (m_vulkanCaps.SupportsShaderSubgroup) { if (m_vulkanCaps.SupportsShaderSubgroup) {
@@ -62,8 +62,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// POST screen shows. // POST screen shows.
// Static identity of the Magma renderer (renderer/backend names, target GL/GLSL // Static identity of the Magma renderer (renderer/backend names, target GL/GLSL
// versions, ExtraVendor) with the baseline extension advertisement (no shader // versions, ExtraVendor) with the baseline extension advertisement (no runtime-gated
// subgroup, no timer queries). A live backend copies this in its constructor and // capabilities). A live backend copies this in its constructor and
// reconciles the Extensions in UpdateAdvertisedExtensions once real capabilities // reconciles the Extensions in UpdateAdvertisedExtensions once real capabilities
// exist; callers that need the advertised list for a known capability set must // exist; callers that need the advertised list for a known capability set must
// use BuildAdvertisedExtensions instead. // use BuildAdvertisedExtensions instead.
@@ -74,7 +74,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// MOBILEGL_DISABLE_TIMERQUERY escape hatches are applied inside, so callers pass // MOBILEGL_DISABLE_TIMERQUERY escape hatches are applied inside, so callers pass
// the detected device support (passing an already-gated value is harmless). // the detected device support (passing an already-gated value is harmless).
Vector<GLExtension> BuildAdvertisedExtensions(Bool shaderSubgroupSupported, Bool timerQueriesSupported, Vector<GLExtension> BuildAdvertisedExtensions(Bool shaderSubgroupSupported, Bool timerQueriesSupported,
Bool anisotropicFilteringSupported); Bool anisotropicFilteringSupported,
Bool nonZeroIndirectBaseInstanceSupported);
// Format: <GPU Name>, Vulkan <Vulkan Version>, Driver <Driver Version> — the exact // Format: <GPU Name>, Vulkan <Vulkan Version>, Driver <Driver Version> — the exact
// string an initialized backend returns from GetBackendAPIVersionString (and that // string an initialized backend returns from GetBackendAPIVersionString (and that
@@ -269,14 +269,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
drawBuffer->SyncPersistentMappedRange(); drawBuffer->SyncPersistentMappedRange();
const SizeT commandOffset = reinterpret_cast<SizeT>(indirect); const SizeT commandOffset = reinterpret_cast<SizeT>(indirect);
if (drawBuffer->MappedData() == nullptr || commandOffset + requiredBytes > drawBuffer->GetSize()) { if (drawBuffer->MappedData() == nullptr || commandOffset + requiredBytes > drawBuffer->GetSize()) {
MGLOG_E("%s skipped: invalid GL_DRAW_INDIRECT_BUFFER binding or range", label); MGLOG_E_ONCE("%s skipped: invalid GL_DRAW_INDIRECT_BUFFER binding or range", label);
return nullptr; return nullptr;
} }
return drawBuffer->MappedData() + commandOffset; return drawBuffer->MappedData() + commandOffset;
} }
if (!indirect) { if (!indirect) {
MGLOG_E("%s skipped: indirect pointer is null", label); MGLOG_E_ONCE("%s skipped: indirect pointer is null", label);
return nullptr; return nullptr;
} }
@@ -398,7 +398,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
stride = sizeof(DrawArraysIndirectCommand); stride = sizeof(DrawArraysIndirectCommand);
} }
if (stride < static_cast<GLsizei>(sizeof(DrawArraysIndirectCommand))) { if (stride < static_cast<GLsizei>(sizeof(DrawArraysIndirectCommand))) {
MGLOG_E("MultiDrawArraysIndirect skipped: stride %d is smaller than command size %zu", MGLOG_E_ONCE("MultiDrawArraysIndirect skipped: stride %d is smaller than command size %zu",
stride, sizeof(DrawArraysIndirectCommand)); stride, sizeof(DrawArraysIndirectCommand));
return; return;
} }
@@ -446,20 +446,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
stride = sizeof(DrawArraysIndirectCommand); stride = sizeof(DrawArraysIndirectCommand);
} }
if (stride < static_cast<GLsizei>(sizeof(DrawArraysIndirectCommand))) { if (stride < static_cast<GLsizei>(sizeof(DrawArraysIndirectCommand))) {
MGLOG_E("MultiDrawArraysIndirectCount skipped: stride %d is smaller than command size %zu", MGLOG_E_ONCE("MultiDrawArraysIndirectCount skipped: stride %d is smaller than command size %zu",
stride, sizeof(DrawArraysIndirectCommand)); stride, sizeof(DrawArraysIndirectCommand));
return; return;
} }
auto parameterBuffer = MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::Parameter).GetBoundObject(); auto parameterBuffer = MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::Parameter).GetBoundObject();
if (!parameterBuffer || drawcount < 0 || static_cast<SizeT>(drawcount) + sizeof(Uint32) > parameterBuffer->GetSize()) { if (!parameterBuffer || drawcount < 0 || static_cast<SizeT>(drawcount) + sizeof(Uint32) > parameterBuffer->GetSize()) {
MGLOG_E("MultiDrawArraysIndirectCount skipped: invalid GL_PARAMETER_BUFFER binding or range"); MGLOG_E_ONCE("MultiDrawArraysIndirectCount skipped: invalid GL_PARAMETER_BUFFER binding or range");
return; return;
} }
parameterBuffer->SyncPersistentMappedRange(); parameterBuffer->SyncPersistentMappedRange();
if (parameterBuffer->MappedData() == nullptr) { if (parameterBuffer->MappedData() == nullptr) {
MGLOG_E("MultiDrawArraysIndirectCount skipped: CPU fallback cannot read parameter buffer"); MGLOG_E_ONCE("MultiDrawArraysIndirectCount skipped: CPU fallback cannot read parameter buffer");
return; return;
} }
@@ -513,7 +513,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const SizeT indexSize = MG_Util::GetGLTypeSize(type); const SizeT indexSize = MG_Util::GetGLTypeSize(type);
if (indexSize == 0) { if (indexSize == 0) {
MGLOG_E("DrawElementsIndirect skipped: unsupported index type 0x%x", type); MGLOG_E_ONCE("DrawElementsIndirect skipped: unsupported index type 0x%x", type);
return; return;
} }
@@ -1009,7 +1009,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// shift - the hardware divide was the hottest instruction of this loop. // shift - the hardware divide was the hottest instruction of this loop.
const SizeT indexSize = MG_Util::GetGLTypeSize(type); const SizeT indexSize = MG_Util::GetGLTypeSize(type);
if (indexSize == 0) { if (indexSize == 0) {
MGLOG_E("MultiDrawElements skipped: unsupported index type 0x%x", type); MGLOG_E_ONCE("MultiDrawElements skipped: unsupported index type 0x%x", type);
return; return;
} }
const Uint32 indexSizeShift = static_cast<Uint32>(std::countr_zero(indexSize)); const Uint32 indexSizeShift = static_cast<Uint32>(std::countr_zero(indexSize));
@@ -205,7 +205,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// commands away. The device is gone on that path anyway - stay silent-safe // commands away. The device is gone on that path anyway - stay silent-safe
// rather than trade a lost device for a barrier into a closed buffer. // rather than trade a lost device for a barrier into a closed buffer.
if (frame.hasCommandBufferRecorded) { if (frame.hasCommandBufferRecorded) {
MGLOG_E("TransitionToPresent: command buffer already closed; skipping the present barrier"); MGLOG_E_ONCE("TransitionToPresent: command buffer already closed; skipping the present barrier");
return false; return false;
} }
@@ -206,6 +206,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
XXHASH_VERIFY( XXHASH_VERIFY(
XXH64_update(m_hashState, &payload.primitiveRestartEnable, sizeof(payload.primitiveRestartEnable))); XXH64_update(m_hashState, &payload.primitiveRestartEnable, sizeof(payload.primitiveRestartEnable)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.patchControlPoints, sizeof(payload.patchControlPoints))); XXHASH_VERIFY(XXH64_update(m_hashState, &payload.patchControlPoints, sizeof(payload.patchControlPoints)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.viewportCount, sizeof(payload.viewportCount)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.polygonMode, sizeof(payload.polygonMode))); XXHASH_VERIFY(XXH64_update(m_hashState, &payload.polygonMode, sizeof(payload.polygonMode)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.cullMode, sizeof(payload.cullMode))); XXHASH_VERIFY(XXH64_update(m_hashState, &payload.cullMode, sizeof(payload.cullMode)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.frontFace, sizeof(payload.frontFace))); XXHASH_VERIFY(XXH64_update(m_hashState, &payload.frontFace, sizeof(payload.frontFace)));
@@ -259,7 +260,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// is the correct price for a broken pipeline and is bounded by the draw itself being // is the correct price for a broken pipeline and is bounded by the draw itself being
// skipped. // skipped.
if (pipeline == VK_NULL_HANDLE) { if (pipeline == VK_NULL_HANDLE) {
MGLOG_I("PipelineFactory::GetOrCreatePipeline: creation failed for hash=0x%llx " // Unlatched, like the CreatePipeline report it accompanies: a pipeline MobileGL
// assembled and the driver refused is a broken invariant, not an expected failure,
// so it stays loud for as long as it is reachable. Raised from MGLOG_I once the
// Log.h ordering fix made MGLOG_E live in INFO builds.
MGLOG_E("PipelineFactory::GetOrCreatePipeline: creation failed for hash=0x%llx "
"programHash=0x%llx; not caching the failure", "programHash=0x%llx; not caching the failure",
static_cast<unsigned long long>(hash), static_cast<unsigned long long>(hash),
static_cast<unsigned long long>(payload.programHash)); static_cast<unsigned long long>(payload.programHash));
@@ -402,8 +407,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
tessellation.patchControlPoints = payload.patchControlPoints; tessellation.patchControlPoints = payload.patchControlPoints;
VkPipelineViewportStateCreateInfo vpci{VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO}; VkPipelineViewportStateCreateInfo vpci{VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO};
vpci.viewportCount = 1; // Both counts move together: GL has one scissor rectangle per viewport, and Vulkan
vpci.scissorCount = 1; // requires viewportCount == scissorCount whenever both are dynamic
// (VUID-VkPipelineViewportStateCreateInfo-scissorCount-04136). The caller has already
// clamped this to the device's multiViewport capability.
vpci.viewportCount = std::max<Uint32>(payload.viewportCount, 1u);
vpci.scissorCount = vpci.viewportCount;
VkPipelineRasterizationStateCreateInfo raster{VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO}; VkPipelineRasterizationStateCreateInfo raster{VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO};
raster.polygonMode = payload.polygonMode; raster.polygonMode = payload.polygonMode;
@@ -471,9 +480,56 @@ namespace MobileGL::MG_Backend::DirectVulkan {
blend.attachmentCount = payload.colorAttachmentCount; blend.attachmentCount = payload.colorAttachmentCount;
blend.pAttachments = colorAttachments.empty() ? nullptr : colorAttachments.data(); blend.pAttachments = colorAttachments.empty() ? nullptr : colorAttachments.data();
// A GL program may have a tessellation EVALUATION stage and no CONTROL stage: GL 4.6 core
// 11.2.2 gives it a fixed-function pass-through instead. Vulkan has no such stage, and
// VUID-VkGraphicsPipelineCreateInfo-pStages-00730 requires both tessellation stages or
// neither - so the renderer synthesizes the pass-through GL describes and hands it in
// here (see ProgramFactory::GetOrCreatePassthroughTessControlStage).
//
// The refusal below is what keeps the half-tessellated shape away from the driver when
// there is no synthesized stage to add - because Mali does not reject it, it dereferences
// null INSIDE vkCreateGraphicsPipelines and takes the process down (SIGSEGV, fault addr
// 0x34, on Mali-G715/r54p2 and Mali-G925/r49p1 alike; Adreno and lavapipe merely render
// wrong). Returning VK_NULL_HANDLE routes this through the same path a driver rejection
// takes: the draw is skipped, nothing is memoised, and the process survives.
const Vector<VkPipelineShaderStageCreateInfo>* effectiveStages = payload.stages;
Vector<VkPipelineShaderStageCreateInfo> stagesWithPassthrough;
if (payload.passthroughTessControlStage.module != VK_NULL_HANDLE) {
stagesWithPassthrough = *payload.stages;
stagesWithPassthrough.push_back(payload.passthroughTessControlStage);
effectiveStages = &stagesWithPassthrough;
}
{
VkShaderStageFlags stagesPresent = 0;
for (const auto& stageInfo : *effectiveStages) {
stagesPresent |= stageInfo.stage;
}
const Bool hasTessControl = (stagesPresent & VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT) != 0;
const Bool hasTessEval = (stagesPresent & VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT) != 0;
if (hasTessControl != hasTessEval) {
// Latched, and the latch is the point: a failed creation is deliberately never
// memoised (see GetOrCreatePipeline), so a program in this state re-enters here
// once per draw, every frame - and a refusal diagnostic that repeats per draw is
// noise, not a diagnostic. One line names the program; the draws it explains are
// all the same draw.
static Bool s_warnedHalfTessellatedPipeline = false;
if (!s_warnedHalfTessellatedPipeline) {
s_warnedHalfTessellatedPipeline = true;
MGLOG_E_ONCE("PipelineFactory::CreatePipeline: refusing a pipeline with %s tessellation stage and "
"no %s stage (VUID-VkGraphicsPipelineCreateInfo-pStages-00730). programHash=0x%llx "
"patchControlPoints=%u. Its draws are skipped; logged once.",
hasTessEval ? "an evaluation" : "a control",
hasTessEval ? "control" : "evaluation",
static_cast<unsigned long long>(payload.programHash),
payload.patchControlPoints);
}
return VK_NULL_HANDLE;
}
}
VkGraphicsPipelineCreateInfo gpi{VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO}; VkGraphicsPipelineCreateInfo gpi{VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO};
gpi.stageCount = static_cast<Uint32>(payload.stages->size()); gpi.stageCount = static_cast<Uint32>(effectiveStages->size());
gpi.pStages = payload.stages->data(); gpi.pStages = effectiveStages->data();
gpi.pVertexInputState = payload.vertexInputState; gpi.pVertexInputState = payload.vertexInputState;
gpi.pInputAssemblyState = &ia; gpi.pInputAssemblyState = &ia;
gpi.pTessellationState = gpi.pTessellationState =
@@ -490,6 +546,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkPipeline pipeline = VK_NULL_HANDLE; VkPipeline pipeline = VK_NULL_HANDLE;
const VkResult result = vkCreateGraphicsPipelines(m_device, m_pipelineCache, 1, &gpi, nullptr, &pipeline); const VkResult result = vkCreateGraphicsPipelines(m_device, m_pipelineCache, 1, &gpi, nullptr, &pipeline);
// Loud, at MGLOG_F, and deliberately NOT latched. vkCreateGraphicsPipelines refusing a
// pipeline MobileGL assembled is a should-never-happen state, and the driver's own
// answer is VK_ERROR_UNKNOWN - no information at all - so this dump is the entire
// diagnosis. It is not an expected failure mode, so the one-shot rule that quiets W/E
// does not apply: while this is reachable it should keep saying so on every draw.
// GetOrCreatePipeline deliberately does not cache the failure, which is what makes that
// repetition happen; if the repetition ever needs to stop, fix the pipeline, not the log.
if (result != VK_SUCCESS) { if (result != VK_SUCCESS) {
MGLOG_F("PipelineFactory::CreatePipeline failed: result=%s (%d) programHash=0x%llx vertexInputHash=0x%llx stageCount=%u topology=%s(%d) colorAttachmentCount=%u samples=%s(%d) subpass=%u", MGLOG_F("PipelineFactory::CreatePipeline failed: result=%s (%d) programHash=0x%llx vertexInputHash=0x%llx stageCount=%u topology=%s(%d) colorAttachmentCount=%u samples=%s(%d) subpass=%u",
VkResultToString(result), VkResultToString(result),
@@ -522,8 +585,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
payload.vertexInputState->vertexAttributeDescriptionCount); payload.vertexInputState->vertexAttributeDescriptionCount);
// The driver's own answer is VK_ERROR_UNKNOWN, i.e. no information at all, so the only // The driver's own answer is VK_ERROR_UNKNOWN, i.e. no information at all, so the only
// way to work out WHICH shader it choked on (the open sampler-array-in-struct // way to work out WHICH shader it choked on (the open sampler-array-in-struct
// investigation) is to name the modules. MGLOG_I, not _D/_E: this must survive in the // investigation) is to name the modules. MGLOG_I, not _D: this is part of a
// INFO-level builds that CTS actually runs against. // should-never-happen report and must survive in the INFO-level builds that CTS
// actually runs against, alongside the MGLOG_F lines above.
if (payload.stageSpirvDigests) { if (payload.stageSpirvDigests) {
for (SizeT i = 0; i < payload.stageSpirvDigests->size(); ++i) { for (SizeT i = 0; i < payload.stageSpirvDigests->size(); ++i) {
const auto& digest = (*payload.stageSpirvDigests)[i]; const auto& digest = (*payload.stageSpirvDigests)[i];
@@ -42,6 +42,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool primitiveRestartEnable = false; Bool primitiveRestartEnable = false;
// GL_PATCH_VERTICES; only read for a PATCH_LIST topology. // GL_PATCH_VERTICES; only read for a PATCH_LIST topology.
Uint32 patchControlPoints = 3; Uint32 patchControlPoints = 3;
// How many of ARB_viewport_array's viewports this pipeline rasterizes into. 1 for
// every program that never assigns gl_ViewportIndex, which is all of them outside the
// conformance suite - the wide shape costs a longer vkCmdSetViewport/Scissor per state
// change and can cost hardware fast paths, so it is opt-in per program. Baked into the
// pipeline (viewportCount is not dynamic without VK_EXT_extended_dynamic_state) and
// therefore hashed; the DYNAMIC viewport/scissor arrays the draw pushes must have
// exactly this many elements (VUID-vkCmdDraw-viewportCount-03417/-03418).
Uint32 viewportCount = 1;
VkPolygonMode polygonMode = VK_POLYGON_MODE_FILL; VkPolygonMode polygonMode = VK_POLYGON_MODE_FILL;
VkCullModeFlags cullMode = VK_CULL_MODE_BACK_BIT; VkCullModeFlags cullMode = VK_CULL_MODE_BACK_BIT;
VkFrontFace frontFace = VK_FRONT_FACE_CLOCKWISE; VkFrontFace frontFace = VK_FRONT_FACE_CLOCKWISE;
@@ -71,6 +79,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool fragmentReplacesDepth = false; Bool fragmentReplacesDepth = false;
Array<VkPipelineColorBlendAttachmentState, kMaxColorAttachments> colorBlendAttachments{}; Array<VkPipelineColorBlendAttachmentState, kMaxColorAttachments> colorBlendAttachments{};
const Vector<VkPipelineShaderStageCreateInfo>* stages = nullptr; const Vector<VkPipelineShaderStageCreateInfo>* stages = nullptr;
// The tessellation control stage this renderer synthesized for a program that has
// an evaluation stage and none of its own (GL 4.6 core 11.2.2 gives such a program a
// fixed-function pass-through; Vulkan has no such thing and
// VUID-VkGraphicsPipelineCreateInfo-pStages-00730 forbids the half-tessellated
// pipeline outright). Appended to `stages` at creation. A null module means the
// renderer could not build one, and CreatePipeline refuses the pipeline - the same
// refusal it applies when `stages` itself is half-tessellated.
//
// NOT hashed: it is a pure function of the program and of patchControlPoints, both
// of which ComputeHash already mixes in.
VkPipelineShaderStageCreateInfo passthroughTessControlStage{};
const VkPipelineVertexInputStateCreateInfo* vertexInputState = nullptr; const VkPipelineVertexInputStateCreateInfo* vertexInputState = nullptr;
// Diagnostic only; may be null. Read solely from the pipeline-creation failure path. // Diagnostic only; may be null. Read solely from the pipeline-creation failure path.
const Vector<ShaderStageSpirvDigest>* stageSpirvDigests = nullptr; const Vector<ShaderStageSpirvDigest>* stageSpirvDigests = nullptr;
@@ -376,12 +376,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
spv_diagnostic diagnostic = nullptr; spv_diagnostic diagnostic = nullptr;
const spv_result_t result = spvValidateWithOptions(context, options, &binary, &diagnostic); const spv_result_t result = spvValidateWithOptions(context, options, &binary, &diagnostic);
if (result != SPV_SUCCESS) { if (result != SPV_SUCCESS) {
// MGLOG_I, not E: at the INFO compile level of the CI/test lanes that arm // MGLOG_E, unlatched: reaching here already requires the validation switch to
// the validation switch, MGLOG_E is compiled out (Log.h orders // be armed, which bounds the volume, and each VUID names a different defect.
// DEBUG < WARN < ERROR < INFO) and the VUID would never reach a log. The // (Parked at MGLOG_I until the Log.h level ordering was fixed, when E was
// latch is what a test harness asserts on. // compiled out of every INFO build.) The latch is what a test harness asserts on.
MG_Util::ShaderTranspiler::ShaderCompiler::NoteSpirvValidationFailure(); MG_Util::ShaderTranspiler::ShaderCompiler::NoteSpirvValidationFailure();
MGLOG_I( MGLOG_E(
"ProgramFactory::ValidateTransformedSpirv: validation failed for stage=%d program=%u result=%d index=%zu msg=%s", "ProgramFactory::ValidateTransformedSpirv: validation failed for stage=%d program=%u result=%d index=%zu msg=%s",
static_cast<Int>(shaderStage), static_cast<Int>(shaderStage),
programExternalIndex, programExternalIndex,
@@ -1266,7 +1266,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
for (SizeT i = 1; i < group.offsets.size(); ++i) { for (SizeT i = 1; i < group.offsets.size(); ++i) {
if (group.elementBytes == 0 || if (group.elementBytes == 0 ||
group.offsets[i] != group.offsets[i - 1] + group.elementBytes) { group.offsets[i] != group.offsets[i - 1] + group.elementBytes) {
MGLOG_I("XfbCaptureDecoratePass: block member %u of type %%%u is captured with a " MGLOG_D("XfbCaptureDecoratePass: block member %u of type %%%u is captured with a "
"non-contiguous element set; the capture layout will differ from GL's", "non-contiguous element set; the capture layout will differ from GL's",
key.second, key.first); key.second, key.first);
break; break;
@@ -1721,6 +1721,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return ProgramFactory::DescriptorBindingKind::CombinedImageSampler; return ProgramFactory::DescriptorBindingKind::CombinedImageSampler;
case SPV_REFLECT_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER: case SPV_REFLECT_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER:
return ProgramFactory::DescriptorBindingKind::UniformTexelBuffer; return ProgramFactory::DescriptorBindingKind::UniformTexelBuffer;
case SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER:
return ProgramFactory::DescriptorBindingKind::StorageTexelBuffer;
case SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_BUFFER: case SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_BUFFER:
return ProgramFactory::DescriptorBindingKind::StorageBuffer; return ProgramFactory::DescriptorBindingKind::StorageBuffer;
case SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_IMAGE: case SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_IMAGE:
@@ -1750,6 +1752,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
if (kind == ProgramFactory::DescriptorBindingKind::CombinedImageSampler || if (kind == ProgramFactory::DescriptorBindingKind::CombinedImageSampler ||
kind == ProgramFactory::DescriptorBindingKind::UniformTexelBuffer || kind == ProgramFactory::DescriptorBindingKind::UniformTexelBuffer ||
kind == ProgramFactory::DescriptorBindingKind::StorageTexelBuffer ||
kind == ProgramFactory::DescriptorBindingKind::StorageImage) { kind == ProgramFactory::DescriptorBindingKind::StorageImage) {
const auto arraySuffix = name.find("[0]"); const auto arraySuffix = name.find("[0]");
if (arraySuffix != String::npos) { if (arraySuffix != String::npos) {
@@ -1839,8 +1842,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// UniformManager::BindProgramUniformBuffers: UBO instance arrays // UniformManager::BindProgramUniformBuffers: UBO instance arrays
// (uniform Block {...} b[N];), storage-block instance arrays, image uniform // (uniform Block {...} b[N];), storage-block instance arrays, image uniform
// arrays, and combined-image-sampler arrays (uniform sampler2D s[N];). // arrays, and combined-image-sampler arrays (uniform sampler2D s[N];).
// Anything else - a uniform TEXEL buffer array is the one remaining kind - // Anything else - the two TEXEL buffer kinds are what remain, samplerBuffer[N]
// must fail program creation cleanly rather than continue with corrupt state. // and imageBuffer[N] - must fail program creation cleanly rather than continue
// with corrupt state. Their per-draw path writes pTexelBufferView as the
// address of a vector element sized for one descriptor per binding, so an
// array would not merely be unresolved, it would dangle.
// //
// Getting listed here is not cosmetic: a kind that is rejected leaves // Getting listed here is not cosmetic: a kind that is rejected leaves
// GetOrCreateProgram's MOBILEGL_ASSERT(remapOk) as the only complaint, and // GetOrCreateProgram's MOBILEGL_ASSERT(remapOk) as the only complaint, and
@@ -1849,16 +1855,16 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// unification and the set->0 normalisation this function exists to do. A // unification and the set->0 normalisation this function exists to do. A
// program with an image array plus any second descriptor got aliased // program with an image array plus any second descriptor got aliased
// bindings out of that, and a DEBUG build trapped on the same program. // bindings out of that, and a DEBUG build trapped on the same program.
// Which is also why the message below is MGLOG_I: MGLOG_E is compiled out // The refusal below is MGLOG_E and per-program-compile, so it reports every
// of an INFO build, so a refusal that only said MGLOG_E said nothing at all // program it declines. It spent time at MGLOG_I because the old level
// in the builds that ship. // ordering compiled E out of the builds that ship.
const Bool arraySupportedForKind = const Bool arraySupportedForKind =
kind == ProgramFactory::DescriptorBindingKind::UniformBufferDynamic || kind == ProgramFactory::DescriptorBindingKind::UniformBufferDynamic ||
kind == ProgramFactory::DescriptorBindingKind::StorageBuffer || kind == ProgramFactory::DescriptorBindingKind::StorageBuffer ||
kind == ProgramFactory::DescriptorBindingKind::StorageImage || kind == ProgramFactory::DescriptorBindingKind::StorageImage ||
kind == ProgramFactory::DescriptorBindingKind::CombinedImageSampler; kind == ProgramFactory::DescriptorBindingKind::CombinedImageSampler;
if (binding->count != 1 && !arraySupportedForKind) { if (binding->count != 1 && !arraySupportedForKind) {
MGLOG_I("ProgramFactory: descriptor arrays are unsupported for this descriptor " MGLOG_E("ProgramFactory: descriptor arrays are unsupported for this descriptor "
"kind (name='%s' count=%u type=%d)", "kind (name='%s' count=%u type=%d)",
binding->name ? binding->name : "<null>", binding->count, binding->name ? binding->name : "<null>", binding->count,
static_cast<Int>(binding->descriptor_type)); static_cast<Int>(binding->descriptor_type));
@@ -1979,13 +1985,50 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// cannot be corrected and instanced draws with a non-zero baseInstance misrender; this // cannot be corrected and instanced draws with a non-zero baseInstance misrender; this
// detects the case so the user gets one warning instead of silent corruption. // detects the case so the user gets one warning instead of silent corruption.
Bool ProgramFactory::ReflectedReadsInstanceIndexBuiltin(const SpvReflectShaderModule& reflectModule) { Bool ProgramFactory::ReflectedReadsInstanceIndexBuiltin(const SpvReflectShaderModule& reflectModule) {
return ReflectedDeclaresInputBuiltin(reflectModule, SpvBuiltInInstanceIndex);
}
// GL's gl_BaseVertex and Vulkan's BaseVertex agree for indexed draws and disagree for every
// other command, so a program declaring the builtin needs the ZeroBaseVertex variant when a
// non-indexed draw uses it (see CompileOptionBit::ZeroBaseVertex). "Declares" rather than
// "reads" is the honest word and the useful one: the zeroing pass keeps the variable, so
// both variants of a program answer this question identically.
Bool ProgramFactory::ReflectedReadsBaseVertexBuiltin(const SpvReflectShaderModule& reflectModule) {
return ReflectedDeclaresInputBuiltin(reflectModule, SpvBuiltInBaseVertex);
}
// gl_ViewportIndex on the last pre-rasterization stage. glslang emits it natively for Vulkan
// (BuiltIn ViewportIndex plus OpCapability MultiViewport), and nothing in the SpirvPasses
// chain touches it, so a plain reflection of the declared output builtins is the whole test.
Bool ProgramFactory::ReflectedWritesViewportIndexBuiltin(const SpvReflectShaderModule& reflectModule) {
return ReflectedDeclaresOutputBuiltin(reflectModule, SpvBuiltInViewportIndex);
}
Bool ProgramFactory::ReflectedDeclaresOutputBuiltin(const SpvReflectShaderModule& reflectModule,
SpvBuiltIn builtin) {
for (Uint32 entryIndex = 0; entryIndex < reflectModule.entry_point_count; ++entryIndex) {
const SpvReflectEntryPoint& entryPoint = reflectModule.entry_points[entryIndex];
for (Uint32 variableIndex = 0; variableIndex < entryPoint.output_variable_count; ++variableIndex) {
const SpvReflectInterfaceVariable* variable = entryPoint.output_variables[variableIndex];
if (variable != nullptr &&
(variable->decoration_flags & SPV_REFLECT_DECORATION_BUILT_IN) != 0 &&
variable->built_in == builtin) {
return true;
}
}
}
return false;
}
Bool ProgramFactory::ReflectedDeclaresInputBuiltin(const SpvReflectShaderModule& reflectModule,
SpvBuiltIn builtin) {
for (Uint32 entryIndex = 0; entryIndex < reflectModule.entry_point_count; ++entryIndex) { for (Uint32 entryIndex = 0; entryIndex < reflectModule.entry_point_count; ++entryIndex) {
const SpvReflectEntryPoint& entryPoint = reflectModule.entry_points[entryIndex]; const SpvReflectEntryPoint& entryPoint = reflectModule.entry_points[entryIndex];
for (Uint32 variableIndex = 0; variableIndex < entryPoint.input_variable_count; ++variableIndex) { for (Uint32 variableIndex = 0; variableIndex < entryPoint.input_variable_count; ++variableIndex) {
const SpvReflectInterfaceVariable* variable = entryPoint.input_variables[variableIndex]; const SpvReflectInterfaceVariable* variable = entryPoint.input_variables[variableIndex];
if (variable != nullptr && if (variable != nullptr &&
(variable->decoration_flags & SPV_REFLECT_DECORATION_BUILT_IN) != 0 && (variable->decoration_flags & SPV_REFLECT_DECORATION_BUILT_IN) != 0 &&
variable->built_in == SpvBuiltInInstanceIndex) { variable->built_in == builtin) {
return true; return true;
} }
} }
@@ -2244,6 +2287,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkProgramObject& entry) const { VkProgramObject& entry) const {
entry.activeVertexInputLocationMask = 0; entry.activeVertexInputLocationMask = 0;
entry.vertexInputTypes.fill(0); entry.vertexInputTypes.fill(0);
entry.readsBaseVertexBuiltin = false;
for (SizeT moduleIndex = 0; moduleIndex < shaders.size() && moduleIndex < spirv.size(); ++moduleIndex) { for (SizeT moduleIndex = 0; moduleIndex < shaders.size() && moduleIndex < spirv.size(); ++moduleIndex) {
if (!shaders[moduleIndex] || shaders[moduleIndex]->GetShaderStage() != ShaderStage::Vertex) { if (!shaders[moduleIndex] || shaders[moduleIndex]->GetShaderStage() != ShaderStage::Vertex) {
@@ -2265,6 +2309,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
continue; continue;
} }
entry.readsBaseVertexBuiltin = ReflectedReadsBaseVertexBuiltin(reflectModule);
if (!m_shaderDrawParametersEnabled && ReflectedReadsInstanceIndexBuiltin(reflectModule)) { if (!m_shaderDrawParametersEnabled && ReflectedReadsInstanceIndexBuiltin(reflectModule)) {
static Bool s_warnedInstanceIndexUnsupported = false; static Bool s_warnedInstanceIndexUnsupported = false;
if (!s_warnedInstanceIndexUnsupported) { if (!s_warnedInstanceIndexUnsupported) {
@@ -2316,6 +2362,46 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
} }
// Which pre-rasterization stage assigns gl_ViewportIndex is not fixed: GL 4.1 allows only the
// geometry stage, ARB_shader_viewport_layer_array/GL 4.6 also the vertex and tessellation
// evaluation stages. Rather than guess which one is last, every non-fragment, non-compute
// module is asked - one writer anywhere means this program's draws need a multi-viewport
// pipeline, and a false positive costs only a wider viewportCount.
void ProgramFactory::ReflectViewportIndexUsage(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const {
entry.writesViewportIndexBuiltin = false;
for (SizeT moduleIndex = 0; moduleIndex < shaders.size() && moduleIndex < spirv.size(); ++moduleIndex) {
if (!shaders[moduleIndex]) continue;
const ShaderStage stage = shaders[moduleIndex]->GetShaderStage();
if (stage == ShaderStage::Fragment || stage == ShaderStage::Compute) continue;
const auto& module = spirv[moduleIndex];
if (module.empty()) continue;
SpvReflectShaderModule reflectModule{};
const SpvReflectResult createResult =
spvReflectCreateShaderModule(module.size() * sizeof(Uint), module.data(), &reflectModule);
if (createResult != SPV_REFLECT_RESULT_SUCCESS) {
// Fail toward the wide pipeline. Missing a real gl_ViewportIndex writer would
// silently collapse every viewport onto 0 (the exact bug this reflection exists
// to fix); over-declaring costs one extra viewport slot on a program that never
// uses it.
MGLOG_E_ONCE("ProgramFactory::ReflectViewportIndexUsage: reflection failed (result=%d); assuming the "
"program writes gl_ViewportIndex",
static_cast<Int>(createResult));
entry.writesViewportIndexBuiltin = true;
continue;
}
if (ReflectedWritesViewportIndexBuiltin(reflectModule)) {
entry.writesViewportIndexBuiltin = true;
}
spvReflectDestroyShaderModule(&reflectModule);
}
}
void ProgramFactory::ReflectFragmentOutputs(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders, void ProgramFactory::ReflectFragmentOutputs(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
const Vector<Vector<Uint>>& spirv, const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const { VkProgramObject& entry) const {
@@ -2445,7 +2531,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// inert; a device whose binding cap is smaller than a shader's array is not a // inert; a device whose binding cap is smaller than a shader's array is not a
// configuration MobileGL can serve at all. Needs a >maxBindings-element array to // configuration MobileGL can serve at all. Needs a >maxBindings-element array to
// reach (256 on desktop, ~16 on mobile). // reach (256 on desktop, ~16 on mobile).
MGLOG_I("ProgramFactory::ReflectLayout: %s array '%s' at binding %u has %u elements, past the %u " MGLOG_D("ProgramFactory::ReflectLayout: %s array '%s' at binding %u has %u elements, past the %u "
"this device can describe - declining the program", "this device can describe - declining the program",
kindLabel, uniformName.c_str(), binding, count, maxBindings); kindLabel, uniformName.c_str(), binding, count, maxBindings);
outDeclined = true; outDeclined = true;
@@ -2453,7 +2539,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
if (baseLocation < 0 || if (baseLocation < 0 ||
!program.UniformLocationsAliasSameUniform(baseLocation, baseLocation + static_cast<Int>(count - 1u))) { !program.UniformLocationsAliasSameUniform(baseLocation, baseLocation + static_cast<Int>(count - 1u))) {
MGLOG_I("ProgramFactory::ReflectLayout: %s array '%s' at binding %u spans %u descriptors but the " MGLOG_D("ProgramFactory::ReflectLayout: %s array '%s' at binding %u spans %u descriptors but the "
"reflection reserved fewer uniform locations for it (base=%d) - a multi-dimensional array " "reflection reserved fewer uniform locations for it (base=%d) - a multi-dimensional array "
"is the usual cause, and MobileGL declines it rather than resolve elements onto a " "is the usual cause, and MobileGL declines it rather than resolve elements onto a "
"neighbouring uniform", "neighbouring uniform",
@@ -2644,6 +2730,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const auto descriptorKind = ReflectDescriptorTypeToBindingKind(sampler->descriptor_type); const auto descriptorKind = ReflectDescriptorTypeToBindingKind(sampler->descriptor_type);
if (descriptorKind != DescriptorBindingKind::CombinedImageSampler && if (descriptorKind != DescriptorBindingKind::CombinedImageSampler &&
descriptorKind != DescriptorBindingKind::UniformTexelBuffer && descriptorKind != DescriptorBindingKind::UniformTexelBuffer &&
descriptorKind != DescriptorBindingKind::StorageTexelBuffer &&
descriptorKind != DescriptorBindingKind::StorageImage && descriptorKind != DescriptorBindingKind::StorageImage &&
descriptorKind != DescriptorBindingKind::StorageBuffer) { descriptorKind != DescriptorBindingKind::StorageBuffer) {
continue; continue;
@@ -2689,7 +2776,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// a Uint16 on the way, where 65536 would silently become 0. // a Uint16 on the way, where 65536 would silently become 0.
const Uint32 storageArrayCount = std::max<Uint32>(1u, sampler->count); const Uint32 storageArrayCount = std::max<Uint32>(1u, sampler->count);
if (storageArrayCount > m_maxBindings) { if (storageArrayCount > m_maxBindings) {
MGLOG_I("ProgramFactory::ReflectLayout: storage block array '%s' at binding %u has %u " MGLOG_D("ProgramFactory::ReflectLayout: storage block array '%s' at binding %u has %u "
"elements, past the %u this device can describe - declining the program", "elements, past the %u this device can describe - declining the program",
uniformName.c_str(), binding, storageArrayCount, m_maxBindings); uniformName.c_str(), binding, storageArrayCount, m_maxBindings);
entry.declinedDescriptors = true; entry.declinedDescriptors = true;
@@ -2712,7 +2799,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// so at a level that survives a release build, because dropping the binding // so at a level that survives a release build, because dropping the binding
// leaves the shader reading a descriptor the layout never declared. // leaves the shader reading a descriptor the layout never declared.
if (sampler->count > 1) { if (sampler->count > 1) {
MGLOG_I("ProgramFactory::ReflectLayout: declining '%s' at binding %u - a %u-element " MGLOG_E("ProgramFactory::ReflectLayout: declining '%s' at binding %u - a %u-element "
"descriptor array with no frontend uniform location (a multi-dimensional array " "descriptor array with no frontend uniform location (a multi-dimensional array "
"of samplers or images is the known cause)", "of samplers or images is the known cause)",
uniformName.c_str(), binding, sampler->count); uniformName.c_str(), binding, sampler->count);
@@ -2773,6 +2860,29 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
} }
if (descriptorKind == DescriptorBindingKind::StorageTexelBuffer) {
// Only the declared format is recorded, and only so the per-draw resolve can
// prefer it over the one glBindImageTexture named. Everything the StorageImage
// branch above does about ARRAYS is deliberately absent: an imageBuffer array
// is refused outright by the array gate in RemapDescriptorBindingsForVulkan,
// exactly as a samplerBuffer array is, so bindingDescriptorCounts stays at the
// default 1 and the descriptor write below may take the address of a vector
// element without reserving room for extra elements.
const VkFormat reflectedFormat =
ConvertSpirvImageFormatToVkFormat(sampler->image.image_format);
VkFormat& existingFormat = entry.storageImageFormatByBinding[binding];
MOBILEGL_ASSERT(existingFormat == VK_FORMAT_UNDEFINED ||
reflectedFormat == VK_FORMAT_UNDEFINED ||
existingFormat == reflectedFormat,
"ProgramFactory::ReflectLayout: storage texel buffer binding %u ('%s') "
"has conflicting reflected formats (%d vs %d)",
binding, uniformName.c_str(), static_cast<Int>(existingFormat),
static_cast<Int>(reflectedFormat));
if (existingFormat == VK_FORMAT_UNDEFINED) {
existingFormat = reflectedFormat;
}
}
const TextureTarget target = UniformTypeToTextureTarget(uniformType); const TextureTarget target = UniformTypeToTextureTarget(uniformType);
MOBILEGL_ASSERT(target != TextureTarget::Unknown, MOBILEGL_ASSERT(target != TextureTarget::Unknown,
"ProgramFactory::ReflectLayout: failed to resolve texture target for '%s'", "ProgramFactory::ReflectLayout: failed to resolve texture target for '%s'",
@@ -2850,6 +2960,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
entry.dynamicBindings.push_back(binding); entry.dynamicBindings.push_back(binding);
} else if (kind == DescriptorBindingKind::UniformTexelBuffer) { } else if (kind == DescriptorBindingKind::UniformTexelBuffer) {
layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER; layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
} else if (kind == DescriptorBindingKind::StorageTexelBuffer) {
layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
} else if (kind == DescriptorBindingKind::StorageBuffer) { } else if (kind == DescriptorBindingKind::StorageBuffer) {
layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
} else if (kind == DescriptorBindingKind::StorageImage) { } else if (kind == DescriptorBindingKind::StorageImage) {
@@ -2861,8 +2973,73 @@ namespace MobileGL::MG_Backend::DirectVulkan {
bindings.push_back(layoutBinding); bindings.push_back(layoutBinding);
} }
// UPDATE_AFTER_BIND is strictly an optional per-layout acceleration. The GL
// descriptor model still resolves every sampler uniform element independently
// (including its texture-unit sampler-object override); selecting this path
// changes neither that resolution nor the set versioning in UniformManager.
// A conservative count keeps a layout on ordinary descriptors whenever any
// relevant update-after-bind limit is not large enough, rather than asking a
// driver to reject it during vkCreateDescriptorSetLayout.
Uint32 updateAfterBindSamplers = 0;
Uint32 updateAfterBindUniformBuffers = 0;
Uint32 updateAfterBindStorageBuffers = 0;
Uint32 updateAfterBindSampledImages = 0;
Uint32 updateAfterBindStorageImages = 0;
for (Uint32 binding = 0; binding < m_maxBindings; ++binding) {
const Uint32 count = entry.bindingDescriptorCounts[binding];
switch (entry.bindingKinds[binding]) {
case DescriptorBindingKind::UniformBufferDynamic:
updateAfterBindUniformBuffers += count;
break;
case DescriptorBindingKind::CombinedImageSampler:
updateAfterBindSamplers += count;
updateAfterBindSampledImages += count;
break;
case DescriptorBindingKind::UniformTexelBuffer:
updateAfterBindSampledImages += count;
break;
case DescriptorBindingKind::StorageBuffer:
case DescriptorBindingKind::StorageTexelBuffer:
updateAfterBindStorageBuffers += count;
break;
case DescriptorBindingKind::StorageImage:
updateAfterBindStorageImages += count;
break;
case DescriptorBindingKind::None:
break;
}
}
const Uint32 updateAfterBindResources = updateAfterBindUniformBuffers + updateAfterBindStorageBuffers +
updateAfterBindSampledImages + updateAfterBindStorageImages;
const auto& uab = m_updateAfterBindLimits;
entry.usesUpdateAfterBind =
uab.enabled && updateAfterBindSamplers <= uab.maxPerStageSamplers &&
updateAfterBindUniformBuffers <= uab.maxPerStageUniformBuffers &&
updateAfterBindStorageBuffers <= uab.maxPerStageStorageBuffers &&
updateAfterBindSampledImages <= uab.maxPerStageSampledImages &&
updateAfterBindStorageImages <= uab.maxPerStageStorageImages &&
updateAfterBindResources <= uab.maxPerStageResources &&
updateAfterBindSamplers <= uab.maxSetSamplers &&
updateAfterBindUniformBuffers <= uab.maxSetUniformBuffers &&
updateAfterBindUniformBuffers <= uab.maxSetUniformBuffersDynamic &&
updateAfterBindStorageBuffers <= uab.maxSetStorageBuffers &&
updateAfterBindStorageBuffers <= uab.maxSetStorageBuffersDynamic &&
updateAfterBindSampledImages <= uab.maxSetSampledImages &&
updateAfterBindStorageImages <= uab.maxSetStorageImages;
Vector<VkDescriptorBindingFlags> bindingFlags;
VkDescriptorSetLayoutBindingFlagsCreateInfo bindingFlagsInfo{};
if (entry.usesUpdateAfterBind) {
bindingFlags.assign(bindings.size(), VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT);
bindingFlagsInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO;
bindingFlagsInfo.bindingCount = static_cast<Uint32>(bindingFlags.size());
bindingFlagsInfo.pBindingFlags = bindingFlags.data();
}
VkDescriptorSetLayoutCreateInfo setLayoutInfo{}; VkDescriptorSetLayoutCreateInfo setLayoutInfo{};
setLayoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; setLayoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
setLayoutInfo.flags = entry.usesUpdateAfterBind ? VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT : 0;
setLayoutInfo.pNext = entry.usesUpdateAfterBind ? &bindingFlagsInfo : nullptr;
setLayoutInfo.bindingCount = static_cast<Uint32>(bindings.size()); setLayoutInfo.bindingCount = static_cast<Uint32>(bindings.size());
setLayoutInfo.pBindings = bindings.data(); setLayoutInfo.pBindings = bindings.data();
VK_VERIFY(vkCreateDescriptorSetLayout(m_device, &setLayoutInfo, nullptr, &entry.descriptorSetLayout), VK_VERIFY(vkCreateDescriptorSetLayout(m_device, &setLayoutInfo, nullptr, &entry.descriptorSetLayout),
@@ -2909,6 +3086,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// a FragCoordYFlip variant also depends on the baked default-framebuffer height, so // a FragCoordYFlip variant also depends on the baked default-framebuffer height, so
// that height rides in the free high half of the key. Flags occupy the low bits, and a // that height rides in the free high half of the key. Flags occupy the low bits, and a
// height cannot exceed the 16 bits a swapchain extent fits in. // height cannot exceed the 16 bits a swapchain extent fits in.
//
// "The low bits" is load-bearing and was until now only a comment: a flag that reached
// bit 16 would alias the height and two different variants would share one memo slot.
static_assert(static_cast<Uint>(CompileOptionBit::ZeroBaseVertex) < (1u << 16),
"CompileOptionBit values must stay below bit 16: GetOrCreateProgram packs the "
"default-framebuffer height into the high half of the same memo key");
const Uint memoKey = (flags & CompileOptionBit::FragCoordYFlip) const Uint memoKey = (flags & CompileOptionBit::FragCoordYFlip)
? (flags.GetRaw() | (m_defaultFramebufferHeight << 16)) ? (flags.GetRaw() | (m_defaultFramebufferHeight << 16))
: flags.GetRaw(); : flags.GetRaw();
@@ -2936,6 +3119,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
auto& shaders = program.GetAttachedShaders(); auto& shaders = program.GetAttachedShaders();
auto& spirv = program.GetGeneratedSpirv(); auto& spirv = program.GetGeneratedSpirv();
Vector<Vector<Uint>> moduleSpirvs(spirv.size()); Vector<Vector<Uint>> moduleSpirvs(spirv.size());
const Bool enableSpirvValidation = program.GetSpirvValidationEnabled();
if (enableSpirvValidation) {
MG_Util::ShaderTranspiler::ShaderCompiler::PrepareSpirvValidation();
}
const ShaderStage fixupStage = PickClipFixupStage(shaders); const ShaderStage fixupStage = PickClipFixupStage(shaders);
@@ -2981,7 +3168,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// stored as - which addresses [0,1] where the application addressed texels. // stored as - which addresses [0,1] where the application addressed texels.
{ {
Vector<Uint> rectLoweredSpirv; Vector<Uint> rectLoweredSpirv;
if (MG_Util::ShaderTranspiler::ShaderCompiler::LowerRectImages(moduleSpirvs[i], rectLoweredSpirv) && if (MG_Util::ShaderTranspiler::ShaderCompiler::LowerRectImages(moduleSpirvs[i], rectLoweredSpirv, enableSpirvValidation) &&
!rectLoweredSpirv.empty()) { !rectLoweredSpirv.empty()) {
moduleSpirvs[i] = Move(rectLoweredSpirv); moduleSpirvs[i] = Move(rectLoweredSpirv);
} }
@@ -2994,7 +3181,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
{ {
Vector<Uint> invariantSpirv; Vector<Uint> invariantSpirv;
if (MG_Util::ShaderTranspiler::ShaderCompiler::DecoratePositionInvariantForVulkan( if (MG_Util::ShaderTranspiler::ShaderCompiler::DecoratePositionInvariantForVulkan(
moduleSpirvs[i], invariantSpirv)) { moduleSpirvs[i], invariantSpirv, enableSpirvValidation)) {
moduleSpirvs[i] = std::move(invariantSpirv); moduleSpirvs[i] = std::move(invariantSpirv);
} else { } else {
// The pass round-trips through SPIRV-Tools IR, so an unparseable module // The pass round-trips through SPIRV-Tools IR, so an unparseable module
@@ -3018,7 +3205,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_shaderDrawParametersEnabled) { m_shaderDrawParametersEnabled) {
Vector<Uint> rebasedSpirv; Vector<Uint> rebasedSpirv;
if (MG_Util::ShaderTranspiler::ShaderCompiler::RebaseInstanceIndexForVulkan(moduleSpirvs[i], if (MG_Util::ShaderTranspiler::ShaderCompiler::RebaseInstanceIndexForVulkan(moduleSpirvs[i],
rebasedSpirv)) { rebasedSpirv, enableSpirvValidation)) {
moduleSpirvs[i] = std::move(rebasedSpirv); moduleSpirvs[i] = std::move(rebasedSpirv);
} else { } else {
MGLOG_E("ProgramFactory: failed to rebase gl_InstanceID for program %u; " MGLOG_E("ProgramFactory: failed to rebase gl_InstanceID for program %u; "
@@ -3027,6 +3214,26 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
} }
// The non-indexed variant of a vertex stage that reads gl_BaseVertex: GL wants zero
// there, Vulkan's builtin would hand it the draw's firstVertex. Requested per draw
// through CompileOptionBit::ZeroBaseVertex, so the indexed variant of the same
// program keeps the native builtin and stays correct for glDrawElementsBaseVertex
// and for the baseVertex word of an indexed indirect command.
if (shaders[i] && shaders[i]->GetShaderStage() == ShaderStage::Vertex &&
(flags & CompileOptionBit::ZeroBaseVertex)) {
Vector<Uint> zeroedSpirv;
if (MG_Util::ShaderTranspiler::ShaderCompiler::ZeroBaseVertexForVulkan(moduleSpirvs[i],
zeroedSpirv, enableSpirvValidation)) {
moduleSpirvs[i] = std::move(zeroedSpirv);
} else {
// Failing open keeps the native builtin, which is the pre-fix behavior:
// gl_BaseVertex reads firstVertex on a DrawArrays instead of zero.
MGLOG_E("ProgramFactory: failed to zero gl_BaseVertex for program %u; non-indexed "
"draws will read the draw's first vertex from it instead of zero",
program.GetExternalIndex());
}
}
// A 64-bit vertex input has to arrive as its 32-bit word pair: VK_FORMAT_R64*_SFLOAT is // A 64-bit vertex input has to arrive as its 32-bit word pair: VK_FORMAT_R64*_SFLOAT is
// optional and lavapipe advertises none of them at all. The pass is unconditional so it // optional and lavapipe advertises none of them at all. The pass is unconditional so it
// always agrees with the Float64 case in VertexInputStateFactory::ToVkVertexFormat, and // always agrees with the Float64 case in VertexInputStateFactory::ToVkVertexFormat, and
@@ -3039,7 +3246,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (shaders[i] && shaders[i]->GetShaderStage() == ShaderStage::Vertex) { if (shaders[i] && shaders[i]->GetShaderStage() == ShaderStage::Vertex) {
Vector<Uint> packedSpirv; Vector<Uint> packedSpirv;
const Bool packOk = MG_Util::ShaderTranspiler::ShaderCompiler::PackDoubleVertexInputsForVulkan( const Bool packOk = MG_Util::ShaderTranspiler::ShaderCompiler::PackDoubleVertexInputsForVulkan(
moduleSpirvs[i], packedSpirv); moduleSpirvs[i], packedSpirv, enableSpirvValidation);
MOBILEGL_ASSERT(packOk, MOBILEGL_ASSERT(packOk,
"ProgramFactory: 64-bit vertex input packing failed for program %u; the " "ProgramFactory: 64-bit vertex input packing failed for program %u; the "
"vertex-input format and the shader input type now disagree", "vertex-input format and the shader input type now disagree",
@@ -3063,7 +3270,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (m_unformattedFloatStorageImagesEnabled) { if (m_unformattedFloatStorageImagesEnabled) {
Vector<Uint> unformattedSpirv; Vector<Uint> unformattedSpirv;
if (MG_Util::ShaderTranspiler::ShaderCompiler::UseUnformattedFloatStorageImagesForVulkan( if (MG_Util::ShaderTranspiler::ShaderCompiler::UseUnformattedFloatStorageImagesForVulkan(
moduleSpirvs[i], unformattedSpirv)) { moduleSpirvs[i], unformattedSpirv, enableSpirvValidation)) {
moduleSpirvs[i] = std::move(unformattedSpirv); moduleSpirvs[i] = std::move(unformattedSpirv);
} else { } else {
MGLOG_E("ProgramFactory: failed to make float storage images unformatted for program %u", MGLOG_E("ProgramFactory: failed to make float storage images unformatted for program %u",
@@ -3084,7 +3291,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
#else #else
// Final module the driver receives; also checked in the INFO-level CI/test // Final module the driver receives; also checked in the INFO-level CI/test
// lanes, where the DEBUG gate above is compiled out. // lanes, where the DEBUG gate above is compiled out.
if (MG_Util::ShaderTranspiler::ShaderCompiler::SpirvValidationEnabled()) { if (enableSpirvValidation) {
ValidateTransformedSpirv(moduleSpv, shaders[i]->GetShaderStage(), program.GetExternalIndex()); ValidateTransformedSpirv(moduleSpv, shaders[i]->GetShaderStage(), program.GetExternalIndex());
} }
#endif #endif
@@ -3114,7 +3321,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
ValidateRasterizationStageInterface(shaders, moduleSpirvs, entry, program.GetExternalIndex()); ValidateRasterizationStageInterface(shaders, moduleSpirvs, entry, program.GetExternalIndex());
#endif #endif
ReflectVertexInputs(shaders, moduleSpirvs, entry); ReflectVertexInputs(shaders, moduleSpirvs, entry);
ReflectViewportIndexUsage(shaders, moduleSpirvs, entry);
ReflectFragmentOutputs(shaders, moduleSpirvs, entry); ReflectFragmentOutputs(shaders, moduleSpirvs, entry);
ReflectPassthroughTessControlNeed(shaders, moduleSpirvs, entry);
ReflectLayout(program, moduleSpirvs, entry); ReflectLayout(program, moduleSpirvs, entry);
// A failed remap means the modules kept glslang's per-stage auto-mapped binding numbers - // A failed remap means the modules kept glslang's per-stage auto-mapped binding numbers -
// no cross-stage unification, no set->0 normalisation - so the bindings this layout // no cross-stage unification, no set->0 normalisation - so the bindings this layout
@@ -3125,7 +3334,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// "the layout and the shader disagree", so route it through that. Set AFTER ReflectLayout, // "the layout and the shader disagree", so route it through that. Set AFTER ReflectLayout,
// which clears the flag. // which clears the flag.
if (!remapOk) { if (!remapOk) {
MGLOG_I("ProgramFactory::GetOrCreateProgram: declining program %u - its descriptor bindings could not " MGLOG_E("ProgramFactory::GetOrCreateProgram: declining program %u - its descriptor bindings could not "
"be remapped, so the layout does not describe what the shader reads", "be remapped, so the layout does not describe what the shader reads",
program.GetExternalIndex()); program.GetExternalIndex());
entry.declinedDescriptors = true; entry.declinedDescriptors = true;
@@ -3159,17 +3368,249 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkDescriptorSetLayout descriptorSetLayout = it->second.descriptorSetLayout; const VkDescriptorSetLayout descriptorSetLayout = it->second.descriptorSetLayout;
MGLOG_D("ProgramFactory::OnFrameBoundary: evicting idle program entry hash=0x%llx", MGLOG_D("ProgramFactory::OnFrameBoundary: evicting idle program entry hash=0x%llx",
static_cast<unsigned long long>(hash)); static_cast<unsigned long long>(hash));
// erase runs ~VkProgramObject (modules/layouts destroyed); notify after // The observer destroys dependent pipelines and frees descriptor sets while
// so an observer never observes a half-destroyed entry through a lookup. // this entry still owns its layout. Vulkan requires every descriptor set to be
// Observers only need the handle values to purge their keyed caches. // freed before its VkDescriptorSetLayout is destroyed.
++m_cacheStructureEpoch; // erase moves/kills entries: memoised pointers die
it = m_cache.erase(it);
if (m_evictionObserver != nullptr) { if (m_evictionObserver != nullptr) {
m_evictionObserver->OnProgramEvicted(hash, descriptorSetLayout); m_evictionObserver->OnProgramEvicted(hash, descriptorSetLayout);
} }
++m_cacheStructureEpoch; // erase moves/kills entries: memoised pointers die
it = m_cache.erase(it);
} else { } else {
++it; ++it;
} }
} }
} }
ProgramFactory::~ProgramFactory() {
for (auto& entry : m_passthroughTessControlStages) {
if (entry.second.module != VK_NULL_HANDLE) {
vkDestroyShaderModule(m_device, entry.second.module, nullptr);
}
}
}
String ProgramFactory::BuildPassthroughTessControlSource(Uint32 patchVertices) {
// The stage GL 4.6 core 11.2.2 describes when a program has an evaluation shader and no
// control shader: "the input patch is passed through unmodified", the output patch has
// as many vertices as the input one (PATCH_VERTICES), and the levels come from the
// PATCH_DEFAULT_OUTER_LEVEL / PATCH_DEFAULT_INNER_LEVEL state.
//
// Those two levels default to 1.0 and are baked here as literals because
// glPatchParameterfv - their only setter - is not implemented in this frontend (it is a
// stub in MG_Impl/GLImpl/Exporting/Definitions.cpp). Implementing that entry point means
// making the levels a parameter of this source AND of the cache key in
// GetOrCreatePassthroughTessControlStage; the two must move together, so they are named
// together here.
//
// gl_out carries gl_Position and nothing else on purpose. The evaluation stage that
// reads it was linked against the VERTEX stage directly, so its input gl_PerVertex holds
// exactly the built-ins that stage used, and its user-defined inputs (if any) come
// straight off the vertex stage's outputs - which a control stage sitting in between
// would leave unwritten. ReflectPassthroughTessControlNeed refuses those programs rather
// than let this write a partial interface.
//
// All four outer levels and both inner levels are written unconditionally: writing a
// level the evaluation stage's domain does not use is legal and ignored, and it saves
// this from having to know the domain.
String source = "#version 450 core\n";
source += "layout(vertices = " + std::to_string(patchVertices) + ") out;\n";
// gl_in and gl_out are redeclared to the exact gl_PerVertex the FRONTEND's linked programs
// carry - gl_Position, gl_PointSize, gl_ClipDistance[1], in that order - because Vulkan
// matches built-in interface blocks by their whole shape, and the two obvious spellings
// are both wrong:
// * narrowing the block to gl_Position alone makes the evaluation stage read a patch of
// zeroes (degenerate triangles, nothing rasterized), and
// * taking glslang's DEFAULT block for a standalone control stage yields FOUR members -
// it appends gl_CullDistance - where a linked vertex+evaluation program has three.
// PassthroughTessControlTest.MatchesTheFrontendPerVertexBlock is the latch: it links a
// vertex+evaluation program through this same compiler and fails if the two shapes ever
// stop agreeing, rather than letting the mismatch show up as a black frame.
//
// Only gl_Position is written. gl_PointSize is declared but left alone deliberately:
// writing it from a tessellation stage requires the shaderTessellationAndGeometryPointSize
// feature, which this renderer does not enable, so a program whose evaluation stage reads
// gl_in[].gl_PointSize gets an undefined point size instead of the vertex stage's - a gap
// this trades for not making every tessellated pipeline depend on an optional feature.
source += "in gl_PerVertex {\n"
" vec4 gl_Position;\n"
" float gl_PointSize;\n"
" float gl_ClipDistance[1];\n"
"} gl_in[gl_MaxPatchVertices];\n";
source += "out gl_PerVertex {\n"
" vec4 gl_Position;\n"
" float gl_PointSize;\n"
" float gl_ClipDistance[1];\n"
"} gl_out[];\n";
source += "void main() {\n";
source += " gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;\n";
source += " gl_TessLevelOuter[0] = 1.0;\n";
source += " gl_TessLevelOuter[1] = 1.0;\n";
source += " gl_TessLevelOuter[2] = 1.0;\n";
source += " gl_TessLevelOuter[3] = 1.0;\n";
source += " gl_TessLevelInner[0] = 1.0;\n";
source += " gl_TessLevelInner[1] = 1.0;\n";
source += "}\n";
return source;
}
VkPipelineShaderStageCreateInfo ProgramFactory::GetOrCreatePassthroughTessControlStage(Uint32 patchVertices) {
// A cached VK_NULL_HANDLE is a remembered failure, not a miss: returning it keeps a
// generator that cannot compile from re-running glslang on every draw.
const auto cached = m_passthroughTessControlStages.find(patchVertices);
if (cached != m_passthroughTessControlStages.end()) {
return cached->second;
}
VkPipelineShaderStageCreateInfo stage{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO};
stage.stage = VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT;
stage.module = VK_NULL_HANDLE;
stage.pName = "main";
using namespace MG_Util::ShaderTranspiler;
const String source = BuildPassthroughTessControlSource(patchVertices);
// Same compile configuration as every other stage of every other program: this runs on
// the GL thread (the draw path), so the live compile env is the right one, and flags=0
// is the Vulkan-targeting form (CompileForOpenGL is what the GLES backend adds).
const SharedPtr<const CompileEnv>& env = GetCurrentCompileEnv();
ShaderAttrib shaderAttrib{.shaderType = GL_TESS_CONTROL_SHADER,
.sourceStr = source,
.flags = 0,
.env = env.get()};
auto compiled = ShaderCompiler::CompileShader(shaderAttrib);
if (!compiled) {
MGLOG_E("ProgramFactory: could not compile the pass-through tessellation control stage for "
"patchVertices=%u; a program with an evaluation stage and no control stage cannot draw. %s",
patchVertices, compiled.error().log.c_str());
m_passthroughTessControlStages.emplace(patchVertices, stage);
return stage;
}
ProgramAttrib programAttrib{};
programAttrib.shaders.push_back(compiled.value());
auto linked = ShaderCompiler::LinkProgram(programAttrib);
if (!linked) {
MGLOG_E("ProgramFactory: could not link the pass-through tessellation control stage for "
"patchVertices=%u. %s", patchVertices, linked.error().log.c_str());
m_passthroughTessControlStages.emplace(patchVertices, stage);
return stage;
}
ProgramBinaryAttrib binaryAttrib{.shaderTypes = {GL_TESS_CONTROL_SHADER}, .program = *linked.value()};
auto binary = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
if (!binary || binary.value().empty() || binary.value().front().empty()) {
MGLOG_E("ProgramFactory: could not generate SPIR-V for the pass-through tessellation control stage "
"for patchVertices=%u", patchVertices);
m_passthroughTessControlStages.emplace(patchVertices, stage);
return stage;
}
const Vector<Uint>& spirv = binary.value().front();
#if MOBILEGL_LOG_ACTIVE_LEVEL <= MOBILEGL_LOG_LEVEL_DEBUG
ValidateTransformedSpirv(spirv, ShaderStage::TessControl, 0);
#else
if (m_enableSpirvValidation) {
MG_Util::ShaderTranspiler::ShaderCompiler::PrepareSpirvValidation();
ValidateTransformedSpirv(spirv, ShaderStage::TessControl, 0);
}
#endif
VkShaderModuleCreateInfo smci{VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO};
smci.codeSize = spirv.size() * sizeof(Uint);
smci.pCode = spirv.data();
VkShaderModule module = VK_NULL_HANDLE;
const VkResult result = vkCreateShaderModule(m_device, &smci, nullptr, &module);
if (result != VK_SUCCESS) {
MGLOG_E("ProgramFactory: vkCreateShaderModule failed (%d) for the pass-through tessellation control "
"stage for patchVertices=%u", static_cast<Int>(result), patchVertices);
m_passthroughTessControlStages.emplace(patchVertices, stage);
return stage;
}
stage.module = module;
MGLOG_D("ProgramFactory: built the pass-through tessellation control stage for patchVertices=%u "
"(GL 4.6 11.2.2; Vulkan has no fixed-function equivalent)", patchVertices);
m_passthroughTessControlStages.emplace(patchVertices, stage);
return stage;
}
void ProgramFactory::ReflectPassthroughTessControlNeed(
const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const {
entry.needsPassthroughTessControl = false;
entry.passthroughTessControlEmulatable = false;
Bool hasTessEval = false;
Bool hasTessControl = false;
SizeT tessEvalModuleIndex = 0;
for (SizeT i = 0; i < shaders.size(); ++i) {
if (!shaders[i]) continue;
const auto stage = shaders[i]->GetShaderStage();
if (stage == ShaderStage::TessControl) hasTessControl = true;
if (stage == ShaderStage::TessEval) {
hasTessEval = true;
tessEvalModuleIndex = i;
}
}
if (!hasTessEval || hasTessControl) return;
entry.needsPassthroughTessControl = true;
if (tessEvalModuleIndex >= spirv.size() || spirv[tessEvalModuleIndex].empty()) return;
const auto& module = spirv[tessEvalModuleIndex];
SpvReflectShaderModule reflectModule{};
const SpvReflectResult createResult =
spvReflectCreateShaderModule(module.size() * sizeof(Uint), module.data(), &reflectModule);
if (createResult != SPV_REFLECT_RESULT_SUCCESS) {
MGLOG_E("ProgramFactory::ReflectPassthroughTessControlNeed: reflection failed (result=%d); the "
"evaluation stage's inputs are unknown, so the pass-through is not offered",
static_cast<Int>(createResult));
return;
}
uint32_t inputCount = 0;
SpvReflectResult reflectResult = spvReflectEnumerateInputVariables(&reflectModule, &inputCount, nullptr);
Vector<SpvReflectInterfaceVariable*> inputs(inputCount);
if (reflectResult == SPV_REFLECT_RESULT_SUCCESS && inputCount > 0) {
reflectResult = spvReflectEnumerateInputVariables(&reflectModule, &inputCount, inputs.data());
}
if (reflectResult != SPV_REFLECT_RESULT_SUCCESS) {
spvReflectDestroyShaderModule(&reflectModule);
return;
}
// The question is only ever "does this stage read anything a control stage would have to
// forward", and the answer is: does it have a LOCATION. A located input is a user-defined
// varying (or a per-patch input), which the vertex stage writes today and would stop
// reaching once a control stage sits in between - the pass-through carries gl_Position and
// nothing else, so such a program is declined instead of being handed undefined values.
// Everything without a location is a built-in: gl_in, gl_TessCoord, gl_PatchVerticesIn,
// gl_PrimitiveID, gl_TessLevel*, all either forwarded or generated for the evaluation
// stage by the tessellator itself.
//
// This deliberately does NOT judge on SpvReflectInterfaceVariable::built_in. gl_in is an
// array of interface blocks, and for those SPIRV-Reflect reports built_in == -1 on the
// block AND leaves every member's built_in at 0 - which is SpvBuiltInPosition, so a
// member walk reads "Position, Position, Position" for a {Position, PointSize,
// ClipDistance} block and would accept anything on the strength of parse garbage. The
// location, by contrast, is decorated on the OpVariable and is what SPIRV-Reflect reads
// straight through.
constexpr Uint32 kNoLocation = 0xFFFFFFFFu;
Bool emulatable = true;
for (auto* input : inputs) {
if (input == nullptr) continue;
if (input->location == kNoLocation) continue;
MGLOG_E("ProgramFactory: a tessellation evaluation stage with no control stage reads the "
"user-defined input '%s' at location=%u; a synthesized control stage cannot forward it, so "
"this program's draws are declined rather than fed an undefined varying",
input->name != nullptr ? input->name : "<null>", input->location);
emulatable = false;
break;
}
spvReflectDestroyShaderModule(&reflectModule);
entry.passthroughTessControlEmulatable = emulatable;
}
} // namespace MobileGL::MG_Backend::DirectVulkan } // namespace MobileGL::MG_Backend::DirectVulkan
@@ -33,7 +33,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
CombinedImageSampler, CombinedImageSampler,
UniformTexelBuffer, UniformTexelBuffer,
StorageBuffer, StorageBuffer,
StorageImage StorageImage,
// GLSL `imageBuffer` - a buffer texture reached through an IMAGE unit rather than a
// texture unit. Vulkan spells it VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, which is a
// VkBufferView like UniformTexelBuffer and not a VkImageView like StorageImage: it is
// the one image uniform whose descriptor is a buffer. Appended, never inserted -
// DescriptorKeyHash mixes the enumerator's value.
StorageTexelBuffer
}; };
enum class CompileOptionBit : Uint { enum class CompileOptionBit : Uint {
@@ -60,10 +66,33 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// PositionYFlip (the two are the same fact about the same draws) except under a // PositionYFlip (the two are the same fact about the same draws) except under a
// quarter turn, which this renderer does not convert rectangles for either. // quarter turn, which this renderer does not convert rectangles for either.
FragCoordYFlip = 1 << 7, FragCoordYFlip = 1 << 7,
// Replaces the vertex stage's gl_BaseVertex reads with zero. GL defines the builtin
// as zero for every drawing command that has no baseVertex parameter - all the
// DrawArrays forms - while Vulkan's BaseVertex reports firstVertex there. Set only
// for a non-indexed draw whose program actually reads the builtin, so nothing else
// acquires a second program/pipeline variant. See ZeroBaseVertexPass.
ZeroBaseVertex = 1 << 8,
}; };
using CompileOptionFlags = Flags<CompileOptionBit>; using CompileOptionFlags = Flags<CompileOptionBit>;
using HashType = Uint64; using HashType = Uint64;
struct UpdateAfterBindLimits {
Bool enabled = false;
Uint32 maxPerStageSamplers = 0;
Uint32 maxPerStageUniformBuffers = 0;
Uint32 maxPerStageStorageBuffers = 0;
Uint32 maxPerStageSampledImages = 0;
Uint32 maxPerStageStorageImages = 0;
Uint32 maxPerStageResources = 0;
Uint32 maxSetSamplers = 0;
Uint32 maxSetUniformBuffers = 0;
Uint32 maxSetUniformBuffersDynamic = 0;
Uint32 maxSetStorageBuffers = 0;
Uint32 maxSetStorageBuffersDynamic = 0;
Uint32 maxSetSampledImages = 0;
Uint32 maxSetStorageImages = 0;
};
struct VkProgramObject { struct VkProgramObject {
static constexpr Uint32 kMaxVertexInputLocations = 32; static constexpr Uint32 kMaxVertexInputLocations = 32;
@@ -76,6 +105,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Layout data (previously in separate VkProgramLayout) // Layout data (previously in separate VkProgramLayout)
VkDescriptorSetLayout descriptorSetLayout = VK_NULL_HANDLE; VkDescriptorSetLayout descriptorSetLayout = VK_NULL_HANDLE;
// True only when this layout passed every descriptor-indexing feature and
// update-after-bind limit gate at reflection time. It controls both the
// layout/binding flags and the pool class used by UniformManager.
Bool usesUpdateAfterBind = false;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE; VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
Vector<DescriptorBindingKind> bindingKinds; Vector<DescriptorBindingKind> bindingKinds;
// The bindings this program actually declares, ascending. bindingKinds is sized to the // The bindings this program actually declares, ascending. bindingKinds is sized to the
@@ -97,6 +130,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Vector<Int> samplerUniformLocationByBinding; Vector<Int> samplerUniformLocationByBinding;
Vector<TextureTarget> samplerTextureTargetByBinding; Vector<TextureTarget> samplerTextureTargetByBinding;
Vector<SamplerNumericDomain> samplerNumericDomainByBinding; Vector<SamplerNumericDomain> samplerNumericDomainByBinding;
// Shared by StorageImage and StorageTexelBuffer bindings: a binding is one kind or
// the other, never both, and both need exactly the same thing - the format the
// shader declared, so the per-draw resolve can tell a typed declaration from a
// formatless one. Kept as one pair rather than two so the move operations below
// cannot drift out of sync with a field that only one kind populates.
Vector<VkFormat> storageImageFormatByBinding; Vector<VkFormat> storageImageFormatByBinding;
Vector<Bool> storageImageUsesBindingFormatByBinding; Vector<Bool> storageImageUsesBindingFormatByBinding;
Vector<String> storageBlockNameByBinding; Vector<String> storageBlockNameByBinding;
@@ -129,6 +167,33 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// gl_FragDepth); shader-computed depth is immune to the cross-pipeline // gl_FragDepth); shader-computed depth is immune to the cross-pipeline
// position-invariance quirk (see PipelineFactory::ShouldSuppressDepthWrite). // position-invariance quirk (see PipelineFactory::ShouldSuppressDepthWrite).
Bool fragmentReplacesDepth = false; Bool fragmentReplacesDepth = false;
// The vertex module declares the BaseVertex builtin. Selects the ZeroBaseVertex
// program variant for non-indexed draws, and is deliberately a property of the
// PROGRAM rather than of the variant: the zeroed variant leaves the variable
// declared, so both variants answer the same and the draw path can ask either.
Bool readsBaseVertexBuiltin = false;
// Some pre-rasterization stage assigns gl_ViewportIndex. Its pipeline declares
// viewportCount = the renderer's rasterizable viewport count instead of 1, and its
// draws push the whole viewport/scissor array; every other program keeps the
// single-viewport fast path untouched. Part of the program's identity (folded into
// the pipeline hash through programHash), so no memo can serve the wrong shape.
Bool writesViewportIndexBuiltin = false;
// This program has a tessellation EVALUATION stage and no tessellation CONTROL
// stage. GL allows that (4.6 core 11.2.2: with no control shader the input patch
// is passed through unmodified, the output patch size is PATCH_VERTICES, and the
// levels come from the PATCH_DEFAULT_*_LEVEL state); Vulkan does not - either both
// tessellation stages are present or neither
// (VUID-VkGraphicsPipelineCreateInfo-pStages-00730). So the draw path has to supply
// the pass-through stage GL describes; see GetOrCreatePassthroughTessControlStage.
Bool needsPassthroughTessControl = false;
// ...and the pass-through this renderer can synthesize carries gl_Position and
// nothing else, so it is only correct when the evaluation stage's inputs are
// built-ins. A user-defined varying would arrive at the evaluation stage
// UNWRITTEN once a control stage sits between it and the vertex stage, which is
// silently wrong pixels rather than a crash - so those programs are declined
// instead (PipelineFactory::CreatePipeline refuses the pipeline and the draw is
// skipped). See ReflectPassthroughTessControlNeed.
Bool passthroughTessControlEmulatable = false;
// Frame-boundary counter value of the last GetOrCreateProgram hit; drives // Frame-boundary counter value of the last GetOrCreateProgram hit; drives
// cache eviction (see OnFrameBoundary). Mutable: the draw snapshot's memoised // cache eviction (see OnFrameBoundary). Mutable: the draw snapshot's memoised
// entry pointer re-stamps use through a const reference (StampProgramUse). // entry pointer re-stamps use through a const reference (StampProgramUse).
@@ -152,6 +217,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// a pipeline failure would be reported against the wrong SPIR-V. // a pipeline failure would be reported against the wrong SPIR-V.
stageSpirvDigests = std::move(other.stageSpirvDigests); stageSpirvDigests = std::move(other.stageSpirvDigests);
descriptorSetLayout = other.descriptorSetLayout; descriptorSetLayout = other.descriptorSetLayout;
usesUpdateAfterBind = other.usesUpdateAfterBind;
pipelineLayout = other.pipelineLayout; pipelineLayout = other.pipelineLayout;
bindingKinds = std::move(other.bindingKinds); bindingKinds = std::move(other.bindingKinds);
activeBindings = std::move(other.activeBindings); activeBindings = std::move(other.activeBindings);
@@ -179,9 +245,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
producerOutputComponentCount = other.producerOutputComponentCount; producerOutputComponentCount = other.producerOutputComponentCount;
fragmentInputComponentCount = other.fragmentInputComponentCount; fragmentInputComponentCount = other.fragmentInputComponentCount;
fragmentReplacesDepth = other.fragmentReplacesDepth; fragmentReplacesDepth = other.fragmentReplacesDepth;
readsBaseVertexBuiltin = other.readsBaseVertexBuiltin;
writesViewportIndexBuiltin = other.writesViewportIndexBuiltin;
needsPassthroughTessControl = other.needsPassthroughTessControl;
passthroughTessControlEmulatable = other.passthroughTessControlEmulatable;
lastUsedFrame = other.lastUsedFrame; lastUsedFrame = other.lastUsedFrame;
other.hash = 0; other.hash = 0;
other.descriptorSetLayout = VK_NULL_HANDLE; other.descriptorSetLayout = VK_NULL_HANDLE;
other.usesUpdateAfterBind = false;
other.pipelineLayout = VK_NULL_HANDLE; other.pipelineLayout = VK_NULL_HANDLE;
other.hasStorageImages = false; other.hasStorageImages = false;
other.declinedDescriptors = false; other.declinedDescriptors = false;
@@ -192,6 +263,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
other.producerOutputComponentCount = 0; other.producerOutputComponentCount = 0;
other.fragmentInputComponentCount = 0; other.fragmentInputComponentCount = 0;
other.fragmentReplacesDepth = false; other.fragmentReplacesDepth = false;
other.readsBaseVertexBuiltin = false;
other.writesViewportIndexBuiltin = false;
other.needsPassthroughTessControl = false;
other.passthroughTessControlEmulatable = false;
other.lastUsedFrame = 0; other.lastUsedFrame = 0;
} }
VkProgramObject& operator=(VkProgramObject&& other) noexcept { VkProgramObject& operator=(VkProgramObject&& other) noexcept {
@@ -204,6 +279,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
modules = std::move(other.modules); modules = std::move(other.modules);
stageSpirvDigests = std::move(other.stageSpirvDigests); // travels with `modules` - see the move ctor stageSpirvDigests = std::move(other.stageSpirvDigests); // travels with `modules` - see the move ctor
descriptorSetLayout = other.descriptorSetLayout; descriptorSetLayout = other.descriptorSetLayout;
usesUpdateAfterBind = other.usesUpdateAfterBind;
pipelineLayout = other.pipelineLayout; pipelineLayout = other.pipelineLayout;
bindingKinds = std::move(other.bindingKinds); bindingKinds = std::move(other.bindingKinds);
activeBindings = std::move(other.activeBindings); activeBindings = std::move(other.activeBindings);
@@ -231,9 +307,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
producerOutputComponentCount = other.producerOutputComponentCount; producerOutputComponentCount = other.producerOutputComponentCount;
fragmentInputComponentCount = other.fragmentInputComponentCount; fragmentInputComponentCount = other.fragmentInputComponentCount;
fragmentReplacesDepth = other.fragmentReplacesDepth; fragmentReplacesDepth = other.fragmentReplacesDepth;
readsBaseVertexBuiltin = other.readsBaseVertexBuiltin;
writesViewportIndexBuiltin = other.writesViewportIndexBuiltin;
needsPassthroughTessControl = other.needsPassthroughTessControl;
passthroughTessControlEmulatable = other.passthroughTessControlEmulatable;
lastUsedFrame = other.lastUsedFrame; lastUsedFrame = other.lastUsedFrame;
other.hash = 0; other.hash = 0;
other.descriptorSetLayout = VK_NULL_HANDLE; other.descriptorSetLayout = VK_NULL_HANDLE;
other.usesUpdateAfterBind = false;
other.pipelineLayout = VK_NULL_HANDLE; other.pipelineLayout = VK_NULL_HANDLE;
other.hasStorageImages = false; other.hasStorageImages = false;
other.declinedDescriptors = false; other.declinedDescriptors = false;
@@ -244,6 +325,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
other.producerOutputComponentCount = 0; other.producerOutputComponentCount = 0;
other.fragmentInputComponentCount = 0; other.fragmentInputComponentCount = 0;
other.fragmentReplacesDepth = false; other.fragmentReplacesDepth = false;
other.readsBaseVertexBuiltin = false;
other.writesViewportIndexBuiltin = false;
other.needsPassthroughTessControl = false;
other.passthroughTessControlEmulatable = false;
other.lastUsedFrame = 0; other.lastUsedFrame = 0;
return *this; return *this;
} }
@@ -287,15 +372,22 @@ namespace MobileGL::MG_Backend::DirectVulkan {
virtual void OnProgramEvicted(HashType programHash, VkDescriptorSetLayout descriptorSetLayout) = 0; virtual void OnProgramEvicted(HashType programHash, VkDescriptorSetLayout descriptorSetLayout) = 0;
}; };
explicit ProgramFactory(VkDevice device, const VulkanRendererConfig& config, Uint32 maxBindings = 16, explicit ProgramFactory(VkDevice device, const VulkanRendererConfig& config, Uint32 maxBindings,
Bool shaderDrawParametersEnabled = false, Bool shaderDrawParametersEnabled,
Bool unformattedFloatStorageImagesEnabled = false) Bool unformattedFloatStorageImagesEnabled,
Bool enableSpirvValidation,
UpdateAfterBindLimits updateAfterBindLimits)
: m_device(device), m_maxBindings(maxBindings), m_config(config), : m_device(device), m_maxBindings(maxBindings), m_config(config),
m_shaderDrawParametersEnabled(shaderDrawParametersEnabled), m_shaderDrawParametersEnabled(shaderDrawParametersEnabled),
m_unformattedFloatStorageImagesEnabled(unformattedFloatStorageImagesEnabled) { m_unformattedFloatStorageImagesEnabled(unformattedFloatStorageImagesEnabled),
m_enableSpirvValidation(enableSpirvValidation),
m_updateAfterBindLimits(updateAfterBindLimits) {
VkProgramObject::s_device = device; VkProgramObject::s_device = device;
} }
~ProgramFactory() = default; // Destroys the pass-through tessellation control modules. Runs while the device is
// still alive for the same reason ~VkProgramObject's does: this factory outlives
// nothing that owns the device.
~ProgramFactory();
ProgramFactory(const ProgramFactory&) = delete; ProgramFactory(const ProgramFactory&) = delete;
HashType ComputeHash(const MG_State::GLState::ProgramObject& program, CompileOptionFlags flags) const; HashType ComputeHash(const MG_State::GLState::ProgramObject& program, CompileOptionFlags flags) const;
@@ -341,6 +433,39 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// True when an entry point reads the InstanceIndex builtin. Only gates a diagnostic: // True when an entry point reads the InstanceIndex builtin. Only gates a diagnostic:
// without shaderDrawParameters such a shader cannot have gl_InstanceID rebased. // without shaderDrawParameters such a shader cannot have gl_InstanceID rebased.
static Bool ReflectedReadsInstanceIndexBuiltin(const SpvReflectShaderModule& reflectModule); static Bool ReflectedReadsInstanceIndexBuiltin(const SpvReflectShaderModule& reflectModule);
// True when an entry point declares the BaseVertex builtin, i.e. when a non-indexed
// draw with this program has to take the ZeroBaseVertex variant.
static Bool ReflectedReadsBaseVertexBuiltin(const SpvReflectShaderModule& reflectModule);
// Shared by the two above: does any entry point list an input variable decorated with
// this builtin?
static Bool ReflectedDeclaresInputBuiltin(const SpvReflectShaderModule& reflectModule, SpvBuiltIn builtin);
// True when an entry point writes the ViewportIndex builtin (gl_ViewportIndex), i.e. when
// the program can route primitives to a viewport other than 0 and its pipeline therefore
// has to declare more than one. Asks about OUTPUT variables because that is the direction
// a pre-rasterization stage declares it in.
static Bool ReflectedWritesViewportIndexBuiltin(const SpvReflectShaderModule& reflectModule);
static Bool ReflectedDeclaresOutputBuiltin(const SpvReflectShaderModule& reflectModule, SpvBuiltIn builtin);
// The pass-through tessellation control stage GL 4.6 core 11.2.2 describes for a
// program that has an evaluation stage and no control stage, for an input patch of
// `patchVertices` control points. Returned BY VALUE (a stage description is a POD, and
// the cache below is a rehashing map, so a pointer into it would not survive the next
// distinct patch size). `.module == VK_NULL_HANDLE` means the stage could not be built:
// the caller then has no control stage to inject, and CreatePipeline refuses the
// pipeline rather than handing the driver a half-tessellated one.
//
// Keyed on the patch size because GL takes the output patch size from PATCH_VERTICES,
// which is draw state, not link state - the CTS case that motivated this links at the
// default 3 and draws at 4. The pipeline cache already re-keys on patchControlPoints,
// so the module a pipeline was built with is part of that pipeline's identity.
// Compiling is bounded by the number of distinct patch sizes a program draws with
// (MAX_PATCH_VERTICES = 32 in the worst case, one or two in practice) and only ever
// happens for the rare program that has no control stage at all.
VkPipelineShaderStageCreateInfo GetOrCreatePassthroughTessControlStage(Uint32 patchVertices);
// Source of the module above. Exposed for tests: the generated GLSL is the whole
// contract with the evaluation stage, so it is worth pinning independently of a device.
static String BuildPassthroughTessControlSource(Uint32 patchVertices);
private: private:
struct ProgramLookupCache { struct ProgramLookupCache {
@@ -354,11 +479,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void ReflectVertexInputs(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders, void ReflectVertexInputs(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
const Vector<Vector<Uint>>& spirv, const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const; VkProgramObject& entry) const;
void ReflectViewportIndexUsage(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const;
void ReflectFragmentOutputs(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders, void ReflectFragmentOutputs(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
const Vector<Vector<Uint>>& spirv, const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const; VkProgramObject& entry) const;
void ReflectLayout(const MG_State::GLState::ProgramObject& program, const Vector<Vector<Uint>>& spirv, void ReflectLayout(const MG_State::GLState::ProgramObject& program, const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const; VkProgramObject& entry) const;
// Fills needsPassthroughTessControl / passthroughTessControlEmulatable off the linked
// modules. Const and reflection-only: it decides nothing about the pipeline, it only
// records what the evaluation stage's input interface is made of.
void ReflectPassthroughTessControlNeed(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const;
VkDevice m_device = VK_NULL_HANDLE; VkDevice m_device = VK_NULL_HANDLE;
Uint32 m_maxBindings = 0; Uint32 m_maxBindings = 0;
@@ -370,6 +504,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// True only when the logical device enabled both // True only when the logical device enabled both
// shaderStorageImageReadWithoutFormat and shaderStorageImageWriteWithoutFormat. // shaderStorageImageReadWithoutFormat and shaderStorageImageWriteWithoutFormat.
Bool m_unformattedFloatStorageImagesEnabled = false; Bool m_unformattedFloatStorageImagesEnabled = false;
// Startup snapshot used only by internally synthesized shader modules, which do not
// originate from a ProgramLinkTask.
Bool m_enableSpirvValidation = false;
// Device feature and limit gate resolved before vkCreateDevice. Keeping it in
// the factory lets each reflected layout choose ordinary descriptors when its
// own counts would exceed the update-after-bind budget.
UpdateAfterBindLimits m_updateAfterBindLimits{};
// See SetDefaultFramebufferHeight. 0 means "not known yet"; the FragCoordYFlip bit is // See SetDefaultFramebufferHeight. 0 means "not known yet"; the FragCoordYFlip bit is
// never set before the swapchain exists, so no variant can be compiled against it. // never set before the swapchain exists, so no variant can be compiled against it.
Uint32 m_defaultFramebufferHeight = 0; Uint32 m_defaultFramebufferHeight = 0;
@@ -379,6 +520,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// See GetCacheStructureEpoch(). Starts at 1 so a zero-initialized memo can never match. // See GetCacheStructureEpoch(). Starts at 1 so a zero-initialized memo can never match.
Uint64 m_cacheStructureEpoch = 1; Uint64 m_cacheStructureEpoch = 1;
IEvictionObserver* m_evictionObserver = nullptr; IEvictionObserver* m_evictionObserver = nullptr;
// Pass-through tessellation control stages by input patch size. Never evicted: at most
// MAX_PATCH_VERTICES entries exist for the lifetime of the device, and every pipeline
// ever built from one keeps referencing its module. A failed build is cached as
// VK_NULL_HANDLE so a broken generator costs one compile, not one per draw.
UnorderedMap<Uint32, VkPipelineShaderStageCreateInfo> m_passthroughTessControlStages;
static inline XXH64_state_t* m_hashState = XXH64_createState(); static inline XXH64_state_t* m_hashState = XXH64_createState();
}; };
} // namespace MobileGL::MG_Backend::DirectVulkan } // namespace MobileGL::MG_Backend::DirectVulkan
@@ -157,7 +157,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MGLOG_I("Got %d surface formats:", swapchainCapabilities.surfaceFormats.size()); MGLOG_I("Got %d surface formats:", swapchainCapabilities.surfaceFormats.size());
for (const auto& sf : swapchainCapabilities.surfaceFormats) { for (const auto& sf : swapchainCapabilities.surfaceFormats) {
MGLOG_I(" [%s, %s]", string_VkFormat(sf.format), string_VkColorSpaceKHR(sf.colorSpace)); MGLOG_D(" [%s, %s]", string_VkFormat(sf.format), string_VkColorSpaceKHR(sf.colorSpace));
} }
const auto pickedSurfaceFormat = ChooseSwapchainSurfaceFormat(swapchainCapabilities.surfaceFormats); const auto pickedSurfaceFormat = ChooseSwapchainSurfaceFormat(swapchainCapabilities.surfaceFormats);
@@ -166,7 +166,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MGLOG_I("Got %d present modes:", swapchainCapabilities.presentModes.size()); MGLOG_I("Got %d present modes:", swapchainCapabilities.presentModes.size());
for (const auto& pm : swapchainCapabilities.presentModes) { for (const auto& pm : swapchainCapabilities.presentModes) {
MGLOG_I(" %s", string_VkPresentModeKHR(pm)); MGLOG_D(" %s", string_VkPresentModeKHR(pm));
} }
const auto presentMode = ChooseSwapchainPresentMode(swapchainCapabilities.presentModes); const auto presentMode = ChooseSwapchainPresentMode(swapchainCapabilities.presentModes);
@@ -156,13 +156,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
frame.descriptorPools.clear(); frame.descriptorPools.clear();
VkDescriptorPool initialPool = VK_NULL_HANDLE; VkDescriptorPool initialPool = VK_NULL_HANDLE;
if (!CreateDescriptorPool(m_setsPerFrame, initialPool)) { if (!CreateDescriptorPool(m_setsPerFrame, false, initialPool)) {
MGLOG_E("UniformDescriptorBinder::Initialize failed: cannot create frame descriptor pool %u", MGLOG_E_ONCE("UniformDescriptorBinder::Initialize failed: cannot create frame descriptor pool %u",
frameIndex); frameIndex);
Shutdown(); Shutdown();
return false; return false;
} }
frame.descriptorPools.push_back({initialPool, m_setsPerFrame, 0}); frame.descriptorPools.push_back({initialPool, m_setsPerFrame, 0, false});
MGLOG_D("UniformDescriptorBinder: frame %u descriptor pool created (maxSets=%u)", frameIndex, MGLOG_D("UniformDescriptorBinder: frame %u descriptor pool created (maxSets=%u)", frameIndex,
m_setsPerFrame); m_setsPerFrame);
} }
@@ -305,7 +305,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// texture/sampler resolution, completeness probe, sync, layout handling, sampler // texture/sampler resolution, completeness probe, sync, layout handling, sampler
// and view lookups - would recompute the identical descriptor. // and view lookups - would recompute the identical descriptor.
if (trustUnchangedHint && descriptorMemoUsable && binding < m_samplerResolveMemo.size() && if (trustUnchangedHint && descriptorMemoUsable && binding < m_samplerResolveMemo.size() &&
m_samplerResolveMemo[binding].infoValid) { m_samplerResolveMemo[binding].infoValid &&
m_samplerResolveMemo[binding].infoProgramLifetimeId == program.GetLifetimeId()) {
outImageInfo = m_samplerResolveMemo[binding].info; outImageInfo = m_samplerResolveMemo[binding].info;
return true; return true;
} }
@@ -345,13 +346,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
fallbackHolder = GetFallbackTexture(preferredTarget); fallbackHolder = GetFallbackTexture(preferredTarget);
texture = fallbackHolder.get(); texture = fallbackHolder.get();
if (texture == nullptr) { if (texture == nullptr) {
MGLOG_E("ResolveSamplerDescriptor: no fallback texture available for binding=%u ('%s') " MGLOG_E_ONCE("ResolveSamplerDescriptor: no fallback texture available for binding=%u ('%s') "
"location=%d unit=%d target=%d", "location=%d unit=%d target=%d",
binding, programObj.samplerNameByBinding[binding].c_str(), location, unit, binding, programObj.samplerNameByBinding[binding].c_str(), location, unit,
static_cast<Int>(preferredTarget)); static_cast<Int>(preferredTarget));
return false; return false;
} }
MGLOG_W( MGLOG_W_ONCE(
"ResolveSamplerDescriptor: using fallback texture for unbound sampler binding=%u ('%s') location=%d unit=%d target=%d", "ResolveSamplerDescriptor: using fallback texture for unbound sampler binding=%u ('%s') location=%d unit=%d target=%d",
binding, programObj.samplerNameByBinding[binding].c_str(), location, unit, binding, programObj.samplerNameByBinding[binding].c_str(), location, unit,
static_cast<Int>(preferredTarget)); static_cast<Int>(preferredTarget));
@@ -360,7 +361,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const MG_State::GLState::SamplerObject* samplerToUse = const MG_State::GLState::SamplerObject* samplerToUse =
samplerOverride ? samplerOverride.get() : texture->GetSamplerObject().get(); samplerOverride ? samplerOverride.get() : texture->GetSamplerObject().get();
if (samplerToUse == nullptr) { if (samplerToUse == nullptr) {
MGLOG_E( MGLOG_E_ONCE(
"ResolveSamplerDescriptor: sampler binding %u ('%s') has no sampler object (textureId=%d location=%d unit=%d)", "ResolveSamplerDescriptor: sampler binding %u ('%s') has no sampler object (textureId=%d location=%d unit=%d)",
binding, programObj.samplerNameByBinding[binding].c_str(), texture->GetExternalIndex(), location, binding, programObj.samplerNameByBinding[binding].c_str(), texture->GetExternalIndex(), location,
unit); unit);
@@ -368,7 +369,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
VkTextureManager::TextureResource* resource = m_textureManager->SyncTextureAndGetDescriptor(*texture); VkTextureManager::TextureResource* resource = m_textureManager->SyncTextureAndGetDescriptor(*texture);
if (resource == nullptr) { if (resource == nullptr) {
MGLOG_E( MGLOG_E_ONCE(
"ResolveSamplerDescriptor: sampler binding %u ('%s') failed to create/sync texture resource (textureId=%d target=%d location=%d unit=%d)", "ResolveSamplerDescriptor: sampler binding %u ('%s') failed to create/sync texture resource (textureId=%d target=%d location=%d unit=%d)",
binding, programObj.samplerNameByBinding[binding].c_str(), texture->GetExternalIndex(), binding, programObj.samplerNameByBinding[binding].c_str(), texture->GetExternalIndex(),
static_cast<Int>(texture->GetTarget()), location, unit); static_cast<Int>(texture->GetTarget()), location, unit);
@@ -380,7 +381,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Int attachmentLevel = 0; Int attachmentLevel = 0;
if (drawFbo && if (drawFbo &&
FindFramebufferAttachmentForTexture(*drawFbo, *texture, attachmentType, attachmentLevel)) { FindFramebufferAttachmentForTexture(*drawFbo, *texture, attachmentType, attachmentLevel)) {
MGLOG_W("ResolveSamplerDescriptor: framebuffer feedback loop detected: textureId=%d is bound " MGLOG_W_ONCE("ResolveSamplerDescriptor: framebuffer feedback loop detected: textureId=%d is bound "
"for sampling at binding=%u, but is also attached to drawFbo=%u as %s (level=%d, " "for sampling at binding=%u, but is also attached to drawFbo=%u as %s (level=%d, "
"trackedLayout=%d)", "trackedLayout=%d)",
texture->GetExternalIndex(), binding, drawFbo->GetExternalIndex(), texture->GetExternalIndex(), binding, drawFbo->GetExternalIndex(),
@@ -390,7 +391,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Bool readyForSampling = m_textureManager->TransitionTextureForSampling(commandBuffer, *texture); const Bool readyForSampling = m_textureManager->TransitionTextureForSampling(commandBuffer, *texture);
if (!readyForSampling) { if (!readyForSampling) {
MGLOG_E("ResolveSamplerDescriptor: failed to transition textureId=%d for sampler binding=%u", MGLOG_E_ONCE("ResolveSamplerDescriptor: failed to transition textureId=%d for sampler binding=%u",
texture->GetExternalIndex(), binding); texture->GetExternalIndex(), binding);
return false; return false;
} }
@@ -432,7 +433,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
} }
if (sampledViewFormat == VK_FORMAT_UNDEFINED) { if (sampledViewFormat == VK_FORMAT_UNDEFINED) {
MGLOG_E("ResolveSamplerDescriptor: no compatible sampled view for binding=%u ('%s') " MGLOG_E_ONCE("ResolveSamplerDescriptor: no compatible sampled view for binding=%u ('%s') "
"textureId=%d imageFormat=%d numericDomain=%d", "textureId=%d imageFormat=%d numericDomain=%d",
binding, programObj.samplerNameByBinding[binding].c_str(), texture->GetExternalIndex(), binding, programObj.samplerNameByBinding[binding].c_str(), texture->GetExternalIndex(),
static_cast<Int>(resource->format), static_cast<Int>(numericDomain)); static_cast<Int>(resource->format), static_cast<Int>(numericDomain));
@@ -445,7 +446,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
? resource->sampledView ? resource->sampledView
: m_textureManager->GetOrCreateSampledImageView(*texture, sampledViewFormat); : m_textureManager->GetOrCreateSampledImageView(*texture, sampledViewFormat);
if (sampledImageView == VK_NULL_HANDLE) { if (sampledImageView == VK_NULL_HANDLE) {
MGLOG_E("ResolveSamplerDescriptor: failed to resolve sampled view for binding=%u ('%s') " MGLOG_E_ONCE("ResolveSamplerDescriptor: failed to resolve sampled view for binding=%u ('%s') "
"textureId=%d imageFormat=%d viewFormat=%d numericDomain=%d", "textureId=%d imageFormat=%d viewFormat=%d numericDomain=%d",
binding, programObj.samplerNameByBinding[binding].c_str(), texture->GetExternalIndex(), binding, programObj.samplerNameByBinding[binding].c_str(), texture->GetExternalIndex(),
static_cast<Int>(resource->format), static_cast<Int>(sampledViewFormat), static_cast<Int>(resource->format), static_cast<Int>(sampledViewFormat),
@@ -504,6 +505,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (binding < m_samplerResolveMemo.size()) { if (binding < m_samplerResolveMemo.size()) {
if (descriptorMemoUsable) { if (descriptorMemoUsable) {
m_samplerResolveMemo[binding].info = outImageInfo; m_samplerResolveMemo[binding].info = outImageInfo;
m_samplerResolveMemo[binding].infoProgramLifetimeId = program.GetLifetimeId();
m_samplerResolveMemo[binding].infoValid = true; m_samplerResolveMemo[binding].infoValid = true;
} else { } else {
// An arrayed binding publishes nothing here, and clears what a previous program // An arrayed binding publishes nothing here, and clears what a previous program
@@ -671,14 +673,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
SharedPtr<MG_State::GLState::ITextureObject> texture; SharedPtr<MG_State::GLState::ITextureObject> texture;
if (!ResolveSamplerTexture(program, programObj, binding, texture) || texture == nullptr) { if (!ResolveSamplerTexture(program, programObj, binding, texture) || texture == nullptr) {
MGLOG_E("ResolveTexelBufferDescriptor: texture buffer binding %u ('%s') is unbound", binding, MGLOG_E_ONCE("ResolveTexelBufferDescriptor: texture buffer binding %u ('%s') is unbound", binding,
programObj.samplerNameByBinding[binding].c_str()); programObj.samplerNameByBinding[binding].c_str());
return false; return false;
} }
if (texture->GetStorageType() != TextureStorageType::Buffer || if (texture->GetStorageType() != TextureStorageType::Buffer ||
texture->GetTarget() != TextureTarget::TextureBuffer) { texture->GetTarget() != TextureTarget::TextureBuffer) {
MGLOG_E( MGLOG_E_ONCE(
"ResolveTexelBufferDescriptor: binding %u ('%s') expected texture buffer, got textureId=%u target=%d storage=%d", "ResolveTexelBufferDescriptor: binding %u ('%s') expected texture buffer, got textureId=%u target=%d storage=%d",
binding, programObj.samplerNameByBinding[binding].c_str(), texture->GetExternalIndex(), binding, programObj.samplerNameByBinding[binding].c_str(), texture->GetExternalIndex(),
static_cast<Int>(texture->GetTarget()), static_cast<Int>(texture->GetStorageType())); static_cast<Int>(texture->GetTarget()), static_cast<Int>(texture->GetStorageType()));
@@ -688,14 +690,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
auto* textureBuffer = static_cast<MG_State::GLState::TextureObjectBuffer*>(texture.get()); auto* textureBuffer = static_cast<MG_State::GLState::TextureObjectBuffer*>(texture.get());
const auto& bufferObject = textureBuffer->GetBufferBindingSlot().GetBoundObject(); const auto& bufferObject = textureBuffer->GetBufferBindingSlot().GetBoundObject();
if (bufferObject == nullptr) { if (bufferObject == nullptr) {
MGLOG_E("ResolveTexelBufferDescriptor: texture buffer binding %u ('%s') has no GL buffer bound", MGLOG_E_ONCE("ResolveTexelBufferDescriptor: texture buffer binding %u ('%s') has no GL buffer bound",
binding, programObj.samplerNameByBinding[binding].c_str()); binding, programObj.samplerNameByBinding[binding].c_str());
return false; return false;
} }
BufferSlice slice{}; BufferSlice slice{};
if (!m_bufferManager->AcquireResidentSlice(BufferKind::TextureBuffer, bufferObject, slice) || !slice.IsValid()) { if (!m_bufferManager->AcquireResidentSlice(BufferKind::TextureBuffer, bufferObject, slice) || !slice.IsValid()) {
MGLOG_E("ResolveTexelBufferDescriptor: failed to sync GL buffer %u for texture buffer %u", MGLOG_E_ONCE("ResolveTexelBufferDescriptor: failed to sync GL buffer %u for texture buffer %u",
bufferObject->GetExternalIndex(), texture->GetExternalIndex()); bufferObject->GetExternalIndex(), texture->GetExternalIndex());
return false; return false;
} }
@@ -703,7 +705,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const auto internalFormat = textureBuffer->GetFormat(); const auto internalFormat = textureBuffer->GetFormat();
const VkFormat vkFormat = MG_Util::ConvertTextureInternalFormatToVkEnum(internalFormat); const VkFormat vkFormat = MG_Util::ConvertTextureInternalFormatToVkEnum(internalFormat);
if (vkFormat == VK_FORMAT_UNDEFINED) { if (vkFormat == VK_FORMAT_UNDEFINED) {
MGLOG_E("ResolveTexelBufferDescriptor: unsupported texture buffer internal format %d", MGLOG_E_ONCE("ResolveTexelBufferDescriptor: unsupported texture buffer internal format %d",
static_cast<Int>(internalFormat)); static_cast<Int>(internalFormat));
return false; return false;
} }
@@ -719,7 +721,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
viewRange = (viewRange / texelSize) * texelSize; viewRange = (viewRange / texelSize) * texelSize;
} }
if (viewRange == 0) { if (viewRange == 0) {
MGLOG_E("ResolveTexelBufferDescriptor: texture buffer %u has empty view range", texture->GetExternalIndex()); MGLOG_E_ONCE("ResolveTexelBufferDescriptor: texture buffer %u has empty view range", texture->GetExternalIndex());
return false; return false;
} }
@@ -733,7 +735,151 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkBufferView bufferView = VK_NULL_HANDLE; VkBufferView bufferView = VK_NULL_HANDLE;
const VkResult result = vkCreateBufferView(m_device, &viewInfo, nullptr, &bufferView); const VkResult result = vkCreateBufferView(m_device, &viewInfo, nullptr, &bufferView);
if (result != VK_SUCCESS || bufferView == VK_NULL_HANDLE) { if (result != VK_SUCCESS || bufferView == VK_NULL_HANDLE) {
MGLOG_E("ResolveTexelBufferDescriptor: vkCreateBufferView failed result=%d format=%d range=%zu", MGLOG_E_ONCE("ResolveTexelBufferDescriptor: vkCreateBufferView failed result=%d format=%d range=%zu",
result, static_cast<Int>(vkFormat), static_cast<SizeT>(viewRange));
return false;
}
m_frames[frameIndex].texelBufferViews.push_back(bufferView);
outBufferView = bufferView;
return true;
}
// GLSL `imageBuffer`. The one image uniform whose Vulkan descriptor is a VkBufferView rather
// than a VkImageView, so it is half ResolveStorageImageDescriptor (the resource comes from an
// IMAGE unit, i.e. from glBindImageTexture, not from a texture unit) and half
// ResolveTexelBufferDescriptor (the descriptor is a buffer view over the GL buffer the
// texture is attached to).
//
// Before this existed the descriptor kind reflected as SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_-
// TEXEL_BUFFER and fell into ReflectDescriptorTypeToBindingKind's `default:`, whose only
// complaint is an assert that compiles out above DEBUG - so a release build declared no
// binding at all for a uniform the shader still read, and lavapipe segfaulted inside pipeline
// creation on the JIT worker thread. KHR-GL44.multi_bind.dispatch_bind_image_textures is the
// case that carries it.
Bool UniformManager::ResolveStorageTexelBufferDescriptor(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Uint32 binding, Uint32 frameIndex,
VkBufferView& outBufferView) {
outBufferView = VK_NULL_HANDLE;
MOBILEGL_ASSERT(m_bufferManager != nullptr, "ResolveStorageTexelBufferDescriptor: buffer manager is null");
MOBILEGL_ASSERT(MG_State::pGLContext != nullptr, "ResolveStorageTexelBufferDescriptor: GL context is null");
MOBILEGL_ASSERT(frameIndex < m_frames.size(),
"ResolveStorageTexelBufferDescriptor: frame index out of range");
MOBILEGL_ASSERT(binding < programObj.samplerUniformLocationByBinding.size(),
"ResolveStorageTexelBufferDescriptor: binding %u out of range", binding);
const Int location = programObj.samplerUniformLocationByBinding[binding];
if (location < 0) {
MGLOG_E_ONCE("ResolveStorageTexelBufferDescriptor: binding %u ('%s') has no uniform location", binding,
programObj.samplerNameByBinding[binding].c_str());
return false;
}
const Int imageUnit = program.GetUniformSamplerOrImageUnitIndex(static_cast<Uint>(location));
if (imageUnit < 0 || imageUnit >= MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS) {
MGLOG_E_ONCE("ResolveStorageTexelBufferDescriptor: image unit %d out of range for binding %u", imageUnit,
binding);
return false;
}
auto& imageBinding = MG_State::pGLContext->GetImageTextureBinding(imageUnit);
const auto& texture = imageBinding.Texture;
if (texture == nullptr) {
MGLOG_E_ONCE("ResolveStorageTexelBufferDescriptor: image unit %d is unbound for binding %u", imageUnit,
binding);
return false;
}
if (texture->GetStorageType() != TextureStorageType::Buffer ||
texture->GetTarget() != TextureTarget::TextureBuffer) {
MGLOG_E_ONCE("ResolveStorageTexelBufferDescriptor: binding %u ('%s') expected a texture buffer on image "
"unit %d, got textureId=%u target=%d storage=%d",
binding, programObj.samplerNameByBinding[binding].c_str(), imageUnit,
texture->GetExternalIndex(), static_cast<Int>(texture->GetTarget()),
static_cast<Int>(texture->GetStorageType()));
return false;
}
auto* textureBuffer = static_cast<MG_State::GLState::TextureObjectBuffer*>(texture.get());
const auto& bufferObject = textureBuffer->GetBufferBindingSlot().GetBoundObject();
if (bufferObject == nullptr) {
MGLOG_E_ONCE("ResolveStorageTexelBufferDescriptor: texture buffer on image unit %d has no GL buffer bound",
imageUnit);
return false;
}
// Unlike the sampled texel buffer, the shader MAY write this one, and those writes land
// in GPU memory behind the frontend's CPU shadow - which is what MapBuffer and
// GetBufferSubData read. Same two calls, and for the same reason, as the storage-block
// path above - but only the residency is unconditional. Marking a GL_READ_ONLY binding
// GPU-written would make the next map or readback wait for a dispatch that could not have
// changed a byte of it.
bufferObject->EnsureGpuResidentStorage();
if (imageBinding.Access != GL_READ_ONLY) {
bufferObject->MarkGpuWritten();
}
BufferSlice slice{};
if (!m_bufferManager->AcquireResidentSlice(BufferKind::TextureBuffer, bufferObject, slice) ||
!slice.IsValid()) {
MGLOG_E_ONCE("ResolveStorageTexelBufferDescriptor: failed to sync GL buffer %u for texture buffer %u",
bufferObject->GetExternalIndex(), texture->GetExternalIndex());
return false;
}
// The format the SHADER declared wins over the one glBindImageTexture named, on the same
// policy as a storage image: a typed `layout(r32ui) uniform uimageBuffer` must be read as
// r32ui whatever the texture's own attachment format says. Falling back, in order:
// reflected format, then the bind format, then the texture's attached format.
MOBILEGL_ASSERT(binding < programObj.storageImageFormatByBinding.size(),
"ResolveStorageTexelBufferDescriptor: binding %u has no reflected format slot", binding);
const auto internalFormat = textureBuffer->GetFormat();
const VkFormat resourceFormat = MG_Util::ConvertTextureInternalFormatToVkEnum(internalFormat);
const VkFormat reflectedFormat = programObj.storageImageFormatByBinding[binding];
VkFormat vkFormat = reflectedFormat;
if (vkFormat == VK_FORMAT_UNDEFINED && imageBinding.Format != 0) {
vkFormat = MG_Util::ConvertTextureInternalFormatToVkEnum(
MG_Util::ConvertGLEnumToTextureInternalFormat(imageBinding.Format));
}
if (vkFormat == VK_FORMAT_UNDEFINED) {
vkFormat = resourceFormat;
}
if (vkFormat == VK_FORMAT_UNDEFINED) {
MGLOG_E_ONCE("ResolveStorageTexelBufferDescriptor: unsupported image buffer format (internal=%d bind=0x%x)",
static_cast<Int>(internalFormat), imageBinding.Format);
return false;
}
// Sized from the TEXTURE's attached format even though the view may carry a different
// one. That is not a shortcut: GL requires the shader's format qualifier, the format
// passed to glBindImageTexture and the texture's own internal format to belong to the
// same format CLASS (GL 4.6 core, table 8.27), and every member of a class has the same
// texel size. So the three can disagree on interpretation and never on bytes - which is
// what the range below has to be a whole multiple of.
const VkDeviceSize texelSize =
static_cast<VkDeviceSize>(MG_Util::GetSizedInternalFormatSizeInBytes(internalFormat));
const VkDeviceSize rangeOffset = static_cast<VkDeviceSize>(textureBuffer->GetBufferRangeOffset());
const VkDeviceSize rangeSize = static_cast<VkDeviceSize>(textureBuffer->GetBufferRangeSizeInBytes());
VkDeviceSize viewRange = std::min(rangeSize, slice.size > rangeOffset ? slice.size - rangeOffset : 0);
if (texelSize > 0) {
viewRange = (viewRange / texelSize) * texelSize;
}
if (viewRange == 0) {
MGLOG_E_ONCE("ResolveStorageTexelBufferDescriptor: texture buffer %u has empty view range",
texture->GetExternalIndex());
return false;
}
VkBufferViewCreateInfo viewInfo{};
viewInfo.sType = VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO;
viewInfo.buffer = slice.buffer;
viewInfo.format = vkFormat;
viewInfo.offset = slice.offset + rangeOffset;
viewInfo.range = viewRange;
VkBufferView bufferView = VK_NULL_HANDLE;
const VkResult result = vkCreateBufferView(m_device, &viewInfo, nullptr, &bufferView);
if (result != VK_SUCCESS || bufferView == VK_NULL_HANDLE) {
MGLOG_E_ONCE("ResolveStorageTexelBufferDescriptor: vkCreateBufferView failed result=%d format=%d range=%zu",
result, static_cast<Int>(vkFormat), static_cast<SizeT>(viewRange)); result, static_cast<Int>(vkFormat), static_cast<SizeT>(viewRange));
return false; return false;
} }
@@ -770,7 +916,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
auto& bindingPoint = MG_State::pGLContext->GetBufferBindingPoint(BufferTarget::ShaderStorage, frontendBinding); auto& bindingPoint = MG_State::pGLContext->GetBufferBindingPoint(BufferTarget::ShaderStorage, frontendBinding);
const auto& bufferObject = bindingPoint.GetBoundObject(); const auto& bufferObject = bindingPoint.GetBoundObject();
if (bufferObject == nullptr) { if (bufferObject == nullptr) {
MGLOG_E("ResolveStorageBufferDescriptor: no SSBO bound at frontend binding %u for block '%s'", MGLOG_E_ONCE("ResolveStorageBufferDescriptor: no SSBO bound at frontend binding %u for block '%s'",
frontendBinding, programObj.storageBlockNameByBinding[binding].c_str()); frontendBinding, programObj.storageBlockNameByBinding[binding].c_str());
return false; return false;
} }
@@ -785,7 +931,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
BufferSlice slice{}; BufferSlice slice{};
if (!m_bufferManager->AcquireResidentSlice(BufferKind::ShaderStorage, bufferObject, slice) || !slice.IsValid()) { if (!m_bufferManager->AcquireResidentSlice(BufferKind::ShaderStorage, bufferObject, slice) || !slice.IsValid()) {
MGLOG_E("ResolveStorageBufferDescriptor: failed to sync GL buffer %u for block '%s'", MGLOG_E_ONCE("ResolveStorageBufferDescriptor: failed to sync GL buffer %u for block '%s'",
bufferObject->GetExternalIndex(), programObj.storageBlockNameByBinding[binding].c_str()); bufferObject->GetExternalIndex(), programObj.storageBlockNameByBinding[binding].c_str());
return false; return false;
} }
@@ -799,7 +945,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
rangeEnd = bufferSize; rangeEnd = bufferSize;
} }
if (rangeEnd <= rangeStart) { if (rangeEnd <= rangeStart) {
MGLOG_E("ResolveStorageBufferDescriptor: empty SSBO range for block '%s'", MGLOG_E_ONCE("ResolveStorageBufferDescriptor: empty SSBO range for block '%s'",
programObj.storageBlockNameByBinding[binding].c_str()); programObj.storageBlockNameByBinding[binding].c_str());
return false; return false;
} }
@@ -823,7 +969,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Int baseLocation = programObj.samplerUniformLocationByBinding[binding]; const Int baseLocation = programObj.samplerUniformLocationByBinding[binding];
if (baseLocation < 0) { if (baseLocation < 0) {
MGLOG_E("ResolveStorageImageDescriptor: storage image binding %u has no uniform location", binding); MGLOG_E_ONCE("ResolveStorageImageDescriptor: storage image binding %u has no uniform location", binding);
return false; return false;
} }
// Per ELEMENT, and this is where an image array differs from a storage-block array: GL // Per ELEMENT, and this is where an image array differs from a storage-block array: GL
@@ -835,26 +981,26 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// uniform. // uniform.
const Int location = baseLocation + static_cast<Int>(element); const Int location = baseLocation + static_cast<Int>(element);
if (!program.UniformLocationsAliasSameUniform(baseLocation, location)) { if (!program.UniformLocationsAliasSameUniform(baseLocation, location)) {
MGLOG_E("ResolveStorageImageDescriptor: binding %u element %u is past the end of its image array", MGLOG_E_ONCE("ResolveStorageImageDescriptor: binding %u element %u is past the end of its image array",
binding, element); binding, element);
return false; return false;
} }
const Int imageUnit = program.GetUniformSamplerOrImageUnitIndex(static_cast<Uint>(location)); const Int imageUnit = program.GetUniformSamplerOrImageUnitIndex(static_cast<Uint>(location));
if (imageUnit < 0 || imageUnit >= MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS) { if (imageUnit < 0 || imageUnit >= MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS) {
MGLOG_E("ResolveStorageImageDescriptor: image unit %d out of range for binding %u", MGLOG_E_ONCE("ResolveStorageImageDescriptor: image unit %d out of range for binding %u",
imageUnit, binding); imageUnit, binding);
return false; return false;
} }
auto& imageBinding = MG_State::pGLContext->GetImageTextureBinding(imageUnit); auto& imageBinding = MG_State::pGLContext->GetImageTextureBinding(imageUnit);
if (imageBinding.Texture == nullptr) { if (imageBinding.Texture == nullptr) {
MGLOG_E("ResolveStorageImageDescriptor: image unit %d is unbound for binding %u", imageUnit, binding); MGLOG_E_ONCE("ResolveStorageImageDescriptor: image unit %d is unbound for binding %u", imageUnit, binding);
return false; return false;
} }
const Bool ready = m_textureManager->TransitionTextureForStorageImage(commandBuffer, *imageBinding.Texture); const Bool ready = m_textureManager->TransitionTextureForStorageImage(commandBuffer, *imageBinding.Texture);
if (!ready) { if (!ready) {
MGLOG_E("ResolveStorageImageDescriptor: failed to transition textureId=%d for image unit %d", MGLOG_E_ONCE("ResolveStorageImageDescriptor: failed to transition textureId=%d for image unit %d",
imageBinding.Texture->GetExternalIndex(), imageUnit); imageBinding.Texture->GetExternalIndex(), imageUnit);
return false; return false;
} }
@@ -874,7 +1020,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkFormat viewFormat = ResolveStorageImageViewFormat( const VkFormat viewFormat = ResolveStorageImageViewFormat(
reflectedFormat, imageBinding.Format, resource->format, useBindingFormat); reflectedFormat, imageBinding.Format, resource->format, useBindingFormat);
if (viewFormat == VK_FORMAT_UNDEFINED) { if (viewFormat == VK_FORMAT_UNDEFINED) {
MGLOG_E("ResolveStorageImageDescriptor: unsupported glBindImageTexture format=0x%x " MGLOG_E_ONCE("ResolveStorageImageDescriptor: unsupported glBindImageTexture format=0x%x "
"for binding=%u imageUnit=%d textureId=%d bindingPolicy=%s", "for binding=%u imageUnit=%d textureId=%d bindingPolicy=%s",
imageBinding.Format, binding, imageUnit, imageBinding.Texture->GetExternalIndex(), imageBinding.Format, binding, imageUnit, imageBinding.Texture->GetExternalIndex(),
useBindingFormat ? "true" : "false"); useBindingFormat ? "true" : "false");
@@ -883,7 +1029,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkImageView view = m_textureManager->GetOrCreateStorageImageView( const VkImageView view = m_textureManager->GetOrCreateStorageImageView(
*imageBinding.Texture, mipLevel, viewFormat, imageBinding.Layered != GL_FALSE, imageBinding.Layer); *imageBinding.Texture, mipLevel, viewFormat, imageBinding.Layered != GL_FALSE, imageBinding.Layer);
if (view == VK_NULL_HANDLE) { if (view == VK_NULL_HANDLE) {
MGLOG_E("ResolveStorageImageDescriptor: failed to resolve storage view textureId=%d mip=%u " MGLOG_E_ONCE("ResolveStorageImageDescriptor: failed to resolve storage view textureId=%d mip=%u "
"bindingFormat=0x%x imageFormat=%d reflectedFormat=%d selectedFormat=%d bindingPolicy=%s", "bindingFormat=0x%x imageFormat=%d reflectedFormat=%d selectedFormat=%d bindingPolicy=%s",
imageBinding.Texture->GetExternalIndex(), mipLevel, imageBinding.Format, imageBinding.Texture->GetExternalIndex(), mipLevel, imageBinding.Format,
static_cast<Int>(resource->format), static_cast<Int>(reflectedFormat), static_cast<Int>(resource->format), static_cast<Int>(reflectedFormat),
@@ -904,7 +1050,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Report that there is no fallback and let the caller decline the draw - aborting the // Report that there is no fallback and let the caller decline the draw - aborting the
// process over an unbound sampler is never the right answer. // process over an unbound sampler is never the right answer.
if (target != TextureTarget::Texture2D && target != TextureTarget::TextureRectangle) { if (target != TextureTarget::Texture2D && target != TextureTarget::TextureRectangle) {
MGLOG_E("UniformManager::GetFallbackTexture: no fallback exists for target=%d", MGLOG_E_ONCE("UniformManager::GetFallbackTexture: no fallback exists for target=%d",
static_cast<Int>(target)); static_cast<Int>(target));
return nullptr; return nullptr;
} }
@@ -1080,13 +1226,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
continue; continue;
} }
if (binding >= programObj.samplerUniformLocationByBinding.size()) { if (binding >= programObj.samplerUniformLocationByBinding.size()) {
MGLOG_E("CollectStorageImageTextures: binding %u has no uniform-location mapping", binding); MGLOG_E_ONCE("CollectStorageImageTextures: binding %u has no uniform-location mapping", binding);
return false; return false;
} }
const Int baseLocation = programObj.samplerUniformLocationByBinding[binding]; const Int baseLocation = programObj.samplerUniformLocationByBinding[binding];
if (baseLocation < 0) { if (baseLocation < 0) {
MGLOG_E("CollectStorageImageTextures: binding %u has no image uniform location", binding); MGLOG_E_ONCE("CollectStorageImageTextures: binding %u has no image uniform location", binding);
return false; return false;
} }
// Per ELEMENT, for the same reason the sampled walk above is: an image ARRAY is one // Per ELEMENT, for the same reason the sampled walk above is: an image ARRAY is one
@@ -1098,20 +1244,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
for (Uint32 element = 0; element < descriptorCount; ++element) { for (Uint32 element = 0; element < descriptorCount; ++element) {
const Int location = ResolveDescriptorElementLocation(program, baseLocation, element); const Int location = ResolveDescriptorElementLocation(program, baseLocation, element);
if (location < 0) { if (location < 0) {
MGLOG_E("CollectStorageImageTextures: binding %u element %u is past the end of its image array", MGLOG_E_ONCE("CollectStorageImageTextures: binding %u element %u is past the end of its image array",
binding, element); binding, element);
return false; return false;
} }
const Int imageUnit = program.GetUniformSamplerOrImageUnitIndex(static_cast<Uint>(location)); const Int imageUnit = program.GetUniformSamplerOrImageUnitIndex(static_cast<Uint>(location));
if (imageUnit < 0 || imageUnit >= MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS) { if (imageUnit < 0 || imageUnit >= MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS) {
MGLOG_E("CollectStorageImageTextures: image unit %d is invalid for binding %u element %u", MGLOG_E_ONCE("CollectStorageImageTextures: image unit %d is invalid for binding %u element %u",
imageUnit, binding, element); imageUnit, binding, element);
return false; return false;
} }
auto* texture = MG_State::pGLContext->GetImageTextureBinding(imageUnit).Texture.get(); auto* texture = MG_State::pGLContext->GetImageTextureBinding(imageUnit).Texture.get();
if (texture == nullptr) { if (texture == nullptr) {
MGLOG_E("CollectStorageImageTextures: image unit %d is unbound for binding %u element %u", MGLOG_E_ONCE("CollectStorageImageTextures: image unit %d is unbound for binding %u element %u",
imageUnit, binding, element); imageUnit, binding, element);
return false; return false;
} }
@@ -1244,7 +1390,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return true; return true;
} }
Bool UniformManager::CreateDescriptorPool(Uint32 maxSets, VkDescriptorPool& outPool) const { Bool UniformManager::CreateDescriptorPool(Uint32 maxSets, Bool updateAfterBind, VkDescriptorPool& outPool) const {
outPool = VK_NULL_HANDLE; outPool = VK_NULL_HANDLE;
if (m_device == VK_NULL_HANDLE || maxSets == 0 || m_maxBindings == 0) { if (m_device == VK_NULL_HANDLE || maxSets == 0 || m_maxBindings == 0) {
return false; return false;
@@ -1262,12 +1408,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Uint64 descriptorCount64 = const Uint64 descriptorCount64 =
static_cast<Uint64>(maxSets) * static_cast<Uint64>(std::min(m_maxBindings, kEstimatedBindingsPerSet)); static_cast<Uint64>(maxSets) * static_cast<Uint64>(std::min(m_maxBindings, kEstimatedBindingsPerSet));
if (descriptorCount64 > static_cast<Uint64>(std::numeric_limits<Uint32>::max())) { if (descriptorCount64 > static_cast<Uint64>(std::numeric_limits<Uint32>::max())) {
MGLOG_E("UniformDescriptorBinder::CreateDescriptorPool failed: descriptorCount overflow"); MGLOG_E_ONCE("UniformDescriptorBinder::CreateDescriptorPool failed: descriptorCount overflow");
return false; return false;
} }
const Uint32 descriptorCount = static_cast<Uint32>(descriptorCount64); const Uint32 descriptorCount = static_cast<Uint32>(descriptorCount64);
VkDescriptorPoolSize poolSizes[5]{}; VkDescriptorPoolSize poolSizes[6]{};
poolSizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC; poolSizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
poolSizes[0].descriptorCount = descriptorCount; poolSizes[0].descriptorCount = descriptorCount;
poolSizes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; poolSizes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
@@ -1278,6 +1424,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
poolSizes[3].descriptorCount = descriptorCount; poolSizes[3].descriptorCount = descriptorCount;
poolSizes[4].type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE; poolSizes[4].type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
poolSizes[4].descriptorCount = descriptorCount; poolSizes[4].descriptorCount = descriptorCount;
poolSizes[5].type = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
poolSizes[5].descriptorCount = descriptorCount;
VkDescriptorPoolCreateInfo poolInfo{}; VkDescriptorPoolCreateInfo poolInfo{};
poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
@@ -1285,38 +1433,43 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// (OnDescriptorSetLayoutDestroyed) so program churn recycles pool capacity. // (OnDescriptorSetLayoutDestroyed) so program churn recycles pool capacity.
// The cost is on set allocation only, which happens when a layout's per-frame // The cost is on set allocation only, which happens when a layout's per-frame
// cache grows - never on the per-draw reuse path. // cache grows - never on the per-draw reuse path.
poolInfo.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; poolInfo.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT |
(updateAfterBind ? VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT : 0);
poolInfo.maxSets = maxSets; poolInfo.maxSets = maxSets;
poolInfo.poolSizeCount = static_cast<Uint32>(std::size(poolSizes)); poolInfo.poolSizeCount = static_cast<Uint32>(std::size(poolSizes));
poolInfo.pPoolSizes = poolSizes; poolInfo.pPoolSizes = poolSizes;
const VkResult result = vkCreateDescriptorPool(m_device, &poolInfo, nullptr, &outPool); const VkResult result = vkCreateDescriptorPool(m_device, &poolInfo, nullptr, &outPool);
if (result != VK_SUCCESS) { if (result != VK_SUCCESS) {
MGLOG_E("UniformDescriptorBinder::CreateDescriptorPool failed: vkCreateDescriptorPool returned %d", MGLOG_E_ONCE("UniformDescriptorBinder::CreateDescriptorPool failed: vkCreateDescriptorPool returned %d",
result); result);
return false; return false;
} }
return true; return true;
} }
Bool UniformManager::GrowFrameDescriptorPool(FrameResources& frame, Uint32 frameIndex) { Bool UniformManager::GrowFrameDescriptorPool(FrameResources& frame, Uint32 frameIndex, Bool updateAfterBind) {
if (frame.descriptorPools.empty()) { if (frame.descriptorPools.empty()) {
return false; return false;
} }
const auto& currentBucket = frame.descriptorPools[frame.activeDescriptorPoolIndex]; const auto matchingBucket = std::find_if(
const Uint32 currentMaxSets = std::max<Uint32>(1, currentBucket.maxSets); frame.descriptorPools.begin(), frame.descriptorPools.end(),
[updateAfterBind](const DescriptorPoolBucket& candidate) { return candidate.updateAfterBind == updateAfterBind; });
const Uint32 currentMaxSets = matchingBucket != frame.descriptorPools.end()
? std::max<Uint32>(1, matchingBucket->maxSets)
: m_setsPerFrame;
const Uint32 grownMaxSets = currentMaxSets <= (std::numeric_limits<Uint32>::max() / 2) ? (currentMaxSets * 2) const Uint32 grownMaxSets = currentMaxSets <= (std::numeric_limits<Uint32>::max() / 2) ? (currentMaxSets * 2)
: currentMaxSets; : currentMaxSets;
VkDescriptorPool grownPool = VK_NULL_HANDLE; VkDescriptorPool grownPool = VK_NULL_HANDLE;
if (!CreateDescriptorPool(grownMaxSets, grownPool)) { if (!CreateDescriptorPool(grownMaxSets, updateAfterBind, grownPool)) {
MGLOG_E("UniformDescriptorBinder::GrowFrameDescriptorPool failed: cannot create grown pool (%u -> %u sets)", MGLOG_E_ONCE("UniformDescriptorBinder::GrowFrameDescriptorPool failed: cannot create grown pool (%u -> %u sets)",
currentMaxSets, grownMaxSets); currentMaxSets, grownMaxSets);
return false; return false;
} }
frame.descriptorPools.push_back({grownPool, grownMaxSets, 0}); frame.descriptorPools.push_back({grownPool, grownMaxSets, 0, updateAfterBind});
frame.activeDescriptorPoolIndex = static_cast<Uint32>(frame.descriptorPools.size() - 1); frame.activeDescriptorPoolIndex = static_cast<Uint32>(frame.descriptorPools.size() - 1);
MGLOG_D( MGLOG_D(
"UniformDescriptorBinder: frame %u descriptor pool exhausted, grew pool (%u -> %u sets), poolCount=%zu", "UniformDescriptorBinder: frame %u descriptor pool exhausted, grew pool (%u -> %u sets), poolCount=%zu",
@@ -1326,14 +1479,16 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkResult UniformManager::AllocateDescriptorSetsFromActivePool(Uint32 frameIndex, const ProgramFactory::VkProgramObject& programObj, VkDescriptorSet& outDescriptorSet) { VkResult UniformManager::AllocateDescriptorSetsFromActivePool(Uint32 frameIndex, const ProgramFactory::VkProgramObject& programObj, VkDescriptorSet& outDescriptorSet) {
auto& frame = m_frames[frameIndex]; auto& frame = m_frames[frameIndex];
if (frame.activeDescriptorPoolIndex >= frame.descriptorPools.size()) { const Bool updateAfterBind = programObj.usesUpdateAfterBind;
frame.activeDescriptorPoolIndex = 0; if (frame.activeDescriptorPoolIndex >= frame.descriptorPools.size() ||
} frame.descriptorPools[frame.activeDescriptorPoolIndex].updateAfterBind != updateAfterBind ||
if (frame.descriptorPools[frame.activeDescriptorPoolIndex].allocatedSets >= frame.descriptorPools[frame.activeDescriptorPoolIndex].allocatedSets >=
frame.descriptorPools[frame.activeDescriptorPoolIndex].maxSets) { frame.descriptorPools[frame.activeDescriptorPoolIndex].maxSets) {
const auto availableBucket = std::find_if( const auto availableBucket = std::find_if(
frame.descriptorPools.begin(), frame.descriptorPools.end(), frame.descriptorPools.begin(), frame.descriptorPools.end(),
[](const DescriptorPoolBucket& candidate) { return candidate.allocatedSets < candidate.maxSets; }); [updateAfterBind](const DescriptorPoolBucket& candidate) {
return candidate.updateAfterBind == updateAfterBind && candidate.allocatedSets < candidate.maxSets;
});
if (availableBucket == frame.descriptorPools.end()) { if (availableBucket == frame.descriptorPools.end()) {
outDescriptorSet = VK_NULL_HANDLE; outDescriptorSet = VK_NULL_HANDLE;
return VK_ERROR_OUT_OF_POOL_MEMORY; return VK_ERROR_OUT_OF_POOL_MEMORY;
@@ -1369,8 +1524,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} else { } else {
VkResult allocResult = AllocateDescriptorSetsFromActivePool(frameIndex, programObj, outDescriptorSet); VkResult allocResult = AllocateDescriptorSetsFromActivePool(frameIndex, programObj, outDescriptorSet);
if (allocResult == VK_ERROR_OUT_OF_POOL_MEMORY || allocResult == VK_ERROR_FRAGMENTED_POOL) { if (allocResult == VK_ERROR_OUT_OF_POOL_MEMORY || allocResult == VK_ERROR_FRAGMENTED_POOL) {
if (!GrowFrameDescriptorPool(frame, frameIndex)) { if (!GrowFrameDescriptorPool(frame, frameIndex, programObj.usesUpdateAfterBind)) {
MGLOG_E("UniformDescriptorBinder::AcquireDescriptorSet failed: descriptor pool growth failed"); MGLOG_E_ONCE("UniformDescriptorBinder::AcquireDescriptorSet failed: descriptor pool growth failed");
return allocResult; return allocResult;
} }
allocResult = AllocateDescriptorSetsFromActivePool(frameIndex, programObj, outDescriptorSet); allocResult = AllocateDescriptorSetsFromActivePool(frameIndex, programObj, outDescriptorSet);
@@ -1501,7 +1656,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
auto& frame = m_frames[frameIndex]; auto& frame = m_frames[frameIndex];
if (frame.descriptorPools.empty()) { if (frame.descriptorPools.empty()) {
MGLOG_E("UniformDescriptorBinder::BindProgramUniformBuffers failed: frame descriptor pools are invalid"); MGLOG_E_ONCE("UniformDescriptorBinder::BindProgramUniformBuffers failed: frame descriptor pools are invalid");
return false; return false;
} }
if (frame.activeDescriptorPoolIndex >= frame.descriptorPools.size()) { if (frame.activeDescriptorPoolIndex >= frame.descriptorPools.size()) {
@@ -1578,6 +1733,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// is reachable wherever m_maxBindings is small (it clamps to ~16 on Adreno and Mali), // is reachable wherever m_maxBindings is small (it clamps to ~16 on Adreno and Mali),
// which is exactly where a 7-element CTS sampler array does not fit the slack. // which is exactly where a 7-element CTS sampler array does not fit the slack.
imageInfos.reserve(m_maxBindings + arrayDescriptorExtra); imageInfos.reserve(m_maxBindings + arrayDescriptorExtra);
// Exact, and safe only because it is: BOTH texel kinds (samplerBuffer and imageBuffer)
// refuse descriptor arrays at program creation, so each contributes at most one view and
// the total cannot exceed the binding count. The branches below take the address of
// back(), so making a texel kind array-capable without also giving this the surplus
// imageInfos gets would dangle every pTexelBufferView already recorded in `writes`.
texelBufferViews.reserve(m_maxBindings); texelBufferViews.reserve(m_maxBindings);
dynamicOffsets.reserve(programObj.dynamicBindings.size() + uboArrayExtra); dynamicOffsets.reserve(programObj.dynamicBindings.size() + uboArrayExtra);
@@ -1633,7 +1793,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkBufferView bufferView = VK_NULL_HANDLE; VkBufferView bufferView = VK_NULL_HANDLE;
if (!ResolveTexelBufferDescriptor(program, programObj, binding, frameIndex, bufferView) || if (!ResolveTexelBufferDescriptor(program, programObj, binding, frameIndex, bufferView) ||
bufferView == VK_NULL_HANDLE) { bufferView == VK_NULL_HANDLE) {
MGLOG_E( MGLOG_E_ONCE(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: texture buffer binding %u has no valid descriptor", "UniformDescriptorBinder::BindProgramUniformBuffers failed: texture buffer binding %u has no valid descriptor",
binding); binding);
return false; return false;
@@ -1644,6 +1804,25 @@ namespace MobileGL::MG_Backend::DirectVulkan {
write.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER; write.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
write.pTexelBufferView = &texelBufferViews.back(); write.pTexelBufferView = &texelBufferViews.back();
writes.push_back(write); writes.push_back(write);
} else if (kind == ProgramFactory::DescriptorBindingKind::StorageTexelBuffer) {
// Shares texelBufferViews with the sampled kind above, and may do so safely for
// the same reason: neither kind can be an array, so each contributes exactly one
// element and the reserve of m_maxBindings cannot be outrun - which is what keeps
// the &back() below from dangling when a later binding pushes.
VkBufferView bufferView = VK_NULL_HANDLE;
if (!ResolveStorageTexelBufferDescriptor(program, programObj, binding, frameIndex, bufferView) ||
bufferView == VK_NULL_HANDLE) {
MGLOG_E_ONCE("UniformDescriptorBinder::BindProgramUniformBuffers failed: image buffer binding %u "
"has no valid descriptor",
binding);
return false;
}
texelBufferViews.push_back(bufferView);
fastRebindKindsEligible = false;
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
write.pTexelBufferView = &texelBufferViews.back();
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 // One write per binding, but `descriptorCount` buffer infos: a GLSL block
// instance array occupies a single binding whose elements each come from their // instance array occupies a single binding whose elements each come from their
@@ -1653,7 +1832,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
for (Uint32 element = 0; element < descriptorCount; ++element) { for (Uint32 element = 0; element < descriptorCount; ++element) {
VkDescriptorBufferInfo bufferInfo{}; VkDescriptorBufferInfo bufferInfo{};
if (!ResolveStorageBufferDescriptor(program, programObj, binding, element, bufferInfo)) { if (!ResolveStorageBufferDescriptor(program, programObj, binding, element, bufferInfo)) {
MGLOG_E( MGLOG_E_ONCE(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: storage buffer binding %u " "UniformDescriptorBinder::BindProgramUniformBuffers failed: storage buffer binding %u "
"element %u has no valid descriptor", "element %u has no valid descriptor",
binding, element); binding, element);
@@ -1680,7 +1859,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkDescriptorImageInfo imageInfo{}; VkDescriptorImageInfo imageInfo{};
if (!ResolveStorageImageDescriptor(commandBuffer, program, programObj, binding, element, if (!ResolveStorageImageDescriptor(commandBuffer, program, programObj, binding, element,
imageInfo)) { imageInfo)) {
MGLOG_E( MGLOG_E_ONCE(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: storage image binding %u " "UniformDescriptorBinder::BindProgramUniformBuffers failed: storage image binding %u "
"element %u has no valid descriptor", "element %u has no valid descriptor",
binding, element); binding, element);
@@ -1722,14 +1901,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
imageInfo, samplerDescriptorsUnchangedHint); imageInfo, samplerDescriptorsUnchangedHint);
} }
if (!hasImage) { if (!hasImage) {
MGLOG_E( MGLOG_E_ONCE(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: sampler binding %u element %u " "UniformDescriptorBinder::BindProgramUniformBuffers failed: sampler binding %u element %u "
"has no valid texture descriptor", "has no valid texture descriptor",
binding, element); binding, element);
return false; return false;
} }
if (imageInfo.sampler == VK_NULL_HANDLE || imageInfo.imageView == VK_NULL_HANDLE) { if (imageInfo.sampler == VK_NULL_HANDLE || imageInfo.imageView == VK_NULL_HANDLE) {
MGLOG_E( MGLOG_E_ONCE(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: sampler binding %u element %u " "UniformDescriptorBinder::BindProgramUniformBuffers failed: sampler binding %u element %u "
"has null sampler or imageView", "has null sampler or imageView",
binding, element); binding, element);
@@ -1803,7 +1982,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} else { } else {
VkResult allocResult = AcquireDescriptorSet(frameIndex, programObj, descriptorSet); VkResult allocResult = AcquireDescriptorSet(frameIndex, programObj, descriptorSet);
if (allocResult != VK_SUCCESS || descriptorSet == VK_NULL_HANDLE) { if (allocResult != VK_SUCCESS || descriptorSet == VK_NULL_HANDLE) {
MGLOG_E("UniformDescriptorBinder::BindProgramUniformBuffers failed: descriptor set acquire returned %d", MGLOG_E_ONCE("UniformDescriptorBinder::BindProgramUniformBuffers failed: descriptor set acquire returned %d",
allocResult); allocResult);
return false; return false;
} }
@@ -114,6 +114,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkDescriptorPool handle = VK_NULL_HANDLE; VkDescriptorPool handle = VK_NULL_HANDLE;
Uint32 maxSets = 0; Uint32 maxSets = 0;
Uint32 allocatedSets = 0; Uint32 allocatedSets = 0;
Bool updateAfterBind = false;
}; };
// A cached descriptor set together with the pool it was allocated from, so a // A cached descriptor set together with the pool it was allocated from, so a
@@ -175,6 +176,14 @@ 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);
// GLSL `imageBuffer`: the same VkBufferView descriptor as the sampled texel buffer above,
// but resolved from an IMAGE unit (glBindImageTexture) rather than a texture unit, and
// made GPU-resident-writable because the shader may store to it. No `element` parameter:
// an imageBuffer ARRAY is refused at program creation, so a binding is always one
// descriptor (see the array gate in RemapDescriptorBindingsForVulkan).
Bool ResolveStorageTexelBufferDescriptor(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
Uint32 frameIndex, VkBufferView& outBufferView);
// `element` indexes a block INSTANCE array's descriptors; it is 0 for every ordinary // `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 // block. Each element resolves through its own GL storage block, and so its own GL
// binding point, buffer and glBindBufferRange window. // binding point, buffer and glBindBufferRange window.
@@ -215,8 +224,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void BindDescriptorSetDeduped(VkCommandBuffer commandBuffer, VkPipelineBindPoint bindPoint, void BindDescriptorSetDeduped(VkCommandBuffer commandBuffer, VkPipelineBindPoint bindPoint,
VkPipelineLayout pipelineLayout, VkDescriptorSet descriptorSet, VkPipelineLayout pipelineLayout, VkDescriptorSet descriptorSet,
const Vector<Uint32>& dynamicOffsets); const Vector<Uint32>& dynamicOffsets);
Bool CreateDescriptorPool(Uint32 maxSets, VkDescriptorPool& outPool) const; Bool CreateDescriptorPool(Uint32 maxSets, Bool updateAfterBind, VkDescriptorPool& outPool) const;
Bool GrowFrameDescriptorPool(FrameResources& frame, Uint32 frameIndex); Bool GrowFrameDescriptorPool(FrameResources& frame, Uint32 frameIndex, Bool updateAfterBind);
VkResult AllocateDescriptorSetsFromActivePool( VkResult AllocateDescriptorSetsFromActivePool(
Uint32 frameIndex, const ProgramFactory::VkProgramObject& programObj, VkDescriptorSet& outDescriptorSet); Uint32 frameIndex, const ProgramFactory::VkProgramObject& programObj, VkDescriptorSet& outDescriptorSet);
VkResult AcquireDescriptorSet(Uint32 frameIndex, VkResult AcquireDescriptorSet(Uint32 frameIndex,
@@ -333,8 +342,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// lifetime id, so a freed-and-reallocated sampler or texture at the same heap address // lifetime id, so a freed-and-reallocated sampler or texture at the same heap address
// always gets a fresh id and misses (a raw pointer would false-hit that ABA) - so a // always gets a fresh id and misses (a raw pointer would false-hit that ABA) - so a
// stale guess can only miss and fall through to the hash, never resolve wrong. Still // stale guess can only miss and fall through to the hash, never resolve wrong. Still
// reset each frame alongside the descriptor-set cache. Indexed by binding. // reset each frame alongside the descriptor-set cache. Indexed by binding, but the
// whole-descriptor entry is additionally keyed by program lifetime: Vulkan binding
// numbers are layout-local and unrelated programs routinely reuse binding 0/1.
struct SamplerResolveMemo { struct SamplerResolveMemo {
Uint64 infoProgramLifetimeId = 0;
Uint64 samplerLifetimeId = 0; Uint64 samplerLifetimeId = 0;
Uint64 textureLifetimeId = 0; Uint64 textureLifetimeId = 0;
VkSampler sampler = VK_NULL_HANDLE; VkSampler sampler = VK_NULL_HANDLE;
@@ -110,7 +110,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkFormat sourceVkFormat = const VkFormat sourceVkFormat =
ToVkVertexFormat(attr.Type, attr.Size, attr.Normalized, attr.IsInteger, attr.IsBgra, attr.IsLong); ToVkVertexFormat(attr.Type, attr.Size, attr.Normalized, attr.IsInteger, attr.IsBgra, attr.IsLong);
if (sourceVkFormat == VK_FORMAT_UNDEFINED) { if (sourceVkFormat == VK_FORMAT_UNDEFINED) {
MGLOG_E("Unsupported vertex attribute layout (location=%u, type=%s, size=%d): the array is " MGLOG_E_ONCE("Unsupported vertex attribute layout (location=%u, type=%s, size=%d): the array is "
"enabled but cannot be mapped to a VkFormat", "enabled but cannot be mapped to a VkFormat",
location, MG_Util::ConvertDataTypeToString(attr.Type).c_str(), attr.Size); location, MG_Util::ConvertDataTypeToString(attr.Type).c_str(), attr.Size);
unsupportedAttribMask |= (1u << location); unsupportedAttribMask |= (1u << location);
@@ -125,7 +125,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (fallbackFormat != VK_FORMAT_UNDEFINED && SupportsVertexBufferFormat(fallbackFormat)) { if (fallbackFormat != VK_FORMAT_UNDEFINED && SupportsVertexBufferFormat(fallbackFormat)) {
vkFormat = fallbackFormat; vkFormat = fallbackFormat;
conversion = VertexStreamConversion::ScaledIntegerToFloat32; conversion = VertexStreamConversion::ScaledIntegerToFloat32;
MGLOG_W("Vertex attribute location=%u format=%d lacks " MGLOG_W_ONCE("Vertex attribute location=%u format=%d lacks "
"VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT; using float32 stream format=%d " "VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT; using float32 stream format=%d "
"(type=%s size=%d normalized=%s integer=%s)", "(type=%s size=%d normalized=%s integer=%s)",
location, static_cast<Int>(sourceVkFormat), static_cast<Int>(vkFormat), location, static_cast<Int>(sourceVkFormat), static_cast<Int>(vkFormat),
@@ -135,7 +135,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
if (conversion == VertexStreamConversion::None) { if (conversion == VertexStreamConversion::None) {
MGLOG_E("Unsupported Vulkan vertex format (location=%u, format=%d, type=%s, size=%d): " MGLOG_E_ONCE("Unsupported Vulkan vertex format (location=%u, format=%d, type=%s, size=%d): "
"VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT is unavailable and no semantic fallback exists", "VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT is unavailable and no semantic fallback exists",
location, static_cast<Int>(sourceVkFormat), location, static_cast<Int>(sourceVkFormat),
MG_Util::ConvertDataTypeToString(attr.Type).c_str(), attr.Size); MG_Util::ConvertDataTypeToString(attr.Type).c_str(), attr.Size);
@@ -146,15 +146,21 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const SizeT attribByteSize = GetAttributeByteSize(attr.Type, attr.Size, attr.IsBgra); const SizeT attribByteSize = GetAttributeByteSize(attr.Type, attr.Size, attr.IsBgra);
if (attribByteSize == 0) { if (attribByteSize == 0) {
MGLOG_E("Vertex attribute with unknown component size (location=%u, type=%s): the array is " MGLOG_E_ONCE("Vertex attribute with unknown component size (location=%u, type=%s): the array is "
"enabled but cannot be sized", "enabled but cannot be sized",
location, MG_Util::ConvertDataTypeToString(attr.Type).c_str()); location, MG_Util::ConvertDataTypeToString(attr.Type).c_str());
unsupportedAttribMask |= (1u << location); unsupportedAttribMask |= (1u << location);
continue; continue;
} }
const Uint32 sourceStride = // Verbatim, zero included. The frontend already resolved a pointer call's
attr.Stride > 0 ? static_cast<Uint32>(attr.Stride) : static_cast<Uint32>(attribByteSize); // "tightly packed" stride 0 into the element size (see VertexAttribute::Stride),
// so a zero here is the binding model's stride 0 - every vertex reads the same
// element - which is exactly what a zero VkVertexInputBindingDescription::stride
// means. Substituting the element size fetched a fresh element per vertex and ran
// off the end of the buffer (KHR-GL43.vertex_attrib_binding.basic-input-case7/8).
// Client-memory arrays cannot reach zero: they only exist on the pointer path.
const Uint32 sourceStride = static_cast<Uint32>(attr.Stride);
const Bool packedAttribute = attr.Type == DataType::Int2101010Rev || const Bool packedAttribute = attr.Type == DataType::Int2101010Rev ||
attr.Type == DataType::Uint2101010Rev; attr.Type == DataType::Uint2101010Rev;
const SizeT requiredAlignment = packedAttribute ? attribByteSize : GetComponentSize(attr.Type); const SizeT requiredAlignment = packedAttribute ? attribByteSize : GetComponentSize(attr.Type);
@@ -169,17 +175,23 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// unless VK_EXT_legacy_vertex_attributes is available, so deinterleave this one // unless VK_EXT_legacy_vertex_attributes is available, so deinterleave this one
// attribute into a tightly packed transient stream without changing its format. // attribute into a tightly packed transient stream without changing its format.
conversion = VertexStreamConversion::Repack; conversion = VertexStreamConversion::Repack;
MGLOG_W("Vertex attribute location=%u uses Vulkan-incompatible alignment " MGLOG_W_ONCE("Vertex attribute location=%u uses Vulkan-incompatible alignment "
"(offset=%zu stride=%u required=%zu); using a tightly packed stream", "(offset=%zu stride=%u required=%zu); using a tightly packed stream",
location, attr.Offset, sourceStride, requiredAlignment); location, attr.Offset, sourceStride, requiredAlignment);
} }
Uint32 stride = sourceStride; Uint32 stride = sourceStride;
// A converted stream is tightly packed, so its stride is the converted element
// size - unless the source stride is zero, which does not describe a packing at
// all but "never advance". That survives the conversion unchanged: the draw path
// converts exactly one element and every vertex reads it.
if (sourceStride != 0) {
if (conversion == VertexStreamConversion::Repack) { if (conversion == VertexStreamConversion::Repack) {
stride = static_cast<Uint32>(attribByteSize); stride = static_cast<Uint32>(attribByteSize);
} else if (conversion == VertexStreamConversion::ScaledIntegerToFloat32) { } else if (conversion == VertexStreamConversion::ScaledIntegerToFloat32) {
stride = static_cast<Uint32>(attr.Size * static_cast<Int>(sizeof(Float))); stride = static_cast<Uint32>(attr.Size * static_cast<Int>(sizeof(Float)));
} }
}
const VkVertexInputRate inputRate = const VkVertexInputRate inputRate =
(attr.Divisor == 0) ? VK_VERTEX_INPUT_RATE_VERTEX : VK_VERTEX_INPUT_RATE_INSTANCE; (attr.Divisor == 0) ? VK_VERTEX_INPUT_RATE_VERTEX : VK_VERTEX_INPUT_RATE_INSTANCE;
@@ -23,7 +23,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT |
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT | VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT | VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT | VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_SRC_BIT; // "Every usage" has to mean every usage: a buffer texture reached through an IMAGE
// unit takes a VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER descriptor, and the write is
// invalid unless the buffer was created with this bit. Nothing asked for it until
// imageBuffer support existed, so the omission was invisible.
VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
// Appended to kPersistentBackedUsage when VK_EXT_transform_feedback is enabled // Appended to kPersistentBackedUsage when VK_EXT_transform_feedback is enabled
// (see VkBufferManagerInitInfo::transformFeedbackUsageEnabled). // (see VkBufferManagerInitInfo::transformFeedbackUsageEnabled).
constexpr VkBufferUsageFlags kTransformFeedbackUsage = constexpr VkBufferUsageFlags kTransformFeedbackUsage =
@@ -298,7 +302,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
.requiredFlags = requiredFlags, .requiredFlags = requiredFlags,
}); });
if (!created || resource.buffer.Map() == nullptr) { if (!created || resource.buffer.Map() == nullptr) {
MGLOG_E("VkBufferManager::CreateResidentStorage failed (size=%llu)", MGLOG_E_ONCE("VkBufferManager::CreateResidentStorage failed (size=%llu)",
static_cast<unsigned long long>(size)); static_cast<unsigned long long>(size));
resource.buffer.Destroy(); resource.buffer.Destroy();
resource.storageSize = 0; resource.storageSize = 0;
@@ -320,7 +324,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return false; return false;
} }
if (!resource.buffer.Upload(bufferObject.MappedData(), size, 0)) { if (!resource.buffer.Upload(bufferObject.MappedData(), size, 0)) {
MGLOG_E("VkBufferManager::SwapStorageAndUploadAll: upload failed"); MGLOG_E_ONCE("VkBufferManager::SwapStorageAndUploadAll: upload failed");
resource.pendingFullUpload = true; resource.pendingFullUpload = true;
return false; return false;
} }
@@ -379,6 +383,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
BumpSliceEpoch(*resource); BumpSliceEpoch(*resource);
// Any cached streaming slice refers to the previous contents. // Any cached streaming slice refers to the previous contents.
resource->transientFrameSerial = 0; resource->transientFrameSerial = 0;
// Redefining the store hands any adopted mapping back to the CPU shadow
// (BufferObject::RedefineStorage), so a buffer that reaches here persistent-mapped
// is an ordinary resident one again: it needs the busy-tracking and conditional
// orphan below, and the next AcquirePersistentMap has to mint storage for the new
// store rather than hand back a mapping of the old one.
resource->persistentMapped = false;
if (!resource->buffer.IsValid()) { if (!resource->buffer.IsValid()) {
return; // streaming-only resource: shadow + serial are enough return; // streaming-only resource: shadow + serial are enough
} }
@@ -399,7 +409,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
if (!resource->buffer.Upload(bufferObject.MappedData(), size, 0)) { if (!resource->buffer.Upload(bufferObject.MappedData(), size, 0)) {
MGLOG_E("VkBufferManager::OnRespecify: in-place upload failed"); MGLOG_E_ONCE("VkBufferManager::OnRespecify: in-place upload failed");
resource->pendingFullUpload = true; resource->pendingFullUpload = true;
} }
} }
@@ -424,7 +434,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (!IsResourceBusy(*resource)) { if (!IsResourceBusy(*resource)) {
if (!resource->buffer.Upload(bufferObject.MappedData() + offset, if (!resource->buffer.Upload(bufferObject.MappedData() + offset,
static_cast<VkDeviceSize>(size), static_cast<VkDeviceSize>(offset))) { static_cast<VkDeviceSize>(size), static_cast<VkDeviceSize>(offset))) {
MGLOG_E("VkBufferManager::OnSubData: host upload failed"); MGLOG_E_ONCE("VkBufferManager::OnSubData: host upload failed");
resource->pendingFullUpload = true; resource->pendingFullUpload = true;
} }
return; return;
@@ -461,7 +471,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if ((appAccess & BufferMappingAccessBit::Unsynchronized) || !IsResourceBusy(*resource)) { if ((appAccess & BufferMappingAccessBit::Unsynchronized) || !IsResourceBusy(*resource)) {
if (!resource->buffer.Upload(bufferObject.MappedData() + offset, if (!resource->buffer.Upload(bufferObject.MappedData() + offset,
static_cast<VkDeviceSize>(size), static_cast<VkDeviceSize>(offset))) { static_cast<VkDeviceSize>(size), static_cast<VkDeviceSize>(offset))) {
MGLOG_E("VkBufferManager::OnFlushMappedRange: host upload failed"); MGLOG_E_ONCE("VkBufferManager::OnFlushMappedRange: host upload failed");
resource->pendingFullUpload = true; resource->pendingFullUpload = true;
} }
return; return;
@@ -553,7 +563,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkDeviceSize size = static_cast<VkDeviceSize>(bufferObject->GetSize()); const VkDeviceSize size = static_cast<VkDeviceSize>(bufferObject->GetSize());
if (size == 0) { if (size == 0) {
MGLOG_E("VkBufferManager::AcquireResidentSlice failed: buffer size is zero"); MGLOG_E_ONCE("VkBufferManager::AcquireResidentSlice failed: buffer size is zero");
return false; return false;
} }
@@ -575,7 +585,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return false; return false;
} }
if (!resource->buffer.Upload(bufferObject->MappedData(), size, 0)) { if (!resource->buffer.Upload(bufferObject->MappedData(), size, 0)) {
MGLOG_E("VkBufferManager::AcquireResidentSlice failed: initial upload failed"); MGLOG_E_ONCE("VkBufferManager::AcquireResidentSlice failed: initial upload failed");
resource->buffer.Destroy(); resource->buffer.Destroy();
resource->storageSize = 0; resource->storageSize = 0;
resource->usageFlags = 0; resource->usageFlags = 0;
@@ -610,7 +620,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkDeviceSize size = static_cast<VkDeviceSize>(bufferObject->GetSize()); const VkDeviceSize size = static_cast<VkDeviceSize>(bufferObject->GetSize());
if (size == 0) { if (size == 0) {
MGLOG_E("VkBufferManager::AcquireStreamedSlice failed: buffer size is zero"); MGLOG_E_ONCE("VkBufferManager::AcquireStreamedSlice failed: buffer size is zero");
return false; return false;
} }
@@ -708,7 +718,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
case BufferKind::Uniform: case BufferKind::Uniform:
return VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT; return VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
case BufferKind::TextureBuffer: case BufferKind::TextureBuffer:
return VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT; // Both texel roles, for the same reason vertex/index carry both bits: one GL buffer
// texture can be read as a samplerBuffer and written as an imageBuffer, and which of
// the two it is only becomes known when a shader that uses it is bound - long after
// the resident buffer was created. A VkBufferView for a storage-texel descriptor is
// invalid unless the buffer was created with the storage bit, so a buffer that
// acquired only the uniform bit could never be given one.
return VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT;
case BufferKind::ShaderStorage: case BufferKind::ShaderStorage:
return VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT; return VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
case BufferKind::Indirect: case BufferKind::Indirect:
@@ -76,7 +76,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkResult result = const VkResult result =
vmaCreateBuffer(m_allocator, &bufferInfo, &allocationInfo, &m_buffer, &m_allocation, nullptr); vmaCreateBuffer(m_allocator, &bufferInfo, &allocationInfo, &m_buffer, &m_allocation, nullptr);
if (result != VK_SUCCESS) { if (result != VK_SUCCESS) {
MGLOG_E("VkBufferObject::Create failed: vmaCreateBuffer returned %d", result); MGLOG_E_ONCE("VkBufferObject::Create failed: vmaCreateBuffer returned %d", result);
m_allocator = nullptr; m_allocator = nullptr;
m_buffer = VK_NULL_HANDLE; m_buffer = VK_NULL_HANDLE;
m_allocation = nullptr; m_allocation = nullptr;
@@ -108,7 +108,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkResult mapResult = vmaMapMemory(m_allocator, m_allocation, &m_mappedData); const VkResult mapResult = vmaMapMemory(m_allocator, m_allocation, &m_mappedData);
if (mapResult != VK_SUCCESS || m_mappedData == nullptr) { if (mapResult != VK_SUCCESS || m_mappedData == nullptr) {
MGLOG_E("VkBufferObject::Map failed: vmaMapMemory returned %d", mapResult); MGLOG_E_ONCE("VkBufferObject::Map failed: vmaMapMemory returned %d", mapResult);
m_mappedData = nullptr; m_mappedData = nullptr;
return nullptr; return nullptr;
} }
@@ -138,14 +138,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Bool wasMapped = IsMapped(); const Bool wasMapped = IsMapped();
void* mapped = wasMapped ? m_mappedData : Map(); void* mapped = wasMapped ? m_mappedData : Map();
if (mapped == nullptr) { if (mapped == nullptr) {
MGLOG_E("VkBufferObject::Upload failed: unable to map buffer"); MGLOG_E_ONCE("VkBufferObject::Upload failed: unable to map buffer");
return false; return false;
} }
Memcpy(static_cast<Uint8*>(mapped) + offset, data, static_cast<SizeT>(size)); Memcpy(static_cast<Uint8*>(mapped) + offset, data, static_cast<SizeT>(size));
const VkResult flushResult = vmaFlushAllocation(m_allocator, m_allocation, offset, size); const VkResult flushResult = vmaFlushAllocation(m_allocator, m_allocation, offset, size);
if (flushResult != VK_SUCCESS) { if (flushResult != VK_SUCCESS) {
MGLOG_E("VkBufferObject::Upload failed: vmaFlushAllocation returned %d", flushResult); MGLOG_E_ONCE("VkBufferObject::Upload failed: vmaFlushAllocation returned %d", flushResult);
if (!wasMapped) { if (!wasMapped) {
Unmap(); Unmap();
} }
@@ -170,7 +170,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkResult result = vmaInvalidateAllocation(m_allocator, m_allocation, offset, resolvedSize); const VkResult result = vmaInvalidateAllocation(m_allocator, m_allocation, offset, resolvedSize);
if (result != VK_SUCCESS) { if (result != VK_SUCCESS) {
MGLOG_E("VkBufferObject::Invalidate failed: vmaInvalidateAllocation returned %d", result); MGLOG_E_ONCE("VkBufferObject::Invalidate failed: vmaInvalidateAllocation returned %d", result);
return false; return false;
} }
return true; return true;
@@ -123,7 +123,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
if (!attachment.IsComplete()) { if (!attachment.IsComplete()) {
MGLOG_W("GetOrCreateRenderPass: draw buffer slot %u (%s) on FBO %u has an incomplete texture attachment; using VK_ATTACHMENT_UNUSED", MGLOG_W_ONCE("GetOrCreateRenderPass: draw buffer slot %u (%s) on FBO %u has an incomplete texture attachment; using VK_ATTACHMENT_UNUSED",
drawBufferIndex, drawBufferIndex,
MG_Util::ConvertFramebufferAttachmentTypeToString(attachmentType).c_str(), MG_Util::ConvertFramebufferAttachmentTypeToString(attachmentType).c_str(),
fbo.GetExternalIndex()); fbo.GetExternalIndex());
@@ -132,7 +132,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
auto* texture = attachment.GetTexture().get(); auto* texture = attachment.GetTexture().get();
if (texture == nullptr) { if (texture == nullptr) {
MGLOG_W("GetOrCreateRenderPass: draw buffer slot %u (%s) on FBO %u resolved to a null texture; using VK_ATTACHMENT_UNUSED", MGLOG_W_ONCE("GetOrCreateRenderPass: draw buffer slot %u (%s) on FBO %u resolved to a null texture; using VK_ATTACHMENT_UNUSED",
drawBufferIndex, drawBufferIndex,
MG_Util::ConvertFramebufferAttachmentTypeToString(attachmentType).c_str(), MG_Util::ConvertFramebufferAttachmentTypeToString(attachmentType).c_str(),
fbo.GetExternalIndex()); fbo.GetExternalIndex());
@@ -311,7 +311,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_1_BIT; VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_1_BIT;
if (!TryResolveSampleCountFlagBits(renderbuffer->GetSamples(), sampleCount)) { if (!TryResolveSampleCountFlagBits(renderbuffer->GetSamples(), sampleCount)) {
MGLOG_E("GetOrCreateRenderbufferResource: unsupported renderbuffer sample count %d for renderbuffer %u", MGLOG_E_ONCE("GetOrCreateRenderbufferResource: unsupported renderbuffer sample count %d for renderbuffer %u",
renderbuffer->GetSamples(), renderbuffer->GetSamples(),
renderbuffer->GetExternalIndex()); renderbuffer->GetExternalIndex());
return nullptr; return nullptr;
@@ -457,7 +457,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_physicalDevice, format, imageInfo.imageType, imageInfo.tiling, imageInfo.usage, imageInfo.flags, m_physicalDevice, format, imageInfo.imageType, imageInfo.tiling, imageInfo.usage, imageInfo.flags,
&imageFormatProperties); &imageFormatProperties);
if (imageFormatResult != VK_SUCCESS || (imageFormatProperties.sampleCounts & sampleCount) == 0) { if (imageFormatResult != VK_SUCCESS || (imageFormatProperties.sampleCounts & sampleCount) == 0) {
MGLOG_E("GetOrCreateRenderbufferResource: unsupported renderbuffer format=%d samples=%d for renderbuffer %u", MGLOG_E_ONCE("GetOrCreateRenderbufferResource: unsupported renderbuffer format=%d samples=%d for renderbuffer %u",
static_cast<Int>(format), static_cast<Int>(format),
static_cast<Int>(sampleCount), static_cast<Int>(sampleCount),
renderbuffer->GetExternalIndex()); renderbuffer->GetExternalIndex());
@@ -929,7 +929,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const auto& renderbuffer = rbAtt.GetRenderbuffer(); const auto& renderbuffer = rbAtt.GetRenderbuffer();
auto* rbResource = GetOrCreateRenderbufferResource(renderbuffer); auto* rbResource = GetOrCreateRenderbufferResource(renderbuffer);
if (rbResource == nullptr || (rbResource->aspect & VK_IMAGE_ASPECT_COLOR_BIT) == 0) { if (rbResource == nullptr || (rbResource->aspect & VK_IMAGE_ASPECT_COLOR_BIT) == 0) {
MGLOG_E("GetOrCreateRenderPass: draw buffer slot %u on FBO %u has an unsupported color " MGLOG_E_ONCE("GetOrCreateRenderPass: draw buffer slot %u on FBO %u has an unsupported color "
"renderbuffer %u; using VK_ATTACHMENT_UNUSED", "renderbuffer %u; using VK_ATTACHMENT_UNUSED",
i, fbo.GetExternalIndex(), renderbuffer->GetExternalIndex()); i, fbo.GetExternalIndex(), renderbuffer->GetExternalIndex());
continue; continue;
@@ -1105,7 +1105,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
adoptRenderPassSampleCount(attachmentSampleCount, "color", texture->GetExternalIndex()); adoptRenderPassSampleCount(attachmentSampleCount, "color", texture->GetExternalIndex());
if (!hasClear && trackedColorLayout == VK_IMAGE_LAYOUT_UNDEFINED) { if (!hasClear && trackedColorLayout == VK_IMAGE_LAYOUT_UNDEFINED) {
MGLOG_W("GetOrCreateRenderPass: color attachment textureId=%d starts with undefined layout and no clear; " MGLOG_W_ONCE("GetOrCreateRenderPass: color attachment textureId=%d starts with undefined layout and no clear; "
"using LOAD_OP_DONT_CARE", "using LOAD_OP_DONT_CARE",
texture->GetExternalIndex()); texture->GetExternalIndex());
desc.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; desc.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
@@ -1161,7 +1161,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
isUsableDepthStencilAttachment(depthAtt) && isUsableDepthStencilAttachment(stencilAtt) && isUsableDepthStencilAttachment(depthAtt) && isUsableDepthStencilAttachment(stencilAtt) &&
!sameDepthStencilAttachmentObject(depthAtt, stencilAtt); !sameDepthStencilAttachmentObject(depthAtt, stencilAtt);
if (hasDistinctDepthAndStencilAttachments) { if (hasDistinctDepthAndStencilAttachments) {
MGLOG_E("GetOrCreateRenderPass: separate depth/stencil attachments are not supported yet; using the depth attachment and ignoring the standalone stencil attachment for framebuffer %u", MGLOG_E_ONCE("GetOrCreateRenderPass: separate depth/stencil attachments are not supported yet; using the depth attachment and ignoring the standalone stencil attachment for framebuffer %u",
fbo.GetExternalIndex()); fbo.GetExternalIndex());
} }
if (selectedDepthStencilAttachment != nullptr) { if (selectedDepthStencilAttachment != nullptr) {
@@ -1223,7 +1223,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
depthAttachmentDescription.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; depthAttachmentDescription.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
depthAttachmentDescription.initialLayout = loadInfo.initialLayout; depthAttachmentDescription.initialLayout = loadInfo.initialLayout;
if (trackedDepthLayout == VK_IMAGE_LAYOUT_UNDEFINED && (!clearDepth || !clearStencil)) { if (trackedDepthLayout == VK_IMAGE_LAYOUT_UNDEFINED && (!clearDepth || !clearStencil)) {
MGLOG_W("GetOrCreateRenderPass: depth/stencil attachment id=%d starts with undefined layout " MGLOG_W_ONCE("GetOrCreateRenderPass: depth/stencil attachment id=%d starts with undefined layout "
"and partial/no clear; using DONT_CARE for uncleared aspects", "and partial/no clear; using DONT_CARE for uncleared aspects",
depthAttachmentId); depthAttachmentId);
} }
@@ -300,8 +300,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool ok = VkTextureManager::TransitionImageLayout( Bool ok = VkTextureManager::TransitionImageLayout(
commandBuffer, newResource.image, newResource.layout, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, commandBuffer, newResource.image, newResource.layout, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
0, VK_ACCESS_TRANSFER_WRITE_BIT, newResource.aspect, 0, newResource.mipLevels, 0, VK_ACCESS_TRANSFER_WRITE_BIT, newResource.aspect, 0, newResource.mipLevels);
newResource.arrayLayers);
MOBILEGL_ASSERT(ok, "PreserveTextureContentsOnRecreate: failed to prepare destination image"); MOBILEGL_ASSERT(ok, "PreserveTextureContentsOnRecreate: failed to prepare destination image");
VkImageLayout srcTrackedLayout = oldResource.layout; VkImageLayout srcTrackedLayout = oldResource.layout;
@@ -311,8 +310,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
ok = VkTextureManager::TransitionImageLayout( ok = VkTextureManager::TransitionImageLayout(
commandBuffer, oldResource.image, srcTrackedLayout, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, commandBuffer, oldResource.image, srcTrackedLayout, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
srcStageMask, VK_PIPELINE_STAGE_TRANSFER_BIT, srcStageMask, VK_PIPELINE_STAGE_TRANSFER_BIT,
srcAccessMask, VK_ACCESS_TRANSFER_READ_BIT, oldResource.aspect, 0, preservedMipLevels, srcAccessMask, VK_ACCESS_TRANSFER_READ_BIT, oldResource.aspect, 0, preservedMipLevels);
oldResource.arrayLayers);
MOBILEGL_ASSERT(ok, "PreserveTextureContentsOnRecreate: failed to prepare source image"); MOBILEGL_ASSERT(ok, "PreserveTextureContentsOnRecreate: failed to prepare source image");
Vector<VkImageCopy> copyRegions; Vector<VkImageCopy> copyRegions;
@@ -344,8 +342,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
ok = VkTextureManager::TransitionImageLayout( ok = VkTextureManager::TransitionImageLayout(
commandBuffer, newResource.image, newResource.layout, oldResource.layout, commandBuffer, newResource.image, newResource.layout, oldResource.layout,
VK_PIPELINE_STAGE_TRANSFER_BIT, dstStageMask, VK_PIPELINE_STAGE_TRANSFER_BIT, dstStageMask,
VK_ACCESS_TRANSFER_WRITE_BIT, dstAccessMask, newResource.aspect, 0, newResource.mipLevels, VK_ACCESS_TRANSFER_WRITE_BIT, dstAccessMask, newResource.aspect, 0, newResource.mipLevels);
newResource.arrayLayers);
MOBILEGL_ASSERT(ok, "PreserveTextureContentsOnRecreate: failed to restore destination layout"); MOBILEGL_ASSERT(ok, "PreserveTextureContentsOnRecreate: failed to restore destination layout");
VK_VERIFY(vkEndCommandBuffer(commandBuffer), "vkEndCommandBuffer(texture preserve)"); VK_VERIFY(vkEndCommandBuffer(commandBuffer), "vkEndCommandBuffer(texture preserve)");
@@ -950,7 +947,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const TextureFormatInfo formatInfo = ResolveTextureFormatInfo(texture.GetFormat()); const TextureFormatInfo formatInfo = ResolveTextureFormatInfo(texture.GetFormat());
const VkComponentMapping sampledComponents = ResolveSampledViewComponents(texture, formatInfo); const VkComponentMapping sampledComponents = ResolveSampledViewComponents(texture, formatInfo);
const VkImageAspectFlags sampledAspect = ResolveSampledImageViewAspectMask(resource->aspect); const VkImageAspectFlags sampledAspect =
ResolveSampledImageViewAspectMask(resource->aspect, texture.GetDepthStencilTextureMode());
perMipSampledView = CreateImageView(resource->image, resource->format, sampledAspect, resource->viewType, perMipSampledView = CreateImageView(resource->image, resource->format, sampledAspect, resource->viewType,
mipLevel, 1, 0, resource->arrayLayers, &sampledComponents); mipLevel, 1, 0, resource->arrayLayers, &sampledComponents);
if (perMipSampledView == VK_NULL_HANDLE) { if (perMipSampledView == VK_NULL_HANDLE) {
@@ -974,13 +972,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return resource->sampledView; return resource->sampledView;
} }
if (!AreSampledImageViewFormatsCompatible(resource->format, format)) { if (!AreSampledImageViewFormatsCompatible(resource->format, format)) {
MGLOG_E("%s: incompatible sampled image view format=%d for textureId=%d imageFormat=%d", MGLOG_E_ONCE("%s: incompatible sampled image view format=%d for textureId=%d imageFormat=%d",
__func__, static_cast<Int>(format), texture.GetExternalIndex(), __func__, static_cast<Int>(format), texture.GetExternalIndex(),
static_cast<Int>(resource->format)); static_cast<Int>(resource->format));
return VK_NULL_HANDLE; return VK_NULL_HANDLE;
} }
if ((resource->imageCreateFlags & VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT) == 0) { if ((resource->imageCreateFlags & VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT) == 0) {
MGLOG_E("%s: textureId=%d needs mutable image format=%d for sampled view format=%d", MGLOG_E_ONCE("%s: textureId=%d needs mutable image format=%d for sampled view format=%d",
__func__, texture.GetExternalIndex(), static_cast<Int>(resource->format), __func__, texture.GetExternalIndex(), static_cast<Int>(resource->format),
static_cast<Int>(format)); static_cast<Int>(format));
return VK_NULL_HANDLE; return VK_NULL_HANDLE;
@@ -1000,7 +998,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkFormatProperties formatProperties{}; VkFormatProperties formatProperties{};
vkGetPhysicalDeviceFormatProperties(m_physicalDevice, format, &formatProperties); vkGetPhysicalDeviceFormatProperties(m_physicalDevice, format, &formatProperties);
if ((formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT) == 0) { if ((formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT) == 0) {
MGLOG_E("%s: sampled image view format=%d lacks VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT " MGLOG_E_ONCE("%s: sampled image view format=%d lacks VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT "
"for textureId=%d (available=0x%x)", "for textureId=%d (available=0x%x)",
__func__, static_cast<Int>(format), texture.GetExternalIndex(), __func__, static_cast<Int>(format), texture.GetExternalIndex(),
static_cast<Uint32>(formatProperties.optimalTilingFeatures)); static_cast<Uint32>(formatProperties.optimalTilingFeatures));
@@ -1014,7 +1012,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
resource->sampledBaseMipLevel, resource->sampledLevelCount, 0, resource->arrayLayers, resource->sampledBaseMipLevel, resource->sampledLevelCount, 0, resource->arrayLayers,
&sampledComponents, VK_IMAGE_USAGE_SAMPLED_BIT); &sampledComponents, VK_IMAGE_USAGE_SAMPLED_BIT);
if (view == VK_NULL_HANDLE) { if (view == VK_NULL_HANDLE) {
MGLOG_E("%s: failed to create sampled image view textureId=%d imageFormat=%d viewFormat=%d", MGLOG_E_ONCE("%s: failed to create sampled image view textureId=%d imageFormat=%d viewFormat=%d",
__func__, texture.GetExternalIndex(), static_cast<Int>(resource->format), __func__, texture.GetExternalIndex(), static_cast<Int>(resource->format),
static_cast<Int>(format)); static_cast<Int>(format));
return VK_NULL_HANDLE; return VK_NULL_HANDLE;
@@ -1042,14 +1040,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
format = resource->format; format = resource->format;
} }
if (!AreStorageImageViewFormatsCompatible(resource->format, format)) { if (!AreStorageImageViewFormatsCompatible(resource->format, format)) {
MGLOG_E("%s: incompatible storage image view format=%d for textureId=%d imageFormat=%d", MGLOG_E_ONCE("%s: incompatible storage image view format=%d for textureId=%d imageFormat=%d",
__func__, static_cast<Int>(format), texture.GetExternalIndex(), __func__, static_cast<Int>(format), texture.GetExternalIndex(),
static_cast<Int>(resource->format)); static_cast<Int>(resource->format));
return VK_NULL_HANDLE; return VK_NULL_HANDLE;
} }
if (format != resource->format && if (format != resource->format &&
(resource->imageCreateFlags & VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT) == 0) { (resource->imageCreateFlags & VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT) == 0) {
MGLOG_E("%s: textureId=%d needs mutable image format=%d for storage view format=%d", MGLOG_E_ONCE("%s: textureId=%d needs mutable image format=%d for storage view format=%d",
__func__, texture.GetExternalIndex(), static_cast<Int>(resource->format), __func__, texture.GetExternalIndex(), static_cast<Int>(resource->format),
static_cast<Int>(format)); static_cast<Int>(format));
return VK_NULL_HANDLE; return VK_NULL_HANDLE;
@@ -1069,7 +1067,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
viewType = VK_IMAGE_VIEW_TYPE_2D; viewType = VK_IMAGE_VIEW_TYPE_2D;
break; break;
case VK_IMAGE_VIEW_TYPE_3D: case VK_IMAGE_VIEW_TYPE_3D:
MGLOG_E("%s: non-layered 3D storage views are unsupported for textureId=%d", MGLOG_E_ONCE("%s: non-layered 3D storage views are unsupported for textureId=%d",
__func__, texture.GetExternalIndex()); __func__, texture.GetExternalIndex());
return VK_NULL_HANDLE; return VK_NULL_HANDLE;
default: default:
@@ -1078,7 +1076,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (viewType != resource->viewType) { if (viewType != resource->viewType) {
if (layer < 0 || static_cast<Uint32>(layer) >= resource->arrayLayers) { if (layer < 0 || static_cast<Uint32>(layer) >= resource->arrayLayers) {
MGLOG_E("%s: storage image layer=%d is out of range for textureId=%d arrayLayers=%u", MGLOG_E_ONCE("%s: storage image layer=%d is out of range for textureId=%d arrayLayers=%u",
__func__, layer, texture.GetExternalIndex(), resource->arrayLayers); __func__, layer, texture.GetExternalIndex(), resource->arrayLayers);
return VK_NULL_HANDLE; return VK_NULL_HANDLE;
} }
@@ -1113,7 +1111,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkFormatProperties formatProperties{}; VkFormatProperties formatProperties{};
vkGetPhysicalDeviceFormatProperties(m_physicalDevice, format, &formatProperties); vkGetPhysicalDeviceFormatProperties(m_physicalDevice, format, &formatProperties);
if ((formatProperties.optimalTilingFeatures & requiredFormatFeatures) != requiredFormatFeatures) { if ((formatProperties.optimalTilingFeatures & requiredFormatFeatures) != requiredFormatFeatures) {
MGLOG_E("%s: storage image view format=%d lacks required features=0x%x for textureId=%d " MGLOG_E_ONCE("%s: storage image view format=%d lacks required features=0x%x for textureId=%d "
"(available=0x%x)", "(available=0x%x)",
__func__, static_cast<Int>(format), static_cast<Uint32>(requiredFormatFeatures), __func__, static_cast<Int>(format), static_cast<Uint32>(requiredFormatFeatures),
texture.GetExternalIndex(), static_cast<Uint32>(formatProperties.optimalTilingFeatures)); texture.GetExternalIndex(), static_cast<Uint32>(formatProperties.optimalTilingFeatures));
@@ -1124,7 +1122,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
mipLevel, 1, baseArrayLayer, layerCount, nullptr, mipLevel, 1, baseArrayLayer, layerCount, nullptr,
VK_IMAGE_USAGE_STORAGE_BIT); VK_IMAGE_USAGE_STORAGE_BIT);
if (view == VK_NULL_HANDLE) { if (view == VK_NULL_HANDLE) {
MGLOG_E("%s: failed to create storage image view for textureId=%d mip=%u imageFormat=%d viewFormat=%d", MGLOG_E_ONCE("%s: failed to create storage image view for textureId=%d mip=%u imageFormat=%d viewFormat=%d",
__func__, texture.GetExternalIndex(), mipLevel, static_cast<Int>(resource->format), __func__, texture.GetExternalIndex(), mipLevel, static_cast<Int>(resource->format),
static_cast<Int>(format)); static_cast<Int>(format));
return VK_NULL_HANDLE; return VK_NULL_HANDLE;
@@ -1190,7 +1188,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Bool lowerTransitioned = TransitionImageLayout( const Bool lowerTransitioned = TransitionImageLayout(
commandBuffer, resource.image, lowerMipLayout, newLayout, commandBuffer, resource.image, lowerMipLayout, newLayout,
srcStageMask, dstStageMask, srcAccessMask, dstAccessMask, srcStageMask, dstStageMask, srcAccessMask, dstAccessMask,
resource.aspect, 0, writtenMipLevel, resource.arrayLayers); resource.aspect, 0, writtenMipLevel);
MOBILEGL_ASSERT(lowerTransitioned, MOBILEGL_ASSERT(lowerTransitioned,
"UpdateTrackedImageLayoutAfterAttachmentWrite: failed to transition lower mip levels for textureId=%d", "UpdateTrackedImageLayoutAfterAttachmentWrite: failed to transition lower mip levels for textureId=%d",
texture->GetExternalIndex()); texture->GetExternalIndex());
@@ -1202,8 +1200,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Bool upperTransitioned = TransitionImageLayout( const Bool upperTransitioned = TransitionImageLayout(
commandBuffer, resource.image, upperMipLayout, newLayout, commandBuffer, resource.image, upperMipLayout, newLayout,
srcStageMask, dstStageMask, srcAccessMask, dstAccessMask, srcStageMask, dstStageMask, srcAccessMask, dstAccessMask,
resource.aspect, upperBaseMipLevel, resource.mipLevels - upperBaseMipLevel, resource.aspect, upperBaseMipLevel, resource.mipLevels - upperBaseMipLevel);
resource.arrayLayers);
MOBILEGL_ASSERT(upperTransitioned, MOBILEGL_ASSERT(upperTransitioned,
"UpdateTrackedImageLayoutAfterAttachmentWrite: failed to transition upper mip levels for textureId=%d", "UpdateTrackedImageLayoutAfterAttachmentWrite: failed to transition upper mip levels for textureId=%d",
texture->GetExternalIndex()); texture->GetExternalIndex());
@@ -1222,7 +1219,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return true; return true;
} }
if (resource->layout == VK_IMAGE_LAYOUT_UNDEFINED) { if (resource->layout == VK_IMAGE_LAYOUT_UNDEFINED) {
MGLOG_W("TransitionTextureForSampling: textureId=%d is still in VK_IMAGE_LAYOUT_UNDEFINED before sampling", MGLOG_W_ONCE("TransitionTextureForSampling: textureId=%d is still in VK_IMAGE_LAYOUT_UNDEFINED before sampling",
texture.GetExternalIndex()); texture.GetExternalIndex());
} }
@@ -1256,8 +1253,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Bool ok = TransitionImageLayout(commandBuffer, resource->image, resource->layout, targetLayout, srcStageMask, const Bool ok = TransitionImageLayout(commandBuffer, resource->image, resource->layout, targetLayout, srcStageMask,
s_sampledReadStages, srcAccessMask, s_sampledReadStages, srcAccessMask,
VK_ACCESS_SHADER_READ_BIT, resource->aspect, 0, resource->mipLevels, VK_ACCESS_SHADER_READ_BIT, resource->aspect, 0, resource->mipLevels);
resource->arrayLayers);
MOBILEGL_ASSERT(ok, "TransitionTextureForSampling: transition failed for textureId=%d", texture.GetExternalIndex()); MOBILEGL_ASSERT(ok, "TransitionTextureForSampling: transition failed for textureId=%d", texture.GetExternalIndex());
// Pre-pass stream bookkeeping: a command referencing the image was recorded. // Pre-pass stream bookkeeping: a command referencing the image was recorded.
StampResourceRecordingUse(*resource); StampResourceRecordingUse(*resource);
@@ -1287,7 +1283,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VK_IMAGE_LAYOUT_GENERAL, srcStageMask, VK_IMAGE_LAYOUT_GENERAL, srcStageMask,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, srcAccessMask, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, srcAccessMask,
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
resource->aspect, 0, resource->mipLevels, resource->arrayLayers); resource->aspect, 0, resource->mipLevels);
MOBILEGL_ASSERT(ok, "TransitionTextureForStorageImage: transition failed for textureId=%d", MOBILEGL_ASSERT(ok, "TransitionTextureForStorageImage: transition failed for textureId=%d",
texture.GetExternalIndex()); texture.GetExternalIndex());
// Pre-pass stream bookkeeping: a command referencing the image was recorded. // Pre-pass stream bookkeeping: a command referencing the image was recorded.
@@ -1354,8 +1350,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkImageLayout& trackedLayout, VkImageLayout newLayout, VkImageLayout& trackedLayout, VkImageLayout newLayout,
VkPipelineStageFlags srcStageMask, VkPipelineStageFlags dstStageMask, VkPipelineStageFlags srcStageMask, VkPipelineStageFlags dstStageMask,
VkAccessFlags srcAccessMask, VkAccessFlags dstAccessMask, VkAccessFlags srcAccessMask, VkAccessFlags dstAccessMask,
VkImageAspectFlags aspectMask, Uint32 baseMipLevel, Uint32 levelCount, VkImageAspectFlags aspectMask, Uint32 baseMipLevel,
Uint32 layerCount) { Uint32 levelCount) {
MOBILEGL_ASSERT(image != VK_NULL_HANDLE, "TransitionImageLayout: m_image == VK_NULL_HANDLE"); MOBILEGL_ASSERT(image != VK_NULL_HANDLE, "TransitionImageLayout: m_image == VK_NULL_HANDLE");
MOBILEGL_ASSERT(!((dstAccessMask & VK_ACCESS_TRANSFER_READ_BIT) != 0 && MOBILEGL_ASSERT(!((dstAccessMask & VK_ACCESS_TRANSFER_READ_BIT) != 0 &&
(dstStageMask & VK_PIPELINE_STAGE_TRANSFER_BIT) == 0), (dstStageMask & VK_PIPELINE_STAGE_TRANSFER_BIT) == 0),
@@ -1380,7 +1376,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
barrier.subresourceRange.baseMipLevel = baseMipLevel; barrier.subresourceRange.baseMipLevel = baseMipLevel;
barrier.subresourceRange.levelCount = levelCount; barrier.subresourceRange.levelCount = levelCount;
barrier.subresourceRange.baseArrayLayer = 0; barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = layerCount; // Every layer, always - see the declaration for why layout tracking leaves no other
// correct answer. VK_REMAINING_ARRAY_LAYERS rather than the image's own `arrayLayers`
// because those are not the same number for a 3D image: MobileGL creates 3D images
// 2D_ARRAY_COMPATIBLE and their arrayLayers is 1, which today Vulkan reads as "all depth
// slices" but will read as "depth slice 0" once VK_KHR_maintenance9 is enabled. The
// validation layer warns about that literal 1 by name.
barrier.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
vkCmdPipelineBarrier(commandBuffer, srcStageMask, dstStageMask, 0, 0, nullptr, 0, nullptr, 1, &barrier); vkCmdPipelineBarrier(commandBuffer, srcStageMask, dstStageMask, 0, 0, nullptr, 0, nullptr, 1, &barrier);
trackedLayout = newLayout; trackedLayout = newLayout;
@@ -1573,7 +1575,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// targets this manager has no Vulkan image shape for yet (cube map arrays above all). // targets this manager has no Vulkan image shape for yet (cube map arrays above all).
// Declining the sync leaves the texture unbacked - wrong, but recoverable - where an // Declining the sync leaves the texture unbacked - wrong, but recoverable - where an
// assertion would take the whole process down instead. // assertion would take the whole process down instead.
MGLOG_W("SyncTextureResource: unsupported uploadTarget=%s textureTarget=%s textureId=%d size=(%d,%d,%d) " MGLOG_W_ONCE("SyncTextureResource: unsupported uploadTarget=%s textureTarget=%s textureId=%d size=(%d,%d,%d) "
"mipLevels=%u vkViewType=%d", "mipLevels=%u vkViewType=%d",
MG_Util::ConvertTextureUploadTargetToString(uploadTarget).c_str(), MG_Util::ConvertTextureUploadTargetToString(uploadTarget).c_str(),
MG_Util::ConvertTextureTargetToString(texture.GetTarget()).c_str(), texture.GetExternalIndex(), MG_Util::ConvertTextureTargetToString(texture.GetTarget()).c_str(), texture.GetExternalIndex(),
@@ -1802,7 +1804,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Losing reinterpreted views only degrades the formatless-image feature for // Losing reinterpreted views only degrades the formatless-image feature for
// this texture; failing creation would lose the texture entirely, so retry // this texture; failing creation would lose the texture entirely, so retry
// as a plain immutable-format image. // as a plain immutable-format image.
MGLOG_W("%s: mutable image format=%d is unsupported for textureId=%d; creating " MGLOG_W_ONCE("%s: mutable image format=%d is unsupported for textureId=%d; creating "
"without VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT (format reinterpretation " "without VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT (format reinterpretation "
"will be unavailable for it)", "will be unavailable for it)",
__func__, static_cast<Int>(format), texture.GetExternalIndex()); __func__, static_cast<Int>(format), texture.GetExternalIndex());
@@ -1820,7 +1822,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Losing 2D-array compatibility only costs per-slice framebuffer attachment for this // Losing 2D-array compatibility only costs per-slice framebuffer attachment for this
// format; failing creation would lose the texture entirely. Remembered so later syncs // format; failing creation would lose the texture entirely. Remembered so later syncs
// neither reprobe nor flag-mismatch against this image and recreate it. // neither reprobe nor flag-mismatch against this image and recreate it.
MGLOG_W("%s: VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT is unsupported for format=%d " MGLOG_W_ONCE("%s: VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT is unsupported for format=%d "
"textureId=%d; creating without it (per-slice framebuffer attachment will be " "textureId=%d; creating without it (per-slice framebuffer attachment will be "
"unavailable for it)", "unavailable for it)",
__func__, static_cast<Int>(format), texture.GetExternalIndex()); __func__, static_cast<Int>(format), texture.GetExternalIndex());
@@ -1852,7 +1854,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkResult createImageResult = const VkResult createImageResult =
vmaCreateImage(m_allocator, &imageInfo, &allocationInfo, &resource.image, &resource.allocation, nullptr); vmaCreateImage(m_allocator, &imageInfo, &allocationInfo, &resource.image, &resource.allocation, nullptr);
if (createImageResult != VK_SUCCESS) { if (createImageResult != VK_SUCCESS) {
MGLOG_F("SyncTextureResource: vmaCreateImage failed (%d) textureId=%d extent=%ux%u depth=%u layers=%u " // E_ONCE, not F: the comment above says it - this is a soft failure the caller
// recovers from, and it re-fires on every sync of every texture the driver refuses.
MGLOG_E_ONCE("SyncTextureResource: vmaCreateImage failed (%d) textureId=%d extent=%ux%u depth=%u layers=%u "
"mips=%u samples=%d format=%d", "mips=%u samples=%d format=%d",
createImageResult, texture.GetExternalIndex(), imageInfo.extent.width, imageInfo.extent.height, createImageResult, texture.GetExternalIndex(), imageInfo.extent.width, imageInfo.extent.height,
imageInfo.extent.depth, imageInfo.arrayLayers, imageInfo.mipLevels, imageInfo.extent.depth, imageInfo.arrayLayers, imageInfo.mipLevels,
@@ -2238,7 +2242,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (resource.fullView == VK_NULL_HANDLE) { if (resource.fullView == VK_NULL_HANDLE) {
return false; return false;
} }
const VkImageAspectFlags sampledAspect = ResolveSampledImageViewAspectMask(resource.aspect); const VkImageAspectFlags sampledAspect =
ResolveSampledImageViewAspectMask(resource.aspect, texture.GetDepthStencilTextureMode());
resource.sampledView = CreateImageView(resource.image, resource.format, sampledAspect, resource.viewType, resource.sampledView = CreateImageView(resource.image, resource.format, sampledAspect, resource.viewType,
baseMipLevel, levelCount, 0, resource.arrayLayers, &sampledComponents); baseMipLevel, levelCount, 0, resource.arrayLayers, &sampledComponents);
if (resource.sampledView == VK_NULL_HANDLE) { if (resource.sampledView == VK_NULL_HANDLE) {
@@ -2424,7 +2429,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Bool srcIsD24S8 = outResource.format == VK_FORMAT_D24_UNORM_S8_UINT; const Bool srcIsD24S8 = outResource.format == VK_FORMAT_D24_UNORM_S8_UINT;
const Bool srcIsD32FS8 = outResource.format == VK_FORMAT_D32_SFLOAT_S8_UINT; const Bool srcIsD32FS8 = outResource.format == VK_FORMAT_D32_SFLOAT_S8_UINT;
if (!srcIsD24S8 && !srcIsD32FS8) { if (!srcIsD24S8 && !srcIsD32FS8) {
MGLOG_E("UploadDirtyMipLevels: unsupported combined depth-stencil format %d for textureId=%d", MGLOG_E_ONCE("UploadDirtyMipLevels: unsupported combined depth-stencil format %d for textureId=%d",
static_cast<Int>(outResource.format), mipmapTexture.GetExternalIndex()); static_cast<Int>(outResource.format), mipmapTexture.GetExternalIndex());
for (const auto& item : uploadItems) { for (const auto& item : uploadItems) {
mipmapTexture.MarkStorageDirty(item.target, item.level, false); mipmapTexture.MarkStorageDirty(item.target, item.level, false);
@@ -2601,7 +2606,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
uploadSrcAccessMask, uploadSrcAccessMask,
VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_TRANSFER_WRITE_BIT,
aspectMask, 0, outResource.mipLevels, outResource.arrayLayers); aspectMask, 0, outResource.mipLevels);
MOBILEGL_ASSERT(ok, "TransitionImageLayout to VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL failed"); MOBILEGL_ASSERT(ok, "TransitionImageLayout to VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL failed");
// Array textures keep their GL "depth" in VkImage array layers, so the // Array textures keep their GL "depth" in VkImage array layers, so the
@@ -2705,7 +2710,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
s_sampledReadStages, s_sampledReadStages,
VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_TRANSFER_WRITE_BIT,
VK_ACCESS_SHADER_READ_BIT, VK_ACCESS_SHADER_READ_BIT,
aspectMask, 0, outResource.mipLevels, outResource.arrayLayers); aspectMask, 0, outResource.mipLevels);
MOBILEGL_ASSERT(ok, "TransitionImageLayout to sampled read-only layout failed"); MOBILEGL_ASSERT(ok, "TransitionImageLayout to sampled read-only layout failed");
outResource.layout = finalLayout; outResource.layout = finalLayout;
@@ -2860,10 +2865,19 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
} }
VkImageAspectFlags VkTextureManager::ResolveSampledImageViewAspectMask(VkImageAspectFlags imageAspect) { VkImageAspectFlags VkTextureManager::ResolveSampledImageViewAspectMask(VkImageAspectFlags imageAspect,
GLenum depthStencilTextureMode) {
if ((imageAspect & VK_IMAGE_ASPECT_COLOR_BIT) != 0) { if ((imageAspect & VK_IMAGE_ASPECT_COLOR_BIT) != 0) {
return VK_IMAGE_ASPECT_COLOR_BIT; return VK_IMAGE_ASPECT_COLOR_BIT;
} }
// A sampled view of a combined depth/stencil image may name exactly one aspect
// (VUID-VkDescriptorImageInfo-imageView-01976), and GL_DEPTH_STENCIL_TEXTURE_MODE is
// what picks it - the whole content of GL_ARB_stencil_texturing. Depth stays the
// default, so nothing that never sets the mode changes shape. The texture's params
// version moves with the mode, which is what makes the cached views be rebuilt.
if (depthStencilTextureMode == GL_STENCIL_INDEX && (imageAspect & VK_IMAGE_ASPECT_STENCIL_BIT) != 0) {
return VK_IMAGE_ASPECT_STENCIL_BIT;
}
if ((imageAspect & VK_IMAGE_ASPECT_DEPTH_BIT) != 0) { if ((imageAspect & VK_IMAGE_ASPECT_DEPTH_BIT) != 0) {
return VK_IMAGE_ASPECT_DEPTH_BIT; return VK_IMAGE_ASPECT_DEPTH_BIT;
} }
@@ -379,17 +379,33 @@ public:
// true - a false positive merely ends the render pass, a false negative would skip a barrier. // true - a false positive merely ends the render pass, a false negative would skip a barrier.
Bool NeedsStorageImagePreparation(MG_State::GLState::ITextureObject& texture) const; Bool NeedsStorageImagePreparation(MG_State::GLState::ITextureObject& texture) const;
static VkImageAspectFlags ResolveSampledImageViewAspectMask(VkImageAspectFlags imageAspect); // `depthStencilTextureMode` is the texture's GL_DEPTH_STENCIL_TEXTURE_MODE; it only decides
// anything for an image that carries both aspects. Defaulted so the call sites that have no
// texture in hand keep the depth-aspect answer they have always given.
static VkImageAspectFlags ResolveSampledImageViewAspectMask(VkImageAspectFlags imageAspect,
GLenum depthStencilTextureMode = GL_DEPTH_COMPONENT);
static VkFormat ResolveSampledImageViewFormat(VkFormat imageFormat, SamplerNumericDomain numericDomain); static VkFormat ResolveSampledImageViewFormat(VkFormat imageFormat, SamplerNumericDomain numericDomain);
static Bool AreSampledImageViewFormatsCompatible(VkFormat imageFormat, VkFormat viewFormat); static Bool AreSampledImageViewFormatsCompatible(VkFormat imageFormat, VkFormat viewFormat);
static Bool AreStorageImageViewFormatsCompatible(VkFormat imageFormat, VkFormat viewFormat); static Bool AreStorageImageViewFormatsCompatible(VkFormat imageFormat, VkFormat viewFormat);
// Moves `image` to `newLayout` and writes the new layout back through `trackedLayout`.
//
// The barrier covers EVERY array layer of the image, and there is deliberately no layer
// parameter to say otherwise: layout here is tracked per IMAGE (one `TextureResource::layout`,
// or one caller-owned variable), so a barrier narrower than the image would leave the layers it
// skipped in the old layout while the tracker claims they moved. Every transfer against a
// framebuffer attachment above layer 0 - glReadPixels, glBlitFramebuffer, glCopyTexSubImage,
// glCopyImageSubData - then ran its copy on a layer no barrier had transitioned.
//
// The mip range IS a parameter, because mip levels really are transitioned piecewise (see
// UpdateTrackedImageLayoutAfterAttachmentWrite and the mipmap generation loops): those callers
// move the complement of the level they wrote so the whole image converges on one layout again.
// Nothing does, or can, do that per layer.
static Bool TransitionImageLayout(VkCommandBuffer commandBuffer, VkImage image, VkImageLayout& trackedLayout, static Bool TransitionImageLayout(VkCommandBuffer commandBuffer, VkImage image, VkImageLayout& trackedLayout,
VkImageLayout newLayout, VkPipelineStageFlags srcStageMask, VkImageLayout newLayout, VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask, VkAccessFlags srcAccessMask, VkPipelineStageFlags dstStageMask, VkAccessFlags srcAccessMask,
VkAccessFlags dstAccessMask, VkImageAspectFlags aspectMask, VkAccessFlags dstAccessMask, VkImageAspectFlags aspectMask,
Uint32 baseMipLevel = 0, Uint32 levelCount = 1, Uint32 baseMipLevel = 0, Uint32 levelCount = 1);
Uint32 layerCount = 1);
SizeT CollectGarbage(); SizeT CollectGarbage();
@@ -15,7 +15,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MOBILEGL_ASSERT(initInfo.device != VK_NULL_HANDLE, "VkTimerQueryManager::Initialize requires valid VkDevice"); MOBILEGL_ASSERT(initInfo.device != VK_NULL_HANDLE, "VkTimerQueryManager::Initialize requires valid VkDevice");
MOBILEGL_ASSERT(initInfo.frameCount > 0, "VkTimerQueryManager::Initialize requires non-zero frame count"); MOBILEGL_ASSERT(initInfo.frameCount > 0, "VkTimerQueryManager::Initialize requires non-zero frame count");
if (initInfo.timestampValidBits == 0 || initInfo.timestampPeriodNs <= 0.0f || initInfo.slotsPerPool == 0) { if (initInfo.timestampValidBits == 0 || initInfo.timestampPeriodNs <= 0.0f || initInfo.slotsPerPool == 0) {
MGLOG_W("VkTimerQueryManager: timestamps unsupported (validBits=%u, period=%f, slots=%u)", MGLOG_W_ONCE("VkTimerQueryManager: timestamps unsupported (validBits=%u, period=%f, slots=%u)",
initInfo.timestampValidBits, initInfo.timestampPeriodNs, initInfo.slotsPerPool); initInfo.timestampValidBits, initInfo.timestampPeriodNs, initInfo.slotsPerPool);
return false; return false;
} }
@@ -35,7 +35,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
for (auto& poolState : m_pools) { for (auto& poolState : m_pools) {
const VkResult result = vkCreateQueryPool(m_device, &poolInfo, nullptr, &poolState.pool); const VkResult result = vkCreateQueryPool(m_device, &poolInfo, nullptr, &poolState.pool);
if (result != VK_SUCCESS) { if (result != VK_SUCCESS) {
MGLOG_E("VkTimerQueryManager: vkCreateQueryPool failed with %s", VkResultToString(result)); MGLOG_E_ONCE("VkTimerQueryManager: vkCreateQueryPool failed with %s", VkResultToString(result));
Shutdown(); Shutdown();
return false; return false;
} }
@@ -90,7 +90,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
auto& poolState = m_pools[frameIndex]; auto& poolState = m_pools[frameIndex];
if (poolState.cursor >= m_slotsPerPool) { if (poolState.cursor >= m_slotsPerPool) {
if (!poolState.exhaustionWarned) { if (!poolState.exhaustionWarned) {
MGLOG_W("VkTimerQueryManager: frame %u timestamp pool exhausted (%u slots); further timer queries " MGLOG_W_ONCE("VkTimerQueryManager: frame %u timestamp pool exhausted (%u slots); further timer queries "
"this frame fall back to the frontend path", "this frame fall back to the frontend path",
frameIndex, m_slotsPerPool); frameIndex, m_slotsPerPool);
poolState.exhaustionWarned = true; poolState.exhaustionWarned = true;
@@ -120,7 +120,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_device, m_pools[record.poolIndex].pool, record.slot, 1, sizeof(resultWithAvailability), m_device, m_pools[record.poolIndex].pool, record.slot, 1, sizeof(resultWithAvailability),
resultWithAvailability, sizeof(Uint64), VK_QUERY_RESULT_64_BIT | VK_QUERY_RESULT_WITH_AVAILABILITY_BIT); resultWithAvailability, sizeof(Uint64), VK_QUERY_RESULT_64_BIT | VK_QUERY_RESULT_WITH_AVAILABILITY_BIT);
if (result != VK_SUCCESS && result != VK_NOT_READY) { if (result != VK_SUCCESS && result != VK_NOT_READY) {
MGLOG_E("VkTimerQueryManager: vkGetQueryPoolResults failed with %s", VkResultToString(result)); MGLOG_E_ONCE("VkTimerQueryManager: vkGetQueryPoolResults failed with %s", VkResultToString(result));
return false; return false;
} }
if (resultWithAvailability[1] == 0) { if (resultWithAvailability[1] == 0) {
File diff suppressed because it is too large Load Diff
@@ -229,6 +229,18 @@ namespace MobileGL::MG_Backend::DirectVulkan {
GLint dstY, GLint width, GLint height, VkImageLayout srcRestoreLayout, GLint dstY, GLint width, GLint height, VkImageLayout srcRestoreLayout,
VkImageLayout dstRestoreLayout, Bool stencilAspect); VkImageLayout dstRestoreLayout, Bool stencilAspect);
static SizeT GetReadbackTexelSize(VkFormat sourceFormat); static SizeT GetReadbackTexelSize(VkFormat sourceFormat);
// Map a GL bottom-left-origin rectangle into the display-oriented swapchain image.
// Quarter-turn surface transforms swap the copy extent's axes.
static Bool MapDefaultFramebufferReadbackRect(GLint x, GLint y, GLsizei width, GLsizei height,
VkExtent2D imageExtent,
VkSurfaceTransformFlagBitsKHR preTransform,
VkOffset2D* imageOffset, VkExtent2D* imageCopyExtent);
// Reorder a tightly packed block copied with MapDefaultFramebufferReadbackRect back into
// GL row order. The input block has swapped dimensions for 90/270 degree transforms.
static Bool RemapDefaultFramebufferReadback(const Uint8* rawPixels, Uint32 logicalWidth,
Uint32 logicalHeight,
VkSurfaceTransformFlagBitsKHR preTransform,
SizeT texelSize, Uint8* outPixels);
static Bool ConvertReadbackPixels(const Uint8* sourcePixels, VkFormat sourceFormat, static Bool ConvertReadbackPixels(const Uint8* sourcePixels, VkFormat sourceFormat,
GLsizei width, GLsizei height, GLenum destinationFormat, GLsizei width, GLsizei height, GLenum destinationFormat,
GLenum destinationType, SizeT destinationRowStride, GLenum destinationType, SizeT destinationRowStride,
@@ -298,6 +310,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// The samplerAnisotropy device feature was granted, so GL_TEXTURE_MAX_ANISOTROPY_EXT is // The samplerAnisotropy device feature was granted, so GL_TEXTURE_MAX_ANISOTROPY_EXT is
// honored rather than accepted-and-ignored. // honored rather than accepted-and-ignored.
Bool IsSamplerAnisotropySupported() const { return m_samplerAnisotropyFeatureEnabled; } Bool IsSamplerAnisotropySupported() const { return m_samplerAnisotropyFeatureEnabled; }
// ARB_base_instance extends indirect command records with a non-zero firstInstance and
// requires gl_InstanceID to remain zero-based. Vulkan needs both features to honor that
// complete contract: one legalizes the command word, the other enables the shader rebase.
Bool IsNonZeroIndirectBaseInstanceSupported() const {
return m_drawIndirectFirstInstanceFeatureEnabled && m_shaderDrawParametersFeatureEnabled;
}
// Ensures the frame command buffer is recording (same lazy pattern as // Ensures the frame command buffer is recording (same lazy pattern as
// SetupDraw) and writes a bottom-of-pipe timestamp into the current // SetupDraw) and writes a bottom-of-pipe timestamp into the current
// frame's pool. Null when unsupported or the pool is exhausted. // frame's pool. Null when unsupported or the pool is exhausted.
@@ -537,6 +555,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool m_shaderDrawParametersExtensionEnabled = false; Bool m_shaderDrawParametersExtensionEnabled = false;
Bool m_shaderDrawParametersFeatureEnabled = false; Bool m_shaderDrawParametersFeatureEnabled = false;
Bool m_unformattedFloatStorageImagesEnabled = false; Bool m_unformattedFloatStorageImagesEnabled = false;
// Set only after descriptor-indexing feature AND property queries prove that
// update-after-bind is legal for every descriptor category this renderer emits.
ProgramFactory::UpdateAfterBindLimits m_updateAfterBindLimits{};
// fillModeNonSolid gates VK_POLYGON_MODE_LINE/_POINT (glPolygonMode); independentBlend gates // fillModeNonSolid gates VK_POLYGON_MODE_LINE/_POINT (glPolygonMode); independentBlend gates
// per-draw-buffer color write masks (glColorMaski). Both are cached at device creation and // per-draw-buffer color write masks (glColorMaski). Both are cached at device creation and
// drive a runtime fallback when the device lacks them. // drive a runtime fallback when the device lacks them.
@@ -547,6 +568,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// needs no feature). Both cached at device creation and drive a hard-fail-at-draw when absent. // needs no feature). Both cached at device creation and drive a hard-fail-at-draw when absent.
Bool m_dualSrcBlendFeatureEnabled = false; Bool m_dualSrcBlendFeatureEnabled = false;
Bool m_primitiveTopologyListRestartFeatureEnabled = false; Bool m_primitiveTopologyListRestartFeatureEnabled = false;
// multiViewport gates rasterizing into more than one of ARB_viewport_array's 16 viewports
// (gl_ViewportIndex). m_maxRasterizableViewports is min(MAX_VIEWPORTS, device limit), or 1
// when the feature is off, and is the viewportCount a gl_ViewportIndex-writing pipeline
// declares - it is NOT what GL_MAX_VIEWPORTS reports, which is the frontend state width.
Bool m_multiViewportFeatureEnabled = false;
Uint32 m_maxRasterizableViewports = 1;
// Union of shader stages sampled-read barriers may name; built at device creation // Union of shader stages sampled-read barriers may name; built at device creation
// because geometry/tessellation stage bits are invalid in a barrier when their // because geometry/tessellation stage bits are invalid in a barrier when their
// feature is off (VUID-vkCmdPipelineBarrier-srcStageMask-04090/-04091), and // feature is off (VUID-vkCmdPipelineBarrier-srcStageMask-04090/-04091), and
@@ -773,6 +800,19 @@ namespace MobileGL::MG_Backend::DirectVulkan {
ProgramFactory::CompileOptionFlags m_lastLodBaseFlags = {}; ProgramFactory::CompileOptionFlags m_lastLodBaseFlags = {};
ProgramFactory::CompileOptionFlags m_lastLodResultFlags = {}; ProgramFactory::CompileOptionFlags m_lastLodResultFlags = {};
// Does the current program's vertex stage declare the BaseVertex builtin? A property
// of the program's SPIR-V, so (lifetime id, backend-state version) is the whole key.
//
// Memoized rather than re-asked because asking means resolving the UN-zeroed program
// variant, and a program that only ever draws non-indexed would then compile a variant
// no draw uses AND re-stamp its use every draw, so the idle sweep could never retire
// it. With the memo the answer is known before the first lookup and only the variant
// the draw actually needs is resolved.
Bool m_lastBaseVertexQueryValid = false;
Uint64 m_lastBaseVertexProgramLifetimeId = 0;
Uint32 m_lastBaseVertexProgramVersion = 0;
Bool m_lastBaseVertexReads = false;
// Snapshot behind TrySetupDrawFastPath. Values only: the program and // Snapshot behind TrySetupDrawFastPath. Values only: the program and
// render-pass caches are open-addressing maps whose entries move on // render-pass caches are open-addressing maps whose entries move on
// insert, so no pointers into them are cached; the pipeline handle is // insert, so no pointers into them are cached; the pipeline handle is
@@ -817,6 +857,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// re-resolve just the pipeline against the active pass; a change that // re-resolve just the pipeline against the active pass; a change that
// flips it must fall back to the full path's pass selection. // flips it must fall back to the full path's pass selection.
Bool drawUsesDepthStencil = false; Bool drawUsesDepthStencil = false;
// The snapshotting draw's pipeline viewportCount. A pure function of the PROGRAM
// (writesViewportIndexBuiltin) and of a device feature fixed at renderer init, both
// of which the programLifetimeId/programVersion guards above already pin - carried
// here so the fast path does not re-fetch the program object to re-derive it.
Uint32 viewportCount = 1;
IntVec2 renderPassExtent = {0, 0}; IntVec2 renderPassExtent = {0, 0};
// colorAttachmentCount of the snapshotting draw's render pass: the // colorAttachmentCount of the snapshotting draw's render pass: the
// pipeline-state hash input, so the fast path can refresh that hash and // pipeline-state hash input, so the fast path can refresh that hash and
@@ -1107,7 +1152,22 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// The per-draw dynamic-state tail (viewport, scissor, blend constants, depth // The per-draw dynamic-state tail (viewport, scissor, blend constants, depth
// bias, line width, stencil), gated behind one render-state-parameters-version // bias, line width, stencil), gated behind one render-state-parameters-version
// compare per command buffer - see the gate fields in DynamicStateShadow. // compare per command buffer - see the gate fields in DynamicStateShadow.
void ApplyDynamicDrawStateTail(FrameContext::FrameData& frame, const IntVec2& extent, Bool isDefaultFbo); // viewportCount is the bound pipeline's declared viewport count: 1 for every program that
// does not write gl_ViewportIndex (the memoized fast path), otherwise the renderer's
// rasterizable viewport count, which takes the unmemoized array path.
void ApplyDynamicDrawStateTail(FrameContext::FrameData& frame, const IntVec2& extent, Bool isDefaultFbo,
Uint32 viewportCount = 1);
void ApplyMultiViewportDynamicState(VkCommandBuffer commandBuffer, Uint32 viewportCount, const IntVec2& extent,
VkSurfaceTransformFlagBitsKHR preTransform, Bool isDefaultFbo);
VkRect2D ComputeGLScissorRect(Uint32 index, const IntVec2& extent,
VkSurfaceTransformFlagBitsKHR preTransform, Bool isDefaultFbo) const;
// How many viewports a draw with this program rasterizes into: 1 unless the program
// assigns gl_ViewportIndex AND the device enabled multiViewport. Both the pipeline's
// baked viewportCount and the dynamic arrays come from this one answer, so they cannot
// disagree.
Uint32 ResolveDrawViewportCount(Bool programWritesViewportIndex) const {
return programWritesViewportIndex && m_multiViewportFeatureEnabled ? m_maxRasterizableViewports : 1u;
}
Bool UploadAndBindVertexBuffers(VkCommandBuffer commandBuffer, const MG_State::GLState::VertexArrayObject& vao, Bool UploadAndBindVertexBuffers(VkCommandBuffer commandBuffer, const MG_State::GLState::VertexArrayObject& vao,
const ProgramFactory::VkProgramObject& programObj, const ProgramFactory::VkProgramObject& programObj,
@@ -74,6 +74,18 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// The context line (__VA_ARGS__ = its own format string + args) must be a SEPARATE log // The context line (__VA_ARGS__ = its own format string + args) must be a SEPARATE log
// call: appending its format to the base format while its arguments precede the base // call: appending its format to the base format while its arguments precede the base
// arguments makes every conversion read the wrong slot (a %s pulling an int crashes). // arguments makes every conversion read the wrong slot (a %s pulling an int crashes).
//
// MGLOG_F and deliberately NOT latched. VK_VERIFY is the invariant-check macro: a Vulkan call
// MobileGL believes it has already made legal came back non-success, which is a
// should-never-happen state, not an expected failure mode a user hits. Those fast-fail loudly
// and keep saying so - the log-quietness rules that latch W/E cover expected failures (driver
// capability gaps, app misuse), not broken internal invariants. MOBILEGL_ASSERT below traps in
// a DEBUG build; MGLOG_F is what makes the same condition visible in an INFO test run, where
// the assert is compiled out by contract.
//
// A soft, recoverable failure must therefore NOT be routed through VK_VERIFY. Check the
// VkResult directly and report it with MGLOG_E_ONCE - see VkTextureManager::SyncTextureResource,
// where a driver legitimately refuses an image the format pre-check accepted.
#define VK_VERIFY(expr, ...) \ #define VK_VERIFY(expr, ...) \
do { \ do { \
VkResult _vk_verify_result = (expr); \ VkResult _vk_verify_result = (expr); \
+8
View File
@@ -10,6 +10,9 @@
#include <Config.h> #include <Config.h>
#include <MG_Util/BackendLoaders/OpenGL/Loader.h> #include <MG_Util/BackendLoaders/OpenGL/Loader.h>
#include <MG_Util/Converters/MGToStr/GLExtensionConverter.h> #include <MG_Util/Converters/MGToStr/GLExtensionConverter.h>
#if defined(MOBILEGL_ENABLE_DILIGENT)
#include <MG_Backend/Diligent/BackendObject_Diligent.h>
#endif
namespace MobileGL::MG_Backend { namespace MobileGL::MG_Backend {
void LogBackendInfo() { void LogBackendInfo() {
@@ -55,6 +58,11 @@ namespace MobileGL::MG_Backend {
case BackendType::DirectVulkan: case BackendType::DirectVulkan:
pActiveBackendObject = MakeUnique<DirectVulkan::BackendObject_DirectVulkan>(); pActiveBackendObject = MakeUnique<DirectVulkan::BackendObject_DirectVulkan>();
break; break;
#if defined(MOBILEGL_ENABLE_DILIGENT)
case BackendType::DiligentVulkan:
pActiveBackendObject = MakeUnique<DiligentBackend::BackendObject_Diligent>();
break;
#endif
case BackendType::Unknown: case BackendType::Unknown:
default: default:
MGLOG_W("Unknown backend type, defaulting to unknown backend"); MGLOG_W("Unknown backend type, defaulting to unknown backend");
+11 -11
View File
@@ -21,7 +21,7 @@ namespace MobileGL::MG_Impl::EGLImpl {
EGLStateContext* GetState() { EGLStateContext* GetState() {
if (!MG_State::pEGLContext) { if (!MG_State::pEGLContext) {
MGLOG_E("pEGLContext is null. MG_State may not be initialized."); MGLOG_E_ONCE("pEGLContext is null. MG_State may not be initialized.");
} }
return MG_State::pEGLContext.get(); return MG_State::pEGLContext.get();
} }
@@ -146,7 +146,7 @@ namespace MobileGL::MG_Impl::EGLImpl {
auto* backendObject = GetBackendObject(state); auto* backendObject = GetBackendObject(state);
if (!backendObject) { if (!backendObject) {
MGLOG_E("activeBackendObject not initialized!"); MGLOG_E_ONCE("activeBackendObject not initialized!");
state->DestroySurface(dpy, surface); state->DestroySurface(dpy, surface);
return EGL_NO_SURFACE; return EGL_NO_SURFACE;
} }
@@ -172,11 +172,11 @@ namespace MobileGL::MG_Impl::EGLImpl {
auto* backendObject = GetBackendObject(state); auto* backendObject = GetBackendObject(state);
if (!backendObject) { if (!backendObject) {
MGLOG_E("activeBackendObject not initialized!"); MGLOG_E_ONCE("activeBackendObject not initialized!");
return EGL_FALSE; return EGL_FALSE;
} }
if (!backendObject->SwapEGLBuffers(dpy, draw)) { if (!backendObject->SwapEGLBuffers(dpy, draw)) {
MGLOG_E("eglSwapBuffers failed on thread=%s dpy=%p draw=%p", CurrentThreadIdString().c_str(), dpy, draw); MGLOG_E_ONCE("eglSwapBuffers failed on thread=%s dpy=%p draw=%p", CurrentThreadIdString().c_str(), dpy, draw);
state->SetError(EGL_BAD_SURFACE); state->SetError(EGL_BAD_SURFACE);
return EGL_FALSE; return EGL_FALSE;
} }
@@ -211,7 +211,7 @@ namespace MobileGL::MG_Impl::EGLImpl {
auto* backendObject = GetBackendObject(state); auto* backendObject = GetBackendObject(state);
if (!backendObject) { if (!backendObject) {
MGLOG_E("activeBackendObject not initialized!"); MGLOG_E_ONCE("activeBackendObject not initialized!");
return EGL_FALSE; return EGL_FALSE;
} }
if (!backendObject->InitializeEGLDisplay(dpy, major, minor)) { if (!backendObject->InitializeEGLDisplay(dpy, major, minor)) {
@@ -265,7 +265,7 @@ namespace MobileGL::MG_Impl::EGLImpl {
if (releaseCurrentRequest) { if (releaseCurrentRequest) {
if (auto* backendObject = MG_Backend::pActiveBackendObject.get()) { if (auto* backendObject = MG_Backend::pActiveBackendObject.get()) {
if (!backendObject->MakeEGLCurrent(dpy, draw, read, ctx)) { if (!backendObject->MakeEGLCurrent(dpy, draw, read, ctx)) {
MGLOG_E("eglMakeCurrent release failed in backend thread=%s", threadId.c_str()); MGLOG_E_ONCE("eglMakeCurrent release failed in backend thread=%s", threadId.c_str());
state->MakeCurrent(oldDisplay, oldDraw, oldRead, oldContext); state->MakeCurrent(oldDisplay, oldDraw, oldRead, oldContext);
state->SetError(EGL_BAD_ACCESS); state->SetError(EGL_BAD_ACCESS);
return EGL_FALSE; return EGL_FALSE;
@@ -277,12 +277,12 @@ namespace MobileGL::MG_Impl::EGLImpl {
auto* backendObject = GetBackendObject(state); auto* backendObject = GetBackendObject(state);
if (!backendObject) { if (!backendObject) {
MGLOG_E("activeBackendObject not initialized!"); MGLOG_E_ONCE("activeBackendObject not initialized!");
state->MakeCurrent(oldDisplay, oldDraw, oldRead, oldContext); state->MakeCurrent(oldDisplay, oldDraw, oldRead, oldContext);
return EGL_FALSE; return EGL_FALSE;
} }
if (!backendObject->MakeEGLCurrent(dpy, draw, read, ctx)) { if (!backendObject->MakeEGLCurrent(dpy, draw, read, ctx)) {
MGLOG_E("eglMakeCurrent backend attach failed thread=%s dpy=%p draw=%p read=%p ctx=%p", threadId.c_str(), MGLOG_E_ONCE("eglMakeCurrent backend attach failed thread=%s dpy=%p draw=%p read=%p ctx=%p", threadId.c_str(),
dpy, draw, read, ctx); dpy, draw, read, ctx);
state->SetError(EGL_BAD_ACCESS); state->SetError(EGL_BAD_ACCESS);
state->MakeCurrent(oldDisplay, oldDraw, oldRead, oldContext); state->MakeCurrent(oldDisplay, oldDraw, oldRead, oldContext);
@@ -703,7 +703,7 @@ namespace MobileGL::MG_Impl::EGLImpl {
auto* backendObject = GetBackendObject(state); auto* backendObject = GetBackendObject(state);
if (!backendObject) { if (!backendObject) {
MGLOG_E("activeBackendObject not initialized!"); MGLOG_E_ONCE("activeBackendObject not initialized!");
state->DestroySurface(dpy, surface); state->DestroySurface(dpy, surface);
return EGL_NO_SURFACE; return EGL_NO_SURFACE;
} }
@@ -726,7 +726,7 @@ namespace MobileGL::MG_Impl::EGLImpl {
} }
auto* backendObject = GetBackendObject(state); auto* backendObject = GetBackendObject(state);
if (!backendObject) { if (!backendObject) {
MGLOG_E("activeBackendObject not initialized!"); MGLOG_E_ONCE("activeBackendObject not initialized!");
return EGL_FALSE; return EGL_FALSE;
} }
width = std::max<EGLint>(width, 1); width = std::max<EGLint>(width, 1);
@@ -764,7 +764,7 @@ namespace MobileGL::MG_Impl::EGLImpl {
MGLOG_D("eglGetProcAddress(%s)", name); MGLOG_D("eglGetProcAddress(%s)", name);
void* proc = MG_Impl::GetProcAddress(name); void* proc = MG_Impl::GetProcAddress(name);
if (!proc) { if (!proc) {
MGLOG_W("Failed to get function: %s", name); MGLOG_D("Failed to get function: %s", name);
return nullptr; return nullptr;
} }
return (__eglMustCastToProperFunctionPointerType)proc; return (__eglMustCastToProperFunctionPointerType)proc;
+82 -27
View File
@@ -18,6 +18,7 @@
#include <MG_Util/Converters/GLToStr/GLEnumConverter.h> #include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
#include <MG_Util/Converters/GLToMG/BufferEnumConverter.h> #include <MG_Util/Converters/GLToMG/BufferEnumConverter.h>
#include <MG_Util/Converters/MGToGL/BufferEnumConverter.h> #include <MG_Util/Converters/MGToGL/BufferEnumConverter.h>
#include <MG_Util/Texture/PixelStoreProcessor.h>
namespace MobileGL::MG_Impl::GLImpl { namespace MobileGL::MG_Impl::GLImpl {
namespace { namespace {
@@ -31,6 +32,8 @@ namespace MobileGL::MG_Impl::GLImpl {
NamedBufferData, NamedBufferData,
NamedBufferSubData, NamedBufferSubData,
CopyNamedBufferSubData, CopyNamedBufferSubData,
ClearBufferData,
ClearBufferSubData,
ClearNamedBufferData, ClearNamedBufferData,
ClearNamedBufferSubData, ClearNamedBufferSubData,
MapBufferRange, MapBufferRange,
@@ -65,6 +68,10 @@ namespace MobileGL::MG_Impl::GLImpl {
return "NamedBufferSubData"; return "NamedBufferSubData";
case BufferOp::CopyNamedBufferSubData: case BufferOp::CopyNamedBufferSubData:
return "CopyNamedBufferSubData"; return "CopyNamedBufferSubData";
case BufferOp::ClearBufferData:
return "ClearBufferData";
case BufferOp::ClearBufferSubData:
return "ClearBufferSubData";
case BufferOp::ClearNamedBufferData: case BufferOp::ClearNamedBufferData:
return "ClearNamedBufferData"; return "ClearNamedBufferData";
case BufferOp::ClearNamedBufferSubData: case BufferOp::ClearNamedBufferSubData:
@@ -143,16 +150,6 @@ namespace MobileGL::MG_Impl::GLImpl {
return 0; return 0;
} }
// The pattern is replicated verbatim, which is only the whole story while the client
// layout already matches the internal format - the case every entry point in practice
// uses, and the only one the conversion machinery here can express. Say so rather than
// quietly writing a differently-sized pattern.
const SizeT sourceSize = MG_Util::GetInputBytesPerPixel(inputFormat, pixelType);
if (sourceSize != elementSize) {
MGLOG_W("%s: clear pattern is %zu bytes but internalformat 0x%X stores %zu; "
"converting between them is not implemented",
GetBufferOpName(op), sourceSize, internalformat, elementSize);
}
return elementSize; return elementSize;
} }
@@ -194,27 +191,59 @@ namespace MobileGL::MG_Impl::GLImpl {
return true; return true;
} }
void ClearNamedBufferRange_State(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, Bool BuildClearPattern(GLenum internalformat, GLenum format, GLenum type, const void* data,
SizeT patternSize, BufferOp op, Vector<Uint8>& pattern) {
const TextureInternalFormat internal = MG_Util::ConvertGLEnumToTextureInternalFormat(internalformat);
const TextureInputFormat inputFormat = MG_Util::ConvertGLEnumToTextureInputFormat(format);
const TexturePixelDataType inputType = MG_Util::ConvertGLEnumToTexturePixelDataType(type);
Vector<Uint8> zeroInput;
const void* inputPixel = data;
if (inputPixel == nullptr) {
const SizeT inputSize = MG_Util::GetInputBytesPerPixel(inputFormat, inputType);
if (inputSize == 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", GetBufferOpName(op),
"format and type do not describe a source pixel."));
return false;
}
zeroInput.resize(inputSize);
inputPixel = zeroInput.data();
}
if (!MG_Util::PixelStoreProcessor::ConvertOnePixelToInternal(
internal, inputFormat, inputType, inputPixel, pattern)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", GetBufferOpName(op),
std::format("Cannot convert one ({}, {}) pixel into internalformat 0x{:X}.",
MG_Util::ConvertGLEnumToString(format), MG_Util::ConvertGLEnumToString(type),
internalformat)));
return false;
}
if (data == nullptr) {
// GL defines a null clear value as all zero bits in the destination store, while
// retaining the format/type validation above.
pattern.assign(patternSize, 0);
}
return true;
}
void ClearBufferRange_State(const SharedPtr<MG_State::GLState::BufferObject>& bufferObject,
GLenum internalformat, GLintptr offset, GLsizeiptr size,
GLenum format, GLenum type, const void* data, BufferOp op) { GLenum format, GLenum type, const void* data, BufferOp op) {
const SizeT patternSize = GetClearPatternSize(internalformat, format, type, op); const SizeT patternSize = GetClearPatternSize(internalformat, format, type, op);
if (patternSize == 0) return; if (patternSize == 0) return;
auto bufferObject = GetNamedBufferObject(buffer, op);
if (!bufferObject) return;
if (!ValidateBufferClearRange(bufferObject, offset, size, patternSize, op)) return; if (!ValidateBufferClearRange(bufferObject, offset, size, patternSize, op)) return;
if (size == 0) return; if (size == 0) return;
Vector<Uint8> clearData(static_cast<SizeT>(size)); Vector<Uint8> pattern;
if (data) { if (!BuildClearPattern(internalformat, format, type, data, patternSize, op, pattern)) return;
const auto* pattern = static_cast<const Uint8*>(data); bufferObject->FillSubData({pattern.data(), pattern.size()}, static_cast<SizeT>(offset),
for (SizeT at = 0; at < clearData.size(); at += patternSize) { static_cast<SizeT>(size));
Memcpy(clearData.data() + at, pattern, patternSize);
}
} else {
Memset(clearData.data(), 0, clearData.size());
}
bufferObject->UploadSubData({clearData.data(), clearData.size()}, static_cast<SizeT>(offset));
} }
auto& GetBufferBindingSlot(BufferTarget target) { auto& GetBufferBindingSlot(BufferTarget target) {
@@ -1197,16 +1226,33 @@ namespace MobileGL::MG_Impl::GLImpl {
static_cast<SizeT>(writeOffset), static_cast<SizeT>(size)); static_cast<SizeT>(writeOffset), static_cast<SizeT>(size));
} }
void ClearBufferData_State(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void* data) {
auto bufferObject = GetBoundBufferObject(target, BufferOp::ClearBufferData);
if (!bufferObject) return;
ClearBufferRange_State(bufferObject, internalformat, 0, static_cast<GLsizeiptr>(bufferObject->GetSize()), format,
type, data, BufferOp::ClearBufferData);
}
void ClearBufferSubData_State(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size,
GLenum format, GLenum type, const void* data) {
auto bufferObject = GetBoundBufferObject(target, BufferOp::ClearBufferSubData);
if (!bufferObject) return;
ClearBufferRange_State(bufferObject, internalformat, offset, size, format, type, data,
BufferOp::ClearBufferSubData);
}
void ClearNamedBufferData_State(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void* data) { void ClearNamedBufferData_State(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void* data) {
auto bufferObject = GetNamedBufferObject(buffer, BufferOp::ClearNamedBufferData); auto bufferObject = GetNamedBufferObject(buffer, BufferOp::ClearNamedBufferData);
if (!bufferObject) return; if (!bufferObject) return;
ClearNamedBufferRange_State(buffer, internalformat, 0, static_cast<GLsizeiptr>(bufferObject->GetSize()), format, ClearBufferRange_State(bufferObject, internalformat, 0, static_cast<GLsizeiptr>(bufferObject->GetSize()), format,
type, data, BufferOp::ClearNamedBufferData); type, data, BufferOp::ClearNamedBufferData);
} }
void ClearNamedBufferSubData_State(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, void ClearNamedBufferSubData_State(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size,
GLenum format, GLenum type, const void* data) { GLenum format, GLenum type, const void* data) {
ClearNamedBufferRange_State(buffer, internalformat, offset, size, format, type, data, auto bufferObject = GetNamedBufferObject(buffer, BufferOp::ClearNamedBufferSubData);
if (!bufferObject) return;
ClearBufferRange_State(bufferObject, internalformat, offset, size, format, type, data,
BufferOp::ClearNamedBufferSubData); BufferOp::ClearNamedBufferSubData);
} }
@@ -1662,6 +1708,15 @@ namespace MobileGL::MG_Impl::GLImpl {
CopyNamedBufferSubData_State(readBuffer, writeBuffer, readOffset, writeOffset, size); CopyNamedBufferSubData_State(readBuffer, writeBuffer, readOffset, writeOffset, size);
} }
void ClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void* data) {
ClearBufferData_State(target, internalformat, format, type, data);
}
void ClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format,
GLenum type, const void* data) {
ClearBufferSubData_State(target, internalformat, offset, size, format, type, data);
}
void ClearNamedBufferData(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void* data) { void ClearNamedBufferData(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void* data) {
ClearNamedBufferData_State(buffer, internalformat, format, type, data); ClearNamedBufferData_State(buffer, internalformat, format, type, data);
} }
@@ -27,6 +27,9 @@ namespace MobileGL::MG_Impl::GLImpl {
void NamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, const void* data); void NamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, const void* data);
void CopyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, void CopyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset,
GLsizeiptr size); GLsizeiptr size);
void ClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void* data);
void ClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format,
GLenum type, const void* data);
void ClearNamedBufferData(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void* data); void ClearNamedBufferData(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void* data);
void ClearNamedBufferSubData(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, void ClearNamedBufferSubData(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format,
GLenum type, const void* data); GLenum type, const void* data);
@@ -1259,7 +1259,15 @@ namespace MobileGL::MG_Impl::GLImpl {
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName, "instancecount must be non-negative.")); MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName, "instancecount must be non-negative."));
return; return;
} }
if (!MG_State::pGLContext->ValidateTransformFeedbackName(id)) { // "id is not the name of a transform feedback object" has to mean the same thing here
// as it does to glIsTransformFeedback, and the two predicates are not interchangeable:
// a name glGenTransformFeedbacks handed out is only reserved until it is first bound,
// and only the bind turns it into an object (GL 4.6 core 13.2.1). ValidateTransformFeedbackName
// answers the reservation question - the right one for glBindTransformFeedback, which is
// what turns a reserved name into an object - so using it here let a generated-but-unbound
// name through to the completed-span check below and raised INVALID_OPERATION where the
// spec asks for INVALID_VALUE. Name 0 is the default object and always drawable.
if (id != 0 && !MG_State::pGLContext->IsTransformFeedbackObject(id)) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue, ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName, MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
@@ -25,12 +25,12 @@
#define DECLARE_GL_FUNCTION_STUB_HEAD(type, name, ...) MOBILEGL_GL_API type gl##name(__VA_ARGS__) { #define DECLARE_GL_FUNCTION_STUB_HEAD(type, name, ...) MOBILEGL_GL_API type gl##name(__VA_ARGS__) {
#define DECLARE_GL_FUNCTION_STUB_END(type, name, ...) \ #define DECLARE_GL_FUNCTION_STUB_END(type, name, ...) \
MGLOG_W("Stub function: %s(...)", __FUNCTION__); \ MGLOG_W_ONCE("Stub function: %s(...)", __FUNCTION__); \
return (type)1; \ return (type)1; \
} }
#define DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(type, name, ...) \ #define DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(type, name, ...) \
MGLOG_W("Stub function: %s(...)", __FUNCTION__); \ MGLOG_W_ONCE("Stub function: %s(...)", __FUNCTION__); \
} }
#define DECLARE_GL_FUNCTION_HEAD(type, name, ...) MOBILEGL_GL_API type gl##name(__VA_ARGS__) { #define DECLARE_GL_FUNCTION_HEAD(type, name, ...) MOBILEGL_GL_API type gl##name(__VA_ARGS__) {
@@ -969,14 +969,14 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttribL3dv, GLuint index, const GLdoub
DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttribL4dv, GLuint index, const GLdouble* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttribL4dv, index, v) DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttribL4dv, GLuint index, const GLdouble* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttribL4dv, index, v)
DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttribLPointer, GLuint index, GLint size, GLenum type, GLsizei stride, const void* pointer) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttribLPointer, index, size, type, stride, pointer) DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttribLPointer, GLuint index, GLint size, GLenum type, GLsizei stride, const void* pointer) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttribLPointer, index, size, type, stride, pointer)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetVertexAttribLdv, GLuint index, GLenum pname, GLdouble* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetVertexAttribLdv, index, pname, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetVertexAttribLdv, GLuint index, GLenum pname, GLdouble* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetVertexAttribLdv, index, pname, params)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ViewportArrayv, GLuint first, GLsizei count, const GLfloat* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ViewportArrayv, first, count, v) DECLARE_GL_FUNCTION_HEAD(void, ViewportArrayv, GLuint first, GLsizei count, const GLfloat* v) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ViewportArrayv, first, count, v)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ViewportIndexedf, GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ViewportIndexedf, index, x, y, w, h) DECLARE_GL_FUNCTION_HEAD(void, ViewportIndexedf, GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ViewportIndexedf, index, x, y, w, h)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ViewportIndexedfv, GLuint index, const GLfloat* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ViewportIndexedfv, index, v) DECLARE_GL_FUNCTION_HEAD(void, ViewportIndexedfv, GLuint index, const GLfloat* v) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ViewportIndexedfv, index, v)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ScissorArrayv, GLuint first, GLsizei count, const GLint* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ScissorArrayv, first, count, v) DECLARE_GL_FUNCTION_HEAD(void, ScissorArrayv, GLuint first, GLsizei count, const GLint* v) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ScissorArrayv, first, count, v)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ScissorIndexed, GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ScissorIndexed, index, left, bottom, width, height) DECLARE_GL_FUNCTION_HEAD(void, ScissorIndexed, GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ScissorIndexed, index, left, bottom, width, height)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ScissorIndexedv, GLuint index, const GLint* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ScissorIndexedv, index, v) DECLARE_GL_FUNCTION_HEAD(void, ScissorIndexedv, GLuint index, const GLint* v) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ScissorIndexedv, index, v)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthRangeArrayv, GLuint first, GLsizei count, const GLdouble* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthRangeArrayv, first, count, v) DECLARE_GL_FUNCTION_HEAD(void, DepthRangeArrayv, GLuint first, GLsizei count, const GLdouble* v) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DepthRangeArrayv, first, count, v)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthRangeIndexed, GLuint index, GLdouble n, GLdouble f) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthRangeIndexed, index, n, f) DECLARE_GL_FUNCTION_HEAD(void, DepthRangeIndexed, GLuint index, GLdouble n, GLdouble f) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DepthRangeIndexed, index, n, f)
DECLARE_GL_FUNCTION_HEAD(void, GetFloati_v, GLenum target, GLuint index, GLfloat* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetFloati_v, target, index, data) DECLARE_GL_FUNCTION_HEAD(void, GetFloati_v, GLenum target, GLuint index, GLfloat* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetFloati_v, target, index, data)
DECLARE_GL_FUNCTION_HEAD(void, GetDoublei_v, GLenum target, GLuint index, GLdouble* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetDoublei_v, target, index, data) DECLARE_GL_FUNCTION_HEAD(void, GetDoublei_v, GLenum target, GLuint index, GLdouble* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetDoublei_v, target, index, data)
DECLARE_GL_FUNCTION_HEAD(void, DrawArraysInstancedBaseInstance, GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawArraysInstancedBaseInstance, mode, first, count, instancecount, baseinstance) DECLARE_GL_FUNCTION_HEAD(void, DrawArraysInstancedBaseInstance, GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawArraysInstancedBaseInstance, mode, first, count, instancecount, baseinstance)
@@ -985,8 +985,8 @@ DECLARE_GL_FUNCTION_HEAD(void, DrawElementsInstancedBaseVertexBaseInstance, GLen
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetActiveAtomicCounterBufferiv, GLuint program, GLuint bufferIndex, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetActiveAtomicCounterBufferiv, program, bufferIndex, pname, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetActiveAtomicCounterBufferiv, GLuint program, GLuint bufferIndex, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetActiveAtomicCounterBufferiv, program, bufferIndex, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, DrawTransformFeedbackInstanced, GLenum mode, GLuint id, GLsizei instancecount) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawTransformFeedbackInstanced, mode, id, instancecount) DECLARE_GL_FUNCTION_HEAD(void, DrawTransformFeedbackInstanced, GLenum mode, GLuint id, GLsizei instancecount) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawTransformFeedbackInstanced, mode, id, instancecount)
DECLARE_GL_FUNCTION_HEAD(void, DrawTransformFeedbackStreamInstanced, GLenum mode, GLuint id, GLuint stream, GLsizei instancecount) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawTransformFeedbackStreamInstanced, mode, id, stream, instancecount) DECLARE_GL_FUNCTION_HEAD(void, DrawTransformFeedbackStreamInstanced, GLenum mode, GLuint id, GLuint stream, GLsizei instancecount) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawTransformFeedbackStreamInstanced, mode, id, stream, instancecount)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearBufferData, GLenum target, GLenum internalformat, GLenum format, GLenum type, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearBufferData, target, internalformat, format, type, data) DECLARE_GL_FUNCTION_HEAD(void, ClearBufferData, GLenum target, GLenum internalformat, GLenum format, GLenum type, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearBufferData, target, internalformat, format, type, data)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearBufferSubData, GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearBufferSubData, target, internalformat, offset, size, format, type, data) DECLARE_GL_FUNCTION_HEAD(void, ClearBufferSubData, GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearBufferSubData, target, internalformat, offset, size, format, type, data)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetInternalformati64v, GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetInternalformati64v, target, internalformat, pname, count, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetInternalformati64v, GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetInternalformati64v, target, internalformat, pname, count, params)
DECLARE_GL_FUNCTION_STUB_HEAD(void, InvalidateTexSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, InvalidateTexSubImage, texture, level, xoffset, yoffset, zoffset, width, height, depth) DECLARE_GL_FUNCTION_STUB_HEAD(void, InvalidateTexSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, InvalidateTexSubImage, texture, level, xoffset, yoffset, zoffset, width, height, depth)
DECLARE_GL_FUNCTION_STUB_HEAD(void, InvalidateTexImage, GLuint texture, GLint level) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, InvalidateTexImage, texture, level) DECLARE_GL_FUNCTION_STUB_HEAD(void, InvalidateTexImage, GLuint texture, GLint level) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, InvalidateTexImage, texture, level)
@@ -1003,9 +1003,9 @@ DECLARE_GL_FUNCTION_HEAD(void, ClearTexImage, GLuint texture, GLint level, GLenu
DECLARE_GL_FUNCTION_HEAD(void, ClearTexSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearTexSubImage, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data) DECLARE_GL_FUNCTION_HEAD(void, ClearTexSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearTexSubImage, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data)
DECLARE_GL_FUNCTION_HEAD(void, BindBuffersBase, GLenum target, GLuint first, GLsizei count, const GLuint* buffers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindBuffersBase, target, first, count, buffers) DECLARE_GL_FUNCTION_HEAD(void, BindBuffersBase, GLenum target, GLuint first, GLsizei count, const GLuint* buffers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindBuffersBase, target, first, count, buffers)
DECLARE_GL_FUNCTION_HEAD(void, BindBuffersRange, GLenum target, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr* offsets, const GLsizeiptr* sizes) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindBuffersRange, target, first, count, buffers, offsets, sizes) DECLARE_GL_FUNCTION_HEAD(void, BindBuffersRange, GLenum target, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr* offsets, const GLsizeiptr* sizes) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindBuffersRange, target, first, count, buffers, offsets, sizes)
DECLARE_GL_FUNCTION_STUB_HEAD(void, BindTextures, GLuint first, GLsizei count, const GLuint* textures) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindTextures, first, count, textures) DECLARE_GL_FUNCTION_HEAD(void, BindTextures, GLuint first, GLsizei count, const GLuint* textures) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindTextures, first, count, textures)
DECLARE_GL_FUNCTION_HEAD(void, BindSamplers, GLuint first, GLsizei count, const GLuint* samplers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindSamplers, first, count, samplers) DECLARE_GL_FUNCTION_HEAD(void, BindSamplers, GLuint first, GLsizei count, const GLuint* samplers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindSamplers, first, count, samplers)
DECLARE_GL_FUNCTION_STUB_HEAD(void, BindImageTextures, GLuint first, GLsizei count, const GLuint* textures) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindImageTextures, first, count, textures) DECLARE_GL_FUNCTION_HEAD(void, BindImageTextures, GLuint first, GLsizei count, const GLuint* textures) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindImageTextures, first, count, textures)
DECLARE_GL_FUNCTION_HEAD(void, BindVertexBuffers, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr* offsets, const GLsizei* strides) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindVertexBuffers, first, count, buffers, offsets, strides) DECLARE_GL_FUNCTION_HEAD(void, BindVertexBuffers, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr* offsets, const GLsizei* strides) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindVertexBuffers, first, count, buffers, offsets, strides)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClipControl, GLenum origin, GLenum depth) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClipControl, origin, depth) DECLARE_GL_FUNCTION_STUB_HEAD(void, ClipControl, GLenum origin, GLenum depth) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClipControl, origin, depth)
DECLARE_GL_FUNCTION_HEAD(void, CreateTransformFeedbacks, GLsizei n, GLuint* ids) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateTransformFeedbacks, n, ids) DECLARE_GL_FUNCTION_HEAD(void, CreateTransformFeedbacks, GLsizei n, GLuint* ids) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateTransformFeedbacks, n, ids)
@@ -1061,7 +1061,7 @@ DECLARE_GL_FUNCTION_HEAD(void, TextureSubImage1D, GLuint texture, GLint level, G
DECLARE_GL_FUNCTION_HEAD(void, TextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureSubImage2D, texture, level, xoffset, yoffset, width, height, format, type, pixels) DECLARE_GL_FUNCTION_HEAD(void, TextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureSubImage2D, texture, level, xoffset, yoffset, width, height, format, type, pixels)
DECLARE_GL_FUNCTION_HEAD(void, TextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureSubImage3D, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels) DECLARE_GL_FUNCTION_HEAD(void, TextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureSubImage3D, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage1D, texture, level, xoffset, width, format, imageSize, data) DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage1D, texture, level, xoffset, width, format, imageSize, data)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage2D, texture, level, xoffset, yoffset, width, height, format, imageSize, data) DECLARE_GL_FUNCTION_HEAD(void, CompressedTextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CompressedTextureSubImage2D, texture, level, xoffset, yoffset, width, height, format, imageSize, data)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage3D, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data) DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage3D, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)
DECLARE_GL_FUNCTION_HEAD(void, CopyTextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTextureSubImage1D, texture, level, xoffset, x, y, width) DECLARE_GL_FUNCTION_HEAD(void, CopyTextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTextureSubImage1D, texture, level, xoffset, x, y, width)
DECLARE_GL_FUNCTION_HEAD(void, CopyTextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTextureSubImage2D, texture, level, xoffset, yoffset, x, y, width, height) DECLARE_GL_FUNCTION_HEAD(void, CopyTextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTextureSubImage2D, texture, level, xoffset, yoffset, x, y, width, height)
@@ -1849,7 +1849,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureImage3DEXT, GLuint texture,
DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureImage2DEXT, GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* bits) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureImage2DEXT, texture, target, level, internalformat, width, height, border, imageSize, bits) DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureImage2DEXT, GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* bits) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureImage2DEXT, texture, target, level, internalformat, width, height, border, imageSize, bits)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureImage1DEXT, GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void* bits) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureImage1DEXT, texture, target, level, internalformat, width, border, imageSize, bits) DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureImage1DEXT, GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void* bits) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureImage1DEXT, texture, target, level, internalformat, width, border, imageSize, bits)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage3DEXT, GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* bits) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage3DEXT, texture, target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, bits) DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage3DEXT, GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* bits) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage3DEXT, texture, target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, bits)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage2DEXT, GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* bits) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage2DEXT, texture, target, level, xoffset, yoffset, width, height, format, imageSize, bits) DECLARE_GL_FUNCTION_HEAD(void, CompressedTextureSubImage2DEXT, GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* bits) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CompressedTextureSubImage2D, texture, level, xoffset, yoffset, width, height, format, imageSize, bits)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage1DEXT, GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void* bits) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage1DEXT, texture, target, level, xoffset, width, format, imageSize, bits) DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage1DEXT, GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void* bits) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage1DEXT, texture, target, level, xoffset, width, format, imageSize, bits)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetCompressedTextureImageEXT, GLuint texture, GLenum target, GLint lod, void* img) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetCompressedTextureImageEXT, texture, target, lod, img) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetCompressedTextureImageEXT, GLuint texture, GLenum target, GLint lod, void* img) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetCompressedTextureImageEXT, texture, target, lod, img)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedMultiTexImage3DEXT, GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* bits) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedMultiTexImage3DEXT, texunit, target, level, internalformat, width, height, depth, border, imageSize, bits) DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedMultiTexImage3DEXT, GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* bits) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedMultiTexImage3DEXT, texunit, target, level, internalformat, width, height, depth, border, imageSize, bits)
@@ -2585,7 +2585,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, BindTransformFeedbackNV, GLenum target, GLui
DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteTransformFeedbacksNV, GLsizei n, const GLuint* ids) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteTransformFeedbacksNV, n, ids) DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteTransformFeedbacksNV, GLsizei n, const GLuint* ids) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteTransformFeedbacksNV, n, ids)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GenTransformFeedbacksNV, GLsizei n, GLuint* ids) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GenTransformFeedbacksNV, n, ids) DECLARE_GL_FUNCTION_STUB_HEAD(void, GenTransformFeedbacksNV, GLsizei n, GLuint* ids) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GenTransformFeedbacksNV, n, ids)
MOBILEGL_GL_API GLboolean glIsTransformFeedbackNV(GLuint id) { MOBILEGL_GL_API GLboolean glIsTransformFeedbackNV(GLuint id) {
MGLOG_W("Stub function: %s(...)", __FUNCTION__); MGLOG_W_ONCE("Stub function: %s(...)", __FUNCTION__);
return GL_FALSE; return GL_FALSE;
} }
DECLARE_GL_FUNCTION_STUB_HEAD(void, PauseTransformFeedbackNV, void) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PauseTransformFeedbackNV, ) DECLARE_GL_FUNCTION_STUB_HEAD(void, PauseTransformFeedbackNV, void) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PauseTransformFeedbackNV, )
@@ -3181,5 +3181,5 @@ MOBILEGL_GL_API void glVertexAttribDivisorARB(GLuint index, GLuint divisor) {
} }
MOBILEGL_GL_API void glWindowRectanglesEXT(GLenum mode, GLsizei count, const GLint* box) { MOBILEGL_GL_API void glWindowRectanglesEXT(GLenum mode, GLsizei count, const GLint* box) {
MGLOG_W("Stub function: %s(...)", __FUNCTION__); MGLOG_W_ONCE("Stub function: %s(...)", __FUNCTION__);
} }
@@ -547,7 +547,7 @@ namespace MobileGL::MG_Impl::GLImpl {
GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) {
auto blitNamedFramebuffer = MG_Backend::gBackendFunctionsTable.GL.BlitNamedFramebuffer; auto blitNamedFramebuffer = MG_Backend::gBackendFunctionsTable.GL.BlitNamedFramebuffer;
if (!blitNamedFramebuffer) { if (!blitNamedFramebuffer) {
MGLOG_E("glBlitNamedFramebuffer skipped: backend does not implement explicit framebuffer blit."); MGLOG_E_ONCE("glBlitNamedFramebuffer skipped: backend does not implement explicit framebuffer blit.");
return; return;
} }
blitNamedFramebuffer(readFramebuffer, drawFramebuffer, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, blitNamedFramebuffer(readFramebuffer, drawFramebuffer, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1,
@@ -558,7 +558,7 @@ namespace MobileGL::MG_Impl::GLImpl {
GLenum buffer, GLint drawbuffer, const GLfloat* value) { GLenum buffer, GLint drawbuffer, const GLfloat* value) {
auto clearNamedFramebufferfv = MG_Backend::gBackendFunctionsTable.GL.ClearNamedFramebufferfv; auto clearNamedFramebufferfv = MG_Backend::gBackendFunctionsTable.GL.ClearNamedFramebufferfv;
if (!clearNamedFramebufferfv) { if (!clearNamedFramebufferfv) {
MGLOG_E("glClearNamedFramebufferfv skipped: backend does not implement explicit framebuffer clear."); MGLOG_E_ONCE("glClearNamedFramebufferfv skipped: backend does not implement explicit framebuffer clear.");
return; return;
} }
clearNamedFramebufferfv(framebuffer, buffer, drawbuffer, value); clearNamedFramebufferfv(framebuffer, buffer, drawbuffer, value);
@@ -568,7 +568,7 @@ namespace MobileGL::MG_Impl::GLImpl {
GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) { GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) {
auto clearNamedFramebufferfi = MG_Backend::gBackendFunctionsTable.GL.ClearNamedFramebufferfi; auto clearNamedFramebufferfi = MG_Backend::gBackendFunctionsTable.GL.ClearNamedFramebufferfi;
if (!clearNamedFramebufferfi) { if (!clearNamedFramebufferfi) {
MGLOG_E("glClearNamedFramebufferfi skipped: backend does not implement explicit framebuffer clear."); MGLOG_E_ONCE("glClearNamedFramebufferfi skipped: backend does not implement explicit framebuffer clear.");
return; return;
} }
clearNamedFramebufferfi(framebuffer, buffer, drawbuffer, depth, stencil); clearNamedFramebufferfi(framebuffer, buffer, drawbuffer, depth, stencil);
@@ -578,7 +578,7 @@ namespace MobileGL::MG_Impl::GLImpl {
GLenum buffer, GLint drawbuffer, const GLint* value) { GLenum buffer, GLint drawbuffer, const GLint* value) {
auto clearNamedFramebufferiv = MG_Backend::gBackendFunctionsTable.GL.ClearNamedFramebufferiv; auto clearNamedFramebufferiv = MG_Backend::gBackendFunctionsTable.GL.ClearNamedFramebufferiv;
if (!clearNamedFramebufferiv) { if (!clearNamedFramebufferiv) {
MGLOG_E("glClearNamedFramebufferiv skipped: backend does not implement explicit framebuffer clear."); MGLOG_E_ONCE("glClearNamedFramebufferiv skipped: backend does not implement explicit framebuffer clear.");
return; return;
} }
clearNamedFramebufferiv(framebuffer, buffer, drawbuffer, value); clearNamedFramebufferiv(framebuffer, buffer, drawbuffer, value);
@@ -588,7 +588,7 @@ namespace MobileGL::MG_Impl::GLImpl {
GLenum buffer, GLint drawbuffer, const GLuint* value) { GLenum buffer, GLint drawbuffer, const GLuint* value) {
auto clearNamedFramebufferuiv = MG_Backend::gBackendFunctionsTable.GL.ClearNamedFramebufferuiv; auto clearNamedFramebufferuiv = MG_Backend::gBackendFunctionsTable.GL.ClearNamedFramebufferuiv;
if (!clearNamedFramebufferuiv) { if (!clearNamedFramebufferuiv) {
MGLOG_E("glClearNamedFramebufferuiv skipped: backend does not implement explicit framebuffer clear."); MGLOG_E_ONCE("glClearNamedFramebufferuiv skipped: backend does not implement explicit framebuffer clear.");
return; return;
} }
clearNamedFramebufferuiv(framebuffer, buffer, drawbuffer, value); clearNamedFramebufferuiv(framebuffer, buffer, drawbuffer, value);
@@ -620,6 +620,34 @@ namespace MobileGL::MG_Impl::GLImpl {
return std::max(MG_Backend::pActiveBackendObject->GetDynamicParameters().MaxSamples, 1); return std::max(MG_Backend::pActiveBackendObject->GetDynamicParameters().MaxSamples, 1);
} }
// GL_MAX_SAMPLES is the ceiling over all formats; an integer format has its own, lower
// one (GL_MAX_INTEGER_SAMPLES) and GL 4.6 core 9.2.4 makes exceeding it INVALID_OPERATION.
// The multisample TEXTURE path already resolves the limit per format
// (GL_Texture.cpp, GetMaxTextureSamplesForFormat); renderbuffers only ever compared
// against GL_MAX_SAMPLES, so on a driver where the two differ - Adreno reports
// GL_MAX_SAMPLES 4 and GL_MAX_INTEGER_SAMPLES 1 - an integer renderbuffer accepted a
// sample count the format cannot deliver, and said GL_NO_ERROR about it.
Int GetMaxRenderbufferSamplesForFormat_State(TextureInternalFormat format) {
if (MG_Backend::pActiveBackendObject == nullptr) {
return std::numeric_limits<Int>::max();
}
const auto& dynamicParameters = MG_Backend::pActiveBackendObject->GetDynamicParameters();
GLenum normalizedInternalFormat = MG_Util::ConvertTextureInternalFormatToGLEnum(format);
GLenum normalizedFormat = GL_RGBA;
GLenum normalizedType = GL_UNSIGNED_BYTE;
MG_Util::TextureFormatProcessor::NormalizePixelFormat(normalizedInternalFormat,
PixelFormatNormalizeOptionBit::None,
&normalizedInternalFormat, &normalizedFormat,
&normalizedType);
const Bool isIntegerFormat = normalizedFormat == GL_RED_INTEGER || normalizedFormat == GL_RG_INTEGER ||
normalizedFormat == GL_RGB_INTEGER || normalizedFormat == GL_RGBA_INTEGER;
if (!isIntegerFormat) {
return GetMaxRenderbufferSamples_State();
}
return std::max(dynamicParameters.MaxIntegerSamples, 1);
}
Bool ValidateRenderbufferStorageSize_State(GLsizei width, GLsizei height, const char* caller) { Bool ValidateRenderbufferStorageSize_State(GLsizei width, GLsizei height, const char* caller) {
if (width < 0 || height < 0) { if (width < 0 || height < 0) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
@@ -641,7 +669,7 @@ namespace MobileGL::MG_Impl::GLImpl {
return true; return true;
} }
Bool ValidateRenderbufferStorageSamples_State(GLsizei samples, const char* caller) { Bool ValidateRenderbufferStorageSamples_State(GLsizei samples, TextureInternalFormat format, const char* caller) {
if (samples < 0) { if (samples < 0) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue, ErrorCode::InvalidValue,
@@ -649,9 +677,10 @@ namespace MobileGL::MG_Impl::GLImpl {
return false; return false;
} }
const Int maxSamples = GetMaxRenderbufferSamples_State(); // TODO: Resolve the remaining per-internalformat renderbuffer sample limits once
// glGetInternalformativ is backed; integer formats are handled below.
const Int maxSamples = GetMaxRenderbufferSamplesForFormat_State(format);
if (samples > maxSamples) { if (samples > maxSamples) {
// TODO: Use per-internalformat renderbuffer sample limits once glGetInternalformativ is backed.
// GL 4.6 core 9.2.4 makes asking for more samples than the format supports // GL 4.6 core 9.2.4 makes asking for more samples than the format supports
// INVALID_OPERATION, not INVALID_VALUE - the count is well formed, this format just // INVALID_OPERATION, not INVALID_VALUE - the count is well formed, this format just
// cannot deliver it. Only a negative count is INVALID_VALUE. // cannot deliver it. Only a negative count is INVALID_VALUE.
@@ -659,7 +688,7 @@ namespace MobileGL::MG_Impl::GLImpl {
ErrorCode::InvalidOperation, ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>( MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", caller, "MG_Impl/GLImpl", caller,
std::format("Sample count {} exceeds GL_MAX_SAMPLES ({}).", samples, maxSamples))); std::format("Sample count {} exceeds this format's sample limit ({}).", samples, maxSamples)));
return false; return false;
} }
return true; return true;
@@ -684,7 +713,7 @@ namespace MobileGL::MG_Impl::GLImpl {
TextureInternalFormat format = MG_Util::ConvertGLEnumToTextureInternalFormat(internalformat); TextureInternalFormat format = MG_Util::ConvertGLEnumToTextureInternalFormat(internalformat);
if (!TextureImpl::ValidateTextureInternalFormat(format)) return; if (!TextureImpl::ValidateTextureInternalFormat(format)) return;
if (!ValidateRenderbufferStorageSamples_State(samples, kCaller)) return; if (!ValidateRenderbufferStorageSamples_State(samples, format, kCaller)) return;
if (!ValidateRenderbufferStorageSize_State(width, height, kCaller)) return; if (!ValidateRenderbufferStorageSize_State(width, height, kCaller)) return;
renderbufferObject->AllocateStorage({width, height}); renderbufferObject->AllocateStorage({width, height});
@@ -931,7 +960,8 @@ namespace MobileGL::MG_Impl::GLImpl {
TextureInternalFormat format = MG_Util::ConvertGLEnumToTextureInternalFormat(internalformat); TextureInternalFormat format = MG_Util::ConvertGLEnumToTextureInternalFormat(internalformat);
if (!TextureImpl::ValidateTextureInternalFormat(format)) return; if (!TextureImpl::ValidateTextureInternalFormat(format)) return;
if (!ValidateRenderbufferStorageSamples_State(samples, "NamedRenderbufferStorageMultisample_State")) return; if (!ValidateRenderbufferStorageSamples_State(samples, format, "NamedRenderbufferStorageMultisample_State"))
return;
if (!ValidateRenderbufferStorageSize_State(width, height, "NamedRenderbufferStorageMultisample_State")) return; if (!ValidateRenderbufferStorageSize_State(width, height, "NamedRenderbufferStorageMultisample_State")) return;
renderbufferObject->AllocateStorage({width, height}); renderbufferObject->AllocateStorage({width, height});
+185 -33
View File
@@ -16,6 +16,7 @@
#include <MG_State/GLState/ErrorState/ErrorInfo.h> #include <MG_State/GLState/ErrorState/ErrorInfo.h>
#include <MG_Util/Converters/GLToStr/GLEnumConverter.h> #include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
#include <MG_Util/Converters/GLToMG/BufferEnumConverter.h> #include <MG_Util/Converters/GLToMG/BufferEnumConverter.h>
#include <MG_Util/Converters/GLToMG/RenderStateEnumConverter.h>
#include <MG_Util/Converters/MGToGL/FramebufferEnumConverter.h> #include <MG_Util/Converters/MGToGL/FramebufferEnumConverter.h>
#include <MG_Util/Converters/MGToGL/ErrorCodeConverter.h> #include <MG_Util/Converters/MGToGL/ErrorCodeConverter.h>
#include <MG_Util/Converters/MGToGL/TextureEnumConverter.h> #include <MG_Util/Converters/MGToGL/TextureEnumConverter.h>
@@ -27,6 +28,11 @@
#include <MG_Backend/BackendObjects.h> #include <MG_Backend/BackendObjects.h>
namespace MobileGL::MG_Impl::GLImpl { namespace MobileGL::MG_Impl::GLImpl {
// Declared rather than #included from GL_RenderState.h on purpose: that header also declares
// a free function named BlendEquation, which would hide the ::MobileGL::BlendEquation enum
// this file's blend-state queries name unqualified.
GLboolean IsEnabledi(GLenum target, GLuint index);
namespace { namespace {
enum class IndexedBufferQueryKind { enum class IndexedBufferQueryKind {
Binding, Binding,
@@ -51,6 +57,15 @@ namespace MobileGL::MG_Impl::GLImpl {
constexpr GLint kFrontendMaxTessControlAtomicCounters = 0; constexpr GLint kFrontendMaxTessControlAtomicCounters = 0;
constexpr GLint kFrontendMaxTessEvaluationAtomicCounters = 0; constexpr GLint kFrontendMaxTessEvaluationAtomicCounters = 0;
constexpr GLint kFrontendMaxVertexAtomicCounters = 0; constexpr GLint kFrontendMaxVertexAtomicCounters = 0;
// Zero counters means zero buffers to hold them. These have to be ANSWERED rather than
// left to the default INVALID_ENUM: a well-behaved application queries the limit exactly
// to find out that the stage cannot do this, and an error instead both leaves its output
// untouched (so it reads uninitialised memory and may conclude the opposite) and leaves a
// GL error pending that surfaces at whatever unrelated call checks next.
constexpr GLint kFrontendMaxGeometryAtomicCounterBuffers = 0;
constexpr GLint kFrontendMaxTessControlAtomicCounterBuffers = 0;
constexpr GLint kFrontendMaxTessEvaluationAtomicCounterBuffers = 0;
constexpr GLint kFrontendMaxVertexAtomicCounterBuffers = 0;
// One atomic counter is a uint, and a buffer never has to hold more counters than the // One atomic counter is a uint, and a buffer never has to hold more counters than the
// combined limit the frontend advertises. GL 4.6 table 23.63 floors this at 32 bytes. // combined limit the frontend advertises. GL 4.6 table 23.63 floors this at 32 bytes.
constexpr GLint kFrontendMaxAtomicCounterBufferSize = constexpr GLint kFrontendMaxAtomicCounterBufferSize =
@@ -174,6 +189,30 @@ namespace MobileGL::MG_Impl::GLImpl {
return frontendCount; return frontendCount;
} }
// A per-stage or combined BLOCK count is an amount of indexed binding points an
// application will occupy, and GL 4.6 table 23.64 orders the two accordingly:
// MAX_UNIFORM_BUFFER_BINDINGS >= MAX_COMBINED_UNIFORM_BLOCKS >= every per-stage count,
// and the same for the shader-storage family. The two families are answered from
// unrelated places here - frontend constants, backend dynamic parameters, and a few
// hard-coded TODOs - so nothing kept them ordered, and a backend that reports Vulkan
// descriptor-indexing counts advertised 256 compute uniform blocks over 36 binding
// points. KHR-GL44.multi_bind.dispatch_bind_buffers_base reads the block count and binds
// that many buffers in ONE glBindBuffersBase, which is then INVALID_OPERATION before it
// binds anything. Clamping is the only direction available: the binding count is the
// capacity of the state layer's indexed-binding array, not a number we may inflate.
GLint ClampBlockCountToBindingPoints(GLint blockCount, BufferTarget bufferTarget) {
const GLint bindingPoints = static_cast<GLint>(GetIndexedBufferQueryPointCount(bufferTarget));
return std::min(std::max(blockCount, 0), bindingPoints);
}
GLint ClampUniformBlockCount(GLint blockCount) {
return ClampBlockCountToBindingPoints(blockCount, BufferTarget::Uniform);
}
GLint ClampStorageBlockCount(GLint blockCount) {
return ClampBlockCountToBindingPoints(blockCount, BufferTarget::ShaderStorage);
}
bool TryDecodeDrawBufferQuery(GLenum pname, SizeT& drawBufferIndex) { bool TryDecodeDrawBufferQuery(GLenum pname, SizeT& drawBufferIndex) {
if (pname == GL_DRAW_BUFFER) { if (pname == GL_DRAW_BUFFER) {
drawBufferIndex = 0; drawBufferIndex = 0;
@@ -306,26 +345,70 @@ namespace MobileGL::MG_Impl::GLImpl {
return sampler ? static_cast<GLint>(sampler->GetExternalIndex()) : 0; return sampler ? static_cast<GLint>(sampler->GetExternalIndex()) : 0;
} }
// The ARB_viewport_array indexed rectangles. MobileGL keeps exactly one viewport, one // The ARB_viewport_array indexed rectangles. Each of these is genuinely per-viewport
// scissor box and one depth range, so every in-range index answers with that single // frontend state (RenderStateParameters::Viewports / ScissorBoxes / DepthRanges), so the
// value - but it has to come from the frontend state the non-indexed getters read. // indexed getters must read the indexed storage - the generic path at the bottom of
// The generic path at the bottom of GetIntegeri_v is a raw backend passthrough that // GetIntegeri_v is a raw backend passthrough that has no case for them and returned
// has no case for these, so routing them through it returned zeros. // zeros, and routing them to the NON-indexed getter (what this used to do) answered every
// index with viewport 0's value, which is what
// KHR-GL43.viewport_array.{viewport,scissor,depth_range}_api caught.
Bool IsIndexedViewportQuery(GLenum target) { Bool IsIndexedViewportQuery(GLenum target) {
return target == GL_VIEWPORT || target == GL_SCISSOR_BOX || target == GL_DEPTH_RANGE; return target == GL_VIEWPORT || target == GL_SCISSOR_BOX || target == GL_DEPTH_RANGE;
} }
// ARB_viewport_array: `index` selects a viewport and MAX_VIEWPORTS bounds it. // Component count of an indexed viewport-array query, so every width of getter writes the
// caller's whole buffer instead of just element 0 (GL 4.6 core 22.1).
GLsizei IndexedViewportQueryComponents(GLenum target) {
return target == GL_DEPTH_RANGE ? 2 : 4;
}
// ARB_viewport_array: `index` selects a viewport and MAX_VIEWPORTS bounds it. The bound is
// the frontend's own state width, which is also exactly what GL_MAX_VIEWPORTS reports -
// taking it from the backend caps instead would let a device limit of 1 (a Vulkan device
// without the multiViewport feature) make index 1 illegal even though the state exists.
Bool ValidateViewportQueryIndex(GLuint index, const char* caller) { Bool ValidateViewportQueryIndex(GLuint index, const char* caller) {
GLint maxViewports = 0; if (index < RenderStateParameters::MAX_VIEWPORTS) return true;
GetIntegerv(GL_MAX_VIEWPORTS, &maxViewports);
if (index < static_cast<GLuint>(std::max(maxViewports, 1))) return true;
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue, ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller, "Viewport index is out of range.")); MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller, "Viewport index is out of range."));
return false; return false;
} }
// The indexed viewport/scissor/depth-range state as floats, which is the widest lossless
// shape MobileGL stores (the viewport really is float state; the scissor box is integral
// and well inside float's exact range, and every depth range is in [0, 1]). Every indexed
// getter width funnels through this so they can never disagree with each other.
void ReadIndexedViewportStateFloat(GLenum target, GLuint index, GLfloat* out) {
switch (target) {
case GL_VIEWPORT: {
const FloatVec4& viewport = MG_State::pGLContext->GetViewportIndexed(index);
out[0] = viewport.x();
out[1] = viewport.y();
out[2] = viewport.z();
out[3] = viewport.w();
return;
}
case GL_SCISSOR_BOX: {
const IntVec4& box = MG_State::pGLContext->GetScissorBoxIndexed(index);
out[0] = static_cast<GLfloat>(box.x());
out[1] = static_cast<GLfloat>(box.y());
out[2] = static_cast<GLfloat>(box.z());
out[3] = static_cast<GLfloat>(box.w());
return;
}
case GL_DEPTH_RANGE: {
const FloatVec2& range = MG_State::pGLContext->GetDepthRangeIndexed(index);
out[0] = range.x();
out[1] = range.y();
return;
}
default:
MOBILEGL_ASSERT(false, "ReadIndexedViewportStateFloat: unexpected target 0x%x",
static_cast<Uint32>(target));
return;
}
}
void CopyIntsToBooleans(const GLint* src, SizeT count, GLboolean* dst) { void CopyIntsToBooleans(const GLint* src, SizeT count, GLboolean* dst) {
for (SizeT i = 0; i < count; ++i) { for (SizeT i = 0; i < count; ++i) {
dst[i] = src[i] ? GL_TRUE : GL_FALSE; dst[i] = src[i] ? GL_TRUE : GL_FALSE;
@@ -350,7 +433,7 @@ namespace MobileGL::MG_Impl::GLImpl {
MGLOG_D("glGetString, name: %s", MG_Util::ConvertGLEnumToString(name).c_str()); MGLOG_D("glGetString, name: %s", MG_Util::ConvertGLEnumToString(name).c_str());
if (!activeBackendObject) { if (!activeBackendObject) {
MGLOG_E("activeBackendObject is not initialized!"); MGLOG_E_ONCE("activeBackendObject is not initialized!");
return (GLubyte*)"Unknown"; return (GLubyte*)"Unknown";
} }
@@ -409,7 +492,7 @@ namespace MobileGL::MG_Impl::GLImpl {
const auto& activeBackendObject = MG_Backend::pActiveBackendObject; const auto& activeBackendObject = MG_Backend::pActiveBackendObject;
if (!activeBackendObject) { if (!activeBackendObject) {
MGLOG_E("activeBackendObject is not initialized!"); MGLOG_E_ONCE("activeBackendObject is not initialized!");
return (GLubyte*)"Unknown"; return (GLubyte*)"Unknown";
} }
const auto& rendererInfo = activeBackendObject->GetRendererInfo(); const auto& rendererInfo = activeBackendObject->GetRendererInfo();
@@ -596,6 +679,17 @@ namespace MobileGL::MG_Impl::GLImpl {
params[1] = dynamicParameters.ViewportBoundsRangeMax; params[1] = dynamicParameters.ViewportBoundsRangeMax;
return; return;
} }
// Viewport 0's rectangle, verbatim. Falling through to the integer width below would
// round the fractional rectangle a glViewportIndexedf(0, ...) is allowed to set, and
// glGetFloatv(GL_VIEWPORT) is a lossless query of float state.
case GL_VIEWPORT: {
const FloatVec4& viewport = MG_State::pGLContext->GetViewportIndexed(0);
params[0] = viewport.x();
params[1] = viewport.y();
params[2] = viewport.z();
params[3] = viewport.w();
return;
}
case GL_MIN_FRAGMENT_INTERPOLATION_OFFSET: case GL_MIN_FRAGMENT_INTERPOLATION_OFFSET:
case GL_MAX_FRAGMENT_INTERPOLATION_OFFSET: case GL_MAX_FRAGMENT_INTERPOLATION_OFFSET:
case GL_FRAGMENT_INTERPOLATION_OFFSET_BITS: { case GL_FRAGMENT_INTERPOLATION_OFFSET_BITS: {
@@ -759,15 +853,32 @@ namespace MobileGL::MG_Impl::GLImpl {
return; return;
} }
// GL 4.6 core 22.1: an indexed query answers EVERY indexed state, and GL_SCISSOR_TEST is
// indexed by viewport just like GL_BLEND is by draw buffer. Without this the integer
// width fell through to the backend passthrough and answered GL_INVALID_ENUM, which is
// the sticky error KHR-GL43.viewport_array.queries trips over at its next error check.
if (MG_Util::ConvertGLEnumToCapabilityInput(target) != CapabilityInput::Unknown) {
*data = IsEnabledi(target, index);
return;
}
switch (target) { switch (target) {
// ARB_viewport_array queries the indexed rectangles through glGetIntegeri_v as well // ARB_viewport_array queries the indexed rectangles through glGetIntegeri_v as well
// (gl4cMultiBindTests and the viewport_array group both do). The frontend keeps one // (gl4cMultiBindTests and the viewport_array group both do).
// viewport and one scissor box, so every in-range index reports that one.
case GL_VIEWPORT: case GL_VIEWPORT:
case GL_SCISSOR_BOX: case GL_SCISSOR_BOX:
case GL_DEPTH_RANGE: {
if (!ValidateViewportQueryIndex(index, __func__)) return; if (!ValidateViewportQueryIndex(index, __func__)) return;
GetIntegerv(target, data); GLfloat values[4] = {};
ReadIndexedViewportStateFloat(target, index, values);
const GLsizei components = IndexedViewportQueryComponents(target);
for (GLsizei i = 0; i < components; ++i) {
// Round, not truncate: glGetIntegerv on floating-point state rounds to nearest
// (GL 4.6 core 22.2), so a 255.875-wide viewport reads back as 256 and not 255.
data[i] = static_cast<GLint>(std::lround(values[i]));
}
return; return;
}
// The vertex buffer binding points of the vertex array object that is bound. Indexed by // The vertex buffer binding points of the vertex array object that is bound. Indexed by
// binding point, not by attribute (GL 4.6 core 10.3.1). // binding point, not by attribute (GL 4.6 core 10.3.1).
case GL_VERTEX_BINDING_BUFFER: case GL_VERTEX_BINDING_BUFFER:
@@ -894,7 +1005,10 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
if (IsIndexedViewportQuery(target)) { if (IsIndexedViewportQuery(target)) {
if (!ValidateViewportQueryIndex(index, __func__)) return; if (!ValidateViewportQueryIndex(index, __func__)) return;
GetFloatv(target, data); // Verbatim, NOT via the integer width: the viewport is float state and
// KHR-GL43.viewport_array.viewport_api compares the read-back with ==, so a
// glViewportIndexedf(i, 0.125f, ...) has to come back as 0.125f exactly.
ReadIndexedViewportStateFloat(target, index, data);
return; return;
} }
GLint ints[4] = {}; GLint ints[4] = {};
@@ -911,7 +1025,12 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
if (IsIndexedViewportQuery(target)) { if (IsIndexedViewportQuery(target)) {
if (!ValidateViewportQueryIndex(index, __func__)) return; if (!ValidateViewportQueryIndex(index, __func__)) return;
GetDoublev(target, data); GLfloat values[4] = {};
ReadIndexedViewportStateFloat(target, index, values);
const GLsizei components = IndexedViewportQueryComponents(target);
for (GLsizei i = 0; i < components; ++i) {
data[i] = static_cast<GLdouble>(values[i]);
}
return; return;
} }
GLint ints[4] = {}; GLint ints[4] = {};
@@ -987,7 +1106,12 @@ namespace MobileGL::MG_Impl::GLImpl {
// frontend-only value simply is not in the driver's table. // frontend-only value simply is not in the driver's table.
GLint values[4] = {}; GLint values[4] = {};
GetIntegeri_v(target, index, values); GetIntegeri_v(target, index, values);
*data = static_cast<GLint64>(values[0]); // The viewport-array rectangles are the only multi-component indexed state here; every
// other pname is scalar, so widening element 0 alone would silently truncate them.
const GLsizei components = IsIndexedViewportQuery(target) ? IndexedViewportQueryComponents(target) : 1;
for (GLsizei i = 0; i < components; ++i) {
data[i] = static_cast<GLint64>(values[i]);
}
} }
void GetInteger64v(GLenum pname, GLint64* params) { void GetInteger64v(GLenum pname, GLint64* params) {
@@ -1397,7 +1521,7 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = kFrontendMaxCombinedAtomicCounters; *params = kFrontendMaxCombinedAtomicCounters;
return; return;
case GL_MAX_COMBINED_UNIFORM_BLOCKS: case GL_MAX_COMBINED_UNIFORM_BLOCKS:
*params = kFrontendMaxCombinedUniformBlocks; *params = ClampUniformBlockCount(kFrontendMaxCombinedUniformBlocks);
return; return;
case GL_MAX_DUAL_SOURCE_DRAW_BUFFERS: case GL_MAX_DUAL_SOURCE_DRAW_BUFFERS:
*params = 1; // TODO *params = 1; // TODO
@@ -1412,7 +1536,7 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = kFrontendMaxFragmentAtomicCounters; *params = kFrontendMaxFragmentAtomicCounters;
return; return;
case GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS: case GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS:
*params = 16; // TODO *params = ClampStorageBlockCount(16); // TODO
return; return;
case GL_MAX_FRAGMENT_INPUT_COMPONENTS: case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
*params = kFrontendMaxFragmentInputComponents; *params = kFrontendMaxFragmentInputComponents;
@@ -1429,13 +1553,16 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = kFrontendMaxFragmentUniformVectors; *params = kFrontendMaxFragmentUniformVectors;
return; return;
case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
*params = kFrontendMaxFragmentUniformBlocks; *params = ClampUniformBlockCount(kFrontendMaxFragmentUniformBlocks);
return; return;
case GL_MAX_GEOMETRY_ATOMIC_COUNTERS: case GL_MAX_GEOMETRY_ATOMIC_COUNTERS:
*params = kFrontendMaxGeometryAtomicCounters; *params = kFrontendMaxGeometryAtomicCounters;
return; return;
case GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS:
*params = kFrontendMaxGeometryAtomicCounterBuffers;
return;
case GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS: case GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS:
*params = 16; // TODO *params = ClampStorageBlockCount(16); // TODO
return; return;
case GL_MAX_GEOMETRY_INPUT_COMPONENTS: case GL_MAX_GEOMETRY_INPUT_COMPONENTS:
*params = kFrontendMaxGeometryInputComponents; *params = kFrontendMaxGeometryInputComponents;
@@ -1458,7 +1585,7 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = kFrontendMaxGeometryTotalOutputComponents; *params = kFrontendMaxGeometryTotalOutputComponents;
return; return;
case GL_MAX_GEOMETRY_UNIFORM_BLOCKS: case GL_MAX_GEOMETRY_UNIFORM_BLOCKS:
*params = kFrontendMaxGeometryUniformBlocks; *params = ClampUniformBlockCount(kFrontendMaxGeometryUniformBlocks);
return; return;
case GL_MAX_GEOMETRY_UNIFORM_COMPONENTS: case GL_MAX_GEOMETRY_UNIFORM_COMPONENTS:
*params = kFrontendMaxGeometryUniformComponents; *params = kFrontendMaxGeometryUniformComponents;
@@ -1490,9 +1617,15 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS: case GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS:
*params = kFrontendMaxTessControlAtomicCounters; *params = kFrontendMaxTessControlAtomicCounters;
return; return;
case GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS:
*params = kFrontendMaxTessControlAtomicCounterBuffers;
return;
case GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS: case GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS:
*params = kFrontendMaxTessEvaluationAtomicCounters; *params = kFrontendMaxTessEvaluationAtomicCounters;
return; return;
case GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS:
*params = kFrontendMaxTessEvaluationAtomicCounterBuffers;
return;
case GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS: case GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS:
*params = 0; *params = 0;
return; return;
@@ -1500,10 +1633,10 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = 0; *params = 0;
return; return;
case GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS: case GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS:
*params = 16; // TODO *params = ClampStorageBlockCount(16); // TODO
return; return;
case GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS: case GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS:
*params = 16; // TODO *params = ClampStorageBlockCount(16); // TODO
return; return;
case GL_MAX_TEXTURE_LOD_BIAS: case GL_MAX_TEXTURE_LOD_BIAS:
*params = 15; // TODO *params = 15; // TODO
@@ -1520,13 +1653,16 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_MAX_VERTEX_ATOMIC_COUNTERS: case GL_MAX_VERTEX_ATOMIC_COUNTERS:
*params = kFrontendMaxVertexAtomicCounters; *params = kFrontendMaxVertexAtomicCounters;
return; return;
case GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS:
*params = kFrontendMaxVertexAtomicCounterBuffers;
return;
case GL_MAX_VERTEX_IMAGE_UNIFORMS: case GL_MAX_VERTEX_IMAGE_UNIFORMS:
*params = MG_Backend::pActiveBackendObject *params = MG_Backend::pActiveBackendObject
? MG_Backend::pActiveBackendObject->GetDynamicParameters().MaxVertexImageUniforms ? MG_Backend::pActiveBackendObject->GetDynamicParameters().MaxVertexImageUniforms
: MG_Backend::DynamicBackendParameters{}.MaxVertexImageUniforms; : MG_Backend::DynamicBackendParameters{}.MaxVertexImageUniforms;
return; return;
case GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS: case GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS:
*params = 16; // TODO *params = ClampStorageBlockCount(16); // TODO
return; return;
case GL_MAX_VERTEX_UNIFORM_COMPONENTS: case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
*params = kFrontendMaxVertexUniformComponents; *params = kFrontendMaxVertexUniformComponents;
@@ -1538,7 +1674,7 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = kFrontendMaxVertexOutputComponents; *params = kFrontendMaxVertexOutputComponents;
return; return;
case GL_MAX_VERTEX_UNIFORM_BLOCKS: case GL_MAX_VERTEX_UNIFORM_BLOCKS:
*params = kFrontendMaxVertexUniformBlocks; *params = ClampUniformBlockCount(kFrontendMaxVertexUniformBlocks);
return; return;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS: case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
*params = 0; // compressed texture upload entrypoints are still unimplemented *params = 0; // compressed texture upload entrypoints are still unimplemented
@@ -1909,7 +2045,7 @@ namespace MobileGL::MG_Impl::GLImpl {
const auto& activeBackendObject = MG_Backend::pActiveBackendObject; const auto& activeBackendObject = MG_Backend::pActiveBackendObject;
if (!activeBackendObject) { if (!activeBackendObject) {
MGLOG_E("activeBackendObject is not initialized!"); MGLOG_E_ONCE("activeBackendObject is not initialized!");
return; return;
} }
const auto& rendererInfo = activeBackendObject->GetRendererInfo(); const auto& rendererInfo = activeBackendObject->GetRendererInfo();
@@ -1938,13 +2074,13 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = dynamicParameters.SubgroupQuadOperationsInAllStages ? GL_TRUE : GL_FALSE; *params = dynamicParameters.SubgroupQuadOperationsInAllStages ? GL_TRUE : GL_FALSE;
break; break;
case GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS: case GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS:
*params = dynamicParameters.MaxComputeShaderStorageBlocks; *params = ClampStorageBlockCount(dynamicParameters.MaxComputeShaderStorageBlocks);
break; break;
case GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS: case GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS:
*params = dynamicParameters.MaxCombinedShaderStorageBlocks; *params = ClampStorageBlockCount(dynamicParameters.MaxCombinedShaderStorageBlocks);
break; break;
case GL_MAX_COMPUTE_UNIFORM_BLOCKS: case GL_MAX_COMPUTE_UNIFORM_BLOCKS:
*params = dynamicParameters.MaxComputeUniformBlocks; *params = ClampUniformBlockCount(dynamicParameters.MaxComputeUniformBlocks);
break; break;
case GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS: case GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS:
*params = dynamicParameters.MaxComputeTextureImageUnits; *params = dynamicParameters.MaxComputeTextureImageUnits;
@@ -2074,7 +2210,15 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = static_cast<GLint>(GetIndexedBufferQueryPointCount(BufferTarget::AtomicCounter)); *params = static_cast<GLint>(GetIndexedBufferQueryPointCount(BufferTarget::AtomicCounter));
break; break;
case GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE: case GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE:
*params = kFrontendMaxAtomicCounterBufferSize; // The conformance suite splits this evenly across every advertised binding point and
// binds all of them in one glBindBuffersRange
// (KHR-GL44.multi_bind.functional_bind_buffers_range), so the pair has to divide:
// 32 bytes over 36 binding points is a zero-sized range, which BindBufferRange
// rejects with INVALID_VALUE before it binds anything. Floor the advertised size at
// one counter per binding point.
*params = std::max<GLint>(
kFrontendMaxAtomicCounterBufferSize,
static_cast<GLint>(GetIndexedBufferQueryPointCount(BufferTarget::AtomicCounter) * sizeof(GLuint)));
break; break;
case GL_MAX_TEXTURE_BUFFER_SIZE: case GL_MAX_TEXTURE_BUFFER_SIZE:
*params = dynamicParameters.MaxTextureBufferSize; *params = dynamicParameters.MaxTextureBufferSize;
@@ -2139,7 +2283,15 @@ namespace MobileGL::MG_Impl::GLImpl {
params[1] = dynamicParameters.MaxViewportHeight; params[1] = dynamicParameters.MaxViewportHeight;
break; break;
case GL_MAX_VIEWPORTS: case GL_MAX_VIEWPORTS:
*params = dynamicParameters.MaxViewports; // The frontend's own state width, not the backend's device limit. GL 4.3 core
// requires MAX_VIEWPORTS >= 16 and every indexed viewport entry point validates
// against RenderStateParameters::MAX_VIEWPORTS, so reporting anything else would
// either advertise viewports the state cannot hold or reject indices it can. A
// Vulkan device without the multiViewport feature reports maxViewports == 1, which
// limits what can be RASTERIZED to more than one rectangle (see the multiViewport
// gate in VulkanRenderer), not what the GL state can hold; caps.MaxViewports keeps
// carrying that device number for exactly that decision.
*params = static_cast<GLint>(RenderStateParameters::MAX_VIEWPORTS);
break; break;
case GL_MINOR_VERSION: case GL_MINOR_VERSION:
*params = rendererInfo.RendererGLInfo.TargetGLVersion.Minor; *params = rendererInfo.RendererGLInfo.TargetGLVersion.Minor;
@@ -2195,7 +2347,7 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = static_cast<GLint>(std::lround(dynamicParameters.MaxTextureMaxAnisotropy)); *params = static_cast<GLint>(std::lround(dynamicParameters.MaxTextureMaxAnisotropy));
break; break;
default: default:
MGLOG_E("glGetIntegerv: Invalid enum %s (0x%X)", MG_Util::ConvertGLEnumToString(pname).c_str(), pname); MGLOG_D("glGetIntegerv: Invalid enum %s (0x%X)", MG_Util::ConvertGLEnumToString(pname).c_str(), pname);
MG_State::pGLContext->RecordError(ErrorCode::InvalidEnum, MG_State::pGLContext->RecordError(ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "GetIntegerv", MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "GetIntegerv",
std::format("Invalid enum: 0x{:X}", pname))); std::format("Invalid enum: 0x{:X}", pname)));
+95 -60
View File
@@ -850,7 +850,12 @@ namespace MobileGL::MG_Impl::GLImpl {
// vector per column - while the value glGetUniform* must return is tightly packed // vector per column - while the value glGetUniform* must return is tightly packed
// columns * rows floats. Only mat4 is the same either way; every other shape needs the // columns * rows floats. Only mat4 is the same either way; every other shape needs the
// padding undone, and the readback has to undo exactly what UniformMatrixfv_Object put // padding undone, and the readback has to undo exactly what UniformMatrixfv_Object put
// there. Returns false when `ttype` is not a float matrix (nothing to unpack). // there. Returns false when there is nothing here to unpack.
//
// A DOUBLE matrix is declined not because it is laid out differently - it is not, the
// demotion makes a dmat4 a mat4 in the shader and a mat4-shaped slot here - but because it
// is ROUTED differently: the caller's component-by-component EbtDouble branch has to widen
// each float back to the queried type, and it undoes the same padding itself.
Bool TryGatherFloatMatrixColumns(const glslang::TType* ttype, const char* pBase, void* params) { Bool TryGatherFloatMatrixColumns(const glslang::TType* ttype, const char* pBase, void* params) {
if (ttype == nullptr || !ttype->isMatrix() || ttype->getBasicType() == glslang::EbtDouble) return false; if (ttype == nullptr || !ttype->isMatrix() || ttype->getBasicType() == glslang::EbtDouble) return false;
const Int columns = ttype->getMatrixCols(); const Int columns = ttype->getMatrixCols();
@@ -903,13 +908,19 @@ namespace MobileGL::MG_Impl::GLImpl {
const SizeT span = UniformStorageSpanInBytes(ttype, size); const SizeT span = UniformStorageSpanInBytes(ttype, size);
if (pUBO == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset || if (pUBO == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset ||
offset + span > programObject->GetUBOSize()) { offset + span > programObject->GetUBOSize()) {
MGLOG_E("%s: uniform at program %u location %d has no backing storage; returning nothing", __func__, MGLOG_E_ONCE("%s: uniform at program %u location %d has no backing storage; returning nothing", __func__,
program, location); program, location);
return; return;
} }
if (!TryGatherFloatMatrixColumns(ttype, pUBO + offset, params)) { if (!TryGatherFloatMatrixColumns(ttype, pUBO + offset, params)) {
Memcpy(params, pUBO + offset, size); // Never more than the uniform actually occupies. `size` is the GL type size,
// which for a `double` uniform is twice its storage - every 64-bit float is
// narrowed before the module reaches a backend, so the slot holds floats. The
// typed entry points (glGetUniformdv and friends) go through
// GetUniformScalar_State, which converts component by component; this raw
// copy has no type to convert with, so it is bounded rather than converted.
Memcpy(params, pUBO + offset, std::min<SizeT>(size, span));
} }
} }
// TODO: handle 1i variant as texture unit // TODO: handle 1i variant as texture unit
@@ -951,7 +962,7 @@ namespace MobileGL::MG_Impl::GLImpl {
const SizeT span = UniformStorageSpanInBytes(ttype, size); const SizeT span = UniformStorageSpanInBytes(ttype, size);
if (pUBO == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset || if (pUBO == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset ||
offset + span > programObject->GetUBOSize()) { offset + span > programObject->GetUBOSize()) {
MGLOG_E("%s: uniform at program %u location %d has no backing storage; returning nothing", __func__, MGLOG_E_ONCE("%s: uniform at program %u location %d has no backing storage; returning nothing", __func__,
program, location); program, location);
return; return;
} }
@@ -960,22 +971,27 @@ namespace MobileGL::MG_Impl::GLImpl {
if (TryGatherFloatMatrixColumns(ttype, pUBO + offset, params)) return; if (TryGatherFloatMatrixColumns(ttype, pUBO + offset, params)) return;
} }
// A double-precision uniform is the one case where the stored component type can // A double-precision uniform is the one case where the stored component type differs
// differ from the queried one for a non-opaque uniform, and the difference is not // from the DECLARED one for a non-opaque uniform: the shader's 64-bit floats are
// just a reinterpretation: it is twice as wide, so a raw copy would overrun the // narrowed to 32 bits before the module reaches a backend
// caller's buffer as well as return nonsense. Read component by component and let // (ShaderTranspiler::DemoteFloat64Pass), so what is in the global UBO is a float per
// GL's conversion rules (7.6: round to nearest for the integer queries) apply. // component, laid out exactly like the float-typed twin of this uniform - std140
// 16-byte column stride for a matrix included. Reading it as a GLdouble would return
// two components reinterpreted as one. Read component by component and let GL's
// conversion rules (7.6: round to nearest for the integer queries) apply; the value
// widens back to the queried type, having lost precision at the glUniform*d that
// stored it and not here.
if (ttype->getBasicType() == glslang::EbtDouble) { if (ttype->getBasicType() == glslang::EbtDouble) {
const Int columns = ttype->isMatrix() ? ttype->getMatrixCols() : 1; const Int columns = ttype->isMatrix() ? ttype->getMatrixCols() : 1;
const Int rows = ttype->isMatrix() ? ttype->getMatrixRows() const Int rows = ttype->isMatrix() ? ttype->getMatrixRows()
: (ttype->isVector() ? ttype->getVectorSize() : 1); : (ttype->isVector() ? ttype->getVectorSize() : 1);
// The slot the linker handed out is exactly `columns` columns wide, so it also // std140 gives every matrix column its own 16-byte slot; a non-matrix is one
// states the column stride - which for a double matrix is not a float's 16 bytes. // tightly packed run and never reaches the stride at all.
const SizeT columnStride = columns > 0 ? size / static_cast<SizeT>(columns) : size; const SizeT columnStride = 4 * sizeof(GLfloat);
for (Int column = 0; column < columns; ++column) { for (Int column = 0; column < columns; ++column) {
for (Int row = 0; row < rows; ++row) { for (Int row = 0; row < rows; ++row) {
GLdouble component = 0.0; GLfloat component = 0.0f;
Memcpy(&component, pUBO + offset + column * columnStride + row * sizeof(GLdouble), Memcpy(&component, pUBO + offset + column * columnStride + row * sizeof(GLfloat),
sizeof(component)); sizeof(component));
if constexpr (std::is_integral_v<T>) { if constexpr (std::is_integral_v<T>) {
// Rounded to the nearest integer and clamped into the queried type's // Rounded to the nearest integer and clamped into the queried type's
@@ -1046,7 +1062,7 @@ namespace MobileGL::MG_Impl::GLImpl {
if (!initialized) { if (!initialized) {
const auto& activeBackendObject = MG_Backend::pActiveBackendObject; const auto& activeBackendObject = MG_Backend::pActiveBackendObject;
if (!activeBackendObject) { if (!activeBackendObject) {
MGLOG_E("activeBackendObject is not initialized!"); MGLOG_E_ONCE("activeBackendObject is not initialized!");
return; return;
} }
const auto& rendererInfo = activeBackendObject->GetRendererInfo(); const auto& rendererInfo = activeBackendObject->GetRendererInfo();
@@ -1136,7 +1152,7 @@ namespace MobileGL::MG_Impl::GLImpl {
SizeT writeSize = ItemCount * sizeof(T); SizeT writeSize = ItemCount * sizeof(T);
if (size < writeSize) { if (size < writeSize) {
// Metadata bug: degrade to a clamped copy instead of killing the process. // Metadata bug: degrade to a clamped copy instead of killing the process.
MGLOG_E("%s: uniform size mismatch at program %u location %u: expected at least %zu bytes, got %zu " MGLOG_E_ONCE("%s: uniform size mismatch at program %u location %u: expected at least %zu bytes, got %zu "
"bytes; clamping", "bytes; clamping",
__func__, programObject.GetExternalIndex(), location, ItemCount * sizeof(T), size); __func__, programObject.GetExternalIndex(), location, ItemCount * sizeof(T), size);
writeSize = size; writeSize = size;
@@ -1157,7 +1173,7 @@ namespace MobileGL::MG_Impl::GLImpl {
offset + byteOffsetInsideUniform + writeSize > uboSize) { offset + byteOffsetInsideUniform + writeSize > uboSize) {
// Should not happen: linking gives every settable uniform backing // Should not happen: linking gives every settable uniform backing
// storage. Log and drop the write instead of faulting. // storage. Log and drop the write instead of faulting.
MGLOG_E("%s: uniform at program %u location %u has no backing storage (ubo=%p offset=%u size=%zu " MGLOG_E_ONCE("%s: uniform at program %u location %u has no backing storage (ubo=%p offset=%u size=%zu "
"uboSize=%zu); dropping write", "uboSize=%zu); dropping write",
__func__, programObject.GetExternalIndex(), location, static_cast<void*>(pUBO), offset, __func__, programObject.GetExternalIndex(), location, static_cast<void*>(pUBO), offset,
writeSize, uboSize); writeSize, uboSize);
@@ -1248,36 +1264,39 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
} }
// glUniform*d / glUniformMatrix*dv. The vector forms need nothing beyond the shared // glUniform*d / glUniformMatrix*dv. Neither needs a layout of its own any more: the
// upload template - it is already typed on the component - but a matrix does: the // transpile chain narrows every 64-bit float in the shader to 32 bits
// column stride the linker used for a double matrix is not the 16 bytes a float one // (ShaderTranspiler::DemoteFloat64Pass) and the global UBO is laid out by reflecting that
// gets. It is not guessed here; the slot the uniform was given is exactly `columns` // demoted module, so a double uniform's storage IS a float uniform's - same offset, same
// columns wide, so dividing states the stride the rest of the pipeline agreed on. // 4-byte components, same std140 column padding for matrices. Narrowing here, at the one
template <typename Program> // place the 64-bit value enters, and then handing the bytes to the ordinary float upload
void UniformMatrixdv_Object(Program& programObject, GLint location, GLsizei count, GLboolean transpose, // path is what keeps the two in step; a separate double-shaped layout here would write
const GLdouble* value, Int columns, Int rows) { // 8-byte components into 4-byte slots and silently address the wrong ones.
const SizeT slotSize = programObject.GetUniformSizesInBytes(location); //
const SizeT columnStride = columns > 0 ? slotSize / static_cast<SizeT>(columns) : slotSize; // The narrowing is the same static_cast the shader's own arithmetic now performs, so the
const SizeT componentCount = static_cast<SizeT>(columns) * static_cast<SizeT>(rows); // value the shader reads is the value glUniform*d was given, at float precision.
Vector<GLdouble> column(static_cast<SizeT>(rows)); template <GLsizei ItemCount>
for (GLint matrix = 0; matrix < count; ++matrix) { void UniformvNarrowed_State(GLint location, GLsizei count, const GLdouble* value) {
if (matrix > 0 && !programObject.UniformLocationsAliasSameUniform(location, location + matrix)) break; if (value == nullptr || count <= 0) {
if (!programObject.IsValidUniformLocation(location + matrix)) { // Same shape as the float entry points: the location validation still runs, and a
RecordInvalidUniformLocationError(__func__, location + matrix, "the current program object"); // null pointer is left to fault exactly where glUniform*fv would.
Uniformv_State<ItemCount>(location, count, reinterpret_cast<const GLfloat*>(value));
return; return;
} }
const GLdouble* source = value + matrix * componentCount; Vector<GLfloat> narrowed(static_cast<SizeT>(count) * ItemCount);
for (Int c = 0; c < columns; ++c) { for (SizeT i = 0; i < narrowed.size(); ++i) narrowed[i] = static_cast<GLfloat>(value[i]);
for (Int r = 0; r < rows; ++r) { Uniformv_State<ItemCount>(location, count, narrowed.data());
column[r] = transpose == GL_TRUE ? source[r * columns + c] : source[c * rows + r];
}
Uniform_State<1>(programObject, location + matrix, column.data(), c * columnStride);
for (Int r = 1; r < rows; ++r) {
Uniform_State<1>(programObject, location + matrix, column.data() + r,
c * columnStride + r * sizeof(GLdouble));
}
} }
template <GLsizei ItemCount>
void ProgramUniformvNarrowed_State(GLuint program, GLint location, GLsizei count, const GLdouble* value) {
if (value == nullptr || count <= 0) {
ProgramUniformv_State<ItemCount>(program, location, count, reinterpret_cast<const GLfloat*>(value));
return;
} }
Vector<GLfloat> narrowed(static_cast<SizeT>(count) * ItemCount);
for (SizeT i = 0; i < narrowed.size(); ++i) narrowed[i] = static_cast<GLfloat>(value[i]);
ProgramUniformv_State<ItemCount>(program, location, count, narrowed.data());
} }
// glUniformMatrix*fv / glProgramUniformMatrix*fv, every shape (square and non-square). // glUniformMatrix*fv / glProgramUniformMatrix*fv, every shape (square and non-square).
@@ -1326,6 +1345,22 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
} }
// glUniformMatrix*dv / glProgramUniformMatrix*dv. Narrowed to the float form and handed
// straight to it: after DemoteFloat64Pass a `dmat4` uniform is a `mat4` in the shader and a
// mat4-shaped slot in the global UBO, columns padded to a vec4 and all. Everything else
// about the call - transpose handling, the array-element walk, the opaque-uniform refusal -
// is then the one implementation both spellings share.
template <typename Program>
void UniformMatrixdv_Object(Program& programObject, GLint location, GLsizei count, GLboolean transpose,
const GLdouble* value, Int columns, Int rows) {
if (value == nullptr || count <= 0) return;
const SizeT componentCount = static_cast<SizeT>(columns) * static_cast<SizeT>(rows);
Vector<GLfloat> narrowed(static_cast<SizeT>(count) * componentCount);
for (SizeT i = 0; i < narrowed.size(); ++i) narrowed[i] = static_cast<GLfloat>(value[i]);
UniformMatrixfv_Object(programObject, "glUniformMatrixdv", location, count, transpose, narrowed.data(),
columns, rows, "the current program object");
}
// Helper function to transpose a 2x2 matrix // Helper function to transpose a 2x2 matrix
void TransposeMatrix2x2(const GLfloat* input, GLfloat* output) { void TransposeMatrix2x2(const GLfloat* input, GLfloat* output) {
// Input matrix is in column-major order (OpenGL default) // Input matrix is in column-major order (OpenGL default)
@@ -1772,7 +1807,7 @@ namespace MobileGL::MG_Impl::GLImpl {
break; break;
} }
default: default:
MGLOG_E("%s: unknown pname = %p %s", __func__, pname, MG_Util::ConvertGLEnumToString(pname).c_str()); MGLOG_D("%s: unknown pname = %p %s", __func__, pname, MG_Util::ConvertGLEnumToString(pname).c_str());
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum, ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
@@ -2089,71 +2124,71 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
void Uniform1d(GLint location, GLdouble v0) { void Uniform1d(GLint location, GLdouble v0) {
const GLdouble v[] = {v0}; const GLdouble v[] = {v0};
Uniformv_State<1>(location, 1, v); UniformvNarrowed_State<1>(location, 1, v);
} }
void Uniform1dv(GLint location, GLsizei count, const GLdouble* value) { void Uniform1dv(GLint location, GLsizei count, const GLdouble* value) {
Uniformv_State<1>(location, count, value); UniformvNarrowed_State<1>(location, count, value);
} }
void ProgramUniform1d(GLuint program, GLint location, GLdouble v0) { void ProgramUniform1d(GLuint program, GLint location, GLdouble v0) {
const GLdouble v[] = {v0}; const GLdouble v[] = {v0};
ProgramUniformv_State<1>(program, location, 1, v); ProgramUniformvNarrowed_State<1>(program, location, 1, v);
} }
void ProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble* value) { void ProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble* value) {
ProgramUniformv_State<1>(program, location, count, value); ProgramUniformvNarrowed_State<1>(program, location, count, value);
} }
void Uniform2d(GLint location, GLdouble v0, GLdouble v1) { void Uniform2d(GLint location, GLdouble v0, GLdouble v1) {
const GLdouble v[] = {v0, v1}; const GLdouble v[] = {v0, v1};
Uniformv_State<2>(location, 1, v); UniformvNarrowed_State<2>(location, 1, v);
} }
void Uniform2dv(GLint location, GLsizei count, const GLdouble* value) { void Uniform2dv(GLint location, GLsizei count, const GLdouble* value) {
Uniformv_State<2>(location, count, value); UniformvNarrowed_State<2>(location, count, value);
} }
void ProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1) { void ProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1) {
const GLdouble v[] = {v0, v1}; const GLdouble v[] = {v0, v1};
ProgramUniformv_State<2>(program, location, 1, v); ProgramUniformvNarrowed_State<2>(program, location, 1, v);
} }
void ProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble* value) { void ProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble* value) {
ProgramUniformv_State<2>(program, location, count, value); ProgramUniformvNarrowed_State<2>(program, location, count, value);
} }
void Uniform3d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2) { void Uniform3d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2) {
const GLdouble v[] = {v0, v1, v2}; const GLdouble v[] = {v0, v1, v2};
Uniformv_State<3>(location, 1, v); UniformvNarrowed_State<3>(location, 1, v);
} }
void Uniform3dv(GLint location, GLsizei count, const GLdouble* value) { void Uniform3dv(GLint location, GLsizei count, const GLdouble* value) {
Uniformv_State<3>(location, count, value); UniformvNarrowed_State<3>(location, count, value);
} }
void ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2) { void ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2) {
const GLdouble v[] = {v0, v1, v2}; const GLdouble v[] = {v0, v1, v2};
ProgramUniformv_State<3>(program, location, 1, v); ProgramUniformvNarrowed_State<3>(program, location, 1, v);
} }
void ProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble* value) { void ProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble* value) {
ProgramUniformv_State<3>(program, location, count, value); ProgramUniformvNarrowed_State<3>(program, location, count, value);
} }
void Uniform4d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) { void Uniform4d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {
const GLdouble v[] = {v0, v1, v2, v3}; const GLdouble v[] = {v0, v1, v2, v3};
Uniformv_State<4>(location, 1, v); UniformvNarrowed_State<4>(location, 1, v);
} }
void Uniform4dv(GLint location, GLsizei count, const GLdouble* value) { void Uniform4dv(GLint location, GLsizei count, const GLdouble* value) {
Uniformv_State<4>(location, count, value); UniformvNarrowed_State<4>(location, count, value);
} }
void ProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) { void ProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {
const GLdouble v[] = {v0, v1, v2, v3}; const GLdouble v[] = {v0, v1, v2, v3};
ProgramUniformv_State<4>(program, location, 1, v); ProgramUniformvNarrowed_State<4>(program, location, 1, v);
} }
void ProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble* value) { void ProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble* value) {
ProgramUniformv_State<4>(program, location, count, value); ProgramUniformvNarrowed_State<4>(program, location, count, value);
} }
void UniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) { void UniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) {
if (location == -1) return; if (location == -1) return;
@@ -210,11 +210,66 @@ namespace MobileGL::MG_Impl::GLImpl::ProgramInterface {
// ---- model construction -------------------------------------------------------- // ---- model construction --------------------------------------------------------
// GL_REFERENCED_BY_*_SHADER for an ARRAYED block instance, refined per element.
//
// glslang records a block reference by walking up to the base symbol and calling
// addBlockName with the whole ARRAY type, which ORs the referencing stage into every
// element at once - it has not resolved the subscript yet at that point. So reading
// "e[0].b" marks both TrickyBlock[0] and TrickyBlock[1] as referenced by the fragment
// stage (KHR-GL43.program_interface_query.uniform-block-types).
//
// The MEMBER masks are exact: EShReflectionAllBlockVariables enumerates every member of
// every element with the stage mask suppressed, and only the dereference chain actually
// walked turns a bit on - and that chain carries the subscript. So the union of a block
// instance's members is the reference set of that instance.
//
// Applied ONLY to arrayed instances, because for a scalar block glslang is already exact.
// Note the union is used even when it is empty: an array element nobody dereferenced has
// no member bits and is genuinely referenced by nobody, which is the whole point - falling
// back to the block's own mask there would restore the over-approximation.
Vector<Uint32> BuildBlockStagesFromMembers(const glslang::TProgram& reflection, Int blockCount) {
auto& mutableReflection = const_cast<glslang::TProgram&>(reflection);
Vector<Uint32> stagesByBlock(static_cast<SizeT>(blockCount < 0 ? 0 : blockCount), 0u);
const Int uniformCount = mutableReflection.getNumUniformVariables();
for (Int index = 0; index < uniformCount; ++index) {
const auto& uniform = mutableReflection.getUniform(index);
const Int owner = uniform.index;
if (owner < 0 || owner >= blockCount) continue;
stagesByBlock[static_cast<SizeT>(owner)] |= static_cast<Uint32>(uniform.stages);
}
return stagesByBlock;
}
// UNIFORM blocks only, and that scope is load-bearing rather than cautious. The member
// names glslang produces for a uniform block array carry the subscript
// ("TrickyBlock[0].b", via EShReflectionStrictArraySuffix), so each element's members are
// distinct entries and the bits land on the right one. A SHADER STORAGE block array does
// NOT get that treatment - its buffer variables reflect under one subscript-free spelling
// shared by every element - so a union over them credits element 0 and starves the rest.
// KHR-GL43.program_interface_query.ssb-types is the case that says so: it reads ss[0] and
// ss[1] and requires both to report the fragment stage, which only glslang's own
// (deliberately over-approximating) block mask gets right. Storage and atomic-counter
// blocks therefore keep that mask untouched.
Uint32 UniformBlockStages(const glslang::TObjectReflection& block, const Vector<Uint32>& stagesFromMembers,
Int tIndex) {
String arrayBase;
Uint element = 0;
Bool malformed = false;
if (!SplitTrailingSubscript(block.name, arrayBase, element, malformed) || malformed) {
return static_cast<Uint32>(block.stages);
}
if (tIndex < 0 || tIndex >= static_cast<Int>(stagesFromMembers.size())) {
return static_cast<Uint32>(block.stages);
}
return stagesFromMembers[static_cast<SizeT>(tIndex)];
}
void BuildBlocks(ProgramObject& program, const glslang::TProgram& reflection, Model& model, void BuildBlocks(ProgramObject& program, const glslang::TProgram& reflection, Model& model,
Vector<BlockKind>& blockKind, Vector<Int>& blockInterfaceIndex) { Vector<BlockKind>& blockKind, Vector<Int>& blockInterfaceIndex) {
const Int blockCount = const_cast<glslang::TProgram&>(reflection).getNumUniformBlocks(); const Int blockCount = const_cast<glslang::TProgram&>(reflection).getNumUniformBlocks();
blockKind.assign(blockCount, BlockKind::Uniform); blockKind.assign(blockCount, BlockKind::Uniform);
blockInterfaceIndex.assign(blockCount, -1); blockInterfaceIndex.assign(blockCount, -1);
const Vector<Uint32> stagesFromMembers = BuildBlockStagesFromMembers(reflection, blockCount);
for (Int tIndex = 0; tIndex < blockCount; ++tIndex) { for (Int tIndex = 0; tIndex < blockCount; ++tIndex) {
const auto& block = const_cast<glslang::TProgram&>(reflection).getUniformBlock(tIndex); const auto& block = const_cast<glslang::TProgram&>(reflection).getUniformBlock(tIndex);
@@ -260,8 +315,8 @@ namespace MobileGL::MG_Impl::GLImpl::ProgramInterface {
resource.bufferDataSize = static_cast<GLint>(program.GetUBOSizeAt(glIndex)); resource.bufferDataSize = static_cast<GLint>(program.GetUBOSizeAt(glIndex));
const Int tIndex = program.TProgramBlockIndex(static_cast<Uint>(glIndex)); const Int tIndex = program.TProgramBlockIndex(static_cast<Uint>(glIndex));
if (tIndex >= 0 && tIndex < blockCount) { if (tIndex >= 0 && tIndex < blockCount) {
resource.stages = resource.stages = UniformBlockStages(const_cast<glslang::TProgram&>(reflection).getUniformBlock(tIndex),
static_cast<Uint32>(const_cast<glslang::TProgram&>(reflection).getUniformBlock(tIndex).stages); stagesFromMembers, tIndex);
} }
model.uniformBlocks.push_back(Move(resource)); model.uniformBlocks.push_back(Move(resource));
} }
@@ -352,6 +407,17 @@ namespace MobileGL::MG_Impl::GLImpl::ProgramInterface {
} }
} }
// A built-in interface block that a shader redeclares with fewer members keeps the
// omitted ones in its type when the redeclaration is ANONYMOUS - glslang hides them
// (basic type void) instead of erasing them, because the original shared declaration
// has to stay usable. Only the instance-named form erases. So a separable vertex
// program that redeclares `out gl_PerVertex { vec4 gl_Position; }` still carries
// gl_PointSize and gl_ClipDistance through the block-unwrapping reflection, and they
// are not part of its output interface.
Bool IsHiddenBlockMember(const glslang::TType* type) {
return type != nullptr && type->getBasicType() == glslang::EbtVoid;
}
void BuildStageIO(ProgramObject& program, const glslang::TProgram& reflection, Model& model) { void BuildStageIO(ProgramObject& program, const glslang::TProgram& reflection, Model& model) {
auto& mutableReflection = const_cast<glslang::TProgram&>(reflection); auto& mutableReflection = const_cast<glslang::TProgram&>(reflection);
@@ -359,6 +425,7 @@ namespace MobileGL::MG_Impl::GLImpl::ProgramInterface {
for (Int index = 0; index < inputCount; ++index) { for (Int index = 0; index < inputCount; ++index) {
const auto& refl = mutableReflection.getPipeInput(index); const auto& refl = mutableReflection.getPipeInput(index);
const glslang::TType* type = refl.getType(); const glslang::TType* type = refl.getType();
if (IsHiddenBlockMember(type)) continue;
Resource resource; Resource resource;
// The Vulkan-semantics parse reflects the vertex builtins under their SPIR-V // The Vulkan-semantics parse reflects the vertex builtins under their SPIR-V
// names; GL enumerates the GL spellings. // names; GL enumerates the GL spellings.
@@ -373,18 +440,28 @@ namespace MobileGL::MG_Impl::GLImpl::ProgramInterface {
model.programInputs.push_back(Move(resource)); model.programInputs.push_back(Move(resource));
} }
// A color number, and therefore a color INDEX, exists only for a fragment stage's
// outputs. The output interface belongs to the program's last stage, so for a
// separable tessellation/geometry/vertex program these are varyings: asking the
// frag-data maps about them can still answer a location (a tess-control output
// carries its own layout(location=N)), and a location then manufactures a color
// index of 0 where GL requires -1
// (KHR-GL43.program_interface_query.separate-programs-tess-control).
const Bool lastStageIsFragment = mutableReflection.getIntermediate(EShLangFragment) != nullptr;
const Int outputCount = mutableReflection.getNumPipeOutputs(); const Int outputCount = mutableReflection.getNumPipeOutputs();
for (Int index = 0; index < outputCount; ++index) { for (Int index = 0; index < outputCount; ++index) {
const auto& refl = mutableReflection.getPipeOutput(index); const auto& refl = mutableReflection.getPipeOutput(index);
const glslang::TType* type = refl.getType(); const glslang::TType* type = refl.getType();
if (IsHiddenBlockMember(type)) continue;
Resource resource; Resource resource;
resource.name = WithArraySuffix(refl.name, type); resource.name = WithArraySuffix(refl.name, type);
resource.type = static_cast<GLenum>(refl.glDefineType); resource.type = static_cast<GLenum>(refl.glDefineType);
resource.arraySize = ArraySizeOf(type, refl.size); resource.arraySize = ArraySizeOf(type, refl.size);
resource.location = MappedLocation(program.GetFragmentDataLocation(refl.name.c_str())); resource.location = MappedLocation(program.GetFragmentDataLocation(refl.name.c_str()));
if (resource.location < 0) { if (resource.location < 0 || !lastStageIsFragment) {
// A built-in output (gl_FragDepth, gl_SampleMask) and a non-fragment stage // A built-in output (gl_FragDepth, gl_SampleMask) has no location, and a
// output both have no location, and therefore no color index either. // non-fragment stage's outputs have no color number at all - either way there
// is no color index.
resource.locationIndex = -1; resource.locationIndex = -1;
} else { } else {
resource.locationIndex = program.GetFragmentDataIndex(refl.name.c_str()); resource.locationIndex = program.GetFragmentDataIndex(refl.name.c_str());
@@ -20,28 +20,118 @@ namespace MobileGL::MG_Impl::GLImpl {
return std::clamp(static_cast<Float>(value), 0.0f, 1.0f); return std::clamp(static_cast<Float>(value), 0.0f, 1.0f);
} }
static Bool ValidateIndexedBlendCapability(GLenum target, GLuint index, const char* functionName) { // GL 4.6 core 17.3.2 and 22.1 give exactly two indexed capabilities: GL_BLEND, indexed by
if (target != GL_BLEND) { // draw buffer, and GL_SCISSOR_TEST, indexed by viewport. They have DIFFERENT bounds
// (MAX_DRAW_BUFFERS vs MAX_VIEWPORTS), so the limit is picked per target rather than shared.
static Bool ValidateIndexedCapability(GLenum target, GLuint index, const char* functionName) {
GLuint limit = 0;
const char* indexName = nullptr;
switch (target) {
case GL_BLEND:
limit = MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS;
indexName = "Buffer";
break;
case GL_SCISSOR_TEST:
limit = RenderStateParameters::MAX_VIEWPORTS;
indexName = "Viewport";
break;
default:
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum, ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName, MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
"Only GL_BLEND is supported for indexed capability state.")); "Only GL_BLEND and GL_SCISSOR_TEST are supported for indexed "
"capability state."));
return false; return false;
} }
if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) { if (index >= limit) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue, ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>( MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
"MG_Impl/GLImpl", functionName, String(indexName) + " index " + std::to_string(index) +
"Buffer index " + std::to_string(index) + " is out of range. Max supported is " + " is out of range. Max supported is " + std::to_string(limit - 1) +
std::to_string(MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS - 1) + ".")); "."));
return false; return false;
} }
return true; return true;
} }
// ------------------ ARB_viewport_array parameter validation ------------------
// All three families share the same two shapes, so they share the two checkers. GL 4.6 core
// 13.6.1/17.3.2: an out-of-range index is GL_INVALID_VALUE, and so is a negative width or
// height. `first + count == MAX_VIEWPORTS` is LEGAL - only strictly greater is an error,
// which KHR-GL43.viewport_array.api_errors checks explicitly in both directions.
static Bool ValidateViewportIndex(GLuint index, const char* functionName) {
if (index < RenderStateParameters::MAX_VIEWPORTS) return true;
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
"Viewport index " + std::to_string(index) +
" is out of range. Max supported is " +
std::to_string(RenderStateParameters::MAX_VIEWPORTS - 1) + "."));
return false;
}
static Bool ValidateViewportRange(GLuint first, GLsizei count, const char* functionName) {
if (count < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName, "count must not be negative."));
return false;
}
// Widened before adding: first is a GLuint and count a GLsizei, so `first + count` in
// 32 bits can wrap past MAX_VIEWPORTS and let an out-of-range range through.
const Uint64 last = static_cast<Uint64>(first) + static_cast<Uint64>(count);
if (last > RenderStateParameters::MAX_VIEWPORTS) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
"first (" + std::to_string(first) + ") + count (" +
std::to_string(count) + ") exceeds GL_MAX_VIEWPORTS (" +
std::to_string(RenderStateParameters::MAX_VIEWPORTS) + ")."));
return false;
}
return true;
}
template <typename T>
static Bool ValidateNonNegativeExtent(T width, T height, const char* functionName) {
if (width >= T(0) && height >= T(0)) return true;
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName, "Width and height must be non-negative."));
return false;
}
// The array forms are all-or-nothing: one bad element rejects the whole call with a SINGLE
// GL_INVALID_VALUE and leaves every rectangle untouched. api_errors relies on both halves -
// it passes a full 16-element array with exactly one negative extent and then asserts the
// error queue holds exactly one entry.
template <typename T>
static Bool ValidateArrayExtents(GLsizei count, const T* v, const char* functionName) {
for (GLsizei i = 0; i < count; ++i) {
if (v[i * 4 + 2] >= T(0) && v[i * 4 + 3] >= T(0)) continue;
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
"Width and height must be non-negative (element " + std::to_string(i) +
")."));
return false;
}
return true;
}
static Bool ValidateNonNullArray(const void* v, const char* functionName) {
if (v != nullptr) return true;
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName, "value pointer cannot be null."));
return false;
}
static Bool TryConvertBlendEquation(GLenum mode, const char* functionName, static Bool TryConvertBlendEquation(GLenum mode, const char* functionName,
::MobileGL::BlendEquation& outEquation) { ::MobileGL::BlendEquation& outEquation) {
outEquation = MG_Util::ConvertGLEnumToBlendEquation(mode); outEquation = MG_Util::ConvertGLEnumToBlendEquation(mode);
@@ -93,16 +183,70 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
void Viewport_State(GLint x, GLint y, GLsizei width, GLsizei height) { void Viewport_State(GLint x, GLint y, GLsizei width, GLsizei height) {
if (width < 0 || height < 0) { if (!ValidateNonNegativeExtent(width, height, "Viewport_State")) return;
MG_State::pGLContext->RecordError(ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "Viewport_State",
"Width abd height must be non-negative."));
return;
}
MG_State::pGLContext->SetViewport(IntVec4(x, y, width, height)); MG_State::pGLContext->SetViewport(IntVec4(x, y, width, height));
} }
// ------------------ ARB_viewport_array setters ------------------
void ViewportArrayv_State(GLuint first, GLsizei count, const GLfloat* v) {
if (!ValidateViewportRange(first, count, "ViewportArrayv_State")) return;
if (count == 0) return;
if (!ValidateNonNullArray(v, "ViewportArrayv_State")) return;
if (!ValidateArrayExtents(count, v, "ViewportArrayv_State")) return;
for (GLsizei i = 0; i < count; ++i) {
MG_State::pGLContext->SetViewportIndexed(first + static_cast<GLuint>(i),
FloatVec4(v[i * 4 + 0], v[i * 4 + 1], v[i * 4 + 2], v[i * 4 + 3]));
}
}
void ViewportIndexedf_State(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
if (!ValidateViewportIndex(index, "ViewportIndexedf_State")) return;
if (!ValidateNonNegativeExtent(w, h, "ViewportIndexedf_State")) return;
MG_State::pGLContext->SetViewportIndexed(index, FloatVec4(x, y, w, h));
}
void ScissorArrayv_State(GLuint first, GLsizei count, const GLint* v) {
if (!ValidateViewportRange(first, count, "ScissorArrayv_State")) return;
if (count == 0) return;
if (!ValidateNonNullArray(v, "ScissorArrayv_State")) return;
if (!ValidateArrayExtents(count, v, "ScissorArrayv_State")) return;
for (GLsizei i = 0; i < count; ++i) {
MG_State::pGLContext->SetScissorBoxIndexed(first + static_cast<GLuint>(i),
IntVec4(v[i * 4 + 0], v[i * 4 + 1], v[i * 4 + 2], v[i * 4 + 3]));
}
}
void ScissorIndexed_State(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height) {
if (!ValidateViewportIndex(index, "ScissorIndexed_State")) return;
if (!ValidateNonNegativeExtent(width, height, "ScissorIndexed_State")) return;
MG_State::pGLContext->SetScissorBoxIndexed(index, IntVec4(left, bottom, width, height));
}
void DepthRangeArrayv_State(GLuint first, GLsizei count, const GLdouble* v) {
if (!ValidateViewportRange(first, count, "DepthRangeArrayv_State")) return;
if (count == 0) return;
if (!ValidateNonNullArray(v, "DepthRangeArrayv_State")) return;
for (GLsizei i = 0; i < count; ++i) {
MG_State::pGLContext->SetDepthRangeIndexed(
first + static_cast<GLuint>(i),
FloatVec2(ClampUnitFloat(static_cast<GLfloat>(v[i * 2 + 0])),
ClampUnitFloat(static_cast<GLfloat>(v[i * 2 + 1]))));
}
}
void DepthRangeIndexed_State(GLuint index, GLdouble n, GLdouble f) {
if (!ValidateViewportIndex(index, "DepthRangeIndexed_State")) return;
MG_State::pGLContext->SetDepthRangeIndexed(
index, FloatVec2(ClampUnitFloat(static_cast<GLfloat>(n)), ClampUnitFloat(static_cast<GLfloat>(f))));
}
void StencilOpSeparate_State(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { void StencilOpSeparate_State(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) {
Bool applyFront = false; Bool applyFront = false;
Bool applyBack = false; Bool applyBack = false;
@@ -175,12 +319,7 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
void Scissor_State(GLint x, GLint y, GLsizei width, GLsizei height) { void Scissor_State(GLint x, GLint y, GLsizei width, GLsizei height) {
if (width < 0 || height < 0) { if (!ValidateNonNegativeExtent(width, height, "Scissor_State")) return;
MG_State::pGLContext->RecordError(ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "Scissor_State",
"Width abd height must be non-negative."));
return;
}
MG_State::pGLContext->SetScissorBox(IntVec4(x, y, width, height)); MG_State::pGLContext->SetScissorBox(IntVec4(x, y, width, height));
} }
@@ -336,7 +475,7 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
GLboolean IsEnabledi_State(GLenum target, GLuint index) { GLboolean IsEnabledi_State(GLenum target, GLuint index) {
if (!ValidateIndexedBlendCapability(target, index, "IsEnabledi_State")) { if (!ValidateIndexedCapability(target, index, "IsEnabledi_State")) {
return GL_FALSE; return GL_FALSE;
} }
@@ -392,7 +531,14 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
GLint values[4] = {}; GLint values[4] = {};
GetIntegeri_v(target, index, values); GetIntegeri_v(target, index, values);
*data = values[0] != 0 ? GL_TRUE : GL_FALSE; // The ARB_viewport_array rectangles are the only multi-component indexed state that
// reaches here; writing element 0 alone would leave the caller's other three untouched.
const GLsizei components = target == GL_VIEWPORT || target == GL_SCISSOR_BOX
? 4
: (target == GL_DEPTH_RANGE ? 2 : 1);
for (GLsizei i = 0; i < components; ++i) {
data[i] = values[i] != 0 ? GL_TRUE : GL_FALSE;
}
} }
GLboolean IsEnabled_State(GLenum cap) { GLboolean IsEnabled_State(GLenum cap) {
@@ -725,7 +871,7 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
void Disablei_State(GLenum target, GLuint index) { void Disablei_State(GLenum target, GLuint index) {
if (!ValidateIndexedBlendCapability(target, index, "Disablei_State")) { if (!ValidateIndexedCapability(target, index, "Disablei_State")) {
return; return;
} }
@@ -743,7 +889,7 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
void Enablei_State(GLenum target, GLuint index) { void Enablei_State(GLenum target, GLuint index) {
if (!ValidateIndexedBlendCapability(target, index, "Enablei_State")) { if (!ValidateIndexedCapability(target, index, "Enablei_State")) {
return; return;
} }
@@ -797,6 +943,44 @@ namespace MobileGL::MG_Impl::GLImpl {
Viewport_State(x, y, width, height); Viewport_State(x, y, width, height);
} }
void ViewportArrayv(GLuint first, GLsizei count, const GLfloat* v) {
ViewportArrayv_State(first, count, v);
}
void ViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
ViewportIndexedf_State(index, x, y, w, h);
}
void ViewportIndexedfv(GLuint index, const GLfloat* v) {
// The index is validated before the pointer is touched: glViewportIndexedfv(MAX, nullptr)
// must be one GL_INVALID_VALUE, not a null dereference.
if (!ValidateViewportIndex(index, "ViewportIndexedfv")) return;
if (!ValidateNonNullArray(v, "ViewportIndexedfv")) return;
ViewportIndexedf_State(index, v[0], v[1], v[2], v[3]);
}
void ScissorArrayv(GLuint first, GLsizei count, const GLint* v) {
ScissorArrayv_State(first, count, v);
}
void ScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height) {
ScissorIndexed_State(index, left, bottom, width, height);
}
void ScissorIndexedv(GLuint index, const GLint* v) {
if (!ValidateViewportIndex(index, "ScissorIndexedv")) return;
if (!ValidateNonNullArray(v, "ScissorIndexedv")) return;
ScissorIndexed_State(index, v[0], v[1], v[2], v[3]);
}
void DepthRangeArrayv(GLuint first, GLsizei count, const GLdouble* v) {
DepthRangeArrayv_State(first, count, v);
}
void DepthRangeIndexed(GLuint index, GLdouble n, GLdouble f) {
DepthRangeIndexed_State(index, n, f);
}
void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) {
StencilOpSeparate_State(face, sfail, dpfail, dppass); StencilOpSeparate_State(face, sfail, dpfail, dppass);
} }
@@ -20,6 +20,16 @@ namespace MobileGL::MG_Impl::GLImpl {
void Enablei(GLenum target, GLuint index); void Enablei(GLenum target, GLuint index);
void BlendFunc(GLenum sfactor, GLenum dfactor); void BlendFunc(GLenum sfactor, GLenum dfactor);
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height); void Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
// ARB_viewport_array (core since GL 4.1). Every one of these addresses the same 16-element
// indexed state the classic glViewport/glScissor/glDepthRange trio broadcasts to.
void ViewportArrayv(GLuint first, GLsizei count, const GLfloat* v);
void ViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
void ViewportIndexedfv(GLuint index, const GLfloat* v);
void ScissorArrayv(GLuint first, GLsizei count, const GLint* v);
void ScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
void ScissorIndexedv(GLuint index, const GLint* v);
void DepthRangeArrayv(GLuint first, GLsizei count, const GLdouble* v);
void DepthRangeIndexed(GLuint index, GLdouble n, GLdouble f);
void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
void StencilOp(GLenum fail, GLenum zfail, GLenum zpass); void StencilOp(GLenum fail, GLenum zfail, GLenum zpass);
void StencilMaskSeparate(GLenum face, GLuint mask); void StencilMaskSeparate(GLenum face, GLuint mask);
@@ -9,6 +9,7 @@
#include "GL_Sampler.h" #include "GL_Sampler.h"
#include "Validators.h" #include "Validators.h"
#include "../Getter/GL_Getter.h" #include "../Getter/GL_Getter.h"
#include "../Texture/GL_Texture.h"
#include <MG_State/GLState/Core.h> #include <MG_State/GLState/Core.h>
#include <MG_Util/Converters/GLToMG/TextureEnumConverter.h> #include <MG_Util/Converters/GLToMG/TextureEnumConverter.h>
#include <MG_Util/Converters/MGToGL/TextureEnumConverter.h> #include <MG_Util/Converters/MGToGL/TextureEnumConverter.h>
@@ -269,15 +270,13 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
} }
// The number of texture units a sampler may be bound to. GL 3.3 core 3.8.2 names // The number of texture units a sampler may be bound to is the same count a TEXTURE may be
// GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, which is what the backend advertises; the frontend's // bound to - GL 3.3 core 3.8.2 names GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS for both - so it is
// MAX_TEXTURE_IMAGE_UNITS is only the capacity of the unit array, so it is a clamp on the // computed once, in GetCombinedTextureImageUnitCount, and named here for the sampler-side
// answer and never the answer itself - gating on it alone accepts every unit up to 192 no // readers below. Two copies of that arithmetic is how glBindSamplers and glBindTextures would
// matter what the driver reports. // come to disagree about which units exist.
static GLint GetSamplerBindableTextureUnitCount() { static GLint GetSamplerBindableTextureUnitCount() {
GLint maxTextureUnits = 0; return GetCombinedTextureImageUnitCount();
GetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
return std::min<GLint>(std::max(maxTextureUnits, 0), MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
} }
void BindSampler_State(GLuint unit, GLuint sampler) { void BindSampler_State(GLuint unit, GLuint sampler) {
+522 -46
View File
@@ -621,7 +621,7 @@ namespace MobileGL::MG_Impl::GLImpl {
// the process down, which is never an acceptable answer to a query - see the same reasoning // the process down, which is never an acceptable answer to a query - see the same reasoning
// above for the compressed-format path. // above for the compressed-format path.
void RecordUnsupportedLevelQueryStorage(const char* caller, GLenum pname) { void RecordUnsupportedLevelQueryStorage(const char* caller, GLenum pname) {
MGLOG_I("%s: glGetTexLevelParameter(pname=%s) is not implemented for texture-buffer " MGLOG_W_ONCE("%s: glGetTexLevelParameter(pname=%s) is not implemented for texture-buffer "
"storage; recording GL_INVALID_OPERATION instead of terminating", "storage; recording GL_INVALID_OPERATION instead of terminating",
caller, MG_Util::ConvertGLEnumToString(pname).c_str()); caller, MG_Util::ConvertGLEnumToString(pname).c_str());
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
@@ -870,7 +870,7 @@ namespace MobileGL::MG_Impl::GLImpl {
MG_Util::GetInputBytesPerPixel(MG_Util::ConvertGLEnumToTextureInputFormat(format), MG_Util::GetInputBytesPerPixel(MG_Util::ConvertGLEnumToTextureInputFormat(format),
MG_Util::ConvertGLEnumToTexturePixelDataType(type)); MG_Util::ConvertGLEnumToTexturePixelDataType(type));
if (readBytesPerTexel != bytesPerTexel) { if (readBytesPerTexel != bytesPerTexel) {
MGLOG_I("%s: cannot copy into a %zu-byte texel from a %zu-byte readback layout", caller, MGLOG_W_ONCE("%s: cannot copy into a %zu-byte texel from a %zu-byte readback layout", caller,
bytesPerTexel, readBytesPerTexel); bytesPerTexel, readBytesPerTexel);
return false; return false;
} }
@@ -1376,6 +1376,47 @@ namespace MobileGL::MG_Impl::GLImpl {
return true; return true;
} }
// The same rules for the COMPRESSED entry points, whose payload size is the imageSize the
// caller passed rather than something derived from a (format, type) pair - and which have no
// datum size, so the alignment rule above does not apply to them. Shared by
// glCompressedTexImage2D and glCompressedTexSubImage2D so the two cannot drift; the point
// that is easy to get wrong and that KHR-GL44.buffer_storage.map_persistent_texture exists to
// check is the first one: a PERSISTENT mapping stays a legal transfer source.
Bool ValidateCompressedUnpackBufferSource(const void* data, SizeT imageSize, const char* caller) {
const auto& unpackBuffer =
MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::PixelUnpack).GetBoundObject();
if (!unpackBuffer) return true;
if (unpackBuffer->IsMapped() && !(unpackBuffer->GetMappingAccess() & BufferMappingAccessBit::Persistent)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller, "Pixel unpack buffer is currently mapped."));
return false;
}
const SizeT offset = reinterpret_cast<SizeT>(data);
const SizeT bufferSize = unpackBuffer->GetSize();
if (offset > bufferSize || imageSize > bufferSize - offset) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller,
"Unpacking would read past the end of the pixel unpack buffer."));
return false;
}
return true;
}
// Where a compressed upload reads its blocks from: `data` is an offset into the bound unpack
// buffer when there is one, and a client pointer otherwise. Only meaningful once
// ValidateCompressedUnpackBufferSource has passed. Null means there is nothing to read, which
// GL leaves undefined and which callers must not dereference.
const void* CompressedUnpackSource(const void* data) {
const auto& unpackBuffer =
MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::PixelUnpack).GetBoundObject();
if (!unpackBuffer) return data;
return reinterpret_cast<const char*>(unpackBuffer->MappedData()) + reinterpret_cast<SizeT>(data);
}
void TexSubImage3D_State(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, void TexSubImage3D_State(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width,
GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels) { GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels) {
TextureUploadTarget textureUploadTarget = MG_Util::ConvertGLEnumToTextureUploadTarget(target); TextureUploadTarget textureUploadTarget = MG_Util::ConvertGLEnumToTextureUploadTarget(target);
@@ -1449,7 +1490,7 @@ namespace MobileGL::MG_Impl::GLImpl {
if (xoffset + width > static_cast<GLsizei>(texelSize.x()) || if (xoffset + width > static_cast<GLsizei>(texelSize.x()) ||
yoffset + height > static_cast<GLsizei>(texelSize.y()) || yoffset + height > static_cast<GLsizei>(texelSize.y()) ||
zoffset + depth > static_cast<GLsizei>(texelSize.z())) { zoffset + depth > static_cast<GLsizei>(texelSize.z())) {
MGLOG_E("TexSubImage3D_State: Specified region exceeds texture level dimensions"); MGLOG_E_ONCE("TexSubImage3D_State: Specified region exceeds texture level dimensions");
free(processedPixels); free(processedPixels);
return; return;
} }
@@ -1558,7 +1599,7 @@ namespace MobileGL::MG_Impl::GLImpl {
{width, height, 1}, false, inputSize); {width, height, 1}, false, inputSize);
if (!processedPixels || inputSize == 0) { if (!processedPixels || inputSize == 0) {
MGLOG_E("TexSubImage2D_State: Failed to process pixel data for TexSubImage2D, width: %d, height: %d", width, MGLOG_E_ONCE("TexSubImage2D_State: Failed to process pixel data for TexSubImage2D, width: %d, height: %d", width,
height); height);
if (processedPixels) free(processedPixels); if (processedPixels) free(processedPixels);
return; return;
@@ -1572,7 +1613,7 @@ namespace MobileGL::MG_Impl::GLImpl {
if (xoffset + width > static_cast<GLsizei>(texelSize.x()) || if (xoffset + width > static_cast<GLsizei>(texelSize.x()) ||
yoffset + height > static_cast<GLsizei>(texelSize.y())) { yoffset + height > static_cast<GLsizei>(texelSize.y())) {
MGLOG_E("TexSubImage2D_State: Specified region exceeds texture dimensions"); MGLOG_E_ONCE("TexSubImage2D_State: Specified region exceeds texture dimensions");
free(processedPixels); free(processedPixels);
return; return;
} }
@@ -2123,7 +2164,7 @@ namespace MobileGL::MG_Impl::GLImpl {
if (processedPixels && imageSize > 0) { if (processedPixels && imageSize > 0) {
if (imageSize != internalBytes) { if (imageSize != internalBytes) {
MGLOG_W("%s: Processed pixel data size (%zu) does not match expected size (%zu). " MGLOG_W_ONCE("%s: Processed pixel data size (%zu) does not match expected size (%zu). "
"This may indicate an alignment or processing issue.", "This may indicate an alignment or processing issue.",
__func__, imageSize, internalBytes); __func__, imageSize, internalBytes);
} }
@@ -2238,6 +2279,23 @@ namespace MobileGL::MG_Impl::GLImpl {
DiscardMipmapChainOnBaseRespecification(textureMipmapObject, textureUploadTarget, level); DiscardMipmapChainOnBaseRespecification(textureMipmapObject, textureUploadTarget, level);
textureMipmapObject->AllocateStorage(textureUploadTarget, level, textureMipmapObject->AllocateStorage(textureUploadTarget, level,
{{width, height, 1}, internalBytes}); {{width, height, 1}, internalBytes});
// GL 4.6 core 8.5: a SPECIFIC compressed internalformat (unlike a generic
// GL_COMPRESSED_* one, where the implementation is free to choose) commits the
// level to that format - GL_TEXTURE_COMPRESSED must then answer true for it and
// GL_TEXTURE_INTERNAL_FORMAT must report it, which is how an application asks for
// the size to hand glCompressedTexSubImage2D afterwards. Only the tag and the size
// are recorded: there is no BC/ETC codec here, so the texel shadow keeps the
// uncompressed storage this format resolved to (which is also what lets the level
// sample as the application's texels), and the compressed image the tag describes
// is zero-filled - the one reproducible answer glGetCompressedTexImage can give for
// an image nothing ever compressed. AllocateStorage above clears the tag, so this
// has to follow it.
const auto compressedInfo = MG_Util::GetCompressedFormatInfo(static_cast<GLenum>(internalformat));
if (compressedInfo.blockWidth != 0) {
textureMipmapObject->SetMipmapCompressedImage(
textureUploadTarget, level, static_cast<GLenum>(internalformat), nullptr,
MG_Util::CalculateCompressedTextureImageSize(compressedInfo, {width, height, 1}));
}
} }
if (!originalPixels) { if (!originalPixels) {
@@ -2252,7 +2310,7 @@ namespace MobileGL::MG_Impl::GLImpl {
if (processedPixels && imageSize > 0) { if (processedPixels && imageSize > 0) {
if (imageSize != internalBytes) { if (imageSize != internalBytes) {
MGLOG_W("TexImage2D_State: Processed pixel data size (%zu) does not match expected size (%zu). " MGLOG_W_ONCE("TexImage2D_State: Processed pixel data size (%zu) does not match expected size (%zu). "
"This may indicate an alignment or processing issue.", "This may indicate an alignment or processing issue.",
imageSize, internalBytes); imageSize, internalBytes);
} }
@@ -2965,9 +3023,9 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_TEXTURE_INTERNAL_FORMAT: case GL_TEXTURE_INTERNAL_FORMAT:
if (params) { if (params) {
// A level stored compressed must report the token it was given, not the // A level stored compressed must report the token it was given, not the
// uncompressed format backing it (GL 4.6 core 8.11). Only glCompressedTexImage* sets // uncompressed format backing it (GL 4.6 core 8.11). glCompressedTexImage2D sets
// that tag, so every level created by glTexImage*D - including one given a compressed // that tag, and so does a glTexImage2D given a SPECIFIC compressed internalformat;
// internalformat - still answers with its resolved storage format. // every other level answers with its resolved storage format.
const GLenum compressedFormat = GetCompressedLevelFormat(textureObject, textureUploadTarget, level); const GLenum compressedFormat = GetCompressedLevelFormat(textureObject, textureUploadTarget, level);
*params = (compressedFormat != GL_NONE) *params = (compressedFormat != GL_NONE)
? (GLint)compressedFormat ? (GLint)compressedFormat
@@ -3103,9 +3161,9 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_TEXTURE_INTERNAL_FORMAT: case GL_TEXTURE_INTERNAL_FORMAT:
if (params) { if (params) {
// A level stored compressed must report the token it was given, not the // A level stored compressed must report the token it was given, not the
// uncompressed format backing it (GL 4.6 core 8.11). Only glCompressedTexImage* sets // uncompressed format backing it (GL 4.6 core 8.11). glCompressedTexImage2D sets
// that tag, so every level created by glTexImage*D - including one given a compressed // that tag, and so does a glTexImage2D given a SPECIFIC compressed internalformat;
// internalformat - still answers with its resolved storage format. // every other level answers with its resolved storage format.
const GLenum compressedFormat = GetCompressedLevelFormat(textureObject, textureUploadTarget, level); const GLenum compressedFormat = GetCompressedLevelFormat(textureObject, textureUploadTarget, level);
*params = (GLfloat)((compressedFormat != GL_NONE) *params = (GLfloat)((compressedFormat != GL_NONE)
? compressedFormat ? compressedFormat
@@ -3324,12 +3382,84 @@ namespace MobileGL::MG_Impl::GLImpl {
dstY, dstZ, srcWidth, srcHeight, srcDepth); dstY, dstZ, srcWidth, srcHeight, srcDepth);
} }
namespace {
// The eleven targets GL 4.6 core 18.3.2 accepts. GL_TEXTURE_BUFFER, the six cube FACE
// enums and every PROXY enum all convert to a TextureTarget this frontend recognises,
// so ValidateTextureTarget lets them through; here they are INVALID_ENUM.
Bool ValidateCopyImageTarget(GLenum target, const char* endpointName) {
switch (target) {
case GL_RENDERBUFFER:
case GL_TEXTURE_1D:
case GL_TEXTURE_1D_ARRAY:
case GL_TEXTURE_2D:
case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_2D_MULTISAMPLE:
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
case GL_TEXTURE_3D:
case GL_TEXTURE_CUBE_MAP:
case GL_TEXTURE_CUBE_MAP_ARRAY:
case GL_TEXTURE_RECTANGLE:
return true;
default:
break;
}
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", "ValidateCopyImageSubData_State",
std::format("{} is not a target glCopyImageSubData accepts as the {}.",
MG_Util::ConvertGLEnumToString(target), endpointName)));
return false;
}
IntVec3 GetCopyImageLevelSize(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject,
TextureUploadTarget uploadTarget, GLint level) {
const auto* mipmapTexture = MG_State::GLState::AsMipmapTexture(textureObject.get());
if (!mipmapTexture) return textureObject->GetBaseSize();
return mipmapTexture->GetMipmapTexelSize(uploadTarget, static_cast<Uint>(level));
}
// glCopyImageSubData names an object that must already exist, and GL 4.6 core 18.3.2
// spells the failure INVALID_VALUE - "if either name does not correspond to a valid
// object". The shared ValidateTextureObject says INVALID_OPERATION, which is right for
// the ~30 entry points that reach it through a BOUND object (where the name was never
// in question and the fault is the binding), so this is a local rule rather than a
// change to the helper.
Bool ValidateCopyImageObjectExists(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject,
const char* endpointName) {
if (textureObject) return true;
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", "ValidateCopyImageSubData_State",
std::format("The {} name does not correspond to an existing image object.", endpointName)));
return false;
}
// Same split for the target/object disagreement: GL 4.6 core 18.3.2 makes a target that
// does not match the object INVALID_ENUM, where the shared uniformity helper records
// INVALID_OPERATION for the upload paths that share it.
Bool ValidateCopyImageTargetMatchesObject(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject,
TextureTarget target, const char* endpointName) {
if (!textureObject || textureObject->GetTarget() == target) return true;
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", "ValidateCopyImageSubData_State",
std::format("The {} target {} does not match the target the object was created with ({}).",
endpointName, MG_Util::ConvertTextureTargetToString(target),
MG_Util::ConvertTextureTargetToString(textureObject->GetTarget()))));
return false;
}
} // namespace
Bool ValidateCopyImageSubData_State(const SharedPtr<MG_State::GLState::ITextureObject>& srcTexture, Bool ValidateCopyImageSubData_State(const SharedPtr<MG_State::GLState::ITextureObject>& srcTexture,
GLenum srcTarget, GLint srcLevel, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY,
const SharedPtr<MG_State::GLState::ITextureObject>& dstTexture, const SharedPtr<MG_State::GLState::ITextureObject>& dstTexture,
GLenum dstTarget, GLint dstLevel, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY,
GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth) { GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth) {
if (!TextureImpl::ValidateTextureObject(srcTexture) || !TextureImpl::ValidateTextureObject(dstTexture)) { if (!ValidateCopyImageObjectExists(srcTexture, "source") ||
!ValidateCopyImageObjectExists(dstTexture, "destination")) {
return false; return false;
} }
const auto srcTextureTarget = MG_Util::ConvertGLEnumToTextureTarget(srcTarget); const auto srcTextureTarget = MG_Util::ConvertGLEnumToTextureTarget(srcTarget);
@@ -3338,14 +3468,30 @@ namespace MobileGL::MG_Impl::GLImpl {
!TextureImpl::ValidateTextureTarget(dstTextureTarget)) { !TextureImpl::ValidateTextureTarget(dstTextureTarget)) {
return false; return false;
} }
if (!TextureImpl::ValidateTextureTargetUniformity(srcTexture, srcTextureTarget) || // GL_TEXTURE_BUFFER and the cube FACE enums convert to a target this frontend knows, but
!TextureImpl::ValidateTextureTargetUniformity(dstTexture, dstTextureTarget)) { // 18.3.2 does not accept them here - only the eleven whole-image targets do.
if (!ValidateCopyImageTarget(srcTarget, "source") || !ValidateCopyImageTarget(dstTarget, "destination")) {
return false;
}
if (!ValidateCopyImageTargetMatchesObject(srcTexture, srcTextureTarget, "source") ||
!ValidateCopyImageTargetMatchesObject(dstTexture, dstTextureTarget, "destination")) {
return false; return false;
} }
if (!TextureImpl::ValidateTextureLevelNumber(srcLevel) || if (!TextureImpl::ValidateTextureLevelNumber(srcLevel) ||
!TextureImpl::ValidateTextureLevelNumber(dstLevel)) { !TextureImpl::ValidateTextureLevelNumber(dstLevel)) {
return false; return false;
} }
// ValidateTextureLevelNumber only bounds the index by GL_MAX_TEXTURE_SIZE; it cannot
// see that this particular texture stops at level 0. Both backends turn <level> into an
// image subresource with no further checking (DirectVulkan builds a VkImageCopy from it,
// DirectGLES forwards it to the ES copy), so a level the texture never had reached the
// driver as an out-of-range mip index - on Adreno that is a SIGSEGV inside
// vkCmdCopyImage, which is what KHR-GL43.copy_image.non_existent_mipmap used to do to
// the whole glcts process. The answer the spec asks for is GL_INVALID_VALUE.
if (!TextureImpl::ValidateTextureLevelExists(srcTexture, srcLevel, __func__) ||
!TextureImpl::ValidateTextureLevelExists(dstTexture, dstLevel, __func__)) {
return false;
}
if (srcWidth < 0 || srcHeight < 0 || srcDepth < 0) { if (srcWidth < 0 || srcHeight < 0 || srcDepth < 0) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue, ErrorCode::InvalidValue,
@@ -3356,7 +3502,44 @@ namespace MobileGL::MG_Impl::GLImpl {
if (srcWidth == 0 || srcHeight == 0 || srcDepth == 0) { if (srcWidth == 0 || srcHeight == 0 || srcDepth == 0) {
return false; return false;
} }
if (!TextureImpl::ValidateBaseInternalFormatMatch(srcTexture->GetFormat(), dstTexture->GetFormat())) { // A multisample image can only be copied to one with the same sample count, and a
// single-sample image reports zero - so this one comparison is also what rejects
// copying between a multisample target and a non-multisample one.
if (srcTexture->GetSamples() != dstTexture->GetSamples()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", __func__,
std::format("The two images have different sample counts ({} vs. {}).",
srcTexture->GetSamples(), dstTexture->GetSamples())));
return false;
}
// 18.3.2: both images must be complete. An incomplete one has no defined texels to copy
// and no defined storage to copy into.
if (!srcTexture->IsComplete() || !dstTexture->IsComplete()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", __func__,
std::format("A copied image is incomplete (source complete: {}, destination complete: {}).",
srcTexture->IsComplete(), dstTexture->IsComplete())));
return false;
}
const auto srcUploadTarget = GetPrimaryUploadTarget(srcTexture);
const auto dstUploadTarget = GetPrimaryUploadTarget(dstTexture);
const auto srcBlock = TextureImpl::ResolveCopyImageTexelBlock(
srcTexture->GetFormat(), GetCompressedLevelFormat(srcTexture, srcUploadTarget, srcLevel));
const auto dstBlock = TextureImpl::ResolveCopyImageTexelBlock(
dstTexture->GetFormat(), GetCompressedLevelFormat(dstTexture, dstUploadTarget, dstLevel));
if (!TextureImpl::ValidateCopyImageFormatCompatibility(srcBlock, dstBlock)) {
return false;
}
const IntVec3 srcLevelSize = GetCopyImageLevelSize(srcTexture, srcUploadTarget, srcLevel);
const IntVec3 dstLevelSize = GetCopyImageLevelSize(dstTexture, dstUploadTarget, dstLevel);
if (!TextureImpl::ValidateCopyImageBlockAlignment(srcBlock, srcX, srcY, srcWidth, srcHeight,
srcLevelSize.x(), srcLevelSize.y(), "source") ||
!TextureImpl::ValidateCopyImageBlockAlignment(dstBlock, dstX, dstY, srcWidth, srcHeight,
dstLevelSize.x(), dstLevelSize.y(), "destination")) {
return false; return false;
} }
return true; return true;
@@ -3468,10 +3651,170 @@ namespace MobileGL::MG_Impl::GLImpl {
RecordUnsupportedCompressedFormat(__func__); RecordUnsupportedCompressedFormat(__func__);
} }
// Replaces a block-aligned rectangle of the compressed image glCompressedTexImage2D (or a
// compressed glTexImage2D) shadowed for this level. Same deviation as the image call it
// patches: the uncompressed texel shadow beside it is NOT touched, because there is no
// BC/ETC codec here to decode the incoming blocks with - so what changes is the image
// glGetCompressedTexImage hands back, not what the level samples as. Marking the texels
// dirty would therefore only re-upload bytes that did not change.
void CompressedTexSubImage2D_State(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, void CompressedTexSubImage2D_State(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLsizei imageSize, const void* data) { GLsizei height, GLenum format, GLsizei imageSize, const void* data) {
// TODO: implement compressed upload - see CompressedTexImage2D_State. // ======================= Converting ================================
const auto textureUploadTarget = MG_Util::ConvertGLEnumToTextureUploadTarget(target);
const auto textureTarget = MG_Util::ConvertGLEnumToTextureTarget(target);
// Zero block width doubles as "format is not a specific compressed format", the
// INVALID_ENUM case - one lookup answers both questions.
const auto compressedInfo = MG_Util::GetCompressedFormatInfo(format);
// ===================== Error Checking ==============================
if (!TextureImpl::ValidateTextureUploadTarget(textureUploadTarget)) return;
// A proxy holds no image to modify; only the glTexImage*/glCompressedTexImage* pair
// accepts one.
if (TextureImpl::IsProxyTextureTarget(textureUploadTarget)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"A proxy target has no texture image to modify."));
return;
}
if (!TextureImpl::ValidateTextureLevelNumber(level)) return;
if (!TextureImpl::ValidateTextureLevelWithUploadTarget(textureUploadTarget, level)) return;
if (width < 0 || height < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "width and height must be non-negative."));
return;
}
if (compressedInfo.blockWidth == 0) {
RecordUnsupportedCompressedFormat(__func__); RecordUnsupportedCompressedFormat(__func__);
return;
}
auto& textureObject = GetTextureObjectByTarget(textureUploadTarget, textureTarget);
if (!TextureImpl::ValidateTextureObject(textureObject)) return;
auto* textureMipmapObject = MG_State::GLState::AsMipmapTexture(textureObject.get());
if (textureMipmapObject == nullptr) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "Texture storage is not mipmap-backed."));
return;
}
// GL 4.6 core 8.7: INVALID_OPERATION unless the image being modified is stored in
// exactly this compressed format. That is also what makes the block arithmetic below
// sound - the level's grid is measured with THIS format's block size.
const GLenum levelFormat =
textureMipmapObject->GetMipmapCompressedFormat(textureUploadTarget, static_cast<Uint>(level));
if (levelFormat != format) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"format does not match the internal format of the texture image."));
return;
}
const IntVec3 levelSize = textureMipmapObject->GetMipmapTexelSize(textureUploadTarget, static_cast<Uint>(level));
// Written as a subtraction rather than `xoffset + width > levelSize.x()`: both operands
// are application-supplied GLints, so the sum is free to overflow, and a signed overflow
// is undefined behaviour that a compiler may resolve by assuming the check passes.
// levelSize is our own and non-negative, and the offsets are known non-negative by the
// time the subtraction runs, so this form cannot wrap.
if (xoffset < 0 || yoffset < 0 || width > levelSize.x() - xoffset || height > levelSize.y() - yoffset) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"The replaced region does not lie within the texture image."));
return;
}
// GL 4.6 core 8.7 for block-based formats: the region must start on a block boundary
// and must either be a whole number of blocks wide/high or run to the image's edge.
const Int blockWidth = static_cast<Int>(compressedInfo.blockWidth);
const Int blockHeight = static_cast<Int>(compressedInfo.blockHeight);
const Bool alignedX = (xoffset % blockWidth == 0) &&
(width % blockWidth == 0 || xoffset + width == levelSize.x());
const Bool alignedY = (yoffset % blockHeight == 0) &&
(height % blockHeight == 0 || yoffset + height == levelSize.y());
if (!alignedX || !alignedY) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"The replaced region is not aligned to the format's compressed blocks."));
return;
}
// Exactly the size the format and dimensions imply, which is also what keeps the copy
// below in bounds.
const SizeT expectedImageSize =
MG_Util::CalculateCompressedTextureImageSize(compressedInfo, {width, height, 1});
if (imageSize < 0 || static_cast<SizeT>(imageSize) != expectedImageSize) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"imageSize does not match the compressed image size."));
return;
}
// ======================= Processing ================================
if (!ValidateCompressedUnpackBufferSource(data, expectedImageSize, __func__)) return;
const void* compressedBytes = CompressedUnpackSource(data);
if (expectedImageSize == 0) return; // a zero-sized region is a legal no-op
if (compressedBytes == nullptr) {
// No unpack buffer and a null client pointer: there is nothing to read. GL leaves
// this undefined rather than erroring, and dereferencing it is the one answer that
// is never acceptable.
MGLOG_D("%s: null data with no pixel unpack buffer bound, nothing to replace", __func__);
return;
}
// Once per process: the call is about to succeed, and what it does is narrower than what
// an application has every right to expect from it. Before this existed the call answered
// GL_INVALID_ENUM, which was wrong but at least visible; a silent success that leaves the
// sampled texels untouched is the kind of thing that costs a day to find from the other
// end. MGLOG_W is the right level and now survives at INFO; it sat at MGLOG_I only
// while the Log.h ordering compiled warnings out of the builds that ship.
static std::atomic<Bool> announcedNoCodec{false};
if (!announcedNoCodec.exchange(true)) {
MGLOG_W("%s: the compressed blocks are stored verbatim and returned by "
"glGetCompressedTexImage, but there is no BC/ETC decoder here, so they do not "
"reach the texels this level SAMPLES as. Upload through glTexSubImage2D for "
"that.",
__func__);
}
// The level's compressed image is stored as one blob, so the rectangle is patched into
// a copy of it and the whole thing handed back. Compressed sub-image uploads are not a
// hot path, and this keeps the storage layer's compressed API to the two calls it has.
const SizeT blobSize =
textureMipmapObject->GetMipmapCompressedByteSize(textureUploadTarget, static_cast<Uint>(level));
const void* existing =
textureMipmapObject->MapMipmapCompressedImage(textureUploadTarget, static_cast<Uint>(level));
if (blobSize == 0 || existing == nullptr) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"The texture level holds no compressed image to modify."));
return;
}
Vector<Uint8> blob(blobSize);
Memcpy(blob.data(), existing, blobSize);
const SizeT blockByteSize = compressedInfo.blockByteSize;
const SizeT levelBlocksX = (static_cast<SizeT>(levelSize.x()) + compressedInfo.blockWidth - 1) /
compressedInfo.blockWidth;
const SizeT levelRowBytes = levelBlocksX * blockByteSize;
const SizeT regionBlocksX = (static_cast<SizeT>(width) + compressedInfo.blockWidth - 1) /
compressedInfo.blockWidth;
const SizeT regionBlocksY = (static_cast<SizeT>(height) + compressedInfo.blockHeight - 1) /
compressedInfo.blockHeight;
const SizeT firstBlockX = static_cast<SizeT>(xoffset) / compressedInfo.blockWidth;
const SizeT firstBlockY = static_cast<SizeT>(yoffset) / compressedInfo.blockHeight;
const SizeT regionRowBytes = regionBlocksX * blockByteSize;
const auto* source = static_cast<const Uint8*>(compressedBytes);
for (SizeT row = 0; row < regionBlocksY; ++row) {
const SizeT destOffset = (firstBlockY + row) * levelRowBytes + firstBlockX * blockByteSize;
if (destOffset + regionRowBytes > blobSize) break; // a level whose blob predates its size
Memcpy(blob.data() + destOffset, source + row * regionRowBytes, regionRowBytes);
}
textureMipmapObject->SetMipmapCompressedImage(textureUploadTarget, static_cast<Uint>(level), format,
blob.data(), blobSize);
} }
void CompressedTexSubImage1D_State(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, void CompressedTexSubImage1D_State(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format,
@@ -3564,28 +3907,8 @@ namespace MobileGL::MG_Impl::GLImpl {
// SetMipmapCompressedImage re-arms it. // SetMipmapCompressedImage re-arms it.
textureMipmapObject->AllocateStorage(textureUploadTarget, level, {{width, height, 1}, internalBytes}); textureMipmapObject->AllocateStorage(textureUploadTarget, level, {{width, height, 1}, internalBytes});
const void* compressedBytes = data; if (!ValidateCompressedUnpackBufferSource(data, expectedImageSize, __func__)) return;
const auto& pixelUnpackBufferObject = const void* compressedBytes = CompressedUnpackSource(data);
MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::PixelUnpack).GetBoundObject();
if (pixelUnpackBufferObject) {
if (pixelUnpackBufferObject->IsMapped()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"Pixel unpack buffer is currently mapped."));
return;
}
const SizeT offset = reinterpret_cast<SizeT>(data);
const SizeT bufferSize = pixelUnpackBufferObject->GetSize();
if (offset > bufferSize || expectedImageSize > bufferSize - offset) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"Unpacking would read past the end of the pixel unpack buffer."));
return;
}
compressedBytes = reinterpret_cast<const char*>(pixelUnpackBufferObject->MappedData()) + offset;
}
textureMipmapObject->SetMipmapCompressedImage(textureUploadTarget, level, internalformat, compressedBytes, textureMipmapObject->SetMipmapCompressedImage(textureUploadTarget, level, internalformat, compressedBytes,
expectedImageSize); expectedImageSize);
textureMipmapObject->MarkStorageDirty(textureUploadTarget, level, true); textureMipmapObject->MarkStorageDirty(textureUploadTarget, level, true);
@@ -4095,6 +4418,13 @@ namespace MobileGL::MG_Impl::GLImpl {
// core 8.19). Allocating only the primary one left the object cube-incomplete, so every // core 8.19). Allocating only the primary one left the object cube-incomplete, so every
// framebuffer it was attached to reported GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT. Every other // framebuffer it was attached to reported GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT. Every other
// 2D target has exactly one upload target, so this loop is a no-op change for them. // 2D target has exactly one upload target, so this loop is a no-op change for them.
// A specific compressed internalformat commits every level it allocates to that
// format, the same way glTexImage2D does - and here it matters twice over, because
// immutable storage plus glCompressedTexSubImage2D IS the modern way to upload a
// compressed texture: without the tag that sub-image call finds an uncompressed
// level and refuses it. Zero width means a generic (implementation's choice)
// format, which MobileGL answers with uncompressed storage, so it is not tagged.
const auto compressedInfo = MG_Util::GetCompressedFormatInfo(internalformat);
for (const auto uploadTarget : textureObject->GetUploadTargets()) { for (const auto uploadTarget : textureObject->GetUploadTargets()) {
for (GLsizei level = 0; level < levels; ++level) { for (GLsizei level = 0; level < levels; ++level) {
const GLsizei levelWidth = std::max<GLsizei>(1, width >> level); const GLsizei levelWidth = std::max<GLsizei>(1, width >> level);
@@ -4103,6 +4433,13 @@ namespace MobileGL::MG_Impl::GLImpl {
static_cast<SizeT>(levelWidth) * static_cast<SizeT>(levelHeight) * bytesPerPixel; static_cast<SizeT>(levelWidth) * static_cast<SizeT>(levelHeight) * bytesPerPixel;
textureMipmapObject->AllocateStorage(uploadTarget, level, {{levelWidth, levelHeight, 1}, byteSize}); textureMipmapObject->AllocateStorage(uploadTarget, level, {{levelWidth, levelHeight, 1}, byteSize});
textureMipmapObject->MarkStorageDirty(uploadTarget, level, false); textureMipmapObject->MarkStorageDirty(uploadTarget, level, false);
if (compressedInfo.blockWidth != 0) {
// After AllocateStorage, which clears the tag.
textureMipmapObject->SetMipmapCompressedImage(
uploadTarget, static_cast<Uint>(level), internalformat, nullptr,
MG_Util::CalculateCompressedTextureImageSize(compressedInfo,
{levelWidth, levelHeight, 1}));
}
} }
// See TextureStorage1D. // See TextureStorage1D.
textureMipmapObject->TruncateMipmapLevels(uploadTarget, static_cast<Uint>(levels)); textureMipmapObject->TruncateMipmapLevels(uploadTarget, static_cast<Uint>(levels));
@@ -4472,6 +4809,14 @@ namespace MobileGL::MG_Impl::GLImpl {
free(processedPixels); free(processedPixels);
} }
void CompressedTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLsizei imageSize, const void* data) {
auto textureObject = GetTextureObjectByName(texture, __func__);
WithTemporarilyBoundNamedTexture(textureObject, [&](GLenum target) {
CompressedTexSubImage2D_State(target, level, xoffset, yoffset, width, height, format, imageSize, data);
});
}
void TextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, void TextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width,
GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels) { GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels) {
auto textureObject = GetTextureObjectByName(texture, __func__); auto textureObject = GetTextureObjectByName(texture, __func__);
@@ -4549,6 +4894,132 @@ namespace MobileGL::MG_Impl::GLImpl {
MG_State::pGLContext->NoteTextureUnitTouched(static_cast<Int>(unit), changed); MG_State::pGLContext->NoteTextureUnitTouched(static_cast<Int>(unit), changed);
} }
GLint GetCombinedTextureImageUnitCount() {
GLint maxTextureUnits = 0;
GetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
return std::min<GLint>(std::max(maxTextureUnits, 0), MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
}
namespace {
// ARB_multi_bind checks the whole [first, first + count) range before binding anything and
// reports an overrun as INVALID_OPERATION - not the INVALID_VALUE the single-bind entry
// points report for an out-of-range unit, and not after binding the in-range prefix.
Bool ValidateMultiBindUnitRange(GLuint first, GLsizei count, GLint unitCount, const char* funcName) {
if (count < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName, "count must be non-negative."));
return false;
}
if (static_cast<Uint64>(first) + static_cast<Uint64>(count) > static_cast<Uint64>(unitCount)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
std::format("first + count ({} + {}) exceeds the {} available units.",
first, count, unitCount)));
return false;
}
return true;
}
// ARB_multi_bind states the equivalence to a loop of single binds "except that <textures>
// will not be created if they do not exist": glBindTexture instantiates a name GenTextures
// merely reserved, the multi-bind entry points must refuse it. The error class is
// INVALID_OPERATION for both of them, where the scalar glBindImageTexture reports
// INVALID_VALUE - hence the check here rather than inside BindImageTexture.
//
// Deliberately PER ELEMENT: the extension defines these calls as a loop, so a bad entry
// costs its own unit and leaves the rest of the range bound.
SharedPtr<MG_State::GLState::ITextureObject> ResolveMultiBindTexture(GLuint texture, GLsizei index,
const char* funcName) {
SharedPtr<MG_State::GLState::ITextureObject> textureObject =
MG_State::pGLContext->GetTextureObject(texture);
if (!textureObject) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", funcName,
std::format("textures[{}] ({}) is not the name of an existing texture object.", index,
texture)));
}
return textureObject;
}
// ARB_multi_bind: an element naming texture zero unbinds EVERY target of its unit, i.e.
// rebinds each target's default texture object - the unit's initial state. Same rule
// glBindTextureUnit(unit, 0) follows.
void UnbindAllTargetsOnUnit(Int unit) {
auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
Bool changed = false;
for (auto& slot : textureUnit.GetAllBindingSlots()) {
if (slot.Bind(MG_State::pGLContext->GetDefaultTextureObject(slot.GetTarget()))) changed = true;
}
MG_State::pGLContext->NoteTextureUnitTouched(unit, changed);
}
} // namespace
// ARB_multi_bind: glBindTextures binds each texture to ITS OWN target on unit <first> + i, so
// there is no target parameter and no way to express it through glBindTexture - the per-unit,
// by-object form glBindTextureUnit uses is the one that matches. A NULL <textures> unbinds the
// whole range.
void BindTextures(GLuint first, GLsizei count, const GLuint* textures) {
if (!ValidateMultiBindUnitRange(first, count, GetCombinedTextureImageUnitCount(), __func__)) return;
for (GLsizei i = 0; i < count; ++i) {
const GLuint texture = textures ? textures[i] : 0;
const Int unit = static_cast<Int>(first) + i;
if (texture == 0) {
UnbindAllTargetsOnUnit(unit);
continue;
}
const SharedPtr<MG_State::GLState::ITextureObject> textureObject =
ResolveMultiBindTexture(texture, i, __func__);
if (!textureObject) continue;
auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
const Bool changed = textureUnit.GetBindingSlot(textureObject->GetTarget()).Bind(textureObject);
MG_State::pGLContext->NoteTextureUnitTouched(unit, changed);
}
}
// ARB_multi_bind: glBindImageTextures is a loop of glBindImageTexture with every parameter but
// the unit and the texture fixed by the spec - level 0, layered, layer 0, READ_WRITE, and the
// texture's own internal format. An element that names texture zero resets the unit.
void BindImageTextures(GLuint first, GLsizei count, const GLuint* textures) {
if (!ValidateMultiBindUnitRange(first, count, static_cast<GLint>(GetAdvertisedImageUnitCount()), __func__)) {
return;
}
for (GLsizei i = 0; i < count; ++i) {
const GLuint texture = textures ? textures[i] : 0;
const GLuint unit = first + static_cast<GLuint>(i);
if (texture == 0) {
BindImageTexture(unit, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R8);
continue;
}
const SharedPtr<MG_State::GLState::ITextureObject> textureObject =
ResolveMultiBindTexture(texture, i, __func__);
if (!textureObject) continue;
// "An INVALID_OPERATION error is generated if the internal format of any texture is not
// supported for image textures" - a texture that has never been given storage has no
// format at all and lands here too, rather than being reported as a bad enum by the
// scalar path.
const GLenum format = MG_Util::ConvertTextureInternalFormatToGLEnum(textureObject->GetFormat());
if (!IsValidImageTextureFormat(format)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", __func__,
std::format("textures[{}] ({}) has an internal format that is not supported for image "
"textures.",
i, texture)));
continue;
}
BindImageTexture(unit, texture, 0, GL_TRUE, 0, GL_READ_WRITE, format);
}
}
void GetTextureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* pixels) { void GetTextureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* pixels) {
auto textureObject = GetTextureObjectByName(texture, __func__); auto textureObject = GetTextureObjectByName(texture, __func__);
if (!textureObject) return; if (!textureObject) return;
@@ -5243,10 +5714,15 @@ namespace MobileGL::MG_Impl::GLImpl {
void CopyImageSubData(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, void CopyImageSubData(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ,
GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ,
GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth) { GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth) {
auto srcTexture = GetTextureObjectByName(srcName, __func__); // A missing name is INVALID_VALUE here, where GetTextureObjectByName's own diagnostic is
auto dstTexture = GetTextureObjectByName(dstName, __func__); // INVALID_OPERATION - so resolve through the plain lookup, which answers a null
if (!ValidateCopyImageSubData_State(srcTexture, srcTarget, srcLevel, dstTexture, dstTarget, dstLevel, // SharedPtr, and let the validator record the error this entry point owes.
srcWidth, srcHeight, srcDepth)) { const SharedPtr<MG_State::GLState::ITextureObject> srcTexture =
MG_State::pGLContext->GetTextureObject(srcName);
const SharedPtr<MG_State::GLState::ITextureObject> dstTexture =
MG_State::pGLContext->GetTextureObject(dstName);
if (!ValidateCopyImageSubData_State(srcTexture, srcTarget, srcLevel, srcX, srcY, dstTexture, dstTarget,
dstLevel, dstX, dstY, srcWidth, srcHeight, srcDepth)) {
return; return;
} }
CopyImageSubData_Backend(srcTexture, srcTarget, srcLevel, srcX, srcY, srcZ, dstTexture, dstTarget, dstLevel, CopyImageSubData_Backend(srcTexture, srcTarget, srcLevel, srcX, srcY, srcZ, dstTexture, dstTarget, dstLevel,
@@ -37,6 +37,8 @@ namespace MobileGL::MG_Impl::GLImpl {
GLenum format, GLenum type, const void* pixels); GLenum format, GLenum type, const void* pixels);
void TextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, void TextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width,
GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels); GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels);
void CompressedTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLsizei imageSize, const void* data);
void TextureParameterf(GLuint texture, GLenum pname, GLfloat param); void TextureParameterf(GLuint texture, GLenum pname, GLfloat param);
void TextureParameterfv(GLuint texture, GLenum pname, const GLfloat* params); void TextureParameterfv(GLuint texture, GLenum pname, const GLfloat* params);
void TextureParameteri(GLuint texture, GLenum pname, GLint param); void TextureParameteri(GLuint texture, GLenum pname, GLint param);
@@ -132,5 +134,11 @@ namespace MobileGL::MG_Impl::GLImpl {
void CompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, void CompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border,
GLsizei imageSize, const void* data); GLsizei imageSize, const void* data);
void BindTexture(GLenum target, GLuint texture); void BindTexture(GLenum target, GLuint texture);
void BindTextures(GLuint first, GLsizei count, const GLuint* textures);
void BindImageTextures(GLuint first, GLsizei count, const GLuint* textures);
void ActiveTexture(GLenum texture); void ActiveTexture(GLenum texture);
// The number of texture image units a texture or a sampler may be bound to: what the backend
// advertises as GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, clamped by the frontend's fixed unit-array
// capacity. Shared so the texture and sampler multi-bind range checks cannot drift apart.
GLint GetCombinedTextureImageUnitCount();
} // namespace MobileGL::MG_Impl::GLImpl } // namespace MobileGL::MG_Impl::GLImpl
+130 -12
View File
@@ -15,6 +15,7 @@
#include <MG_Util/Converters/MGToGL/TextureEnumConverter.h> #include <MG_Util/Converters/MGToGL/TextureEnumConverter.h>
#include <MG_Util/Converters/MGToMG/TextureEnumConverter.h> #include <MG_Util/Converters/MGToMG/TextureEnumConverter.h>
#include <MG_Util/Converters/MGToStr/TextureEnumConverter.h> #include <MG_Util/Converters/MGToStr/TextureEnumConverter.h>
#include <MG_Util/Metrics/TextureMetrics.h>
namespace MobileGL::MG_Impl::GLImpl::TextureImpl { namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
Bool ValidateTextureTarget(TextureTarget target) { Bool ValidateTextureTarget(TextureTarget target) {
@@ -353,6 +354,63 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
return true; return true;
} }
Bool ValidateTextureLevelExists(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject, Int level,
const char* caller) {
// A null object is somebody else's error to report - ValidateTextureObject runs
// first at every call site and has already recorded it.
if (!textureObject) return false;
const auto* mipmapTexture = MG_State::GLState::AsMipmapTexture(textureObject.get());
if (mipmapTexture == nullptr) {
// The only non-mipmap storage class is a buffer texture, and GL_TEXTURE_BUFFER is
// not a target glCopyImageSubData accepts at all (it is in the CTS's invalid-target
// set). Declining here is not the error code the spec asks for - that would be
// INVALID_ENUM from a target check this validator is not - but it does keep a
// texture with no image levels whatsoever from reaching a backend that would
// dereference a backend texture it never created.
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller,
"Texture has no mipmap levels to address."));
return false;
}
// What this number is, exactly, because two other things are almost it and neither is
// safe to assume: it is the number of level SLOTS the shadow has allocated - holes
// included, since MipmapStorage::AllocateLevel grows to level+1 and never fills the gap.
// For a cube map MipmapUploadTargetArray reports face +X's chain rather than the union.
//
// The guarantee that matters is one-sided: this count is always >= the level count the
// backends derive (VkTextureManager::GetUploadMipLevelCount stops at the first level
// with a non-positive extent, so it can only be shorter). That is the safe direction -
// no copy to a level the texture genuinely has is ever rejected here. It is NOT an
// exact match, so the backends keep their own range guard for the band in between: a
// chain with a hole (level 0 and 2 defined, 1 not) is accepted by this predicate and
// declined by the backend, which is a silent no-op rather than a copy. That band is a
// backend storage limitation, not a validation one - rejecting it here with
// INVALID_VALUE would be refusing a copy the spec permits.
const Uint levelCount = mipmapTexture->GetMipmapLevelCount();
if (levelCount == 0) {
// No image has ever been defined on this texture, so the fault is the texture,
// not the number: GL 4.6 core 18.3.2 asks for INVALID_OPERATION when an object a
// copy names is an incomplete texture.
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller,
"Texture has no image defined at any level."));
return false;
}
if (level < 0 || static_cast<Uint>(level) >= levelCount) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller,
"Texture level does not exist in this texture."));
return false;
}
return true;
}
Bool ValidateTextureObject(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject) { Bool ValidateTextureObject(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject) {
if (!textureObject) { if (!textureObject) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
@@ -458,26 +516,86 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
} }
} // namespace } // namespace
Bool ValidateBaseInternalFormatMatch(TextureInternalFormat format1, TextureInternalFormat format2) { CopyImageTexelBlock ResolveCopyImageTexelBlock(TextureInternalFormat format, GLenum compressedFormat) {
const auto unsizedFormat1 = MG_Util::ConvertInternalFormatToUnsized(format1); CopyImageTexelBlock block{};
const auto unsizedFormat2 = MG_Util::ConvertInternalFormatToUnsized(format2); if (compressedFormat != GL_NONE) {
if (unsizedFormat1 != unsizedFormat2) { const auto info = MG_Util::GetCompressedFormatInfo(compressedFormat);
// The 3-argument GenericErrorInfo constructor used to be spelled as a single if (info.blockByteSize != 0) {
// std::format() call whose format string was the component name, so every block.byteSize = info.blockByteSize;
// diagnostic collapsed to the literal "MG_Impl/GLImpl". Format the message, then block.blockWidth = info.blockWidth;
// hand over component/function/message separately. block.blockHeight = info.blockHeight;
block.compressed = true;
return block;
}
}
// The size MobileGL actually stores a texel of this format in, which for every format GL
// gives a required size is that required size. The handful of legacy formats GL leaves
// implementation-defined (R3_G3_B2, RGB4/5/10/12, RGBA2/12) have no view class in table
// 8.22 to be compared against anyway, and this is the size that decides whether a raw
// copy between them would in fact preserve the bytes.
block.byteSize = MG_Util::GetSizedInternalFormatSizeInBytes(format);
return block;
}
Bool ValidateCopyImageFormatCompatibility(const CopyImageTexelBlock& srcBlock,
const CopyImageTexelBlock& dstBlock) {
if (srcBlock.byteSize == 0 || dstBlock.byteSize == 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "ValidateCopyImageFormatCompatibility",
"A copied image has no storage whose texel size is known."));
return false;
}
if (srcBlock.byteSize != dstBlock.byteSize) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation, ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>( MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", "ValidateBaseInternalFormatMatch", "MG_Impl/GLImpl", "ValidateCopyImageFormatCompatibility",
std::format("The base internal format of the two formats do not match ({} vs. {})", std::format("The two images' texel blocks are different sizes ({} vs. {} bytes), so the "
MG_Util::ConvertTextureInternalFormatToString(unsizedFormat1), "formats are not copy-compatible.",
MG_Util::ConvertTextureInternalFormatToString(unsizedFormat2)))); srcBlock.byteSize, dstBlock.byteSize)));
return false;
}
// Two compressed images additionally have to agree on the SHAPE of the block, not only
// its size: an 8-byte 4x4 block and a hypothetical 8-byte 8x8 one hold different texel
// counts, and GL 4.6 core 18.3.2 requires both dimensions to match.
if (srcBlock.compressed && dstBlock.compressed &&
(srcBlock.blockWidth != dstBlock.blockWidth || srcBlock.blockHeight != dstBlock.blockHeight)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", "ValidateCopyImageFormatCompatibility",
std::format("The two compressed images have different block dimensions ({}x{} vs. {}x{}).",
srcBlock.blockWidth, srcBlock.blockHeight, dstBlock.blockWidth,
dstBlock.blockHeight)));
return false; return false;
} }
return true; return true;
} }
Bool ValidateCopyImageBlockAlignment(const CopyImageTexelBlock& block, Int x, Int y, Int width, Int height,
Int imageWidth, Int imageHeight, const char* endpointName) {
if (!block.compressed) return true;
const Int blockWidth = static_cast<Int>(block.blockWidth);
const Int blockHeight = static_cast<Int>(block.blockHeight);
if (blockWidth <= 1 && blockHeight <= 1) return true;
// The origin is unconditional; the extent gets the "or it reaches the edge of the image"
// exemption GL 4.6 core 18.3.2 grants, which is what lets a 16x16 BPTC image be copied
// whole even when the last block is partial.
const Bool originAligned = (x % blockWidth == 0) && (y % blockHeight == 0);
const Bool widthOk = (width % blockWidth == 0) || (x + width == imageWidth);
const Bool heightOk = (height % blockHeight == 0) || (y + height == imageHeight);
if (originAligned && widthOk && heightOk) return true;
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", "ValidateCopyImageBlockAlignment",
std::format("The {} region [{}, {}] + [{} x {}] is not aligned to the {}x{} compressed block "
"grid of a {} x {} image.",
endpointName, x, y, width, height, blockWidth, blockHeight, imageWidth, imageHeight)));
return false;
}
Bool ValidateCopyTexImageBaseFormatSubset(TextureInternalFormat destFormat, TextureInternalFormat srcFormat) { Bool ValidateCopyTexImageBaseFormatSubset(TextureInternalFormat destFormat, TextureInternalFormat srcFormat) {
const auto unsizedDest = MG_Util::ConvertInternalFormatToUnsized(destFormat); const auto unsizedDest = MG_Util::ConvertInternalFormatToUnsized(destFormat);
const auto unsizedSrc = MG_Util::ConvertInternalFormatToUnsized(srcFormat); const auto unsizedSrc = MG_Util::ConvertInternalFormatToUnsized(srcFormat);
+36 -2
View File
@@ -30,6 +30,16 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
TextureInternalFormat internalFormat, TextureInternalFormat internalFormat,
TexturePixelDataType type); TexturePixelDataType type);
Bool ValidateTextureLevelWithUploadTarget(TextureUploadTarget target, Int level); Bool ValidateTextureLevelWithUploadTarget(TextureUploadTarget target, Int level);
// "Is <level> a level this texture actually has?", which ValidateTextureLevelNumber above
// does NOT answer - that one only bounds the index by GL_MAX_TEXTURE_SIZE and knows nothing
// about the object. Entry points that resolve a level straight into a backend image
// subresource need this one: a level the texture never had is GL_INVALID_VALUE (GL 4.6 core
// 18.3.2), and passing it through instead reaches the driver as an out-of-range subresource.
// Note the error split is per-entry-point, so this is not universally reusable:
// glClearTexImage owes INVALID_OPERATION for the same out-of-range level and spells its own
// copy of this predicate in GL_Texture.cpp (GetClearTextureObject).
Bool ValidateTextureLevelExists(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject, Int level,
const char* caller);
Bool ValidateTextureObject(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject); Bool ValidateTextureObject(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject);
// Rejects the per-target default texture objects (name 0) with GL_INVALID_OPERATION for entry // Rejects the per-target default texture objects (name 0) with GL_INVALID_OPERATION for entry
// points that require a GenTextures-created texture, e.g. TexStorage* ("An INVALID_OPERATION // points that require a GenTextures-created texture, e.g. TexStorage* ("An INVALID_OPERATION
@@ -40,8 +50,32 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
TextureTarget target); TextureTarget target);
Bool ValidateTextureSubImageOffsets(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject, Int xoffset, Bool ValidateTextureSubImageOffsets(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject, Int xoffset,
Int width, Int yoffset = 0, Int height = 0, Int zoffset = 0, Int depth = 0); Int width, Int yoffset = 0, Int height = 0, Int zoffset = 0, Int depth = 0);
// Exact base-format equality - what glCopyImageSubData's format compatibility needs. // The texel block of one glCopyImageSubData endpoint, resolved to the two things the
Bool ValidateBaseInternalFormatMatch(TextureInternalFormat format1, TextureInternalFormat format2); // compatibility rule actually asks about. `compressed` is not redundant with a block bigger
// than 1x1: it is what distinguishes "compressed, and so the region is measured in texels of
// a blocked image" from "uncompressed, and so it is measured in texels".
struct CopyImageTexelBlock {
SizeT byteSize = 0;
Uint blockWidth = 1;
Uint blockHeight = 1;
Bool compressed = false;
};
// `compressedFormat` is the GLenum a glCompressedTexImage* upload recorded for the level, or
// GL_NONE. It has to be asked for separately because MobileGL stores every compressed format
// in uncompressed storage (ConvertGLEnumToTextureInternalFormat), so the TextureInternalFormat
// alone can no longer tell a BPTC image from the RGBA8 backing it.
CopyImageTexelBlock ResolveCopyImageTexelBlock(TextureInternalFormat format, GLenum compressedFormat);
// GL 4.6 core 18.3.2: the two images must be COMPATIBLE, and compatible means their texel
// blocks are the same SIZE - not that they share a base internal format. RGBA32UI into
// RGBA32F is legal (both 128-bit) while RGBA8 into RGBA32F is not, and a compressed image
// pairs with an uncompressed one whose texel is as big as the compressed block.
Bool ValidateCopyImageFormatCompatibility(const CopyImageTexelBlock& srcBlock,
const CopyImageTexelBlock& dstBlock);
// GL 4.6 core 18.3.2: for a compressed image the region's origin must sit on a block
// boundary and its size must be a whole number of blocks - unless the edge it runs to is
// the edge of the image.
Bool ValidateCopyImageBlockAlignment(const CopyImageTexelBlock& block, Int x, Int y, Int width, Int height,
Int imageWidth, Int imageHeight, const char* endpointName);
// GL 4.6 SS 8.6 subset rule for glCopyTexImage*: the read buffer must supply every component // GL 4.6 SS 8.6 subset rule for glCopyTexImage*: the read buffer must supply every component
// the requested internalformat asks for, but may supply more. // the requested internalformat asks for, but may supply more.
Bool ValidateCopyTexImageBaseFormatSubset(TextureInternalFormat destFormat, TextureInternalFormat srcFormat); Bool ValidateCopyTexImageBaseFormatSubset(TextureInternalFormat destFormat, TextureInternalFormat srcFormat);
@@ -315,9 +315,10 @@ namespace MobileGL::MG_Impl::GLImpl {
auto offset = reinterpret_cast<SizeT>(pointer); auto offset = reinterpret_cast<SizeT>(pointer);
vao->SetAttributeFormat(index, size, dataType, false, stride, offset, true, false); const int effectiveStride = EffectiveVertexStride(stride, size, type);
vao->SetAttributeFormat(index, size, dataType, false, stride, offset, true, false, effectiveStride);
vao->BindAttributeBuffer(index, vbo); vao->BindAttributeBuffer(index, vbo);
vao->MirrorPointerIntoBinding(index, vbo, offset, EffectiveVertexStride(stride, size, type)); vao->MirrorPointerIntoBinding(index, vbo, offset, effectiveStride);
} }
void VertexAttribPointer_State(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void VertexAttribPointer_State(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride,
@@ -345,9 +346,11 @@ namespace MobileGL::MG_Impl::GLImpl {
// backend can pick the reversed VkFormat / pass GL_BGRA through to a GLES driver. // backend can pick the reversed VkFormat / pass GL_BGRA through to a GLES driver.
const bool isBgra = (size == static_cast<GLint>(GL_BGRA)); const bool isBgra = (size == static_cast<GLint>(GL_BGRA));
const int effectiveSize = isBgra ? 4 : size; const int effectiveSize = isBgra ? 4 : size;
vao->SetAttributeFormat(index, effectiveSize, dataType, normalized, stride, offset, false, isBgra); const int effectiveStride = EffectiveVertexStride(stride, effectiveSize, type);
vao->SetAttributeFormat(index, effectiveSize, dataType, normalized, stride, offset, false, isBgra,
effectiveStride);
vao->BindAttributeBuffer(index, vbo); vao->BindAttributeBuffer(index, vbo);
vao->MirrorPointerIntoBinding(index, vbo, offset, EffectiveVertexStride(stride, effectiveSize, type)); vao->MirrorPointerIntoBinding(index, vbo, offset, effectiveStride);
} }
void BindVertexArray_State(GLuint array) { void BindVertexArray_State(GLuint array) {
@@ -524,7 +527,7 @@ namespace MobileGL::MG_Impl::GLImpl {
if (!MG_Backend::pActiveBackendObject || if (!MG_Backend::pActiveBackendObject ||
!MG_Backend::pActiveBackendObject->GetDynamicParameters().SupportsFloat64VertexAttributes) { !MG_Backend::pActiveBackendObject->GetDynamicParameters().SupportsFloat64VertexAttributes) {
MGLOG_I("VertexAttribLFormat: attribute %u asked for a 64-bit (GL_DOUBLE) format, but this " MGLOG_W_ONCE("VertexAttribLFormat: attribute %u asked for a 64-bit (GL_DOUBLE) format, but this "
"backend has no double-precision vertex attribute support - see the " "backend has no double-precision vertex attribute support - see the "
"\"64-bit vertex attributes\" / \"shaderFloat64\" POST row for what that costs", "\"64-bit vertex attributes\" / \"shaderFloat64\" POST row for what that costs",
attribindex); attribindex);
@@ -166,32 +166,32 @@ MOBILEGL_GLX_API int glXSwapIntervalSGI(int interval) {
// Legacy entry points some loaders probe for; harmless no-op stubs. // Legacy entry points some loaders probe for; harmless no-op stubs.
MOBILEGL_GLX_API void glXCopyContext(Display*, void*, void*, unsigned long) { MOBILEGL_GLX_API void glXCopyContext(Display*, void*, void*, unsigned long) {
MGLOG_W("glx: glXCopyContext is not supported"); MGLOG_W_ONCE("glx: glXCopyContext is not supported");
} }
MOBILEGL_GLX_API unsigned long glXCreateGLXPixmap(Display*, void*, unsigned long) { MOBILEGL_GLX_API unsigned long glXCreateGLXPixmap(Display*, void*, unsigned long) {
MGLOG_W("glx: glXCreateGLXPixmap is not supported"); MGLOG_W_ONCE("glx: glXCreateGLXPixmap is not supported");
return 0; return 0;
} }
MOBILEGL_GLX_API void glXDestroyGLXPixmap(Display*, unsigned long) {} MOBILEGL_GLX_API void glXDestroyGLXPixmap(Display*, unsigned long) {}
MOBILEGL_GLX_API unsigned long glXCreatePixmap(Display*, void*, unsigned long, const int*) { MOBILEGL_GLX_API unsigned long glXCreatePixmap(Display*, void*, unsigned long, const int*) {
MGLOG_W("glx: glXCreatePixmap is not supported"); MGLOG_W_ONCE("glx: glXCreatePixmap is not supported");
return 0; return 0;
} }
MOBILEGL_GLX_API void glXDestroyPixmap(Display*, unsigned long) {} MOBILEGL_GLX_API void glXDestroyPixmap(Display*, unsigned long) {}
MOBILEGL_GLX_API unsigned long glXCreatePbuffer(Display*, void*, const int*) { MOBILEGL_GLX_API unsigned long glXCreatePbuffer(Display*, void*, const int*) {
MGLOG_W("glx: glXCreatePbuffer is not supported"); MGLOG_W_ONCE("glx: glXCreatePbuffer is not supported");
return 0; return 0;
} }
MOBILEGL_GLX_API void glXDestroyPbuffer(Display*, unsigned long) {} MOBILEGL_GLX_API void glXDestroyPbuffer(Display*, unsigned long) {}
MOBILEGL_GLX_API void glXUseXFont(unsigned long, int, int, int) { MOBILEGL_GLX_API void glXUseXFont(unsigned long, int, int, int) {
MGLOG_W("glx: glXUseXFont is not supported"); MGLOG_W_ONCE("glx: glXUseXFont is not supported");
} }
MOBILEGL_GLX_API void glXSelectEvent(Display*, unsigned long, unsigned long) {} MOBILEGL_GLX_API void glXSelectEvent(Display*, unsigned long, unsigned long) {}
+19 -19
View File
@@ -149,7 +149,7 @@ namespace MobileGL::MG_Impl::GLXImpl {
fns->Sync = reinterpret_cast<decltype(fns->Sync)>(dlsym(fns->Library, "XSync")); fns->Sync = reinterpret_cast<decltype(fns->Sync)>(dlsym(fns->Library, "XSync"));
} }
if (!fns->Valid()) { if (!fns->Valid()) {
MGLOG_E("glx: failed to load libX11 entry points"); MGLOG_E_ONCE("glx: failed to load libX11 entry points");
} }
return fns; return fns;
}(); }();
@@ -175,14 +175,14 @@ namespace MobileGL::MG_Impl::GLXImpl {
struct ContextObject { struct ContextObject {
Display* XDisplay = nullptr; Display* XDisplay = nullptr;
EGLDisplay Display = EGL_NO_DISPLAY; EGLDisplay Dpy = EGL_NO_DISPLAY;
EGLConfig Config = nullptr; EGLConfig Config = nullptr;
EGLContext Context = EGL_NO_CONTEXT; EGLContext Context = EGL_NO_CONTEXT;
const FBConfigInfo* FBConfig = nullptr; const FBConfigInfo* FBConfig = nullptr;
}; };
struct DrawableSurface { struct DrawableSurface {
EGLDisplay Display = EGL_NO_DISPLAY; EGLDisplay Dpy = EGL_NO_DISPLAY;
EGLSurface Surface = EGL_NO_SURFACE; EGLSurface Surface = EGL_NO_SURFACE;
Uint32 Width = 0; Uint32 Width = 0;
Uint32 Height = 0; Uint32 Height = 0;
@@ -294,7 +294,7 @@ namespace MobileGL::MG_Impl::GLXImpl {
if (width == surface.Width && height == surface.Height) { if (width == surface.Width && height == surface.Height) {
return; return;
} }
if (EGLImpl::ResizePlatformWindowSurface(surface.Display, surface.Surface, if (EGLImpl::ResizePlatformWindowSurface(surface.Dpy, surface.Surface,
static_cast<EGLint>(width), static_cast<EGLint>(width),
static_cast<EGLint>(height))) { static_cast<EGLint>(height))) {
surface.Width = width; surface.Width = width;
@@ -314,7 +314,7 @@ namespace MobileGL::MG_Impl::GLXImpl {
Uint32 width = 0; Uint32 width = 0;
Uint32 height = 0; Uint32 height = 0;
if (!QueryDrawableSize(dpy, drawable, width, height)) { if (!QueryDrawableSize(dpy, drawable, width, height)) {
MGLOG_E("glx: XGetGeometry failed for drawable 0x%lx", drawable); MGLOG_E_ONCE("glx: XGetGeometry failed for drawable 0x%lx", drawable);
return nullptr; return nullptr;
} }
@@ -324,15 +324,15 @@ namespace MobileGL::MG_Impl::GLXImpl {
EGL_NONE, EGL_NONE,
}; };
EGLSurface surface = EGLImpl::CreatePlatformWindowSurface( EGLSurface surface = EGLImpl::CreatePlatformWindowSurface(
context.Display, context.Config, reinterpret_cast<void*>(drawable), attribs); context.Dpy, context.Config, reinterpret_cast<void*>(drawable), attribs);
if (surface == EGL_NO_SURFACE) { if (surface == EGL_NO_SURFACE) {
MGLOG_E("glx: failed to create window surface for drawable 0x%lx (%ux%u)", drawable, MGLOG_E_ONCE("glx: failed to create window surface for drawable 0x%lx (%ux%u)", drawable,
width, height); width, height);
return nullptr; return nullptr;
} }
DrawableSurface record; DrawableSurface record;
record.Display = context.Display; record.Dpy = context.Dpy;
record.Surface = surface; record.Surface = surface;
record.Width = width; record.Width = width;
record.Height = height; record.Height = height;
@@ -347,7 +347,7 @@ namespace MobileGL::MG_Impl::GLXImpl {
const std::lock_guard<std::recursive_mutex> lock(RegistryMutex()); const std::lock_guard<std::recursive_mutex> lock(RegistryMutex());
EGLDisplay display = EnsureDisplay(); EGLDisplay display = EnsureDisplay();
if (display == EGL_NO_DISPLAY) { if (display == EGL_NO_DISPLAY) {
MGLOG_E("glx: no EGL display"); MGLOG_E_ONCE("glx: no EGL display");
return nullptr; return nullptr;
} }
EGLImpl::BindAPI(EGL_OPENGL_API); EGLImpl::BindAPI(EGL_OPENGL_API);
@@ -376,19 +376,19 @@ namespace MobileGL::MG_Impl::GLXImpl {
EGLint configCount = 0; EGLint configCount = 0;
if (!EGLImpl::ChooseConfig(display, configAttribs, &config, 1, &configCount) || if (!EGLImpl::ChooseConfig(display, configAttribs, &config, 1, &configCount) ||
configCount <= 0) { configCount <= 0) {
MGLOG_E("glx: eglChooseConfig failed"); MGLOG_E_ONCE("glx: eglChooseConfig failed");
return nullptr; return nullptr;
} }
EGLContext eglContext = EGLImpl::CreateContext(display, config, shareContext, contextAttribs); EGLContext eglContext = EGLImpl::CreateContext(display, config, shareContext, contextAttribs);
if (eglContext == EGL_NO_CONTEXT) { if (eglContext == EGL_NO_CONTEXT) {
MGLOG_E("glx: eglCreateContext failed"); MGLOG_E_ONCE("glx: eglCreateContext failed");
return nullptr; return nullptr;
} }
ContextObject object; ContextObject object;
object.XDisplay = dpy; object.XDisplay = dpy;
object.Display = display; object.Dpy = display;
object.Config = config; object.Config = config;
object.Context = eglContext; object.Context = eglContext;
object.FBConfig = fbconfig; object.FBConfig = fbconfig;
@@ -895,7 +895,7 @@ namespace MobileGL::MG_Impl::GLXImpl {
return; return;
} }
if (object->Context != EGL_NO_CONTEXT) { if (object->Context != EGL_NO_CONTEXT) {
EGLImpl::DestroyContext(object->Display, object->Context); EGLImpl::DestroyContext(object->Dpy, object->Context);
} }
Contexts().erase(context); Contexts().erase(context);
} }
@@ -929,9 +929,9 @@ namespace MobileGL::MG_Impl::GLXImpl {
return 0; return 0;
} }
if (!EGLImpl::MakeCurrent(object->Display, surface->Surface, surface->Surface, if (!EGLImpl::MakeCurrent(object->Dpy, surface->Surface, surface->Surface,
object->Context)) { object->Context)) {
MGLOG_E("glx: eglMakeCurrent failed (drawable=0x%lx, ctx=%p)", drawable, context); MGLOG_E_ONCE("glx: eglMakeCurrent failed (drawable=0x%lx, ctx=%p)", drawable, context);
return 0; return 0;
} }
t_current = {dpy, drawable, drawable, context}; t_current = {dpy, drawable, drawable, context};
@@ -943,7 +943,7 @@ namespace MobileGL::MG_Impl::GLXImpl {
if (context && draw != read) { if (context && draw != read) {
// MobileGL's backends reject split draw/read surfaces; bind the draw // MobileGL's backends reject split draw/read surfaces; bind the draw
// drawable for both, which is what every real caller here needs. // drawable for both, which is what every real caller here needs.
MGLOG_W("glx: glXMakeContextCurrent draw 0x%lx != read 0x%lx, using draw for both", draw, MGLOG_W_ONCE("glx: glXMakeContextCurrent draw 0x%lx != read 0x%lx, using draw for both", draw,
read); read);
} }
const int result = MakeCurrent(dpy, draw, context); const int result = MakeCurrent(dpy, draw, context);
@@ -958,11 +958,11 @@ namespace MobileGL::MG_Impl::GLXImpl {
auto& surfaces = DrawableSurfaces(); auto& surfaces = DrawableSurfaces();
auto it = surfaces.find(drawable); auto it = surfaces.find(drawable);
if (it == surfaces.end()) { if (it == surfaces.end()) {
MGLOG_W("glx: glXSwapBuffers with no surface for drawable 0x%lx", drawable); MGLOG_W_ONCE("glx: glXSwapBuffers with no surface for drawable 0x%lx", drawable);
return; return;
} }
SyncSurfaceSize(dpy, drawable, it->second); SyncSurfaceSize(dpy, drawable, it->second);
EGLImpl::SwapBuffers(it->second.Display, it->second.Surface); EGLImpl::SwapBuffers(it->second.Dpy, it->second.Surface);
} }
GLXDrawableHandle CreateWindow(Display*, GLXFBConfigHandle config, GLXDrawableHandle window, GLXDrawableHandle CreateWindow(Display*, GLXFBConfigHandle config, GLXDrawableHandle window,
@@ -988,7 +988,7 @@ namespace MobileGL::MG_Impl::GLXImpl {
if (it == surfaces.end()) { if (it == surfaces.end()) {
return; return;
} }
EGLImpl::DestroySurface(it->second.Display, it->second.Surface); EGLImpl::DestroySurface(it->second.Dpy, it->second.Surface);
surfaces.erase(it); surfaces.erase(it);
} }
+1 -1
View File
@@ -31,7 +31,7 @@ namespace MG_Impl::GLXImpl {
#endif #endif
void* proc = MobileGL::MG_Impl::GetProcAddress(name); void* proc = MobileGL::MG_Impl::GetProcAddress(name);
if (!proc) { if (!proc) {
MGLOG_W("Failed to get function: %s", (const char*)name); MGLOG_D("Failed to get function: %s", (const char*)name);
return nullptr; return nullptr;
} }
+1 -1
View File
@@ -1403,7 +1403,7 @@ namespace MobileGL::MG_Impl {
GETPROC(glFramebufferTextureMultiviewOVR, name); GETPROC(glFramebufferTextureMultiviewOVR, name);
// GETPROC(glNamedFramebufferTextureMultiviewOVR, name); // GETPROC(glNamedFramebufferTextureMultiviewOVR, name);
MGLOG_W("GetProcAddress(%s) = nullptr!", name); MGLOG_D("GetProcAddress(%s) = nullptr!", name);
return nullptr; return nullptr;
} }
} // namespace MobileGL::MG_Impl } // namespace MobileGL::MG_Impl
@@ -269,7 +269,7 @@ namespace MobileGL::MG_Impl::NSOpenGLImpl {
} }
id metalLayerClass = reinterpret_cast<id>(objc_getClass("CAMetalLayer")); id metalLayerClass = reinterpret_cast<id>(objc_getClass("CAMetalLayer"));
if (!metalLayerClass) { if (!metalLayerClass) {
MGLOG_E("NSOpenGLImpl: CAMetalLayer class not found"); MGLOG_E_ONCE("NSOpenGLImpl: CAMetalLayer class not found");
return nil; return nil;
} }
@@ -310,7 +310,7 @@ namespace MobileGL::MG_Impl::NSOpenGLImpl {
static_cast<GLint>(geometry.DrawableSize.width), static_cast<GLint>(geometry.DrawableSize.width),
static_cast<GLint>(geometry.DrawableSize.height)); static_cast<GLint>(geometry.DrawableSize.height));
if (error != kCGLNoError) { if (error != kCGLNoError) {
MGLOG_E("NSOpenGLImpl: failed to attach drawable: %s", CGLImpl::ErrorString(error)); MGLOG_E_ONCE("NSOpenGLImpl: failed to attach drawable: %s", CGLImpl::ErrorString(error));
} }
} }
@@ -325,7 +325,7 @@ namespace MobileGL::MG_Impl::NSOpenGLImpl {
} }
const auto error = CGLImpl::SetCurrentContext(context); const auto error = CGLImpl::SetCurrentContext(context);
if (error != kCGLNoError) { if (error != kCGLNoError) {
MGLOG_E("NSOpenGLImpl: makeCurrentContext failed: %s", CGLImpl::ErrorString(error)); MGLOG_E_ONCE("NSOpenGLImpl: makeCurrentContext failed: %s", CGLImpl::ErrorString(error));
} }
} }
@@ -345,7 +345,7 @@ namespace MobileGL::MG_Impl::NSOpenGLImpl {
} }
const auto error = CGLImpl::FlushDrawable(context); const auto error = CGLImpl::FlushDrawable(context);
if (error != kCGLNoError) { if (error != kCGLNoError) {
MGLOG_E("NSOpenGLImpl: flushBuffer failed: %s", CGLImpl::ErrorString(error)); MGLOG_E_ONCE("NSOpenGLImpl: flushBuffer failed: %s", CGLImpl::ErrorString(error));
} }
} }
@@ -377,7 +377,7 @@ namespace MobileGL::MG_Impl::NSOpenGLImpl {
static_cast<GLint>(geometry.DrawableSize.width), static_cast<GLint>(geometry.DrawableSize.width),
static_cast<GLint>(geometry.DrawableSize.height)); static_cast<GLint>(geometry.DrawableSize.height));
if (error != kCGLNoError) { if (error != kCGLNoError) {
MGLOG_E("NSOpenGLImpl: update failed to attach drawable: %s", CGLImpl::ErrorString(error)); MGLOG_E_ONCE("NSOpenGLImpl: update failed to attach drawable: %s", CGLImpl::ErrorString(error));
return; return;
} }
CGLImpl::UpdateContext(context); CGLImpl::UpdateContext(context);
@@ -421,7 +421,7 @@ namespace MobileGL::MG_Impl::NSOpenGLImpl {
SEL selector = sel_registerName(selectorName); SEL selector = sel_registerName(selectorName);
Method method = class_getInstanceMethod(cls, selector); Method method = class_getInstanceMethod(cls, selector);
if (!method) { if (!method) {
MGLOG_W("NSOpenGLImpl: missing instance method %s", selectorName); MGLOG_W_ONCE("NSOpenGLImpl: missing instance method %s", selectorName);
return; return;
} }
if (original) { if (original) {
@@ -434,7 +434,7 @@ namespace MobileGL::MG_Impl::NSOpenGLImpl {
SEL selector = sel_registerName(selectorName); SEL selector = sel_registerName(selectorName);
Method method = class_getClassMethod(cls, selector); Method method = class_getClassMethod(cls, selector);
if (!method) { if (!method) {
MGLOG_W("NSOpenGLImpl: missing class method %s", selectorName); MGLOG_W_ONCE("NSOpenGLImpl: missing class method %s", selectorName);
return; return;
} }
method_setImplementation(method, replacement); method_setImplementation(method, replacement);
@@ -444,7 +444,7 @@ namespace MobileGL::MG_Impl::NSOpenGLImpl {
Class pixelFormatClass = objc_getClass("NSOpenGLPixelFormat"); Class pixelFormatClass = objc_getClass("NSOpenGLPixelFormat");
Class contextClass = objc_getClass("NSOpenGLContext"); Class contextClass = objc_getClass("NSOpenGLContext");
if (!pixelFormatClass || !contextClass) { if (!pixelFormatClass || !contextClass) {
MGLOG_W("NSOpenGLImpl: NSOpenGL classes are not loaded; hooks not installed"); MGLOG_W_ONCE("NSOpenGLImpl: NSOpenGL classes are not loaded; hooks not installed");
return false; return false;
} }
@@ -56,7 +56,7 @@ extern "C" HGLRC WINAPI wglCreateLayerContext(HDC hdc, int iLayerPlane) {
} }
extern "C" BOOL WINAPI wglCopyContext(HGLRC, HGLRC, UINT) { extern "C" BOOL WINAPI wglCopyContext(HGLRC, HGLRC, UINT) {
MGLOG_W("wglCopyContext is not supported"); MGLOG_W_ONCE("wglCopyContext is not supported");
SetLastError(ERROR_NOT_SUPPORTED); SetLastError(ERROR_NOT_SUPPORTED);
return FALSE; return FALSE;
} }
@@ -132,24 +132,24 @@ extern "C" DWORD WINAPI wglSwapMultipleBuffers(UINT n, CONST WGLSWAP* ps) {
// ---- Font rendering (legacy immediate-mode feature; not supported) ---- // ---- Font rendering (legacy immediate-mode feature; not supported) ----
extern "C" BOOL WINAPI wglUseFontBitmapsA(HDC, DWORD, DWORD, DWORD) { extern "C" BOOL WINAPI wglUseFontBitmapsA(HDC, DWORD, DWORD, DWORD) {
MGLOG_W("wglUseFontBitmapsA is not supported"); MGLOG_W_ONCE("wglUseFontBitmapsA is not supported");
return FALSE; return FALSE;
} }
extern "C" BOOL WINAPI wglUseFontBitmapsW(HDC, DWORD, DWORD, DWORD) { extern "C" BOOL WINAPI wglUseFontBitmapsW(HDC, DWORD, DWORD, DWORD) {
MGLOG_W("wglUseFontBitmapsW is not supported"); MGLOG_W_ONCE("wglUseFontBitmapsW is not supported");
return FALSE; return FALSE;
} }
extern "C" BOOL WINAPI wglUseFontOutlinesA(HDC, DWORD, DWORD, DWORD, FLOAT, FLOAT, int, extern "C" BOOL WINAPI wglUseFontOutlinesA(HDC, DWORD, DWORD, DWORD, FLOAT, FLOAT, int,
LPGLYPHMETRICSFLOAT) { LPGLYPHMETRICSFLOAT) {
MGLOG_W("wglUseFontOutlinesA is not supported"); MGLOG_W_ONCE("wglUseFontOutlinesA is not supported");
return FALSE; return FALSE;
} }
extern "C" BOOL WINAPI wglUseFontOutlinesW(HDC, DWORD, DWORD, DWORD, FLOAT, FLOAT, int, extern "C" BOOL WINAPI wglUseFontOutlinesW(HDC, DWORD, DWORD, DWORD, FLOAT, FLOAT, int,
LPGLYPHMETRICSFLOAT) { LPGLYPHMETRICSFLOAT) {
MGLOG_W("wglUseFontOutlinesW is not supported"); MGLOG_W_ONCE("wglUseFontOutlinesW is not supported");
return FALSE; return FALSE;
} }
+7 -7
View File
@@ -215,7 +215,7 @@ namespace MobileGL::MG_Impl::WGLImpl {
Uint32 width = 0; Uint32 width = 0;
Uint32 height = 0; Uint32 height = 0;
if (!QueryClientSize(hwnd, width, height)) { if (!QueryClientSize(hwnd, width, height)) {
MGLOG_E("wgl: GetClientRect failed for HWND %p", hwnd); MGLOG_E_ONCE("wgl: GetClientRect failed for HWND %p", hwnd);
return nullptr; return nullptr;
} }
@@ -227,7 +227,7 @@ namespace MobileGL::MG_Impl::WGLImpl {
EGLSurface surface = EGLSurface surface =
EGLImpl::CreatePlatformWindowSurface(context.Display, context.Config, hwnd, attribs); EGLImpl::CreatePlatformWindowSurface(context.Display, context.Config, hwnd, attribs);
if (surface == EGL_NO_SURFACE) { if (surface == EGL_NO_SURFACE) {
MGLOG_E("wgl: failed to create window surface for HWND %p (%ux%u)", hwnd, width, height); MGLOG_E_ONCE("wgl: failed to create window surface for HWND %p (%ux%u)", hwnd, width, height);
return nullptr; return nullptr;
} }
@@ -244,7 +244,7 @@ namespace MobileGL::MG_Impl::WGLImpl {
const std::lock_guard<std::recursive_mutex> lock(RegistryMutex()); const std::lock_guard<std::recursive_mutex> lock(RegistryMutex());
EGLDisplay display = EnsureDisplay(); EGLDisplay display = EnsureDisplay();
if (display == EGL_NO_DISPLAY) { if (display == EGL_NO_DISPLAY) {
MGLOG_E("wgl: no EGL display"); MGLOG_E_ONCE("wgl: no EGL display");
return nullptr; return nullptr;
} }
EGLImpl::BindAPI(EGL_OPENGL_API); EGLImpl::BindAPI(EGL_OPENGL_API);
@@ -275,13 +275,13 @@ namespace MobileGL::MG_Impl::WGLImpl {
EGLConfig config = nullptr; EGLConfig config = nullptr;
EGLint configCount = 0; EGLint configCount = 0;
if (!EGLImpl::ChooseConfig(display, configAttribs, &config, 1, &configCount) || configCount <= 0) { if (!EGLImpl::ChooseConfig(display, configAttribs, &config, 1, &configCount) || configCount <= 0) {
MGLOG_E("wgl: eglChooseConfig failed"); MGLOG_E_ONCE("wgl: eglChooseConfig failed");
return nullptr; return nullptr;
} }
EGLContext eglContext = EGLImpl::CreateContext(display, config, shareContext, contextAttribs); EGLContext eglContext = EGLImpl::CreateContext(display, config, shareContext, contextAttribs);
if (eglContext == EGL_NO_CONTEXT) { if (eglContext == EGL_NO_CONTEXT) {
MGLOG_E("wgl: eglCreateContext failed"); MGLOG_E_ONCE("wgl: eglCreateContext failed");
return nullptr; return nullptr;
} }
@@ -612,7 +612,7 @@ namespace MobileGL::MG_Impl::WGLImpl {
auto& surfaces = WindowSurfaces(); auto& surfaces = WindowSurfaces();
auto it = surfaces.find(hwnd); auto it = surfaces.find(hwnd);
if (it == surfaces.end()) { if (it == surfaces.end()) {
MGLOG_W("wglSwapBuffers: no surface for HWND %p", hwnd); MGLOG_W_ONCE("wglSwapBuffers: no surface for HWND %p", hwnd);
return FALSE; return FALSE;
} }
SyncSurfaceSize(hwnd, it->second); SyncSurfaceSize(hwnd, it->second);
@@ -685,7 +685,7 @@ namespace MobileGL::MG_Impl::WGLImpl {
} }
if (!EGLImpl::MakeCurrent(object->Display, surface->Surface, surface->Surface, object->Context)) { if (!EGLImpl::MakeCurrent(object->Display, surface->Surface, surface->Surface, object->Context)) {
MGLOG_E("wglMakeCurrent: eglMakeCurrent failed (hdc=%p, hglrc=%p)", hdc, hglrc); MGLOG_E_ONCE("wglMakeCurrent: eglMakeCurrent failed (hdc=%p, hglrc=%p)", hdc, hglrc);
return FALSE; return FALSE;
} }
t_current = {hdc, hglrc}; t_current = {hdc, hglrc};
@@ -50,6 +50,7 @@ add_executable(MobileGLIntegrationTest
Scenarios/CrossFrameBufferScenario.cpp Scenarios/CrossFrameBufferScenario.cpp
Scenarios/ResidentIndexScenario.cpp Scenarios/ResidentIndexScenario.cpp
Scenarios/MultiDrawScenario.cpp Scenarios/MultiDrawScenario.cpp
Scenarios/DrawParametersScenario.cpp
Scenarios/AsyncCompileScenario.cpp Scenarios/AsyncCompileScenario.cpp
Scenarios/XfbAfterClipDistanceScenario.cpp Scenarios/XfbAfterClipDistanceScenario.cpp
Scenarios/ThreeChannelAttachmentScenario.cpp Scenarios/ThreeChannelAttachmentScenario.cpp
@@ -59,15 +60,28 @@ add_executable(MobileGLIntegrationTest
Scenarios/FragCoordOriginScenario.cpp Scenarios/FragCoordOriginScenario.cpp
Scenarios/ClearThenReadPixelsScenario.cpp Scenarios/ClearThenReadPixelsScenario.cpp
Scenarios/DepthStencilReadbackScenario.cpp Scenarios/DepthStencilReadbackScenario.cpp
Scenarios/DepthStencilReadbackMatrixScenario.cpp
Scenarios/DepthStencilReadbackAttachmentShapeScenario.cpp
Scenarios/ClipDistanceScenario.cpp
Scenarios/ViewportArrayScenario.cpp
Scenarios/SsboArrayLengthScenario.cpp Scenarios/SsboArrayLengthScenario.cpp
Scenarios/DoublePrecisionScenario.cpp
Scenarios/UniformInitializerScenario.cpp Scenarios/UniformInitializerScenario.cpp
Scenarios/SwizzleAccessRoutineScenario.cpp Scenarios/SwizzleAccessRoutineScenario.cpp
Scenarios/ProgramPipelineScenario.cpp Scenarios/ProgramPipelineScenario.cpp
Scenarios/ImageLoadStoreSsoScenario.cpp Scenarios/ImageLoadStoreSsoScenario.cpp
Scenarios/ImageTargetKindScenario.cpp
Scenarios/ImageFormatQualifierScenario.cpp
Scenarios/SsboDeclarationFormScenario.cpp Scenarios/SsboDeclarationFormScenario.cpp
Scenarios/Glsl420DeclarationScenario.cpp Scenarios/Glsl420DeclarationScenario.cpp
Scenarios/FragmentOutputArrayIndexScenario.cpp Scenarios/FragmentOutputArrayIndexScenario.cpp
Scenarios/BufferTextureScenario.cpp Scenarios/BufferTextureScenario.cpp
Scenarios/VertexAttribBindingScenario.cpp
Scenarios/XfbCaptureBufferReuseScenario.cpp
Scenarios/VertexArrayEnableDisableScenario.cpp
Scenarios/CopyImageLevelRangeScenario.cpp
Scenarios/CopyImageLayeredScenario.cpp
Scenarios/LayeredAttachmentBarrierScenario.cpp
) )
target_include_directories(MobileGLIntegrationTest PRIVATE target_include_directories(MobileGLIntegrationTest PRIVATE
@@ -235,6 +249,8 @@ mgl_itest_join_environment(MGL_ITEST_VULKAN_ENVIRONMENT
"MOBILEGL_BACKEND_TYPE=DirectVulkan" ${MGL_ITEST_VULKAN_ENV}) "MOBILEGL_BACKEND_TYPE=DirectVulkan" ${MGL_ITEST_VULKAN_ENV})
mgl_itest_join_environment(MGL_ITEST_VULKAN_ASYNC_ENVIRONMENT mgl_itest_join_environment(MGL_ITEST_VULKAN_ASYNC_ENVIRONMENT
"MOBILEGL_BACKEND_TYPE=DirectVulkan" "MOBILEGL_ASYNC_SHADER_COMPILE=1" ${MGL_ITEST_VULKAN_ENV}) "MOBILEGL_BACKEND_TYPE=DirectVulkan" "MOBILEGL_ASYNC_SHADER_COMPILE=1" ${MGL_ITEST_VULKAN_ENV})
mgl_itest_join_environment(MGL_ITEST_GLES_FORCED_DS_ENVIRONMENT
"MOBILEGL_BACKEND_TYPE=DirectGLES" "MOBILEGL_ESPRYT_FORCE_DS_READBACK_EMULATION=1" ${MGL_ITEST_COMMON_ENV})
# TIMEOUT on every entry: a GPU test that wedges must fail the run, not hang it. # TIMEOUT on every entry: a GPU test that wedges must fail the run, not hang it.
set(MGL_ITEST_TIMEOUT 120) set(MGL_ITEST_TIMEOUT 120)
@@ -282,3 +298,21 @@ gtest_discover_tests(MobileGLIntegrationTest
TIMEOUT ${MGL_ITEST_TIMEOUT} TIMEOUT ${MGL_ITEST_TIMEOUT}
ENVIRONMENT "${MGL_ITEST_VULKAN_ASYNC_ENVIRONMENT}" ENVIRONMENT "${MGL_ITEST_VULKAN_ASYNC_ENVIRONMENT}"
) )
# A fourth registration, of the depth/stencil readback scenarios, with the ES
# shader-sampling emulation forced on. Not paranoia - without it these scenarios are
# UNFALSIFIABLE on the machines this suite runs on: OpenGL ES has no depth or stencil
# readback in core, but Mesa accepts the reads anyway, so on llvmpipe every one of them
# goes green through a native path that the Adreno device does not have. Deleting the
# entire emulation left all of them passing. With the flag the native spellings are off
# the table and only the path the device actually takes remains. DirectGLES only - the
# emulation is DirectGLES's.
gtest_discover_tests(MobileGLIntegrationTest
TEST_PREFIX "DirectGLES.ForcedDepthStencilEmulation."
TEST_FILTER "DepthStencilReadback*Scenario.*"
DISCOVERY_TIMEOUT 30
PROPERTIES
LABELS integration-gpu
TIMEOUT ${MGL_ITEST_TIMEOUT}
ENVIRONMENT "${MGL_ITEST_GLES_FORCED_DS_ENVIRONMENT}"
)
@@ -94,6 +94,89 @@ namespace MGITest {
} }
} }
// A per-stage block count is an amount of BINDING POINTS an application will use, so it
// can never exceed the number of binding points that exist. GL 4.6 Table 23.64 states the
// relation the other way round (MAX_UNIFORM_BUFFER_BINDINGS >= MAX_COMBINED_UNIFORM_BLOCKS
// >= every per-stage count), and DirectVulkan broke it by clamping the two families
// independently: a device reporting 256 compute uniform blocks and 84 uniform binding
// points passes both ceilings and still cannot serve
// KHR-GL44.multi_bind.dispatch_bind_buffers_base, which reads the block count and binds
// that many buffers in one glBindBuffersBase - INVALID_OPERATION before a single bind.
TEST_F(AdvertisedLimitsScenario, PerStageBlockCountsFitInTheirBindingPoints) {
struct Relation {
GLenum blocks;
const char* blocksName;
GLenum bindings;
const char* bindingsName;
};
const Relation relations[] = {
{GL_MAX_COMPUTE_UNIFORM_BLOCKS, "GL_MAX_COMPUTE_UNIFORM_BLOCKS", GL_MAX_UNIFORM_BUFFER_BINDINGS,
"GL_MAX_UNIFORM_BUFFER_BINDINGS"},
{GL_MAX_VERTEX_UNIFORM_BLOCKS, "GL_MAX_VERTEX_UNIFORM_BLOCKS", GL_MAX_UNIFORM_BUFFER_BINDINGS,
"GL_MAX_UNIFORM_BUFFER_BINDINGS"},
{GL_MAX_FRAGMENT_UNIFORM_BLOCKS, "GL_MAX_FRAGMENT_UNIFORM_BLOCKS", GL_MAX_UNIFORM_BUFFER_BINDINGS,
"GL_MAX_UNIFORM_BUFFER_BINDINGS"},
{GL_MAX_COMBINED_UNIFORM_BLOCKS, "GL_MAX_COMBINED_UNIFORM_BLOCKS", GL_MAX_UNIFORM_BUFFER_BINDINGS,
"GL_MAX_UNIFORM_BUFFER_BINDINGS"},
{GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, "GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS",
GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, "GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS"},
{GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, "GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS",
GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, "GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS"},
};
for (const Relation& relation : relations) {
GLint blocks = -1;
GLint bindings = -1;
glGetIntegerv(relation.blocks, &blocks);
glGetIntegerv(relation.bindings, &bindings);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << relation.blocksName;
EXPECT_LE(blocks, bindings)
<< relation.blocksName << " = " << blocks << " exceeds " << relation.bindingsName << " = "
<< bindings << "; a shader may declare more blocks than there are binding points to bind them to";
}
}
// KHR-GL44.multi_bind.functional_bind_buffers_range sizes each of an indexed target's
// binding points at MAX_<target>_SIZE / MAX_<target>_BINDINGS and binds all of them in
// one glBindBuffersRange. That quotient has to be a legal BindBufferRange size, which
// makes the two limits of every indexed family a PAIR: advertise a size that does not
// survive division by the binding count and the call fails with INVALID_VALUE before any
// of it binds.
TEST_F(AdvertisedLimitsScenario, IndexedTargetSizeSurvivesDivisionByItsBindingCount) {
struct IndexedFamily {
GLenum maxSize;
const char* maxSizeName;
GLenum maxBindings;
const char* maxBindingsName;
GLint sizeGranularity; // BindBufferRange's size rule for the target
};
const IndexedFamily families[] = {
{GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE, "GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE",
GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, "GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS", 1},
{GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS, "GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS",
GL_MAX_TRANSFORM_FEEDBACK_BUFFERS, "GL_MAX_TRANSFORM_FEEDBACK_BUFFERS", 4},
{GL_MAX_UNIFORM_BLOCK_SIZE, "GL_MAX_UNIFORM_BLOCK_SIZE", GL_MAX_UNIFORM_BUFFER_BINDINGS,
"GL_MAX_UNIFORM_BUFFER_BINDINGS", 1},
{GL_MAX_SHADER_STORAGE_BLOCK_SIZE, "GL_MAX_SHADER_STORAGE_BLOCK_SIZE",
GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, "GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS", 1},
};
for (const IndexedFamily& family : families) {
GLint maxSize = -1;
GLint maxBindings = -1;
glGetIntegerv(family.maxSize, &maxSize);
glGetIntegerv(family.maxBindings, &maxBindings);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << family.maxSizeName;
ASSERT_GT(maxBindings, 0) << family.maxBindingsName;
const GLint perBinding = maxSize / maxBindings;
EXPECT_GT(perBinding, 0)
<< family.maxSizeName << " (" << maxSize << ") / " << family.maxBindingsName << " ("
<< maxBindings << ") is zero, and BindBufferRange rejects a zero size";
EXPECT_EQ(perBinding % family.sizeGranularity, 0)
<< family.maxSizeName << " (" << maxSize << ") / " << family.maxBindingsName << " ("
<< maxBindings << ") = " << perBinding << " is not a multiple of the "
<< family.sizeGranularity << "-byte size granularity BindBufferRange requires for it";
}
}
// The OOM case in isolation, because it is the one with a known CTS victim and the one a // The OOM case in isolation, because it is the one with a known CTS victim and the one a
// future refactor is most likely to reintroduce by copying the Vulkan limit back. // future refactor is most likely to reintroduce by copying the Vulkan limit back.
TEST_F(AdvertisedLimitsScenario, ComputeUniformBlocksIsAnAmountAnApplicationCouldActuallyAllocate) { TEST_F(AdvertisedLimitsScenario, ComputeUniformBlocksIsAnAmountAnApplicationCouldActuallyAllocate) {
@@ -116,5 +199,61 @@ namespace MGITest {
"derived component limits are computed in"; "derived component limits are computed in";
} }
// ARB_viewport_array's own limits. They are advertised from three different places -
// GL_MAX_VIEWPORTS from the frontend's indexed state width, the bounds range and the
// subpixel bits from the backend caps table - and each backend fills that table from a
// different source, so all three are checked on both lanes.
//
// GL_VIEWPORT_BOUNDS_RANGE is the one that shipped wrong: GLES has no such query, the
// DirectGLES loader's glGetFloatv(GL_VIEWPORT_BOUNDS_RANGE) therefore raised
// GL_INVALID_ENUM and left the probe's zero-initialized array in place, and MobileGL
// advertised [0, 0] - a range that admits no viewport origin at all, and the check that
// kept KHR-GL43.viewport_array.queries red on Espryt after the indexed-state work.
TEST_F(AdvertisedLimitsScenario, ViewportArrayLimitsMeetTheirGL43Floors) {
GLint maxViewports = -1;
glGetIntegerv(GL_MAX_VIEWPORTS, &maxViewports);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
EXPECT_GE(maxViewports, 16) << "GL 4.3 core table 23.53 sets the MAX_VIEWPORTS minimum at 16";
EXPECT_LE(maxViewports, 256) << "one viewport rectangle of indexed state is allocated per advertised "
"viewport, and the CTS sizes its arrays off this number";
GLfloat boundsRange[2] = {1.0f, -1.0f};
glGetFloatv(GL_VIEWPORT_BOUNDS_RANGE, boundsRange);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
EXPECT_LE(boundsRange[0], -32768.0f)
<< "GL 4.6 core table 23.60 sets the VIEWPORT_BOUNDS_RANGE minimum at [-32768, 32767]; got ["
<< boundsRange[0] << ", " << boundsRange[1] << "]";
EXPECT_GE(boundsRange[1], 32767.0f)
<< "GL 4.6 core table 23.60 sets the VIEWPORT_BOUNDS_RANGE minimum at [-32768, 32767]; got ["
<< boundsRange[0] << ", " << boundsRange[1] << "]";
// KNOWN INFIDELITY, pinned here rather than hidden. MobileGL reports the driver's own
// VIEWPORT_SUBPIXEL_BITS (4 on llvmpipe, i.e. 1/16-pixel viewport precision), but the
// float viewport rectangle glViewportIndexedf stores is snapped to integers on its
// way to both backends (ComputeGLViewport, DirectGLES SyncRenderState). The STATE
// round trip is exact - which is all KHR-GL43.viewport_array.viewport_api checks, and
// all this cluster set out to fix - so the gap is in rasterization only: a fractional
// viewport origin rasterizes as if it had been rounded. Nothing in the suite or in
// Minecraft sets one. Only the spec floor is asserted; tightening this to EQ(0) would
// mean advertising no subpixel precision at all, which is a separate decision about a
// limit MobileGL currently passes through from the driver.
GLint subpixelBits = -1;
glGetIntegerv(GL_VIEWPORT_SUBPIXEL_BITS, &subpixelBits);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
EXPECT_GE(subpixelBits, 0) << "GL 4.6 core table 23.60: VIEWPORT_SUBPIXEL_BITS has a minimum of 0, and "
"a negative value is what a sign-flipped uint32 looks like";
GLint viewportDims[2] = {-1, -1};
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, viewportDims);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
GLint maxRenderbufferSize = -1;
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &maxRenderbufferSize);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
// GL 4.6 core 13.6.1: MAX_VIEWPORT_DIMS must be at least as large as the largest
// renderable surface, or a full-size framebuffer could not be fully viewported.
EXPECT_GE(viewportDims[0], maxRenderbufferSize);
EXPECT_GE(viewportDims[1], maxRenderbufferSize);
}
} // namespace } // namespace
} // namespace MGITest } // namespace MGITest
@@ -33,6 +33,7 @@
// branch on. The driver POST's "Buffer textures" row is where that verdict is stated. // branch on. The driver POST's "Buffer textures" row is where that verdict is stated.
#include <cstdint> #include <cstdint>
#include <cstring>
#include <string> #include <string>
#include <vector> #include <vector>
@@ -73,7 +74,60 @@ out vec4 o_color;
void main() { o_color = vec4(float(vFace) / 255.0, 0.0, 0.0, 1.0); } void main() { o_color = vec4(float(vFace) / 255.0, 0.0, 0.0, 1.0); }
)"; )";
class BufferTextureScenario : public ScenarioTest {}; // A buffer texture bound as a WRITABLE image: the shader reads one texel and writes
// another, so a single dispatch proves the read direction (which already worked) and
// the write direction (which is what this exists for) apart from each other.
constexpr const char* kImageBufferCS = R"(#version 430 core
layout(local_size_x = 1) in;
layout(binding = 0, rgba8) uniform imageBuffer uImage;
void main() {
vec4 read = imageLoad(uImage, 1);
imageStore(uImage, 0, vec4(0.0, 1.0, 0.0, 1.0));
imageStore(uImage, 2, read);
}
)";
class BufferTextureScenario : public ScenarioTest {
protected:
bool ComputeImagesAreUsable() const {
GLint maxImageUnits = 0;
GLint maxComputeImageUniforms = 0;
glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
glGetIntegerv(GL_MAX_COMPUTE_IMAGE_UNIFORMS, &maxComputeImageUniforms);
while (glGetError() != GL_NO_ERROR) {
}
return maxImageUnits >= 1 && maxComputeImageUniforms >= 1;
}
unsigned int MakeComputeProgram(const char* source) {
const GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compiled = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (compiled == GL_FALSE) {
char log[4096] = {};
glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
ADD_FAILURE() << "the compute shader did not compile: " << log;
glDeleteShader(shader);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, shader);
glLinkProgram(program);
glDeleteShader(shader);
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char log[4096] = {};
glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
ADD_FAILURE() << "the compute program did not link: " << log;
glDeleteProgram(program);
return 0;
}
return program;
}
};
// Draws the full-viewport quad and returns the red byte every fragment was painted with, // Draws the full-viewport quad and returns the red byte every fragment was painted with,
// or -1 if the quad did not come out uniform (which would mean the flat varying, not the // or -1 if the quad did not come out uniform (which would mean the flat varying, not the
@@ -171,4 +225,78 @@ void main() { o_color = vec4(float(vFace) / 255.0, 0.0, 0.0, 1.0); }
EXPECT_EQ(FirstGLError(), 0u); EXPECT_EQ(FirstGLError(), 0u);
} }
// A shader may WRITE a buffer texture too, through an image unit, and the bytes it writes
// land in the backend's buffer - not in the frontend's CPU shadow, which is what MapBuffer
// and GetBufferSubData hand back. A storage-block write is flagged for exactly this reason
// and the shadow is refreshed on the next read; a buffer reached through an image unit is
// the same write through a different binding, and Espryt used to flag only the first, so
// an imageStore into a buffer texture was invisible to every CPU read that followed it -
// silently, with the correct value sitting in the driver's buffer the whole time.
//
// The read direction is asserted in the same dispatch (texel 2 is a copy of texel 1) so a
// failure here cannot be blamed on the image binding not working at all.
TEST_F(BufferTextureScenario, AnImageStoreIntoABufferTextureIsVisibleToTheCpu) {
if (!Ready()) return;
if (!ComputeImagesAreUsable()) GTEST_SKIP() << "no compute image units on this host";
constexpr GLuint kRed = 0x000000ffu; // RGBA8 little-endian: r = 255
constexpr GLuint kGreen = 0xff00ff00u; // what the shader stores: (0, 1, 0, 1)
constexpr int kTexels = 16;
FirstGLError();
const unsigned int program = MakeComputeProgram(kImageBufferCS);
ASSERT_NE(program, 0u);
const std::vector<GLuint> texels(kTexels, kRed);
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glBufferData(GL_TEXTURE_BUFFER, static_cast<GLsizeiptr>(texels.size() * sizeof(GLuint)), texels.data(),
GL_DYNAMIC_COPY);
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_BUFFER, texture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA8, buffer);
EXPECT_EQ(FirstGLError(), 0u) << "glTexBuffer(GL_RGBA8) was refused";
glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
EXPECT_EQ(FirstGLError(), 0u) << "glBindImageTexture on a buffer texture was refused";
glUseProgram(program);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_ALL_BARRIER_BITS);
// Both CPU read paths, because they are two entry points onto the same refresh and a
// fix that reaches only one of them is not a fix. Everything below is EXPECT rather than
// ASSERT so that a failure still reaches the cleanup at the end: the harness shares one
// context across every scenario in the process, and a leaked buffer or image binding
// here would surface as a failure somewhere else entirely.
std::vector<GLuint> readBack(kTexels, 0u);
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glGetBufferSubData(GL_TEXTURE_BUFFER, 0, static_cast<GLsizeiptr>(readBack.size() * sizeof(GLuint)),
readBack.data());
EXPECT_EQ(readBack[0], kGreen) << "glGetBufferSubData did not see the imageStore";
EXPECT_EQ(readBack[2], kRed) << "the imageLoad side of the same dispatch read the wrong texel";
const void* mapped = glMapBuffer(GL_TEXTURE_BUFFER, GL_READ_ONLY);
EXPECT_NE(mapped, nullptr) << "glMapBuffer(GL_READ_ONLY) on the texture's buffer failed";
if (mapped != nullptr) {
GLuint mappedTexel0 = 0;
std::memcpy(&mappedTexel0, mapped, sizeof(mappedTexel0));
EXPECT_EQ(mappedTexel0, kGreen) << "glMapBuffer did not see the imageStore";
glUnmapBuffer(GL_TEXTURE_BUFFER);
}
glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
glBindBuffer(GL_TEXTURE_BUFFER, 0);
glBindTexture(GL_TEXTURE_BUFFER, 0);
glUseProgram(0);
glDeleteProgram(program);
glDeleteTextures(1, &texture);
glDeleteBuffers(1, &buffer);
EXPECT_EQ(FirstGLError(), 0u);
}
} // namespace MGITest } // namespace MGITest
@@ -0,0 +1,388 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ClipDistanceScenario.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 - gl_ClipDistance ACTUALLY CLIPS, AND ONLY WHERE IT IS ENABLED.
//
// CapabilityInput::ClipDistance0..7 existed end to end - the GL enum converted to it, the
// string converter named it, glEnable(GL_CLIP_DISTANCE0 + i) raised no error - and then
// RenderState::SetCapability had no case for it and dropped it into `default: break`. Nothing
// was stored, no version was bumped, and neither backend ever heard about it. The shader half
// worked all along (SPIRV-Cross emits gl_ClipDistance with a
// `#extension GL_EXT_clip_cull_distance : require` that Adreno accepts), so the distances were
// computed and then ignored: no clipping ever happened on DirectGLES, which is the whole of
// KHR-GLxx.clip_distance.functional. glIsEnabled lied about it too - it returned GL_FALSE
// immediately after a successful glEnable.
//
// The assertions are behavioural, not query-shaped, because a query-only test passes against a
// backend that stores the bit and never forwards it. Each case draws one full-viewport triangle
// whose clip distance is positive on one side of the viewport and negative on the other, then
// checks BOTH sides: the kept side proves the draw happened at all, and the clipped side is the
// actual claim. The disabled case is the negative control - the identical shader with the
// identical distances and the enable turned off must leave both sides painted, which is what
// says the pixels below are being removed by clipping and not by something else.
//
// HONEST LIMIT OF THIS FILE IN CI. Of the four cases, only EnableIsObservableThroughIsEnabled is
// falsifiable on the software rasterizers every automated lane runs on. llvmpipe and lavapipe
// clip by EVERY declared gl_ClipDistance regardless of the enables, so
// AnEnabledClipDistanceRemovesTheNegativeHalf goes green there against the broken tree as well,
// and the two cases that need real per-distance semantics skip (see
// DriverHonoursPerDistanceEnables). What actually pins the behaviour is Adreno, through
// KHR-GLxx.clip_distance.functional - whose "without dynamic redeclaration" variants declare all
// gl_MaxClipDistances slots and enable only the first N, i.e. exactly the subset semantics these
// skipped cases assert. Read a green CI run here as "the state survives the frontend", not as
// "clipping is correct"; the second claim is a device claim.
//
// Every case disables all eight distances on entry rather than assuming they start off:
// XfbAfterClipDistanceScenario deliberately leaves one enabled for the rest of the process, and
// forwarding the enables is what turned that leftover from inert bookkeeping into live driver
// state.
#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
#ifndef GL_CLIP_DISTANCE0
#define GL_CLIP_DISTANCE0 0x3000
#endif
#ifndef GL_CLIP_DISTANCE1
#define GL_CLIP_DISTANCE1 0x3001
#endif
namespace MGITest {
namespace {
// One clip distance per half of the viewport: distance 0 is positive on the right half
// (x > 0 in clip space) and distance 1 is positive on the top half. A vertex shader
// producing a full-screen triangle from gl_VertexID, so no buffers are needed.
const char* const kVertexSource = R"(#version 400 core
out float gl_ClipDistance[2];
void main() {
vec2 positions[3] = vec2[3](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));
vec2 p = positions[gl_VertexID];
gl_Position = vec4(p, 0.0, 1.0);
gl_ClipDistance[0] = p.x;
gl_ClipDistance[1] = p.y;
}
)";
const char* const kFragmentSource = R"(#version 400 core
out vec4 fragColor;
void main() { fragColor = vec4(0.0, 1.0, 0.0, 1.0); }
)";
class ClipDistanceScenario : public ScenarioTest {
protected:
GLuint BuildProgram() {
const GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &kVertexSource, nullptr);
glCompileShader(vs);
GLint compiled = 0;
glGetShaderiv(vs, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
m_buildLog = ShaderLog(vs);
glDeleteShader(vs);
return 0;
}
const GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &kFragmentSource, nullptr);
glCompileShader(fs);
glGetShaderiv(fs, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
m_buildLog = ShaderLog(fs);
glDeleteShader(vs);
glDeleteShader(fs);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
glDeleteShader(vs);
glDeleteShader(fs);
if (!linked) {
GLint length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
std::vector<char> log(static_cast<size_t>(length > 1 ? length : 1), '\0');
glGetProgramInfoLog(program, static_cast<GLsizei>(log.size()), nullptr, log.data());
m_buildLog = log.data();
glDeleteProgram(program);
return 0;
}
return program;
}
const std::string& BuildLog() const { return m_buildLog; }
// Paints the whole viewport red, then draws the clipped triangle in green.
void DrawClippedTriangle(GLuint program, GLuint vao) const {
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
static bool IsGreen(const unsigned char* px) {
return px[0] < 64 && px[1] > 192;
}
static bool IsRed(const unsigned char* px) {
return px[0] > 192 && px[1] < 64;
}
void PixelAt(int x, int y, unsigned char* out) const {
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, out);
}
// Never assume the eight start disabled - see the header note about
// XfbAfterClipDistanceScenario leaving one on for the rest of the process.
static void DisableEveryClipDistance() {
for (int i = 0; i < 8; ++i) {
glDisable(static_cast<GLenum>(GL_CLIP_DISTANCE0 + i));
}
}
// True when the driver under this backend actually implements PER-DISTANCE enable
// state, i.e. when a written-but-disabled gl_ClipDistance leaves its fragments
// alone. Not every stack does, and the difference is not MobileGL's to hide:
//
// - Adreno's ES driver honours GL_CLIP_DISTANCE0_EXT..7_EXT, which is what makes
// KHR-GLxx.clip_distance.functional pass on the device once the enables are
// forwarded at all.
// - Vulkan has no such state: every clip distance a shader declares is active,
// always. DirectVulkan therefore clips by a disabled distance.
// - Mesa's llvmpipe ES driver behaves like Vulkan here.
//
// Emulating GL's semantics on those two would mean forcing the disabled slots to a
// non-negative value inside the shader, which makes the enable mask part of the
// pipeline key - a feature, not a fix, and deliberately not attempted here. The
// cases that need the real semantics gate on this probe and say so when they skip,
// rather than being deleted or silently weakened.
bool DriverHonoursPerDistanceEnables(GLuint program, GLuint vao) const {
for (int i = 0; i < 8; ++i) {
glDisable(static_cast<GLenum>(GL_CLIP_DISTANCE0 + i));
}
DrawClippedTriangle(program, vao);
unsigned char negativeSide[4] = {0, 0, 0, 0};
glReadPixels(Gl().Width() / 4, Gl().Height() / 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, negativeSide);
return IsGreen(negativeSide);
}
private:
static std::string ShaderLog(GLuint shader) {
GLint length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
std::vector<char> log(static_cast<size_t>(length > 1 ? length : 1), '\0');
glGetShaderInfoLog(shader, static_cast<GLsizei>(log.size()), nullptr, log.data());
return log.data();
}
std::string m_buildLog;
};
} // namespace
// The state itself: glEnable must be observable through glIsEnabled. This is the cheap half
// of the bug - SetCapability's missing case made the query answer GL_FALSE for a capability
// that had just been enabled without error.
TEST_F(ClipDistanceScenario, EnableIsObservableThroughIsEnabled) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
DisableEveryClipDistance();
EXPECT_EQ(glIsEnabled(GL_CLIP_DISTANCE0), GL_FALSE)
<< "glDisable(GL_CLIP_DISTANCE0) is not observable through glIsEnabled";
glEnable(GL_CLIP_DISTANCE0);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_EQ(glIsEnabled(GL_CLIP_DISTANCE0), GL_TRUE)
<< "glEnable(GL_CLIP_DISTANCE0) raised no error but glIsEnabled still reports it disabled";
EXPECT_EQ(glIsEnabled(GL_CLIP_DISTANCE1), GL_FALSE)
<< "enabling distance 0 must not enable distance 1 - the eight are independent";
glEnable(GL_CLIP_DISTANCE1);
glDisable(GL_CLIP_DISTANCE0);
EXPECT_EQ(glIsEnabled(GL_CLIP_DISTANCE0), GL_FALSE);
EXPECT_EQ(glIsEnabled(GL_CLIP_DISTANCE1), GL_TRUE);
glDisable(GL_CLIP_DISTANCE1);
EXPECT_EQ(FirstGLError(), 0u);
gl.EndFrame();
}
// The claim: an enabled clip distance removes the fragments where it is negative.
TEST_F(ClipDistanceScenario, AnEnabledClipDistanceRemovesTheNegativeHalf) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
ASSERT_GE(width, 8);
ASSERT_GE(height, 8);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
const GLuint program = BuildProgram();
ASSERT_NE(program, 0u) << "the gl_ClipDistance program did not build: " << BuildLog();
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// Distance 1 is positive by a single pixel at the sampled row, so a stray enable on it
// would put the "kept" probe right on the clip boundary.
DisableEveryClipDistance();
glEnable(GL_CLIP_DISTANCE0);
DrawClippedTriangle(program, vao);
EXPECT_EQ(FirstGLError(), 0u);
unsigned char right[4] = {0, 0, 0, 0};
unsigned char left[4] = {0, 0, 0, 0};
PixelAt(width - 1 - width / 4, height / 2, right);
PixelAt(width / 4, height / 2, left);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_TRUE(IsGreen(right)) << "the kept half is not painted (" << int(right[0]) << "," << int(right[1])
<< "," << int(right[2]) << ") - the draw itself did not happen, so the clipped "
"half below proves nothing";
EXPECT_TRUE(IsRed(left)) << "gl_ClipDistance[0] is negative on the left half and GL_CLIP_DISTANCE0 is "
"enabled, so those fragments must be clipped away; found ("
<< int(left[0]) << "," << int(left[1]) << "," << int(left[2]) << ")";
glDisable(GL_CLIP_DISTANCE0);
glUseProgram(0);
glBindVertexArray(0);
glDeleteProgram(program);
glDeleteVertexArrays(1, &vao);
gl.EndFrame();
}
// The negative control: the same shader writing the same distances, with the enable off,
// must paint both halves. Without this a backend that clipped everything - or one whose
// draw simply failed - would pass the case above.
TEST_F(ClipDistanceScenario, ADisabledClipDistanceRemovesNothing) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
ASSERT_GE(width, 8);
ASSERT_GE(height, 8);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
const GLuint program = BuildProgram();
ASSERT_NE(program, 0u) << "the gl_ClipDistance program did not build: " << BuildLog();
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
DisableEveryClipDistance();
DrawClippedTriangle(program, vao);
EXPECT_EQ(FirstGLError(), 0u);
unsigned char right[4] = {0, 0, 0, 0};
unsigned char left[4] = {0, 0, 0, 0};
PixelAt(width - 1 - width / 4, height / 2, right);
PixelAt(width / 4, height / 2, left);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_TRUE(IsGreen(right)) << "with every clip distance disabled the whole triangle must survive";
const bool driverHonoursEnables = IsGreen(left);
glUseProgram(0);
glBindVertexArray(0);
glDeleteProgram(program);
glDeleteVertexArrays(1, &vao);
gl.EndFrame();
if (!driverHonoursEnables) {
GTEST_SKIP() << "renderer " << gl.RendererString()
<< " clips by a DISABLED gl_ClipDistance - it does not implement per-distance enable state "
"(see DriverHonoursPerDistanceEnables). Emulating GL's semantics there needs shader-side "
"masking keyed on the enable mask, which is a separate feature";
}
}
// The eight enables are independent: enabling only distance 1 must clip by distance 1 and
// leave distance 0 alone. A backend that forwarded "any clip distance enabled" as a single
// bit, or that always enables every declared distance (which is what Vulkan does natively),
// passes both cases above and fails this one.
TEST_F(ClipDistanceScenario, TheEnablesAreIndependentPerDistance) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
ASSERT_GE(width, 8);
ASSERT_GE(height, 8);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
const GLuint program = BuildProgram();
ASSERT_NE(program, 0u) << "the gl_ClipDistance program did not build: " << BuildLog();
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
if (!DriverHonoursPerDistanceEnables(program, vao)) {
glUseProgram(0);
glBindVertexArray(0);
glDeleteProgram(program);
glDeleteVertexArrays(1, &vao);
DisableEveryClipDistance();
gl.EndFrame();
GTEST_SKIP() << "renderer " << gl.RendererString()
<< " clips by every declared gl_ClipDistance regardless of the enables, so per-distance "
"independence is not observable here";
}
DisableEveryClipDistance();
glEnable(GL_CLIP_DISTANCE1);
DrawClippedTriangle(program, vao);
EXPECT_EQ(FirstGLError(), 0u);
// Distance 1 is negative on the bottom half, distance 0 on the left half. With only
// distance 1 enabled, the bottom-left must survive (distance 0 is off) and the bottom
// must not.
unsigned char topLeft[4] = {0, 0, 0, 0};
unsigned char bottomRight[4] = {0, 0, 0, 0};
PixelAt(width / 4, height - 1 - height / 4, topLeft);
PixelAt(width - 1 - width / 4, height / 4, bottomRight);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_TRUE(IsGreen(topLeft)) << "gl_ClipDistance[0] is negative here but GL_CLIP_DISTANCE0 is disabled, so "
"this fragment must survive";
EXPECT_TRUE(IsRed(bottomRight)) << "gl_ClipDistance[1] is negative here and GL_CLIP_DISTANCE1 is enabled, so "
"this fragment must be clipped";
glDisable(GL_CLIP_DISTANCE1);
glUseProgram(0);
glBindVertexArray(0);
glDeleteProgram(program);
glDeleteVertexArrays(1, &vao);
gl.EndFrame();
}
} // namespace MGITest
@@ -0,0 +1,331 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/CopyImageLayeredScenario.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 - glCopyImageSubData MOVES EVERY SLICE IT WAS ASKED FOR, NOT JUST SLICE 0.
//
// KHR-GL43.copy_image.functional_* copies a whole 12-layer region in one call whenever both
// endpoints are layered, i.e. for the four target pairs 2d_array->2d_array, 2d_array->3d,
// 3d->2d_array and 3d->3d. DirectVulkan built its VkImageCopy with baseArrayLayer 0, layerCount 1
// and srcOffset.z 0 no matter what the call asked for, so slice 0 landed correctly and slices 1..N
// were never written - 64 conformance cases (16 compatible format pairs x those 4 pairs) failing
// with "first mismatch at [x, y, 1]", the first texel of the first slice the copy skipped.
//
// The reason one hardcode covered both shapes wrongly is that GL states a layered copy ONE way -
// srcZ/dstZ and srcDepth - while Vulkan states it two ways and picks by image type:
//
// GL_TEXTURE_3D -> VK_IMAGE_TYPE_3D: slices are z, so srcOffset.z/dstOffset.z select them
// and extent.depth counts them; the layer range must stay (0, 1).
// GL_TEXTURE_2D_ARRAY -> VK_IMAGE_TYPE_2D: slices are array layers, so baseArrayLayer selects
// them and layerCount counts them; offset.z stays 0.
//
// A mixed pair is legal (maintenance1, core in Vulkan 1.1) but only when the counts correspond:
// the 3D side's extent.depth has to equal the array side's layerCount. So the four pairs below are
// four DIFFERENT VkImageCopy shapes, not one shape with different arguments, which is why one
// scenario per pair is the coverage that matters here.
//
// Every case also asserts the slices OUTSIDE the copied range still hold their fill. A backend
// that "fixed" the miss by copying the whole image regardless of srcZ/srcDepth would pass a
// slices-landed check and fail this one.
//
// The verification path is an FBO attachment per slice plus glReadPixels, not glGetTexImage: it is
// the readback both backends share, and glFramebufferTextureLayer names an array layer and a 3D
// slice through the same call, so the two texture kinds are read back identically.
//
// DirectGLES is the control - it forwards to the driver's own glCopyImageSubData - so a failure on
// both backends means the scenario is wrong, and a failure on DirectVulkan alone means Magma is.
#include <array>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
constexpr int kWidth = 4;
constexpr int kHeight = 4;
// Six is enough for a copy that starts and ends away from both edges of both endpoints
// while still leaving untouched slices on either side to assert against.
constexpr int kSlices = 6;
struct Rgba8 {
GLubyte r = 0, g = 0, b = 0, a = 0;
bool operator==(const Rgba8& other) const {
return r == other.r && g == other.g && b == other.b && a == other.a;
}
};
std::string Describe(const Rgba8& color) {
return "(" + std::to_string(color.r) + ", " + std::to_string(color.g) + ", " + std::to_string(color.b) +
", " + std::to_string(color.a) + ")";
}
// Per-slice constants, uniform within a slice. A uniform fill is deliberate: the defect is
// in which SLICE the copy addresses, and a value that also varied within the slice would
// make the assertions depend on the framebuffer row order as well.
Rgba8 SourceColor(int slice) {
return {static_cast<GLubyte>(10 + slice * 20), static_cast<GLubyte>(40 + slice * 10),
static_cast<GLubyte>(200 - slice * 15), 255};
}
Rgba8 DestinationFill(int slice) {
return {static_cast<GLubyte>(3 + slice), static_cast<GLubyte>(250 - slice * 7),
static_cast<GLubyte>(120 + slice * 5), 255};
}
class CopyImageLayeredScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
if (!CopyImageSubDataUsable()) {
GTEST_SKIP() << "glCopyImageSubData is unavailable on backend " << Gl().BackendName();
}
}
void TearDown() override {
if (!Ready()) return;
for (const GLuint texture : m_textures) {
glDeleteTextures(1, &texture);
}
m_textures.clear();
if (m_fbo != 0) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &m_fbo);
m_fbo = 0;
}
}
// A trivial 1x1x1 array-to-array copy: it exercises the entry point without depending
// on any of the behaviour under test, so a driver (or a backend function table) that
// simply does not have the call skips instead of failing every case below.
bool CopyImageSubDataUsable() {
GLuint probe[2] = {0, 0};
glGenTextures(2, probe);
for (const GLuint texture : probe) {
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 1, 1, 1);
}
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
while (glGetError() != GL_NO_ERROR) {
}
glCopyImageSubData(probe[0], GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, probe[1], GL_TEXTURE_2D_ARRAY, 0, 0, 0,
0, 1, 1, 1);
const bool usable = glGetError() == GL_NO_ERROR;
glDeleteTextures(2, probe);
return usable;
}
// `target` is GL_TEXTURE_2D_ARRAY or GL_TEXTURE_3D; both take glTexStorage3D and
// glTexSubImage3D with the slice on the same axis, which is the whole reason GL can
// copy between them. `levels` > 1 puts a real mip chain behind the level the copy
// names, so the level's own extent - a 3D level's depth included - has to be resolved
// rather than assumed to be the image's.
GLuint MakeTexture(GLenum target, int levels, Rgba8 (*colorForSlice)(int)) {
GLuint texture = 0;
glGenTextures(1, &texture);
m_textures.push_back(texture);
glBindTexture(target, texture);
glTexStorage3D(target, levels, GL_RGBA8, kWidth << (levels - 1), kHeight << (levels - 1),
target == GL_TEXTURE_3D ? (kSlices << (levels - 1)) : kSlices);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Fill every level, so nothing below can pass by reading a level that was never
// written and happened to hold the expected bytes.
for (int level = 0; level < levels; ++level) {
const int levelWidth = kWidth << (levels - 1 - level);
const int levelHeight = kHeight << (levels - 1 - level);
const int levelSlices =
target == GL_TEXTURE_3D ? (kSlices << (levels - 1 - level)) : kSlices;
for (int slice = 0; slice < levelSlices; ++slice) {
const Rgba8 color = colorForSlice(slice % kSlices);
std::vector<Rgba8> texels(static_cast<size_t>(levelWidth) * levelHeight, color);
glTexSubImage3D(target, level, 0, 0, slice, levelWidth, levelHeight, 1, GL_RGBA,
GL_UNSIGNED_BYTE, texels.data());
}
}
glBindTexture(target, 0);
return texture;
}
// One slice of one level, through an FBO attachment. glFramebufferTextureLayer takes an
// array layer and a 3D slice through the same argument, so both targets read back the
// same way.
Rgba8 ReadSlice(GLuint texture, int level, int slice, int width, int height) {
if (m_fbo == 0) {
glGenFramebuffers(1, &m_fbo);
}
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, level, slice);
EXPECT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE))
<< "slice " << slice << " of level " << level << " is not attachable";
std::vector<Rgba8> pixels(static_cast<size_t>(width) * height, Rgba8{});
glReadBuffer(GL_COLOR_ATTACHMENT0);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// The fill is uniform within a slice, so any disagreement between texels is itself
// a failure - reported here rather than silently reduced to pixels[0].
for (size_t i = 1; i < pixels.size(); ++i) {
EXPECT_TRUE(pixels[i] == pixels[0])
<< "slice " << slice << " of level " << level << " is not uniform: texel 0 is "
<< Describe(pixels[0]) << ", texel " << i << " is " << Describe(pixels[i]);
}
return pixels[0];
}
// The assertion every case ends with: slices inside [dstZ, dstZ + depth) hold the
// source slice they were fed, and every slice outside it still holds its own fill.
void ExpectCopied(GLuint destination, int level, int width, int height, int sliceCount, int srcZ,
int dstZ, int depth, const char* what) {
for (int slice = 0; slice < sliceCount; ++slice) {
const bool inRange = slice >= dstZ && slice < dstZ + depth;
const Rgba8 expected =
inRange ? SourceColor(srcZ + (slice - dstZ)) : DestinationFill(slice);
const Rgba8 actual = ReadSlice(destination, level, slice, width, height);
EXPECT_TRUE(actual == expected)
<< what << ": destination slice " << slice << (inRange ? " (copied)" : " (untouched)")
<< " is " << Describe(actual) << ", expected " << Describe(expected);
}
}
std::vector<GLuint> m_textures;
GLuint m_fbo = 0;
};
// 2d_array -> 2d_array. Both endpoints put the slices on the layer axis, so BOTH layer
// counts carry the depth and extent.depth must stay 1.
TEST_F(CopyImageLayeredScenario, ArrayToArrayCopiesEverySlice) {
if (!Ready() || IsSkipped()) return;
const GLuint source = MakeTexture(GL_TEXTURE_2D_ARRAY, 1, SourceColor);
const GLuint destination = MakeTexture(GL_TEXTURE_2D_ARRAY, 1, DestinationFill);
ASSERT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "texture setup failed";
glCopyImageSubData(source, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, destination, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0,
kWidth, kHeight, kSlices);
ASSERT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "glCopyImageSubData raised an error";
ExpectCopied(destination, 0, kWidth, kHeight, kSlices, 0, 0, kSlices, "array->array, all slices");
}
// The same pair with the layer ranges offset differently on the two sides: the shape that
// separates "copies more than slice 0" from "copies the RIGHT slices". A backend that read
// the source range but wrote from layer 0 (or vice versa) passes the case above.
TEST_F(CopyImageLayeredScenario, ArrayToArrayHonoursDifferentLayerOffsets) {
if (!Ready() || IsSkipped()) return;
const GLuint source = MakeTexture(GL_TEXTURE_2D_ARRAY, 1, SourceColor);
const GLuint destination = MakeTexture(GL_TEXTURE_2D_ARRAY, 1, DestinationFill);
ASSERT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "texture setup failed";
constexpr int kSrcZ = 3;
constexpr int kDstZ = 1;
constexpr int kDepth = 2;
glCopyImageSubData(source, GL_TEXTURE_2D_ARRAY, 0, 0, 0, kSrcZ, destination, GL_TEXTURE_2D_ARRAY, 0, 0, 0,
kDstZ, kWidth, kHeight, kDepth);
ASSERT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "glCopyImageSubData raised an error";
ExpectCopied(destination, 0, kWidth, kHeight, kSlices, kSrcZ, kDstZ, kDepth,
"array->array, offset layer ranges");
}
// 3d -> 3d. Neither endpoint has array layers at all: the depth travels on extent.depth and
// the offsets on srcOffset.z/dstOffset.z, with both layer counts pinned to 1.
TEST_F(CopyImageLayeredScenario, VolumeToVolumeHonoursNonZeroZ) {
if (!Ready() || IsSkipped()) return;
const GLuint source = MakeTexture(GL_TEXTURE_3D, 1, SourceColor);
const GLuint destination = MakeTexture(GL_TEXTURE_3D, 1, DestinationFill);
ASSERT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "texture setup failed";
constexpr int kSrcZ = 1;
constexpr int kDstZ = 3;
constexpr int kDepth = 3;
glCopyImageSubData(source, GL_TEXTURE_3D, 0, 0, 0, kSrcZ, destination, GL_TEXTURE_3D, 0, 0, 0, kDstZ,
kWidth, kHeight, kDepth);
ASSERT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "glCopyImageSubData raised an error";
ExpectCopied(destination, 0, kWidth, kHeight, kSlices, kSrcZ, kDstZ, kDepth, "3d->3d, non-zero z");
}
// The same pair one mip level down. A 3D level's DEPTH halves with its width and height, so
// this is the only case where the slice count the copy may name is not the image's own -
// the bound a layered endpoint is checked against has to come from the level.
TEST_F(CopyImageLayeredScenario, VolumeToVolumeAtNonZeroMipLevel) {
if (!Ready() || IsSkipped()) return;
const GLuint source = MakeTexture(GL_TEXTURE_3D, 2, SourceColor);
const GLuint destination = MakeTexture(GL_TEXTURE_3D, 2, DestinationFill);
ASSERT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "texture setup failed";
constexpr int kLevel = 1;
constexpr int kSrcZ = 2;
constexpr int kDstZ = 0;
constexpr int kDepth = 4;
glCopyImageSubData(source, GL_TEXTURE_3D, kLevel, 0, 0, kSrcZ, destination, GL_TEXTURE_3D, kLevel, 0, 0,
kDstZ, kWidth, kHeight, kDepth);
ASSERT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "glCopyImageSubData raised an error";
ExpectCopied(destination, kLevel, kWidth, kHeight, kSlices, kSrcZ, kDstZ, kDepth,
"3d->3d at mip level 1");
}
// 2d_array -> 3d. The mixed shape: the source counts its slices as layers, the destination
// as depth, and Vulkan requires extent.depth to equal the source's layerCount.
TEST_F(CopyImageLayeredScenario, ArrayToVolumeCopiesEverySlice) {
if (!Ready() || IsSkipped()) return;
const GLuint source = MakeTexture(GL_TEXTURE_2D_ARRAY, 1, SourceColor);
const GLuint destination = MakeTexture(GL_TEXTURE_3D, 1, DestinationFill);
ASSERT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "texture setup failed";
constexpr int kSrcZ = 2;
constexpr int kDstZ = 1;
constexpr int kDepth = 4;
glCopyImageSubData(source, GL_TEXTURE_2D_ARRAY, 0, 0, 0, kSrcZ, destination, GL_TEXTURE_3D, 0, 0, 0, kDstZ,
kWidth, kHeight, kDepth);
ASSERT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "glCopyImageSubData raised an error";
ExpectCopied(destination, 0, kWidth, kHeight, kSlices, kSrcZ, kDstZ, kDepth, "2d_array->3d");
}
// 3d -> 2d_array, the mirror image: the depth now has to reach the DESTINATION's layerCount
// while the source states it as extent.depth from a z offset.
TEST_F(CopyImageLayeredScenario, VolumeToArrayCopiesEverySlice) {
if (!Ready() || IsSkipped()) return;
const GLuint source = MakeTexture(GL_TEXTURE_3D, 1, SourceColor);
const GLuint destination = MakeTexture(GL_TEXTURE_2D_ARRAY, 1, DestinationFill);
ASSERT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "texture setup failed";
constexpr int kSrcZ = 1;
constexpr int kDstZ = 2;
constexpr int kDepth = 4;
glCopyImageSubData(source, GL_TEXTURE_3D, 0, 0, 0, kSrcZ, destination, GL_TEXTURE_2D_ARRAY, 0, 0, 0, kDstZ,
kWidth, kHeight, kDepth);
ASSERT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR)) << "glCopyImageSubData raised an error";
ExpectCopied(destination, 0, kWidth, kHeight, kSlices, kSrcZ, kDstZ, kDepth, "3d->2d_array");
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,209 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/CopyImageLevelRangeScenario.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
//
// KHR-GL43.copy_image.non_existent_mipmap, and what it cost.
//
// The CTS case is a pure negative test: two 16x16 textures that have level 0 and
// nothing else, and a glCopyImageSubData naming level 1. The answer is
// GL_INVALID_VALUE (GL 4.6 core 18.3.2 / ARB_copy_image: "srcLevel/dstLevel is not
// a valid level"). MobileGL's frontend only checked the level against
// GL_MAX_TEXTURE_SIZE, so level 1 sailed through into the backends, DirectVulkan
// resolved it into a VkImageCopy subresource on a VkImage that was created with
// exactly one mip level, and the Adreno driver dereferenced the level it was
// promised - SIGSEGV inside vkCmdCopyImage, taking the whole glcts process down
// mid-run. A negative case must never do that.
//
// So the level-1-on-a-one-level-texture rejection is the regression proper, and the
// rest of this file is what keeps the fix honest. A validator that answered
// GL_INVALID_VALUE to every level would satisfy the regression tests alone, so the
// scenarios below pin the BOUNDARY rather than the symptom:
//
// * a texture that really does have two levels must accept a copy at level 1,
// * the same texture must still reject level 2,
// * and a plain level-0 copy must move pixels, which is checked by reading the
// destination back rather than by trusting glGetError.
//
// Both backends are covered because the fix is in the shared frontend: DirectGLES
// forwards to the ES glCopyImageSubData (whose own error lands in the ES context,
// not in MobileGL's, so it never reached the application either) and DirectVulkan
// records the copy itself.
#include <array>
#include <cstring>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
constexpr GLsizei kSize = 16;
struct Rgba8 {
GLubyte r, g, b, a;
bool operator==(const Rgba8& other) const {
return r == other.r && g == other.g && b == other.b && a == other.a;
}
};
std::vector<Rgba8> SolidImage(GLsizei width, GLsizei height, Rgba8 color) {
return std::vector<Rgba8>(static_cast<std::size_t>(width) * static_cast<std::size_t>(height), color);
}
class CopyImageLevelRangeScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
DrainErrors();
}
void TearDown() override {
if (!Ready()) return;
DeleteTextures();
if (m_fbo != 0) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &m_fbo);
m_fbo = 0;
}
DrainErrors();
ScenarioTest::TearDown();
}
static void DrainErrors() {
for (int i = 0; i < 16 && glGetError() != GL_NO_ERROR; ++i) {
}
}
void DeleteTextures() {
if (m_src != 0) glDeleteTextures(1, &m_src);
if (m_dst != 0) glDeleteTextures(1, &m_dst);
m_src = 0;
m_dst = 0;
}
// One 16x16 RGBA8 texture with `levelCount` levels defined through
// glTexImage2D - the same way the CTS case builds its textures, and
// deliberately NOT glTexStorage2D: an immutable allocation would define the
// whole chain up front and could not express "level 1 does not exist".
GLuint MakeTexture(int levelCount, Rgba8 baseColor) {
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
for (int level = 0; level < levelCount; ++level) {
const GLsizei extent = kSize >> level;
const std::vector<Rgba8> pixels = SolidImage(extent, extent, baseColor);
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, extent, extent, 0, GL_RGBA, GL_UNSIGNED_BYTE,
pixels.data());
}
// What Utils::makeTextureComplete does in the CTS case: the texture is
// complete for the levels it actually has, not for a chain it does not.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, levelCount - 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
return texture;
}
void MakePair(int levelCount) {
DeleteTextures();
m_src = MakeTexture(levelCount, Rgba8{11, 22, 33, 255});
m_dst = MakeTexture(levelCount, Rgba8{200, 100, 50, 255});
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "texture setup with " << levelCount << " level(s)";
}
// The call under test, at whatever levels the caller wants, over a 1x1
// region so the region check can never be what rejects it.
GLenum CopyAt(GLint srcLevel, GLint dstLevel, GLsizei extent = 1) {
DrainErrors();
glCopyImageSubData(m_src, GL_TEXTURE_2D, srcLevel, 0, 0, 0, m_dst, GL_TEXTURE_2D, dstLevel, 0, 0, 0,
extent, extent, 1);
const GLenum error = glGetError();
// A second pending error would mean the entry point queued more than one,
// and the extra would be handed out at an unrelated call site later.
EXPECT_EQ(glGetError(), GL_NO_ERROR) << "the copy recorded more than one error";
return error;
}
Rgba8 ReadBackDestinationLevel0() {
if (m_fbo == 0) glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_dst, 0);
const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
ADD_FAILURE() << "readback framebuffer incomplete: " << status;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return Rgba8{0, 0, 0, 0};
}
Rgba8 texel{0, 0, 0, 0};
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &texel);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return texel;
}
GLuint m_src = 0;
GLuint m_dst = 0;
GLuint m_fbo = 0;
};
// The regression. Level 1 of a texture that has only level 0 is not a level, and
// saying so is the whole job: before the fix this reached DirectVulkan, which
// handed mipLevel=1 to vkCmdCopyImage on a one-level VkImage and died inside the
// Adreno driver.
TEST_F(CopyImageLevelRangeScenario, LevelOneOfASingleLevelTextureIsRejected) {
if (!Ready()) GTEST_SKIP();
MakePair(1);
EXPECT_EQ(CopyAt(1, 0), static_cast<GLenum>(GL_INVALID_VALUE)) << "source level 1";
EXPECT_EQ(CopyAt(0, 1), static_cast<GLenum>(GL_INVALID_VALUE)) << "destination level 1";
EXPECT_EQ(CopyAt(1, 1), static_cast<GLenum>(GL_INVALID_VALUE)) << "both levels 1";
}
// The negative control that makes the test above falsifiable: the same level
// index, on textures that genuinely have it, must be accepted. A validator that
// rejected every non-zero level would pass the regression test and fail here.
TEST_F(CopyImageLevelRangeScenario, LevelOneOfATwoLevelTextureIsAccepted) {
if (!Ready()) GTEST_SKIP();
MakePair(2);
EXPECT_EQ(CopyAt(1, 1), static_cast<GLenum>(GL_NO_ERROR));
}
// And the boundary from the other side: two levels means 0 and 1, not 2.
TEST_F(CopyImageLevelRangeScenario, LevelTwoOfATwoLevelTextureIsRejected) {
if (!Ready()) GTEST_SKIP();
MakePair(2);
EXPECT_EQ(CopyAt(2, 0), static_cast<GLenum>(GL_INVALID_VALUE)) << "source level 2";
EXPECT_EQ(CopyAt(0, 2), static_cast<GLenum>(GL_INVALID_VALUE)) << "destination level 2";
}
// Errors alone cannot tell an accepted copy from a silently dropped one, so the
// ordinary case is checked by reading the destination back: the copy has to move
// the source's texel, not merely decline to complain.
TEST_F(CopyImageLevelRangeScenario, AValidLevelZeroCopyStillMovesPixels) {
if (!Ready()) GTEST_SKIP();
MakePair(1);
ASSERT_EQ(ReadBackDestinationLevel0(), (Rgba8{200, 100, 50, 255})) << "destination before the copy";
EXPECT_EQ(CopyAt(0, 0, kSize), static_cast<GLenum>(GL_NO_ERROR));
EXPECT_EQ(ReadBackDestinationLevel0(), (Rgba8{11, 22, 33, 255})) << "destination after the copy";
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,370 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/DepthStencilReadbackAttachmentShapeScenario.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 - DEPTH/STENCIL READBACK WHEN THE ATTACHMENT IS NOT A PLAIN GL_TEXTURE_2D,
// AND THE DEFAULT FRAMEBUFFER'S ADVERTISED DEPTH/STENCIL FORMAT.
//
// Three shipped defects, all of them invisible to a test that only ever attaches a 2D texture
// or only ever asks the default framebuffer for a colour value.
//
// (1) The ES depth/stencil readback emulation identifies the source format by binding the
// attachment's texture NAME to GL_TEXTURE_2D and asking that target for its internal
// format. A name whose target is GL_TEXTURE_2D_ARRAY (attached by
// glFramebufferTextureLayer) makes the bind answer GL_INVALID_OPERATION and change
// nothing - so the query then truthfully describes whatever texture was already on
// GL_TEXTURE_2D, which on that path is the emulation's own staging scratch. A wrong
// answer that looks like a right one: the staging blit is issued between mismatched
// depth formats, ES rejects it, and the read reports nothing at all.
//
// (2) Adreno answers GL_NONE for GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE on an attachment made
// by glFramebufferTexture (a cube map, attached layered) while still reporting its depth
// and stencil bits correctly. The emulation took OBJECT_TYPE as the sole witness for "is
// there an aspect here at all" and declined the whole read.
//
// (3) DirectGLES never told the frontend what its default framebuffer's depth/stencil format
// actually is, so the placeholder from MG_Impl/Init.cpp - GL_DEPTH32F_STENCIL8 - was what
// every attachment query answered, whatever the surface really had. That is not cosmetic:
// GL blits depth/stencil only between IDENTICAL formats, so an application that reads
// GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, allocates the buffer it was just told about and
// blits gets GL_INVALID_OPERATION - and a rejected glBlitFramebuffer transfers NOTHING,
// colour bits included. DirectVulkan has published its real format since the swapchain
// work; this is the half that was missing.
//
// Every case poisons its destination with a value the correct answer cannot be, so "the
// backend wrote nothing" fails loudly instead of passing on stale memory. The plain
// GL_TEXTURE_2D case at the end is the built-in control: it shares every line of the readback
// path with the array and cube cases, so its passing is what says a failure above is about the
// attachment's SHAPE and not about depth readback in general.
//
// The scenario name starts with DepthStencilReadback on purpose - that is the filter the
// forced-emulation ctest registration uses (MG_IntegrationTest/CMakeLists.txt), and without
// that registration these cases are unfalsifiable on llvmpipe, which accepts the native ES
// depth reads that the Adreno device does not have.
#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 {
constexpr float kDepthPoison = 0.2f;
constexpr int kStencilPoison = 50;
constexpr float kDepthValue = 0.75f;
constexpr int kStencilValue = 7;
constexpr int kSize = 16;
class DepthStencilReadbackAttachmentShapeScenario : public ScenarioTest {
protected:
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;
}
// Clears the currently bound framebuffer's depth and stencil to the shared
// reference values, with both write masks explicitly open (glClear honours them,
// and a leftover mask from another scenario in this shared context would look
// exactly like the bug under test).
void ClearDepthStencil() const {
glDepthMask(GL_TRUE);
glStencilMask(0xFFu);
glDisable(GL_SCISSOR_TEST);
glClearDepth(kDepthValue);
glClearStencil(kStencilValue);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
};
// Fails the calling test if the framebuffer bound at both targets is not complete;
// an incomplete framebuffer would make every read below return the poison for a
// reason that has nothing to do with what is being tested.
::testing::AssertionResult FramebufferIsComplete() {
const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status == GL_FRAMEBUFFER_COMPLETE) return ::testing::AssertionSuccess();
return ::testing::AssertionFailure() << "framebuffer status 0x" << std::hex << status;
}
} // namespace
// (1) A depth slice of a 2D ARRAY texture, attached with glFramebufferTextureLayer.
// Pre-fix this read back the poison: the format probe answered with the staging scratch's
// GL_DEPTH24_STENCIL8 instead of the array's GL_DEPTH_COMPONENT24, and the mismatched
// staging blit was rejected.
TEST_F(DepthStencilReadbackAttachmentShapeScenario, DepthOfAnArrayLayerAttachmentReadsBack) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
GLuint fbo = 0;
GLuint depthArray = 0;
glGenFramebuffers(1, &fbo);
glGenTextures(1, &depthArray);
glBindTexture(GL_TEXTURE_2D_ARRAY, depthArray);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH_COMPONENT24, kSize, kSize, 4);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Layer 2, not layer 0: a backend that silently reads the wrong slice would still
// agree with a single-layer texture.
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthArray, 0, 2);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
EXPECT_EQ(FirstGLError(), 0u);
ASSERT_TRUE(FramebufferIsComplete());
glViewport(0, 0, kSize, kSize);
ClearDepthStencil();
const float depth = ReadDepthAt(kSize / 2, kSize / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(depth, kDepthValue, 1.0f / 4096.0f)
<< "glReadPixels(GL_DEPTH_COMPONENT) of a GL_TEXTURE_2D_ARRAY layer attachment returned " << depth
<< (std::fabs(depth - kDepthPoison) < 1e-6f ? " - the destination was never written at all" : "");
BindDefaultFramebuffer();
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &depthArray);
gl.EndFrame();
}
// (2) A depth cube map, attached whole with glFramebufferTexture - a LAYERED attachment.
// Pre-fix the emulation declined outright, because the driver reports GL_NONE for that
// attachment's OBJECT_TYPE.
TEST_F(DepthStencilReadbackAttachmentShapeScenario, DepthOfALayeredCubeAttachmentReadsBack) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
GLuint fbo = 0;
GLuint depthCube = 0;
glGenFramebuffers(1, &fbo);
glGenTextures(1, &depthCube);
glBindTexture(GL_TEXTURE_CUBE_MAP, depthCube);
glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT24, kSize, kSize);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthCube, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
EXPECT_EQ(FirstGLError(), 0u);
ASSERT_TRUE(FramebufferIsComplete());
glViewport(0, 0, kSize, kSize);
ClearDepthStencil();
const float depth = ReadDepthAt(kSize / 2, kSize / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(depth, kDepthValue, 1.0f / 4096.0f)
<< "glReadPixels(GL_DEPTH_COMPONENT) of a layered GL_TEXTURE_CUBE_MAP attachment returned " << depth
<< (std::fabs(depth - kDepthPoison) < 1e-6f ? " - the destination was never written at all" : "");
BindDefaultFramebuffer();
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &depthCube);
gl.EndFrame();
}
// Both aspects of a packed array attachment. The stencil half goes through a different
// sampling mode than the depth half, and only the depth half was covered above.
TEST_F(DepthStencilReadbackAttachmentShapeScenario, PackedArrayLayerAttachmentReadsBackBothAspects) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
GLuint fbo = 0;
GLuint packedArray = 0;
glGenFramebuffers(1, &fbo);
glGenTextures(1, &packedArray);
glBindTexture(GL_TEXTURE_2D_ARRAY, packedArray);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH24_STENCIL8, kSize, kSize, 3);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, packedArray, 0, 1);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
EXPECT_EQ(FirstGLError(), 0u);
ASSERT_TRUE(FramebufferIsComplete());
glViewport(0, 0, kSize, kSize);
ClearDepthStencil();
const float depth = ReadDepthAt(kSize / 2, kSize / 2);
const int stencil = ReadStencilAt(kSize / 2, kSize / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(depth, kDepthValue, 1.0f / 4096.0f)
<< "depth of a packed GL_TEXTURE_2D_ARRAY layer attachment returned " << depth;
EXPECT_EQ(stencil, kStencilValue)
<< "stencil of a packed GL_TEXTURE_2D_ARRAY layer attachment returned " << stencil
<< (stencil == kStencilPoison ? " - the destination was never written at all" : "");
BindDefaultFramebuffer();
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &packedArray);
gl.EndFrame();
}
// The control: the plain GL_TEXTURE_2D shape, which always worked. If this one ever fails
// alongside the three above, the fault is in depth readback generally rather than in how
// the attachment's format and presence are discovered.
TEST_F(DepthStencilReadbackAttachmentShapeScenario, DepthOfAPlainTexture2DAttachmentReadsBack) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
GLuint fbo = 0;
GLuint depthTex = 0;
glGenFramebuffers(1, &fbo);
glGenTextures(1, &depthTex);
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT24, kSize, kSize);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
EXPECT_EQ(FirstGLError(), 0u);
ASSERT_TRUE(FramebufferIsComplete());
glViewport(0, 0, kSize, kSize);
ClearDepthStencil();
const float depth = ReadDepthAt(kSize / 2, kSize / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(depth, kDepthValue, 1.0f / 4096.0f)
<< "the control case failed: even a plain GL_TEXTURE_2D depth attachment read back " << depth;
BindDefaultFramebuffer();
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &depthTex);
gl.EndFrame();
}
// (3) The default framebuffer must describe its depth/stencil truthfully enough that a
// buffer allocated from that description is blit-compatible with it. This is the exact
// sequence KHR-GLxx.framebuffer_blit performs, and the exact reason 22 of its cases died
// on DirectGLES: the frontend answered 32-bit float depth for a 24-bit fixed-point
// surface, so the renderbuffer the caller allocated could never be blitted to.
TEST_F(DepthStencilReadbackAttachmentShapeScenario, DefaultFramebufferDepthStencilFormatIsBlitCompatible) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
BindDefaultFramebuffer();
GLint depthBits = 0;
GLint stencilBits = 0;
GLint componentType = GL_UNSIGNED_NORMALIZED;
glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_DEPTH,
GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, &depthBits);
glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_STENCIL,
GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE, &stencilBits);
glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_DEPTH,
GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE, &componentType);
EXPECT_EQ(FirstGLError(), 0u);
if (depthBits <= 0 || stencilBits <= 0) {
GTEST_SKIP() << "this surface has no packed depth/stencil (depth=" << depthBits
<< " stencil=" << stencilBits << "); the blit-compatibility contract needs both";
}
// The one sized format the reported description names. Getting here with the wrong
// answer is the bug: the two candidates are not interchangeable for a blit.
const GLenum reported = (componentType == GL_FLOAT || depthBits > 24) ? GL_DEPTH32F_STENCIL8
: GL_DEPTH24_STENCIL8;
GLuint fbo = 0;
GLuint colorRbo = 0;
GLuint depthRbo = 0;
glGenFramebuffers(1, &fbo);
glGenRenderbuffers(1, &colorRbo);
glGenRenderbuffers(1, &depthRbo);
glBindRenderbuffer(GL_RENDERBUFFER, colorRbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, depthRbo);
glRenderbufferStorage(GL_RENDERBUFFER, reported, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRbo);
EXPECT_EQ(FirstGLError(), 0u);
ASSERT_TRUE(FramebufferIsComplete());
// Put a known depth in the default framebuffer, then blit colour+depth+stencil out of
// it into the buffer that its own description asked for.
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ClearDepthStencil();
EXPECT_EQ(FirstGLError(), 0u);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
EXPECT_EQ(FirstGLError(), 0u)
<< "blitting depth/stencil out of the default framebuffer into a buffer allocated from the format "
"the default framebuffer itself reported was rejected - the report and the storage disagree";
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
unsigned char color[4] = {0, 0, 0, 0};
glReadPixels(width / 2, height / 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, color);
const float depth = ReadDepthAt(width / 2, height / 2);
const int stencil = ReadStencilAt(width / 2, height / 2);
EXPECT_EQ(FirstGLError(), 0u);
// The colour bit is the precondition, not the claim: it says this stack can blit out of
// its default framebuffer at all, which has nothing to do with depth/stencil formats.
// DirectVulkan on a surfaceless pbuffer cannot - the whole call, colour included, is a
// no-op there, while the same blit works on a real surface (KHR-GLxx.framebuffer_blit
// exercises exactly it and Magma passes 33/33 on device). Skipping keeps the
// depth/stencil claim below falsifiable instead of drowning it in an unrelated
// harness limitation.
if (int(color[1]) <= 192) {
// GTEST_SKIP() expands to a return, so the teardown below it would never run and this
// scenario would hand the next one a foreign framebuffer plus three leaked objects -
// and this is the path DirectVulkan takes on every headless run, not a rare one.
BindDefaultFramebuffer();
glDeleteFramebuffers(1, &fbo);
glDeleteRenderbuffers(1, &colorRbo);
glDeleteRenderbuffers(1, &depthRbo);
gl.EndFrame();
GTEST_SKIP() << "backend " << gl.BackendName() << " on this surface transferred no colour either (green="
<< int(color[1])
<< "): it cannot blit out of the default framebuffer here, so the depth/stencil half proves "
"nothing. The GL-error assertion above still ran, and it is the format contract";
}
EXPECT_NEAR(depth, kDepthValue, 1.0f / 4096.0f)
<< "depth blitted out of the default framebuffer read back " << depth
<< (std::fabs(depth - kDepthPoison) < 1e-6f ? " - the blit transferred nothing" : "");
EXPECT_EQ(stencil, kStencilValue) << "stencil blitted out of the default framebuffer read back " << stencil;
BindDefaultFramebuffer();
glDeleteFramebuffers(1, &fbo);
glDeleteRenderbuffers(1, &colorRbo);
glDeleteRenderbuffers(1, &depthRbo);
gl.EndFrame();
}
} // namespace MGITest
@@ -0,0 +1,784 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/DepthStencilReadbackMatrixScenario.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 - THE DEPTH/STENCIL READBACK MATRIX: every verb, every source kind.
//
// DepthStencilReadbackScenario pins the default framebuffer. This file pins the rest of
// the surface a depth/stencil read has to cover, because the three verbs and the four
// source kinds do NOT share a code path by accident - they share one on purpose, and a
// change that quietly serves only one of them is exactly what these assertions catch:
//
// verbs glReadPixels(GL_DEPTH_COMPONENT | GL_STENCIL_INDEX | GL_DEPTH_STENCIL),
// glGetTexImage(GL_DEPTH_STENCIL), glCopyTexImage2D followed by a read
// source kinds depth(-stencil) TEXTURE, RENDERBUFFER (not samplable at all),
// MULTISAMPLE renderbuffer (needs a resolve first), default framebuffer
// formats DEPTH24_STENCIL8, DEPTH32F_STENCIL8, DEPTH_COMPONENT16/24/32F,
// STENCIL_INDEX8
// client types GL_FLOAT / GL_UNSIGNED_INT / GL_UNSIGNED_SHORT depth, GL_INT /
// GL_UNSIGNED_BYTE stencil, both packed GL_DEPTH_STENCIL layouts
//
// On DirectGLES none of this exists natively - ES has no depth or stencil readback in
// core - so every assertion here is really an assertion about the shader-sampling
// emulation. The catch is that some ES drivers accept the reads anyway (Mesa does,
// Adreno does not), which would make the emulation dead code on the very stack the
// headless suite runs on. That is what the second ctest registration is for: the same
// scenarios run again with MOBILEGL_ESPRYT_FORCE_DS_READBACK_EMULATION=1, which takes the
// native spellings off the table and leaves only the path the device actually uses.
//
// Every destination is poisoned with a value the correct answer cannot be, so "the
// backend wrote nothing" fails loudly instead of passing on a coincidence - a test that
// only checked "no GL error" would pass against a readback that never touched the buffer,
// which is precisely how this whole cluster hid for so long.
#include <cmath>
#include <cstring>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
constexpr float kDepthPoison = 0.2f;
constexpr int kStencilPoison = 50;
constexpr int kWidth = 64;
constexpr int kHeight = 48;
// A depth-stencil pair no clear in these tests produces, packed both ways.
constexpr unsigned int kPacked24_8Poison = 0xAAAAAA33u;
struct D32fS8 {
float depth;
unsigned int stencil;
};
// Everything a source needs to be read: the framebuffer to bind, plus the objects
// to delete afterwards.
struct DepthSource {
GLuint fbo = 0;
GLuint colorTexture = 0;
GLuint depthTexture = 0;
GLuint depthRenderbuffer = 0;
GLuint colorRenderbuffer = 0;
};
void DestroySource(DepthSource& source) {
if (source.fbo != 0) glDeleteFramebuffers(1, &source.fbo);
if (source.colorTexture != 0) glDeleteTextures(1, &source.colorTexture);
if (source.depthTexture != 0) glDeleteTextures(1, &source.depthTexture);
if (source.depthRenderbuffer != 0) glDeleteRenderbuffers(1, &source.depthRenderbuffer);
if (source.colorRenderbuffer != 0) glDeleteRenderbuffers(1, &source.colorRenderbuffer);
source = DepthSource{};
}
GLenum AttachmentPointFor(GLenum internalFormat) {
switch (internalFormat) {
case GL_DEPTH24_STENCIL8:
case GL_DEPTH32F_STENCIL8: return GL_DEPTH_STENCIL_ATTACHMENT;
case GL_STENCIL_INDEX8: return GL_STENCIL_ATTACHMENT;
default: return GL_DEPTH_ATTACHMENT;
}
}
bool FormatHasDepth(GLenum internalFormat) { return internalFormat != GL_STENCIL_INDEX8; }
bool FormatHasStencil(GLenum internalFormat) {
return internalFormat == GL_DEPTH24_STENCIL8 || internalFormat == GL_DEPTH32F_STENCIL8 ||
internalFormat == GL_STENCIL_INDEX8;
}
// A framebuffer whose depth/stencil lives in a TEXTURE. The colour attachment is
// there so a stencil-only or depth-only framebuffer still has something to size it.
DepthSource MakeTextureSource(GLenum internalFormat) {
DepthSource source;
glGenFramebuffers(1, &source.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, source.fbo);
glGenTextures(1, &source.colorTexture);
glBindTexture(GL_TEXTURE_2D, source.colorTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kWidth, kHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, source.colorTexture, 0);
glGenTextures(1, &source.depthTexture);
glBindTexture(GL_TEXTURE_2D, source.depthTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, kWidth, kHeight);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, AttachmentPointFor(internalFormat), GL_TEXTURE_2D,
source.depthTexture, 0);
return source;
}
// The same, with the depth/stencil in a RENDERBUFFER - which cannot be sampled at
// all, so the readback has no choice but to copy it somewhere samplable first.
// `samples` > 0 makes it multisample, which additionally needs a resolve.
DepthSource MakeRenderbufferSource(GLenum internalFormat, int samples) {
DepthSource source;
glGenFramebuffers(1, &source.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, source.fbo);
glGenRenderbuffers(1, &source.colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, source.colorRenderbuffer);
if (samples > 0) {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_RGBA8, kWidth, kHeight);
} else {
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kWidth, kHeight);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, source.colorRenderbuffer);
glGenRenderbuffers(1, &source.depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, source.depthRenderbuffer);
if (samples > 0) {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, internalFormat, kWidth, kHeight);
} else {
glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, kWidth, kHeight);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, AttachmentPointFor(internalFormat), GL_RENDERBUFFER,
source.depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
return source;
}
// Clears the bound framebuffer's depth and stencil to known values, with the masks
// and the scissor explicitly out of the way (a leaked scissor from an earlier
// scenario would clip the clear and every assertion after it).
void ClearDepthStencil(GLenum internalFormat, float depth, int stencil) {
glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, kWidth, kHeight);
GLbitfield mask = 0;
if (FormatHasDepth(internalFormat)) {
glDepthMask(GL_TRUE);
glClearDepth(depth);
mask |= GL_DEPTH_BUFFER_BIT;
}
if (FormatHasStencil(internalFormat)) {
glStencilMask(0xFFu);
glClearStencil(stencil);
mask |= GL_STENCIL_BUFFER_BIT;
}
glClear(mask);
}
class DepthStencilReadbackMatrixScenario : public ScenarioTest {
protected:
// Not every ES driver can render to every depth format (DEPTH_COMPONENT32F and
// the multisample counts in particular), and an incomplete framebuffer would
// turn a legitimate "this machine cannot host the source" into a spurious
// failure about the readback.
static bool SourceIsUsable() {
return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GLenum(GL_FRAMEBUFFER_COMPLETE);
}
static std::vector<float> ReadDepthFloat(int x, int y, int width, int height) {
std::vector<float> depth(static_cast<size_t>(width) * height, kDepthPoison);
glReadPixels(x, y, width, height, GL_DEPTH_COMPONENT, GL_FLOAT, depth.data());
return depth;
}
static std::vector<int> ReadStencilInt(int x, int y, int width, int height) {
std::vector<int> stencil(static_cast<size_t>(width) * height, kStencilPoison);
glReadPixels(x, y, width, height, GL_STENCIL_INDEX, GL_INT, stencil.data());
return stencil;
}
// "every value in the region is `expected`" rather than "the middle pixel is":
// a staging blit that lands the wrong rectangle, or a conversion pass with a
// half-texel offset, still gets the centre right.
static void ExpectAllDepth(const std::vector<float>& values, float expected, const char* what) {
size_t bad = 0;
float worst = expected;
for (float value : values) {
if (std::fabs(value - expected) > 1.0f / 4096.0f) {
if (bad == 0) worst = value;
++bad;
}
}
EXPECT_EQ(bad, 0u) << what << ": " << bad << " of " << values.size()
<< " depth values differ from " << expected << "; first bad value " << worst
<< (std::fabs(worst - kDepthPoison) < 1e-6f
? " - which is the poison value, so nothing was written at all"
: "");
}
static void ExpectAllStencil(const std::vector<int>& values, int expected, const char* what) {
size_t bad = 0;
int worst = expected;
for (int value : values) {
if (value != expected) {
if (bad == 0) worst = value;
++bad;
}
}
EXPECT_EQ(bad, 0u) << what << ": " << bad << " of " << values.size()
<< " stencil values differ from " << expected << "; first bad value " << worst
<< (worst == kStencilPoison
? " - which is the poison value, so nothing was written at all"
: "");
}
};
// ---- glReadPixels across the source kinds -----------------------------------
struct SourceCase {
const char* name;
GLenum internalFormat;
int samples;
bool renderbuffer;
};
const SourceCase kSourceCases[] = {
{"texture depth24_stencil8", GL_DEPTH24_STENCIL8, 0, false},
{"texture depth32f_stencil8", GL_DEPTH32F_STENCIL8, 0, false},
{"texture depth_component16", GL_DEPTH_COMPONENT16, 0, false},
{"texture depth_component24", GL_DEPTH_COMPONENT24, 0, false},
{"texture depth_component32f", GL_DEPTH_COMPONENT32F, 0, false},
{"renderbuffer depth24_stencil8", GL_DEPTH24_STENCIL8, 0, true},
{"renderbuffer depth_component24", GL_DEPTH_COMPONENT24, 0, true},
{"renderbuffer stencil_index8", GL_STENCIL_INDEX8, 0, true},
};
} // namespace
TEST_F(DepthStencilReadbackMatrixScenario, EverySourceKindReadsItsClearBack) {
if (!Ready()) return;
int exercised = 0;
for (const SourceCase& testCase : kSourceCases) {
SCOPED_TRACE(testCase.name);
DepthSource source = testCase.renderbuffer
? MakeRenderbufferSource(testCase.internalFormat, testCase.samples)
: MakeTextureSource(testCase.internalFormat);
if (!SourceIsUsable()) {
DestroySource(source);
continue;
}
FirstGLError(); // the storage calls above may have probed an unsupported combination
ClearDepthStencil(testCase.internalFormat, 0.625f, 9);
EXPECT_EQ(FirstGLError(), 0u) << "clearing the source";
if (FormatHasDepth(testCase.internalFormat)) {
const std::vector<float> depth = ReadDepthFloat(0, 0, kWidth, kHeight);
EXPECT_EQ(FirstGLError(), 0u) << "glReadPixels(GL_DEPTH_COMPONENT, GL_FLOAT)";
ExpectAllDepth(depth, 0.625f, testCase.name);
}
if (FormatHasStencil(testCase.internalFormat)) {
const std::vector<int> stencil = ReadStencilInt(0, 0, kWidth, kHeight);
EXPECT_EQ(FirstGLError(), 0u) << "glReadPixels(GL_STENCIL_INDEX, GL_INT)";
ExpectAllStencil(stencil, 9, testCase.name);
}
++exercised;
DestroySource(source);
}
// A machine that hosted none of the sources would report a vacuous pass.
EXPECT_GE(exercised, 4) << "too few depth/stencil source kinds were usable to call this a matrix";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Gl().EndFrame();
}
// Depth and stencil in two SEPARATE objects, with two different formats, on the same
// framebuffer. Legal GL, and the shape KHR-GL3x.framebuffer_blit builds when its depth
// config and its stencil config are configured independently - so a readback that
// describes "the" depth/stencil source as one thing serves whichever aspect it happened
// to find first and silently abandons the other. Each aspect has to be staged from its
// own attachment, in its own format.
TEST_F(DepthStencilReadbackMatrixScenario, SeparateDepthAndStencilAttachmentsAreBothReadable) {
if (!Ready()) return;
DepthSource source;
glGenFramebuffers(1, &source.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, source.fbo);
glGenRenderbuffers(1, &source.colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, source.colorRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kWidth, kHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, source.colorRenderbuffer);
// Depth in a DEPTH_COMPONENT24 renderbuffer...
glGenRenderbuffers(1, &source.depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, source.depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, kWidth, kHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, source.depthRenderbuffer);
// ...and stencil in a STENCIL_INDEX8 one of its own.
GLuint stencilRenderbuffer = 0;
glGenRenderbuffers(1, &stencilRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, stencilRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, kWidth, kHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencilRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
if (!SourceIsUsable()) {
// Separate depth and stencil images are legal GL but many stacks answer
// GL_FRAMEBUFFER_UNSUPPORTED for them; say which, so a skip here is a fact about
// the driver rather than an unexplained hole in the matrix.
const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glDeleteRenderbuffers(1, &stencilRenderbuffer);
DestroySource(source);
GTEST_SKIP() << "this driver cannot host separate DEPTH_COMPONENT24 and STENCIL_INDEX8 attachments: "
<< "glCheckFramebufferStatus = 0x" << std::hex << status;
}
FirstGLError();
glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, kWidth, kHeight);
glDepthMask(GL_TRUE);
glStencilMask(0xFFu);
glClearDepth(0.3125);
glClearStencil(17);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
ASSERT_EQ(FirstGLError(), 0u);
const std::vector<float> depth = ReadDepthFloat(0, 0, kWidth, kHeight);
EXPECT_EQ(FirstGLError(), 0u) << "reading depth from a separately-attached DEPTH_COMPONENT24";
ExpectAllDepth(depth, 0.3125f, "separate depth attachment");
const std::vector<int> stencil = ReadStencilInt(0, 0, kWidth, kHeight);
EXPECT_EQ(FirstGLError(), 0u) << "reading stencil from a separately-attached STENCIL_INDEX8";
ExpectAllStencil(stencil, 17, "separate stencil attachment");
glDeleteRenderbuffers(1, &stencilRenderbuffer);
DestroySource(source);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Gl().EndFrame();
}
// A multisample source is never read directly - glReadPixels on a multisampled
// framebuffer is INVALID_OPERATION in GL as much as in ES, and the state layer says so.
// The way multisample depth reaches a reader is a resolve blit into a single-sampled
// framebuffer, which is then read; that pair is
// KHR-GL3x.framebuffer_blit.multisampled_to_singlesampled_blit_depth_config_test, and
// the assertion here is that the resolved depth arrives intact rather than as the
// destination's own clear value.
TEST_F(DepthStencilReadbackMatrixScenario, AResolvedMultisampleDepthReadsBackFromTheDestination) {
if (!Ready()) return;
DepthSource multisampled = MakeRenderbufferSource(GL_DEPTH24_STENCIL8, 4);
if (!SourceIsUsable()) {
DestroySource(multisampled);
GTEST_SKIP() << "this driver cannot host a 4x multisample DEPTH24_STENCIL8 renderbuffer";
}
FirstGLError();
ClearDepthStencil(GL_DEPTH24_STENCIL8, 0.875f, 0);
ASSERT_EQ(FirstGLError(), 0u);
// The destination starts at a depth the resolve must overwrite everywhere.
DepthSource resolved = MakeTextureSource(GL_DEPTH24_STENCIL8);
ASSERT_TRUE(SourceIsUsable());
ClearDepthStencil(GL_DEPTH24_STENCIL8, 0.125f, 0);
ASSERT_EQ(FirstGLError(), 0u);
glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampled.fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolved.fbo);
glDisable(GL_SCISSOR_TEST);
glBlitFramebuffer(0, 0, kWidth, kHeight, 0, 0, kWidth, kHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
EXPECT_EQ(FirstGLError(), 0u) << "resolving a multisample depth buffer into a single-sampled one";
glBindFramebuffer(GL_FRAMEBUFFER, resolved.fbo);
const std::vector<float> depth = ReadDepthFloat(0, 0, kWidth, kHeight);
EXPECT_EQ(FirstGLError(), 0u);
ExpectAllDepth(depth, 0.875f, "resolved multisample depth");
DestroySource(resolved);
DestroySource(multisampled);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Gl().EndFrame();
}
// A read whose rectangle is NOT the whole attachment. The staging copy has to carry
// the requested rect (not the origin) and hand back its rows bottom-up, which a
// full-extent uniform read is a fixed point of and therefore cannot see.
TEST_F(DepthStencilReadbackMatrixScenario, ASubRectangleReadsTheRightBandInTheRightOrder) {
if (!Ready()) return;
DepthSource source = MakeTextureSource(GL_DEPTH24_STENCIL8);
ASSERT_TRUE(SourceIsUsable());
// Bottom half 0.25, top half 0.75, and the stencil banded the other way round so a
// mix-up between the two aspects cannot pass either.
glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, kWidth, kHeight);
glDepthMask(GL_TRUE);
glStencilMask(0xFFu);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, kWidth, kHeight / 2);
glClearDepth(0.25);
glClearStencil(11);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glScissor(0, kHeight / 2, kWidth, kHeight - kHeight / 2);
glClearDepth(0.75);
glClearStencil(22);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
ASSERT_EQ(FirstGLError(), 0u);
// A rect wholly inside the bottom band, offset from the origin in both axes.
const int rectWidth = 8;
const int rectHeight = 4;
const std::vector<float> bottom = ReadDepthFloat(16, 4, rectWidth, rectHeight);
EXPECT_EQ(FirstGLError(), 0u);
ExpectAllDepth(bottom, 0.25f, "sub-rect inside the bottom depth band");
const std::vector<int> bottomStencil = ReadStencilInt(16, 4, rectWidth, rectHeight);
EXPECT_EQ(FirstGLError(), 0u);
ExpectAllStencil(bottomStencil, 11, "sub-rect inside the bottom stencil band");
// And one wholly inside the top band. Reading the mirrored row would answer 0.25.
const std::vector<float> top = ReadDepthFloat(16, kHeight - 4 - rectHeight, rectWidth, rectHeight);
EXPECT_EQ(FirstGLError(), 0u);
ExpectAllDepth(top, 0.75f, "sub-rect inside the top depth band");
// A rect that STRADDLES the boundary pins the row order itself: its first rows must
// be the bottom band and its last rows the top one.
const int straddleHeight = 8;
const std::vector<float> straddle =
ReadDepthFloat(16, kHeight / 2 - straddleHeight / 2, rectWidth, straddleHeight);
EXPECT_EQ(FirstGLError(), 0u);
ASSERT_EQ(straddle.size(), static_cast<size_t>(rectWidth) * straddleHeight);
EXPECT_NEAR(straddle[0], 0.25f, 1.0f / 4096.0f)
<< "the first row of the returned rect must be its BOTTOM row (GL order), which is in the 0.25 band";
EXPECT_NEAR(straddle[straddle.size() - 1], 0.75f, 1.0f / 4096.0f)
<< "the last row of the returned rect must be its TOP row, which is in the 0.75 band";
DestroySource(source);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Gl().EndFrame();
}
// The packed layouts the packed_depth_stencil family reads its gradients with.
TEST_F(DepthStencilReadbackMatrixScenario, PackedDepthStencilReadPixelsCarriesBothAspects) {
if (!Ready()) return;
struct PackedCase {
const char* name;
GLenum internalFormat;
GLenum type;
};
const PackedCase cases[] = {
{"depth24_stencil8 / GL_UNSIGNED_INT_24_8", GL_DEPTH24_STENCIL8, GL_UNSIGNED_INT_24_8},
{"depth32f_stencil8 / GL_FLOAT_32_UNSIGNED_INT_24_8_REV", GL_DEPTH32F_STENCIL8,
GL_FLOAT_32_UNSIGNED_INT_24_8_REV},
};
int exercised = 0;
for (const PackedCase& testCase : cases) {
SCOPED_TRACE(testCase.name);
DepthSource source = MakeTextureSource(testCase.internalFormat);
if (!SourceIsUsable()) {
DestroySource(source);
continue;
}
FirstGLError();
ClearDepthStencil(testCase.internalFormat, 0.5f, 3);
ASSERT_EQ(FirstGLError(), 0u);
const size_t pixels = static_cast<size_t>(kWidth) * kHeight;
if (testCase.type == GL_UNSIGNED_INT_24_8) {
std::vector<unsigned int> packed(pixels, kPacked24_8Poison);
glReadPixels(0, 0, kWidth, kHeight, GL_DEPTH_STENCIL, testCase.type, packed.data());
EXPECT_EQ(FirstGLError(), 0u);
size_t bad = 0;
for (unsigned int value : packed) {
const float depth = static_cast<float>(value >> 8) / 16777215.0f;
const int stencil = static_cast<int>(value & 0xFFu);
if (std::fabs(depth - 0.5f) > 0.01f || stencil != 3) ++bad;
}
EXPECT_EQ(bad, 0u) << testCase.name << ": " << bad << " of " << pixels
<< " packed words carry the wrong depth or stencil (first word 0x" << std::hex
<< packed[0] << std::dec << ")";
} else {
std::vector<D32fS8> packed(pixels, D32fS8{kDepthPoison, static_cast<unsigned int>(kStencilPoison)});
glReadPixels(0, 0, kWidth, kHeight, GL_DEPTH_STENCIL, testCase.type, packed.data());
EXPECT_EQ(FirstGLError(), 0u);
size_t bad = 0;
for (const D32fS8& value : packed) {
if (std::fabs(value.depth - 0.5f) > 0.01f || (value.stencil & 0xFFu) != 3u) ++bad;
}
EXPECT_EQ(bad, 0u) << testCase.name << ": " << bad << " of " << pixels
<< " packed pairs carry the wrong depth or stencil (first pair depth "
<< packed[0].depth << " stencil " << (packed[0].stencil & 0xFFu) << ")";
}
++exercised;
DestroySource(source);
}
EXPECT_GE(exercised, 1) << "neither packed depth/stencil format was renderable";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Gl().EndFrame();
}
// glGetTexImage reads a TEXTURE, not the bound framebuffer - a different entry point
// that has to reach the same machinery. This is verify_get_tex_image's shape.
TEST_F(DepthStencilReadbackMatrixScenario, GetTexImageReadsAPackedDepthStencilTexture) {
if (!Ready()) return;
DepthSource source = MakeTextureSource(GL_DEPTH24_STENCIL8);
ASSERT_TRUE(SourceIsUsable());
FirstGLError();
ClearDepthStencil(GL_DEPTH24_STENCIL8, 0.375f, 5);
ASSERT_EQ(FirstGLError(), 0u);
// Read it back through the texture, with the framebuffer that owns it unbound so a
// path that secretly read the framebuffer instead would answer from somewhere else.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, source.depthTexture);
const size_t pixels = static_cast<size_t>(kWidth) * kHeight;
std::vector<unsigned int> packed(pixels, kPacked24_8Poison);
glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, packed.data());
EXPECT_EQ(FirstGLError(), 0u);
size_t bad = 0;
for (unsigned int value : packed) {
const float depth = static_cast<float>(value >> 8) / 16777215.0f;
if (std::fabs(depth - 0.375f) > 0.01f || (value & 0xFFu) != 5u) ++bad;
}
EXPECT_EQ(bad, 0u) << bad << " of " << pixels
<< " words from glGetTexImage(GL_DEPTH_STENCIL) are wrong (first word 0x" << std::hex
<< packed[0] << std::dec << ")";
glBindTexture(GL_TEXTURE_2D, 0);
DestroySource(source);
Gl().EndFrame();
}
// glCopyTexImage2D out of a depth attachment, then read the copy - verify_copy_tex_image.
TEST_F(DepthStencilReadbackMatrixScenario, CopyTexImageFromADepthAttachmentSurvivesAReadBack) {
if (!Ready()) return;
DepthSource source = MakeTextureSource(GL_DEPTH24_STENCIL8);
ASSERT_TRUE(SourceIsUsable());
FirstGLError();
ClearDepthStencil(GL_DEPTH24_STENCIL8, 0.75f, 6);
ASSERT_EQ(FirstGLError(), 0u);
GLuint copy = 0;
glGenTextures(1, &copy);
glBindTexture(GL_TEXTURE_2D, copy);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, kWidth, kHeight, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 0, 0, kWidth, kHeight, 0);
EXPECT_EQ(FirstGLError(), 0u) << "glCopyTexImage2D from a depth/stencil attachment";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
const size_t pixels = static_cast<size_t>(kWidth) * kHeight;
std::vector<unsigned int> packed(pixels, kPacked24_8Poison);
glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, packed.data());
EXPECT_EQ(FirstGLError(), 0u);
size_t bad = 0;
for (unsigned int value : packed) {
const float depth = static_cast<float>(value >> 8) / 16777215.0f;
if (std::fabs(depth - 0.75f) > 0.01f) ++bad;
}
EXPECT_EQ(bad, 0u) << bad << " of " << pixels << " copied depth values are wrong (first word 0x" << std::hex
<< packed[0] << std::dec << ")";
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &copy);
DestroySource(source);
Gl().EndFrame();
}
// The integer client widths, which are a separate conversion each.
TEST_F(DepthStencilReadbackMatrixScenario, DepthAndStencilConvertIntoEveryClientWidth) {
if (!Ready()) return;
DepthSource source = MakeTextureSource(GL_DEPTH24_STENCIL8);
ASSERT_TRUE(SourceIsUsable());
FirstGLError();
ClearDepthStencil(GL_DEPTH24_STENCIL8, 0.5f, 200);
ASSERT_EQ(FirstGLError(), 0u);
const size_t pixels = static_cast<size_t>(kWidth) * kHeight;
std::vector<unsigned int> depthUint(pixels, 0xDEADBEEFu);
glReadPixels(0, 0, kWidth, kHeight, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, depthUint.data());
EXPECT_EQ(FirstGLError(), 0u) << "glReadPixels(GL_DEPTH_COMPONENT, GL_UNSIGNED_INT)";
// 0.5 of the full 32-bit range, with room for the source's 24-bit quantisation.
EXPECT_NEAR(static_cast<double>(depthUint[0]) / 4294967295.0, 0.5, 0.01)
<< "GL_UNSIGNED_INT depth came back as " << depthUint[0];
std::vector<unsigned short> depthUshort(pixels, 0xBEEFu);
glReadPixels(0, 0, kWidth, kHeight, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, depthUshort.data());
EXPECT_EQ(FirstGLError(), 0u) << "glReadPixels(GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT)";
EXPECT_NEAR(static_cast<double>(depthUshort[0]) / 65535.0, 0.5, 0.01)
<< "GL_UNSIGNED_SHORT depth came back as " << depthUshort[0];
// A stencil index is written unconverted into whichever width was asked for, so 200
// must survive intact in all of them - it is also large enough that a signed byte
// would wrap, which is the point of choosing it.
std::vector<unsigned char> stencilByte(pixels, static_cast<unsigned char>(kStencilPoison));
glReadPixels(0, 0, kWidth, kHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilByte.data());
EXPECT_EQ(FirstGLError(), 0u) << "glReadPixels(GL_STENCIL_INDEX, GL_UNSIGNED_BYTE)";
EXPECT_EQ(static_cast<int>(stencilByte[0]), 200);
std::vector<int> stencilInt(pixels, kStencilPoison);
glReadPixels(0, 0, kWidth, kHeight, GL_STENCIL_INDEX, GL_INT, stencilInt.data());
EXPECT_EQ(FirstGLError(), 0u) << "glReadPixels(GL_STENCIL_INDEX, GL_INT)";
EXPECT_EQ(stencilInt[0], 200);
DestroySource(source);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Gl().EndFrame();
}
// The PACK pixel-store parameters apply to a depth read exactly as they do to a colour
// one, and the gap regions they create must be left alone.
TEST_F(DepthStencilReadbackMatrixScenario, DepthReadbackHonoursThePackPixelStoreParameters) {
if (!Ready()) return;
DepthSource source = MakeTextureSource(GL_DEPTH_COMPONENT24);
ASSERT_TRUE(SourceIsUsable());
FirstGLError();
ClearDepthStencil(GL_DEPTH_COMPONENT24, 0.5f, 0);
ASSERT_EQ(FirstGLError(), 0u);
const int rectWidth = 4;
const int rectHeight = 3;
const int rowLength = 8;
const int skipPixels = 2;
const int skipRows = 1;
constexpr float kGap = -7.0f;
std::vector<float> destination(static_cast<size_t>(rowLength) * (skipRows + rectHeight) + 16, kGap);
glPixelStorei(GL_PACK_ROW_LENGTH, rowLength);
glPixelStorei(GL_PACK_SKIP_PIXELS, skipPixels);
glPixelStorei(GL_PACK_SKIP_ROWS, skipRows);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(0, 0, rectWidth, rectHeight, GL_DEPTH_COMPONENT, GL_FLOAT, destination.data());
const unsigned int readError = FirstGLError();
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
glPixelStorei(GL_PACK_SKIP_ROWS, 0);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
EXPECT_EQ(readError, 0u);
size_t written = 0;
size_t gapsTouched = 0;
for (size_t index = 0; index < destination.size(); ++index) {
const long row = static_cast<long>(index) / rowLength - skipRows;
const long column = static_cast<long>(index) % rowLength - skipPixels;
const bool inRect = row >= 0 && row < rectHeight && column >= 0 && column < rectWidth;
if (inRect) {
if (std::fabs(destination[index] - 0.5f) <= 1.0f / 4096.0f) ++written;
} else if (destination[index] != kGap) {
++gapsTouched;
}
}
EXPECT_EQ(written, static_cast<size_t>(rectWidth) * rectHeight)
<< "only " << written << " of " << (rectWidth * rectHeight)
<< " destination pixels landed where GL_PACK_ROW_LENGTH/SKIP_* put them";
EXPECT_EQ(gapsTouched, 0u) << gapsTouched << " bytes outside the packed rectangle were overwritten";
DestroySource(source);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Gl().EndFrame();
}
// The readback borrows the application's context for a full-screen pass. Everything it
// touches has to come back, or the next draw inherits it - which is how an emulation
// that "works" takes the rest of the renderer down with it.
TEST_F(DepthStencilReadbackMatrixScenario, ReadbackLeavesNoGLStateBehind) {
if (!Ready()) return;
DepthSource source = MakeTextureSource(GL_DEPTH24_STENCIL8);
ASSERT_TRUE(SourceIsUsable());
FirstGLError();
ClearDepthStencil(GL_DEPTH24_STENCIL8, 0.5f, 4);
// A deliberately awkward state: nothing here is what an emulation pass would want,
// so anything it forgets to put back shows up below.
GLuint scratchTexture = 0;
glGenTextures(1, &scratchTexture);
glBindTexture(GL_TEXTURE_2D, scratchTexture);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, scratchTexture);
glEnable(GL_SCISSOR_TEST);
glScissor(3, 5, 7, 11);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_GEQUAL);
glDepthMask(GL_FALSE);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_NOTEQUAL, 0x5, 0x0Fu);
glStencilOp(GL_INCR, GL_DECR, GL_INVERT);
glStencilMask(0x3Cu);
glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE);
glViewport(2, 3, 5, 7);
ASSERT_EQ(FirstGLError(), 0u);
const std::vector<float> depth = ReadDepthFloat(0, 0, kWidth, kHeight);
const std::vector<int> stencil = ReadStencilInt(0, 0, kWidth, kHeight);
EXPECT_EQ(FirstGLError(), 0u);
ExpectAllDepth(depth, 0.5f, "state-preservation case depth");
ExpectAllStencil(stencil, 4, "state-preservation case stencil");
GLint viewport[4] = {0, 0, 0, 0};
GLint scissorBox[4] = {0, 0, 0, 0};
GLboolean colorMask[4] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE};
GLint depthFunc = 0;
GLboolean depthMask = GL_TRUE;
GLint stencilFunc = 0, stencilRef = 0, stencilValueMask = 0, stencilWriteMask = 0;
GLint stencilFail = 0, stencilPassDepthFail = 0, stencilPassDepthPass = 0;
GLint activeTexture = 0, boundTexture = 0;
glGetIntegerv(GL_VIEWPORT, viewport);
glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
glGetBooleanv(GL_COLOR_WRITEMASK, colorMask);
glGetIntegerv(GL_DEPTH_FUNC, &depthFunc);
glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
glGetIntegerv(GL_STENCIL_FUNC, &stencilFunc);
glGetIntegerv(GL_STENCIL_REF, &stencilRef);
glGetIntegerv(GL_STENCIL_VALUE_MASK, &stencilValueMask);
glGetIntegerv(GL_STENCIL_WRITEMASK, &stencilWriteMask);
glGetIntegerv(GL_STENCIL_FAIL, &stencilFail);
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &stencilPassDepthFail);
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &stencilPassDepthPass);
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTexture);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &boundTexture);
EXPECT_EQ(viewport[0], 2);
EXPECT_EQ(viewport[1], 3);
EXPECT_EQ(viewport[2], 5);
EXPECT_EQ(viewport[3], 7);
EXPECT_EQ(scissorBox[0], 3);
EXPECT_EQ(scissorBox[1], 5);
EXPECT_EQ(scissorBox[2], 7);
EXPECT_EQ(scissorBox[3], 11);
EXPECT_EQ(glIsEnabled(GL_SCISSOR_TEST), GLboolean(GL_TRUE));
EXPECT_EQ(glIsEnabled(GL_CULL_FACE), GLboolean(GL_TRUE));
EXPECT_EQ(glIsEnabled(GL_BLEND), GLboolean(GL_TRUE));
EXPECT_EQ(glIsEnabled(GL_DEPTH_TEST), GLboolean(GL_TRUE));
EXPECT_EQ(glIsEnabled(GL_STENCIL_TEST), GLboolean(GL_TRUE));
EXPECT_EQ(colorMask[0], GLboolean(GL_FALSE));
EXPECT_EQ(colorMask[1], GLboolean(GL_TRUE));
EXPECT_EQ(colorMask[2], GLboolean(GL_FALSE));
EXPECT_EQ(colorMask[3], GLboolean(GL_TRUE));
EXPECT_EQ(depthFunc, GLint(GL_GEQUAL));
EXPECT_EQ(depthMask, GLboolean(GL_FALSE));
EXPECT_EQ(stencilFunc, GLint(GL_NOTEQUAL));
EXPECT_EQ(stencilRef, 0x5);
EXPECT_EQ(stencilValueMask, 0x0F);
EXPECT_EQ(stencilWriteMask, 0x3C);
EXPECT_EQ(stencilFail, GLint(GL_INCR));
EXPECT_EQ(stencilPassDepthFail, GLint(GL_DECR));
EXPECT_EQ(stencilPassDepthPass, GLint(GL_INVERT));
EXPECT_EQ(activeTexture, GLint(GL_TEXTURE3));
EXPECT_EQ(boundTexture, GLint(scratchTexture))
<< "the readback left a scratch texture on the application's texture unit";
EXPECT_EQ(FirstGLError(), 0u);
// Put the awkward state back so the next scenario in this process starts clean.
glDisable(GL_SCISSOR_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFFu);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0xFFFFFFFFu);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glDeleteTextures(1, &scratchTexture);
DestroySource(source);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, Gl().Width(), Gl().Height());
Gl().EndFrame();
}
} // namespace MGITest
@@ -58,12 +58,12 @@ namespace MGITest {
class DepthStencilReadbackScenario : public ScenarioTest { class DepthStencilReadbackScenario : public ScenarioTest {
protected: protected:
// DirectGLES reads depth and stencil back through the ES driver, which has no // Both backends now answer these reads. DirectGLES has no native ES path for
// guaranteed path for either (GL_NV_read_depth / GL_NV_read_stencil are optional and // either aspect (GL_NV_read_depth / GL_NV_read_stencil are optional and absent on
// absent on both the Adreno device and Mesa's ES). That gap is tracked separately as // both the Adreno device and Mesa's ES), so it stages the attachment into a
// the packed_depth_stencil cluster and needs a shader-sampling emulation, not this // scratch depth texture and samples it into a colour target; the assertions below
// change; asserting it here would only pin a known-missing feature. // are the same either way, which is the point.
bool BackendReadsDepthStencil() const { return Gl().BackendName() == "DirectVulkan"; } bool BackendReadsDepthStencil() const { return true; }
float ReadDepthAt(int x, int y) const { float ReadDepthAt(int x, int y) const {
float depth = kDepthPoison; float depth = kDepthPoison;
@@ -0,0 +1,720 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/DoublePrecisionScenario.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 - GLSL DOUBLES, RUN AT SINGLE PRECISION.
//
// No mobile GPU has 64-bit floats. Adreno and Mali both report shaderFloat64 == VK_FALSE, so
// Magma cannot build a module that declares the Float64 capability, and ESSL has no fp64 type
// at all, so SPIRV-Cross refuses the module outright on Espryt ("FP64 not supported in ES
// profile") and the program never reaches the driver. MobileGL therefore narrows every 64-bit
// float in a shader to 32 bits (ShaderTranspiler::DemoteFloat64Pass) rather than declining the
// shader: `double` compiles and runs everywhere, at float precision.
//
// The narrowing is only half a contract. The other half is the API side: the global UBO is
// laid out by reflecting the DEMOTED module, so glUniform*d has to store a float where the
// shader reads a float, glGetUniform*v has to read one back, and a dmat4's columns are now
// std140-padded like any other matrix's. Every one of those is a byte offset that fails
// silently - the uniform simply reads as something else - so the cases below set values
// through the API and have the SHADER report what it saw.
//
// What is deliberately NOT asserted: that the values are exact to double precision. They are
// not, and cannot be. Every expectation here is the float value of the double that was set,
// which is the whole point.
#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 {
// Doubles in every shape the demotion has to handle - a scalar, a vector, a matrix
// whose column stride changes, an array whose element stride changes - all reported
// through one float SSBO so a single readback says which one moved.
constexpr const char* kComputeSource = R"(#version 430 core
layout(local_size_x = 1) in;
uniform double uScalar;
uniform dvec3 uVector;
uniform dmat4 uMatrix;
uniform double uArray[3];
layout(std430, binding = 0) buffer Output {
float g_out[];
};
void main() {
g_out[0] = float(uScalar);
g_out[1] = float(uVector.x);
g_out[2] = float(uVector.y);
g_out[3] = float(uVector.z);
// Column-major [column][row]. Off-diagonal entries catch a column-stride mistake that a
// diagonal-only check reads straight past.
g_out[4] = float(uMatrix[0][0]);
g_out[5] = float(uMatrix[0][3]);
g_out[6] = float(uMatrix[3][0]);
g_out[7] = float(uMatrix[3][3]);
g_out[8] = float(uArray[0]);
g_out[9] = float(uArray[1]);
g_out[10] = float(uArray[2]);
// Arithmetic on doubles, including an implicit float->double conversion and a literal
// with the fp64 suffix: this is what an application actually writes, and it is the part
// that has to survive the conversion folding.
double accumulated = uScalar * 2.0lf + 1.5;
g_out[11] = float(accumulated);
}
)";
constexpr int kOutputSlots = 12;
class DoublePrecisionScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
m_program = CompileComputeProgram(kComputeSource);
ASSERT_NE(m_program, 0u) << m_buildLog;
glGenBuffers(1, &m_output);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_output);
const std::vector<float> zeroes(kOutputSlots, 0.0f);
glBufferData(GL_SHADER_STORAGE_BUFFER, kOutputSlots * sizeof(float), zeroes.data(),
GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_output);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
void TearDown() override {
if (!Ready()) return;
if (m_shapeOutput != 0) glDeleteBuffers(1, &m_shapeOutput);
if (m_shapeProgram != 0) glDeleteProgram(m_shapeProgram);
if (m_output != 0) glDeleteBuffers(1, &m_output);
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;
}
std::vector<float> Dispatch() {
glUseProgram(m_program);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
std::vector<float> values(kOutputSlots, -1.0f);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_output);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, kOutputSlots * sizeof(float), values.data());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glUseProgram(0);
return values;
}
unsigned int m_program = 0;
unsigned int m_output = 0;
unsigned int m_shapeProgram = 0;
unsigned int m_shapeOutput = 0;
std::string m_buildLog;
};
// Every double-typed uniform shape GLSL has, all thirteen of them, in one program - the
// shape of KHR-GL43.compute_shader.fp64-case2. The scalar and the square matrices are
// covered by the cases above; what only a set like this reaches is the NON-SQUARE
// matrices, whose column stride and total size both change when the demotion turns a
// 64-bit column into a 32-bit one, and whose members therefore move every uniform
// declared after them.
//
// The shader reports every component separately rather than one pass/fail flag, because
// "the readback is wrong" is not a diagnosis: a wrong column stride, a wrong member
// offset and a wrong narrowing all fail the same single comparison, and only the
// component map says which.
// No #version here on purpose: it is handed over as a separate source string, the way
// the CTS case hands it over.
constexpr const char* kAllDoubleShapesSource = R"(
layout(local_size_x = 1) in;
uniform double g_0;
uniform dvec2 g_1;
uniform dvec3 g_2;
uniform dvec4 g_3;
uniform dmat2 g_4;
uniform dmat2x3 g_5;
uniform dmat2x4 g_6;
uniform dmat3x2 g_7;
uniform dmat3 g_8;
uniform dmat3x4 g_9;
uniform dmat4x2 g_10;
uniform dmat4x3 g_11;
uniform dmat4 g_12;
layout(std430, binding = 0) buffer Output {
float g_out[];
};
void main() {
g_out[0] = float(g_0);
for (int i = 0; i < 2; ++i) g_out[1 + i] = float(g_1[i]);
for (int i = 0; i < 3; ++i) g_out[3 + i] = float(g_2[i]);
for (int i = 0; i < 4; ++i) g_out[6 + i] = float(g_3[i]);
for (int c = 0; c < 2; ++c) for (int r = 0; r < 2; ++r) g_out[10 + c * 2 + r] = float(g_4[c][r]);
for (int c = 0; c < 2; ++c) for (int r = 0; r < 3; ++r) g_out[14 + c * 3 + r] = float(g_5[c][r]);
for (int c = 0; c < 2; ++c) for (int r = 0; r < 4; ++r) g_out[20 + c * 4 + r] = float(g_6[c][r]);
for (int c = 0; c < 3; ++c) for (int r = 0; r < 2; ++r) g_out[28 + c * 2 + r] = float(g_7[c][r]);
for (int c = 0; c < 3; ++c) for (int r = 0; r < 3; ++r) g_out[34 + c * 3 + r] = float(g_8[c][r]);
for (int c = 0; c < 3; ++c) for (int r = 0; r < 4; ++r) g_out[43 + c * 4 + r] = float(g_9[c][r]);
for (int c = 0; c < 4; ++c) for (int r = 0; r < 2; ++r) g_out[55 + c * 2 + r] = float(g_10[c][r]);
for (int c = 0; c < 4; ++c) for (int r = 0; r < 3; ++r) g_out[63 + c * 3 + r] = float(g_11[c][r]);
for (int c = 0; c < 4; ++c) for (int r = 0; r < 4; ++r) g_out[75 + c * 4 + r] = float(g_12[c][r]);
}
)";
// The values the CTS case sets, spelled the way it spells them - column-major, and small
// enough that every one is exact in a float. Nothing here is a precision question; a
// component that comes back wrong came back from the wrong bytes.
constexpr double kG0 = 1.0;
constexpr double kG1[2] = {2.0, 3.0};
constexpr double kG2[3] = {4.0, 5.0, 6.0};
constexpr double kG3[4] = {7.0, 8.0, 9.0, 10.0};
constexpr double kG4[4] = {11.0, 12.0, 13.0, 14.0};
constexpr double kG5[6] = {15.0, 16.0, 17.0, 18.0, 19.0, 20.0};
constexpr double kG6[8] = {21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0};
constexpr double kG7[6] = {29.0, 30.0, 31.0, 32.0, 33.0, 34.0};
constexpr double kG8[9] = {35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0};
constexpr double kG9[12] = {44.0, 45.0, 46.0, 47.0, 48.0, 49.0, 50.0, 51.0, 52.0, 53.0, 54.0, 55.0};
constexpr double kG10[8] = {56.0, 57.0, 58.0, 59.0, 60.0, 61.0, 62.0, 63.0};
constexpr double kG11[12] = {63.0, 64.0, 65.0, 66.0, 67.0, 68.0, 69.0, 70.0, 71.0, 27.0, 73.0, 74.0};
constexpr double kG12[16] = {75.0, 76.0, 77.0, 78.0, 79.0, 80.0, 81.0, 82.0,
83.0, 84.0, 85.0, 86.0, 87.0, 88.0, 89.0, 90.0};
struct DoubleShape {
const char* name;
int base;
int columns; // 1 for the scalar and the vectors
int rows; // component count for the scalar and the vectors
const double* values;
};
constexpr DoubleShape kDoubleShapes[] = {
{"g_0 double", 0, 1, 1, &kG0}, {"g_1 dvec2", 1, 1, 2, kG1},
{"g_2 dvec3", 3, 1, 3, kG2}, {"g_3 dvec4", 6, 1, 4, kG3},
{"g_4 dmat2", 10, 2, 2, kG4}, {"g_5 dmat2x3", 14, 2, 3, kG5},
{"g_6 dmat2x4", 20, 2, 4, kG6}, {"g_7 dmat3x2", 28, 3, 2, kG7},
{"g_8 dmat3", 34, 3, 3, kG8}, {"g_9 dmat3x4", 43, 3, 4, kG9},
{"g_10 dmat4x2", 55, 4, 2, kG10}, {"g_11 dmat4x3", 63, 4, 3, kG11},
{"g_12 dmat4", 75, 4, 4, kG12},
};
constexpr int kAllShapeSlots = 91;
// The conformance case's own shader, kept verbatim down to the literal suffixes and the
// unnamed, unqualified storage block - except that each comparison sets its OWN bit
// instead of collapsing all thirteen into one flag. That single flag is the whole reason
// the case was unexplained for a wave: it says "something is wrong" and nothing else.
//
// Verbatim matters here. Reading the components out one at a time (the case above)
// passes; whatever fails does so through the shape the conformance case actually
// writes - whole-matrix comparison against a constructor, a storage block with no
// layout qualifier and no instance name, values reached with constant indices.
constexpr const char* kCtsShapedSource = R"(
layout(local_size_x = 1) in;
buffer Result {
int g_result;
};
uniform double g_0;
uniform dvec2 g_1;
uniform dvec3 g_2;
uniform dvec4 g_3;
uniform dmat2 g_4;
uniform dmat2x3 g_5;
uniform dmat2x4 g_6;
uniform dmat3x2 g_7;
uniform dmat3 g_8;
uniform dmat3x4 g_9;
uniform dmat4x2 g_10;
uniform dmat4x3 g_11;
uniform dmat4 g_12;
void main() {
g_result = 0;
if (g_0 != 1.0LF) g_result |= 1;
if (g_1 != dvec2(2.0LF, 3.0LF)) g_result |= 2;
if (g_2 != dvec3(4.0LF, 5.0LF, 6.0LF)) g_result |= 4;
if (g_3 != dvec4(7.0LF, 8.0LF, 9.0LF, 10.0LF)) g_result |= 8;
if (g_4 != dmat2(11.0LF, 12.0LF, 13.0LF, 14.0LF)) g_result |= 16;
if (g_5 != dmat2x3(15.0LF, 16.0LF, 17.0LF, 18.0LF, 19.0LF, 20.0LF)) g_result |= 32;
if (g_6 != dmat2x4(21.0LF, 22.0LF, 23.0LF, 24.0LF, 25.0LF, 26.0LF, 27.0LF, 28.0LF)) g_result |= 64;
if (g_7 != dmat3x2(29.0LF, 30.0LF, 31.0LF, 32.0LF, 33.0LF, 34.0LF)) g_result |= 128;
if (g_8 != dmat3(35.0LF, 36.0LF, 37.0LF, 38.0LF, 39.0LF, 40.0LF, 41.0LF, 42.0LF, 43.0LF)) g_result |= 256;
if (g_9 != dmat3x4(44.0LF, 45.0LF, 46.0LF, 47.0LF, 48.0LF, 49.0LF, 50.0LF, 51.0LF, 52.0LF, 53.0LF, 54.0LF, 55.0LF)) g_result |= 512;
if (g_10 != dmat4x2(56.0, 57.0, 58.0, 59.0, 60.0, 61.0, 62.0, 63.0)) g_result |= 1024;
if (g_11 != dmat4x3(63.0, 64.0, 65.0, 66.0, 67.0, 68.0, 69.0, 70.0, 71.0, 27.0, 73, 74.0)) g_result |= 2048;
if (g_12 != dmat4(75.0, 76.0, 77.0, 78.0, 79.0, 80.0, 81.0, 82.0, 83.0, 84.0, 85.0, 86.0, 87.0, 88.0, 89.0, 90.0)) g_result |= 4096;
}
)";
TEST_F(DoublePrecisionScenario, ADoubleUniformReachesTheShaderAtFloatPrecision) {
if (!Ready()) return;
glUseProgram(m_program);
const GLint scalar = glGetUniformLocation(m_program, "uScalar");
ASSERT_GE(scalar, 0);
// 0.1 has no exact float (or double) representation, so this only passes if the
// value really travelled through the demoted slot rather than being read out of
// some other four bytes.
glUniform1d(scalar, 0.1);
glUseProgram(0);
const std::vector<float> values = Dispatch();
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
EXPECT_FLOAT_EQ(values[0], static_cast<float>(0.1));
EXPECT_FLOAT_EQ(values[11], static_cast<float>(static_cast<float>(0.1) * 2.0f + 1.5f))
<< "arithmetic on the demoted value, including the folded fp64 literal";
}
TEST_F(DoublePrecisionScenario, EveryDoubleShapeLandsInItsOwnSlot) {
if (!Ready()) return;
glUseProgram(m_program);
const GLint scalar = glGetUniformLocation(m_program, "uScalar");
const GLint vector = glGetUniformLocation(m_program, "uVector");
const GLint matrix = glGetUniformLocation(m_program, "uMatrix");
const GLint array0 = glGetUniformLocation(m_program, "uArray[0]");
const GLint array2 = glGetUniformLocation(m_program, "uArray[2]");
ASSERT_GE(scalar, 0);
ASSERT_GE(vector, 0);
ASSERT_GE(matrix, 0);
ASSERT_GE(array0, 0);
ASSERT_GE(array2, 0);
glUniform1d(scalar, 5.0);
const GLdouble vectorValue[3] = {11.0, 12.0, 13.0};
glUniform3dv(vector, 1, vectorValue);
// Column-major, and every entry distinct so a transposed or mis-strided write
// cannot land on a value that happens to match.
GLdouble matrixValue[16] = {};
for (int i = 0; i < 16; ++i) matrixValue[i] = 100.0 + i;
glUniformMatrix4dv(matrix, 1, GL_FALSE, matrixValue);
const GLdouble arrayValue[3] = {71.0, 72.0, 73.0};
glUniform1dv(array0, 3, arrayValue);
glUseProgram(0);
const std::vector<float> values = Dispatch();
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
EXPECT_FLOAT_EQ(values[0], 5.0f) << "scalar double";
EXPECT_FLOAT_EQ(values[1], 11.0f) << "dvec3 .x";
EXPECT_FLOAT_EQ(values[2], 12.0f) << "dvec3 .y";
EXPECT_FLOAT_EQ(values[3], 13.0f) << "dvec3 .z";
EXPECT_FLOAT_EQ(values[4], 100.0f) << "dmat4 [0][0]";
EXPECT_FLOAT_EQ(values[5], 103.0f) << "dmat4 [0][3] - within the first column";
EXPECT_FLOAT_EQ(values[6], 112.0f) << "dmat4 [3][0] - column stride";
EXPECT_FLOAT_EQ(values[7], 115.0f) << "dmat4 [3][3]";
EXPECT_FLOAT_EQ(values[8], 71.0f) << "double array element 0";
EXPECT_FLOAT_EQ(values[9], 72.0f) << "double array element 1 - element stride";
EXPECT_FLOAT_EQ(values[10], 73.0f) << "double array element 2";
}
TEST_F(DoublePrecisionScenario, TheTransposeFlagStillTransposes) {
if (!Ready()) return;
glUseProgram(m_program);
const GLint matrix = glGetUniformLocation(m_program, "uMatrix");
ASSERT_GE(matrix, 0);
GLdouble matrixValue[16] = {};
for (int i = 0; i < 16; ++i) matrixValue[i] = 100.0 + i;
glUniformMatrix4dv(matrix, 1, GL_TRUE, matrixValue);
glUseProgram(0);
const std::vector<float> values = Dispatch();
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
// Transposed, so [column][row] now reads the source's [row][column].
EXPECT_FLOAT_EQ(values[4], 100.0f) << "dmat4 [0][0] is on the diagonal either way";
EXPECT_FLOAT_EQ(values[5], 112.0f) << "dmat4 [0][3] after transpose";
EXPECT_FLOAT_EQ(values[6], 103.0f) << "dmat4 [3][0] after transpose";
EXPECT_FLOAT_EQ(values[7], 115.0f) << "dmat4 [3][3] is on the diagonal either way";
}
TEST_F(DoublePrecisionScenario, TheUniformIsStillReportedAsADouble) {
if (!Ready()) return;
// The demotion is an implementation detail of how the value is STORED. What the
// shader source declared is what the application asked about, so the reflection
// keeps answering GL_DOUBLE* - an application that switches on the type and calls
// glUniform*d has to keep working, and it is the glUniform*d path that is correct
// for these uniforms.
struct Expectation {
const char* name;
GLenum type;
GLint size;
};
const Expectation expectations[] = {
{"uScalar", GL_DOUBLE, 1},
{"uVector", GL_DOUBLE_VEC3, 1},
{"uMatrix", GL_DOUBLE_MAT4, 1},
{"uArray[0]", GL_DOUBLE, 3},
};
GLint activeUniforms = 0;
glGetProgramiv(m_program, GL_ACTIVE_UNIFORMS, &activeUniforms);
ASSERT_GT(activeUniforms, 0);
for (const Expectation& expectation : expectations) {
bool found = false;
for (GLint index = 0; index < activeUniforms; ++index) {
char name[128] = {};
GLsizei length = 0;
GLint size = 0;
GLenum type = 0;
glGetActiveUniform(m_program, static_cast<GLuint>(index), sizeof(name) - 1, &length, &size,
&type, name);
if (std::string(name, static_cast<size_t>(length)) != expectation.name) continue;
found = true;
EXPECT_EQ(type, expectation.type) << expectation.name;
EXPECT_EQ(size, expectation.size) << expectation.name;
break;
}
EXPECT_TRUE(found) << "glGetActiveUniform never reported " << expectation.name;
}
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
}
TEST_F(DoublePrecisionScenario, GetUniformdvReadsBackWhatWasStored) {
if (!Ready()) return;
glUseProgram(m_program);
const GLint scalar = glGetUniformLocation(m_program, "uScalar");
const GLint vector = glGetUniformLocation(m_program, "uVector");
const GLint matrix = glGetUniformLocation(m_program, "uMatrix");
ASSERT_GE(scalar, 0);
ASSERT_GE(vector, 0);
ASSERT_GE(matrix, 0);
glUniform1d(scalar, 0.1);
const GLdouble vectorValue[3] = {11.5, 12.5, 13.5};
glUniform3dv(vector, 1, vectorValue);
GLdouble matrixValue[16] = {};
for (int i = 0; i < 16; ++i) matrixValue[i] = 100.0 + i;
glUniformMatrix4dv(matrix, 1, GL_FALSE, matrixValue);
glUseProgram(0);
// The readback has to undo exactly what the write did - the same std140 column
// padding, the same 4-byte components - or a dmat4 comes back with its columns
// shifted and nothing else in the API would say so.
GLdouble readScalar = 0.0;
glGetUniformdv(m_program, scalar, &readScalar);
EXPECT_DOUBLE_EQ(readScalar, static_cast<double>(static_cast<float>(0.1)))
<< "the value is what a float can hold, not the double that was passed in";
GLdouble readVector[3] = {};
glGetUniformdv(m_program, vector, readVector);
EXPECT_DOUBLE_EQ(readVector[0], 11.5);
EXPECT_DOUBLE_EQ(readVector[1], 12.5);
EXPECT_DOUBLE_EQ(readVector[2], 13.5);
GLdouble readMatrix[16] = {};
glGetUniformdv(m_program, matrix, readMatrix);
for (int i = 0; i < 16; ++i) {
EXPECT_DOUBLE_EQ(readMatrix[i], 100.0 + i) << "dmat4 component " << i;
}
// The float query sees the same storage through the type it is actually stored as.
GLfloat readFloat = 0.0f;
glGetUniformfv(m_program, scalar, &readFloat);
EXPECT_FLOAT_EQ(readFloat, static_cast<float>(0.1));
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
}
TEST_F(DoublePrecisionScenario, ADoubleUniformKeepsItsDeclaredInitializer) {
if (!Ready()) return;
// A declared initializer is seeded straight into the uniform shadow at link, and the
// seeding used to skip 64-bit floats outright ("no 32-bit shadow encoding") - which
// was true before the demotion and silently left every such uniform reading zero.
const char* source = R"(#version 430 core
layout(local_size_x = 1) in;
uniform double uSeeded = 2.5lf;
uniform dvec3 uSeededVector = dvec3(4.0lf, 5.0lf, 6.0lf);
layout(std430, binding = 0) buffer Output {
float g_out[];
};
void main() {
g_out[0] = float(uSeeded);
g_out[1] = float(uSeededVector.x);
g_out[2] = float(uSeededVector.y);
g_out[3] = float(uSeededVector.z);
}
)";
const GLuint program = CompileComputeProgram(source);
ASSERT_NE(program, 0u) << m_buildLog;
glUseProgram(program);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
std::vector<float> values(4, -1.0f);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_output);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, 4 * sizeof(float), values.data());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glUseProgram(0);
glDeleteProgram(program);
EXPECT_FLOAT_EQ(values[0], 2.5f) << "scalar double initializer";
EXPECT_FLOAT_EQ(values[1], 4.0f) << "dvec3 initializer .x";
EXPECT_FLOAT_EQ(values[2], 5.0f) << "dvec3 initializer .y";
EXPECT_FLOAT_EQ(values[3], 6.0f) << "dvec3 initializer .z";
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
}
TEST_F(DoublePrecisionScenario, EveryDoubleUniformShapeArrivesWhereTheShaderReadsIt) {
if (!Ready()) return;
// Built the way the CTS case builds it, because every step of that build has been a
// bug here at least once: the source arrives as TWO strings (the version directive
// and the body), the shader is attached before it has a source and deleted while
// still attached, and the program is linked twice.
m_shapeProgram = glCreateProgram();
ASSERT_NE(m_shapeProgram, 0u);
{
const GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
glAttachShader(m_shapeProgram, shader);
glDeleteShader(shader);
const char* const sources[2] = {"#version 430 core\n", kAllDoubleShapesSource};
glShaderSource(shader, 2, sources, 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);
FAIL() << "compute shader did not compile: " << log;
}
}
glLinkProgram(m_shapeProgram);
{
GLint linkedOnce = 0;
glGetProgramiv(m_shapeProgram, GL_LINK_STATUS, &linkedOnce);
if (linkedOnce == GL_FALSE) {
char log[2048] = {};
glGetProgramInfoLog(m_shapeProgram, sizeof(log) - 1, nullptr, log);
FAIL() << "compute program did not link: " << log;
}
}
glGenBuffers(1, &m_shapeOutput);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_shapeOutput);
const std::vector<float> zeroes(kAllShapeSlots, 0.0f);
glBufferData(GL_SHADER_STORAGE_BUFFER, kAllShapeSlots * sizeof(float), zeroes.data(), GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_shapeOutput);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
const auto location = [&](const char* name) { return glGetUniformLocation(m_shapeProgram, name); };
// Pass one sets through glProgramUniform*, pass two through glUniform* after a
// re-link - the two entry-point families the CTS case exercises, and two different
// routes into the same uniform storage.
const auto setWithProgramUniform = [&]() {
glProgramUniform1d(m_shapeProgram, location("g_0"), kG0);
glProgramUniform2d(m_shapeProgram, location("g_1"), kG1[0], kG1[1]);
glProgramUniform3d(m_shapeProgram, location("g_2"), kG2[0], kG2[1], kG2[2]);
glProgramUniform4d(m_shapeProgram, location("g_3"), kG3[0], kG3[1], kG3[2], kG3[3]);
glProgramUniformMatrix2dv(m_shapeProgram, location("g_4"), 1, GL_FALSE, kG4);
glProgramUniformMatrix2x3dv(m_shapeProgram, location("g_5"), 1, GL_FALSE, kG5);
glProgramUniformMatrix2x4dv(m_shapeProgram, location("g_6"), 1, GL_FALSE, kG6);
glProgramUniformMatrix3x2dv(m_shapeProgram, location("g_7"), 1, GL_FALSE, kG7);
glProgramUniformMatrix3dv(m_shapeProgram, location("g_8"), 1, GL_FALSE, kG8);
glProgramUniformMatrix3x4dv(m_shapeProgram, location("g_9"), 1, GL_FALSE, kG9);
glProgramUniformMatrix4x2dv(m_shapeProgram, location("g_10"), 1, GL_FALSE, kG10);
glProgramUniformMatrix4x3dv(m_shapeProgram, location("g_11"), 1, GL_FALSE, kG11);
glProgramUniformMatrix4dv(m_shapeProgram, location("g_12"), 1, GL_FALSE, kG12);
};
// Deliberately does NOT re-issue glUseProgram: the CTS case leaves the program
// current across the re-link and writes into it from there, so this is the path
// where a re-link has to keep the current program's uniform storage addressable.
const auto setWithUniform = [&]() {
glUniform1d(location("g_0"), kG0);
glUniform2d(location("g_1"), kG1[0], kG1[1]);
glUniform3d(location("g_2"), kG2[0], kG2[1], kG2[2]);
glUniform4d(location("g_3"), kG3[0], kG3[1], kG3[2], kG3[3]);
glUniformMatrix2dv(location("g_4"), 1, GL_FALSE, kG4);
glUniformMatrix2x3dv(location("g_5"), 1, GL_FALSE, kG5);
glUniformMatrix2x4dv(location("g_6"), 1, GL_FALSE, kG6);
glUniformMatrix3x2dv(location("g_7"), 1, GL_FALSE, kG7);
glUniformMatrix3dv(location("g_8"), 1, GL_FALSE, kG8);
glUniformMatrix3x4dv(location("g_9"), 1, GL_FALSE, kG9);
glUniformMatrix4x2dv(location("g_10"), 1, GL_FALSE, kG10);
glUniformMatrix4x3dv(location("g_11"), 1, GL_FALSE, kG11);
glUniformMatrix4dv(location("g_12"), 1, GL_FALSE, kG12);
};
const auto dispatchAndRead = [&]() {
glUseProgram(m_shapeProgram);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
std::vector<float> values(kAllShapeSlots, -1.0f);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_shapeOutput);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, kAllShapeSlots * sizeof(float), values.data());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
// The program stays current on purpose - see setWithUniform.
return values;
};
const auto expectEverything = [](const std::vector<float>& values, const char* pass) {
for (const DoubleShape& shape : kDoubleShapes) {
for (int c = 0; c < shape.columns; ++c) {
for (int r = 0; r < shape.rows; ++r) {
const int component = c * shape.rows + r;
EXPECT_FLOAT_EQ(values[shape.base + component],
static_cast<float>(shape.values[component]))
<< pass << ": " << shape.name << " column " << c << " row " << r;
}
}
}
};
setWithProgramUniform();
expectEverything(dispatchAndRead(), "glProgramUniform*");
// A re-link zeroes every uniform, so pass two proves its own writes rather than
// reading pass one's bytes back.
glLinkProgram(m_shapeProgram);
GLint linked = 0;
glGetProgramiv(m_shapeProgram, GL_LINK_STATUS, &linked);
ASSERT_EQ(linked, GL_TRUE);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_shapeOutput);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, kAllShapeSlots * sizeof(float), zeroes.data());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
setWithUniform();
expectEverything(dispatchAndRead(), "glUniform* after re-link");
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
}
TEST_F(DoublePrecisionScenario, TheConformanceUniformShaderAgreesWithEveryValueItWasGiven) {
if (!Ready()) return;
m_shapeProgram = glCreateProgram();
ASSERT_NE(m_shapeProgram, 0u);
{
const GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
glAttachShader(m_shapeProgram, shader);
glDeleteShader(shader);
const char* const sources[2] = {"#version 430 core\n", kCtsShapedSource};
glShaderSource(shader, 2, sources, 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);
FAIL() << "compute shader did not compile: " << log;
}
}
glLinkProgram(m_shapeProgram);
GLint linked = 0;
glGetProgramiv(m_shapeProgram, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char log[2048] = {};
glGetProgramInfoLog(m_shapeProgram, sizeof(log) - 1, nullptr, log);
FAIL() << "compute program did not link: " << log;
}
glGenBuffers(1, &m_shapeOutput);
const GLint seed = 123;
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_shapeOutput);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(seed), &seed, GL_STATIC_DRAW);
const auto location = [&](const char* name) { return glGetUniformLocation(m_shapeProgram, name); };
glProgramUniform1d(m_shapeProgram, location("g_0"), kG0);
glProgramUniform2d(m_shapeProgram, location("g_1"), kG1[0], kG1[1]);
glProgramUniform3d(m_shapeProgram, location("g_2"), kG2[0], kG2[1], kG2[2]);
glProgramUniform4d(m_shapeProgram, location("g_3"), kG3[0], kG3[1], kG3[2], kG3[3]);
glProgramUniformMatrix2dv(m_shapeProgram, location("g_4"), 1, GL_FALSE, kG4);
glProgramUniformMatrix2x3dv(m_shapeProgram, location("g_5"), 1, GL_FALSE, kG5);
glProgramUniformMatrix2x4dv(m_shapeProgram, location("g_6"), 1, GL_FALSE, kG6);
glProgramUniformMatrix3x2dv(m_shapeProgram, location("g_7"), 1, GL_FALSE, kG7);
glProgramUniformMatrix3dv(m_shapeProgram, location("g_8"), 1, GL_FALSE, kG8);
glProgramUniformMatrix3x4dv(m_shapeProgram, location("g_9"), 1, GL_FALSE, kG9);
glProgramUniformMatrix4x2dv(m_shapeProgram, location("g_10"), 1, GL_FALSE, kG10);
glProgramUniformMatrix4x3dv(m_shapeProgram, location("g_11"), 1, GL_FALSE, kG11);
glProgramUniformMatrix4dv(m_shapeProgram, location("g_12"), 1, GL_FALSE, kG12);
glUseProgram(m_shapeProgram);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
GLint disagreements = -1;
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(disagreements), &disagreements);
for (int bit = 0; bit < 13; ++bit) {
EXPECT_EQ(disagreements & (1 << bit), 0)
<< kDoubleShapes[bit].name << " did not compare equal to the value it was given";
}
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
}
TEST_F(DoublePrecisionScenario, TheFp64ExtensionIsNotAdvertised) {
if (!Ready()) return;
// The shader above compiled, linked and ran without the extension string, which is
// the point: an application does not need GL_ARB_gpu_shader_fp64 advertised to USE
// doubles here. What the string additionally promises is 64-bit precision, and that
// is the one thing the demotion cannot deliver - so it stays off unless
// MOBILEGL_ADVERTISE_FP64 asks for it, and an application that branches on the
// string keeps taking its float path.
GLint extensionCount = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &extensionCount);
ASSERT_GT(extensionCount, 0);
bool advertised = false;
for (GLint i = 0; i < extensionCount; ++i) {
const char* name = reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, static_cast<GLuint>(i)));
if (name != nullptr && std::string(name) == "GL_ARB_gpu_shader_fp64") advertised = true;
}
EXPECT_FALSE(advertised);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
}
TEST_F(DoublePrecisionScenario, A64BitVertexFormatIsDeclinedOnEveryBackend) {
if (!Ready()) return;
// The demotion leaves no 64-bit shader input to feed, so there is nothing a 64-bit
// vertex FETCH could be fetched into - on either backend, and no longer only on the
// ones whose device lacks shaderFloat64. Declined loudly rather than accepted and
// drawn as garbage; the matching POST row says the same thing at startup.
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
while (glGetError() != GL_NO_ERROR) {}
glVertexAttribLFormat(0, 3, GL_DOUBLE, 0);
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_INVALID_OPERATION));
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
while (glGetError() != GL_NO_ERROR) {}
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,348 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/DrawParametersScenario.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
//
// gl_BaseVertex / gl_BaseInstance / gl_DrawID (GL_ARB_shader_draw_parameters),
// read straight out of the shader that a draw command produced.
//
// Neither backend has these builtins for free, and each is wrong in its own way
// when nobody watches:
//
// * DirectVulkan HAS a BaseVertex builtin, but Vulkan's carries the draw's
// firstVertex on a NON-INDEXED draw where GL's is defined to be zero ("the
// value passed to the baseVertex parameter, or zero for a command with no
// such parameter"). Only the indexed meaning of the two agrees. Every
// DrawArrays form therefore takes the ZeroBaseVertex program variant.
// * DirectGLES has no such builtins at all: ESSL knows none of them, so the
// transpiler demotes each one to a uniform the draw paths feed. A uniform
// nobody writes keeps whatever the previous draw left in it - which is what
// made gl_BaseVertex report a stale base vertex, and what made
// gl_BaseInstance read an unbound storage buffer on a plain glDrawArrays.
//
// The shader paints the three values, so a draw that carries the wrong ones
// paints the wrong colour rather than merely disagreeing with an expectation
// somewhere. The framebuffer is cleared to WHITE and no case expects 255 in any
// channel, so "the draw did not happen" can never be mistaken for a pass.
#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/glext.h>
namespace MGITest {
namespace {
// #version 450: glslang only declares the ARB builtins from 440 up.
//
// Each value is painted at 8 units per count, not 1: the errors these builtins
// actually have are OFF BY ONE (a sub-draw that never got its own gl_DrawID reads
// the previous one's, a base vertex that arrives one command late), and at one unit
// per count no readback tolerance can tell those from rounding.
//
// And biased by two counts, so that ZERO is not the clamp floor. Five of these cases
// expect zero, and an unbiased encoding would let every negative value - the shape a
// sign or rebase mistake produces - clamp to the same black and pass.
constexpr const char* kVertexSource = R"(#version 450 core
#extension GL_ARB_shader_draw_parameters : require
layout(location = 0) in vec2 aPos;
flat out vec3 vParams;
void main() {
vParams = (vec3(gl_BaseVertexARB, gl_BaseInstanceARB, gl_DrawIDARB) * 8.0 + 16.0) / 255.0;
gl_Position = vec4(aPos, 0.0, 1.0);
}
)";
constexpr const char* kFragmentSource = R"(#version 450 core
flat in vec3 vParams;
out vec4 oColor;
void main() {
oColor = vec4(vParams, 1.0);
}
)";
struct Vertex {
float x, y;
};
// 3 dummy vertices, then the left half of the viewport as two triangles,
// then the right half. Nothing here is symmetric by accident:
//
// * the padding makes a draw that ignores `first` / baseVertex paint a
// degenerate triangle (i.e. nothing) instead of the right picture;
// * the two halves let one multi-draw show TWO different gl_DrawID
// values in one readback.
//
// Indices 3..14 together cover the whole viewport, which is what the
// single-draw cases use.
constexpr int kPad = 3;
constexpr int kLeftFirst = kPad; // 3
constexpr int kRightFirst = kPad + 6; // 9
constexpr int kHalfCount = 6;
std::vector<Vertex> SceneVertices() {
std::vector<Vertex> vertices(static_cast<std::size_t>(kPad), Vertex{0.0f, 0.0f});
const float bounds[2][2] = {{-1.0f, 0.0f}, {0.0f, 1.0f}};
for (const auto& half : bounds) {
const float x0 = half[0];
const float x1 = half[1];
vertices.push_back({x0, -1.0f});
vertices.push_back({x1, -1.0f});
vertices.push_back({x1, 1.0f});
vertices.push_back({x0, -1.0f});
vertices.push_back({x1, 1.0f});
vertices.push_back({x0, 1.0f});
}
return vertices;
}
// GL's DrawArraysIndirectCommand / DrawElementsIndirectCommand, spelled out
// so a test can write one without depending on a GL header's struct.
struct ArraysCommand {
std::uint32_t count, instanceCount, first, baseInstance;
};
struct ElementsCommand {
std::uint32_t count, instanceCount, firstIndex;
std::int32_t baseVertex;
std::uint32_t baseInstance;
};
class DrawParametersScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
std::string error;
m_program = CompileProgram(kVertexSource, kFragmentSource, &error);
ASSERT_NE(m_program, 0u) << error;
const std::vector<Vertex> vertices = SceneVertices();
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(vertices.size() * sizeof(Vertex)),
vertices.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(0));
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "scene setup left a GL error behind";
}
void TearDown() override {
if (!Ready()) return;
for (GLuint* buffer : {&m_ebo, &m_indirect, &m_parameter, &m_vbo}) {
if (*buffer != 0) glDeleteBuffers(1, buffer);
*buffer = 0;
}
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
if (m_program != 0) glDeleteProgram(m_program);
}
template <typename T>
void FillBuffer(GLuint& name, GLenum target, const std::vector<T>& data) {
if (name == 0) glGenBuffers(1, &name);
glBindBuffer(target, name);
glBufferData(target, static_cast<GLsizeiptr>(data.size() * sizeof(T)), data.data(), GL_STATIC_DRAW);
}
// Clears to white, runs `draw` and reads the frame back.
template <typename DrawFn>
Image Render(DrawFn&& draw) {
BindDefaultFramebuffer();
glViewport(0, 0, HeadlessGL::Get().Width(), HeadlessGL::Get().Height());
ClearTo(1.0f, 1.0f, 1.0f, 1.0f);
glUseProgram(m_program);
glBindVertexArray(m_vao);
draw();
return ReadPixels(HeadlessGL::Get().Width(), HeadlessGL::Get().Height());
}
// The three builtins as the shader saw them, at a point in one half of
// the viewport. `half` is 0 for the left half and 1 for the right.
struct DrawParams {
int baseVertex = -1, baseInstance = -1, drawId = -1;
};
// Decodes the biased 8-units-per-count encoding back to the integer the
// shader saw. Rounding to the nearest step absorbs any UNORM slop; adjacent
// values stay eight units apart, so an off-by-one still reads as one, and a
// negative value lands below the bias and decodes negative rather than
// clamping into a legitimate zero.
static DrawParams ParamsAt(const Image& image, int half) {
const int x = image.Width() * (1 + 2 * half) / 4;
const Rgba8 pixel = image.At(x, image.Height() / 2);
const auto decode = [](std::uint8_t channel) {
return (static_cast<int>(channel) - 16 + 4) / 8;
};
return {decode(pixel.r), decode(pixel.g), decode(pixel.b)};
}
static void ExpectParams(const Image& image, int half, const DrawParams& expected,
const std::string& what) {
const DrawParams actual = ParamsAt(image, half);
EXPECT_EQ(actual.baseVertex, expected.baseVertex)
<< what << ": gl_BaseVertex (half " << half << ")";
EXPECT_EQ(actual.baseInstance, expected.baseInstance)
<< what << ": gl_BaseInstance (half " << half << ")";
EXPECT_EQ(actual.drawId, expected.drawId) << what << ": gl_DrawID (half " << half << ")";
}
GLuint m_program = 0;
GLuint m_vao = 0;
GLuint m_vbo = 0;
GLuint m_ebo = 0;
GLuint m_indirect = 0;
GLuint m_parameter = 0;
};
// ---- the non-indexed forms: gl_BaseVertex is zero, `first` or not ----
// Vulkan's BaseVertex would answer 3 here (the draw's firstVertex); GL's
// must answer 0, because glDrawArrays has no baseVertex parameter at all.
TEST_F(DrawParametersScenario, DrawArraysReportsAZeroBaseVertexDespiteItsFirst) {
if (!Ready()) return;
const Image image = Render([&] { glDrawArrays(GL_TRIANGLES, kLeftFirst, 2 * kHalfCount); });
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectParams(image, 0, {0, 0, 0}, "glDrawArrays(first=3)");
ExpectParams(image, 1, {0, 0, 0}, "glDrawArrays(first=3)");
}
TEST_F(DrawParametersScenario, DrawArraysInstancedBaseInstanceReportsItsBaseInstance) {
if (!Ready()) return;
const Image image = Render([&] {
glDrawArraysInstancedBaseInstance(GL_TRIANGLES, kLeftFirst, 2 * kHalfCount, 1, 5);
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectParams(image, 0, {0, 5, 0}, "glDrawArraysInstancedBaseInstance(baseInstance=5)");
}
// The base instance of one draw must not survive into the next one. This is
// the shape that broke on DirectGLES: the emulation uniform is per-program
// state, so a draw that never writes it inherits the last writer's value.
TEST_F(DrawParametersScenario, APlainDrawAfterABaseInstancedOneSeesZeroAgain) {
if (!Ready()) return;
const Image image = Render([&] {
glDrawArraysInstancedBaseInstance(GL_TRIANGLES, kLeftFirst, 2 * kHalfCount, 1, 7);
glDrawArrays(GL_TRIANGLES, kLeftFirst, 2 * kHalfCount);
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectParams(image, 0, {0, 0, 0}, "plain glDrawArrays after a base-instanced draw");
}
// ---- the indexed forms: gl_BaseVertex IS the base vertex ----
TEST_F(DrawParametersScenario, DrawElementsBaseVertexReportsItsBaseVertex) {
if (!Ready()) return;
std::vector<std::uint32_t> indices;
for (std::uint32_t i = 0; i < 2 * kHalfCount; ++i) indices.push_back(i);
FillBuffer(m_ebo, GL_ELEMENT_ARRAY_BUFFER, indices);
const Image image = Render([&] {
glDrawElementsBaseVertex(GL_TRIANGLES, 2 * kHalfCount, GL_UNSIGNED_INT,
reinterpret_cast<const void*>(0), kLeftFirst);
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectParams(image, 0, {kLeftFirst, 0, 0}, "glDrawElementsBaseVertex(basevertex=3)");
ExpectParams(image, 1, {kLeftFirst, 0, 0}, "glDrawElementsBaseVertex(basevertex=3)");
}
// ... and is zero again for the command that has none, including after one
// that did: the same leak the base instance has, on the other builtin. The
// preceding draw MUST carry a non-zero base vertex or this case proves nothing -
// one index run reaches the geometry through the base vertex, the second through
// its own indices, so the two draws paint the same picture with different
// gl_BaseVertex and only the second one's value survives in the framebuffer.
TEST_F(DrawParametersScenario, DrawElementsAfterABaseVertexDrawReportsZeroAgain) {
if (!Ready()) return;
std::vector<std::uint32_t> indices;
for (std::uint32_t i = 0; i < 2 * kHalfCount; ++i) indices.push_back(i);
for (std::uint32_t i = 0; i < 2 * kHalfCount; ++i) indices.push_back(i + kLeftFirst);
FillBuffer(m_ebo, GL_ELEMENT_ARRAY_BUFFER, indices);
const auto rebasedRun = reinterpret_cast<const void*>(2 * kHalfCount * sizeof(std::uint32_t));
const Image image = Render([&] {
glDrawElementsBaseVertex(GL_TRIANGLES, 2 * kHalfCount, GL_UNSIGNED_INT,
reinterpret_cast<const void*>(0), kLeftFirst);
glDrawElements(GL_TRIANGLES, 2 * kHalfCount, GL_UNSIGNED_INT, rebasedRun);
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectParams(image, 0, {0, 0, 0}, "glDrawElements after a base-vertex draw");
ExpectParams(image, 1, {0, 0, 0}, "glDrawElements after a base-vertex draw");
}
// ---- the multi-draw forms: one gl_DrawID per sub-draw ----
TEST_F(DrawParametersScenario, MultiDrawArraysNumbersItsSubDraws) {
if (!Ready()) return;
const GLint firsts[2] = {kLeftFirst, kRightFirst};
const GLsizei counts[2] = {kHalfCount, kHalfCount};
const Image image = Render([&] { glMultiDrawArrays(GL_TRIANGLES, firsts, counts, 2); });
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectParams(image, 0, {0, 0, 0}, "glMultiDrawArrays sub-draw 0");
ExpectParams(image, 1, {0, 0, 1}, "glMultiDrawArrays sub-draw 1");
}
// Every field of an indexed indirect command at once: its own gl_DrawID, the
// baseVertex word (which the CPU reads out of the command) and the
// baseInstance word (which DirectGLES reads through a storage-buffer view of
// the very same buffer).
TEST_F(DrawParametersScenario, MultiDrawElementsIndirectCarriesEveryCommandsParameters) {
if (!Ready()) return;
std::vector<std::uint32_t> indices;
for (std::uint32_t i = 0; i < kHalfCount; ++i) indices.push_back(i);
FillBuffer(m_ebo, GL_ELEMENT_ARRAY_BUFFER, indices);
const std::vector<ElementsCommand> commands = {
{kHalfCount, 1, 0, kLeftFirst, 0},
{kHalfCount, 1, 0, kRightFirst, 4},
};
FillBuffer(m_indirect, GL_DRAW_INDIRECT_BUFFER, commands);
const Image image = Render([&] {
glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_INT, reinterpret_cast<const void*>(0), 2,
sizeof(ElementsCommand));
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectParams(image, 0, {kLeftFirst, 0, 0}, "indirect command 0");
ExpectParams(image, 1, {kRightFirst, 4, 1}, "indirect command 1");
}
// glMultiDrawArraysIndirectCount was missing from the DirectGLES backend
// table entirely, so the frontend answered INVALID_OPERATION for every call
// while GL_ARB_indirect_parameters was advertised. The parameter buffer here
// holds a count SMALLER than maxdrawcount, so a path that ignores it draws a
// third command over the top of the second and changes the right half.
TEST_F(DrawParametersScenario, MultiDrawArraysIndirectCountObeysItsParameterBuffer) {
if (!Ready()) return;
const std::vector<ArraysCommand> commands = {
{kHalfCount, 1, kLeftFirst, 0},
{kHalfCount, 1, kRightFirst, 6},
{kHalfCount, 1, kRightFirst, 9},
};
FillBuffer(m_indirect, GL_DRAW_INDIRECT_BUFFER, commands);
const std::vector<std::uint32_t> parameters = {2};
FillBuffer(m_parameter, GL_PARAMETER_BUFFER, parameters);
const Image image = Render([&] {
glMultiDrawArraysIndirectCount(GL_TRIANGLES, reinterpret_cast<const void*>(0), 0, 3,
sizeof(ArraysCommand));
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectParams(image, 0, {0, 0, 0}, "counted indirect command 0");
ExpectParams(image, 1, {0, 6, 1}, "counted indirect command 1");
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,314 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ImageFormatQualifierScenario.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 - AN IMAGE UNIFORM THAT DECLARES NO FORMAT.
//
// Desktop GLSL 4.2 lets a writeonly image declaration omit its format layout qualifier:
//
// writeonly uniform uimage2D uni_image; // legal desktop GLSL
//
// GLSL ES has no such relaxation; every image uniform must carry one, and Adreno says so as "all
// images have to define layout format", which fails the whole program. That is what took the
// compute half of KHR-GL4x.packed_depth_stencil.stencil_texturing.
//
// The only qualifier that is CORRECT to substitute is whatever glBindImageTexture named for the
// unit that uniform addresses - GL requires the qualifier, the bind format and the texture's
// internal format to belong to one format class - so the format is not knowable when the shader
// is compiled, only when it is drawn with. Espryt therefore BAKES it into the program it
// generates and keys that program on the (unit, format) pairs it baked
// (BackendProgramObjectImpl::ImageUnitFormatsStillMatch, MG_Backend/DirectGLES).
//
// Three separate things follow from "the program is built against live binding state", and each
// one is a case below:
//
// 1. the format reaches the shader at all, so the store lands where the texture is (Writes);
// 2. binding a DIFFERENT format to the same unit rebuilds the program, rather than reusing one
// compiled against the old format (RebindToADifferentFormatRebuilds);
// 3. an image bound for the FIRST time after the link works, i.e. the program built against
// "nothing bound yet" is not the one the dispatch runs (FirstBindAfterLinkRebuilds).
//
// Magma needs none of this - Vulkan takes an Unknown-format storage image given
// shaderStorageImageWriteWithoutFormat, and the view format is resolved from the same bind state
// at descriptor time - so every case here runs on both backends and must agree, which is what
// makes the ES-only machinery falsifiable rather than merely exercised.
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
constexpr int kExtent = 4;
// The image unit is deliberately NOT 0 and the uniform declares no binding, so the unit
// has to travel through glUniform1i and be baked into the ESSL alongside the format -
// the two bakes share a rebuild key and a bug in either shows up as the wrong texel.
constexpr GLint kImageUnit = 1;
// KHR-GL4x.packed_depth_stencil.stencil_texturing's own image declaration, verbatim.
const char* kStoreSource = R"(#version 430 core
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
writeonly uniform uimage2D uni_image;
void main()
{
imageStore(uni_image, ivec2(gl_GlobalInvocationID.xy), uvec4(gl_GlobalInvocationID.x + 100u, 0u, 0u, 0u));
}
)";
class ImageFormatQualifierScenario : public ScenarioTest {
protected:
void TearDown() override {
if (!Ready()) return;
glUseProgram(0);
for (GLuint p : m_programs) glDeleteProgram(p);
for (GLuint t : m_textures) glDeleteTextures(1, &t);
m_programs.clear();
m_textures.clear();
GLint maxImageUnits = 0;
glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
for (GLint unit = 0; unit < maxImageUnits; ++unit) {
glBindImageTexture(static_cast<GLuint>(unit), 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
}
while (glGetError() != GL_NO_ERROR) {
}
}
bool ImagesAreUsable() const {
GLint maxImageUnits = 0;
glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
GLint maxComputeImageUniforms = 0;
glGetIntegerv(GL_MAX_COMPUTE_IMAGE_UNIFORMS, &maxComputeImageUniforms);
while (glGetError() != GL_NO_ERROR) {
}
return maxImageUnits > kImageUnit && maxComputeImageUniforms >= 1;
}
GLuint MakeComputeProgram(const std::string& source) {
const GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
const char* text = source.c_str();
glShaderSource(shader, 1, &text, nullptr);
glCompileShader(shader);
GLint compiled = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (compiled == GL_FALSE) {
char log[4096] = {};
glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
ADD_FAILURE() << "the compute shader did not compile: " << log;
glDeleteShader(shader);
return 0;
}
const GLuint program = glCreateProgram();
m_programs.push_back(program);
glAttachShader(program, shader);
glLinkProgram(program);
glDeleteShader(shader);
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char log[4096] = {};
glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
ADD_FAILURE() << "the compute program did not link: " << log;
return 0;
}
return program;
}
GLuint MakeTexture(GLenum internalFormat) {
GLuint texture = 0;
glGenTextures(1, &texture);
m_textures.push_back(texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, kExtent, kExtent);
if (const GLenum error = FirstGLError()) {
ADD_FAILURE() << "allocating storage errored with " << GLErrorName(error);
return 0;
}
// Seeded to a value no dispatch writes, so "the store never happened" and "the
// store wrote the right thing" cannot be confused.
const std::vector<GLuint> zeros(static_cast<std::size_t>(kExtent) * kExtent * 4u, 0u);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kExtent, kExtent,
internalFormat == GL_RGBA32UI ? GL_RGBA_INTEGER : GL_RED_INTEGER, GL_UNSIGNED_INT,
zeros.data());
while (glGetError() != GL_NO_ERROR) {
}
return texture;
}
// Texel (x, 0) of the texture's red channel, read back through the GL frontend rather
// than through a second image uniform: a defect in the format bake would be shared by
// a reader declared the same way and could cancel itself out.
GLuint ReadRedTexel(GLuint texture, GLenum internalFormat, int x) {
const bool rgba = internalFormat == GL_RGBA32UI;
std::vector<GLuint> texels(static_cast<std::size_t>(kExtent) * kExtent * (rgba ? 4u : 1u),
0xFFFFFFFFu);
glBindTexture(GL_TEXTURE_2D, texture);
glGetTexImage(GL_TEXTURE_2D, 0, rgba ? GL_RGBA_INTEGER : GL_RED_INTEGER, GL_UNSIGNED_INT,
texels.data());
if (const GLenum error = FirstGLError()) {
ADD_FAILURE() << "reading the image back errored with " << GLErrorName(error);
return 0xFFFFFFFFu;
}
return texels[static_cast<std::size_t>(x) * (rgba ? 4u : 1u)];
}
void DispatchStore(GLuint program, GLuint texture, GLenum internalFormat) {
glBindImageTexture(static_cast<GLuint>(kImageUnit), texture, 0, GL_FALSE, 0, GL_WRITE_ONLY,
internalFormat);
ASSERT_EQ(FirstGLError(), 0u) << "glBindImageTexture errored";
glUseProgram(program);
const GLint location = glGetUniformLocation(program, "uni_image");
ASSERT_GE(location, 0) << "the image uniform was not reflected";
glUniform1i(location, kImageUnit);
ASSERT_EQ(FirstGLError(), 0u) << "assigning the image unit errored";
glDispatchCompute(kExtent, 1, 1);
glMemoryBarrier(GL_ALL_BARRIER_BITS);
EXPECT_EQ(FirstGLError(), 0u) << "the dispatch leaked a GL error";
glUseProgram(0);
}
std::vector<GLuint> m_programs;
std::vector<GLuint> m_textures;
};
// The defect itself. Without the bake the ES driver refuses the program outright and the
// texture keeps its seed - which is also exactly what a silently no-op dispatch looks
// like, and why the seed is a value no store writes.
TEST_F(ImageFormatQualifierScenario, AFormatlessWriteonlyImageWrites) {
if (!Ready()) GTEST_SKIP() << "no GL context";
if (!ImagesAreUsable()) GTEST_SKIP() << "no image load/store on this driver";
const GLuint program = MakeComputeProgram(kStoreSource);
const GLuint texture = MakeTexture(GL_R32UI);
if (program == 0 || texture == 0) return;
DispatchStore(program, texture, GL_R32UI);
for (int x = 0; x < kExtent; ++x) {
EXPECT_EQ(ReadRedTexel(texture, GL_R32UI, x), static_cast<GLuint>(x) + 100u)
<< "texel " << x << " of a format-less writeonly image did not take the store";
}
}
// The rebuild key. The SAME program is dispatched twice with a different format bound to
// its unit; a build keyed only on the link (or only on the image UNIT) would reuse the
// r32ui program for the rgba32ui texture, and the second half would come back seeded.
//
// What the SOFTWARE lanes cannot falsify: with the key disabled this case still passes on
// Mesa, because the reused r32ui declaration writes the red channel of an RGBA32UI image
// anyway - a format-class mismatch GL leaves undefined and that driver happens to absorb.
// FirstBindAfterLinkRebuilds below is the case that fails there, because the reused
// program was built with no format at all and never compiled. Both are kept: this one is
// the shape a strict driver is entitled to reject, and it is the shape the device runs.
TEST_F(ImageFormatQualifierScenario, RebindToADifferentFormatRebuilds) {
if (!Ready()) GTEST_SKIP() << "no GL context";
if (!ImagesAreUsable()) GTEST_SKIP() << "no image load/store on this driver";
const GLuint program = MakeComputeProgram(kStoreSource);
const GLuint first = MakeTexture(GL_R32UI);
const GLuint second = MakeTexture(GL_RGBA32UI);
if (program == 0 || first == 0 || second == 0) return;
DispatchStore(program, first, GL_R32UI);
for (int x = 0; x < kExtent; ++x) {
ASSERT_EQ(ReadRedTexel(first, GL_R32UI, x), static_cast<GLuint>(x) + 100u)
<< "the first format must work before the rebind can be blamed for anything";
}
DispatchStore(program, second, GL_RGBA32UI);
for (int x = 0; x < kExtent; ++x) {
EXPECT_EQ(ReadRedTexel(second, GL_RGBA32UI, x), static_cast<GLuint>(x) + 100u)
<< "texel " << x << ": the program was not rebuilt for the newly bound format";
}
// ...and back, so the rebuild is not a one-way door: returning to a format the
// program was once built against must build for it again, not resurrect a cache row.
const GLuint third = MakeTexture(GL_R32UI);
if (third == 0) return;
DispatchStore(program, third, GL_R32UI);
for (int x = 0; x < kExtent; ++x) {
EXPECT_EQ(ReadRedTexel(third, GL_R32UI, x), static_cast<GLuint>(x) + 100u)
<< "texel " << x << ": going back to the first format did not rebuild";
}
}
// Nothing is bound to the unit when the program links, so whatever the first build sees
// is not the format the dispatch needs. glBindImageTexture must not itself trigger a
// build - it is an entry point, and building there is the constraint
// glShaderStorageBlockBinding is held to as well - so the rebuild has to happen at the
// next dispatch preparation instead. This case fails either way round: no rebuild, or a
// build attempted from the entry point before the state settles.
TEST_F(ImageFormatQualifierScenario, FirstBindAfterLinkRebuilds) {
if (!Ready()) GTEST_SKIP() << "no GL context";
if (!ImagesAreUsable()) GTEST_SKIP() << "no image load/store on this driver";
const GLuint program = MakeComputeProgram(kStoreSource);
if (program == 0) return;
// Use it once with NOTHING bound to the unit, which is what makes the backend build
// against an empty binding. The dispatch writes nowhere and must not error.
glUseProgram(program);
const GLint location = glGetUniformLocation(program, "uni_image");
ASSERT_GE(location, 0);
glUniform1i(location, kImageUnit);
glDispatchCompute(kExtent, 1, 1);
glMemoryBarrier(GL_ALL_BARRIER_BITS);
EXPECT_EQ(FirstGLError(), 0u) << "dispatching with an unbound image unit must not error";
glUseProgram(0);
const GLuint texture = MakeTexture(GL_R32UI);
if (texture == 0) return;
DispatchStore(program, texture, GL_R32UI);
for (int x = 0; x < kExtent; ++x) {
EXPECT_EQ(ReadRedTexel(texture, GL_R32UI, x), static_cast<GLuint>(x) + 100u)
<< "texel " << x << ": the first bind after the link did not reach the shader";
}
}
// A DECLARED format is authoritative and the bake must never touch it - including when
// the texture behind the unit has a different (but class-compatible) internal format,
// which GL explicitly allows. If the bake ever overrode a declaration, this is the case
// that would go wrong while every other one stayed green.
TEST_F(ImageFormatQualifierScenario, ADeclaredFormatStillWins) {
if (!Ready()) GTEST_SKIP() << "no GL context";
if (!ImagesAreUsable()) GTEST_SKIP() << "no image load/store on this driver";
const GLuint program = MakeComputeProgram(R"(#version 430 core
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout (r32ui) writeonly uniform uimage2D uni_image;
void main()
{
imageStore(uni_image, ivec2(gl_GlobalInvocationID.xy), uvec4(gl_GlobalInvocationID.x + 100u, 0u, 0u, 0u));
}
)");
const GLuint texture = MakeTexture(GL_R32UI);
if (program == 0 || texture == 0) return;
DispatchStore(program, texture, GL_R32UI);
for (int x = 0; x < kExtent; ++x) {
EXPECT_EQ(ReadRedTexel(texture, GL_R32UI, x), static_cast<GLuint>(x) + 100u)
<< "texel " << x << ": a declared format stopped working";
}
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,550 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ImageTargetKindScenario.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 - ONE IMAGE TARGET KIND AT A TIME, THROUGH A COMPUTE DISPATCH.
//
// KHR-GL44.multi_bind.dispatch_bind_image_textures decomposed. That conformance case declares
// ELEVEN image uniforms of eleven different target kinds in one compute shader, binds a texture
// of the matching kind to each unit, sums one texel from every one of them and compares the sum
// against N*(N-1)/2. It is a single pass/fail bit over eleven independent mechanisms: if any one
// of them is wrong - or merely fails to compile - the case fails and says nothing about which.
// That is what it did here, on both backends, for two waves.
//
// So the eleven are pulled apart into one case each. Each case declares ONE image uniform, binds
// ONE texture and checks the value that comes back, so a failure names the target kind and the
// direction. What the conformance case does with eleven at once, AllKindsInOneProgram at the
// bottom still does - a defect that only appears when several kinds share a program is invisible
// to the single-kind cases by construction.
//
// The shape is deliberately the conformance case's own, not a cleaner equivalent:
//
// * r32ui / GL_R32UI throughout, 6x6x6 storage, one level, texel (0,0,0) read;
// * `layout (location = N, r32ui) readonly uniform` - an explicit uniform LOCATION, not a
// binding, with the image unit then assigned by glUniform1i. That combination is the one ES
// cannot express directly, because ES forbids glUniform1i on an image uniform and the unit
// has to be baked into the generated ESSL (RebindImageUniformsToFrontendUnits);
// * `layout (std140, ...) buffer` for the result block - legal, but unusual enough that a
// frontend could plausibly mishandle it. Mirroring it means a green scenario cannot be green
// for a reason the conformance case excludes;
// * glBindImageTexture with layered = GL_TRUE, which is what glBindImageTextures is specified
// to pass, and which is where a target kind whose layeredness a backend does not recognise
// goes wrong.
//
// MULTISAMPLE is the one kind that is not merely an emulation problem, and the conformance case
// already knows it: it reads GL_MAX_IMAGE_SAMPLES and, when that is zero, substitutes a plain 2D
// texture and a plain uimage2D for both multisample entries. MobileGL reports zero, so the
// conformance case never asks it for a multisample image at all. The two cases below are kept
// and skip on that same query, so the coverage is already written the day a backend advertises
// them - and so the skip is a standing record of WHY the conformance case passes without them.
#include <algorithm>
#include <cstddef>
#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 case's own dimensions: one level, 6 on every axis (which is also
// exactly one cube's worth for a cube array), and a single texel read at the origin.
constexpr int kExtent = 6;
constexpr GLuint kFilledValue = 7u;
constexpr GLuint kStoredValue = 13u;
// Everything that differs between the eleven kinds, in one row.
struct TargetKind {
const char* name; // this scenario's name for it, which failure messages carry
GLenum target; // the GL texture target
const char* imageType; // the GLSL image uniform type
const char* coord; // the coordinate expression imageLoad/imageStore takes
bool multisample; // needs GL_MAX_IMAGE_SAMPLES > 0
bool buffer; // storage comes from a buffer object, not TexStorage
};
constexpr TargetKind kKind1D{"1D", GL_TEXTURE_1D, "uimage1D", "0", false, false};
constexpr TargetKind kKind1DArray{"1DArray", GL_TEXTURE_1D_ARRAY, "uimage1DArray", "ivec2(0, 0)", false,
false};
constexpr TargetKind kKind2D{"2D", GL_TEXTURE_2D, "uimage2D", "ivec2(0, 0)", false, false};
constexpr TargetKind kKind2DArray{"2DArray", GL_TEXTURE_2D_ARRAY, "uimage2DArray", "ivec3(0, 0, 0)", false,
false};
constexpr TargetKind kKind3D{"3D", GL_TEXTURE_3D, "uimage3D", "ivec3(0, 0, 0)", false, false};
constexpr TargetKind kKindBuffer{"Buffer", GL_TEXTURE_BUFFER, "uimageBuffer", "0", false, true};
constexpr TargetKind kKindCube{"Cube", GL_TEXTURE_CUBE_MAP, "uimageCube", "ivec3(0, 0, 0)", false, false};
constexpr TargetKind kKindCubeArray{"CubeArray", GL_TEXTURE_CUBE_MAP_ARRAY, "uimageCubeArray",
"ivec3(0, 0, 0)", false, false};
constexpr TargetKind kKindRect{"Rect", GL_TEXTURE_RECTANGLE, "uimage2DRect", "ivec2(0, 0)", false, false};
constexpr TargetKind kKind2DMS{"2DMS", GL_TEXTURE_2D_MULTISAMPLE, "uimage2DMS", "ivec2(0, 0)", true, false};
constexpr TargetKind kKind2DMSArray{"2DMSArray", GL_TEXTURE_2D_MULTISAMPLE_ARRAY, "uimage2DMSArray",
"ivec3(0, 0, 0)", true, false};
// A multisample image load/store takes the sample index as an extra argument; no other
// kind does. Keeping that in one place stops the two spellings drifting apart.
std::string LoadExpression(const TargetKind& kind, const std::string& name) {
return "imageLoad(" + name + ", " + kind.coord + (kind.multisample ? ", 0)" : ")");
}
std::string StoreStatement(const TargetKind& kind, const std::string& name, const char* value) {
return "imageStore(" + name + ", " + kind.coord + (kind.multisample ? ", 0, uvec4(" : ", uvec4(") +
value + ", 0, 0, 0));";
}
const char* kComputePrologue = "#version 440 core\n"
"\n"
"layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;\n"
"\n";
const char* kResultBlock = "layout (std140, binding = 0) buffer SSB {\n"
" uint sum;\n"
"} ssb;\n"
"\n";
// The conformance case's shader, narrowed to a single image.
std::string SingleLoadSource(const TargetKind& kind) {
return std::string(kComputePrologue) + "layout (location = 0, r32ui) readonly uniform " + kind.imageType +
" i0;\n" + kResultBlock + "void main()\n{\n uvec4 v = " + LoadExpression(kind, "i0") +
";\n ssb.sum = v.r;\n}\n";
}
// The other direction. Written as its own program rather than a read-write one so that a
// backend which gets the store right and the load wrong (or the reverse) is not able to
// cancel its own defect out.
std::string SingleStoreSource(const TargetKind& kind) {
return std::string(kComputePrologue) + "layout (location = 0, r32ui) writeonly uniform " +
kind.imageType + " i0;\n\nvoid main()\n{\n " + StoreStatement(kind, "i0", "13u") + "\n}\n";
}
class ImageTargetKindScenario : public ScenarioTest {
protected:
void TearDown() override {
if (!Ready()) return;
glUseProgram(0);
for (GLuint p : m_programs) glDeleteProgram(p);
for (GLuint t : m_textures) glDeleteTextures(1, &t);
for (GLuint b : m_buffers) glDeleteBuffers(1, &b);
m_programs.clear();
m_textures.clear();
m_buffers.clear();
// Leave no image unit bound. These scenarios share one context, and a stale image
// binding is exactly the kind of state that makes the NEXT scenario's failure
// impossible to reproduce on its own.
GLint maxImageUnits = 0;
glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
for (GLint unit = 0; unit < maxImageUnits; ++unit) {
glBindImageTexture(static_cast<GLuint>(unit), 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
}
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
while (glGetError() != GL_NO_ERROR) {
}
}
bool ImagesAreUsable() const {
GLint maxImageUnits = 0;
glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
GLint maxComputeImageUniforms = 0;
glGetIntegerv(GL_MAX_COMPUTE_IMAGE_UNIFORMS, &maxComputeImageUniforms);
while (glGetError() != GL_NO_ERROR) {
}
return maxImageUnits >= 1 && maxComputeImageUniforms >= 1;
}
// The conformance case's own multisample gate, asked the same way it asks it.
bool MultisampleImagesAreUsable() const {
GLint maxImageSamples = 0;
glGetIntegerv(GL_MAX_IMAGE_SAMPLES, &maxImageSamples);
while (glGetError() != GL_NO_ERROR) {
}
return maxImageSamples > 0;
}
GLuint MakeComputeProgram(const std::string& source) {
const GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
const char* text = source.c_str();
glShaderSource(shader, 1, &text, nullptr);
glCompileShader(shader);
GLint compiled = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (compiled == GL_FALSE) {
char log[4096] = {};
glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
ADD_FAILURE() << "the compute shader did not compile: " << log << "\nsource:\n" << source;
glDeleteShader(shader);
return 0;
}
const GLuint program = glCreateProgram();
m_programs.push_back(program);
glAttachShader(program, shader);
glLinkProgram(program);
glDeleteShader(shader);
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char log[4096] = {};
glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
ADD_FAILURE() << "the compute program did not link: " << log << "\nsource:\n" << source;
return 0;
}
return program;
}
// Storage plus a full fill with `value`, in the spelling each target kind needs.
// Returns 0 - having already reported - when the target could not be created.
GLuint MakeTexture(const TargetKind& kind, bool fill, GLuint value = kFilledValue) {
const std::vector<GLuint> texels(static_cast<std::size_t>(kExtent) * kExtent * kExtent, value);
if (kind.buffer) {
GLuint buffer = 0;
glGenBuffers(1, &buffer);
m_buffers.push_back(buffer);
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glBufferData(GL_TEXTURE_BUFFER, static_cast<GLsizeiptr>(texels.size() * sizeof(GLuint)),
fill ? texels.data() : nullptr, GL_DYNAMIC_COPY);
GLuint texture = 0;
glGenTextures(1, &texture);
m_textures.push_back(texture);
glBindTexture(GL_TEXTURE_BUFFER, texture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32UI, buffer);
if (const GLenum error = FirstGLError()) {
ADD_FAILURE() << kind.name << ": creating the texture buffer errored with "
<< GLErrorName(error);
return 0;
}
return texture;
}
GLuint texture = 0;
glGenTextures(1, &texture);
m_textures.push_back(texture);
glBindTexture(kind.target, texture);
switch (kind.target) {
case GL_TEXTURE_1D:
glTexStorage1D(kind.target, 1, GL_R32UI, kExtent);
break;
case GL_TEXTURE_2D:
case GL_TEXTURE_RECTANGLE:
case GL_TEXTURE_1D_ARRAY:
case GL_TEXTURE_CUBE_MAP:
glTexStorage2D(kind.target, 1, GL_R32UI, kExtent, kExtent);
break;
case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_3D:
case GL_TEXTURE_CUBE_MAP_ARRAY:
glTexStorage3D(kind.target, 1, GL_R32UI, kExtent, kExtent, kExtent);
break;
case GL_TEXTURE_2D_MULTISAMPLE:
glTexStorage2DMultisample(kind.target, 1, GL_R32UI, kExtent, kExtent, GL_FALSE);
break;
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
glTexStorage3DMultisample(kind.target, 1, GL_R32UI, kExtent, kExtent, kExtent, GL_FALSE);
break;
default:
ADD_FAILURE() << kind.name << ": no storage spelling for target 0x" << std::hex << kind.target;
return 0;
}
if (const GLenum error = FirstGLError()) {
ADD_FAILURE() << kind.name << ": allocating storage errored with " << GLErrorName(error);
return 0;
}
// A multisample texture has no TexSubImage - the conformance case fills it with a
// compute pass, which is what the store cases below do.
if (!fill || kind.multisample) return texture;
switch (kind.target) {
case GL_TEXTURE_1D:
glTexSubImage1D(kind.target, 0, 0, kExtent, GL_RED_INTEGER, GL_UNSIGNED_INT, texels.data());
break;
case GL_TEXTURE_2D:
case GL_TEXTURE_RECTANGLE:
case GL_TEXTURE_1D_ARRAY:
glTexSubImage2D(kind.target, 0, 0, 0, kExtent, kExtent, GL_RED_INTEGER, GL_UNSIGNED_INT,
texels.data());
break;
case GL_TEXTURE_CUBE_MAP:
for (int face = 0; face < 6; ++face) {
glTexSubImage2D(static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, 0, 0, kExtent,
kExtent, GL_RED_INTEGER, GL_UNSIGNED_INT, texels.data());
}
break;
case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_3D:
case GL_TEXTURE_CUBE_MAP_ARRAY:
glTexSubImage3D(kind.target, 0, 0, 0, 0, kExtent, kExtent, kExtent, GL_RED_INTEGER,
GL_UNSIGNED_INT, texels.data());
break;
default:
break;
}
if (const GLenum error = FirstGLError()) {
ADD_FAILURE() << kind.name << ": uploading texels errored with " << GLErrorName(error);
return 0;
}
return texture;
}
// A 4-byte `buffer` block bound to base 0, which is where every case puts its answer.
GLuint MakeResultBuffer() {
GLuint ssbo = 0;
glGenBuffers(1, &ssbo);
m_buffers.push_back(ssbo);
const GLuint zero = 0u;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLuint), &zero, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
return ssbo;
}
GLuint ReadResult(GLuint ssbo) {
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
GLuint value = 0xFFFFFFFFu;
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(GLuint), &value);
return value;
}
// Fill a texture of `kind`, read texel (0,0,0) of it through an image uniform in a
// compute dispatch, and require the value back.
void RunLoadCase(const TargetKind& kind) {
const GLuint program = MakeComputeProgram(SingleLoadSource(kind));
if (program == 0) return;
const GLuint texture = MakeTexture(kind, true);
if (texture == 0) return;
const GLuint ssbo = MakeResultBuffer();
glBindImageTexture(0, texture, 0, GL_TRUE, 0, GL_READ_ONLY, GL_R32UI);
ASSERT_EQ(FirstGLError(), 0u) << kind.name << ": glBindImageTexture errored";
glUseProgram(program);
// The unit, by LOCATION - the conformance case's own redundant-but-legal
// assignment, and the one ES cannot take at the API level.
glUniform1i(0, 0);
ASSERT_EQ(FirstGLError(), 0u) << kind.name << ": assigning the image unit errored";
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_ALL_BARRIER_BITS);
EXPECT_EQ(FirstGLError(), 0u) << kind.name << ": the dispatch leaked a GL error";
EXPECT_EQ(ReadResult(ssbo), kFilledValue)
<< kind.name << ": the compute dispatch did not read the value the texture was filled with";
glUseProgram(0);
}
// The other direction: store through an image uniform, then read the same texel back
// through a SECOND program, so a defect cannot cancel itself out.
void RunStoreCase(const TargetKind& kind) {
const GLuint storeProgram = MakeComputeProgram(SingleStoreSource(kind));
const GLuint loadProgram = MakeComputeProgram(SingleLoadSource(kind));
if (storeProgram == 0 || loadProgram == 0) return;
const GLuint texture = MakeTexture(kind, false);
if (texture == 0) return;
const GLuint ssbo = MakeResultBuffer();
glBindImageTexture(0, texture, 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32UI);
ASSERT_EQ(FirstGLError(), 0u) << kind.name << ": glBindImageTexture errored";
glUseProgram(storeProgram);
glUniform1i(0, 0);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_ALL_BARRIER_BITS);
EXPECT_EQ(FirstGLError(), 0u) << kind.name << ": the storing dispatch leaked a GL error";
glUseProgram(loadProgram);
glUniform1i(0, 0);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_ALL_BARRIER_BITS);
EXPECT_EQ(FirstGLError(), 0u) << kind.name << ": the loading dispatch leaked a GL error";
EXPECT_EQ(ReadResult(ssbo), kStoredValue)
<< kind.name << ": the value stored through the image did not come back";
glUseProgram(0);
}
std::vector<GLuint> m_programs;
std::vector<GLuint> m_textures;
std::vector<GLuint> m_buffers;
};
} // namespace
// ---- the load direction, one target kind per case -----------------------
//
// Exactly what the conformance case does with each of its eleven uniforms, but alone, so a
// failure names the kind.
#define MGL_DEFINE_LOAD_CASE(CaseName, Kind) \
TEST_F(ImageTargetKindScenario, Loads##CaseName) { \
if (!Ready()) return; \
if (!ImagesAreUsable()) GTEST_SKIP() << "no compute image uniforms"; \
if ((Kind).multisample && !MultisampleImagesAreUsable()) { \
GTEST_SKIP() << "GL_MAX_IMAGE_SAMPLES is 0, so the conformance case substitutes a plain 2D image " \
"here and never asks for a multisample one"; \
} \
RunLoadCase(Kind); \
}
#define MGL_DEFINE_STORE_CASE(CaseName, Kind) \
TEST_F(ImageTargetKindScenario, Stores##CaseName) { \
if (!Ready()) return; \
if (!ImagesAreUsable()) GTEST_SKIP() << "no compute image uniforms"; \
if ((Kind).multisample && !MultisampleImagesAreUsable()) { \
GTEST_SKIP() << "GL_MAX_IMAGE_SAMPLES is 0, so the conformance case substitutes a plain 2D image " \
"here and never asks for a multisample one"; \
} \
RunStoreCase(Kind); \
}
MGL_DEFINE_LOAD_CASE(Texture1D, kKind1D)
MGL_DEFINE_LOAD_CASE(Texture1DArray, kKind1DArray)
MGL_DEFINE_LOAD_CASE(Texture2D, kKind2D)
MGL_DEFINE_LOAD_CASE(Texture2DArray, kKind2DArray)
MGL_DEFINE_LOAD_CASE(Texture3D, kKind3D)
MGL_DEFINE_LOAD_CASE(TextureBuffer, kKindBuffer)
MGL_DEFINE_LOAD_CASE(TextureCube, kKindCube)
MGL_DEFINE_LOAD_CASE(TextureCubeArray, kKindCubeArray)
MGL_DEFINE_LOAD_CASE(TextureRectangle, kKindRect)
MGL_DEFINE_LOAD_CASE(Texture2DMultisample, kKind2DMS)
MGL_DEFINE_LOAD_CASE(Texture2DMultisampleArray, kKind2DMSArray)
MGL_DEFINE_STORE_CASE(Texture1D, kKind1D)
MGL_DEFINE_STORE_CASE(Texture1DArray, kKind1DArray)
MGL_DEFINE_STORE_CASE(Texture2D, kKind2D)
MGL_DEFINE_STORE_CASE(Texture2DArray, kKind2DArray)
MGL_DEFINE_STORE_CASE(Texture3D, kKind3D)
MGL_DEFINE_STORE_CASE(TextureBuffer, kKindBuffer)
MGL_DEFINE_STORE_CASE(TextureCube, kKindCube)
MGL_DEFINE_STORE_CASE(TextureCubeArray, kKindCubeArray)
MGL_DEFINE_STORE_CASE(TextureRectangle, kKindRect)
MGL_DEFINE_STORE_CASE(Texture2DMultisample, kKind2DMS)
MGL_DEFINE_STORE_CASE(Texture2DMultisampleArray, kKind2DMSArray)
#undef MGL_DEFINE_LOAD_CASE
#undef MGL_DEFINE_STORE_CASE
// ---- and all of them at once -------------------------------------------
//
// The conformance case's actual shape. The single-kind cases above cannot see a defect that
// needs several kinds in one program - a binding remap that only collides when two image
// types share a descriptor set, a per-kind rewrite that is not idempotent across declarations
// - and that class of defect is precisely what "each kind passes alone but the case still
// fails" would mean.
//
// Each unit is filled with its own DISTINCT value rather than a shared one, so a shortfall
// names WHICH kind is missing rather than merely how many are: with one shared value, "three
// kinds read zero" and "one kind read zero" differ only by a multiple, and any two kinds are
// interchangeable in the total. A sum still cannot see two kinds SWAPPING - addition is
// commutative, and the conformance case has exactly the same blind spot - but the single-kind
// cases above pin each kind to its own texture already, so a swap cannot hide there.
TEST_F(ImageTargetKindScenario, AllKindsInOneProgram) {
if (!Ready()) return;
if (!ImagesAreUsable()) GTEST_SKIP() << "no compute image uniforms";
// The two kinds this whole scenario file exists for come FIRST, and that ordering is
// load-bearing rather than cosmetic. The list has to be truncated to the device's image
// unit count, and the guaranteed minimum is small - ES 3.1 promises only four compute
// image uniforms - so a list in the conformance case's own order would put imageBuffer
// at index five and drop it on exactly the devices most likely to get it wrong. A test
// that quietly stops covering its own subject is worse than one that fails.
const bool multisample = MultisampleImagesAreUsable();
std::vector<TargetKind> kinds{kKind1DArray, kKindBuffer, kKind2D, kKind1D, kKind2DArray,
kKind3D, kKindCube, kKindRect, kKindCubeArray};
if (multisample) {
kinds.push_back(kKind2DMS);
kinds.push_back(kKind2DMSArray);
}
GLint maxComputeImageUniforms = 0;
glGetIntegerv(GL_MAX_COMPUTE_IMAGE_UNIFORMS, &maxComputeImageUniforms);
GLint maxImageUnits = 0;
glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
while (glGetError() != GL_NO_ERROR) {
}
const std::size_t count =
std::min<std::size_t>(kinds.size(), static_cast<std::size_t>(std::max(0, std::min(maxComputeImageUniforms,
maxImageUnits))));
if (count == 0) GTEST_SKIP() << "no image units";
// Named, not silently dropped: `expected` is computed over whatever survives, so a
// truncated run is self-consistently green and would otherwise never say what it stopped
// covering.
if (count < kinds.size()) {
std::string dropped;
for (std::size_t i = count; i < kinds.size(); ++i) {
if (!dropped.empty()) dropped += ", ";
dropped += kinds[i].name;
}
RecordProperty("dropped_image_target_kinds", dropped);
GTEST_LOG_(INFO) << "only " << count << " image units, so these kinds are not covered by the "
<< "combined case: " << dropped;
}
kinds.resize(count);
std::string declarations;
std::string sum;
for (std::size_t i = 0; i < kinds.size(); ++i) {
const std::string name = "i" + std::to_string(i);
declarations += "layout (location = " + std::to_string(i) + ", r32ui) readonly uniform " +
kinds[i].imageType + " " + name + ";\n";
if (!sum.empty()) sum += " + ";
sum += LoadExpression(kinds[i], name);
}
const std::string source = std::string(kComputePrologue) + declarations + kResultBlock +
"void main()\n{\n uvec4 v = " + sum + ";\n ssb.sum = v.r;\n}\n";
const GLuint program = MakeComputeProgram(source);
if (program == 0) return;
// Powers of two, so the shortfall's bit pattern names exactly which kinds read zero -
// no other subset of the values can sum to the same total. Eleven kinds at most, so the
// largest is 1 << 10 and the sum cannot approach a uint's range.
GLuint expected = 0;
for (std::size_t i = 0; i < kinds.size(); ++i) {
const GLuint value = 1u << i;
const GLuint texture = MakeTexture(kinds[i], true, value);
if (texture == 0) return;
expected += value;
glBindImageTexture(static_cast<GLuint>(i), texture, 0, GL_TRUE, 0, GL_READ_ONLY, GL_R32UI);
ASSERT_EQ(FirstGLError(), 0u) << kinds[i].name << ": glBindImageTexture errored";
}
const GLuint ssbo = MakeResultBuffer();
glUseProgram(program);
for (std::size_t i = 0; i < kinds.size(); ++i) {
glUniform1i(static_cast<GLint>(i), static_cast<GLint>(i));
}
ASSERT_EQ(FirstGLError(), 0u) << "assigning the image units errored";
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_ALL_BARRIER_BITS);
EXPECT_EQ(FirstGLError(), 0u) << "the dispatch leaked a GL error";
const GLuint actual = ReadResult(ssbo);
std::string missing;
for (std::size_t i = 0; i < kinds.size(); ++i) {
if ((actual & (1u << i)) == 0u) {
if (!missing.empty()) missing += ", ";
missing += kinds[i].name;
}
}
EXPECT_EQ(actual, expected)
<< "the sum over " << kinds.size()
<< " image target kinds is wrong; each kind contributes its own bit, and these read "
"zero: "
<< (missing.empty() ? "(none - so some kind read a value it was never given)" : missing);
glUseProgram(0);
}
} // namespace MGITest
@@ -0,0 +1,378 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/LayeredAttachmentBarrierScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario - A TRANSFER OFF A NON-ZERO ATTACHMENT LAYER READS THE LAYER THE BARRIER MOVED.
//
// Every transfer DirectVulkan performs against a framebuffer attachment is three commands: a
// barrier that puts the image in TRANSFER_SRC/DST, the copy or blit itself, and a barrier that
// puts it back. The copy names the attachment's layer - glFramebufferTextureLayer(.., layer) ends
// up in `srcSubresource.baseArrayLayer` - but TransitionImageLayout used to emit `layerCount = 1`
// from `baseArrayLayer 0`, so for every attachment on a layer above zero the barrier moved layer 0
// and the copy read layer N. The layer the transfer touched was never transitioned: it sat in
// COLOR_ATTACHMENT_OPTIMAL (or DEPTH_STENCIL_ATTACHMENT_OPTIMAL) while being read as TRANSFER_SRC.
//
// That is undefined behaviour, not a guaranteed wrong pixel: a layout is a compression/tiling
// promise, so a driver that stores both layouts identically returns the right bytes anyway. The
// software lanes (lavapipe) are exactly such a driver, which is why this scenario is paired with a
// validation-layer run - the layer names the mismatch outright
// (VUID-vkCmdCopyImageToBuffer-srcImageLayout-00189, "srcImageLayout ... doesn't match the actual
// current layout") where the pixels here cannot. On a tiler that really does re-tile per layout,
// these are the reads that come back as garbage.
//
// The four cases below are the four transfer paths that take an attachment layer from GL:
//
// glReadPixels (colour) -> VulkanRenderer::ReadPixels
// glBlitFramebuffer (colour) -> VulkanRenderer::BlitNamedFramebuffer
// glReadPixels (GL_DEPTH_COMPONENT) -> VulkanRenderer::ReadDepthStencilImageToClient
// glBlitFramebuffer (GL_DEPTH_BUFFER_BIT) -> VulkanRenderer::BlitNamedFramebuffer, depth leg
//
// Each one renders or clears INTO the non-zero layer first, so the image is genuinely sitting in
// its attachment layout when the transfer starts - a scenario that only uploaded texels would
// leave it in a transfer layout already and the mismatched barrier would be a no-op.
//
// Every case also asserts the layers it did not name still hold their own fill, so a backend that
// "fixed" the miss by transferring the whole image passes neither half.
//
// DirectGLES is the control: it hands the same calls to the driver, so a failure on both backends
// means the scenario is wrong and a failure on DirectVulkan alone means Magma is.
#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 {
constexpr int kWidth = 8;
constexpr int kHeight = 8;
// Four layers with the subject at index 2: layers on both sides of it stay untouched, so
// "moved the whole image" and "moved layer 0" are both distinguishable from correct.
constexpr int kLayers = 4;
constexpr int kSubjectLayer = 2;
// A value no correct read can produce, so "the backend wrote nothing" fails loudly.
constexpr float kDepthPoison = 0.2f;
std::string Describe(const Rgba8& color) {
return "(" + std::to_string(color.r) + ", " + std::to_string(color.g) + ", " + std::to_string(color.b) +
", " + std::to_string(color.a) + ")";
}
// Per-layer fill, uniform within a layer: the defect is about WHICH layer is addressed, and
// a value that also varied inside the layer would make the assertions depend on row order.
Rgba8 LayerFill(int layer) {
return {static_cast<GLubyte>(17 + layer * 30), static_cast<GLubyte>(200 - layer * 25),
static_cast<GLubyte>(60 + layer * 40), 255};
}
// What the draw paints - matches kFS below, and is deliberately none of the LayerFill
// values so "the draw never landed" cannot read as a pass.
constexpr Rgba8 kPaintedColor{26, 51, 204, 255};
constexpr const char* kVS = R"(#version 330 core
in vec2 aPos;
void main() { gl_Position = vec4(aPos, 0.0, 1.0); }
)";
constexpr const char* kFS = R"(#version 330 core
out vec4 o_color;
void main() { o_color = vec4(0.1, 0.2, 0.8, 1.0); }
)";
void DrawFullViewportQuad(unsigned int program) {
static const float kQuad[] = {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
GLuint vao = 0, vbo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(kQuad), kQuad, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
glUseProgram(program);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
}
class LayeredAttachmentBarrierScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
std::string error;
m_program = CompileProgram(kVS, kFS, &error);
ASSERT_NE(m_program, 0u) << error;
}
void TearDown() override {
if (!Ready()) return;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
for (const GLuint fbo : m_fbos) {
glDeleteFramebuffers(1, &fbo);
}
m_fbos.clear();
for (const GLuint texture : m_textures) {
glDeleteTextures(1, &texture);
}
m_textures.clear();
if (m_program != 0) {
glUseProgram(0);
glDeleteProgram(m_program);
m_program = 0;
}
}
// An RGBA8 2D array with a different uniform colour per layer.
GLuint MakeColorArray() {
GLuint texture = 0;
glGenTextures(1, &texture);
m_textures.push_back(texture);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, kWidth, kHeight, kLayers);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
for (int layer = 0; layer < kLayers; ++layer) {
const std::vector<Rgba8> texels(static_cast<std::size_t>(kWidth) * kHeight, LayerFill(layer));
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, layer, kWidth, kHeight, 1, GL_RGBA,
GL_UNSIGNED_BYTE, texels.data());
}
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
return texture;
}
// A depth 2D array. No initial upload: depth arrays are filled by clearing through an
// attachment, which is also the state the transfer paths have to cope with.
GLuint MakeDepthArray() {
GLuint texture = 0;
glGenTextures(1, &texture);
m_textures.push_back(texture);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH_COMPONENT24, kWidth, kHeight, kLayers);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
return texture;
}
// One FBO naming `layer` of the given arrays. Depth is optional (0 = colour only).
GLuint MakeLayerFbo(GLuint colorArray, GLuint depthArray, int layer) {
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
m_fbos.push_back(fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, colorArray, 0, layer);
if (depthArray != 0) {
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthArray, 0, layer);
}
EXPECT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE))
<< "layer " << layer << " is not attachable";
return fbo;
}
// glReadPixels of one whole layer, through an FBO that names it.
Rgba8 ReadLayer(GLuint colorArray, int layer) {
const GLuint fbo = MakeLayerFbo(colorArray, 0, layer);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
std::vector<Rgba8> pixels(static_cast<std::size_t>(kWidth) * kHeight, Rgba8{});
glReadPixels(0, 0, kWidth, kHeight, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// The fill is uniform within a layer, so any disagreement between texels is itself
// a failure - reported here rather than silently reduced to pixels[0].
for (std::size_t i = 1; i < pixels.size(); ++i) {
EXPECT_TRUE(pixels[i] == pixels[0])
<< "layer " << layer << " is not uniform: texel 0 is " << Describe(pixels[0]) << ", texel "
<< i << " is " << Describe(pixels[i]);
}
return pixels[0];
}
// Every layer but `changed` still holds its own fill.
void ExpectOtherLayersUntouched(GLuint colorArray, int changed, const char* what) {
for (int layer = 0; layer < kLayers; ++layer) {
if (layer == changed) continue;
const Rgba8 actual = ReadLayer(colorArray, layer);
EXPECT_TRUE(actual == LayerFill(layer))
<< what << ": layer " << layer << " should still hold its fill but is " << Describe(actual)
<< ", expected " << Describe(LayerFill(layer));
}
}
float ReadDepthAt(int x, int y) const {
float depth = kDepthPoison;
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
return depth;
}
std::vector<GLuint> m_textures;
std::vector<GLuint> m_fbos;
unsigned int m_program = 0;
};
// glReadPixels straight off a layer that was just rendered to. The image is in
// COLOR_ATTACHMENT_OPTIMAL when the readback barrier runs, so the barrier and the copy
// disagreeing about the layer is a live layout mismatch, not a bookkeeping detail.
TEST_F(LayeredAttachmentBarrierScenario, ReadPixelsOffRenderedNonZeroLayer) {
if (!Ready()) return;
const GLuint colorArray = MakeColorArray();
ASSERT_EQ(FirstGLError(), 0u) << "texture setup failed";
const GLuint fbo = MakeLayerFbo(colorArray, 0, kSubjectLayer);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, kWidth, kHeight);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
DrawFullViewportQuad(m_program);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
std::vector<Rgba8> pixels(static_cast<std::size_t>(kWidth) * kHeight, Rgba8{});
glReadPixels(0, 0, kWidth, kHeight, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
EXPECT_EQ(FirstGLError(), 0u);
for (std::size_t i = 0; i < pixels.size(); ++i) {
ASSERT_NEAR(pixels[i].r, kPaintedColor.r, 2)
<< "texel " << i << " of the rendered layer is " << Describe(pixels[i]);
ASSERT_NEAR(pixels[i].g, kPaintedColor.g, 2) << "texel " << i;
ASSERT_NEAR(pixels[i].b, kPaintedColor.b, 2) << "texel " << i;
}
ExpectOtherLayersUntouched(colorArray, kSubjectLayer, "readback off a rendered layer");
}
// glBlitFramebuffer between two non-zero layers of two different arrays. Both endpoints are
// above layer 0, so the source and destination barriers are each wrong on their own side.
TEST_F(LayeredAttachmentBarrierScenario, BlitBetweenNonZeroColorLayers) {
if (!Ready()) return;
const GLuint sourceArray = MakeColorArray();
const GLuint destinationArray = MakeColorArray();
ASSERT_EQ(FirstGLError(), 0u) << "texture setup failed";
constexpr int kSourceLayer = 3;
constexpr int kDestinationLayer = 1;
const GLuint sourceFbo = MakeLayerFbo(sourceArray, 0, kSourceLayer);
glBindFramebuffer(GL_FRAMEBUFFER, sourceFbo);
glViewport(0, 0, kWidth, kHeight);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
DrawFullViewportQuad(m_program);
const GLuint destinationFbo = MakeLayerFbo(destinationArray, 0, kDestinationLayer);
glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFbo);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destinationFbo);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glBlitFramebuffer(0, 0, kWidth, kHeight, 0, 0, kWidth, kHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
EXPECT_EQ(FirstGLError(), 0u);
const Rgba8 blitted = ReadLayer(destinationArray, kDestinationLayer);
EXPECT_NEAR(blitted.r, kPaintedColor.r, 2) << "blit destination layer is " << Describe(blitted);
EXPECT_NEAR(blitted.g, kPaintedColor.g, 2);
EXPECT_NEAR(blitted.b, kPaintedColor.b, 2);
ExpectOtherLayersUntouched(destinationArray, kDestinationLayer, "colour blit destination");
// The source layer was rendered, not blitted into, so it is checked separately.
const Rgba8 source = ReadLayer(sourceArray, kSourceLayer);
EXPECT_NEAR(source.r, kPaintedColor.r, 2) << "blit source layer is " << Describe(source);
ExpectOtherLayersUntouched(sourceArray, kSourceLayer, "colour blit source");
}
// The depth aspect of the same readback path: the depth image sits in
// DEPTH_STENCIL_ATTACHMENT_OPTIMAL after the clear, and the copy names the attached layer.
TEST_F(LayeredAttachmentBarrierScenario, ReadDepthOffClearedNonZeroLayer) {
if (!Ready()) return;
const GLuint colorArray = MakeColorArray();
const GLuint depthArray = MakeDepthArray();
ASSERT_EQ(FirstGLError(), 0u) << "texture setup failed";
const GLuint fbo = MakeLayerFbo(colorArray, depthArray, kSubjectLayer);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, kWidth, kHeight);
glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_TRUE);
glClearDepth(0.375);
glClear(GL_DEPTH_BUFFER_BIT);
const float centre = ReadDepthAt(kWidth / 2, kHeight / 2);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(centre, 0.375f, 1.0f / 4096.0f)
<< "glReadPixels(GL_DEPTH_COMPONENT) off layer " << kSubjectLayer << " returned " << centre
<< (std::fabs(centre - kDepthPoison) < 1e-6f ? " - the destination was never written at all" : "");
}
// The depth leg of the blit path, both endpoints above layer 0. Verified by reading the
// destination's depth back, which is the same readback the case above pins - so a failure
// here with that one passing is the blit, not the readback.
TEST_F(LayeredAttachmentBarrierScenario, BlitDepthBetweenNonZeroLayers) {
if (!Ready()) return;
const GLuint sourceColor = MakeColorArray();
const GLuint sourceDepth = MakeDepthArray();
const GLuint destinationColor = MakeColorArray();
const GLuint destinationDepth = MakeDepthArray();
ASSERT_EQ(FirstGLError(), 0u) << "texture setup failed";
constexpr int kSourceLayer = 3;
constexpr int kDestinationLayer = 1;
const GLuint sourceFbo = MakeLayerFbo(sourceColor, sourceDepth, kSourceLayer);
glBindFramebuffer(GL_FRAMEBUFFER, sourceFbo);
glViewport(0, 0, kWidth, kHeight);
glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_TRUE);
glClearDepth(0.625);
glClear(GL_DEPTH_BUFFER_BIT);
// A destination pre-cleared to something the blit must overwrite, so "the blit did
// nothing" and "the blit landed" are different answers.
const GLuint destinationFbo = MakeLayerFbo(destinationColor, destinationDepth, kDestinationLayer);
glBindFramebuffer(GL_FRAMEBUFFER, destinationFbo);
glViewport(0, 0, kWidth, kHeight);
glDepthMask(GL_TRUE);
glClearDepth(0.125);
glClear(GL_DEPTH_BUFFER_BIT);
glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destinationFbo);
glBlitFramebuffer(0, 0, kWidth, kHeight, 0, 0, kWidth, kHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
EXPECT_EQ(FirstGLError(), 0u);
glBindFramebuffer(GL_FRAMEBUFFER, destinationFbo);
const float blitted = ReadDepthAt(kWidth / 2, kHeight / 2);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(blitted, 0.625f, 1.0f / 4096.0f)
<< "depth blitted onto layer " << kDestinationLayer << " reads back as " << blitted
<< (std::fabs(blitted - 0.125f) < 1e-3f ? " - the destination kept its own clear" : "");
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,264 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/VertexArrayEnableDisableScenario.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
//
// KHR-GL45.direct_state_access.vertex_arrays_enable_disable_attributes, rebuilt.
//
// The case is small and does one unusual thing twice: it turns half of
// GL_MAX_VERTEX_ATTRIBS attribute arrays on and the other half off with
// glEnableVertexArrayAttrib / glDisableVertexArrayAttrib on a vertex array object
// that is NOT bound (it binds the default one first, on purpose), draws one point
// through a program that reads exactly the enabled half, and checks the sum those
// arrays produced. Then it swaps which half is enabled, draws again through a
// SECOND program, and checks the other sum.
//
// Both draws capture into ONE four-byte transform feedback buffer, allocated once
// with immutable storage and read back with glMapBuffer - so anything that only
// works on the first capture span through a buffer fails the second check while
// leaving the first one green.
//
// It is reassembled here rather than shortened because every one of those details
// is a candidate: the unbound-VAO enables, the two-program swap, the integer
// attributes fetched with glVertexAttribIPointer at a stride wider than one
// element, the second capture span, and the fact that the sums differ ONLY in
// which arrays contributed (a fetch that ignored the enable state, or one that
// read the wrong element, lands on a different number, not on garbage).
#include <cstdio>
#include <cstring>
#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 {
GLuint CompileShader(GLenum type, const std::string& source, std::string* log) {
const GLuint shader = glCreateShader(type);
const char* text = source.c_str();
glShaderSource(shader, 1, &text, nullptr);
glCompileShader(shader);
GLint status = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
std::vector<char> buffer(static_cast<std::size_t>(length) + 1, '\0');
glGetShaderInfoLog(shader, length + 1, nullptr, buffer.data());
if (log != nullptr) *log = buffer.data();
glDeleteShader(shader);
return 0;
}
return shader;
}
// Declares and sums the even (parity 0) or odd (parity 1) attributes only, with the
// locations assigned by glBindAttribLocation rather than a layout qualifier - which is
// what the CTS case does, and which makes the attribute set the program reads a link
// property rather than a source one.
GLuint BuildSumProgram(int parity, int attributeCount, std::string* log) {
std::string declarations;
std::string copies = " sum = 0;\n";
for (int i = parity; i < attributeCount; i += 2) {
declarations += "in int a_" + std::to_string(i) + ";\n";
copies += " sum += a_" + std::to_string(i) + ";\n";
}
// `flat` where the CTS case has none: an integral shader output cannot be
// interpolated, so a driver is within its rights to reject the unqualified form
// even with no matching fragment input. The capture reads the same value either
// way, and the qualifier keeps this scenario portable off llvmpipe.
const std::string vertexSource = "#version 450\n\n" + declarations +
"flat out int sum;\n\nvoid main()\n{\n" + copies + "}\n";
const std::string fragmentSource = R"(#version 450
out vec4 color;
void main()
{
color = vec4(1.0);
}
)";
const GLuint vertexShader = CompileShader(GL_VERTEX_SHADER, vertexSource, log);
if (vertexShader == 0) return 0;
const GLuint fragmentShader = CompileShader(GL_FRAGMENT_SHADER, fragmentSource, log);
if (fragmentShader == 0) {
glDeleteShader(vertexShader);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
const char* varying = "sum";
glTransformFeedbackVaryings(program, 1, &varying, GL_INTERLEAVED_ATTRIBS);
for (int i = parity; i < attributeCount; i += 2) {
const std::string name = "a_" + std::to_string(i);
glBindAttribLocation(program, static_cast<GLuint>(i), name.c_str());
}
glLinkProgram(program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
GLint status = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
std::vector<char> buffer(static_cast<std::size_t>(length) + 1, '\0');
glGetProgramInfoLog(program, length + 1, nullptr, buffer.data());
if (log != nullptr) *log = buffer.data();
glDeleteProgram(program);
return 0;
}
return program;
}
class VertexArrayEnableDisableScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &m_attributeCount);
ASSERT_GE(m_attributeCount, 16);
std::string log;
m_even = BuildSumProgram(0, m_attributeCount, &log);
ASSERT_NE(m_even, 0u) << "even program failed to build: " << log;
m_odd = BuildSumProgram(1, m_attributeCount, &log);
ASSERT_NE(m_odd, 0u) << "odd program failed to build: " << log;
// One element per attribute, read as one vertex whose stride spans them all.
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
std::vector<GLint> reference(static_cast<std::size_t>(m_attributeCount));
for (int i = 0; i < m_attributeCount; ++i) reference[static_cast<std::size_t>(i)] = i;
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(reference.size() * sizeof(GLint)),
reference.data(), GL_STATIC_DRAW);
for (int i = 0; i < m_attributeCount; ++i) {
glVertexAttribIPointer(static_cast<GLuint>(i), 1, GL_INT,
static_cast<GLsizei>(sizeof(GLint) * m_attributeCount),
reinterpret_cast<const void*>(static_cast<std::size_t>(i) * sizeof(GLint)));
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Immutable storage, allocated once, read back with glMapBuffer - the capture
// buffer is never respecified between the two spans.
glGenBuffers(1, &m_xfb);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, m_xfb);
glBufferStorage(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(GLint), nullptr, GL_MAP_READ_BIT);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, m_xfb);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "capture buffer setup";
}
void TearDown() override {
if (!Ready()) return;
glUseProgram(0);
glBindVertexArray(0);
if (m_xfb != 0) glDeleteBuffers(1, &m_xfb);
if (m_vbo != 0) glDeleteBuffers(1, &m_vbo);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
if (m_even != 0) glDeleteProgram(m_even);
if (m_odd != 0) glDeleteProgram(m_odd);
ScenarioTest::TearDown();
}
// Enables one parity's arrays and disables the other's, THROUGH THE OBJECT NAME
// while a different vertex array object is bound.
void TurnOnAttributes(int enabledParity) {
glBindVertexArray(0);
for (int i = 0; i < m_attributeCount; ++i) {
if (i % 2 == enabledParity % 2) {
glEnableVertexArrayAttrib(m_vao, static_cast<GLuint>(i));
} else {
glDisableVertexArrayAttrib(m_vao, static_cast<GLuint>(i));
}
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "attribute " << i << ", parity " << enabledParity;
}
glBindVertexArray(m_vao);
}
int ExpectedSum(int parity) const {
int sum = 0;
for (int i = parity; i < m_attributeCount; i += 2) sum += i;
return sum;
}
// One capture span, read back the way the CTS case does.
int DrawAndRead(int parity) {
glUseProgram(parity == 0 ? m_even : m_odd);
glBindVertexArray(m_vao);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 1);
glEndTransformFeedback();
const void* mapped = glMapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, GL_READ_ONLY);
if (mapped == nullptr) {
ADD_FAILURE() << "glMapBuffer returned null for parity " << parity;
return -1;
}
GLint result = -1;
std::memcpy(&result, mapped, sizeof(result));
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
return result;
}
GLint m_attributeCount = 16;
GLuint m_even = 0;
GLuint m_odd = 0;
GLuint m_vao = 0;
GLuint m_vbo = 0;
GLuint m_xfb = 0;
};
// The case verbatim: even half on, draw, check; odd half on, draw, check.
TEST_F(VertexArrayEnableDisableScenario, EitherHalfOfTheAttributesInTurn) {
if (!Ready()) GTEST_SKIP();
TurnOnAttributes(0);
EXPECT_EQ(DrawAndRead(0), ExpectedSum(0)) << "even attributes";
TurnOnAttributes(1);
EXPECT_EQ(DrawAndRead(1), ExpectedSum(1)) << "odd attributes";
EXPECT_EQ(glGetError(), GL_NO_ERROR);
}
// The first span on its own, so a failure of the case above can be read as "the second
// span" rather than "the enables".
TEST_F(VertexArrayEnableDisableScenario, TheEvenHalfAlone) {
if (!Ready()) GTEST_SKIP();
TurnOnAttributes(0);
EXPECT_EQ(DrawAndRead(0), ExpectedSum(0));
EXPECT_EQ(glGetError(), GL_NO_ERROR);
}
// And the odd half as the FIRST span, which separates "the odd program/arrays are
// wrong" from "the second span is wrong".
TEST_F(VertexArrayEnableDisableScenario, TheOddHalfAlone) {
if (!Ready()) GTEST_SKIP();
TurnOnAttributes(1);
EXPECT_EQ(DrawAndRead(1), ExpectedSum(1));
EXPECT_EQ(glGetError(), GL_NO_ERROR);
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,676 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/VertexAttribBindingScenario.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
//
// ARB_vertex_attrib_binding: the separate format/binding state the GL 4.3 vertex
// input model is made of, read back out of the draw that consumed it.
//
// Every scenario here captures the vertex shader's inputs with transform feedback
// under GL_RASTERIZER_DISCARD, which is what the KHR-GL43.vertex_attrib_binding
// cases do: the captured record IS the fetched vertex, so "the binding state did
// not reach the draw" and "the draw fetched the wrong bytes" are distinguishable
// from each other and from "the capture did not run" (the buffer is pre-filled
// with a poison value).
#include <cstdio>
#include <cstring>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
constexpr float kPoison = -1234.0f;
GLuint CompileShader(GLenum type, const std::string& source, std::string* log) {
const GLuint shader = glCreateShader(type);
const char* text = source.c_str();
glShaderSource(shader, 1, &text, nullptr);
glCompileShader(shader);
GLint status = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
std::vector<char> buffer(static_cast<std::size_t>(length) + 1, '\0');
glGetShaderInfoLog(shader, length + 1, nullptr, buffer.data());
if (log != nullptr) *log = buffer.data();
glDeleteShader(shader);
return 0;
}
return shader;
}
// A vertex-only capture program, exactly how the CTS builds one: the varying
// names are declared before the link and the fragment stage is absent because
// the draw runs under GL_RASTERIZER_DISCARD.
GLuint BuildCaptureProgram(const std::string& vertexSource, const std::vector<const char*>& xfbVaryings,
std::string* log) {
const GLuint vertexShader = CompileShader(GL_VERTEX_SHADER, vertexSource, log);
if (vertexShader == 0) return 0;
const GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
if (!xfbVaryings.empty()) {
glTransformFeedbackVaryings(program, static_cast<GLsizei>(xfbVaryings.size()), xfbVaryings.data(),
GL_INTERLEAVED_ATTRIBS);
}
glLinkProgram(program);
glDeleteShader(vertexShader);
GLint status = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
std::vector<char> buffer(static_cast<std::size_t>(length) + 1, '\0');
glGetProgramInfoLog(program, length + 1, nullptr, buffer.data());
if (log != nullptr) *log = buffer.data();
glDeleteProgram(program);
return 0;
}
return program;
}
// Four float inputs at locations 0..3, captured as four vec4s per vertex.
// Locations the test does not feed keep their current-attribute value, which
// every scenario sets to a known constant first.
std::string CaptureVertexSource() {
return R"(#version 430 core
layout(location = 0) in vec4 vs_in_attrib0;
layout(location = 1) in vec4 vs_in_attrib1;
layout(location = 2) in vec4 vs_in_attrib2;
layout(location = 3) in vec4 vs_in_attrib3;
out StageData {
vec4 attrib0;
vec4 attrib1;
vec4 attrib2;
vec4 attrib3;
} vs_out;
void main() {
vs_out.attrib0 = vs_in_attrib0;
vs_out.attrib1 = vs_in_attrib1;
vs_out.attrib2 = vs_in_attrib2;
vs_out.attrib3 = vs_in_attrib3;
}
)";
}
std::vector<const char*> CaptureVaryingNames() {
return {"StageData.attrib0", "StageData.attrib1", "StageData.attrib2", "StageData.attrib3"};
}
// Runs `vertexCount` x `instanceCount` points through the capture program and
// returns the interleaved floats (16 per point: four vec4s).
std::vector<float> CapturePoints(GLuint program, GLuint xfbBuffer, int vertexCount, int instanceCount) {
const std::size_t floats = static_cast<std::size_t>(vertexCount) * instanceCount * 16;
std::vector<float> poison(floats, kPoison);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, static_cast<GLsizeiptr>(floats * sizeof(float)), poison.data(),
GL_DYNAMIC_DRAW);
glEnable(GL_RASTERIZER_DISCARD);
glUseProgram(program);
glBeginTransformFeedback(GL_POINTS);
glDrawArraysInstanced(GL_POINTS, 0, vertexCount, instanceCount);
glEndTransformFeedback();
glDisable(GL_RASTERIZER_DISCARD);
std::vector<float> data(floats, kPoison);
glGetBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, 0, static_cast<GLsizeiptr>(floats * sizeof(float)),
data.data());
glUseProgram(0);
return data;
}
// As CapturePoints, but through the baseInstance entry point, and on a capture buffer
// of its own.
//
// Kept separate from CapturePoints rather than defaulting a parameter, so that every
// existing caller stays on the draw command that carries no baseInstance at all: the
// negative control is then a DIFFERENT command rather than the same one passed a zero.
//
// The buffer per capture is a leftover. baseInstance was the first thing here that
// needed several captures in ONE test, and at the time a second capture into the same
// buffer object came back empty on DirectVulkan - respecifying a buffer whose bytes the
// backend had handed the frontend a pointer into replaced the storage under that
// pointer, so the capture wrote one store and the readback read another. That is fixed
// and pinned by XfbCaptureBufferReuseScenario, which owns the shape now; a buffer per
// capture is simply the cheapest thing that still isolates these three draws from each
// other.
std::vector<float> CaptureOwnBufferBaseInstance(GLuint program, int vertexCount, int instanceCount,
GLuint baseInstance, bool useBaseInstanceCommand) {
const std::size_t floats = static_cast<std::size_t>(vertexCount) * instanceCount * 16;
std::vector<float> poison(floats, kPoison);
GLuint xfbBuffer = 0;
glGenBuffers(1, &xfbBuffer);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, static_cast<GLsizeiptr>(floats * sizeof(float)), poison.data(),
GL_DYNAMIC_DRAW);
glEnable(GL_RASTERIZER_DISCARD);
glUseProgram(program);
glBeginTransformFeedback(GL_POINTS);
if (useBaseInstanceCommand) {
glDrawArraysInstancedBaseInstance(GL_POINTS, 0, vertexCount, instanceCount, baseInstance);
} else {
glDrawArraysInstanced(GL_POINTS, 0, vertexCount, instanceCount);
}
glEndTransformFeedback();
glDisable(GL_RASTERIZER_DISCARD);
std::vector<float> data(floats, kPoison);
glGetBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, 0, static_cast<GLsizeiptr>(floats * sizeof(float)),
data.data());
glUseProgram(0);
glDeleteBuffers(1, &xfbBuffer);
return data;
}
// point p, attribute a, component c
float At(const std::vector<float>& data, int point, int attrib, int component) {
const std::size_t index = static_cast<std::size_t>(point) * 16 + attrib * 4 + component;
return index < data.size() ? data[index] : kPoison;
}
void ResetCurrentAttribs() {
for (GLuint i = 0; i < 4; ++i) {
glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f);
}
}
::testing::AssertionResult Vec4Is(const std::vector<float>& data, int point, int attrib, float x, float y,
float z, float w) {
const float gx = At(data, point, attrib, 0);
const float gy = At(data, point, attrib, 1);
const float gz = At(data, point, attrib, 2);
const float gw = At(data, point, attrib, 3);
const float tolerance = 0.01f;
auto close = [tolerance](float a, float b) { return (a - b) < tolerance && (b - a) < tolerance; };
if (close(gx, x) && close(gy, y) && close(gz, z) && close(gw, w)) {
return ::testing::AssertionSuccess();
}
return ::testing::AssertionFailure()
<< "point " << point << " attribute " << attrib << " is (" << gx << ", " << gy << ", " << gz << ", "
<< gw << "), expected (" << x << ", " << y << ", " << z << ", " << w << ")";
}
} // namespace
class VertexAttribBindingScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
m_program = BuildCaptureProgram(CaptureVertexSource(), CaptureVaryingNames(), &m_log);
ASSERT_NE(m_program, 0u) << "capture program did not link: " << m_log;
glGenVertexArrays(1, &m_vao);
glGenBuffers(1, &m_xfbo);
glBindVertexArray(m_vao);
}
void TearDown() override {
if (!Ready()) return;
glBindVertexArray(0);
glDeleteVertexArrays(1, &m_vao);
glDeleteBuffers(1, &m_xfbo);
glDeleteProgram(m_program);
}
GLuint m_program = 0;
GLuint m_vao = 0;
GLuint m_xfbo = 0;
std::string m_log;
};
// glVertexAttribFormat + glBindVertexBuffer + glVertexAttribBinding, in the order
// the CTS uses (buffer first, then format, then binding), must feed the draw.
TEST_F(VertexAttribBindingScenario, FormatAndBindingFeedTheDraw) {
if (!Ready()) GTEST_SKIP();
ResetCurrentAttribs();
const float vertices[] = {1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f};
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexBuffer(0, vbo, 0, 12);
glVertexAttribFormat(1, 3, GL_FLOAT, GL_FALSE, 0);
glVertexAttribBinding(1, 0);
glEnableVertexAttribArray(1);
const std::vector<float> data = CapturePoints(m_program, m_xfbo, 2, 1);
EXPECT_TRUE(Vec4Is(data, 0, 1, 1.0f, 2.0f, 3.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 1, 1, 4.0f, 5.0f, 6.0f, 1.0f));
// An attribute nothing configured still reports its current value.
EXPECT_TRUE(Vec4Is(data, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f));
glDisableVertexAttribArray(1);
glDeleteBuffers(1, &vbo);
}
// The reverse order - format and binding declared before any buffer exists on the
// binding point - has to resolve to the same thing once glBindVertexBuffer lands.
TEST_F(VertexAttribBindingScenario, FormatBeforeBufferStillResolves) {
if (!Ready()) GTEST_SKIP();
ResetCurrentAttribs();
const float vertices[] = {1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f};
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribBinding(2, 3);
glVertexAttribFormat(2, 2, GL_FLOAT, GL_FALSE, 4);
glEnableVertexAttribArray(2);
glBindVertexBuffer(3, vbo, 0, 12);
const std::vector<float> data = CapturePoints(m_program, m_xfbo, 2, 1);
EXPECT_TRUE(Vec4Is(data, 0, 2, 2.0f, 3.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 1, 2, 5.0f, 6.0f, 0.0f, 1.0f));
glDisableVertexAttribArray(2);
glDeleteBuffers(1, &vbo);
}
// GL 4.6 core 10.3.1: a binding point's stride is the byte distance between
// consecutive elements, and zero means every vertex reads the SAME element. That
// is the opposite of glVertexAttribPointer's stride 0, which means "tightly
// packed" - the two spellings must not be collapsed into one another.
TEST_F(VertexAttribBindingScenario, BindingStrideZeroRepeatsOneElement) {
if (!Ready()) GTEST_SKIP();
ResetCurrentAttribs();
const float vertices[] = {1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f, 7.0f, 8.0f};
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribFormat(0, 4, GL_FLOAT, GL_FALSE, 0);
glVertexAttribBinding(0, 5);
glBindVertexBuffer(5, vbo, 16, 0);
glEnableVertexAttribArray(0);
const std::vector<float> data = CapturePoints(m_program, m_xfbo, 2, 1);
EXPECT_TRUE(Vec4Is(data, 0, 0, 5.0f, 6.0f, 7.0f, 8.0f));
EXPECT_TRUE(Vec4Is(data, 1, 0, 5.0f, 6.0f, 7.0f, 8.0f));
glDisableVertexAttribArray(0);
glDeleteBuffers(1, &vbo);
}
// The pointer API keeps its own meaning of stride 0 (tightly packed) even though
// it is defined in terms of the binding model - the negative control for the
// scenario above.
TEST_F(VertexAttribBindingScenario, PointerStrideZeroStaysTightlyPacked) {
if (!Ready()) GTEST_SKIP();
ResetCurrentAttribs();
const float vertices[] = {1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f, 7.0f, 8.0f};
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
const std::vector<float> data = CapturePoints(m_program, m_xfbo, 2, 1);
EXPECT_TRUE(Vec4Is(data, 0, 0, 1.0f, 2.0f, 3.0f, 4.0f));
EXPECT_TRUE(Vec4Is(data, 1, 0, 5.0f, 6.0f, 7.0f, 8.0f));
glDisableVertexAttribArray(0);
glDeleteBuffers(1, &vbo);
}
// glVertexBindingDivisor is per BINDING POINT: it has to reach every attribute
// pointed at that binding, and the instance step must honour the divisor rather
// than advancing once per instance.
TEST_F(VertexAttribBindingScenario, BindingDivisorAppliesToEveryAttributeOnThePoint) {
if (!Ready()) GTEST_SKIP();
ResetCurrentAttribs();
const float vertices[] = {10.0f, 20.0f, 30.0f, 40.0f};
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribFormat(0, 1, GL_FLOAT, GL_FALSE, 0);
glVertexAttribFormat(1, 1, GL_FLOAT, GL_FALSE, 4);
glVertexAttribBinding(0, 4);
glVertexAttribBinding(1, 4);
glBindVertexBuffer(4, vbo, 0, 8);
glVertexBindingDivisor(4, 2);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
// The divisor is per binding point, so it has to be visible on BOTH attributes
// pointed at it - and this query is what separates "the frontend never resolved
// it" from "the backend did not apply it".
GLint divisor = -1;
glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
EXPECT_EQ(divisor, 2);
divisor = -1;
glGetVertexAttribiv(1, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
EXPECT_EQ(divisor, 2);
// 1 vertex x 4 instances, divisor 2: instances 0,1 read element 0 and
// instances 2,3 read element 1.
const std::vector<float> data = CapturePoints(m_program, m_xfbo, 1, 4);
EXPECT_TRUE(Vec4Is(data, 0, 0, 10.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 1, 0, 10.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 2, 0, 30.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 3, 0, 30.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 0, 1, 20.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 2, 1, 40.0f, 0.0f, 0.0f, 1.0f));
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDeleteBuffers(1, &vbo);
}
// baseInstance moves the ELEMENT the instanced arrays start at. DirectGLES has no
// ES entry point that says so on the drivers we ship against (GL_EXT_base_instance
// is absent on Adreno), so it folds the shift into the attribute's own offset - and
// the thing that made this worth pinning is that the value used to reach the shader
// uniform for gl_BaseInstance and NEVER the fetch, so a draw could report a base
// instance it had not actually read from.
//
// The three draws are the point. Zero first as a negative control, so a backend that
// simply ignored baseInstance could not pass on the middle draw alone; and zero AGAIN
// last, because the shift is emitted into per-attribute state the VAO twin memoises -
// leaving it applied would make every subsequent ordinary draw fetch from the wrong
// element, which is a far worse bug than the one being fixed.
TEST_F(VertexAttribBindingScenario, BaseInstanceMovesTheInstancedArraysStartElement) {
if (!Ready()) GTEST_SKIP();
ResetCurrentAttribs();
const float instanceData[] = {10.0f, 20.0f, 30.0f, 40.0f};
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(instanceData), instanceData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribFormat(0, 1, GL_FLOAT, GL_FALSE, 0);
glVertexAttribBinding(0, 0);
glBindVertexBuffer(0, vbo, 0, 4);
glVertexBindingDivisor(0, 1);
glEnableVertexAttribArray(0);
const std::vector<float> atZero = CaptureOwnBufferBaseInstance(m_program, 1, 2, 0, true);
EXPECT_TRUE(Vec4Is(atZero, 0, 0, 10.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(atZero, 1, 0, 20.0f, 0.0f, 0.0f, 1.0f));
const std::vector<float> atTwo = CaptureOwnBufferBaseInstance(m_program, 1, 2, 2, true);
EXPECT_TRUE(Vec4Is(atTwo, 0, 0, 30.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(atTwo, 1, 0, 40.0f, 0.0f, 0.0f, 1.0f));
// Nothing about the vertex array changed between these two draws, so only a
// backend that actively un-shifts on a baseInstance change gets back to 10/20.
const std::vector<float> backToZero = CaptureOwnBufferBaseInstance(m_program, 1, 2, 0, true);
EXPECT_TRUE(Vec4Is(backToZero, 0, 0, 10.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(backToZero, 1, 0, 20.0f, 0.0f, 0.0f, 1.0f));
// And a draw command with no baseInstance parameter at all must be unaffected by
// the one that came before it.
const std::vector<float> plain = CaptureOwnBufferBaseInstance(m_program, 1, 2, 0, false);
EXPECT_TRUE(Vec4Is(plain, 0, 0, 10.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(plain, 1, 0, 20.0f, 0.0f, 0.0f, 1.0f));
glDisableVertexAttribArray(0);
glDeleteBuffers(1, &vbo);
}
// baseInstance is defined against the instanced arrays only: an array with divisor 0
// advances per VERTEX and its start element is "first", which baseInstance does not
// touch. An emulation that shifted by offset without checking the divisor would move
// this one too, and nothing in the case above would notice.
TEST_F(VertexAttribBindingScenario, BaseInstanceLeavesPerVertexArraysWhereTheyWere) {
if (!Ready()) GTEST_SKIP();
ResetCurrentAttribs();
const float perVertex[] = {1.0f, 2.0f, 3.0f, 4.0f};
const float perInstance[] = {10.0f, 20.0f, 30.0f, 40.0f};
GLuint buffers[2] = {0, 0};
glGenBuffers(2, buffers);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(perVertex), perVertex, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, buffers[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(perInstance), perInstance, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribFormat(0, 1, GL_FLOAT, GL_FALSE, 0);
glVertexAttribBinding(0, 0);
glBindVertexBuffer(0, buffers[0], 0, 4);
glVertexBindingDivisor(0, 0);
glEnableVertexAttribArray(0);
glVertexAttribFormat(1, 1, GL_FLOAT, GL_FALSE, 0);
glVertexAttribBinding(1, 1);
glBindVertexBuffer(1, buffers[1], 0, 4);
glVertexBindingDivisor(1, 1);
glEnableVertexAttribArray(1);
// 2 vertices x 2 instances, baseInstance 2. Points come out instance-major.
const std::vector<float> data = CaptureOwnBufferBaseInstance(m_program, 2, 2, 2, true);
EXPECT_TRUE(Vec4Is(data, 0, 0, 1.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 1, 0, 2.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 2, 0, 1.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 3, 0, 2.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 0, 1, 30.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 1, 1, 30.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 2, 1, 40.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 3, 1, 40.0f, 0.0f, 0.0f, 1.0f));
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDeleteBuffers(2, buffers);
}
// Two attributes on one binding point at different relative offsets, plus a
// binding offset: the fetch address is binding offset + relative offset, and the
// relative offset must not leak into the binding's own offset.
TEST_F(VertexAttribBindingScenario, RelativeOffsetComposesWithBindingOffset) {
if (!Ready()) GTEST_SKIP();
ResetCurrentAttribs();
const float vertices[] = {0.0f, 0.0f, 1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f};
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribFormat(0, 2, GL_FLOAT, GL_FALSE, 0);
glVertexAttribFormat(1, 1, GL_FLOAT, GL_FALSE, 8);
glVertexAttribBinding(0, 1);
glVertexAttribBinding(1, 1);
glBindVertexBuffer(1, vbo, 8, 12);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
const std::vector<float> data = CapturePoints(m_program, m_xfbo, 2, 1);
EXPECT_TRUE(Vec4Is(data, 0, 0, 1.0f, 2.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 0, 1, 3.0f, 0.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 1, 0, 4.0f, 5.0f, 0.0f, 1.0f));
EXPECT_TRUE(Vec4Is(data, 1, 1, 6.0f, 0.0f, 0.0f, 1.0f));
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDeleteBuffers(1, &vbo);
}
// The KHR-GL43.vertex_attrib_binding.basic-input* capture program verbatim: a
// 16-element vec4 input ARRAY at location 0, copied element by element into a
// 16-element array inside an output interface block, all 16 members captured.
// Every one of the 17 basic-input* cases is built on it, so a backend that cannot
// produce this program fails all of them with "the draw captured zeros" and no
// other symptom.
TEST_F(VertexAttribBindingScenario, InputArrayCaptureProgramFeedsTheDraw) {
if (!Ready()) GTEST_SKIP();
const std::string vs = R"(#version 430 core
layout(location = 0) in vec4 vs_in_attrib[16];
out StageData {
vec4 attrib[16];
} vs_out;
void main() {
for (int i = 0; i < vs_in_attrib.length(); ++i) {
vs_out.attrib[i] = vs_in_attrib[i];
}
}
)";
std::vector<std::string> names;
for (int i = 0; i < 16; ++i) names.push_back("StageData.attrib[" + std::to_string(i) + "]");
std::vector<const char*> varyings;
for (const auto& n : names) varyings.push_back(n.c_str());
std::string log;
const GLuint program = BuildCaptureProgram(vs, varyings, &log);
ASSERT_NE(program, 0u) << "capture program did not link: " << log;
for (GLuint i = 0; i < 16; ++i) glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f);
const float vertices[] = {1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f};
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexBuffer(0, vbo, 0, 12);
glVertexAttribFormat(1, 3, GL_FLOAT, GL_FALSE, 0);
glVertexAttribBinding(1, 0);
glEnableVertexAttribArray(1);
// 16 vec4s per point rather than the 4 the shared helper assumes.
constexpr std::size_t kFloatsPerPoint = 64;
std::vector<float> poison(kFloatsPerPoint * 2, kPoison);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, m_xfbo);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, static_cast<GLsizeiptr>(poison.size() * sizeof(float)),
poison.data(), GL_DYNAMIC_DRAW);
glEnable(GL_RASTERIZER_DISCARD);
glUseProgram(program);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 2);
glEndTransformFeedback();
glDisable(GL_RASTERIZER_DISCARD);
std::vector<float> data(poison.size(), kPoison);
glGetBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, 0,
static_cast<GLsizeiptr>(data.size() * sizeof(float)), data.data());
glUseProgram(0);
// Element 0 of the array has no enabled array behind it, so it must deliver the
// current generic attribute value set above - including its w, which is 0 here and
// NOT the 1 an unwritten vec4 input defaults to.
EXPECT_FLOAT_EQ(data[0], 0.0f);
EXPECT_FLOAT_EQ(data[3], 0.0f);
// attribute 1 of point 0 and of point 1.
EXPECT_FLOAT_EQ(data[4], 1.0f);
EXPECT_FLOAT_EQ(data[5], 2.0f);
EXPECT_FLOAT_EQ(data[6], 3.0f);
EXPECT_FLOAT_EQ(data[7], 1.0f);
EXPECT_FLOAT_EQ(data[kFloatsPerPoint + 4], 4.0f);
EXPECT_FLOAT_EQ(data[kFloatsPerPoint + 5], 5.0f);
EXPECT_FLOAT_EQ(data[kFloatsPerPoint + 6], 6.0f);
EXPECT_FLOAT_EQ(data[kFloatsPerPoint + 7], 1.0f);
glDisableVertexAttribArray(1);
glDeleteBuffers(1, &vbo);
glDeleteProgram(program);
}
// Same program, but every one of the 16 elements is asked for a DIFFERENT current value.
//
// An input array occupies one location per element (GL 4.6 core 11.1.1), so `in vec4 a[16]`
// at location 0 is active on 0..15 - and the whole location span is what a backend reads to
// decide which attributes need their current value pushed. Reflection used to record the
// span of the ELEMENT type only, so a 16-element array claimed exactly one location: every
// element above the first silently read the (0,0,0,1) an unwritten input defaults to instead
// of the value glVertexAttrib4f had set. The test above could not see it, because the only
// element it reads a current value from is element 0 - the one location the array did claim.
TEST_F(VertexAttribBindingScenario, EveryInputArrayElementGetsItsOwnCurrentValue) {
if (!Ready()) GTEST_SKIP();
const std::string vs = R"(#version 430 core
layout(location = 0) in vec4 vs_in_attrib[16];
out StageData {
vec4 attrib[16];
} vs_out;
void main() {
for (int i = 0; i < vs_in_attrib.length(); ++i) {
vs_out.attrib[i] = vs_in_attrib[i];
}
}
)";
std::vector<std::string> names;
for (int i = 0; i < 16; ++i) names.push_back("StageData.attrib[" + std::to_string(i) + "]");
std::vector<const char*> varyings;
for (const auto& n : names) varyings.push_back(n.c_str());
std::string log;
const GLuint program = BuildCaptureProgram(vs, varyings, &log);
ASSERT_NE(program, 0u) << "capture program did not link: " << log;
// Distinct in every component, and never (0,0,0,1): the value an element that was
// skipped would report has to be distinguishable from every value that was asked for.
for (GLuint i = 0; i < 16; ++i) {
const float base = static_cast<float>(i) + 1.0f;
glVertexAttrib4f(i, base, base + 100.0f, base + 200.0f, base + 300.0f);
}
constexpr std::size_t kFloatsPerPoint = 64;
std::vector<float> poison(kFloatsPerPoint, kPoison);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, m_xfbo);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, static_cast<GLsizeiptr>(poison.size() * sizeof(float)),
poison.data(), GL_DYNAMIC_DRAW);
glEnable(GL_RASTERIZER_DISCARD);
glUseProgram(program);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 1);
glEndTransformFeedback();
glDisable(GL_RASTERIZER_DISCARD);
std::vector<float> data(poison.size(), kPoison);
glGetBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, 0,
static_cast<GLsizeiptr>(data.size() * sizeof(float)), data.data());
glUseProgram(0);
for (int element = 0; element < 16; ++element) {
const float base = static_cast<float>(element) + 1.0f;
EXPECT_FLOAT_EQ(data[element * 4 + 0], base) << "element " << element;
EXPECT_FLOAT_EQ(data[element * 4 + 1], base + 100.0f) << "element " << element;
EXPECT_FLOAT_EQ(data[element * 4 + 2], base + 200.0f) << "element " << element;
EXPECT_FLOAT_EQ(data[element * 4 + 3], base + 300.0f) << "element " << element;
}
for (GLuint i = 0; i < 16; ++i) glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f);
glDeleteProgram(program);
}
} // namespace MGITest
@@ -0,0 +1,524 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ViewportArrayScenario.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 - gl_ViewportIndex ACTUALLY ROUTES, AND THE PER-INDEX STATE IT SELECTS IS REAL.
//
// The state half of ARB_viewport_array is asserted in MG_Test/State/RenderStateTest.cpp, which
// is a pure set/get exercise and would pass just as green against a backend that stores all 16
// rectangles and rasterizes only the first. This file is the other half: every case here routes
// primitives to a viewport OTHER than 0 and then looks at where the pixels landed.
//
// Three claims, one per case:
// 1. gl_ViewportIndex selects the viewport RECTANGLE - a 4x4 grid of 32x32 viewports, one
// geometry-shader invocation per cell, and every cell must hold its own index.
// 2. gl_ViewportIndex selects the DEPTH RANGE - 16 one-pixel-wide viewports whose ranges are
// (i/16, 1 - i/16), a quad at each end of clip space, and gl_FragCoord.z read back.
// This is the claim that fails loudest against a single-viewport backend, because the
// geometry is still in the right place while every depth comes back as viewport 0's.
// 3. The per-index SCISSOR TEST ENABLE is honoured. Vulkan has no per-viewport scissor-test
// toggle, so a disabled index has to be given the whole framebuffer as its rectangle; the
// case draws the same primitive into the same index twice, once with the test off and once
// with it on, and requires the two results to differ in the documented direction.
//
// Case 1 runs a second time against the DEFAULT framebuffer. MobileGL Y-flips (and pre-transform
// rotates) the default framebuffer's rectangles and does not touch an FBO's, so a port that
// applies the flip to viewport 0 and forgets the other fifteen renders a correct-looking FBO and
// an upside-down window - the classic multi-viewport bug, and invisible to every FBO-only case.
//
// HONEST LIMIT OF THIS FILE. DirectGLES SKIPS every case: GLES has one viewport, one scissor
// rectangle and no gl_ViewportIndex, so routing to index > 0 is an emulation feature that has
// not been built (the Espryt half of KHR-GL43.viewport_array's rendering group is deliberately
// still red). The skip is explicit rather than silent so a future emulation lands here as a
// failing test and not as a test that was quietly never running. DirectVulkan additionally
// skips when the device lacks the multiViewport feature - Vulkan then forbids a pipeline from
// declaring more than one viewport at all, which is a device limit and not a MobileGL bug;
// lavapipe (every CI lane) and both Mali/Adreno devices support it, so the cases do run where
// it matters.
#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 {
constexpr int kViewportCount = 16;
constexpr int kGridSide = 4; // 4x4 grid of viewports
constexpr int kCellSize = 32; // ... each 32x32
constexpr int kSurfaceSide = kGridSide * kCellSize;
constexpr GLint kUnwritten = -1;
// A geometry shader is the only stage GL 4.1 lets write gl_ViewportIndex, and
// `invocations` runs it once per viewport off a single input point - the same shape
// KHR-GL43.viewport_array.draw_to_single_layer_with_multiple_viewports uses.
const char* const kVertexSource = R"(#version 410 core
void main() { gl_Position = vec4(0.0, 0.0, 0.0, 1.0); }
)";
const char* const kGridGeometrySource = R"(#version 410 core
layout(points, invocations = 16) in;
layout(triangle_strip, max_vertices = 4) out;
flat out int gsIndex;
void main() {
gsIndex = gl_InvocationID;
gl_ViewportIndex = gl_InvocationID;
gl_Position = vec4(-1.0, -1.0, 0.0, 1.0); EmitVertex();
gl_Position = vec4( 1.0, -1.0, 0.0, 1.0); EmitVertex();
gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); EmitVertex();
gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); EmitVertex();
EndPrimitive();
}
)";
// One invocation, viewport chosen by a uniform: lets a case draw the SAME primitive into
// the SAME index twice under two different scissor-enable states.
const char* const kSingleGeometrySource = R"(#version 410 core
layout(points, invocations = 1) in;
layout(triangle_strip, max_vertices = 4) out;
uniform int uViewport;
flat out int gsIndex;
void main() {
gsIndex = uViewport;
gl_ViewportIndex = uViewport;
gl_Position = vec4(-1.0, -1.0, 0.0, 1.0); EmitVertex();
gl_Position = vec4( 1.0, -1.0, 0.0, 1.0); EmitVertex();
gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); EmitVertex();
gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); EmitVertex();
EndPrimitive();
}
)";
const char* const kIntFragmentSource = R"(#version 410 core
flat in int gsIndex;
layout(location = 0) out int fragColor;
void main() { fragColor = gsIndex; }
)";
// Two quads, one at each end of clip space, so the fragment stage can report the depth
// the viewport's range mapped them to. gl_FragCoord.z IS the post-range window depth, so
// it reads back the per-viewport minDepth/maxDepth directly.
const char* const kDepthGeometrySource = R"(#version 410 core
layout(points, invocations = 16) in;
layout(triangle_strip, max_vertices = 8) out;
void main() {
gl_ViewportIndex = gl_InvocationID;
gl_Position = vec4(-1.0, -1.0, -1.0, 1.0); EmitVertex();
gl_Position = vec4( 1.0, -1.0, -1.0, 1.0); EmitVertex();
gl_Position = vec4(-1.0, 0.0, -1.0, 1.0); EmitVertex();
gl_Position = vec4( 1.0, 0.0, -1.0, 1.0); EmitVertex();
EndPrimitive();
gl_Position = vec4(-1.0, 0.0, 1.0, 1.0); EmitVertex();
gl_Position = vec4( 1.0, 0.0, 1.0, 1.0); EmitVertex();
gl_Position = vec4(-1.0, 1.0, 1.0, 1.0); EmitVertex();
gl_Position = vec4( 1.0, 1.0, 1.0, 1.0); EmitVertex();
EndPrimitive();
}
)";
const char* const kDepthFragmentSource = R"(#version 410 core
layout(location = 0) out float fragColor;
void main() { fragColor = gl_FragCoord.z; }
)";
class ViewportArrayScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
if (Gl().BackendName() == "DirectGLES") {
GTEST_SKIP() << "gl_ViewportIndex routing is not emulated on DirectGLES: GLES has one viewport "
"and one scissor rectangle, so every index rasterizes as index 0. The indexed "
"STATE is still asserted (MG_Test RenderStateTest); this is the deferred "
"rendering half of KHR-GL43.viewport_array.";
}
GLint maxViewports = 0;
glGetIntegerv(GL_MAX_VIEWPORTS, &maxViewports);
ASSERT_GE(maxViewports, kViewportCount) << "GL 4.3 core requires GL_MAX_VIEWPORTS >= 16";
m_program = BuildProgram(kGridGeometrySource, kIntFragmentSource);
ASSERT_NE(m_program, 0u) << "grid program failed to build: " << m_buildLog;
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
ResetViewportArrayState();
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "setup left a GL error behind";
}
void TearDown() override {
if (!Ready() || IsSkipped()) return;
ResetViewportArrayState();
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
if (m_program != 0) glDeleteProgram(m_program);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
while (glGetError() != GL_NO_ERROR) {
}
}
// Every case starts from the same slate: this fixture shares its context with every
// other scenario in the process, and a leftover per-index scissor enable is exactly
// the kind of state that would make a later case pass or fail for the wrong reason.
static void ResetViewportArrayState() {
for (int i = 0; i < kViewportCount; ++i) {
glDisablei(GL_SCISSOR_TEST, static_cast<GLuint>(i));
}
glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, kSurfaceSide, kSurfaceSide);
glScissor(0, 0, kSurfaceSide, kSurfaceSide);
glDepthRange(0.0, 1.0);
glDisable(GL_DEPTH_TEST);
}
// The 4x4 grid: viewport y*4+x covers the cell whose lower-left corner is
// (x*cellW, y*cellH), in GL's bottom-left-origin window coordinates. Parameterized on
// the cell size because the default framebuffer this scenario also renders into is
// deliberately non-square (HeadlessGL is 128x96, so a transposing bug cannot hide).
static void SetupGridViewports(int cellW, int cellH) {
std::vector<GLfloat> data(static_cast<size_t>(kViewportCount) * 4);
for (int y = 0; y < kGridSide; ++y) {
for (int x = 0; x < kGridSide; ++x) {
const size_t base = static_cast<size_t>(y * kGridSide + x) * 4;
data[base + 0] = static_cast<GLfloat>(x * cellW);
data[base + 1] = static_cast<GLfloat>(y * cellH);
data[base + 2] = static_cast<GLfloat>(cellW);
data[base + 3] = static_cast<GLfloat>(cellH);
}
}
glViewportArrayv(0, kViewportCount, data.data());
}
GLuint BuildProgram(const char* geometrySource, const char* fragmentSource) {
const GLuint vs = CompileStage(GL_VERTEX_SHADER, kVertexSource);
if (vs == 0) return 0;
const GLuint gs = CompileStage(GL_GEOMETRY_SHADER, geometrySource);
if (gs == 0) {
glDeleteShader(vs);
return 0;
}
const GLuint fs = CompileStage(GL_FRAGMENT_SHADER, fragmentSource);
if (fs == 0) {
glDeleteShader(vs);
glDeleteShader(gs);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, gs);
glAttachShader(program, fs);
glLinkProgram(program);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
glDeleteShader(vs);
glDeleteShader(gs);
glDeleteShader(fs);
if (!linked) {
GLint length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
std::vector<char> log(static_cast<size_t>(length > 1 ? length : 1), '\0');
glGetProgramInfoLog(program, static_cast<GLsizei>(log.size()), nullptr, log.data());
m_buildLog = log.data();
glDeleteProgram(program);
return 0;
}
return program;
}
GLuint CompileStage(GLenum stage, const char* source) {
const GLuint shader = glCreateShader(stage);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (compiled) return shader;
GLint length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
std::vector<char> log(static_cast<size_t>(length > 1 ? length : 1), '\0');
glGetShaderInfoLog(shader, static_cast<GLsizei>(log.size()), nullptr, log.data());
m_buildLog = log.data();
glDeleteShader(shader);
return 0;
}
// An R32I colour target, pre-filled with kUnwritten so "nothing was drawn here" is
// distinguishable from "index 0 was drawn here".
struct IntTarget {
GLuint fbo = 0;
GLuint texture = 0;
};
// The "nothing drawn here" value is UPLOADED, not cleared: the CTS fills its R32I
// targets the same way (fillTexture), and an upload cannot be confused with a clear
// that a backend defers, reorders or drops - which is exactly the ambiguity a case
// asserting "this cell must be untouched" cannot afford.
static void FillIntTarget(const IntTarget& target, int width, int height) {
const std::vector<GLint> unwritten(static_cast<size_t>(width) * height, kUnwritten);
glBindTexture(GL_TEXTURE_2D, target.texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED_INTEGER, GL_INT, unwritten.data());
}
static IntTarget MakeIntTarget(int width, int height) {
IntTarget target;
glGenTextures(1, &target.texture);
glBindTexture(GL_TEXTURE_2D, target.texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, width, height, 0, GL_RED_INTEGER, GL_INT, nullptr);
glGenFramebuffers(1, &target.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, target.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture, 0);
FillIntTarget(target, width, height);
return target;
}
static void DestroyIntTarget(IntTarget& target) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (target.fbo != 0) glDeleteFramebuffers(1, &target.fbo);
if (target.texture != 0) glDeleteTextures(1, &target.texture);
}
static std::vector<GLint> ReadInts(int width, int height) {
std::vector<GLint> pixels(static_cast<size_t>(width) * height, 0);
glReadPixels(0, 0, width, height, GL_RED_INTEGER, GL_INT, pixels.data());
return pixels;
}
// The centre of grid cell (x, y), in the bottom-left-origin coordinates glReadPixels
// returns. Sampling the centre rather than a corner keeps the assertion about WHICH
// viewport was selected rather than about edge rounding.
static GLint CellCentre(const std::vector<GLint>& pixels, int stride, int x, int y) {
const int px = x * kCellSize + kCellSize / 2;
const int py = y * kCellSize + kCellSize / 2;
return pixels[static_cast<size_t>(py) * stride + px];
}
std::string m_buildLog;
GLuint m_program = 0;
GLuint m_vao = 0;
};
// --- 1. the viewport rectangle -------------------------------------------------------
TEST_F(ViewportArrayScenario, EachViewportIndexRasterizesIntoItsOwnRectangle) {
IntTarget target = MakeIntTarget(kSurfaceSide, kSurfaceSide);
SetupGridViewports(kCellSize, kCellSize);
glUseProgram(m_program);
glBindVertexArray(m_vao);
glDrawArrays(GL_POINTS, 0, 1);
ASSERT_EQ(glGetError(), GL_NO_ERROR);
const std::vector<GLint> pixels = ReadInts(kSurfaceSide, kSurfaceSide);
for (int y = 0; y < kGridSide; ++y) {
for (int x = 0; x < kGridSide; ++x) {
const GLint expected = y * kGridSide + x;
EXPECT_EQ(CellCentre(pixels, kSurfaceSide, x, y), expected)
<< "cell (" << x << ", " << y << ") should hold viewport index " << expected
<< "; a single-viewport backend paints the whole image with 15 (the last invocation)";
}
}
DestroyIntTarget(target);
}
// The same claim against the DEFAULT framebuffer, where MobileGL applies its Y-flip and
// pre-transform rotation. Index 0 alone getting the mapping is the classic bug.
TEST_F(ViewportArrayScenario, TheDefaultFramebufferAppliesTheSameFlipToEveryViewport) {
const int surfaceW = Gl().Width();
const int surfaceH = Gl().Height();
ASSERT_GE(surfaceW, kGridSide);
ASSERT_GE(surfaceH, kGridSide);
const int cellW = surfaceW / kGridSide;
const int cellH = surfaceH / kGridSide;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Paint a value no viewport index can produce, so an unwritten cell is obvious.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// The default framebuffer is 8-bit RGBA, so the index travels as a colour: cell i is
// painted with red = i * 16, which is exact in 8 bits for i in [0, 16).
const char* const kColorFragmentSource = R"(#version 410 core
flat in int gsIndex;
layout(location = 0) out vec4 fragColor;
void main() { fragColor = vec4(float(gsIndex) * 16.0 / 255.0, 0.0, 0.0, 1.0); }
)";
const GLuint colorProgram = BuildProgram(kGridGeometrySource, kColorFragmentSource);
ASSERT_NE(colorProgram, 0u) << "colour program failed to build: " << m_buildLog;
SetupGridViewports(cellW, cellH);
glUseProgram(colorProgram);
glBindVertexArray(m_vao);
glDrawArrays(GL_POINTS, 0, 1);
ASSERT_EQ(glGetError(), GL_NO_ERROR);
std::vector<unsigned char> pixels(static_cast<size_t>(surfaceW) * surfaceH * 4, 0);
glReadPixels(0, 0, surfaceW, surfaceH, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
for (int y = 0; y < kGridSide; ++y) {
for (int x = 0; x < kGridSide; ++x) {
const int px = x * cellW + cellW / 2;
const int py = y * cellH + cellH / 2;
const int red = pixels[(static_cast<size_t>(py) * surfaceW + px) * 4];
const int expected = (y * kGridSide + x) * 16;
// One LSB of slack for an 8-bit round trip; the values are 16 apart, so this
// cannot confuse two neighbouring indices.
EXPECT_LE(std::abs(red - expected), 1)
<< "default-framebuffer cell (" << x << ", " << y << ") holds red=" << red << ", expected "
<< expected << ". A vertically mirrored grid means the Y-flip was applied to viewport 0 "
<< "only";
}
}
glDeleteProgram(colorProgram);
}
// --- 2. the depth range --------------------------------------------------------------
TEST_F(ViewportArrayScenario, EachViewportIndexUsesItsOwnDepthRange) {
// 16 columns one pixel wide and two rows tall: row 0 gets the near-plane quad, row 1
// the far-plane one, so both ends of viewport i's range land in the same column.
constexpr int kWidth = kViewportCount;
constexpr int kHeight = 2;
GLuint texture = 0;
GLuint fbo = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, kWidth, kHeight, 0, GL_RED, GL_FLOAT, nullptr);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
const GLfloat clearValue[4] = {-1.0f, 0.0f, 0.0f, 0.0f};
glClearBufferfv(GL_COLOR, 0, clearValue);
std::vector<GLfloat> viewports(static_cast<size_t>(kViewportCount) * 4);
std::vector<GLdouble> ranges(static_cast<size_t>(kViewportCount) * 2);
for (int i = 0; i < kViewportCount; ++i) {
viewports[static_cast<size_t>(i) * 4 + 0] = static_cast<GLfloat>(i);
viewports[static_cast<size_t>(i) * 4 + 1] = 0.0f;
viewports[static_cast<size_t>(i) * 4 + 2] = 1.0f;
viewports[static_cast<size_t>(i) * 4 + 3] = 2.0f;
ranges[static_cast<size_t>(i) * 2 + 0] = static_cast<GLdouble>(i) / 16.0;
ranges[static_cast<size_t>(i) * 2 + 1] = 1.0 - static_cast<GLdouble>(i) / 16.0;
}
glViewportArrayv(0, kViewportCount, viewports.data());
glDepthRangeArrayv(0, kViewportCount, ranges.data());
const GLuint depthProgram = BuildProgram(kDepthGeometrySource, kDepthFragmentSource);
ASSERT_NE(depthProgram, 0u) << "depth program failed to build: " << m_buildLog;
glUseProgram(depthProgram);
glBindVertexArray(m_vao);
glDrawArrays(GL_POINTS, 0, 1);
ASSERT_EQ(glGetError(), GL_NO_ERROR);
std::vector<GLfloat> pixels(static_cast<size_t>(kWidth) * kHeight, 0.0f);
glReadPixels(0, 0, kWidth, kHeight, GL_RED, GL_FLOAT, pixels.data());
for (int i = 0; i < kViewportCount; ++i) {
const float near = static_cast<float>(i) / 16.0f;
const float far = 1.0f - static_cast<float>(i) / 16.0f;
// The tolerance covers depth-buffer-free rasterization of gl_FragCoord.z on a
// software rasterizer; the per-index values are 1/16 apart, so it cannot let a
// neighbouring viewport's range through, and viewport 0's range (0, 1) differs
// from every other index by at least 1/16.
EXPECT_NEAR(pixels[i], near, 1.0e-3f)
<< "viewport " << i << " near-plane depth; got viewport 0's range if this is 0";
EXPECT_NEAR(pixels[static_cast<size_t>(kWidth) + i], far, 1.0e-3f)
<< "viewport " << i << " far-plane depth; got viewport 0's range if this is 1";
}
glDeleteProgram(depthProgram);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &texture);
}
// --- 3. the per-index scissor-test enable --------------------------------------------
TEST_F(ViewportArrayScenario, AnIndexedScissorEnableClipsOnlyThatIndex) {
IntTarget target = MakeIntTarget(kSurfaceSide, kSurfaceSide);
// One full-size viewport per index so the scissor rectangle is the ONLY thing that
// can shrink the quad - the same separation KHR-GL43.viewport_array.scissor uses.
glViewport(0, 0, kSurfaceSide, kSurfaceSide);
std::vector<GLint> boxes(static_cast<size_t>(kViewportCount) * 4);
for (int y = 0; y < kGridSide; ++y) {
for (int x = 0; x < kGridSide; ++x) {
const size_t base = static_cast<size_t>(y * kGridSide + x) * 4;
boxes[base + 0] = x * kCellSize;
boxes[base + 1] = y * kCellSize;
boxes[base + 2] = kCellSize;
boxes[base + 3] = kCellSize;
}
}
glScissorArrayv(0, kViewportCount, boxes.data());
const GLuint singleProgram = BuildProgram(kSingleGeometrySource, kIntFragmentSource);
ASSERT_NE(singleProgram, 0u) << "single-viewport program failed to build: " << m_buildLog;
glUseProgram(singleProgram);
glBindVertexArray(m_vao);
const GLint uViewport = glGetUniformLocation(singleProgram, "uViewport");
ASSERT_NE(uViewport, -1);
constexpr GLint kProbeIndex = 6; // grid cell (2, 1)
constexpr int kProbeX = kProbeIndex % kGridSide;
constexpr int kProbeY = kProbeIndex / kGridSide;
// (a) scissor test ENABLED for this index: the quad is clipped to its 32x32 box.
glUniform1i(uViewport, kProbeIndex);
glEnablei(GL_SCISSOR_TEST, kProbeIndex);
glDrawArrays(GL_POINTS, 0, 1);
ASSERT_EQ(glGetError(), GL_NO_ERROR);
{
const std::vector<GLint> pixels = ReadInts(kSurfaceSide, kSurfaceSide);
EXPECT_EQ(CellCentre(pixels, kSurfaceSide, kProbeX, kProbeY), kProbeIndex)
<< "the scissored index must still paint inside its own box";
for (int y = 0; y < kGridSide; ++y) {
for (int x = 0; x < kGridSide; ++x) {
if (x == kProbeX && y == kProbeY) continue;
EXPECT_EQ(CellCentre(pixels, kSurfaceSide, x, y), kUnwritten)
<< "cell (" << x << ", " << y << ") is outside scissor rectangle " << kProbeIndex
<< " and must be untouched";
}
}
}
// (b) scissor test DISABLED for the same index, everything else identical: with no
// per-viewport toggle in Vulkan this is the case that needs the disabled index to be
// given the full framebuffer rectangle, and it is exactly where "leave the last
// rectangle bound" would show up as a still-clipped quad.
FillIntTarget(target, kSurfaceSide, kSurfaceSide);
glBindFramebuffer(GL_FRAMEBUFFER, target.fbo);
glDisablei(GL_SCISSOR_TEST, kProbeIndex);
glDrawArrays(GL_POINTS, 0, 1);
ASSERT_EQ(glGetError(), GL_NO_ERROR);
{
const std::vector<GLint> pixels = ReadInts(kSurfaceSide, kSurfaceSide);
for (int y = 0; y < kGridSide; ++y) {
for (int x = 0; x < kGridSide; ++x) {
EXPECT_EQ(CellCentre(pixels, kSurfaceSide, x, y), kProbeIndex)
<< "with the scissor test off for index " << kProbeIndex
<< ", its full-viewport quad must cover cell (" << x << ", " << y << ")";
}
}
}
glDeleteProgram(singleProgram);
DestroyIntTarget(target);
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,317 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/XfbCaptureBufferReuseScenario.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
//
// ONE capture buffer, SEVERAL capture spans - the shape most KHR-GL4x cases that
// use transform feedback as a readback channel are built on. They allocate the
// capture buffer once in a setup step and then run span after span through it,
// so a defect that only shows from the second span onwards fails the whole case
// while the first span (and every single-span scenario in this suite) stays
// green. The first thing checked here is therefore not the capture itself but
// that the bytes the capture wrote are the bytes the readback reads.
//
// Two ways of reusing the buffer, because they exercise different machinery:
//
// * respecified between spans (glBufferData while the buffer is still bound to
// the transform-feedback binding point), which is what a test helper that
// poisons its capture buffer before every span does;
// * allocated ONCE with immutable storage and never touched again, which is
// what KHR-GL45.direct_state_access.vertex_arrays_enable_disable_attributes
// does - glBufferStorage(4 bytes) in its setup, then two draws.
//
// The negative control (a fresh buffer object per span) is a separate case
// rather than a parameter: it is the configuration that already worked, so it
// has to keep working for the others to mean anything.
#include <cmath>
#include <cstdio>
#include <cstring>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
constexpr float kPoison = -1234.0f;
// One vec4 per point, one point per draw.
constexpr std::size_t kCaptureFloats = 4;
constexpr std::size_t kCaptureBytes = kCaptureFloats * sizeof(float);
GLuint CompileShader(GLenum type, const std::string& source, std::string* log) {
const GLuint shader = glCreateShader(type);
const char* text = source.c_str();
glShaderSource(shader, 1, &text, nullptr);
glCompileShader(shader);
GLint status = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
std::vector<char> buffer(static_cast<std::size_t>(length) + 1, '\0');
glGetShaderInfoLog(shader, length + 1, nullptr, buffer.data());
if (log != nullptr) *log = buffer.data();
glDeleteShader(shader);
return 0;
}
return shader;
}
// Vertex-only capture program: whatever the draw fetched at location 0 comes
// straight back out through the capture. Runs under GL_RASTERIZER_DISCARD, so
// there is no fragment stage.
GLuint BuildCaptureProgram(std::string* log) {
const std::string vertexSource = R"(#version 430 core
layout(location = 0) in vec4 vs_in_value;
out vec4 vs_out_value;
void main() {
vs_out_value = vs_in_value;
}
)";
const GLuint vertexShader = CompileShader(GL_VERTEX_SHADER, vertexSource, log);
if (vertexShader == 0) return 0;
const GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
const char* varying = "vs_out_value";
glTransformFeedbackVaryings(program, 1, &varying, GL_INTERLEAVED_ATTRIBS);
glLinkProgram(program);
glDeleteShader(vertexShader);
GLint status = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
std::vector<char> buffer(static_cast<std::size_t>(length) + 1, '\0');
glGetProgramInfoLog(program, length + 1, nullptr, buffer.data());
if (log != nullptr) *log = buffer.data();
glDeleteProgram(program);
return 0;
}
return program;
}
class XfbCaptureBufferReuseScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
std::string log;
m_program = BuildCaptureProgram(&log);
ASSERT_NE(m_program, 0u) << "capture program failed to build: " << log;
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, kCaptureBytes, nullptr, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void TearDown() override {
if (!Ready()) return;
glBindVertexArray(0);
if (m_vbo != 0) glDeleteBuffers(1, &m_vbo);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
if (m_program != 0) glDeleteProgram(m_program);
glUseProgram(0);
ScenarioTest::TearDown();
}
// The vertex the next span will fetch and capture.
void SetVertex(float value) {
const float data[kCaptureFloats] = {value, value + 1.0f, value + 2.0f, value + 3.0f};
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, kCaptureBytes, data);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
// One capture span over the buffer currently bound to capture point 0.
void RunSpan() {
glEnable(GL_RASTERIZER_DISCARD);
glUseProgram(m_program);
glBindVertexArray(m_vao);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, 1);
glEndTransformFeedback();
glDisable(GL_RASTERIZER_DISCARD);
glUseProgram(0);
}
static ::testing::AssertionResult CapturedIs(const float* data, float value) {
for (std::size_t i = 0; i < kCaptureFloats; ++i) {
const float expected = value + static_cast<float>(i);
const float got = data[i];
// isfinite first: every ordered comparison against a NaN is false, so a
// pair of one-sided range tests REPORTS SUCCESS for uninitialised
// storage that happens to read as NaN - which is exactly the failure
// these scenarios exist to catch.
if (!std::isfinite(got) || std::fabs(got - expected) > 0.01f) {
return ::testing::AssertionFailure()
<< "component " << i << " is " << got << ", expected " << expected
<< (got == kPoison ? " (the capture never reached these bytes)" : "");
}
}
return ::testing::AssertionSuccess();
}
GLuint m_program = 0;
GLuint m_vao = 0;
GLuint m_vbo = 0;
};
// The negative control: one buffer object per span. This is the configuration
// every multi-span scenario in this suite works around the others with, so it
// has to hold or nothing below is interpretable.
TEST_F(XfbCaptureBufferReuseScenario, EverySpanIntoABufferObjectOfItsOwn) {
if (!Ready()) GTEST_SKIP();
for (int span = 0; span < 3; ++span) {
const float value = 10.0f * static_cast<float>(span + 1);
const std::vector<float> poison(kCaptureFloats, kPoison);
GLuint xfbBuffer = 0;
glGenBuffers(1, &xfbBuffer);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, kCaptureBytes, poison.data(), GL_DYNAMIC_DRAW);
SetVertex(value);
RunSpan();
float readback[kCaptureFloats] = {kPoison, kPoison, kPoison, kPoison};
glGetBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, 0, kCaptureBytes, readback);
EXPECT_TRUE(CapturedIs(readback, value)) << "span " << span;
glDeleteBuffers(1, &xfbBuffer);
}
EXPECT_EQ(glGetError(), GL_NO_ERROR);
}
// The same three spans through ONE buffer object, respecified before each of
// them WHILE it is bound to capture point 0 - a helper poisoning its capture
// buffer, which is what makes "captured nothing" legible in the first place.
//
// A respecification is free to replace the storage underneath (that is what
// orphaning is), and on a buffer whose bytes the backend has already handed
// the frontend a pointer into, the replacement has to reach that pointer too.
// It did not: the capture wrote the new storage and the readback kept reading
// the old one, so every span after the first came back poison.
TEST_F(XfbCaptureBufferReuseScenario, EverySpanIntoOneRespecifiedBufferObject) {
if (!Ready()) GTEST_SKIP();
GLuint xfbBuffer = 0;
glGenBuffers(1, &xfbBuffer);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer);
for (int span = 0; span < 3; ++span) {
const float value = 10.0f * static_cast<float>(span + 1);
const std::vector<float> poison(kCaptureFloats, kPoison);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, kCaptureBytes, poison.data(), GL_DYNAMIC_DRAW);
SetVertex(value);
RunSpan();
float readback[kCaptureFloats] = {kPoison, kPoison, kPoison, kPoison};
glGetBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, 0, kCaptureBytes, readback);
EXPECT_TRUE(CapturedIs(readback, value)) << "span " << span;
}
glDeleteBuffers(1, &xfbBuffer);
EXPECT_EQ(glGetError(), GL_NO_ERROR);
}
// A respecification that CHANGES the size, which is the case a re-pointing
// that only handled same-size storage would still get wrong - and, before the
// fix, the case that wrote the new (larger) contents through a mapping sized
// for the old ones.
TEST_F(XfbCaptureBufferReuseScenario, ARespecificationMayChangeTheCaptureBufferSize) {
if (!Ready()) GTEST_SKIP();
GLuint xfbBuffer = 0;
glGenBuffers(1, &xfbBuffer);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer);
// Sized for one point, then for four, then back down to one.
const std::size_t pointCapacity[] = {1, 4, 1};
for (int span = 0; span < 3; ++span) {
const float value = 10.0f * static_cast<float>(span + 1);
const std::size_t floats = kCaptureFloats * pointCapacity[span];
const std::vector<float> poison(floats, kPoison);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, static_cast<GLsizeiptr>(floats * sizeof(float)),
poison.data(), GL_DYNAMIC_DRAW);
SetVertex(value);
RunSpan();
std::vector<float> readback(floats, kPoison);
glGetBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, 0,
static_cast<GLsizeiptr>(floats * sizeof(float)), readback.data());
EXPECT_TRUE(CapturedIs(readback.data(), value)) << "span " << span;
// The bytes past the one point the draw produced must still be the
// poison the respecification put there, not whatever the previous
// (differently sized) storage held.
for (std::size_t i = kCaptureFloats; i < floats; ++i) {
EXPECT_FLOAT_EQ(readback[i], kPoison) << "span " << span << " float " << i;
}
}
glDeleteBuffers(1, &xfbBuffer);
EXPECT_EQ(glGetError(), GL_NO_ERROR);
}
// The KHR-GL45.direct_state_access.vertex_arrays_enable_disable_attributes
// shape: the capture buffer gets IMMUTABLE storage once, in a setup step, and
// is never respecified - two spans simply run through it, each read back with
// glMapBuffer. Nothing here may depend on a respecification to reset the
// capture: glBeginTransformFeedback does that on its own.
TEST_F(XfbCaptureBufferReuseScenario, EverySpanIntoOneImmutableStorageBuffer) {
if (!Ready()) GTEST_SKIP();
GLuint xfbBuffer = 0;
glGenBuffers(1, &xfbBuffer);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, xfbBuffer);
// Poisoned at creation - the storage is immutable, so this is the only chance to
// put a recognisable value there, and without it a span that captured nothing
// would be indistinguishable from one that captured the right thing whenever the
// untouched bytes happened to read back as the expected number.
const std::vector<float> poison(kCaptureFloats, kPoison);
glBufferStorage(GL_TRANSFORM_FEEDBACK_BUFFER, kCaptureBytes, poison.data(), GL_MAP_READ_BIT);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "glBufferStorage on the capture buffer";
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer);
for (int span = 0; span < 3; ++span) {
const float value = 10.0f * static_cast<float>(span + 1);
SetVertex(value);
RunSpan();
const void* mapped = glMapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, GL_READ_ONLY);
ASSERT_NE(mapped, nullptr) << "span " << span << ": glMapBuffer returned null";
float readback[kCaptureFloats] = {kPoison, kPoison, kPoison, kPoison};
std::memcpy(readback, mapped, kCaptureBytes);
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
EXPECT_TRUE(CapturedIs(readback, value)) << "span " << span;
}
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
glDeleteBuffers(1, &xfbBuffer);
EXPECT_EQ(glGetError(), GL_NO_ERROR);
}
} // namespace
} // namespace MGITest
@@ -75,10 +75,42 @@ namespace MobileGL::MG_State::GLState {
NotifySubData(offset, size); NotifySubData(offset, size);
} }
void BufferObject::Respecify(SizeT size, const void* data) { // A (re)definition of the store is about to write `size` bytes through Bytes().
ReleaseMemory(); // Sizing the shadow is all that takes for a shadow-backed buffer. A buffer whose
// bytes were adopted into backend GPU memory has to give the adoption back first,
// because the mapping it holds describes exactly the OLD store: writing the new
// contents through it runs past its end the moment the store grows, and a backend
// that replaces the storage for the new store - which is what an orphaning
// respecification asks for - would leave that mapping, and therefore every later
// read of this buffer, addressing storage nothing writes to any more. That was the
// transform feedback capture that wrote one buffer while the readback read another.
//
// Given back rather than renewed here, deliberately. Renewing in place would mean
// memcpying the new contents into storage that submitted-but-unretired draws may
// still be reading, which is precisely what the orphaning idiom exists to avoid;
// avoiding THAT would mean either stalling on a fence in the middle of a frame or
// teaching the persistent-map op to orphan, and the op must never orphan for the
// other kind of caller (an application-held GL_MAP_PERSISTENT_BIT mapping, whose
// pointer has to stay valid for the buffer's whole life). Handing the store back to
// the CPU shadow needs none of that: the backend's ordinary respecification path
// then does the busy-tracking and the conditional orphan it has always done, and the
// next binding that wants GPU residency takes a fresh mapping of the new store.
void BufferObject::RedefineStorage(SizeT size) {
if (m_resource.IsGpuResident()) {
m_resource.ReleasePersistentMap();
// Whatever a shader or a capture wrote is in the store being replaced, so
// there is nothing left to reconcile - and leaving the flag set would make
// the next read of this buffer wait for GPU work on behalf of bytes the
// application has just thrown away.
m_gpuWritePending = false;
}
m_size = size; m_size = size;
m_resource.ResizeShadow(size); m_resource.ResizeShadow(size);
}
void BufferObject::Respecify(SizeT size, const void* data) {
ReleaseMemory();
RedefineStorage(size);
if (data && size > 0) { if (data && size > 0) {
Memcpy(m_resource.Bytes(), data, size); Memcpy(m_resource.Bytes(), data, size);
} }
@@ -96,8 +128,7 @@ namespace MobileGL::MG_State::GLState {
void BufferObject::AllocateImmutableStorage(SizeT size, const void* data, GLbitfield storageFlags) { void BufferObject::AllocateImmutableStorage(SizeT size, const void* data, GLbitfield storageFlags) {
ReleaseMemory(); ReleaseMemory();
m_size = size; RedefineStorage(size);
m_resource.ResizeShadow(size);
if (data) { if (data) {
Memcpy(m_resource.Bytes(), data, size); Memcpy(m_resource.Bytes(), data, size);
} else if (size > 0) { } else if (size > 0) {
@@ -219,6 +250,34 @@ namespace MobileGL::MG_State::GLState {
NotifyContentWrite(atOffset, data.size); NotifyContentWrite(atOffset, data.size);
} }
void BufferObject::FillSubData(DataPtr pattern, SizeT atOffset, SizeT size) {
MOBILEGL_ASSERT(pattern.data != nullptr && pattern.size > 0,
"FillSubData requires a non-empty pattern.");
MOBILEGL_ASSERT(size % pattern.size == 0,
"FillSubData size (%zu) must be a multiple of pattern size (%zu).", size, pattern.size);
MOBILEGL_ASSERT(atOffset <= m_size && size <= m_size - atOffset,
"FillSubData out of bounds: atOffset (%zu) + size (%zu) > m_size (%zu)", atOffset, size,
m_size);
MOBILEGL_ASSERT(!m_isMapped || (m_mappingAccess & BufferMappingAccessBit::Persistent),
"Cannot fill data while buffer is non-persistently mapped.");
if (size == 0) return;
// A clear is ordered after all earlier GPU writes. Partial clears additionally need the
// retained shadow bytes; whole-store clears need the same synchronization before writing
// an adopted persistent mapping that the GPU may still be accessing.
SyncGpuWrites();
Uint8* dst = m_resource.Bytes() + atOffset;
if (pattern.size == 1) {
Memset(dst, *static_cast<const Uint8*>(pattern.data), size);
} else {
for (SizeT at = 0; at < size; at += pattern.size) {
Memcpy(dst + at, pattern.data, pattern.size);
}
}
NotifyContentWrite(atOffset, size);
}
void BufferObject::DownloadSubData(void* dst, SizeT atOffset, SizeT size) const { void BufferObject::DownloadSubData(void* dst, SizeT atOffset, SizeT size) const {
MOBILEGL_ASSERT(atOffset + size <= m_size, MOBILEGL_ASSERT(atOffset + size <= m_size,
"DownloadSubData out of bounds: atOffset (%zu) + size (%zu) > m_size (%zu)", atOffset, size, "DownloadSubData out of bounds: atOffset (%zu) + size (%zu) > m_size (%zu)", atOffset, size,
@@ -132,6 +132,9 @@ namespace MobileGL {
void UploadData(DataPtr data, SizeT atOffset); void UploadData(DataPtr data, SizeT atOffset);
void UploadSubData(DataPtr data, SizeT atOffset); void UploadSubData(DataPtr data, SizeT atOffset);
// Repeats one already-converted element through [atOffset, atOffset + size) and
// publishes the range as one content mutation.
void FillSubData(DataPtr pattern, SizeT atOffset, SizeT size);
// Reads `size` bytes from the CPU shadow at `atOffset` into `dst` (glGetBufferSubData). // Reads `size` bytes from the CPU shadow at `atOffset` into `dst` (glGetBufferSubData).
// The shadow reflects CPU writes (BufferData/SubData/maps) and backend write-backs, but not // The shadow reflects CPU writes (BufferData/SubData/maps) and backend write-backs, but not
// arbitrary GPU-side writes. // arbitrary GPU-side writes.
@@ -205,6 +208,9 @@ namespace MobileGL {
void SetBackendResource(SharedPtr<BackendBufferResource> resource); void SetBackendResource(SharedPtr<BackendBufferResource> resource);
private: private:
// Sizes the store for a (re)definition, renewing an adopted GPU-resident
// mapping across it. See the definition for why the renewal is not optional.
void RedefineStorage(SizeT size);
void NotifyRespecify(); void NotifyRespecify();
void NotifySubData(SizeT offset, SizeT size); void NotifySubData(SizeT offset, SizeT size);
void NotifyFlushMappedRange(Range1D range, Flags<BufferMappingAccessBit> appAccess); void NotifyFlushMappedRange(Range1D range, Flags<BufferMappingAccessBit> appAccess);
@@ -70,6 +70,15 @@ namespace MobileGL::MG_State::GLState {
m_shadow->shrink_to_fit(); m_shadow->shrink_to_fit();
} }
// Give the adoption back: the bytes resolve against the shadow again (which
// the caller must (re)size, it was released on adoption). Used when the store
// itself is redefined - the mapping describes exactly the store that is going
// away, so it may neither be written through nor kept. It is NOT a general
// "unmap": a persistent map the application holds outlives every unmap by
// definition, and the calls that could redefine such a buffer's store are
// errors the frontend refuses before reaching here.
void ReleasePersistentMap() { m_gpuMapped = nullptr; }
// Backend GPU resource, owned here in both modes. // Backend GPU resource, owned here in both modes.
const SharedPtr<BackendBufferResource>& Backend() const { return m_backend; } const SharedPtr<BackendBufferResource>& Backend() const { return m_backend; }
void SetBackend(SharedPtr<BackendBufferResource> backend) { m_backend = std::move(backend); } void SetBackend(SharedPtr<BackendBufferResource> backend) { m_backend = std::move(backend); }
+34 -5
View File
@@ -39,6 +39,11 @@ namespace MobileGL::MG_State {
return m_compileEnv; return m_compileEnv;
} }
void GLContext::InvalidateCompileEnv() {
m_compileEnv.reset();
m_compileEnvBackend = nullptr;
}
// Error // Error
void GLContext::RecordError(ErrorCode code, UniquePtr<ErrorInfo> info) { void GLContext::RecordError(ErrorCode code, UniquePtr<ErrorInfo> info) {
// Invariant I1, mechanically enforced: the GL error state is GL-thread-owned. // Invariant I1, mechanically enforced: the GL error state is GL-thread-owned.
@@ -196,7 +201,7 @@ namespace MobileGL::MG_State {
// (which expands to nothing outside debug builds). // (which expands to nothing outside debug builds).
void GLContext::SetCurrentVertexAttributeFloat(Uint index, const Array<Float, 4>& value) { void GLContext::SetCurrentVertexAttributeFloat(Uint index, const Array<Float, 4>& value) {
if (index >= m_currentVertexAttributes.size()) { if (index >= m_currentVertexAttributes.size()) {
MGLOG_E("SetCurrentVertexAttributeFloat: index %u is out of range", index); MGLOG_E_ONCE("SetCurrentVertexAttributeFloat: index %u is out of range", index);
return; return;
} }
@@ -210,7 +215,7 @@ namespace MobileGL::MG_State {
void GLContext::SetCurrentVertexAttributeInt(Uint index, const Array<Int32, 4>& value) { void GLContext::SetCurrentVertexAttributeInt(Uint index, const Array<Int32, 4>& value) {
if (index >= m_currentVertexAttributes.size()) { if (index >= m_currentVertexAttributes.size()) {
MGLOG_E("SetCurrentVertexAttributeInt: index %u is out of range", index); MGLOG_E_ONCE("SetCurrentVertexAttributeInt: index %u is out of range", index);
return; return;
} }
@@ -224,7 +229,7 @@ namespace MobileGL::MG_State {
void GLContext::SetCurrentVertexAttributeUint(Uint index, const Array<Uint32, 4>& value) { void GLContext::SetCurrentVertexAttributeUint(Uint index, const Array<Uint32, 4>& value) {
if (index >= m_currentVertexAttributes.size()) { if (index >= m_currentVertexAttributes.size()) {
MGLOG_E("SetCurrentVertexAttributeUint: index %u is out of range", index); MGLOG_E_ONCE("SetCurrentVertexAttributeUint: index %u is out of range", index);
return; return;
} }
@@ -239,7 +244,7 @@ namespace MobileGL::MG_State {
const CurrentVertexAttributeValue& GLContext::GetCurrentVertexAttribute(Uint index) const { const CurrentVertexAttributeValue& GLContext::GetCurrentVertexAttribute(Uint index) const {
static const CurrentVertexAttributeValue defaultValue{}; static const CurrentVertexAttributeValue defaultValue{};
if (index >= m_currentVertexAttributes.size()) { if (index >= m_currentVertexAttributes.size()) {
MGLOG_E("GetCurrentVertexAttribute: index %u is out of range", index); MGLOG_E_ONCE("GetCurrentVertexAttribute: index %u is out of range", index);
return defaultValue; return defaultValue;
} }
return m_currentVertexAttributes[index]; return m_currentVertexAttributes[index];
@@ -712,10 +717,18 @@ namespace MobileGL::MG_State {
m_renderState.SetViewport(viewport); m_renderState.SetViewport(viewport);
} }
const IntVec4& GLContext::GetViewport() const { IntVec4 GLContext::GetViewport() const {
return m_renderState.GetViewport(); return m_renderState.GetViewport();
} }
void GLContext::SetViewportIndexed(Uint index, FloatVec4 viewport) {
m_renderState.SetViewportIndexed(index, viewport);
}
const FloatVec4& GLContext::GetViewportIndexed(Uint index) const {
return m_renderState.GetViewportIndexed(index);
}
void GLContext::SetLineWidth(Float width) { void GLContext::SetLineWidth(Float width) {
m_renderState.SetLineWidth(width); m_renderState.SetLineWidth(width);
} }
@@ -953,6 +966,14 @@ namespace MobileGL::MG_State {
return m_renderState.GetDepthRange(); return m_renderState.GetDepthRange();
} }
void GLContext::SetDepthRangeIndexed(Uint index, FloatVec2 range) {
m_renderState.SetDepthRangeIndexed(index, range);
}
const FloatVec2& GLContext::GetDepthRangeIndexed(Uint index) const {
return m_renderState.GetDepthRangeIndexed(index);
}
void GLContext::SetSampleCoverage(Float value, Bool invert) { void GLContext::SetSampleCoverage(Float value, Bool invert) {
m_renderState.SetSampleCoverage(value, invert); m_renderState.SetSampleCoverage(value, invert);
} }
@@ -1017,6 +1038,14 @@ namespace MobileGL::MG_State {
return m_renderState.GetScissorBox(); return m_renderState.GetScissorBox();
} }
void GLContext::SetScissorBoxIndexed(Uint index, IntVec4 box) {
m_renderState.SetScissorBoxIndexed(index, box);
}
const IntVec4& GLContext::GetScissorBoxIndexed(Uint index) const {
return m_renderState.GetScissorBoxIndexed(index);
}
// Framebuffer // Framebuffer
void GLContext::GenFramebufferNames(Uint number, Vector<Uint>& framebuffers) { void GLContext::GenFramebufferNames(Uint number, Vector<Uint>& framebuffers) {
m_framebufferState.GenerateNames(number, framebuffers); m_framebufferState.GenerateNames(number, framebuffers);
+15 -6
View File
@@ -198,8 +198,10 @@ namespace MobileGL {
// Only the pipeline-relevant subset - see RenderState::m_pipelineStateVersion. // Only the pipeline-relevant subset - see RenderState::m_pipelineStateVersion.
Uint GetPipelineStateVersion() const; Uint GetPipelineStateVersion() const;
const RenderStateParameters& GetRenderStateParameters() const; const RenderStateParameters& GetRenderStateParameters() const;
void SetViewport(IntVec4 viewport); // x, y, width, height void SetViewport(IntVec4 viewport); // x, y, width, height; writes ALL viewports
const IntVec4& GetViewport() const; // x, y, width, height IntVec4 GetViewport() const; // x, y, width, height; viewport 0, rounded
void SetViewportIndexed(Uint index, FloatVec4 viewport);
const FloatVec4& GetViewportIndexed(Uint index) const;
void SetLineWidth(Float width); void SetLineWidth(Float width);
Float GetLineWidth() const; Float GetLineWidth() const;
void SetPointSize(Float size); void SetPointSize(Float size);
@@ -260,8 +262,10 @@ namespace MobileGL {
Uint32 GetClearStencil() const; Uint32 GetClearStencil() const;
void SetBlendColor(FloatVec4 color); void SetBlendColor(FloatVec4 color);
const FloatVec4& GetBlendColor() const; const FloatVec4& GetBlendColor() const;
void SetDepthRange(FloatVec2 range); void SetDepthRange(FloatVec2 range); // writes ALL viewports' depth ranges
const FloatVec2& GetDepthRange() const; const FloatVec2& GetDepthRange() const;
void SetDepthRangeIndexed(Uint index, FloatVec2 range);
const FloatVec2& GetDepthRangeIndexed(Uint index) const;
void SetSampleCoverage(Float value, Bool invert); void SetSampleCoverage(Float value, Bool invert);
Float GetSampleCoverageValue() const; Float GetSampleCoverageValue() const;
Bool GetSampleCoverageInvert() const; Bool GetSampleCoverageInvert() const;
@@ -276,8 +280,10 @@ namespace MobileGL {
FrontFaceMode GetFrontFaceMode() const; FrontFaceMode GetFrontFaceMode() const;
void SetProvokingVertexMode(ProvokingVertexMode mode); void SetProvokingVertexMode(ProvokingVertexMode mode);
ProvokingVertexMode GetProvokingVertexMode() const; ProvokingVertexMode GetProvokingVertexMode() const;
void SetScissorBox(IntVec4 box); // x, y, width, height void SetScissorBox(IntVec4 box); // x, y, width, height; writes ALL rectangles
const IntVec4& GetScissorBox() const; // x, y, width, height const IntVec4& GetScissorBox() const; // x, y, width, height; rectangle 0
void SetScissorBoxIndexed(Uint index, IntVec4 box);
const IntVec4& GetScissorBoxIndexed(Uint index) const;
// Transform feedback. The fields below are the state of the transform // Transform feedback. The fields below are the state of the transform
// feedback object currently bound to GL_TRANSFORM_FEEDBACK; see the object // feedback object currently bound to GL_TRANSFORM_FEEDBACK; see the object
@@ -407,9 +413,12 @@ namespace MobileGL {
// cannot be captured in MG_State::Init() - that runs BEFORE MG_Backend::Init(), // cannot be captured in MG_State::Init() - that runs BEFORE MG_Backend::Init(),
// so there is no backend to query yet. Re-captured whenever the active backend // so there is no backend to query yet. Re-captured whenever the active backend
// object changes, which also rolls the fingerprint and therefore invalidates // object changes, which also rolls the fingerprint and therefore invalidates
// every P0b preprocess memo keyed against the old one. // every P0b preprocess memo keyed against the old one. A backend whose dynamic
// capabilities become available without changing object identity must call
// InvalidateCompileEnv() after publishing them.
// GL thread only. // GL thread only.
const SharedPtr<const MG_Util::ShaderTranspiler::CompileEnv>& GetCompileEnv(); const SharedPtr<const MG_Util::ShaderTranspiler::CompileEnv>& GetCompileEnv();
void InvalidateCompileEnv();
private: private:
// State Components // State Components
@@ -14,10 +14,10 @@
namespace MobileGL::MG_State::GLState { namespace MobileGL::MG_State::GLState {
void ErrorState::RecordError(ErrorCode code, UniquePtr<ErrorInfo> info) { void ErrorState::RecordError(ErrorCode code, UniquePtr<ErrorInfo> info) {
if (code == ErrorCode::NoError) { if (code == ErrorCode::NoError) {
MGLOG_E("Recording Non-OpenGL error:\n%s", info->toString().c_str()); MGLOG_D("Recording Non-OpenGL error:\n%s", info->toString().c_str());
m_nonGLErrors.push_back(MakeUnique<Error>(code, Move(info))); m_nonGLErrors.push_back(MakeUnique<Error>(code, Move(info)));
} else { } else {
MGLOG_E("Recording OpenGL error (%s):\n%s", MGLOG_D("Recording OpenGL error (%s):\n%s",
MG_Util::ConvertGLEnumToString(MG_Util::ConvertErrorCodeToGLEnum(code)).c_str(), MG_Util::ConvertGLEnumToString(MG_Util::ConvertErrorCodeToGLEnum(code)).c_str(),
info->toString().c_str()); info->toString().c_str());
// GL error semantics are sticky flags, not a queue (GL 3.3 core §2.5): with multiple // GL error semantics are sticky flags, not a queue (GL 3.3 core §2.5): with multiple
@@ -68,6 +68,8 @@ namespace {
return type && type->getQualifier().builtIn != glslang::EbvNone; return type && type->getQualifier().builtIn != glslang::EbvNone;
} }
// Locations one ELEMENT of a vertex input occupies (GL 4.6 core 11.1.1): a matrix
// takes one per column, everything else this backend can feed takes one.
static int GetVertexInputLocationSpan(GLenum glType) { static int GetVertexInputLocationSpan(GLenum glType) {
switch (glType) { switch (glType) {
case GL_FLOAT_MAT2: case GL_FLOAT_MAT2:
@@ -87,6 +89,26 @@ namespace {
} }
} }
// How many elements an ARRAY vertex input has. glslang reflects such an input as ONE
// record spelled "name[0]" carrying the ELEMENT's glDefineType and the array length,
// so the type alone cannot say how many locations the declaration covers: GL 4.6 core
// 11.1.1 gives an array one location per element (times the element's own span), and
// `in vec4 a[16]` at location 0 therefore occupies 0..15, not 0. Missing that left
// every location above the base with no recorded name or type, which is what the
// backends read to decide whether an attribute is active at all.
static MobileGL::Int GetVertexInputArrayElements(const glslang::TObjectReflection& input) {
const glslang::TType* type = input.getType();
if (type == nullptr || !type->isArray()) return 1;
// An unsized input array has no span to compute; treat it as one element rather
// than guessing, so it can only ever under-claim locations.
if (!type->isSizedArray()) return 1;
return std::max(1, type->getCumulativeArraySize());
}
static MobileGL::Int GetVertexInputTotalLocationSpan(const glslang::TObjectReflection& input) {
return GetVertexInputLocationSpan(input.glDefineType) * GetVertexInputArrayElements(input);
}
static GLenum GetVertexInputLocationType(GLenum glType) { static GLenum GetVertexInputLocationType(GLenum glType) {
switch (glType) { switch (glType) {
case GL_FLOAT_MAT2: case GL_FLOAT_MAT2:
@@ -563,8 +585,20 @@ namespace MobileGL::MG_State::GLState {
// - SharedStd140UBO: a DECLARED uniform block is active even when no member is // - SharedStd140UBO: a DECLARED uniform block is active even when no member is
// ever read (reflected from the linker objects). PreprocessShaderSource coerces // ever read (reflected from the linker objects). PreprocessShaderSource coerces
// every block to std140, so this covers all of them. // every block to std140, so this covers all of them.
// - IntermediateIO: GL_PROGRAM_INPUT is the input interface of the program's FIRST
// stage and GL_PROGRAM_OUTPUT the output interface of its LAST one. Without this
// glslang hardcodes those boundaries to vertex/fragment, so a separable program
// made of one non-vertex stage has an empty input interface and one made of a
// non-fragment stage an empty output interface
// (KHR-GL43.program_interface_query.separate-programs-*).
// - UnwrapIOBlocks: an inter-stage interface block enumerates as its MEMBERS -
// "Color.r", and "gl_Position" for an anonymous gl_PerVertex - not as the block
// instance. Only reachable through IntermediateIO: a vertex stage's inputs and a
// fragment stage's outputs can never be blocks, so this is inert for a program
// whose boundary stages are the hardcoded ones.
if (!artifacts.program->buildReflection(EShReflectionStrictArraySuffix | EShReflectionBasicArraySuffix | if (!artifacts.program->buildReflection(EShReflectionStrictArraySuffix | EShReflectionBasicArraySuffix |
EShReflectionAllBlockVariables | EShReflectionSharedStd140UBO)) { EShReflectionAllBlockVariables | EShReflectionSharedStd140UBO |
EShReflectionIntermediateIO | EShReflectionUnwrapIOBlocks)) {
artifacts.linkStatus = false; artifacts.linkStatus = false;
artifacts.infoLog = "Build reflection failed."; artifacts.infoLog = "Build reflection failed.";
DeferLog(std::format("ProgramObject {}: DoReflection - buildReflection() returned false", DeferLog(std::format("ProgramObject {}: DoReflection - buildReflection() returned false",
@@ -852,14 +886,21 @@ namespace MobileGL::MG_State::GLState {
} }
// ------------ attributes (vertex in) --------------- // ------------ attributes (vertex in) ---------------
Int inCount = artifacts.program->getNumPipeInputs(); // The pipe-input list is the input interface of the program's FIRST stage, which is only
// the vertex attribute set when the program actually HAS a vertex stage. A separable
// fragment/geometry/tessellation program reflects its own stage inputs here, and those are
// varyings - registering them as vertex attributes would hand glGetActiveAttrib and the
// attribute location table interstage varyings.
Int inCount = artifacts.program->getIntermediate(EShLangVertex) != nullptr
? artifacts.program->getNumPipeInputs()
: 0;
MGLOG_D("ProgramObject %u: Reflection - pipe input count (attributes) = %d", in.externalIndex, inCount); MGLOG_D("ProgramObject %u: Reflection - pipe input count (attributes) = %d", in.externalIndex, inCount);
Int maxLoc = -1; Int maxLoc = -1;
for (int i = 0; i < inCount; ++i) { for (int i = 0; i < inCount; ++i) {
Int loc = (Int)artifacts.program->getPipeInput(i).layoutLocation(); Int loc = (Int)artifacts.program->getPipeInput(i).layoutLocation();
if (loc >= 0 && loc != glslang::TQualifier::layoutLocationEnd) { if (loc >= 0 && loc != glslang::TQualifier::layoutLocationEnd) {
const Int locationSpan = GetVertexInputLocationSpan(artifacts.program->getPipeInput(i).glDefineType); const Int locationSpan = GetVertexInputTotalLocationSpan(artifacts.program->getPipeInput(i));
maxLoc = std::max(maxLoc, loc + locationSpan - 1); maxLoc = std::max(maxLoc, loc + locationSpan - 1);
} }
MGLOG_D("ProgramObject %u: Reflection - pipe input[%d] name='%s' layoutLocation=%d glType=%u", MGLOG_D("ProgramObject %u: Reflection - pipe input[%d] name='%s' layoutLocation=%d glType=%u",
@@ -895,7 +936,7 @@ namespace MobileGL::MG_State::GLState {
(Int)ProgramObject::NormalizeBuiltinPipeInputName(inVar.name).length()); (Int)ProgramObject::NormalizeBuiltinPipeInputName(inVar.name).length());
if (location >= 0 && location < (int)artifacts.attribs.size()) { if (location >= 0 && location < (int)artifacts.attribs.size()) {
const Int locationSpan = GetVertexInputLocationSpan(inVar.glDefineType); const Int locationSpan = GetVertexInputTotalLocationSpan(inVar);
const GLenum locationType = GetVertexInputLocationType(inVar.glDefineType); const GLenum locationType = GetVertexInputLocationType(inVar.glDefineType);
for (Int locationOffset = 0; locationOffset < locationSpan; ++locationOffset) { for (Int locationOffset = 0; locationOffset < locationSpan; ++locationOffset) {
const Int expandedLocation = location + locationOffset; const Int expandedLocation = location + locationOffset;
@@ -951,6 +992,11 @@ namespace MobileGL::MG_State::GLState {
Bool ProgramLinkTask::ValidateFragmentOutputLocations() { Bool ProgramLinkTask::ValidateFragmentOutputLocations() {
if (!artifacts.program) return false; if (!artifacts.program) return false;
// The pipe-output list is the output interface of the program's LAST stage. Only a
// fragment stage's outputs are color numbers indexed against GL_MAX_DRAW_BUFFERS; a
// separable vertex/geometry/tessellation program's outputs are varyings, and holding
// them to the draw-buffer range fails the link of every such program.
if (artifacts.program->getIntermediate(EShLangFragment) == nullptr) return true;
UnorderedMap<Int, String> colorNumberOwners; UnorderedMap<Int, String> colorNumberOwners;
const Int outputCount = artifacts.program->getNumPipeOutputs(); const Int outputCount = artifacts.program->getNumPipeOutputs();
@@ -60,6 +60,8 @@ namespace MobileGL::MG_State::GLState {
Uint externalIndex = 0; // logs only Uint externalIndex = 0; // logs only
Vector<LinkShaderInput> shaders; // already stage-sorted Vector<LinkShaderInput> shaders; // already stage-sorted
SharedPtr<const MG_Util::ShaderTranspiler::CompileEnv> env; SharedPtr<const MG_Util::ShaderTranspiler::CompileEnv> env;
// Startup configuration copied with the task, never read from worker code.
Bool enableSpirvValidation = false;
// The four "takes effect at the next link" request maps. Snapshotted rather than // The four "takes effect at the next link" request maps. Snapshotted rather than
// referenced, which is precisely what makes glBindAttribLocation and friends // referenced, which is precisely what makes glBindAttribLocation and friends
// legal to call over a pending link without cancelling it: the pending link keeps // legal to call over a pending link without cancelling it: the pending link keeps
@@ -165,10 +165,18 @@ namespace MobileGL::MG_State::GLState {
const Int elements = init.arraySize; const Int elements = init.arraySize;
if (componentsPerElement <= 0 || elements <= 0) continue; if (componentsPerElement <= 0 || elements <= 0) continue;
const Bool isFloat = init.basicType == glslang::EbtFloat || init.basicType == glslang::EbtFloat16; // EbtDouble belongs with the floats now, not with the skipped types: every 64-bit
// float in a shader is narrowed to 32 bits before the module reaches a backend
// (ShaderTranspiler::DemoteFloat64Pass), so a `uniform double d = 1.5;` has exactly
// the 32-bit shadow encoding a `uniform float` does - and glslang already folded its
// value into floatValues, which is a vector<double> either way. Leaving it out meant
// the initializer was silently dropped and the uniform came up zero.
const Bool isFloat = init.basicType == glslang::EbtFloat ||
init.basicType == glslang::EbtFloat16 ||
init.basicType == glslang::EbtDouble;
const Bool isInt = init.basicType == glslang::EbtInt || init.basicType == glslang::EbtUint || const Bool isInt = init.basicType == glslang::EbtInt || init.basicType == glslang::EbtUint ||
init.basicType == glslang::EbtBool; init.basicType == glslang::EbtBool;
// Anything else (fp64, 64-bit integers) has no 32-bit shadow encoding here, and a // Anything else (64-bit integers) has no 32-bit shadow encoding here, and a
// half-written uniform is worse than an untouched one. // half-written uniform is worse than an untouched one.
if (!isFloat && !isInt) continue; if (!isFloat && !isInt) continue;
const SizeT provided = isFloat ? init.floatValues.size() : init.intValues.size(); const SizeT provided = isFloat ? init.floatValues.size() : init.intValues.size();
@@ -247,7 +255,7 @@ namespace MobileGL::MG_State::GLState {
static_cast<SizeT>(offset) + write.byteOffsetInUniform + write.byteSize > uboSize) { static_cast<SizeT>(offset) + write.byteOffsetInUniform + write.byteSize > uboSize) {
// Same verdict the live write path reaches for a uniform without backing // Same verdict the live write path reaches for a uniform without backing
// storage: log and drop, rather than fault. // storage: log and drop, rather than fault.
MGLOG_E("ProgramObject %u: buffered uniform write at location %u has no backing storage " MGLOG_E_ONCE("ProgramObject %u: buffered uniform write at location %u has no backing storage "
"(offset=%u size=%u uboSize=%zu); dropping write", "(offset=%u size=%u uboSize=%zu); dropping write",
m_externalIndex, write.location, offset, write.byteSize, uboSize); m_externalIndex, write.location, offset, write.byteSize, uboSize);
continue; continue;
@@ -428,7 +436,7 @@ namespace MobileGL::MG_State::GLState {
defaultFS->Compile(); // TODO: use a global default FS object. defaultFS->Compile(); // TODO: use a global default FS object.
auto status = defaultFS->GetCompileStatus(); auto status = defaultFS->GetCompileStatus();
if (!status) { if (!status) {
MGLOG_E("ProgramObject %u: Failed to compile default fragment shader. InfoLog:\n%s", m_externalIndex, MGLOG_E_ONCE("ProgramObject %u: Failed to compile default fragment shader. InfoLog:\n%s", m_externalIndex,
defaultFS->GetInfoLog().c_str()); defaultFS->GetInfoLog().c_str());
return; return;
} }
@@ -486,6 +494,7 @@ namespace MobileGL::MG_State::GLState {
auto task = MakeShared<ProgramLinkTask>(); auto task = MakeShared<ProgramLinkTask>();
task->in.externalIndex = m_externalIndex; task->in.externalIndex = m_externalIndex;
task->in.env = MG_Util::ShaderTranspiler::GetCurrentCompileEnv(); task->in.env = MG_Util::ShaderTranspiler::GetCurrentCompileEnv();
task->in.enableSpirvValidation = MG_Config::Features.EnableSpirvValidation;
task->in.explicitAttribLocations = m_explicitAttribLocations; task->in.explicitAttribLocations = m_explicitAttribLocations;
task->in.explicitFragDataLocation = m_explicitFragDataLocation; task->in.explicitFragDataLocation = m_explicitFragDataLocation;
task->in.explicitFragDataIndex = m_explicitFragDataIndex; task->in.explicitFragDataIndex = m_explicitFragDataIndex;
@@ -326,15 +326,22 @@ namespace MobileGL::MG_State::GLState {
: kInvalidUniformOffset; : kInvalidUniformOffset;
} }
Uint GetUniformSizesInBytes(Uint location) const { return MG_Util::GetGLTypeSize(GetUniformType(location)); } Uint GetUniformSizesInBytes(Uint location) const { return MG_Util::GetGLTypeSize(GetUniformType(location)); }
// Bytes a uniform actually occupies in the global UBO, which is not its GL type size: // Bytes a uniform actually occupies in the global UBO, which is not its GL type size,
// std140 pads each column of a float matrix out to a vec4, so a mat3 spans 48 bytes // for two reasons. std140 pads each column of a matrix out to a vec4, so a mat3 spans
// even though only 36 of them carry components. Anything reading or writing a whole // 48 bytes even though only 36 of them carry components. And every 64-bit float in a
// uniform's storage - a bounds check, a copy between two programs' shadows - wants // shader is narrowed to 32 bits before the module reaches a backend
// this rather than GetUniformSizesInBytes. // (ShaderTranspiler::DemoteFloat64Pass) - the global UBO is laid out by reflecting that
// demoted module - so a `double` uniform occupies exactly what its float-typed twin
// would, half its GL type size, and a `dmat4` is padded like any other matrix. Anything
// reading or writing a whole uniform's storage - a bounds check, a copy between two
// programs' shadows - wants this rather than GetUniformSizesInBytes.
static SizeT UniformStorageSpanInBytes(const glslang::TType* type, SizeT tightSize) { static SizeT UniformStorageSpanInBytes(const glslang::TType* type, SizeT tightSize) {
if (type != nullptr && type->isMatrix() && type->getBasicType() != glslang::EbtDouble) { if (type != nullptr && type->isMatrix()) {
return static_cast<SizeT>(type->getMatrixCols()) * 4 * sizeof(Float); return static_cast<SizeT>(type->getMatrixCols()) * 4 * sizeof(Float);
} }
if (type != nullptr && type->getBasicType() == glslang::EbtDouble) {
return tightSize / 2;
}
return tightSize; return tightSize;
} }
SizeT GetUniformStorageSpanInBytes(Uint location) const { SizeT GetUniformStorageSpanInBytes(Uint location) const {
@@ -812,6 +819,9 @@ namespace MobileGL::MG_State::GLState {
// backend asks this exactly where it used to ask GetLinkStatus(), i.e. right before // backend asks this exactly where it used to ask GetLinkStatus(), i.e. right before
// it builds or draws with the program. // it builds or draws with the program.
Bool GetSpirvStatus() const { return Spirv().spirvStatus; } Bool GetSpirvStatus() const { return Spirv().spirvStatus; }
// Copied from the link task that generated this program's SPIR-V. Backends use it for
// their final transforms, which must honor the same diagnostic setting as phase B.
Bool GetSpirvValidationEnabled() const { return Spirv().enableSpirvValidation; }
// The linked glslang reflection itself, for the ONE consumer that needs resource // The linked glslang reflection itself, for the ONE consumer that needs resource
// lists no typed getter above exposes: the GL program-interface query layer // lists no typed getter above exposes: the GL program-interface query layer
@@ -978,6 +988,7 @@ namespace MobileGL::MG_State::GLState {
// cannot be lifted out of glslang's reflection instead. // cannot be lifted out of glslang's reflection instead.
struct SpirvArtifacts { struct SpirvArtifacts {
Vector<Vector<unsigned>> generatedSpirv; Vector<Vector<unsigned>> generatedSpirv;
Bool enableSpirvValidation = false;
// Byte offset of each uniform location inside globalUboScratch, or // Byte offset of each uniform location inside globalUboScratch, or
// kInvalidUniformOffset. Sized maxUniformLocation + 1 by the routing pass. // kInvalidUniformOffset. Sized maxUniformLocation + 1 by the routing pass.
Vector<Uint> uniformOffsets; Vector<Uint> uniformOffsets;
@@ -102,7 +102,11 @@ namespace MobileGL::MG_State::GLState {
} }
MGLOG_D("ProgramObject %u: Starting SPIR-V generation", externalIndex); MGLOG_D("ProgramObject %u: Starting SPIR-V generation", externalIndex);
GenerateSpirv(handoff, externalIndex); const Bool deferOutputValidationForDirectVulkan =
m_phaseA->in.env != nullptr && m_phaseA->in.env->backend == BackendType::DirectVulkan;
const Bool enableSpirvValidation = m_phaseA->in.enableSpirvValidation;
artifacts.enableSpirvValidation = enableSpirvValidation;
GenerateSpirv(handoff, externalIndex, deferOutputValidationForDirectVulkan, enableSpirvValidation);
// GlslangToSpv was the only consumer of the parsed ASTs; everything after this point // GlslangToSpv was the only consumer of the parsed ASTs; everything after this point
// works on the SPIR-V and on the TProgram's own self-contained reflection pool. Drop // works on the SPIR-V and on the TProgram's own self-contained reflection pool. Drop
// them here rather than at the end of the body, which is ~87% of this node's runtime // them here rather than at the end of the body, which is ~87% of this node's runtime
@@ -137,7 +141,9 @@ namespace MobileGL::MG_State::GLState {
artifacts.generatedSpirv.size()); artifacts.generatedSpirv.size());
} }
void ProgramSpirvTask::GenerateSpirv(const ProgramLinkTask::SpirvHandoff& handoff, const Uint externalIndex) { void ProgramSpirvTask::GenerateSpirv(const ProgramLinkTask::SpirvHandoff& handoff, const Uint externalIndex,
const Bool deferOutputValidationForDirectVulkan,
const Bool enableSpirvValidation) {
/* As we passed first stage compilation/linking, /* As we passed first stage compilation/linking,
* we'll assume all the operations here should * we'll assume all the operations here should
* pass. We may be able to employ some optimizations * pass. We may be able to employ some optimizations
@@ -169,7 +175,8 @@ namespace MobileGL::MG_State::GLState {
Bool allOptimized = true; Bool allOptimized = true;
{ {
for (auto& spv : artifacts.generatedSpirv) { for (auto& spv : artifacts.generatedSpirv) {
auto success = ShaderCompiler::SanitizeAndOptimizeBinary(spv, spv); auto success = ShaderCompiler::SanitizeAndOptimizeBinary(
spv, spv, !deferOutputValidationForDirectVulkan, enableSpirvValidation);
if (!success) { if (!success) {
// The one genuine phase-B failure mode: one of the seven optimizer passes // The one genuine phase-B failure mode: one of the seven optimizer passes
// reported failure, so `spv` is whatever the run left behind. A fordebug // reported failure, so `spv` is whatever the run left behind. A fordebug
@@ -65,7 +65,8 @@ namespace MobileGL::MG_State::GLState {
private: private:
void RunBody() override; void RunBody() override;
void GenerateSpirv(const ProgramLinkTask::SpirvHandoff& handoff, Uint externalIndex); void GenerateSpirv(const ProgramLinkTask::SpirvHandoff& handoff, Uint externalIndex,
Bool deferOutputValidationForDirectVulkan, Bool enableSpirvValidation);
void BuildGlobalUboRouting(const ProgramLinkTask::SpirvHandoff& handoff, Uint externalIndex); void BuildGlobalUboRouting(const ProgramLinkTask::SpirvHandoff& handoff, Uint externalIndex);
// Worker-side MGLOG replacement, replayed by the join on the GL thread. Same reason as // Worker-side MGLOG replacement, replayed by the join on the GL thread. Same reason as

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