Compare commits

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Author SHA1 Message Date
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
133 changed files with 17102 additions and 1195 deletions
+2
View File
@@ -344,6 +344,7 @@ jobs:
- build-linux
- test
- benchmark
- integration
permissions:
actions: write
contents: read
@@ -488,6 +489,7 @@ jobs:
needs:
- test
- benchmark
- integration
outputs:
names: ${{ steps.trace-cases.outputs.names }}
steps:
+6
View File
@@ -276,10 +276,16 @@ set(SOURCE_FILES
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RenameBuiltinShadowingFunctionsPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/DecomposeWorkgroupVec3Pass.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/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/ZeroBaseVertexPass.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/StripUniformLocationsPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUboMemberRelaxedPrecisionPass.cpp
+15
View File
@@ -82,6 +82,14 @@ namespace MobileGL::MG_Config {
#endif
// MOBILEGL_DISABLE_SUBGROUP: force-disable Vulkan shader subgroup support.
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.
Bool MagmaR11G11B10FFallback = false;
// MOBILEGL_MAGMA_FRAMESINFLIGHT: requested Magma frames in flight, defaulting to 3.
@@ -109,6 +117,13 @@ namespace MobileGL::MG_Config {
// per-draw glBufferSubData path instead of the persistent-mapped ring allocator
// (negative control / driver-bug escape hatch).
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,
// 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
+3
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@@ -167,6 +167,7 @@ namespace MobileGL::MG_ConfigLoader {
QueryEnvVariable("MOBILEGL_TRACE_ANGLE_VARIANT", features.TraceAngleVariant, "");
#endif
features.DisableSubgroup = QueryEnvFlag("MOBILEGL_DISABLE_SUBGROUP");
features.AdvertiseFp64 = QueryEnvFlag("MOBILEGL_ADVERTISE_FP64");
features.MagmaR11G11B10FFallback = QueryEnvFlag("MOBILEGL_MAGMA_R11G11B10F_FALLBACK");
features.MagmaFramesInFlight = QueryEnvUint32("MOBILEGL_MAGMA_FRAMESINFLIGHT", 3, 1, 64);
features.AvoidSamplerMipmapMinFilter =
@@ -175,6 +176,8 @@ namespace MobileGL::MG_ConfigLoader {
features.CoherentAsFlush = QueryEnvFlag("MOBILEGL_COHERENT_AS_FLUSH");
features.TraceSkipAutodestroy = QueryEnvFlag("MOBILEGL_TRACE_SKIP_AUTODESTROY");
features.DisableUboRing = QueryEnvFlag("MOBILEGL_DISABLE_UBO_RING");
features.EsprytForceDepthStencilReadbackEmulation =
QueryEnvFlag("MOBILEGL_ESPRYT_FORCE_DS_READBACK_EMULATION");
features.RelaxedSemantics = QueryEnvFlag("MOBILEGL_RELAXED_SEMANTICS");
features.SubgroupPrefixScanQuirk = QueryEnvQuirkOverride("MOBILEGL_QUIRK_SUBGROUP_PREFIX_SCAN");
features.MagmaDisableBlendedDepthWriteQuirk =
+13 -3
View File
@@ -52,11 +52,15 @@
// 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
// 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
#define MOBILEGL_LOG_LEVEL_DEBUG 0
#define MOBILEGL_LOG_LEVEL_WARN 1
#define MOBILEGL_LOG_LEVEL_ERROR 2
#define MOBILEGL_LOG_LEVEL_INFO 3
#define MOBILEGL_LOG_LEVEL_INFO 1
#define MOBILEGL_LOG_LEVEL_WARN 2
#define MOBILEGL_LOG_LEVEL_ERROR 3
#define MOBILEGL_LOG_LEVEL_FATAL 4
#endif
@@ -91,6 +95,12 @@
#endif
// =============================== 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
#define MOBILEGL_ASSERT(condition, ...) \
do { \
@@ -940,6 +940,17 @@ namespace MobileGL::MG_Backend::DirectGLES {
// picks a whole different shader for draw_buffers without
// explicit_attrib_location. DirectVulkan advertises both.
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
// extension explicitly permits. It is also the only thing that
// exposes glProgramParameteri before GL 4.1.
@@ -960,6 +971,15 @@ namespace MobileGL::MG_Backend::DirectGLES {
if (MG_Util::Async::AsyncShaderCompileEnabled()) {
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
// (GL_EXT_disjoint_timer_query plus its entry points) and the
// MOBILEGL_DISABLE_TIMERQUERY escape hatch is off.
@@ -1002,6 +1022,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
funcsTable.GL.MultiDrawElementsIndirect = MultiDrawElementsIndirect;
funcsTable.GL.MultiDrawElementsIndirectCount = MultiDrawElementsIndirectCount;
funcsTable.GL.MultiDrawArraysIndirect = MultiDrawArraysIndirect;
funcsTable.GL.MultiDrawArraysIndirectCount = MultiDrawArraysIndirectCount;
funcsTable.GL.DrawRangeElementsBaseVertex = DrawRangeElementsBaseVertex;
funcsTable.GL.DrawRangeElements = DrawRangeElements;
funcsTable.GL.DrawElementsInstancedBaseVertexBaseInstance = DrawElementsInstancedBaseVertexBaseInstance;
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,
GLsizei maxdrawcount, 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,
const void* indices, GLint basevertex);
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
// the arbitrary GL_PRIMITIVE_RESTART with a non-fixed index for this index type.
void CheckPrimitiveRestartSupported(GLenum indexType);
// Feed the current program's gl_BaseInstance / gl_DrawID emulation uniforms. Both are
// no-ops when the program does not read the corresponding builtin.
// Feed the current program's gl_BaseInstance / gl_DrawID / gl_BaseVertex emulation
// uniforms. All are no-ops when the program does not read the corresponding builtin.
void SetCurrentBaseInstance(Uint32 baseInstance);
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
// (single driver call) multi-draw tier would have to feed it one value for the whole
// batch and would therefore be wrong.
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>
class StateBackendObjectRegistry {
@@ -274,6 +286,14 @@ namespace MobileGL::MG_Backend::DirectGLES {
// context loss.
Bool persistentMapped = false;
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
@@ -454,6 +474,12 @@ namespace MobileGL::MG_Backend::DirectGLES {
Uint32 m_syncedConfigVersion = 0;
Array<MG_State::GLState::VertexAttributeVersion, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS>
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>
@@ -467,6 +493,23 @@ namespace MobileGL::MG_Backend::DirectGLES {
void InvalidateVAOBindingCache();
// ES resets the binding to 0 when the currently bound VAO is deleted.
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 TextureImpl {
@@ -656,8 +699,18 @@ namespace MobileGL::MG_Backend::DirectGLES {
FloatVec4 m_cacheBorderColor = {0.0f, 0.0f, 0.0f, 0.0f};
Vec4<TextureSwizzleParam> m_cacheSwizzleParams = {TextureSwizzleParam::Red, TextureSwizzleParam::Green,
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_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);
@@ -1025,9 +1078,13 @@ namespace MobileGL::MG_Backend::DirectGLES {
void SetBaseInstance(Uint32 baseInstance) const;
void SetBaseInstanceWordIndex(Int32 wordIndex) const;
void SetDrawID(Uint32 drawId) const;
void SetBaseVertex(Int32 baseVertex) const;
// True when the transpiled program kept a gl_DrawID uniform, i.e. SetDrawID
// actually reaches a shader read rather than being discarded.
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; }
Uint GetBackendProgramId() const { return m_backendProgramId; }
// 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
// re-issued per draw, needs nothing of the sort.
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:
void CacheResourceLocations(const SharedPtr<MG_State::GLState::ProgramObject>& stateProgramObject);
@@ -1077,6 +1156,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
Uint m_backendGlobalUBOId = 0;
Int m_baseInstanceUniformLocation = -1;
Int m_drawIdUniformLocation = -1;
Int m_baseVertexUniformLocation = -1;
Int m_baseInstanceWordIndexUniformLocation = -1;
Int m_indirectParamsBinding = -1;
Uint32 m_snormFallbackClampOutputMask = 0;
@@ -1097,6 +1177,12 @@ namespace MobileGL::MG_Backend::DirectGLES {
BufferImpl::UboRingAllocation m_globalUboRingAllocation;
Uint32 m_syncedLinkVersion = ~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;
};
@@ -1140,6 +1226,40 @@ namespace MobileGL::MG_Backend::DirectGLES {
// already has costs nothing. 0 when nothing was ever rebound.
Uint64 ComputeShaderStorageBlockBindingSignature(
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 SamplerImpl {
+57 -23
View File
@@ -252,7 +252,7 @@ namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
g_resolvedTier =
ResolveTier(g_GLESCapabilities, g_GLESFuncs, MG_Config::Features.EsprytMultiDrawMode,
&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.
@@ -267,24 +267,29 @@ namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
const Uint32 bit = 1u << static_cast<Uint32>(tier);
if (g_announcedTiers & bit) return;
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 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
// has to walk is already in hand.
GLESMultiDrawMode ResolveTierForBatch(Bool programReadsDrawID, Bool hasIndexBuffer) {
GLESMultiDrawMode ResolveTierForBatch(Bool programReadsDrawID, Bool perSubDrawBaseVertex,
Bool hasIndexBuffer) {
ResolveTierOnce();
GLESMultiDrawMode tier = g_resolvedTier;
// 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
// 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 ||
tier == GLESMultiDrawMode::Compute;
if (batched && programReadsDrawID) {
if (batched && (programReadsDrawID || perSubDrawBaseVertex)) {
tier = SupportsTier(GLESMultiDrawMode::BaseVertex) ? GLESMultiDrawMode::BaseVertex
: 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,
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;
const SizeT indexSize = IndexTypeSize(type);
if (indexSize == 0) return false;
@@ -413,10 +419,12 @@ namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
} else {
for (GLsizei i = 0; i < drawcount; ++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);
g_GLESFuncs.glDrawElementsIndirect(mode, type, reinterpret_cast<const void*>(commandOffset));
}
if (feedDrawID) SetCurrentDrawID(0);
if (feedBaseVertex) SetCurrentBaseVertex(0);
}
BufferImpl::BindBufferId(GL_DRAW_INDIRECT_BUFFER, previousIndirectBinding);
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,
GLsizei drawcount, const GLint* basevertex, Bool feedDrawID) {
GLsizei drawcount, const GLint* basevertex, Bool feedDrawID, Bool feedBaseVertex) {
if (!SupportsTier(GLESMultiDrawMode::BaseVertex)) return false;
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] <= 0) continue;
if (feedDrawID) SetCurrentDrawID(static_cast<Uint32>(i));
if (feedBaseVertex) SetCurrentBaseVertex(basevertex ? basevertex[i] : 0);
g_GLESFuncs.glDrawElementsBaseVertex(mode, count[i], type, indices[i],
basevertex ? basevertex[i] : 0);
}
if (feedDrawID) SetCurrentDrawID(0);
if (feedBaseVertex) SetCurrentBaseVertex(0);
NoteTierExecuted(GLESMultiDrawMode::BaseVertex);
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,
GLsizei drawcount, const GLint* basevertex, Bool feedDrawID) {
GLsizei drawcount, const GLint* basevertex, Bool feedDrawID,
Bool feedBaseVertex) {
const SizeT indexSize = IndexTypeSize(type);
if (indexSize == 0) return false;
@@ -479,7 +490,7 @@ namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
const Uint8* source = ResolveSubDrawIndices(indexBuffer, indexBufferBytes, indexBufferSize, indices[i],
subDrawCount, indexSize);
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",
i);
return false;
@@ -500,11 +511,16 @@ namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] <= 0) continue;
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,
reinterpret_cast<const void*>(indexBase + cursor * sizeof(Uint32)));
cursor += static_cast<SizeT>(count[i]);
}
if (feedDrawID) SetCurrentDrawID(0);
if (feedBaseVertex) SetCurrentBaseVertex(0);
BufferImpl::BindBufferId(GL_ELEMENT_ARRAY_BUFFER, previousIndexBinding);
NoteTierExecuted(GLESMultiDrawMode::DrawElements);
return true;
@@ -580,7 +596,7 @@ void main() {
const GLuint shader = g_GLESFuncs.glCreateShader(GL_COMPUTE_SHADER);
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;
}
const char* source = kFlattenComputeSource;
@@ -591,14 +607,14 @@ void main() {
if (status != GL_TRUE) {
char log[1024] = {};
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);
return false;
}
const GLuint program = g_GLESFuncs.glCreateProgram();
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);
return false;
}
@@ -609,7 +625,7 @@ void main() {
if (status != GL_TRUE) {
char log[1024] = {};
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);
return false;
}
@@ -619,7 +635,7 @@ void main() {
g_uDrawCount = g_GLESFuncs.glGetUniformLocation(program, "uDrawCount");
g_uTotalIndices = g_GLESFuncs.glGetUniformLocation(program, "uTotalIndices");
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;
}
@@ -837,8 +853,15 @@ void main() {
// afterwards would mean unpicking the program, SSBO and index bindings
// 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.
// 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;
if (ResolvedTier() == GLESMultiDrawMode::Compute && !CurrentProgramReadsDrawID()) {
if (ResolvedTier() == GLESMultiDrawMode::Compute &&
!CurrentProgramMayNeedPerSubDrawBuiltins(basevertex != nullptr)) {
FlattenWithCompute(mode, count, type, indices, drawcount, basevertex, flattened);
}
@@ -852,8 +875,11 @@ void main() {
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 GLESMultiDrawMode tier = ResolveTierForBatch(feedDrawID, hasIndexBuffer);
const Bool feedBaseVertex = basevertex != nullptr && CurrentProgramReadsBaseVertex();
const GLESMultiDrawMode tier = ResolveTierForBatch(feedDrawID, feedBaseVertex, hasIndexBuffer);
Bool drawn = false;
switch (tier) {
@@ -861,16 +887,19 @@ void main() {
drawn = RunExt(mode, count, type, indices, drawcount, basevertex);
break;
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;
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;
case GLESMultiDrawMode::BaseVertex:
drawn = RunBaseVertexLoop(mode, count, type, indices, drawcount, basevertex, feedDrawID);
drawn = RunBaseVertexLoop(mode, count, type, indices, drawcount, basevertex, feedDrawID, feedBaseVertex);
break;
case GLESMultiDrawMode::DrawElements:
drawn = RunRebasedDrawElements(mode, count, type, indices, drawcount, basevertex, feedDrawID);
drawn = RunRebasedDrawElements(mode, count, type, indices, drawcount, basevertex, feedDrawID,
feedBaseVertex);
break;
case GLESMultiDrawMode::Compute:
// 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
// rewritten index stream where it does not. Both are safe for any batch these
// 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) {
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",
drawcount, mode, type);
}
+200 -67
View File
@@ -417,10 +417,27 @@ namespace MobileGL::MG_Backend::DirectGLES {
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) {
case GL_VERTEX_SHADER:
addFlatQualifier("out");
break;
case GL_TESS_CONTROL_SHADER:
case GL_TESS_EVALUATION_SHADER:
case GL_GEOMETRY_SHADER:
addFlatQualifier("in");
addFlatQualifier("out");
@@ -518,6 +535,92 @@ namespace MobileGL::MG_Backend::DirectGLES {
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) {
#ifdef TRACY_ENABLE
ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
@@ -1073,7 +1176,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
#endif
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());
}
}
@@ -1493,88 +1596,71 @@ namespace MobileGL::MG_Backend::DirectGLES {
return (rowBytes + align - 1) / align * align;
}
// 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.
// Walks the client-side destination the PACK parameters describe and hands each row to
// `fillRow(slice, row, dstRow)`, which writes width * dstPixelBytes bytes of finished client
// texels. Shared by the converting and the raw-word stores so both address the destination -
// and feed the bound pixel-pack buffer - identically.
// 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).
// Per the GL addressing rules, slice k row j lands at
// SKIP_IMAGES*imageStride + SKIP_ROWS*rowStride + SKIP_PIXELS*pixelBytes
// + k*imageStride + j*rowStride, with imageStride = max(IMAGE_HEIGHT, sliceHeight)*rowStride.
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 dstComponentSize = GetReadbackComponentSize(type);
template <typename FillRow>
static Bool StoreClientRows(SizeT dstPixelBytes, SizeT swapGroupSize, GLsizei width, GLsizei sliceHeight,
GLsizei sliceCount, void* pixels, Bool applyPackImageParams, FillRow&& fillRow) {
const auto& pixelPackBufferObject =
MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::PixelPack).GetBoundObject();
const auto& pixelPackBufferObject =
MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::PixelPack).GetBoundObject();
// Destination layout is computed from the client-side PACK parameters; only the actual pixel
// rows are written so skip regions of the destination stay untouched.
const auto packParams = MG_State::pGLContext->GetPixelStoreParameters(false);
const SizeT rowPixels = static_cast<SizeT>(packParams.RowLength > 0 ? packParams.RowLength : width);
const SizeT dstRowStride = AlignReadbackRow(rowPixels * dstPixelBytes, packParams.Alignment);
const SizeT imageRows =
applyPackImageParams && packParams.ImageHeight > 0
? static_cast<SizeT>(packParams.ImageHeight)
: static_cast<SizeT>(sliceHeight);
const SizeT dstImageStride = imageRows * dstRowStride;
const SizeT skipImages =
applyPackImageParams ? static_cast<SizeT>(std::max(packParams.SkipImages, 0)) : SizeT{0};
const SizeT dstSkipOffset = skipImages * dstImageStride +
static_cast<SizeT>(std::max(packParams.SkipRows, 0)) * dstRowStride +
static_cast<SizeT>(std::max(packParams.SkipPixels, 0)) * dstPixelBytes;
const SizeT dstRowBytes = static_cast<SizeT>(width) * dstPixelBytes;
// Destination layout is computed from the client-side PACK parameters; only the actual pixel
// rows are written so skip regions of the destination stay untouched.
const auto packParams = MG_State::pGLContext->GetPixelStoreParameters(false);
const SizeT rowPixels = static_cast<SizeT>(packParams.RowLength > 0 ? packParams.RowLength : width);
const SizeT dstRowStride = AlignReadbackRow(rowPixels * dstPixelBytes, packParams.Alignment);
const SizeT imageRows =
applyPackImageParams && packParams.ImageHeight > 0
? static_cast<SizeT>(packParams.ImageHeight)
: static_cast<SizeT>(sliceHeight);
const SizeT dstImageStride = imageRows * dstRowStride;
const SizeT skipImages =
applyPackImageParams ? static_cast<SizeT>(std::max(packParams.SkipImages, 0)) : SizeT{0};
const SizeT dstSkipOffset = skipImages * dstImageStride +
static_cast<SizeT>(std::max(packParams.SkipRows, 0)) * dstRowStride +
static_cast<SizeT>(std::max(packParams.SkipPixels, 0)) * dstPixelBytes;
const SizeT dstRowBytes = static_cast<SizeT>(width) * dstPixelBytes;
const SizeT pboBaseOffset = reinterpret_cast<SizeT>(pixels); // with a PBO, `pixels` is an offset
if (pixelPackBufferObject) {
const SizeT requiredSize = pboBaseOffset + dstSkipOffset +
static_cast<SizeT>(sliceCount - 1) * dstImageStride +
static_cast<SizeT>(sliceHeight - 1) * dstRowStride + dstRowBytes;
if (requiredSize > pixelPackBufferObject->GetSize()) {
MGLOG_E("Readback conversion: pixel pack buffer is too small");
return true;
const SizeT pboBaseOffset = reinterpret_cast<SizeT>(pixels); // with a PBO, `pixels` is an offset
if (pixelPackBufferObject) {
const SizeT requiredSize = pboBaseOffset + dstSkipOffset +
static_cast<SizeT>(sliceCount - 1) * dstImageStride +
static_cast<SizeT>(sliceHeight - 1) * dstRowStride + dstRowBytes;
if (requiredSize > pixelPackBufferObject->GetSize()) {
MGLOG_E_ONCE("Readback conversion: pixel pack buffer is too small");
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 row = 0; row < sliceHeight; ++row) {
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, convertedRow.data(), static_cast<SizeT>(width), wideType,
mapping, type);
for (GLsizei slice = 0; slice < sliceCount; ++slice) {
for (GLsizei row = 0; row < sliceHeight; ++row) {
fillRow(slice, row, convertedRow.data());
if (packParams.SwapBytes) {
const SizeT groupSize = isPackedType ? packedLayout.byteSize : dstComponentSize;
if (groupSize > 1) {
for (SizeT offset = 0; offset + groupSize <= dstRowBytes; offset += groupSize) {
std::reverse(convertedRow.data() + offset, convertedRow.data() + offset + groupSize);
if (packParams.SwapBytes && swapGroupSize > 1) {
for (SizeT offset = 0; offset + swapGroupSize <= dstRowBytes; offset += swapGroupSize) {
std::reverse(convertedRow.data() + offset, convertedRow.data() + offset + swapGroupSize);
}
}
}
const SizeT dstOffset = dstSkipOffset + static_cast<SizeT>(slice) * dstImageStride +
static_cast<SizeT>(row) * dstRowStride;
if (pixelPackBufferObject) {
pixelPackBufferObject->WritebackFromBackend({convertedRow.data(), dstRowBytes},
pboBaseOffset + dstOffset);
} else {
Memcpy(static_cast<Uint8*>(pixels) + dstOffset, convertedRow.data(), dstRowBytes);
const SizeT dstOffset = dstSkipOffset + static_cast<SizeT>(slice) * dstImageStride +
static_cast<SizeT>(row) * dstRowStride;
if (pixelPackBufferObject) {
pixelPackBufferObject->WritebackFromBackend({convertedRow.data(), dstRowBytes},
pboBaseOffset + dstOffset);
} else {
Memcpy(static_cast<Uint8*>(pixels) + dstOffset, convertedRow.data(), dstRowBytes);
}
}
}
}
if (pixelPackBufferObject) {
// WritebackFromBackend bumps change serials with no backend op; re-open
// the buffer draw-clean memos (once for the whole row loop).
@@ -1582,5 +1668,52 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
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 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,
GLsizei sliceCount, const ReadbackChannelMapping& mapping, GLenum type,
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 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.
String RetargetTextureBufferExtension(String glslCode,
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);
// Prefix of the writeonly half a read+write image uniform is split into (see
// SplitReadWriteImageUniforms); the suffix is the image's own name.
@@ -517,6 +517,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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_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
// extension explicitly permits. It is also the only thing that
// exposes glProgramParameteri before GL 4.1.
@@ -539,6 +548,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (MG_Util::Async::AsyncShaderCompileEnabled()) {
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);
// only advertised when the device actually supports timestamp queries and the
// MOBILEGL_DISABLE_TIMERQUERY escape hatch is off.
@@ -877,7 +895,27 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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 =
std::min(m_vulkanCaps.MaxShaderStorageBlockSize, kMaxAdvertisedShaderStorageBlockSize);
if (m_vulkanCaps.SupportsShaderSubgroup) {
@@ -269,14 +269,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
drawBuffer->SyncPersistentMappedRange();
const SizeT commandOffset = reinterpret_cast<SizeT>(indirect);
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 drawBuffer->MappedData() + commandOffset;
}
if (!indirect) {
MGLOG_E("%s skipped: indirect pointer is null", label);
MGLOG_E_ONCE("%s skipped: indirect pointer is null", label);
return nullptr;
}
@@ -398,7 +398,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
stride = 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));
return;
}
@@ -446,20 +446,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
stride = 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));
return;
}
auto parameterBuffer = MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::Parameter).GetBoundObject();
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;
}
parameterBuffer->SyncPersistentMappedRange();
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;
}
@@ -513,7 +513,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const SizeT indexSize = MG_Util::GetGLTypeSize(type);
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;
}
@@ -1009,7 +1009,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// shift - the hardware divide was the hottest instruction of this loop.
const SizeT indexSize = MG_Util::GetGLTypeSize(type);
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;
}
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
// rather than trade a lost device for a barrier into a closed buffer.
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;
}
@@ -259,7 +259,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// is the correct price for a broken pipeline and is bounded by the draw itself being
// skipped.
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",
static_cast<unsigned long long>(hash),
static_cast<unsigned long long>(payload.programHash));
@@ -471,9 +475,56 @@ namespace MobileGL::MG_Backend::DirectVulkan {
blend.attachmentCount = payload.colorAttachmentCount;
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};
gpi.stageCount = static_cast<Uint32>(payload.stages->size());
gpi.pStages = payload.stages->data();
gpi.stageCount = static_cast<Uint32>(effectiveStages->size());
gpi.pStages = effectiveStages->data();
gpi.pVertexInputState = payload.vertexInputState;
gpi.pInputAssemblyState = &ia;
gpi.pTessellationState =
@@ -490,6 +541,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkPipeline pipeline = VK_NULL_HANDLE;
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) {
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),
@@ -522,8 +580,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
payload.vertexInputState->vertexAttributeDescriptionCount);
// 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
// investigation) is to name the modules. MGLOG_I, not _D/_E: this must survive in the
// INFO-level builds that CTS actually runs against.
// investigation) is to name the modules. MGLOG_I, not _D: this is part of a
// 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) {
for (SizeT i = 0; i < payload.stageSpirvDigests->size(); ++i) {
const auto& digest = (*payload.stageSpirvDigests)[i];
@@ -71,6 +71,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool fragmentReplacesDepth = false;
Array<VkPipelineColorBlendAttachmentState, kMaxColorAttachments> colorBlendAttachments{};
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;
// Diagnostic only; may be null. Read solely from the pipeline-creation failure path.
const Vector<ShaderStageSpirvDigest>* stageSpirvDigests = nullptr;
@@ -376,12 +376,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
spv_diagnostic diagnostic = nullptr;
const spv_result_t result = spvValidateWithOptions(context, options, &binary, &diagnostic);
if (result != SPV_SUCCESS) {
// MGLOG_I, not E: at the INFO compile level of the CI/test lanes that arm
// the validation switch, MGLOG_E is compiled out (Log.h orders
// DEBUG < WARN < ERROR < INFO) and the VUID would never reach a log. The
// latch is what a test harness asserts on.
// MGLOG_E, unlatched: reaching here already requires the validation switch to
// be armed, which bounds the volume, and each VUID names a different defect.
// (Parked at MGLOG_I until the Log.h level ordering was fixed, when E was
// compiled out of every INFO build.) The latch is what a test harness asserts on.
MG_Util::ShaderTranspiler::ShaderCompiler::NoteSpirvValidationFailure();
MGLOG_I(
MGLOG_E(
"ProgramFactory::ValidateTransformedSpirv: validation failed for stage=%d program=%u result=%d index=%zu msg=%s",
static_cast<Int>(shaderStage),
programExternalIndex,
@@ -1266,7 +1266,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
for (SizeT i = 1; i < group.offsets.size(); ++i) {
if (group.elementBytes == 0 ||
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",
key.second, key.first);
break;
@@ -1721,6 +1721,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return ProgramFactory::DescriptorBindingKind::CombinedImageSampler;
case SPV_REFLECT_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER:
return ProgramFactory::DescriptorBindingKind::UniformTexelBuffer;
case SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER:
return ProgramFactory::DescriptorBindingKind::StorageTexelBuffer;
case SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_BUFFER:
return ProgramFactory::DescriptorBindingKind::StorageBuffer;
case SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_IMAGE:
@@ -1750,6 +1752,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
if (kind == ProgramFactory::DescriptorBindingKind::CombinedImageSampler ||
kind == ProgramFactory::DescriptorBindingKind::UniformTexelBuffer ||
kind == ProgramFactory::DescriptorBindingKind::StorageTexelBuffer ||
kind == ProgramFactory::DescriptorBindingKind::StorageImage) {
const auto arraySuffix = name.find("[0]");
if (arraySuffix != String::npos) {
@@ -1839,8 +1842,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// UniformManager::BindProgramUniformBuffers: UBO instance arrays
// (uniform Block {...} b[N];), storage-block instance arrays, image uniform
// arrays, and combined-image-sampler arrays (uniform sampler2D s[N];).
// Anything else - a uniform TEXEL buffer array is the one remaining kind -
// must fail program creation cleanly rather than continue with corrupt state.
// Anything else - the two TEXEL buffer kinds are what remain, samplerBuffer[N]
// 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
// 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
// program with an image array plus any second descriptor got aliased
// 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
// of an INFO build, so a refusal that only said MGLOG_E said nothing at all
// in the builds that ship.
// The refusal below is MGLOG_E and per-program-compile, so it reports every
// program it declines. It spent time at MGLOG_I because the old level
// ordering compiled E out of the builds that ship.
const Bool arraySupportedForKind =
kind == ProgramFactory::DescriptorBindingKind::UniformBufferDynamic ||
kind == ProgramFactory::DescriptorBindingKind::StorageBuffer ||
kind == ProgramFactory::DescriptorBindingKind::StorageImage ||
kind == ProgramFactory::DescriptorBindingKind::CombinedImageSampler;
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)",
binding->name ? binding->name : "<null>", binding->count,
static_cast<Int>(binding->descriptor_type));
@@ -1979,13 +1985,27 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// 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.
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);
}
Bool ProgramFactory::ReflectedDeclaresInputBuiltin(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.input_variable_count; ++variableIndex) {
const SpvReflectInterfaceVariable* variable = entryPoint.input_variables[variableIndex];
if (variable != nullptr &&
(variable->decoration_flags & SPV_REFLECT_DECORATION_BUILT_IN) != 0 &&
variable->built_in == SpvBuiltInInstanceIndex) {
variable->built_in == builtin) {
return true;
}
}
@@ -2244,6 +2264,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkProgramObject& entry) const {
entry.activeVertexInputLocationMask = 0;
entry.vertexInputTypes.fill(0);
entry.readsBaseVertexBuiltin = false;
for (SizeT moduleIndex = 0; moduleIndex < shaders.size() && moduleIndex < spirv.size(); ++moduleIndex) {
if (!shaders[moduleIndex] || shaders[moduleIndex]->GetShaderStage() != ShaderStage::Vertex) {
@@ -2265,6 +2286,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
continue;
}
entry.readsBaseVertexBuiltin = ReflectedReadsBaseVertexBuiltin(reflectModule);
if (!m_shaderDrawParametersEnabled && ReflectedReadsInstanceIndexBuiltin(reflectModule)) {
static Bool s_warnedInstanceIndexUnsupported = false;
if (!s_warnedInstanceIndexUnsupported) {
@@ -2445,7 +2468,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// 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
// 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",
kindLabel, uniformName.c_str(), binding, count, maxBindings);
outDeclined = true;
@@ -2453,7 +2476,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
if (baseLocation < 0 ||
!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 "
"is the usual cause, and MobileGL declines it rather than resolve elements onto a "
"neighbouring uniform",
@@ -2644,6 +2667,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const auto descriptorKind = ReflectDescriptorTypeToBindingKind(sampler->descriptor_type);
if (descriptorKind != DescriptorBindingKind::CombinedImageSampler &&
descriptorKind != DescriptorBindingKind::UniformTexelBuffer &&
descriptorKind != DescriptorBindingKind::StorageTexelBuffer &&
descriptorKind != DescriptorBindingKind::StorageImage &&
descriptorKind != DescriptorBindingKind::StorageBuffer) {
continue;
@@ -2689,7 +2713,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// a Uint16 on the way, where 65536 would silently become 0.
const Uint32 storageArrayCount = std::max<Uint32>(1u, sampler->count);
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",
uniformName.c_str(), binding, storageArrayCount, m_maxBindings);
entry.declinedDescriptors = true;
@@ -2712,7 +2736,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// so at a level that survives a release build, because dropping the binding
// leaves the shader reading a descriptor the layout never declared.
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 "
"of samplers or images is the known cause)",
uniformName.c_str(), binding, sampler->count);
@@ -2773,6 +2797,29 @@ 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);
MOBILEGL_ASSERT(target != TextureTarget::Unknown,
"ProgramFactory::ReflectLayout: failed to resolve texture target for '%s'",
@@ -2850,6 +2897,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
entry.dynamicBindings.push_back(binding);
} else if (kind == DescriptorBindingKind::UniformTexelBuffer) {
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) {
layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
} else if (kind == DescriptorBindingKind::StorageImage) {
@@ -2909,6 +2958,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// 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
// 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)
? (flags.GetRaw() | (m_defaultFramebufferHeight << 16))
: flags.GetRaw();
@@ -3027,6 +3082,26 @@ 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)) {
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
// 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
@@ -3115,6 +3190,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
#endif
ReflectVertexInputs(shaders, moduleSpirvs, entry);
ReflectFragmentOutputs(shaders, moduleSpirvs, entry);
ReflectPassthroughTessControlNeed(shaders, moduleSpirvs, entry);
ReflectLayout(program, moduleSpirvs, entry);
// 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
@@ -3125,7 +3201,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// "the layout and the shader disagree", so route it through that. Set AFTER ReflectLayout,
// which clears the flag.
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",
program.GetExternalIndex());
entry.declinedDescriptors = true;
@@ -3172,4 +3248,235 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
}
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 (MG_Util::ShaderTranspiler::ShaderCompiler::SpirvValidationEnabled()) {
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
@@ -33,7 +33,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
CombinedImageSampler,
UniformTexelBuffer,
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 {
@@ -60,6 +66,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// 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.
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 HashType = Uint64;
@@ -97,6 +109,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Vector<Int> samplerUniformLocationByBinding;
Vector<TextureTarget> samplerTextureTargetByBinding;
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<Bool> storageImageUsesBindingFormatByBinding;
Vector<String> storageBlockNameByBinding;
@@ -129,6 +146,27 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// gl_FragDepth); shader-computed depth is immune to the cross-pipeline
// position-invariance quirk (see PipelineFactory::ShouldSuppressDepthWrite).
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;
// 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
// cache eviction (see OnFrameBoundary). Mutable: the draw snapshot's memoised
// entry pointer re-stamps use through a const reference (StampProgramUse).
@@ -179,6 +217,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
producerOutputComponentCount = other.producerOutputComponentCount;
fragmentInputComponentCount = other.fragmentInputComponentCount;
fragmentReplacesDepth = other.fragmentReplacesDepth;
readsBaseVertexBuiltin = other.readsBaseVertexBuiltin;
needsPassthroughTessControl = other.needsPassthroughTessControl;
passthroughTessControlEmulatable = other.passthroughTessControlEmulatable;
lastUsedFrame = other.lastUsedFrame;
other.hash = 0;
other.descriptorSetLayout = VK_NULL_HANDLE;
@@ -192,6 +233,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
other.producerOutputComponentCount = 0;
other.fragmentInputComponentCount = 0;
other.fragmentReplacesDepth = false;
other.readsBaseVertexBuiltin = false;
other.needsPassthroughTessControl = false;
other.passthroughTessControlEmulatable = false;
other.lastUsedFrame = 0;
}
VkProgramObject& operator=(VkProgramObject&& other) noexcept {
@@ -231,6 +275,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
producerOutputComponentCount = other.producerOutputComponentCount;
fragmentInputComponentCount = other.fragmentInputComponentCount;
fragmentReplacesDepth = other.fragmentReplacesDepth;
readsBaseVertexBuiltin = other.readsBaseVertexBuiltin;
needsPassthroughTessControl = other.needsPassthroughTessControl;
passthroughTessControlEmulatable = other.passthroughTessControlEmulatable;
lastUsedFrame = other.lastUsedFrame;
other.hash = 0;
other.descriptorSetLayout = VK_NULL_HANDLE;
@@ -244,6 +291,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
other.producerOutputComponentCount = 0;
other.fragmentInputComponentCount = 0;
other.fragmentReplacesDepth = false;
other.readsBaseVertexBuiltin = false;
other.needsPassthroughTessControl = false;
other.passthroughTessControlEmulatable = false;
other.lastUsedFrame = 0;
return *this;
}
@@ -295,7 +345,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_unformattedFloatStorageImagesEnabled(unformattedFloatStorageImagesEnabled) {
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;
HashType ComputeHash(const MG_State::GLState::ProgramObject& program, CompileOptionFlags flags) const;
@@ -341,6 +394,33 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// True when an entry point reads the InstanceIndex builtin. Only gates a diagnostic:
// without shaderDrawParameters such a shader cannot have gl_InstanceID rebased.
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);
// 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:
struct ProgramLookupCache {
@@ -359,6 +439,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkProgramObject& entry) const;
void ReflectLayout(const MG_State::GLState::ProgramObject& program, const Vector<Vector<Uint>>& spirv,
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;
Uint32 m_maxBindings = 0;
@@ -379,6 +465,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// See GetCacheStructureEpoch(). Starts at 1 so a zero-initialized memo can never match.
Uint64 m_cacheStructureEpoch = 1;
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();
};
} // namespace MobileGL::MG_Backend::DirectVulkan
@@ -157,7 +157,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MGLOG_I("Got %d surface formats:", swapchainCapabilities.surfaceFormats.size());
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);
@@ -166,7 +166,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MGLOG_I("Got %d present modes:", swapchainCapabilities.presentModes.size());
for (const auto& pm : swapchainCapabilities.presentModes) {
MGLOG_I(" %s", string_VkPresentModeKHR(pm));
MGLOG_D(" %s", string_VkPresentModeKHR(pm));
}
const auto presentMode = ChooseSwapchainPresentMode(swapchainCapabilities.presentModes);
@@ -157,7 +157,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkDescriptorPool initialPool = VK_NULL_HANDLE;
if (!CreateDescriptorPool(m_setsPerFrame, 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);
Shutdown();
return false;
@@ -345,13 +345,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
fallbackHolder = GetFallbackTexture(preferredTarget);
texture = fallbackHolder.get();
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",
binding, programObj.samplerNameByBinding[binding].c_str(), location, unit,
static_cast<Int>(preferredTarget));
return false;
}
MGLOG_W(
MGLOG_W_ONCE(
"ResolveSamplerDescriptor: using fallback texture for unbound sampler binding=%u ('%s') location=%d unit=%d target=%d",
binding, programObj.samplerNameByBinding[binding].c_str(), location, unit,
static_cast<Int>(preferredTarget));
@@ -360,7 +360,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const MG_State::GLState::SamplerObject* samplerToUse =
samplerOverride ? samplerOverride.get() : texture->GetSamplerObject().get();
if (samplerToUse == nullptr) {
MGLOG_E(
MGLOG_E_ONCE(
"ResolveSamplerDescriptor: sampler binding %u ('%s') has no sampler object (textureId=%d location=%d unit=%d)",
binding, programObj.samplerNameByBinding[binding].c_str(), texture->GetExternalIndex(), location,
unit);
@@ -368,7 +368,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
VkTextureManager::TextureResource* resource = m_textureManager->SyncTextureAndGetDescriptor(*texture);
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)",
binding, programObj.samplerNameByBinding[binding].c_str(), texture->GetExternalIndex(),
static_cast<Int>(texture->GetTarget()), location, unit);
@@ -380,7 +380,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Int attachmentLevel = 0;
if (drawFbo &&
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, "
"trackedLayout=%d)",
texture->GetExternalIndex(), binding, drawFbo->GetExternalIndex(),
@@ -390,7 +390,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Bool readyForSampling = m_textureManager->TransitionTextureForSampling(commandBuffer, *texture);
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);
return false;
}
@@ -432,7 +432,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
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",
binding, programObj.samplerNameByBinding[binding].c_str(), texture->GetExternalIndex(),
static_cast<Int>(resource->format), static_cast<Int>(numericDomain));
@@ -445,7 +445,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
? resource->sampledView
: m_textureManager->GetOrCreateSampledImageView(*texture, sampledViewFormat);
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",
binding, programObj.samplerNameByBinding[binding].c_str(), texture->GetExternalIndex(),
static_cast<Int>(resource->format), static_cast<Int>(sampledViewFormat),
@@ -671,14 +671,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
SharedPtr<MG_State::GLState::ITextureObject> texture;
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());
return false;
}
if (texture->GetStorageType() != TextureStorageType::Buffer ||
texture->GetTarget() != TextureTarget::TextureBuffer) {
MGLOG_E(
MGLOG_E_ONCE(
"ResolveTexelBufferDescriptor: binding %u ('%s') expected texture buffer, got textureId=%u target=%d storage=%d",
binding, programObj.samplerNameByBinding[binding].c_str(), texture->GetExternalIndex(),
static_cast<Int>(texture->GetTarget()), static_cast<Int>(texture->GetStorageType()));
@@ -688,14 +688,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
auto* textureBuffer = static_cast<MG_State::GLState::TextureObjectBuffer*>(texture.get());
const auto& bufferObject = textureBuffer->GetBufferBindingSlot().GetBoundObject();
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());
return false;
}
BufferSlice slice{};
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());
return false;
}
@@ -703,7 +703,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const auto internalFormat = textureBuffer->GetFormat();
const VkFormat vkFormat = MG_Util::ConvertTextureInternalFormatToVkEnum(internalFormat);
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));
return false;
}
@@ -719,7 +719,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
viewRange = (viewRange / texelSize) * texelSize;
}
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;
}
@@ -733,7 +733,151 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkBufferView bufferView = VK_NULL_HANDLE;
const VkResult result = vkCreateBufferView(m_device, &viewInfo, nullptr, &bufferView);
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));
return false;
}
@@ -770,7 +914,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
auto& bindingPoint = MG_State::pGLContext->GetBufferBindingPoint(BufferTarget::ShaderStorage, frontendBinding);
const auto& bufferObject = bindingPoint.GetBoundObject();
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());
return false;
}
@@ -785,7 +929,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
BufferSlice slice{};
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());
return false;
}
@@ -799,7 +943,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
rangeEnd = bufferSize;
}
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());
return false;
}
@@ -823,7 +967,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Int baseLocation = programObj.samplerUniformLocationByBinding[binding];
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;
}
// Per ELEMENT, and this is where an image array differs from a storage-block array: GL
@@ -835,26 +979,26 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// uniform.
const Int location = baseLocation + static_cast<Int>(element);
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);
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("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);
return false;
}
auto& imageBinding = MG_State::pGLContext->GetImageTextureBinding(imageUnit);
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;
}
const Bool ready = m_textureManager->TransitionTextureForStorageImage(commandBuffer, *imageBinding.Texture);
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);
return false;
}
@@ -874,7 +1018,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkFormat viewFormat = ResolveStorageImageViewFormat(
reflectedFormat, imageBinding.Format, resource->format, useBindingFormat);
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",
imageBinding.Format, binding, imageUnit, imageBinding.Texture->GetExternalIndex(),
useBindingFormat ? "true" : "false");
@@ -883,7 +1027,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkImageView view = m_textureManager->GetOrCreateStorageImageView(
*imageBinding.Texture, mipLevel, viewFormat, imageBinding.Layered != GL_FALSE, imageBinding.Layer);
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",
imageBinding.Texture->GetExternalIndex(), mipLevel, imageBinding.Format,
static_cast<Int>(resource->format), static_cast<Int>(reflectedFormat),
@@ -904,7 +1048,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// 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.
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));
return nullptr;
}
@@ -1080,13 +1224,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
continue;
}
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;
}
const Int baseLocation = programObj.samplerUniformLocationByBinding[binding];
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;
}
// Per ELEMENT, for the same reason the sampled walk above is: an image ARRAY is one
@@ -1098,20 +1242,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
for (Uint32 element = 0; element < descriptorCount; ++element) {
const Int location = ResolveDescriptorElementLocation(program, baseLocation, element);
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);
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("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);
return false;
}
auto* texture = MG_State::pGLContext->GetImageTextureBinding(imageUnit).Texture.get();
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);
return false;
}
@@ -1262,12 +1406,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Uint64 descriptorCount64 =
static_cast<Uint64>(maxSets) * static_cast<Uint64>(std::min(m_maxBindings, kEstimatedBindingsPerSet));
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;
}
const Uint32 descriptorCount = static_cast<Uint32>(descriptorCount64);
VkDescriptorPoolSize poolSizes[5]{};
VkDescriptorPoolSize poolSizes[6]{};
poolSizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
poolSizes[0].descriptorCount = descriptorCount;
poolSizes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
@@ -1278,6 +1422,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
poolSizes[3].descriptorCount = descriptorCount;
poolSizes[4].type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
poolSizes[4].descriptorCount = descriptorCount;
poolSizes[5].type = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
poolSizes[5].descriptorCount = descriptorCount;
VkDescriptorPoolCreateInfo poolInfo{};
poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
@@ -1292,7 +1438,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkResult result = vkCreateDescriptorPool(m_device, &poolInfo, nullptr, &outPool);
if (result != VK_SUCCESS) {
MGLOG_E("UniformDescriptorBinder::CreateDescriptorPool failed: vkCreateDescriptorPool returned %d",
MGLOG_E_ONCE("UniformDescriptorBinder::CreateDescriptorPool failed: vkCreateDescriptorPool returned %d",
result);
return false;
}
@@ -1311,7 +1457,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkDescriptorPool grownPool = VK_NULL_HANDLE;
if (!CreateDescriptorPool(grownMaxSets, 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);
return false;
}
@@ -1370,7 +1516,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkResult allocResult = AllocateDescriptorSetsFromActivePool(frameIndex, programObj, outDescriptorSet);
if (allocResult == VK_ERROR_OUT_OF_POOL_MEMORY || allocResult == VK_ERROR_FRAGMENTED_POOL) {
if (!GrowFrameDescriptorPool(frame, frameIndex)) {
MGLOG_E("UniformDescriptorBinder::AcquireDescriptorSet failed: descriptor pool growth failed");
MGLOG_E_ONCE("UniformDescriptorBinder::AcquireDescriptorSet failed: descriptor pool growth failed");
return allocResult;
}
allocResult = AllocateDescriptorSetsFromActivePool(frameIndex, programObj, outDescriptorSet);
@@ -1501,7 +1647,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
auto& frame = m_frames[frameIndex];
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;
}
if (frame.activeDescriptorPoolIndex >= frame.descriptorPools.size()) {
@@ -1578,6 +1724,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// 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.
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);
dynamicOffsets.reserve(programObj.dynamicBindings.size() + uboArrayExtra);
@@ -1633,7 +1784,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkBufferView bufferView = VK_NULL_HANDLE;
if (!ResolveTexelBufferDescriptor(program, programObj, binding, frameIndex, bufferView) ||
bufferView == VK_NULL_HANDLE) {
MGLOG_E(
MGLOG_E_ONCE(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: texture buffer binding %u has no valid descriptor",
binding);
return false;
@@ -1644,6 +1795,25 @@ namespace MobileGL::MG_Backend::DirectVulkan {
write.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
write.pTexelBufferView = &texelBufferViews.back();
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) {
// One write per binding, but `descriptorCount` buffer infos: a GLSL block
// instance array occupies a single binding whose elements each come from their
@@ -1653,7 +1823,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
for (Uint32 element = 0; element < descriptorCount; ++element) {
VkDescriptorBufferInfo bufferInfo{};
if (!ResolveStorageBufferDescriptor(program, programObj, binding, element, bufferInfo)) {
MGLOG_E(
MGLOG_E_ONCE(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: storage buffer binding %u "
"element %u has no valid descriptor",
binding, element);
@@ -1680,7 +1850,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkDescriptorImageInfo imageInfo{};
if (!ResolveStorageImageDescriptor(commandBuffer, program, programObj, binding, element,
imageInfo)) {
MGLOG_E(
MGLOG_E_ONCE(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: storage image binding %u "
"element %u has no valid descriptor",
binding, element);
@@ -1722,14 +1892,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
imageInfo, samplerDescriptorsUnchangedHint);
}
if (!hasImage) {
MGLOG_E(
MGLOG_E_ONCE(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: sampler binding %u element %u "
"has no valid texture descriptor",
binding, element);
return false;
}
if (imageInfo.sampler == VK_NULL_HANDLE || imageInfo.imageView == VK_NULL_HANDLE) {
MGLOG_E(
MGLOG_E_ONCE(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: sampler binding %u element %u "
"has null sampler or imageView",
binding, element);
@@ -1803,7 +1973,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} else {
VkResult allocResult = AcquireDescriptorSet(frameIndex, programObj, descriptorSet);
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);
return false;
}
@@ -175,6 +175,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool ResolveTexelBufferDescriptor(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
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
// block. Each element resolves through its own GL storage block, and so its own GL
// binding point, buffer and glBindBufferRange window.
@@ -110,7 +110,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkFormat sourceVkFormat =
ToVkVertexFormat(attr.Type, attr.Size, attr.Normalized, attr.IsInteger, attr.IsBgra, attr.IsLong);
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",
location, MG_Util::ConvertDataTypeToString(attr.Type).c_str(), attr.Size);
unsupportedAttribMask |= (1u << location);
@@ -125,7 +125,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (fallbackFormat != VK_FORMAT_UNDEFINED && SupportsVertexBufferFormat(fallbackFormat)) {
vkFormat = fallbackFormat;
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 "
"(type=%s size=%d normalized=%s integer=%s)",
location, static_cast<Int>(sourceVkFormat), static_cast<Int>(vkFormat),
@@ -135,7 +135,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
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",
location, static_cast<Int>(sourceVkFormat),
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);
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",
location, MG_Util::ConvertDataTypeToString(attr.Type).c_str());
unsupportedAttribMask |= (1u << location);
continue;
}
const Uint32 sourceStride =
attr.Stride > 0 ? static_cast<Uint32>(attr.Stride) : static_cast<Uint32>(attribByteSize);
// Verbatim, zero included. The frontend already resolved a pointer call's
// "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 ||
attr.Type == DataType::Uint2101010Rev;
const SizeT requiredAlignment = packedAttribute ? attribByteSize : GetComponentSize(attr.Type);
@@ -169,16 +175,22 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// unless VK_EXT_legacy_vertex_attributes is available, so deinterleave this one
// attribute into a tightly packed transient stream without changing its format.
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",
location, attr.Offset, sourceStride, requiredAlignment);
}
Uint32 stride = sourceStride;
if (conversion == VertexStreamConversion::Repack) {
stride = static_cast<Uint32>(attribByteSize);
} else if (conversion == VertexStreamConversion::ScaledIntegerToFloat32) {
stride = static_cast<Uint32>(attr.Size * static_cast<Int>(sizeof(Float)));
// 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) {
stride = static_cast<Uint32>(attribByteSize);
} else if (conversion == VertexStreamConversion::ScaledIntegerToFloat32) {
stride = static_cast<Uint32>(attr.Size * static_cast<Int>(sizeof(Float)));
}
}
const VkVertexInputRate inputRate =
(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_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_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
// (see VkBufferManagerInitInfo::transformFeedbackUsageEnabled).
constexpr VkBufferUsageFlags kTransformFeedbackUsage =
@@ -298,7 +302,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
.requiredFlags = requiredFlags,
});
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));
resource.buffer.Destroy();
resource.storageSize = 0;
@@ -320,7 +324,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return false;
}
if (!resource.buffer.Upload(bufferObject.MappedData(), size, 0)) {
MGLOG_E("VkBufferManager::SwapStorageAndUploadAll: upload failed");
MGLOG_E_ONCE("VkBufferManager::SwapStorageAndUploadAll: upload failed");
resource.pendingFullUpload = true;
return false;
}
@@ -379,6 +383,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
BumpSliceEpoch(*resource);
// Any cached streaming slice refers to the previous contents.
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()) {
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)) {
MGLOG_E("VkBufferManager::OnRespecify: in-place upload failed");
MGLOG_E_ONCE("VkBufferManager::OnRespecify: in-place upload failed");
resource->pendingFullUpload = true;
}
}
@@ -424,7 +434,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (!IsResourceBusy(*resource)) {
if (!resource->buffer.Upload(bufferObject.MappedData() + 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;
}
return;
@@ -461,7 +471,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if ((appAccess & BufferMappingAccessBit::Unsynchronized) || !IsResourceBusy(*resource)) {
if (!resource->buffer.Upload(bufferObject.MappedData() + 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;
}
return;
@@ -553,7 +563,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkDeviceSize size = static_cast<VkDeviceSize>(bufferObject->GetSize());
if (size == 0) {
MGLOG_E("VkBufferManager::AcquireResidentSlice failed: buffer size is zero");
MGLOG_E_ONCE("VkBufferManager::AcquireResidentSlice failed: buffer size is zero");
return false;
}
@@ -575,7 +585,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return false;
}
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->storageSize = 0;
resource->usageFlags = 0;
@@ -610,7 +620,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkDeviceSize size = static_cast<VkDeviceSize>(bufferObject->GetSize());
if (size == 0) {
MGLOG_E("VkBufferManager::AcquireStreamedSlice failed: buffer size is zero");
MGLOG_E_ONCE("VkBufferManager::AcquireStreamedSlice failed: buffer size is zero");
return false;
}
@@ -708,7 +718,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
case BufferKind::Uniform:
return VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
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:
return VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
case BufferKind::Indirect:
@@ -76,7 +76,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkResult result =
vmaCreateBuffer(m_allocator, &bufferInfo, &allocationInfo, &m_buffer, &m_allocation, nullptr);
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_buffer = VK_NULL_HANDLE;
m_allocation = nullptr;
@@ -108,7 +108,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkResult mapResult = vmaMapMemory(m_allocator, m_allocation, &m_mappedData);
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;
return nullptr;
}
@@ -138,14 +138,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Bool wasMapped = IsMapped();
void* mapped = wasMapped ? m_mappedData : Map();
if (mapped == nullptr) {
MGLOG_E("VkBufferObject::Upload failed: unable to map buffer");
MGLOG_E_ONCE("VkBufferObject::Upload failed: unable to map buffer");
return false;
}
Memcpy(static_cast<Uint8*>(mapped) + offset, data, static_cast<SizeT>(size));
const VkResult flushResult = vmaFlushAllocation(m_allocator, m_allocation, offset, size);
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) {
Unmap();
}
@@ -170,7 +170,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkResult result = vmaInvalidateAllocation(m_allocator, m_allocation, offset, resolvedSize);
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 true;
@@ -123,7 +123,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
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,
MG_Util::ConvertFramebufferAttachmentTypeToString(attachmentType).c_str(),
fbo.GetExternalIndex());
@@ -132,7 +132,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
auto* texture = attachment.GetTexture().get();
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,
MG_Util::ConvertFramebufferAttachmentTypeToString(attachmentType).c_str(),
fbo.GetExternalIndex());
@@ -311,7 +311,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_1_BIT;
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->GetExternalIndex());
return nullptr;
@@ -457,7 +457,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_physicalDevice, format, imageInfo.imageType, imageInfo.tiling, imageInfo.usage, imageInfo.flags,
&imageFormatProperties);
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>(sampleCount),
renderbuffer->GetExternalIndex());
@@ -929,7 +929,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const auto& renderbuffer = rbAtt.GetRenderbuffer();
auto* rbResource = GetOrCreateRenderbufferResource(renderbuffer);
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",
i, fbo.GetExternalIndex(), renderbuffer->GetExternalIndex());
continue;
@@ -1105,7 +1105,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
adoptRenderPassSampleCount(attachmentSampleCount, "color", texture->GetExternalIndex());
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",
texture->GetExternalIndex());
desc.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
@@ -1161,7 +1161,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
isUsableDepthStencilAttachment(depthAtt) && isUsableDepthStencilAttachment(stencilAtt) &&
!sameDepthStencilAttachmentObject(depthAtt, stencilAtt);
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());
}
if (selectedDepthStencilAttachment != nullptr) {
@@ -1223,7 +1223,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
depthAttachmentDescription.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
depthAttachmentDescription.initialLayout = loadInfo.initialLayout;
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",
depthAttachmentId);
}
@@ -950,7 +950,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const TextureFormatInfo formatInfo = ResolveTextureFormatInfo(texture.GetFormat());
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,
mipLevel, 1, 0, resource->arrayLayers, &sampledComponents);
if (perMipSampledView == VK_NULL_HANDLE) {
@@ -974,13 +975,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return resource->sampledView;
}
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(),
static_cast<Int>(resource->format));
return VK_NULL_HANDLE;
}
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),
static_cast<Int>(format));
return VK_NULL_HANDLE;
@@ -1000,7 +1001,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkFormatProperties formatProperties{};
vkGetPhysicalDeviceFormatProperties(m_physicalDevice, format, &formatProperties);
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)",
__func__, static_cast<Int>(format), texture.GetExternalIndex(),
static_cast<Uint32>(formatProperties.optimalTilingFeatures));
@@ -1014,7 +1015,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
resource->sampledBaseMipLevel, resource->sampledLevelCount, 0, resource->arrayLayers,
&sampledComponents, VK_IMAGE_USAGE_SAMPLED_BIT);
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),
static_cast<Int>(format));
return VK_NULL_HANDLE;
@@ -1042,14 +1043,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
format = resource->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(),
static_cast<Int>(resource->format));
return VK_NULL_HANDLE;
}
if (format != resource->format &&
(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),
static_cast<Int>(format));
return VK_NULL_HANDLE;
@@ -1069,7 +1070,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
viewType = VK_IMAGE_VIEW_TYPE_2D;
break;
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());
return VK_NULL_HANDLE;
default:
@@ -1078,7 +1079,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (viewType != resource->viewType) {
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);
return VK_NULL_HANDLE;
}
@@ -1113,7 +1114,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkFormatProperties formatProperties{};
vkGetPhysicalDeviceFormatProperties(m_physicalDevice, format, &formatProperties);
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)",
__func__, static_cast<Int>(format), static_cast<Uint32>(requiredFormatFeatures),
texture.GetExternalIndex(), static_cast<Uint32>(formatProperties.optimalTilingFeatures));
@@ -1124,7 +1125,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
mipLevel, 1, baseArrayLayer, layerCount, nullptr,
VK_IMAGE_USAGE_STORAGE_BIT);
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),
static_cast<Int>(format));
return VK_NULL_HANDLE;
@@ -1222,7 +1223,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return true;
}
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());
}
@@ -1573,7 +1574,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// 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
// 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",
MG_Util::ConvertTextureUploadTargetToString(uploadTarget).c_str(),
MG_Util::ConvertTextureTargetToString(texture.GetTarget()).c_str(), texture.GetExternalIndex(),
@@ -1802,7 +1803,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Losing reinterpreted views only degrades the formatless-image feature for
// this texture; failing creation would lose the texture entirely, so retry
// 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 "
"will be unavailable for it)",
__func__, static_cast<Int>(format), texture.GetExternalIndex());
@@ -1820,7 +1821,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Losing 2D-array compatibility only costs per-slice framebuffer attachment for this
// format; failing creation would lose the texture entirely. Remembered so later syncs
// 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 "
"unavailable for it)",
__func__, static_cast<Int>(format), texture.GetExternalIndex());
@@ -1852,7 +1853,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkResult createImageResult =
vmaCreateImage(m_allocator, &imageInfo, &allocationInfo, &resource.image, &resource.allocation, nullptr);
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",
createImageResult, texture.GetExternalIndex(), imageInfo.extent.width, imageInfo.extent.height,
imageInfo.extent.depth, imageInfo.arrayLayers, imageInfo.mipLevels,
@@ -2238,7 +2241,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (resource.fullView == VK_NULL_HANDLE) {
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,
baseMipLevel, levelCount, 0, resource.arrayLayers, &sampledComponents);
if (resource.sampledView == VK_NULL_HANDLE) {
@@ -2424,7 +2428,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Bool srcIsD24S8 = outResource.format == VK_FORMAT_D24_UNORM_S8_UINT;
const Bool srcIsD32FS8 = outResource.format == VK_FORMAT_D32_SFLOAT_S8_UINT;
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());
for (const auto& item : uploadItems) {
mipmapTexture.MarkStorageDirty(item.target, item.level, false);
@@ -2860,10 +2864,19 @@ 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) {
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) {
return VK_IMAGE_ASPECT_DEPTH_BIT;
}
@@ -379,7 +379,11 @@ public:
// true - a false positive merely ends the render pass, a false negative would skip a barrier.
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 Bool AreSampledImageViewFormatsCompatible(VkFormat imageFormat, VkFormat viewFormat);
static Bool AreStorageImageViewFormatsCompatible(VkFormat imageFormat, VkFormat viewFormat);
@@ -15,7 +15,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MOBILEGL_ASSERT(initInfo.device != VK_NULL_HANDLE, "VkTimerQueryManager::Initialize requires valid VkDevice");
MOBILEGL_ASSERT(initInfo.frameCount > 0, "VkTimerQueryManager::Initialize requires non-zero frame count");
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);
return false;
}
@@ -35,7 +35,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
for (auto& poolState : m_pools) {
const VkResult result = vkCreateQueryPool(m_device, &poolInfo, nullptr, &poolState.pool);
if (result != VK_SUCCESS) {
MGLOG_E("VkTimerQueryManager: vkCreateQueryPool failed with %s", VkResultToString(result));
MGLOG_E_ONCE("VkTimerQueryManager: vkCreateQueryPool failed with %s", VkResultToString(result));
Shutdown();
return false;
}
@@ -90,7 +90,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
auto& poolState = m_pools[frameIndex];
if (poolState.cursor >= m_slotsPerPool) {
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",
frameIndex, m_slotsPerPool);
poolState.exhaustionWarned = true;
@@ -120,7 +120,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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);
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;
}
if (resultWithAvailability[1] == 0) {
File diff suppressed because it is too large Load Diff
@@ -773,6 +773,19 @@ namespace MobileGL::MG_Backend::DirectVulkan {
ProgramFactory::CompileOptionFlags m_lastLodBaseFlags = {};
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
// render-pass caches are open-addressing maps whose entries move on
// insert, so no pointers into them are cached; the pipeline handle is
@@ -74,6 +74,18 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// 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
// 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, ...) \
do { \
VkResult _vk_verify_result = (expr); \
+11 -11
View File
@@ -21,7 +21,7 @@ namespace MobileGL::MG_Impl::EGLImpl {
EGLStateContext* GetState() {
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();
}
@@ -146,7 +146,7 @@ namespace MobileGL::MG_Impl::EGLImpl {
auto* backendObject = GetBackendObject(state);
if (!backendObject) {
MGLOG_E("activeBackendObject not initialized!");
MGLOG_E_ONCE("activeBackendObject not initialized!");
state->DestroySurface(dpy, surface);
return EGL_NO_SURFACE;
}
@@ -172,11 +172,11 @@ namespace MobileGL::MG_Impl::EGLImpl {
auto* backendObject = GetBackendObject(state);
if (!backendObject) {
MGLOG_E("activeBackendObject not initialized!");
MGLOG_E_ONCE("activeBackendObject not initialized!");
return EGL_FALSE;
}
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);
return EGL_FALSE;
}
@@ -211,7 +211,7 @@ namespace MobileGL::MG_Impl::EGLImpl {
auto* backendObject = GetBackendObject(state);
if (!backendObject) {
MGLOG_E("activeBackendObject not initialized!");
MGLOG_E_ONCE("activeBackendObject not initialized!");
return EGL_FALSE;
}
if (!backendObject->InitializeEGLDisplay(dpy, major, minor)) {
@@ -265,7 +265,7 @@ namespace MobileGL::MG_Impl::EGLImpl {
if (releaseCurrentRequest) {
if (auto* backendObject = MG_Backend::pActiveBackendObject.get()) {
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->SetError(EGL_BAD_ACCESS);
return EGL_FALSE;
@@ -277,12 +277,12 @@ namespace MobileGL::MG_Impl::EGLImpl {
auto* backendObject = GetBackendObject(state);
if (!backendObject) {
MGLOG_E("activeBackendObject not initialized!");
MGLOG_E_ONCE("activeBackendObject not initialized!");
state->MakeCurrent(oldDisplay, oldDraw, oldRead, oldContext);
return EGL_FALSE;
}
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);
state->SetError(EGL_BAD_ACCESS);
state->MakeCurrent(oldDisplay, oldDraw, oldRead, oldContext);
@@ -703,7 +703,7 @@ namespace MobileGL::MG_Impl::EGLImpl {
auto* backendObject = GetBackendObject(state);
if (!backendObject) {
MGLOG_E("activeBackendObject not initialized!");
MGLOG_E_ONCE("activeBackendObject not initialized!");
state->DestroySurface(dpy, surface);
return EGL_NO_SURFACE;
}
@@ -726,7 +726,7 @@ namespace MobileGL::MG_Impl::EGLImpl {
}
auto* backendObject = GetBackendObject(state);
if (!backendObject) {
MGLOG_E("activeBackendObject not initialized!");
MGLOG_E_ONCE("activeBackendObject not initialized!");
return EGL_FALSE;
}
width = std::max<EGLint>(width, 1);
@@ -764,7 +764,7 @@ namespace MobileGL::MG_Impl::EGLImpl {
MGLOG_D("eglGetProcAddress(%s)", name);
void* proc = MG_Impl::GetProcAddress(name);
if (!proc) {
MGLOG_W("Failed to get function: %s", name);
MGLOG_D("Failed to get function: %s", name);
return nullptr;
}
return (__eglMustCastToProperFunctionPointerType)proc;
+1 -1
View File
@@ -149,7 +149,7 @@ namespace MobileGL::MG_Impl::GLImpl {
// 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; "
MGLOG_W_ONCE("%s: clear pattern is %zu bytes but internalformat 0x%X stores %zu; "
"converting between them is not implemented",
GetBufferOpName(op), sourceSize, internalformat, elementSize);
}
@@ -1259,7 +1259,15 @@ namespace MobileGL::MG_Impl::GLImpl {
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName, "instancecount must be non-negative."));
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(
ErrorCode::InvalidValue,
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_END(type, name, ...) \
MGLOG_W("Stub function: %s(...)", __FUNCTION__); \
MGLOG_W_ONCE("Stub function: %s(...)", __FUNCTION__); \
return (type)1; \
}
#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__) {
@@ -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, 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_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_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_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)
@@ -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, 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, 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_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)
@@ -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, 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, 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, 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)
@@ -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, GenTransformFeedbacksNV, GLsizei n, GLuint* ids) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GenTransformFeedbacksNV, n, ids)
MOBILEGL_GL_API GLboolean glIsTransformFeedbackNV(GLuint id) {
MGLOG_W("Stub function: %s(...)", __FUNCTION__);
MGLOG_W_ONCE("Stub function: %s(...)", __FUNCTION__);
return GL_FALSE;
}
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) {
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) {
auto blitNamedFramebuffer = MG_Backend::gBackendFunctionsTable.GL.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;
}
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) {
auto clearNamedFramebufferfv = MG_Backend::gBackendFunctionsTable.GL.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;
}
clearNamedFramebufferfv(framebuffer, buffer, drawbuffer, value);
@@ -568,7 +568,7 @@ namespace MobileGL::MG_Impl::GLImpl {
GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) {
auto clearNamedFramebufferfi = MG_Backend::gBackendFunctionsTable.GL.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;
}
clearNamedFramebufferfi(framebuffer, buffer, drawbuffer, depth, stencil);
@@ -578,7 +578,7 @@ namespace MobileGL::MG_Impl::GLImpl {
GLenum buffer, GLint drawbuffer, const GLint* value) {
auto clearNamedFramebufferiv = MG_Backend::gBackendFunctionsTable.GL.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;
}
clearNamedFramebufferiv(framebuffer, buffer, drawbuffer, value);
@@ -588,7 +588,7 @@ namespace MobileGL::MG_Impl::GLImpl {
GLenum buffer, GLint drawbuffer, const GLuint* value) {
auto clearNamedFramebufferuiv = MG_Backend::gBackendFunctionsTable.GL.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;
}
clearNamedFramebufferuiv(framebuffer, buffer, drawbuffer, value);
@@ -620,6 +620,34 @@ namespace MobileGL::MG_Impl::GLImpl {
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) {
if (width < 0 || height < 0) {
MG_State::pGLContext->RecordError(
@@ -641,7 +669,7 @@ namespace MobileGL::MG_Impl::GLImpl {
return true;
}
Bool ValidateRenderbufferStorageSamples_State(GLsizei samples, const char* caller) {
Bool ValidateRenderbufferStorageSamples_State(GLsizei samples, TextureInternalFormat format, const char* caller) {
if (samples < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
@@ -649,9 +677,10 @@ namespace MobileGL::MG_Impl::GLImpl {
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) {
// 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
// INVALID_OPERATION, not INVALID_VALUE - the count is well formed, this format just
// cannot deliver it. Only a negative count is INVALID_VALUE.
@@ -659,7 +688,7 @@ namespace MobileGL::MG_Impl::GLImpl {
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"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 true;
@@ -684,7 +713,7 @@ namespace MobileGL::MG_Impl::GLImpl {
TextureInternalFormat format = MG_Util::ConvertGLEnumToTextureInternalFormat(internalformat);
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;
renderbufferObject->AllocateStorage({width, height});
@@ -931,7 +960,8 @@ namespace MobileGL::MG_Impl::GLImpl {
TextureInternalFormat format = MG_Util::ConvertGLEnumToTextureInternalFormat(internalformat);
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;
renderbufferObject->AllocateStorage({width, height});
+70 -17
View File
@@ -51,6 +51,15 @@ namespace MobileGL::MG_Impl::GLImpl {
constexpr GLint kFrontendMaxTessControlAtomicCounters = 0;
constexpr GLint kFrontendMaxTessEvaluationAtomicCounters = 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
// combined limit the frontend advertises. GL 4.6 table 23.63 floors this at 32 bytes.
constexpr GLint kFrontendMaxAtomicCounterBufferSize =
@@ -174,6 +183,30 @@ namespace MobileGL::MG_Impl::GLImpl {
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) {
if (pname == GL_DRAW_BUFFER) {
drawBufferIndex = 0;
@@ -350,7 +383,7 @@ namespace MobileGL::MG_Impl::GLImpl {
MGLOG_D("glGetString, name: %s", MG_Util::ConvertGLEnumToString(name).c_str());
if (!activeBackendObject) {
MGLOG_E("activeBackendObject is not initialized!");
MGLOG_E_ONCE("activeBackendObject is not initialized!");
return (GLubyte*)"Unknown";
}
@@ -409,7 +442,7 @@ namespace MobileGL::MG_Impl::GLImpl {
const auto& activeBackendObject = MG_Backend::pActiveBackendObject;
if (!activeBackendObject) {
MGLOG_E("activeBackendObject is not initialized!");
MGLOG_E_ONCE("activeBackendObject is not initialized!");
return (GLubyte*)"Unknown";
}
const auto& rendererInfo = activeBackendObject->GetRendererInfo();
@@ -1397,7 +1430,7 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = kFrontendMaxCombinedAtomicCounters;
return;
case GL_MAX_COMBINED_UNIFORM_BLOCKS:
*params = kFrontendMaxCombinedUniformBlocks;
*params = ClampUniformBlockCount(kFrontendMaxCombinedUniformBlocks);
return;
case GL_MAX_DUAL_SOURCE_DRAW_BUFFERS:
*params = 1; // TODO
@@ -1412,7 +1445,7 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = kFrontendMaxFragmentAtomicCounters;
return;
case GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS:
*params = 16; // TODO
*params = ClampStorageBlockCount(16); // TODO
return;
case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
*params = kFrontendMaxFragmentInputComponents;
@@ -1429,13 +1462,16 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = kFrontendMaxFragmentUniformVectors;
return;
case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
*params = kFrontendMaxFragmentUniformBlocks;
*params = ClampUniformBlockCount(kFrontendMaxFragmentUniformBlocks);
return;
case GL_MAX_GEOMETRY_ATOMIC_COUNTERS:
*params = kFrontendMaxGeometryAtomicCounters;
return;
case GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS:
*params = kFrontendMaxGeometryAtomicCounterBuffers;
return;
case GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS:
*params = 16; // TODO
*params = ClampStorageBlockCount(16); // TODO
return;
case GL_MAX_GEOMETRY_INPUT_COMPONENTS:
*params = kFrontendMaxGeometryInputComponents;
@@ -1458,7 +1494,7 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = kFrontendMaxGeometryTotalOutputComponents;
return;
case GL_MAX_GEOMETRY_UNIFORM_BLOCKS:
*params = kFrontendMaxGeometryUniformBlocks;
*params = ClampUniformBlockCount(kFrontendMaxGeometryUniformBlocks);
return;
case GL_MAX_GEOMETRY_UNIFORM_COMPONENTS:
*params = kFrontendMaxGeometryUniformComponents;
@@ -1490,9 +1526,15 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS:
*params = kFrontendMaxTessControlAtomicCounters;
return;
case GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS:
*params = kFrontendMaxTessControlAtomicCounterBuffers;
return;
case GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS:
*params = kFrontendMaxTessEvaluationAtomicCounters;
return;
case GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS:
*params = kFrontendMaxTessEvaluationAtomicCounterBuffers;
return;
case GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS:
*params = 0;
return;
@@ -1500,10 +1542,10 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = 0;
return;
case GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS:
*params = 16; // TODO
*params = ClampStorageBlockCount(16); // TODO
return;
case GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS:
*params = 16; // TODO
*params = ClampStorageBlockCount(16); // TODO
return;
case GL_MAX_TEXTURE_LOD_BIAS:
*params = 15; // TODO
@@ -1520,13 +1562,16 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_MAX_VERTEX_ATOMIC_COUNTERS:
*params = kFrontendMaxVertexAtomicCounters;
return;
case GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS:
*params = kFrontendMaxVertexAtomicCounterBuffers;
return;
case GL_MAX_VERTEX_IMAGE_UNIFORMS:
*params = MG_Backend::pActiveBackendObject
? MG_Backend::pActiveBackendObject->GetDynamicParameters().MaxVertexImageUniforms
: MG_Backend::DynamicBackendParameters{}.MaxVertexImageUniforms;
return;
case GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS:
*params = 16; // TODO
*params = ClampStorageBlockCount(16); // TODO
return;
case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
*params = kFrontendMaxVertexUniformComponents;
@@ -1538,7 +1583,7 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = kFrontendMaxVertexOutputComponents;
return;
case GL_MAX_VERTEX_UNIFORM_BLOCKS:
*params = kFrontendMaxVertexUniformBlocks;
*params = ClampUniformBlockCount(kFrontendMaxVertexUniformBlocks);
return;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
*params = 0; // compressed texture upload entrypoints are still unimplemented
@@ -1909,7 +1954,7 @@ namespace MobileGL::MG_Impl::GLImpl {
const auto& activeBackendObject = MG_Backend::pActiveBackendObject;
if (!activeBackendObject) {
MGLOG_E("activeBackendObject is not initialized!");
MGLOG_E_ONCE("activeBackendObject is not initialized!");
return;
}
const auto& rendererInfo = activeBackendObject->GetRendererInfo();
@@ -1938,13 +1983,13 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = dynamicParameters.SubgroupQuadOperationsInAllStages ? GL_TRUE : GL_FALSE;
break;
case GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS:
*params = dynamicParameters.MaxComputeShaderStorageBlocks;
*params = ClampStorageBlockCount(dynamicParameters.MaxComputeShaderStorageBlocks);
break;
case GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS:
*params = dynamicParameters.MaxCombinedShaderStorageBlocks;
*params = ClampStorageBlockCount(dynamicParameters.MaxCombinedShaderStorageBlocks);
break;
case GL_MAX_COMPUTE_UNIFORM_BLOCKS:
*params = dynamicParameters.MaxComputeUniformBlocks;
*params = ClampUniformBlockCount(dynamicParameters.MaxComputeUniformBlocks);
break;
case GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS:
*params = dynamicParameters.MaxComputeTextureImageUnits;
@@ -2074,7 +2119,15 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = static_cast<GLint>(GetIndexedBufferQueryPointCount(BufferTarget::AtomicCounter));
break;
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;
case GL_MAX_TEXTURE_BUFFER_SIZE:
*params = dynamicParameters.MaxTextureBufferSize;
@@ -2195,7 +2248,7 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = static_cast<GLint>(std::lround(dynamicParameters.MaxTextureMaxAnisotropy));
break;
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,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "GetIntegerv",
std::format("Invalid enum: 0x{:X}", pname)));
+98 -63
View File
@@ -850,7 +850,12 @@ namespace MobileGL::MG_Impl::GLImpl {
// 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
// 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) {
if (ttype == nullptr || !ttype->isMatrix() || ttype->getBasicType() == glslang::EbtDouble) return false;
const Int columns = ttype->getMatrixCols();
@@ -903,13 +908,19 @@ namespace MobileGL::MG_Impl::GLImpl {
const SizeT span = UniformStorageSpanInBytes(ttype, size);
if (pUBO == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset ||
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);
return;
}
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
@@ -951,7 +962,7 @@ namespace MobileGL::MG_Impl::GLImpl {
const SizeT span = UniformStorageSpanInBytes(ttype, size);
if (pUBO == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset ||
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);
return;
}
@@ -960,22 +971,27 @@ namespace MobileGL::MG_Impl::GLImpl {
if (TryGatherFloatMatrixColumns(ttype, pUBO + offset, params)) return;
}
// A double-precision uniform is the one case where the stored component type can
// differ from the queried one for a non-opaque uniform, and the difference is not
// just a reinterpretation: it is twice as wide, so a raw copy would overrun the
// caller's buffer as well as return nonsense. Read component by component and let
// GL's conversion rules (7.6: round to nearest for the integer queries) apply.
// A double-precision uniform is the one case where the stored component type differs
// from the DECLARED one for a non-opaque uniform: the shader's 64-bit floats are
// narrowed to 32 bits before the module reaches a backend
// (ShaderTranspiler::DemoteFloat64Pass), so what is in the global UBO is a float per
// 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) {
const Int columns = ttype->isMatrix() ? ttype->getMatrixCols() : 1;
const Int rows = ttype->isMatrix() ? ttype->getMatrixRows()
: (ttype->isVector() ? ttype->getVectorSize() : 1);
// The slot the linker handed out is exactly `columns` columns wide, so it also
// states the column stride - which for a double matrix is not a float's 16 bytes.
const SizeT columnStride = columns > 0 ? size / static_cast<SizeT>(columns) : size;
// std140 gives every matrix column its own 16-byte slot; a non-matrix is one
// tightly packed run and never reaches the stride at all.
const SizeT columnStride = 4 * sizeof(GLfloat);
for (Int column = 0; column < columns; ++column) {
for (Int row = 0; row < rows; ++row) {
GLdouble component = 0.0;
Memcpy(&component, pUBO + offset + column * columnStride + row * sizeof(GLdouble),
GLfloat component = 0.0f;
Memcpy(&component, pUBO + offset + column * columnStride + row * sizeof(GLfloat),
sizeof(component));
if constexpr (std::is_integral_v<T>) {
// Rounded to the nearest integer and clamped into the queried type's
@@ -1046,7 +1062,7 @@ namespace MobileGL::MG_Impl::GLImpl {
if (!initialized) {
const auto& activeBackendObject = MG_Backend::pActiveBackendObject;
if (!activeBackendObject) {
MGLOG_E("activeBackendObject is not initialized!");
MGLOG_E_ONCE("activeBackendObject is not initialized!");
return;
}
const auto& rendererInfo = activeBackendObject->GetRendererInfo();
@@ -1136,7 +1152,7 @@ namespace MobileGL::MG_Impl::GLImpl {
SizeT writeSize = ItemCount * sizeof(T);
if (size < writeSize) {
// 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",
__func__, programObject.GetExternalIndex(), location, ItemCount * sizeof(T), size);
writeSize = size;
@@ -1157,7 +1173,7 @@ namespace MobileGL::MG_Impl::GLImpl {
offset + byteOffsetInsideUniform + writeSize > uboSize) {
// Should not happen: linking gives every settable uniform backing
// 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",
__func__, programObject.GetExternalIndex(), location, static_cast<void*>(pUBO), offset,
writeSize, uboSize);
@@ -1248,36 +1264,39 @@ namespace MobileGL::MG_Impl::GLImpl {
}
}
// glUniform*d / glUniformMatrix*dv. The vector forms need nothing beyond the shared
// upload template - it is already typed on the component - but a matrix does: the
// column stride the linker used for a double matrix is not the 16 bytes a float one
// gets. It is not guessed here; the slot the uniform was given is exactly `columns`
// columns wide, so dividing states the stride the rest of the pipeline agreed on.
template <typename Program>
void UniformMatrixdv_Object(Program& programObject, GLint location, GLsizei count, GLboolean transpose,
const GLdouble* value, Int columns, Int rows) {
const SizeT slotSize = programObject.GetUniformSizesInBytes(location);
const SizeT columnStride = columns > 0 ? slotSize / static_cast<SizeT>(columns) : slotSize;
const SizeT componentCount = static_cast<SizeT>(columns) * static_cast<SizeT>(rows);
Vector<GLdouble> column(static_cast<SizeT>(rows));
for (GLint matrix = 0; matrix < count; ++matrix) {
if (matrix > 0 && !programObject.UniformLocationsAliasSameUniform(location, location + matrix)) break;
if (!programObject.IsValidUniformLocation(location + matrix)) {
RecordInvalidUniformLocationError(__func__, location + matrix, "the current program object");
return;
}
const GLdouble* source = value + matrix * componentCount;
for (Int c = 0; c < columns; ++c) {
for (Int r = 0; r < rows; ++r) {
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));
}
}
// glUniform*d / glUniformMatrix*dv. Neither needs a layout of its own any more: the
// transpile chain narrows every 64-bit float in the shader to 32 bits
// (ShaderTranspiler::DemoteFloat64Pass) and the global UBO is laid out by reflecting that
// demoted module, so a double uniform's storage IS a float uniform's - same offset, same
// 4-byte components, same std140 column padding for matrices. Narrowing here, at the one
// place the 64-bit value enters, and then handing the bytes to the ordinary float upload
// path is what keeps the two in step; a separate double-shaped layout here would write
// 8-byte components into 4-byte slots and silently address the wrong ones.
//
// The narrowing is the same static_cast the shader's own arithmetic now performs, so the
// value the shader reads is the value glUniform*d was given, at float precision.
template <GLsizei ItemCount>
void UniformvNarrowed_State(GLint location, GLsizei count, const GLdouble* value) {
if (value == nullptr || count <= 0) {
// Same shape as the float entry points: the location validation still runs, and a
// null pointer is left to fault exactly where glUniform*fv would.
Uniformv_State<ItemCount>(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]);
Uniformv_State<ItemCount>(location, count, narrowed.data());
}
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).
@@ -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
void TransposeMatrix2x2(const GLfloat* input, GLfloat* output) {
// Input matrix is in column-major order (OpenGL default)
@@ -1772,7 +1807,7 @@ namespace MobileGL::MG_Impl::GLImpl {
break;
}
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(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
@@ -2089,71 +2124,71 @@ namespace MobileGL::MG_Impl::GLImpl {
}
void Uniform1d(GLint location, GLdouble 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) {
Uniformv_State<1>(location, count, value);
UniformvNarrowed_State<1>(location, count, value);
}
void ProgramUniform1d(GLuint program, GLint location, GLdouble 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) {
ProgramUniformv_State<1>(program, location, count, value);
ProgramUniformvNarrowed_State<1>(program, location, count, value);
}
void Uniform2d(GLint location, GLdouble v0, GLdouble 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) {
Uniformv_State<2>(location, count, value);
UniformvNarrowed_State<2>(location, count, value);
}
void ProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble 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) {
ProgramUniformv_State<2>(program, location, count, value);
ProgramUniformvNarrowed_State<2>(program, location, count, value);
}
void Uniform3d(GLint location, GLdouble v0, GLdouble v1, GLdouble 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) {
Uniformv_State<3>(location, count, value);
UniformvNarrowed_State<3>(location, count, value);
}
void ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble 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) {
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) {
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) {
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) {
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) {
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) {
if (location == -1) return;
@@ -210,11 +210,66 @@ namespace MobileGL::MG_Impl::GLImpl::ProgramInterface {
// ---- 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,
Vector<BlockKind>& blockKind, Vector<Int>& blockInterfaceIndex) {
const Int blockCount = const_cast<glslang::TProgram&>(reflection).getNumUniformBlocks();
blockKind.assign(blockCount, BlockKind::Uniform);
blockInterfaceIndex.assign(blockCount, -1);
const Vector<Uint32> stagesFromMembers = BuildBlockStagesFromMembers(reflection, blockCount);
for (Int tIndex = 0; tIndex < blockCount; ++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));
const Int tIndex = program.TProgramBlockIndex(static_cast<Uint>(glIndex));
if (tIndex >= 0 && tIndex < blockCount) {
resource.stages =
static_cast<Uint32>(const_cast<glslang::TProgram&>(reflection).getUniformBlock(tIndex).stages);
resource.stages = UniformBlockStages(const_cast<glslang::TProgram&>(reflection).getUniformBlock(tIndex),
stagesFromMembers, tIndex);
}
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) {
auto& mutableReflection = const_cast<glslang::TProgram&>(reflection);
@@ -359,6 +425,7 @@ namespace MobileGL::MG_Impl::GLImpl::ProgramInterface {
for (Int index = 0; index < inputCount; ++index) {
const auto& refl = mutableReflection.getPipeInput(index);
const glslang::TType* type = refl.getType();
if (IsHiddenBlockMember(type)) continue;
Resource resource;
// The Vulkan-semantics parse reflects the vertex builtins under their SPIR-V
// names; GL enumerates the GL spellings.
@@ -373,18 +440,28 @@ namespace MobileGL::MG_Impl::GLImpl::ProgramInterface {
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();
for (Int index = 0; index < outputCount; ++index) {
const auto& refl = mutableReflection.getPipeOutput(index);
const glslang::TType* type = refl.getType();
if (IsHiddenBlockMember(type)) continue;
Resource resource;
resource.name = WithArraySuffix(refl.name, type);
resource.type = static_cast<GLenum>(refl.glDefineType);
resource.arraySize = ArraySizeOf(type, refl.size);
resource.location = MappedLocation(program.GetFragmentDataLocation(refl.name.c_str()));
if (resource.location < 0) {
// A built-in output (gl_FragDepth, gl_SampleMask) and a non-fragment stage
// output both have no location, and therefore no color index either.
if (resource.location < 0 || !lastStageIsFragment) {
// A built-in output (gl_FragDepth, gl_SampleMask) has no location, and a
// non-fragment stage's outputs have no color number at all - either way there
// is no color index.
resource.locationIndex = -1;
} else {
resource.locationIndex = program.GetFragmentDataIndex(refl.name.c_str());
@@ -9,6 +9,7 @@
#include "GL_Sampler.h"
#include "Validators.h"
#include "../Getter/GL_Getter.h"
#include "../Texture/GL_Texture.h"
#include <MG_State/GLState/Core.h>
#include <MG_Util/Converters/GLToMG/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
// GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, which is what the backend advertises; the frontend's
// MAX_TEXTURE_IMAGE_UNITS is only the capacity of the unit array, so it is a clamp on the
// answer and never the answer itself - gating on it alone accepts every unit up to 192 no
// matter what the driver reports.
// The number of texture units a sampler may be bound to is the same count a TEXTURE may be
// bound to - GL 3.3 core 3.8.2 names GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS for both - so it is
// computed once, in GetCombinedTextureImageUnitCount, and named here for the sampler-side
// readers below. Two copies of that arithmetic is how glBindSamplers and glBindTextures would
// come to disagree about which units exist.
static GLint GetSamplerBindableTextureUnitCount() {
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);
return GetCombinedTextureImageUnitCount();
}
void BindSampler_State(GLuint unit, GLuint sampler) {
+394 -37
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
// above for the compressed-format path.
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",
caller, MG_Util::ConvertGLEnumToString(pname).c_str());
MG_State::pGLContext->RecordError(
@@ -870,7 +870,7 @@ namespace MobileGL::MG_Impl::GLImpl {
MG_Util::GetInputBytesPerPixel(MG_Util::ConvertGLEnumToTextureInputFormat(format),
MG_Util::ConvertGLEnumToTexturePixelDataType(type));
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);
return false;
}
@@ -1376,6 +1376,47 @@ namespace MobileGL::MG_Impl::GLImpl {
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,
GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels) {
TextureUploadTarget textureUploadTarget = MG_Util::ConvertGLEnumToTextureUploadTarget(target);
@@ -1449,7 +1490,7 @@ namespace MobileGL::MG_Impl::GLImpl {
if (xoffset + width > static_cast<GLsizei>(texelSize.x()) ||
yoffset + height > static_cast<GLsizei>(texelSize.y()) ||
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);
return;
}
@@ -1558,7 +1599,7 @@ namespace MobileGL::MG_Impl::GLImpl {
{width, height, 1}, false, inputSize);
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);
if (processedPixels) free(processedPixels);
return;
@@ -1572,7 +1613,7 @@ namespace MobileGL::MG_Impl::GLImpl {
if (xoffset + width > static_cast<GLsizei>(texelSize.x()) ||
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);
return;
}
@@ -2123,7 +2164,7 @@ namespace MobileGL::MG_Impl::GLImpl {
if (processedPixels && imageSize > 0) {
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.",
__func__, imageSize, internalBytes);
}
@@ -2238,6 +2279,23 @@ namespace MobileGL::MG_Impl::GLImpl {
DiscardMipmapChainOnBaseRespecification(textureMipmapObject, textureUploadTarget, level);
textureMipmapObject->AllocateStorage(textureUploadTarget, level,
{{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) {
@@ -2252,7 +2310,7 @@ namespace MobileGL::MG_Impl::GLImpl {
if (processedPixels && imageSize > 0) {
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.",
imageSize, internalBytes);
}
@@ -2965,9 +3023,9 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_TEXTURE_INTERNAL_FORMAT:
if (params) {
// 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
// that tag, so every level created by glTexImage*D - including one given a compressed
// internalformat - still answers with its resolved storage format.
// uncompressed format backing it (GL 4.6 core 8.11). glCompressedTexImage2D sets
// that tag, and so does a glTexImage2D given a SPECIFIC compressed internalformat;
// every other level answers with its resolved storage format.
const GLenum compressedFormat = GetCompressedLevelFormat(textureObject, textureUploadTarget, level);
*params = (compressedFormat != GL_NONE)
? (GLint)compressedFormat
@@ -3103,9 +3161,9 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_TEXTURE_INTERNAL_FORMAT:
if (params) {
// 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
// that tag, so every level created by glTexImage*D - including one given a compressed
// internalformat - still answers with its resolved storage format.
// uncompressed format backing it (GL 4.6 core 8.11). glCompressedTexImage2D sets
// that tag, and so does a glTexImage2D given a SPECIFIC compressed internalformat;
// every other level answers with its resolved storage format.
const GLenum compressedFormat = GetCompressedLevelFormat(textureObject, textureUploadTarget, level);
*params = (GLfloat)((compressedFormat != GL_NONE)
? compressedFormat
@@ -3346,6 +3404,17 @@ namespace MobileGL::MG_Impl::GLImpl {
!TextureImpl::ValidateTextureLevelNumber(dstLevel)) {
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) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
@@ -3468,10 +3537,170 @@ namespace MobileGL::MG_Impl::GLImpl {
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,
GLsizei height, GLenum format, GLsizei imageSize, const void* data) {
// TODO: implement compressed upload - see CompressedTexImage2D_State.
RecordUnsupportedCompressedFormat(__func__);
// ======================= 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__);
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,
@@ -3564,28 +3793,8 @@ namespace MobileGL::MG_Impl::GLImpl {
// SetMipmapCompressedImage re-arms it.
textureMipmapObject->AllocateStorage(textureUploadTarget, level, {{width, height, 1}, internalBytes});
const void* compressedBytes = data;
const auto& pixelUnpackBufferObject =
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;
}
if (!ValidateCompressedUnpackBufferSource(data, expectedImageSize, __func__)) return;
const void* compressedBytes = CompressedUnpackSource(data);
textureMipmapObject->SetMipmapCompressedImage(textureUploadTarget, level, internalformat, compressedBytes,
expectedImageSize);
textureMipmapObject->MarkStorageDirty(textureUploadTarget, level, true);
@@ -4095,6 +4304,13 @@ namespace MobileGL::MG_Impl::GLImpl {
// 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
// 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 (GLsizei level = 0; level < levels; ++level) {
const GLsizei levelWidth = std::max<GLsizei>(1, width >> level);
@@ -4103,6 +4319,13 @@ namespace MobileGL::MG_Impl::GLImpl {
static_cast<SizeT>(levelWidth) * static_cast<SizeT>(levelHeight) * bytesPerPixel;
textureMipmapObject->AllocateStorage(uploadTarget, level, {{levelWidth, levelHeight, 1}, byteSize});
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.
textureMipmapObject->TruncateMipmapLevels(uploadTarget, static_cast<Uint>(levels));
@@ -4472,6 +4695,14 @@ namespace MobileGL::MG_Impl::GLImpl {
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,
GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels) {
auto textureObject = GetTextureObjectByName(texture, __func__);
@@ -4549,6 +4780,132 @@ namespace MobileGL::MG_Impl::GLImpl {
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) {
auto textureObject = GetTextureObjectByName(texture, __func__);
if (!textureObject) return;
@@ -37,6 +37,8 @@ namespace MobileGL::MG_Impl::GLImpl {
GLenum format, GLenum type, const void* pixels);
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);
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 TextureParameterfv(GLuint texture, GLenum pname, const GLfloat* params);
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,
GLsizei imageSize, const void* data);
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);
// 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
@@ -353,6 +353,63 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
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) {
if (!textureObject) {
MG_State::pGLContext->RecordError(
@@ -30,6 +30,16 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
TextureInternalFormat internalFormat,
TexturePixelDataType type);
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);
// 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
@@ -315,9 +315,10 @@ namespace MobileGL::MG_Impl::GLImpl {
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->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,
@@ -345,9 +346,11 @@ namespace MobileGL::MG_Impl::GLImpl {
// backend can pick the reversed VkFormat / pass GL_BGRA through to a GLES driver.
const bool isBgra = (size == static_cast<GLint>(GL_BGRA));
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->MirrorPointerIntoBinding(index, vbo, offset, EffectiveVertexStride(stride, effectiveSize, type));
vao->MirrorPointerIntoBinding(index, vbo, offset, effectiveStride);
}
void BindVertexArray_State(GLuint array) {
@@ -524,7 +527,7 @@ namespace MobileGL::MG_Impl::GLImpl {
if (!MG_Backend::pActiveBackendObject ||
!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 "
"\"64-bit vertex attributes\" / \"shaderFloat64\" POST row for what that costs",
attribindex);
@@ -166,32 +166,32 @@ MOBILEGL_GLX_API int glXSwapIntervalSGI(int interval) {
// Legacy entry points some loaders probe for; harmless no-op stubs.
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) {
MGLOG_W("glx: glXCreateGLXPixmap is not supported");
MGLOG_W_ONCE("glx: glXCreateGLXPixmap is not supported");
return 0;
}
MOBILEGL_GLX_API void glXDestroyGLXPixmap(Display*, unsigned long) {}
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;
}
MOBILEGL_GLX_API void glXDestroyPixmap(Display*, unsigned long) {}
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;
}
MOBILEGL_GLX_API void glXDestroyPbuffer(Display*, unsigned long) {}
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) {}
+9 -9
View File
@@ -149,7 +149,7 @@ namespace MobileGL::MG_Impl::GLXImpl {
fns->Sync = reinterpret_cast<decltype(fns->Sync)>(dlsym(fns->Library, "XSync"));
}
if (!fns->Valid()) {
MGLOG_E("glx: failed to load libX11 entry points");
MGLOG_E_ONCE("glx: failed to load libX11 entry points");
}
return fns;
}();
@@ -314,7 +314,7 @@ namespace MobileGL::MG_Impl::GLXImpl {
Uint32 width = 0;
Uint32 height = 0;
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;
}
@@ -326,7 +326,7 @@ namespace MobileGL::MG_Impl::GLXImpl {
EGLSurface surface = EGLImpl::CreatePlatformWindowSurface(
context.Display, context.Config, reinterpret_cast<void*>(drawable), attribs);
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);
return nullptr;
}
@@ -347,7 +347,7 @@ namespace MobileGL::MG_Impl::GLXImpl {
const std::lock_guard<std::recursive_mutex> lock(RegistryMutex());
EGLDisplay display = EnsureDisplay();
if (display == EGL_NO_DISPLAY) {
MGLOG_E("glx: no EGL display");
MGLOG_E_ONCE("glx: no EGL display");
return nullptr;
}
EGLImpl::BindAPI(EGL_OPENGL_API);
@@ -376,13 +376,13 @@ namespace MobileGL::MG_Impl::GLXImpl {
EGLint configCount = 0;
if (!EGLImpl::ChooseConfig(display, configAttribs, &config, 1, &configCount) ||
configCount <= 0) {
MGLOG_E("glx: eglChooseConfig failed");
MGLOG_E_ONCE("glx: eglChooseConfig failed");
return nullptr;
}
EGLContext eglContext = EGLImpl::CreateContext(display, config, shareContext, contextAttribs);
if (eglContext == EGL_NO_CONTEXT) {
MGLOG_E("glx: eglCreateContext failed");
MGLOG_E_ONCE("glx: eglCreateContext failed");
return nullptr;
}
@@ -931,7 +931,7 @@ namespace MobileGL::MG_Impl::GLXImpl {
if (!EGLImpl::MakeCurrent(object->Display, surface->Surface, surface->Surface,
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;
}
t_current = {dpy, drawable, drawable, context};
@@ -943,7 +943,7 @@ namespace MobileGL::MG_Impl::GLXImpl {
if (context && draw != read) {
// MobileGL's backends reject split draw/read surfaces; bind the draw
// 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);
}
const int result = MakeCurrent(dpy, draw, context);
@@ -958,7 +958,7 @@ namespace MobileGL::MG_Impl::GLXImpl {
auto& surfaces = DrawableSurfaces();
auto it = surfaces.find(drawable);
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;
}
SyncSurfaceSize(dpy, drawable, it->second);
+1 -1
View File
@@ -31,7 +31,7 @@ namespace MG_Impl::GLXImpl {
#endif
void* proc = MobileGL::MG_Impl::GetProcAddress(name);
if (!proc) {
MGLOG_W("Failed to get function: %s", (const char*)name);
MGLOG_D("Failed to get function: %s", (const char*)name);
return nullptr;
}
+1 -1
View File
@@ -1403,7 +1403,7 @@ namespace MobileGL::MG_Impl {
GETPROC(glFramebufferTextureMultiviewOVR, name);
// GETPROC(glNamedFramebufferTextureMultiviewOVR, name);
MGLOG_W("GetProcAddress(%s) = nullptr!", name);
MGLOG_D("GetProcAddress(%s) = nullptr!", name);
return nullptr;
}
} // namespace MobileGL::MG_Impl
@@ -269,7 +269,7 @@ namespace MobileGL::MG_Impl::NSOpenGLImpl {
}
id metalLayerClass = reinterpret_cast<id>(objc_getClass("CAMetalLayer"));
if (!metalLayerClass) {
MGLOG_E("NSOpenGLImpl: CAMetalLayer class not found");
MGLOG_E_ONCE("NSOpenGLImpl: CAMetalLayer class not found");
return nil;
}
@@ -310,7 +310,7 @@ namespace MobileGL::MG_Impl::NSOpenGLImpl {
static_cast<GLint>(geometry.DrawableSize.width),
static_cast<GLint>(geometry.DrawableSize.height));
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);
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);
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.height));
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;
}
CGLImpl::UpdateContext(context);
@@ -421,7 +421,7 @@ namespace MobileGL::MG_Impl::NSOpenGLImpl {
SEL selector = sel_registerName(selectorName);
Method method = class_getInstanceMethod(cls, selector);
if (!method) {
MGLOG_W("NSOpenGLImpl: missing instance method %s", selectorName);
MGLOG_W_ONCE("NSOpenGLImpl: missing instance method %s", selectorName);
return;
}
if (original) {
@@ -434,7 +434,7 @@ namespace MobileGL::MG_Impl::NSOpenGLImpl {
SEL selector = sel_registerName(selectorName);
Method method = class_getClassMethod(cls, selector);
if (!method) {
MGLOG_W("NSOpenGLImpl: missing class method %s", selectorName);
MGLOG_W_ONCE("NSOpenGLImpl: missing class method %s", selectorName);
return;
}
method_setImplementation(method, replacement);
@@ -444,7 +444,7 @@ namespace MobileGL::MG_Impl::NSOpenGLImpl {
Class pixelFormatClass = objc_getClass("NSOpenGLPixelFormat");
Class contextClass = objc_getClass("NSOpenGLContext");
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;
}
@@ -56,7 +56,7 @@ extern "C" HGLRC WINAPI wglCreateLayerContext(HDC hdc, int iLayerPlane) {
}
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);
return FALSE;
}
@@ -132,24 +132,24 @@ extern "C" DWORD WINAPI wglSwapMultipleBuffers(UINT n, CONST WGLSWAP* ps) {
// ---- Font rendering (legacy immediate-mode feature; not supported) ----
extern "C" BOOL WINAPI wglUseFontBitmapsA(HDC, DWORD, DWORD, DWORD) {
MGLOG_W("wglUseFontBitmapsA is not supported");
MGLOG_W_ONCE("wglUseFontBitmapsA is not supported");
return FALSE;
}
extern "C" BOOL WINAPI wglUseFontBitmapsW(HDC, DWORD, DWORD, DWORD) {
MGLOG_W("wglUseFontBitmapsW is not supported");
MGLOG_W_ONCE("wglUseFontBitmapsW is not supported");
return FALSE;
}
extern "C" BOOL WINAPI wglUseFontOutlinesA(HDC, DWORD, DWORD, DWORD, FLOAT, FLOAT, int,
LPGLYPHMETRICSFLOAT) {
MGLOG_W("wglUseFontOutlinesA is not supported");
MGLOG_W_ONCE("wglUseFontOutlinesA is not supported");
return FALSE;
}
extern "C" BOOL WINAPI wglUseFontOutlinesW(HDC, DWORD, DWORD, DWORD, FLOAT, FLOAT, int,
LPGLYPHMETRICSFLOAT) {
MGLOG_W("wglUseFontOutlinesW is not supported");
MGLOG_W_ONCE("wglUseFontOutlinesW is not supported");
return FALSE;
}
+7 -7
View File
@@ -215,7 +215,7 @@ namespace MobileGL::MG_Impl::WGLImpl {
Uint32 width = 0;
Uint32 height = 0;
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;
}
@@ -227,7 +227,7 @@ namespace MobileGL::MG_Impl::WGLImpl {
EGLSurface surface =
EGLImpl::CreatePlatformWindowSurface(context.Display, context.Config, hwnd, attribs);
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;
}
@@ -244,7 +244,7 @@ namespace MobileGL::MG_Impl::WGLImpl {
const std::lock_guard<std::recursive_mutex> lock(RegistryMutex());
EGLDisplay display = EnsureDisplay();
if (display == EGL_NO_DISPLAY) {
MGLOG_E("wgl: no EGL display");
MGLOG_E_ONCE("wgl: no EGL display");
return nullptr;
}
EGLImpl::BindAPI(EGL_OPENGL_API);
@@ -275,13 +275,13 @@ namespace MobileGL::MG_Impl::WGLImpl {
EGLConfig config = nullptr;
EGLint 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;
}
EGLContext eglContext = EGLImpl::CreateContext(display, config, shareContext, contextAttribs);
if (eglContext == EGL_NO_CONTEXT) {
MGLOG_E("wgl: eglCreateContext failed");
MGLOG_E_ONCE("wgl: eglCreateContext failed");
return nullptr;
}
@@ -612,7 +612,7 @@ namespace MobileGL::MG_Impl::WGLImpl {
auto& surfaces = WindowSurfaces();
auto it = surfaces.find(hwnd);
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;
}
SyncSurfaceSize(hwnd, it->second);
@@ -685,7 +685,7 @@ namespace MobileGL::MG_Impl::WGLImpl {
}
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;
}
t_current = {hdc, hglrc};
@@ -50,6 +50,7 @@ add_executable(MobileGLIntegrationTest
Scenarios/CrossFrameBufferScenario.cpp
Scenarios/ResidentIndexScenario.cpp
Scenarios/MultiDrawScenario.cpp
Scenarios/DrawParametersScenario.cpp
Scenarios/AsyncCompileScenario.cpp
Scenarios/XfbAfterClipDistanceScenario.cpp
Scenarios/ThreeChannelAttachmentScenario.cpp
@@ -59,15 +60,25 @@ add_executable(MobileGLIntegrationTest
Scenarios/FragCoordOriginScenario.cpp
Scenarios/ClearThenReadPixelsScenario.cpp
Scenarios/DepthStencilReadbackScenario.cpp
Scenarios/DepthStencilReadbackMatrixScenario.cpp
Scenarios/DepthStencilReadbackAttachmentShapeScenario.cpp
Scenarios/ClipDistanceScenario.cpp
Scenarios/SsboArrayLengthScenario.cpp
Scenarios/DoublePrecisionScenario.cpp
Scenarios/UniformInitializerScenario.cpp
Scenarios/SwizzleAccessRoutineScenario.cpp
Scenarios/ProgramPipelineScenario.cpp
Scenarios/ImageLoadStoreSsoScenario.cpp
Scenarios/ImageTargetKindScenario.cpp
Scenarios/ImageFormatQualifierScenario.cpp
Scenarios/SsboDeclarationFormScenario.cpp
Scenarios/Glsl420DeclarationScenario.cpp
Scenarios/FragmentOutputArrayIndexScenario.cpp
Scenarios/BufferTextureScenario.cpp
Scenarios/VertexAttribBindingScenario.cpp
Scenarios/XfbCaptureBufferReuseScenario.cpp
Scenarios/VertexArrayEnableDisableScenario.cpp
Scenarios/CopyImageLevelRangeScenario.cpp
)
target_include_directories(MobileGLIntegrationTest PRIVATE
@@ -235,6 +246,8 @@ mgl_itest_join_environment(MGL_ITEST_VULKAN_ENVIRONMENT
"MOBILEGL_BACKEND_TYPE=DirectVulkan" ${MGL_ITEST_VULKAN_ENV})
mgl_itest_join_environment(MGL_ITEST_VULKAN_ASYNC_ENVIRONMENT
"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.
set(MGL_ITEST_TIMEOUT 120)
@@ -282,3 +295,21 @@ gtest_discover_tests(MobileGLIntegrationTest
TIMEOUT ${MGL_ITEST_TIMEOUT}
ENVIRONMENT "${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
// future refactor is most likely to reintroduce by copying the Vulkan limit back.
TEST_F(AdvertisedLimitsScenario, ComputeUniformBlocksIsAnAmountAnApplicationCouldActuallyAllocate) {
@@ -33,6 +33,7 @@
// branch on. The driver POST's "Buffer textures" row is where that verdict is stated.
#include <cstdint>
#include <cstring>
#include <string>
#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); }
)";
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,
// 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);
}
// 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
@@ -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 +1,209 @@
// 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 {
protected:
// DirectGLES reads depth and stencil back through the ES driver, which has no
// guaranteed path for either (GL_NV_read_depth / GL_NV_read_stencil are optional and
// absent on both the Adreno device and Mesa's ES). That gap is tracked separately as
// the packed_depth_stencil cluster and needs a shader-sampling emulation, not this
// change; asserting it here would only pin a known-missing feature.
bool BackendReadsDepthStencil() const { return Gl().BackendName() == "DirectVulkan"; }
// Both backends now answer these reads. DirectGLES has no native ES path for
// either aspect (GL_NV_read_depth / GL_NV_read_stencil are optional and absent on
// both the Adreno device and Mesa's ES), so it stages the attachment into a
// scratch depth texture and samples it into a colour target; the assertions below
// are the same either way, which is the point.
bool BackendReadsDepthStencil() const { return true; }
float ReadDepthAt(int x, int y) const {
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 +1,264 @@
// 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 +1,317 @@
// 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);
}
void BufferObject::Respecify(SizeT size, const void* data) {
ReleaseMemory();
// A (re)definition of the store is about to write `size` bytes through Bytes().
// 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_resource.ResizeShadow(size);
}
void BufferObject::Respecify(SizeT size, const void* data) {
ReleaseMemory();
RedefineStorage(size);
if (data && size > 0) {
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) {
ReleaseMemory();
m_size = size;
m_resource.ResizeShadow(size);
RedefineStorage(size);
if (data) {
Memcpy(m_resource.Bytes(), data, size);
} else if (size > 0) {
@@ -205,6 +205,9 @@ namespace MobileGL {
void SetBackendResource(SharedPtr<BackendBufferResource> resource);
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 NotifySubData(SizeT offset, SizeT size);
void NotifyFlushMappedRange(Range1D range, Flags<BufferMappingAccessBit> appAccess);
@@ -70,6 +70,15 @@ namespace MobileGL::MG_State::GLState {
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.
const SharedPtr<BackendBufferResource>& Backend() const { return m_backend; }
void SetBackend(SharedPtr<BackendBufferResource> backend) { m_backend = std::move(backend); }
+4 -4
View File
@@ -196,7 +196,7 @@ namespace MobileGL::MG_State {
// (which expands to nothing outside debug builds).
void GLContext::SetCurrentVertexAttributeFloat(Uint index, const Array<Float, 4>& value) {
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;
}
@@ -210,7 +210,7 @@ namespace MobileGL::MG_State {
void GLContext::SetCurrentVertexAttributeInt(Uint index, const Array<Int32, 4>& value) {
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;
}
@@ -224,7 +224,7 @@ namespace MobileGL::MG_State {
void GLContext::SetCurrentVertexAttributeUint(Uint index, const Array<Uint32, 4>& value) {
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;
}
@@ -239,7 +239,7 @@ namespace MobileGL::MG_State {
const CurrentVertexAttributeValue& GLContext::GetCurrentVertexAttribute(Uint index) const {
static const CurrentVertexAttributeValue defaultValue{};
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 m_currentVertexAttributes[index];
@@ -14,10 +14,10 @@
namespace MobileGL::MG_State::GLState {
void ErrorState::RecordError(ErrorCode code, UniquePtr<ErrorInfo> info) {
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)));
} 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(),
info->toString().c_str());
// 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;
}
// 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) {
switch (glType) {
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) {
switch (glType) {
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
// ever read (reflected from the linker objects). PreprocessShaderSource coerces
// 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 |
EShReflectionAllBlockVariables | EShReflectionSharedStd140UBO)) {
EShReflectionAllBlockVariables | EShReflectionSharedStd140UBO |
EShReflectionIntermediateIO | EShReflectionUnwrapIOBlocks)) {
artifacts.linkStatus = false;
artifacts.infoLog = "Build reflection failed.";
DeferLog(std::format("ProgramObject {}: DoReflection - buildReflection() returned false",
@@ -852,14 +886,21 @@ namespace MobileGL::MG_State::GLState {
}
// ------------ 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);
Int maxLoc = -1;
for (int i = 0; i < inCount; ++i) {
Int loc = (Int)artifacts.program->getPipeInput(i).layoutLocation();
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);
}
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());
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);
for (Int locationOffset = 0; locationOffset < locationSpan; ++locationOffset) {
const Int expandedLocation = location + locationOffset;
@@ -951,6 +992,11 @@ namespace MobileGL::MG_State::GLState {
Bool ProgramLinkTask::ValidateFragmentOutputLocations() {
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;
const Int outputCount = artifacts.program->getNumPipeOutputs();
@@ -165,10 +165,18 @@ namespace MobileGL::MG_State::GLState {
const Int elements = init.arraySize;
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 ||
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.
if (!isFloat && !isInt) continue;
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) {
// Same verdict the live write path reaches for a uniform without backing
// 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",
m_externalIndex, write.location, offset, write.byteSize, uboSize);
continue;
@@ -428,7 +436,7 @@ namespace MobileGL::MG_State::GLState {
defaultFS->Compile(); // TODO: use a global default FS object.
auto status = defaultFS->GetCompileStatus();
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());
return;
}
@@ -326,15 +326,22 @@ namespace MobileGL::MG_State::GLState {
: kInvalidUniformOffset;
}
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:
// std140 pads each column of a float matrix out to a vec4, so a mat3 spans 48 bytes
// even though only 36 of them carry components. Anything reading or writing a whole
// uniform's storage - a bounds check, a copy between two programs' shadows - wants
// this rather than GetUniformSizesInBytes.
// Bytes a uniform actually occupies in the global UBO, which is not its GL type size,
// for two reasons. std140 pads each column of a matrix out to a vec4, so a mat3 spans
// 48 bytes even though only 36 of them carry components. And every 64-bit float in a
// shader is narrowed to 32 bits before the module reaches a backend
// (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) {
if (type != nullptr && type->isMatrix() && type->getBasicType() != glslang::EbtDouble) {
if (type != nullptr && type->isMatrix()) {
return static_cast<SizeT>(type->getMatrixCols()) * 4 * sizeof(Float);
}
if (type != nullptr && type->getBasicType() == glslang::EbtDouble) {
return tightSize / 2;
}
return tightSize;
}
SizeT GetUniformStorageSpanInBytes(Uint location) const {
@@ -187,6 +187,14 @@ namespace MobileGL {
}
// -------------------- Capabilities --------------------
namespace {
// CapabilityInput lists ClipDistance0..7 contiguously (RenderState.h); the caller
// has already rejected anything outside that run, so the subtraction is in range.
Uint32 ClipDistanceBit(CapabilityInput cap) {
return 1u << (static_cast<Uint>(cap) - static_cast<Uint>(CapabilityInput::ClipDistance0));
}
} // namespace
void RenderState::SetCapability(CapabilityInput cap, Bool enabled) {
#define SET_CAPABILITY(capability, flag) \
case CapabilityInput::capability: \
@@ -228,6 +236,27 @@ namespace MobileGL {
if (stateChanged) BumpVersions();
break;
}
case CapabilityInput::ClipDistance0:
case CapabilityInput::ClipDistance1:
case CapabilityInput::ClipDistance2:
case CapabilityInput::ClipDistance3:
case CapabilityInput::ClipDistance4:
case CapabilityInput::ClipDistance5:
case CapabilityInput::ClipDistance6:
case CapabilityInput::ClipDistance7: {
const Uint32 bit = ClipDistanceBit(cap);
const Uint32 updated =
enabled ? (m_parameters.ClipDistanceEnabledMask | bit)
: (m_parameters.ClipDistanceEnabledMask & ~bit);
if (updated == m_parameters.ClipDistanceEnabledMask) break;
m_parameters.ClipDistanceEnabledMask = updated;
// Deliberately NOT BumpVersions(): no backend bakes a clip-distance enable
// into a pipeline object (DirectGLES issues glEnable, DirectVulkan takes the
// set from the shader's declared array), so bumping the pipeline version here
// would evict cached pipelines for state they do not contain.
++m_version;
break;
}
default: // not supported currently
break;
}
@@ -263,6 +292,15 @@ namespace MobileGL {
RETURN_CAPABILITY(ProgramPointSize);
case CapabilityInput::Blend:
return m_parameters.BlendStates[0].Enabled;
case CapabilityInput::ClipDistance0:
case CapabilityInput::ClipDistance1:
case CapabilityInput::ClipDistance2:
case CapabilityInput::ClipDistance3:
case CapabilityInput::ClipDistance4:
case CapabilityInput::ClipDistance5:
case CapabilityInput::ClipDistance6:
case CapabilityInput::ClipDistance7:
return (m_parameters.ClipDistanceEnabledMask & ClipDistanceBit(cap)) != 0;
default:
return false;
}
@@ -303,6 +303,12 @@ namespace MobileGL {
Bool StencilTestEnabled = false;
Bool ProgramPointSizeEnabled = false;
IntVec4 ScissorBox = IntVec4(0, 0, 0, 0); // x, y, width, height
// glEnable(GL_CLIP_DISTANCE0 + i) for i in [0, 8), one bit each. A bitmask rather than
// eight bools because every consumer wants the set, not an individual flag, and because
// the SYNC_CAPABILITY/SET_CAPABILITY macros key off a "<Name>Enabled" field name that
// eight numbered capabilities cannot share. Lives in the tail span (after LogicOp), so
// DirectGLES' span memcmp picks a change up like any other capability.
Uint32 ClipDistanceEnabledMask = 0;
};
namespace MG_State {
@@ -117,7 +117,15 @@ namespace MobileGL::MG_State::GLState {
void SetFixedSampleLocations(Bool fixedSampleLocations) override;
Uint64 GetLifetimeId() const override;
GLenum GetDepthStencilTextureMode() const override { return m_depthStencilTextureMode; }
void SetDepthStencilTextureMode(GLenum mode) override { m_depthStencilTextureMode = mode; }
// Bumps the params version like every other backend-visible texture parameter: the mode
// decides which ASPECT of a packed depth/stencil image a sampler reads, which DirectGLES
// forwards as a texture parameter and DirectVulkan bakes into the sampled image view. A
// silent write here would leave both backends showing the aspect they last built.
void SetDepthStencilTextureMode(GLenum mode) override {
if (m_depthStencilTextureMode == mode) return;
m_depthStencilTextureMode = mode;
++m_textureParamsVersion;
}
protected:
static Uint64 AllocateLifetimeId();
@@ -61,12 +61,16 @@ namespace MobileGL::MG_State::GLState {
}
void VertexArrayObject::SetAttributeFormat(Uint index, int size, DataType type, Bool normalized, int stride,
SizeT offset, Bool isInteger, Bool isBgra) {
SizeT offset, Bool isInteger, Bool isBgra, int effectiveStride) {
if (index >= MAX_VERTEX_ATTRIBS) return;
if (size < 1 || size > 4) {
return;
}
// See VertexAttribute::Stride: the resolved field carries the effective stride so that
// a zero in it can only ever mean the binding model's "do not advance".
const int resolvedStride = effectiveStride >= 0 ? effectiveStride : stride;
// The classic pointer-style API takes back full ownership of the resolved fields.
m_attributeUsesBindingModel[index] = false;
@@ -77,7 +81,7 @@ namespace MobileGL::MG_State::GLState {
m_attributes[index].LegacyPointer = offset;
if (m_attributes[index].Size == size && m_attributes[index].Type == type &&
m_attributes[index].Normalized == normalized && m_attributes[index].Stride == stride &&
m_attributes[index].Normalized == normalized && m_attributes[index].Stride == resolvedStride &&
m_attributes[index].Offset == offset && m_attributes[index].IsInteger == isInteger &&
m_attributes[index].IsBgra == isBgra && !m_attributes[index].IsLong) {
return;
@@ -87,7 +91,7 @@ namespace MobileGL::MG_State::GLState {
attr.Size = size;
attr.Type = type;
attr.Normalized = normalized;
attr.Stride = stride;
attr.Stride = resolvedStride;
attr.Offset = offset;
attr.IsInteger = isInteger;
attr.IsBgra = isBgra;
@@ -19,6 +19,14 @@ namespace MobileGL {
int Size = 4;
DataType Type = DataType::Float32;
Bool Normalized = false;
// The RESOLVED byte distance between consecutive elements, never the raw
// glVertexAttrib*Pointer argument: a pointer call's stride 0 means "tightly
// packed" and is resolved to the element size here, so a zero that survives
// into this field can only have come from the binding model, where a zero
// VERTEX_BINDING_STRIDE means the opposite - every vertex reads the SAME
// element and the fetch address never advances (GL 4.6 core 10.3.1). Backends
// consume this verbatim; collapsing 0 back into the element size is what made
// KHR-GL43.vertex_attrib_binding.basic-input-case7/8 read past the buffer.
int Stride = 0;
SizeT Offset = 0;
Bool IsInteger = false;
@@ -76,8 +84,12 @@ namespace MobileGL {
void DisableAttribute(Uint index);
Bool IsAttributeEnabled(Uint index) const;
// `stride` is the raw glVertexAttrib*Pointer argument, reported verbatim by
// GL_VERTEX_ATTRIB_ARRAY_STRIDE. `effectiveStride` is what the fetch actually
// advances by - the same value when the argument is non-zero, the tightly
// packed element size when it is zero. Pass -1 to say the two are the same.
void SetAttributeFormat(Uint index, int size, DataType type, Bool normalized, int stride, SizeT offset,
Bool isInteger, Bool isBgra = false);
Bool isInteger, Bool isBgra = false, int effectiveStride = -1);
void BindAttributeBuffer(Uint index, const SharedPtr<BufferObject>& buffer);
@@ -16,8 +16,11 @@
#include <MG_Backend/DirectGLES/Utils.h>
using namespace MobileGL;
using MobileGL::MG_Backend::DirectGLES::PrgramImpl::BakeImageFormatQualifiers;
using MobileGL::MG_Backend::DirectGLES::PrgramImpl::ForceFlatIntegerVaryings;
using MobileGL::MG_Backend::DirectGLES::PrgramImpl::IMAGE_WRITE_ALIAS_PREFIX;
using MobileGL::MG_Backend::DirectGLES::PrgramImpl::RemoveLayoutBinding;
using MobileGL::MG_Backend::DirectGLES::PrgramImpl::RequestExtendedImageFormats;
using MobileGL::MG_Backend::DirectGLES::PrgramImpl::SplitReadWriteImageUniforms;
namespace {
@@ -367,3 +370,183 @@ void main() {}
<< "an unrelated extension must survive untouched:\n" << out;
EXPECT_EQ(CountOf(out, "GL_OES_texture_buffer"), 1u);
}
// Interpolation is only ever consumed at a fragment input, but an ES linker still compares the
// two sides of EVERY stage interface and rejects a program whose producer says `flat` and whose
// consumer does not. SPIRV-Cross prints `flat` on a vertex output and a geometry input of
// integer type and on nothing else, so a program with tessellation in the middle came out
// mismatched at both ends of the tessellator - "output vs_tcs_result interpolation mismatch
// with other stage" on Adreno, and a program that fails to link is a draw that paints nothing.
TEST(ForceFlatIntegerVaryingsTest, TessellationStagesGetTheQualifierOnBothSides) {
const String tessControl = R"(#version 320 es
layout(vertices = 1) out;
layout(location = 0) in uint vs_tcs_result[];
layout(location = 0) out uint tcs_tes_result[1];
void main() { tcs_tes_result[gl_InvocationID] = vs_tcs_result[gl_InvocationID]; }
)";
const String control = ForceFlatIntegerVaryings(tessControl, GL_TESS_CONTROL_SHADER);
EXPECT_TRUE(Contains(control, "layout(location = 0) flat in uint vs_tcs_result[];")) << control;
EXPECT_TRUE(Contains(control, "layout(location = 0) flat out uint tcs_tes_result[1];")) << control;
const String tessEval = R"(#version 320 es
layout(isolines, point_mode) in;
layout(location = 0) in uint tcs_tes_result[];
layout(location = 0) out uint tes_gs_result;
void main() { tes_gs_result = tcs_tes_result[0]; }
)";
const String eval = ForceFlatIntegerVaryings(tessEval, GL_TESS_EVALUATION_SHADER);
EXPECT_TRUE(Contains(eval, "layout(location = 0) flat in uint tcs_tes_result[];")) << eval;
EXPECT_TRUE(Contains(eval, "layout(location = 0) flat out uint tes_gs_result;")) << eval;
}
// The two ends the tessellation stages have to meet: what a vertex shader and a geometry shader
// already emitted before this pass learned about tessellation at all. Pinned here so the two
// sides cannot drift apart again.
TEST(ForceFlatIntegerVaryingsTest, TheStagesAroundTessellationAreUnchanged) {
const String vertex = R"(#version 320 es
layout(location = 0) out uint vs_tcs_result;
void main() { vs_tcs_result = 1u; }
)";
EXPECT_TRUE(Contains(ForceFlatIntegerVaryings(vertex, GL_VERTEX_SHADER),
"layout(location = 0) flat out uint vs_tcs_result;"));
const String geometry = R"(#version 320 es
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
layout(location = 0) in uint tes_gs_result[1];
layout(location = 0) out uint gs_fs_result;
void main() { gs_fs_result = tes_gs_result[0]; EmitVertex(); }
)";
const String gs = ForceFlatIntegerVaryings(geometry, GL_GEOMETRY_SHADER);
EXPECT_TRUE(Contains(gs, "layout(location = 0) flat in uint tes_gs_result[1];")) << gs;
EXPECT_TRUE(Contains(gs, "layout(location = 0) flat out uint gs_fs_result;")) << gs;
}
// Non-integer interfaces keep whatever interpolation they were given: adding `flat` to a float
// varying would turn a smoothly interpolated value into a per-provoking-vertex constant, which
// is a rendering change, not a linker one.
TEST(ForceFlatIntegerVaryingsTest, FloatVaryingsAreNotTouched) {
const String tessEval = R"(#version 320 es
layout(isolines, point_mode) in;
layout(location = 1) in vec2 tcs_tes_coord[];
layout(location = 1) out vec2 tes_gs_coord;
void main() { tes_gs_coord = tcs_tes_coord[0]; }
)";
const String out = ForceFlatIntegerVaryings(tessEval, GL_TESS_EVALUATION_SHADER);
EXPECT_TRUE(Contains(out, "layout(location = 1) in vec2 tcs_tes_coord[];")) << out;
EXPECT_TRUE(Contains(out, "layout(location = 1) out vec2 tes_gs_coord;")) << out;
EXPECT_EQ(CountOf(out, "flat"), 0u) << out;
}
// --- image format qualifier completion ---------------------------------------------------------
//
// GLSL ES requires a format layout qualifier on every image; desktop GLSL lets a writeonly
// declaration omit one. The format is normally written into the SPIR-V before SPIRV-Cross runs
// (BakeImageFormatsPass), but SPIRV-Cross THROWS rather than printing the formats it calls
// desktop-only for ESSL - r8ui among them - so those are completed here, on the emitted text.
// The KHR-GL4x.packed_depth_stencil.stencil_texturing stencil half: `writeonly uniform uimage2D`
// with GL_R8UI bound to its unit.
TEST(BakeImageFormatQualifiersTest, AFormatlessDeclarationGetsTheBoundFormat) {
const String source = R"(#version 320 es
layout(binding = 1) uniform writeonly highp uimage2D uni_image;
void main() { imageStore(uni_image, ivec2(0), uvec4(15u)); }
)";
const String out = BakeImageFormatQualifiers(source, {{"uni_image", "r8ui"}});
EXPECT_TRUE(Contains(out, "layout(r8ui, binding = 1) uniform writeonly highp uimage2D uni_image;")) << out;
}
// A declaration with NO layout at all still has to end up with one, or the driver rejects it for
// exactly the reason this pass exists.
TEST(BakeImageFormatQualifiersTest, ADeclarationWithNoLayoutGetsOne) {
const String source = R"(#version 320 es
uniform writeonly highp uimage2D uni_image;
void main() { imageStore(uni_image, ivec2(0), uvec4(1u)); }
)";
const String out = BakeImageFormatQualifiers(source, {{"uni_image", "r16i"}});
EXPECT_TRUE(Contains(out, "layout(r16i) uniform writeonly highp uimage2D uni_image;")) << out;
}
// A DECLARED format is authoritative and must survive, whatever the map says - the frontend never
// puts a declared image in the map, and the pass must not depend on that being true.
TEST(BakeImageFormatQualifiersTest, ADeclaredFormatIsNeverOverwritten) {
const String source = R"(#version 320 es
layout(binding = 1, rgba8ui) uniform writeonly highp uimage2D uni_image;
void main() { imageStore(uni_image, ivec2(0), uvec4(1u)); }
)";
const String out = BakeImageFormatQualifiers(source, {{"uni_image", "r8ui"}});
EXPECT_EQ(out, source) << out;
}
// Only the named uniform. A second image in the same shader - format-less because the pass
// declined it, or because its unit holds nothing - must be left exactly as it is.
TEST(BakeImageFormatQualifiersTest, OnlyTheNamedUniformIsTouched) {
const String source = R"(#version 320 es
layout(binding = 0) uniform writeonly highp uimage2D named;
layout(binding = 1) uniform writeonly highp uimage2D other;
void main() { imageStore(named, ivec2(0), uvec4(1u)); imageStore(other, ivec2(0), uvec4(2u)); }
)";
const String out = BakeImageFormatQualifiers(source, {{"named", "r8ui"}});
EXPECT_TRUE(Contains(out, "layout(r8ui, binding = 0) uniform writeonly highp uimage2D named;")) << out;
EXPECT_TRUE(Contains(out, "layout(binding = 1) uniform writeonly highp uimage2D other;")) << out;
}
// The format the pass writes has to survive the two passes that run after it, or nothing was
// gained: the read+write split copies declarations, and the binding strip edits layout qualifiers.
TEST(BakeImageFormatQualifiersTest, TheWrittenFormatSurvivesTheLaterImagePasses) {
const String source = R"(#version 320 es
layout(binding = 3) uniform writeonly highp uimage2D uni_image;
void main() { imageStore(uni_image, ivec2(0), uvec4(1u)); }
)";
String out = BakeImageFormatQualifiers(source, {{"uni_image", "r8ui"}});
out = SplitReadWriteImageUniforms(out);
out = RemoveLayoutBinding(out);
EXPECT_TRUE(Contains(out, "r8ui")) << out;
EXPECT_TRUE(Contains(out, "binding = 3")) << out;
}
TEST(BakeImageFormatQualifiersTest, AnEmptyMapOrAnImagelessShaderIsANoOp) {
const String withImage = R"(#version 320 es
layout(binding = 1) uniform writeonly highp uimage2D uni_image;
void main() { imageStore(uni_image, ivec2(0), uvec4(1u)); }
)";
EXPECT_EQ(BakeImageFormatQualifiers(withImage, {}), withImage);
const String withoutImage = R"(#version 320 es
layout(location = 0) out highp vec4 mg_FragColor;
void main() { mg_FragColor = vec4(1.0); }
)";
EXPECT_EQ(BakeImageFormatQualifiers(withoutImage, {{"uni_image", "r8ui"}}), withoutImage);
}
// --- GL_NV_image_formats directive --------------------------------------------------------------
TEST(RequestExtendedImageFormatsTest, TheDirectiveGoesRightAfterTheVersionLine) {
const String source = R"(#version 320 es
layout(r8ui, binding = 1) uniform writeonly highp uimage2D uni_image;
void main() { imageStore(uni_image, ivec2(0), uvec4(1u)); }
)";
const String out = RequestExtendedImageFormats(source, true);
EXPECT_TRUE(Contains(out, "#version 320 es\n#extension GL_NV_image_formats : require\n")) << out;
}
// Never speculatively: `#extension` naming an extension the driver does not advertise is itself a
// compile error, so the caller's "not needed" answer has to be honoured exactly.
TEST(RequestExtendedImageFormatsTest, NotNeededMeansNotEmitted) {
const String source = R"(#version 320 es
layout(rgba8ui, binding = 1) uniform writeonly highp uimage2D uni_image;
void main() { imageStore(uni_image, ivec2(0), uvec4(1u)); }
)";
EXPECT_EQ(RequestExtendedImageFormats(source, false), source);
}
TEST(RequestExtendedImageFormatsTest, AnAlreadyPresentDirectiveIsNotDuplicated) {
const String source = R"(#version 320 es
#extension GL_NV_image_formats : require
layout(r8ui, binding = 1) uniform writeonly highp uimage2D uni_image;
void main() { imageStore(uni_image, ivec2(0), uvec4(1u)); }
)";
const String out = RequestExtendedImageFormats(source, true);
EXPECT_EQ(out, source);
EXPECT_EQ(CountOf(out, "GL_NV_image_formats"), 1u) << out;
}
+185
View File
@@ -1610,3 +1610,188 @@ TEST_F(GeneralBufferTest, General_CoherentAsFlush_PersistentMapAdoptsZeroCopyBac
EXPECT_EQ(GetError(), GL_NO_ERROR);
g_zeroCopyMock = nullptr;
}
// A buffer whose bytes the backend adopted into its own GPU memory - which is what
// EnsureGpuResidentStorage does for a transform-feedback capture target or a shader
// storage binding, so that MapBuffer/GetBufferSubData read real GPU results - and which
// the application then REDEFINES.
//
// The store the adopted mapping describes is the one being thrown away. Keeping that
// mapping across the redefinition is what let a transform feedback capture be written to
// one buffer and read back out of another: the backend replaced the storage (a
// respecification is the orphaning point) while the frontend went on resolving every read
// through a mapping of the storage it had just released. Two capture spans into one
// re-specified buffer came back empty from the second one onwards.
//
// So the mapping is handed back and the buffer returns to the CPU-shadow model until
// something asks for residency again. These pin all three parts of that: the adoption
// really is dropped, the new contents really do land where later reads resolve, and the
// backend really is told to respecify - it must not skip the storage, or its copy would
// keep the old bytes.
TEST_F(BufferTest, RedefiningAnAdoptedBufferHandsTheMappingBack) {
ZeroCopyMockBackend mock;
g_zeroCopyMock = &mock;
ScopedBackendOps scopedOps(&kZeroCopyMockOps);
GLuint buffer = 0;
GenBuffers(1, &buffer);
BindBuffer(GL_ARRAY_BUFFER, buffer);
const GLint before[4] = {1, 2, 3, 4};
BufferData(GL_ARRAY_BUFFER, sizeof(before), before, GL_DYNAMIC_DRAW);
ASSERT_EQ(GetError(), GL_NO_ERROR);
auto bufferObject = MG_State::pGLContext->GetBufferObject(buffer);
ASSERT_NE(bufferObject, nullptr);
// The backend adopts the bytes, exactly as a capture target or an SSBO binding does.
ASSERT_TRUE(bufferObject->EnsureGpuResidentStorage());
ASSERT_TRUE(bufferObject->IsBackendPersistentMapped());
ASSERT_EQ(static_cast<const void*>(bufferObject->MappedData()),
static_cast<const void*>(mock.gpu.data()));
mock.respecifyCalls = 0;
const GLint after[4] = {10, 20, 30, 40};
BufferData(GL_ARRAY_BUFFER, sizeof(after), after, GL_DYNAMIC_DRAW);
ASSERT_EQ(GetError(), GL_NO_ERROR);
EXPECT_FALSE(bufferObject->IsBackendPersistentMapped());
EXPECT_NE(static_cast<const void*>(bufferObject->MappedData()),
static_cast<const void*>(mock.gpu.data()));
EXPECT_EQ(std::memcmp(bufferObject->MappedData(), after, sizeof(after)), 0);
// The backend has a separate copy again, so it must have been told to refresh it.
EXPECT_EQ(mock.respecifyCalls, 1);
g_zeroCopyMock = nullptr;
}
// The same redefinition at a LARGER size, which is the case nothing could paper over: the
// adopted mapping is exactly as big as the old store, so writing the new contents through
// it ran past the end of the backend allocation.
TEST_F(BufferTest, RedefiningAnAdoptedBufferAtANewSizeStaysInBounds) {
ZeroCopyMockBackend mock;
g_zeroCopyMock = &mock;
ScopedBackendOps scopedOps(&kZeroCopyMockOps);
GLuint buffer = 0;
GenBuffers(1, &buffer);
BindBuffer(GL_ARRAY_BUFFER, buffer);
const GLint small[2] = {1, 2};
BufferData(GL_ARRAY_BUFFER, sizeof(small), small, GL_DYNAMIC_DRAW);
auto bufferObject = MG_State::pGLContext->GetBufferObject(buffer);
ASSERT_NE(bufferObject, nullptr);
ASSERT_TRUE(bufferObject->EnsureGpuResidentStorage());
ASSERT_EQ(mock.gpu.size(), sizeof(small));
const GLint large[8] = {1, 2, 3, 4, 5, 6, 7, 8};
BufferData(GL_ARRAY_BUFFER, sizeof(large), large, GL_DYNAMIC_DRAW);
ASSERT_EQ(GetError(), GL_NO_ERROR);
EXPECT_EQ(bufferObject->GetSize(), sizeof(large));
EXPECT_FALSE(bufferObject->IsBackendPersistentMapped());
EXPECT_EQ(std::memcmp(bufferObject->MappedData(), large, sizeof(large)), 0);
// The old, smaller GPU block was not written through: still the old size, still the
// old bytes.
EXPECT_EQ(mock.gpu.size(), sizeof(small));
EXPECT_EQ(std::memcmp(mock.gpu.data(), small, sizeof(small)), 0);
// And residency can be taken again, now over the new store.
ASSERT_TRUE(bufferObject->EnsureGpuResidentStorage());
EXPECT_TRUE(bufferObject->IsBackendPersistentMapped());
EXPECT_EQ(mock.gpu.size(), sizeof(large));
EXPECT_EQ(std::memcmp(bufferObject->MappedData(), large, sizeof(large)), 0);
g_zeroCopyMock = nullptr;
}
// glBufferStorage is the other way into a redefinition, and an adopted buffer can reach
// it: the adoption came from a binding rather than from an application map, so the buffer
// is still mutable and glBufferStorage is still legal on it.
TEST_F(BufferTest, ImmutableStorageOnAnAdoptedBufferHandsTheMappingBackToo) {
ZeroCopyMockBackend mock;
g_zeroCopyMock = &mock;
ScopedBackendOps scopedOps(&kZeroCopyMockOps);
GLuint buffer = 0;
GenBuffers(1, &buffer);
BindBuffer(GL_ARRAY_BUFFER, buffer);
const GLint before[4] = {1, 2, 3, 4};
BufferData(GL_ARRAY_BUFFER, sizeof(before), before, GL_DYNAMIC_DRAW);
auto bufferObject = MG_State::pGLContext->GetBufferObject(buffer);
ASSERT_NE(bufferObject, nullptr);
ASSERT_TRUE(bufferObject->EnsureGpuResidentStorage());
ASSERT_TRUE(bufferObject->IsBackendPersistentMapped());
const GLint after[6] = {9, 8, 7, 6, 5, 4};
BufferStorage(GL_ARRAY_BUFFER, sizeof(after), after, GL_MAP_READ_BIT);
ASSERT_EQ(GetError(), GL_NO_ERROR);
EXPECT_TRUE(bufferObject->IsImmutableStorage());
EXPECT_FALSE(bufferObject->IsBackendPersistentMapped());
EXPECT_EQ(bufferObject->GetSize(), sizeof(after));
EXPECT_EQ(std::memcmp(bufferObject->MappedData(), after, sizeof(after)), 0);
g_zeroCopyMock = nullptr;
}
// A redefinition to nothing. The backend declines residency for an empty store, so this
// is also the path where the mapping is given back and never retaken.
TEST_F(BufferTest, RedefiningAnAdoptedBufferToZeroBytesLeavesItOnTheShadow) {
ZeroCopyMockBackend mock;
g_zeroCopyMock = &mock;
ScopedBackendOps scopedOps(&kZeroCopyMockOps);
GLuint buffer = 0;
GenBuffers(1, &buffer);
BindBuffer(GL_ARRAY_BUFFER, buffer);
const GLint before[4] = {1, 2, 3, 4};
BufferData(GL_ARRAY_BUFFER, sizeof(before), before, GL_DYNAMIC_DRAW);
auto bufferObject = MG_State::pGLContext->GetBufferObject(buffer);
ASSERT_NE(bufferObject, nullptr);
ASSERT_TRUE(bufferObject->EnsureGpuResidentStorage());
ASSERT_TRUE(bufferObject->IsBackendPersistentMapped());
BufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
ASSERT_EQ(GetError(), GL_NO_ERROR);
EXPECT_EQ(bufferObject->GetSize(), 0u);
EXPECT_FALSE(bufferObject->IsBackendPersistentMapped());
EXPECT_FALSE(bufferObject->EnsureGpuResidentStorage()); // nothing to make resident
// ...and it comes back to life on the next non-empty store.
const GLint again[3] = {5, 6, 7};
BufferData(GL_ARRAY_BUFFER, sizeof(again), again, GL_DYNAMIC_DRAW);
ASSERT_EQ(GetError(), GL_NO_ERROR);
EXPECT_TRUE(bufferObject->EnsureGpuResidentStorage());
EXPECT_EQ(std::memcmp(bufferObject->MappedData(), again, sizeof(again)), 0);
g_zeroCopyMock = nullptr;
}
// The negative control for the four above: a backend that DECLINES to hand out a mapping
// leaves the buffer shadow-backed throughout, so a redefinition is just a redefinition -
// no adoption to give back, and the backend still gets its Respecify.
TEST_F(BufferTest, RedefiningANonAdoptedBufferIsUnchanged) {
ZeroCopyMockBackend mock;
mock.provideMap = false;
g_zeroCopyMock = &mock;
ScopedBackendOps scopedOps(&kZeroCopyMockOps);
GLuint buffer = 0;
GenBuffers(1, &buffer);
BindBuffer(GL_ARRAY_BUFFER, buffer);
const GLint before[4] = {1, 2, 3, 4};
BufferData(GL_ARRAY_BUFFER, sizeof(before), before, GL_DYNAMIC_DRAW);
auto bufferObject = MG_State::pGLContext->GetBufferObject(buffer);
ASSERT_NE(bufferObject, nullptr);
EXPECT_FALSE(bufferObject->EnsureGpuResidentStorage());
EXPECT_FALSE(bufferObject->IsBackendPersistentMapped());
mock.respecifyCalls = 0;
const GLint after[4] = {10, 20, 30, 40};
BufferData(GL_ARRAY_BUFFER, sizeof(after), after, GL_DYNAMIC_DRAW);
ASSERT_EQ(GetError(), GL_NO_ERROR);
EXPECT_FALSE(bufferObject->IsBackendPersistentMapped());
EXPECT_EQ(std::memcmp(bufferObject->MappedData(), after, sizeof(after)), 0);
EXPECT_EQ(mock.respecifyCalls, 1);
g_zeroCopyMock = nullptr;
}
+1
View File
@@ -3,6 +3,7 @@ cmake_minimum_required(VERSION 3.14)
add_executable(
PipelineQuirkTest
PipelineQuirkTest.cpp
PassthroughTessControlTest.cpp
)
target_include_directories(PipelineQuirkTest PRIVATE
@@ -0,0 +1,247 @@
// MobileGL - MobileGL/MG_Test/Pipeline/PassthroughTessControlTest.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
#include <gtest/gtest.h>
#include "Includes.h"
#include "Init.h"
#include <map>
#include <set>
#include <MG_Backend/DirectVulkan/Renderer/ProgramFactory.h>
#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
#include <MG_Util/ShaderTranspiler/Types.h>
using namespace MobileGL;
using MobileGL::MG_Backend::DirectVulkan::ProgramFactory;
using MobileGL::MG_Util::ShaderTranspiler::ShaderCompiler;
namespace {
// A test-side SPIR-V walker, deliberately independent of the production reflection: the
// generator's contract with the evaluation stage is "declare this many output vertices and
// write these built-ins", and that has to be readable off the module itself.
constexpr Uint32 kSpirvHeaderWordCount = 5;
constexpr Uint32 kOpExecutionMode = 16;
constexpr Uint32 kOpDecorate = 71;
constexpr Uint32 kOpMemberDecorate = 72;
constexpr Uint32 kExecutionModeOutputVertices = 26;
constexpr Uint32 kDecorationBuiltIn = 11;
// SpvBuiltIn values used below.
constexpr Uint32 kBuiltInPosition = 0;
constexpr Uint32 kBuiltInInvocationId = 8;
constexpr Uint32 kBuiltInTessLevelOuter = 11;
constexpr Uint32 kBuiltInTessLevelInner = 12;
template <typename Visitor>
void ForEachInstruction(const Vector<Uint32>& spirv, Visitor&& visit) {
for (SizeT i = kSpirvHeaderWordCount; i < spirv.size();) {
const Uint32 wordCount = spirv[i] >> 16;
const Uint32 opcode = spirv[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > spirv.size()) break;
visit(opcode, &spirv[i], wordCount);
i += wordCount;
}
}
// -1 when the module declares no OutputVertices mode at all, which is itself a failure the
// tests want to see named rather than silently compared against a wrong number.
Int DeclaredOutputVertices(const Vector<Uint32>& spirv) {
Int declared = -1;
ForEachInstruction(spirv, [&](Uint32 opcode, const Uint32* words, Uint32 wordCount) {
if (opcode == kOpExecutionMode && wordCount >= 4 && words[2] == kExecutionModeOutputVertices) {
declared = static_cast<Int>(words[3]);
}
});
return declared;
}
// The built-in members of every block in the module, keyed by the struct's result id, in
// member order. A gl_PerVertex is exactly such a struct, and its member list IS the shape the
// neighbouring stage has to agree with.
constexpr Uint32 kOpTypeStruct = 30;
std::map<Uint32, Vector<Uint32>> BuiltInBlockShapes(const Vector<Uint32>& spirv) {
std::map<Uint32, Vector<Uint32>> shapes;
ForEachInstruction(spirv, [&](Uint32 opcode, const Uint32* words, Uint32 wordCount) {
if (opcode == kOpMemberDecorate && wordCount >= 5 && words[3] == kDecorationBuiltIn) {
shapes[words[1]].push_back(words[4]);
}
});
return shapes;
}
// Member count of a struct type, so a shape comparison can also catch a block that grew a
// NON-built-in member (which the decoration walk above would not see).
Uint32 StructMemberCount(const Vector<Uint32>& spirv, Uint32 structId) {
Uint32 count = 0;
ForEachInstruction(spirv, [&](Uint32 opcode, const Uint32* words, Uint32 wordCount) {
if (opcode == kOpTypeStruct && wordCount >= 2 && words[1] == structId) {
count = wordCount - 2;
}
});
return count;
}
std::set<Uint32> DeclaredBuiltIns(const Vector<Uint32>& spirv) {
std::set<Uint32> builtIns;
ForEachInstruction(spirv, [&](Uint32 opcode, const Uint32* words, Uint32 wordCount) {
if (opcode == kOpDecorate && wordCount >= 4 && words[2] == kDecorationBuiltIn) {
builtIns.insert(words[3]);
}
if (opcode == kOpMemberDecorate && wordCount >= 5 && words[3] == kDecorationBuiltIn) {
builtIns.insert(words[4]);
}
});
return builtIns;
}
Vector<Uint32> CompileGeneratedSource(Uint32 patchVertices) {
using namespace MG_Util::ShaderTranspiler;
const String source = ProgramFactory::BuildPassthroughTessControlSource(patchVertices);
ShaderAttrib shaderAttrib{.shaderType = GL_TESS_CONTROL_SHADER, .sourceStr = source};
auto shaderResult = ShaderCompiler::CompileShader(shaderAttrib);
EXPECT_TRUE(shaderResult) << (shaderResult ? String{} : shaderResult.error().log) << "\n" << source;
if (!shaderResult) return {};
ProgramAttrib programAttrib{.shaders = {shaderResult.value()}};
auto programResult = ShaderCompiler::LinkProgram(programAttrib);
EXPECT_TRUE(programResult) << (programResult ? String{} : programResult.error().log);
if (!programResult) return {};
ProgramBinaryAttrib binaryAttrib{.shaderTypes = {GL_TESS_CONTROL_SHADER},
.program = *programResult.value()};
auto binaryResult = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
EXPECT_TRUE(binaryResult) << (binaryResult ? String{} : binaryResult.error().log);
if (!binaryResult || binaryResult->empty()) return {};
return binaryResult->front();
}
} // namespace
class PassthroughTessControlTest : public ::testing::Test {
protected:
void SetUp() override { MobileGL::Initialize(); }
};
// The whole reason this stage is generated per patch size rather than once: GL takes the output
// patch size from PATCH_VERTICES, which is draw state. A program that links at the default 3 and
// draws at 4 - which is exactly what
// KHR-GL43.shader_storage_buffer_object.advanced-write-tessellation does - must get a stage built
// for 4, or its evaluation stage reads gl_in[3] out of a three-element array.
TEST_F(PassthroughTessControlTest, DeclaresTheRequestedPatchSize) {
for (const Uint32 patchVertices : {1u, 2u, 3u, 4u, 16u, 32u}) {
const Vector<Uint32> spirv = CompileGeneratedSource(patchVertices);
ASSERT_FALSE(spirv.empty()) << "patchVertices=" << patchVertices;
EXPECT_EQ(DeclaredOutputVertices(spirv), static_cast<Int>(patchVertices))
<< "patchVertices=" << patchVertices;
}
}
// gl_Position in, gl_Position out, and both tessellation level arrays written: the four facts the
// evaluation stage downstream of this depends on. Position appearing at all is what makes the
// pass-through a pass-through; the levels are what GL's PATCH_DEFAULT_*_LEVEL state supplies when
// there is no control shader, and without them the tessellator produces nothing.
TEST_F(PassthroughTessControlTest, ForwardsPositionAndWritesBothLevelArrays) {
const Vector<Uint32> spirv = CompileGeneratedSource(4);
ASSERT_FALSE(spirv.empty());
const std::set<Uint32> builtIns = DeclaredBuiltIns(spirv);
EXPECT_TRUE(builtIns.contains(kBuiltInPosition));
EXPECT_TRUE(builtIns.contains(kBuiltInInvocationId));
EXPECT_TRUE(builtIns.contains(kBuiltInTessLevelOuter));
EXPECT_TRUE(builtIns.contains(kBuiltInTessLevelInner));
}
// The generated source carries nothing but gl_Position across the interface. If that ever grows a
// user-defined varying, ReflectPassthroughTessControlNeed's "built-ins only" refusal stops being
// the right gate and both have to move together.
TEST_F(PassthroughTessControlTest, InterfaceIsBuiltInsOnly) {
const String source = ProgramFactory::BuildPassthroughTessControlSource(4);
EXPECT_EQ(source.find("layout(location"), String::npos) << source;
EXPECT_NE(source.find("layout(vertices = 4) out;"), String::npos) << source;
}
// THE load-bearing test. Vulkan matches built-in interface blocks by their whole shape, and this
// stage is compiled ON ITS OWN - it never goes through the glslang link that gives a real program
// its gl_PerVertex. So the shape it declares has to equal the shape a linked vertex+evaluation
// program carries, and nothing at runtime says otherwise: a mismatch renders a black frame, no
// error, no validation message. That is exactly how the first cut of this shipped-and-failed
// (gl_Position only, three members short), and how the second did (glslang's default block for a
// standalone control stage, which appends gl_CullDistance where a linked program has no such
// member). This links the shader pair the motivating CTS case uses and compares the two shapes
// directly.
TEST_F(PassthroughTessControlTest, MatchesTheFrontendPerVertexBlock) {
using namespace MG_Util::ShaderTranspiler;
// Deliberately the shape of KHR-GL43.shader_storage_buffer_object.advanced-write-tessellation:
// a vertex stage feeding an evaluation stage with no control stage in between.
static const char* kVs = R"(#version 430 core
layout(location = 0) in vec4 g_in_position;
void main() { gl_Position = g_in_position; }
)";
static const char* kTes = R"(#version 430 core
layout(quads) in;
void main() {
vec4 p0 = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);
vec4 p1 = mix(gl_in[3].gl_Position, gl_in[2].gl_Position, gl_TessCoord.x);
gl_Position = mix(p0, p1, gl_TessCoord.y);
}
)";
static const char* kFs = R"(#version 430 core
layout(location = 0) out vec4 g_fs_out;
void main() { g_fs_out = vec4(0, 1, 0, 1); }
)";
const Vector<GLenum> types{GL_VERTEX_SHADER, GL_TESS_EVALUATION_SHADER, GL_FRAGMENT_SHADER};
const Vector<const char*> sources{kVs, kTes, kFs};
Vector<SharedPtr<glslang::TShader>> shaders;
for (SizeT i = 0; i < types.size(); ++i) {
ShaderAttrib attrib{.shaderType = types[i], .sourceStr = sources[i]};
auto compiled = ShaderCompiler::CompileShader(attrib);
ASSERT_TRUE(compiled) << compiled.error().log;
shaders.push_back(compiled.value());
}
ProgramAttrib programAttrib{.shaders = shaders};
auto linked = ShaderCompiler::LinkProgram(programAttrib);
ASSERT_TRUE(linked) << linked.error().log;
ProgramBinaryAttrib binaryAttrib{.shaderTypes = types, .program = *linked.value()};
auto binary = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
ASSERT_TRUE(binary);
ASSERT_EQ(binary->size(), types.size());
// The evaluation stage's gl_in is the block the pass-through has to feed. It is the only
// built-in block that stage declares as an input, so the module holds exactly one such shape
// besides its own gl_PerVertex output - and both are the same shape, which is the point.
const auto tesShapes = BuiltInBlockShapes((*binary)[1]);
ASSERT_FALSE(tesShapes.empty());
const Vector<Uint32> frontendShape = tesShapes.begin()->second;
const Uint32 frontendMembers = StructMemberCount((*binary)[1], tesShapes.begin()->first);
for (const auto& [structId, shape] : tesShapes) {
EXPECT_EQ(shape, frontendShape) << "the evaluation stage's own built-in blocks disagree";
EXPECT_EQ(StructMemberCount((*binary)[1], structId), frontendMembers);
}
const Vector<Uint32> passthrough = CompileGeneratedSource(4);
ASSERT_FALSE(passthrough.empty());
const auto passthroughShapes = BuiltInBlockShapes(passthrough);
ASSERT_FALSE(passthroughShapes.empty());
Uint32 perVertexBlocksChecked = 0;
for (const auto& [structId, shape] : passthroughShapes) {
// gl_TessLevelOuter/Inner are decorated on plain variables, not on a block, so every
// struct that reaches here is a gl_PerVertex - gl_in's and gl_out's.
EXPECT_EQ(shape, frontendShape)
<< "the pass-through control stage's gl_PerVertex no longer matches the one the "
"frontend gives a linked vertex+evaluation program";
EXPECT_EQ(StructMemberCount(passthrough, structId), frontendMembers)
<< "the pass-through control stage's gl_PerVertex has a different member count";
++perVertexBlocksChecked;
}
EXPECT_EQ(perVertexBlocksChecked, 2u) << "expected both gl_in and gl_out to be gl_PerVertex blocks";
}
+163 -11
View File
@@ -121,12 +121,6 @@ void main() { color = vec4(0, 1, 0, 1); }
ExpectLinked(p);
ClearErrors();
// KNOWN GAP, not an expectation: a separable FRAGMENT program's own inputs are not
// in the reflection at all - glslang builds the "pipe input" list from the vertex
// stage unless EShReflectionIntermediateIO is set, and setting that makes a
// vertex-only separable program report its VS outputs as fragment outputs, which
// fails ValidateFragmentOutputLocations and breaks glCreateShaderProgramv. So
// GL_PROGRAM_INPUT is empty here until that validation is stage-aware.
EXPECT_EQ(Interfaceiv(p, GL_PROGRAM_OUTPUT, GL_ACTIVE_RESOURCES), 1);
EXPECT_EQ(Interfaceiv(p, GL_PROGRAM_OUTPUT, GL_MAX_NAME_LENGTH), 6);
@@ -804,6 +798,163 @@ void main(void) {
EXPECT_EQ(TakeError(), GL_NO_ERROR);
}
// ------------------------------------------------------------- uniform-block-types --
// GL_REFERENCED_BY_*_SHADER is per block INSTANCE. An array of uniform blocks enumerates
// one resource per element, and only the elements a stage actually dereferences are
// referenced by it - declaring the array is not referencing every element.
TEST_F(ProgramInterfaceTest, ArrayedUniformBlockReferencedByIsPerElement) {
const char* vs = R"(#version 430
in vec4 position;
uniform SimpleBlock { mat3x2 a; mat4 b; vec4 c; };
void main(void) {
float tmp = a[0][1] * b[1][2] * c.x;
gl_Position = position * tmp;
}
)";
const char* fs = R"(#version 430
uniform TrickyBlock { mat4 b; uint c; } e[2];
out vec4 color;
void main() { color = vec4(0, 1, 0, 1) * e[0].b[0][0]; }
)";
const GLuint p = MakeProgram(vs, fs);
BindAttribLocation(p, 0, "position");
BindFragDataLocation(p, 0, "color");
LinkProgram(p);
ExpectLinked(p);
ClearErrors();
EXPECT_EQ(Interfaceiv(p, GL_UNIFORM_BLOCK, GL_ACTIVE_RESOURCES), 3);
ExpectResource(p, GL_UNIFORM_BLOCK, "TrickyBlock[0]", "TrickyBlock[0]");
ExpectResource(p, GL_UNIFORM_BLOCK, "TrickyBlock[1]", "TrickyBlock[1]");
const std::vector<GLenum> refProps = {GL_REFERENCED_BY_VERTEX_SHADER, GL_REFERENCED_BY_FRAGMENT_SHADER};
EXPECT_EQ(PropsOf(p, GL_UNIFORM_BLOCK, "SimpleBlock", refProps), (std::vector<GLint>{1, 0}));
EXPECT_EQ(PropsOf(p, GL_UNIFORM_BLOCK, "TrickyBlock[0]", refProps), (std::vector<GLint>{0, 1}));
EXPECT_EQ(PropsOf(p, GL_UNIFORM_BLOCK, "TrickyBlock[1]", refProps), (std::vector<GLint>{0, 0}))
<< "the unreferenced element of a block array must not inherit its sibling's stages";
EXPECT_EQ(TakeError(), GL_NO_ERROR);
}
// The boundary of the rule above, and the case that caught it on device
// (KHR-GL43.program_interface_query.ssb-types): a SHADER STORAGE block array's buffer
// variables reflect under ONE subscript-free spelling shared by every element, so a union
// over them credits element 0 and starves every other element - even the ones the shader
// plainly reads. Storage blocks keep glslang's own mask, and both elements here must report
// the fragment stage.
TEST_F(ProgramInterfaceTest, ArrayedStorageBlockKeepsGlslangStagesForEveryElement) {
const char* vs = R"(#version 430
in vec4 position;
void main(void) { gl_Position = position; }
)";
const char* fs = R"(#version 430
layout(binding = 4) buffer SimpleStorage { vec4 a; } ss[2];
out vec4 color;
void main() { color = ss[0].a + ss[1].a; }
)";
const GLuint p = MakeProgram(vs, fs);
BindAttribLocation(p, 0, "position");
BindFragDataLocation(p, 0, "color");
LinkProgram(p);
ExpectLinked(p);
ClearErrors();
const std::vector<GLenum> refProps = {GL_REFERENCED_BY_VERTEX_SHADER, GL_REFERENCED_BY_FRAGMENT_SHADER};
for (const char* name : {"SimpleStorage[0]", "SimpleStorage[1]"}) {
EXPECT_EQ(PropsOf(p, GL_SHADER_STORAGE_BLOCK, name, refProps), (std::vector<GLint>{0, 1}))
<< "for " << name << ": a storage block the fragment stage reads must say so";
}
EXPECT_EQ(TakeError(), GL_NO_ERROR);
}
// --------------------------------------------------------- separate-programs-vertex --
// A vertex-only separable program's OUTPUT interface is its own stage outputs, and an
// inter-stage block enumerates as its members: "Color.r", and "gl_Position" for the
// anonymous gl_PerVertex redeclaration - never the block instance name "vs_color".
TEST_F(ProgramInterfaceTest, SeparableVertexProgramEnumeratesItsOwnOutputBlockMembers) {
const char* vs = R"(#version 430 core
layout(location = 0) in vec4 in_vertex;
out Color { float r, g, b; vec4 iLikePie; } vs_color;
out gl_PerVertex { vec4 gl_Position; };
uniform float u;
uniform vec4 v;
void main() {
gl_Position = in_vertex;
vs_color.r = u; vs_color.g = 0.0; vs_color.b = 0.0; vs_color.iLikePie = v;
}
)";
const GLuint p = CreateShaderProgramv(GL_VERTEX_SHADER, 1, &vs);
ExpectLinked(p);
ClearErrors();
// Exactly 5: the four Color members plus gl_Position. The anonymous gl_PerVertex
// redeclaration drops gl_PointSize and gl_ClipDistance, which glslang keeps in the
// block type as hidden members rather than erasing.
EXPECT_EQ(Interfaceiv(p, GL_PROGRAM_INPUT, GL_ACTIVE_RESOURCES), 1);
EXPECT_EQ(Interfaceiv(p, GL_PROGRAM_INPUT, GL_MAX_NAME_LENGTH), 10);
EXPECT_EQ(Interfaceiv(p, GL_PROGRAM_OUTPUT, GL_ACTIVE_RESOURCES), 5);
EXPECT_EQ(Interfaceiv(p, GL_PROGRAM_OUTPUT, GL_MAX_NAME_LENGTH), 15);
ExpectResource(p, GL_PROGRAM_INPUT, "in_vertex", "in_vertex");
for (const char* name : {"Color.r", "Color.g", "Color.b", "Color.iLikePie", "gl_Position"}) {
ExpectResource(p, GL_PROGRAM_OUTPUT, name, name);
}
EXPECT_EQ(GetProgramResourceIndex(p, GL_PROGRAM_OUTPUT, "vs_color"), GL_INVALID_INDEX)
<< "the block instance is not the resource; its members are";
// A vertex-stage output has no color number, hence no index either, and it is not
// per-patch. NAME_LENGTH/TYPE/ARRAY_SIZE come from the member, not the block.
EXPECT_EQ(PropsOf(p, GL_PROGRAM_OUTPUT, "Color.iLikePie",
{GL_NAME_LENGTH, GL_TYPE, GL_ARRAY_SIZE, GL_REFERENCED_BY_COMPUTE_SHADER,
GL_REFERENCED_BY_FRAGMENT_SHADER, GL_REFERENCED_BY_GEOMETRY_SHADER,
GL_REFERENCED_BY_TESS_CONTROL_SHADER, GL_REFERENCED_BY_TESS_EVALUATION_SHADER,
GL_REFERENCED_BY_VERTEX_SHADER, GL_IS_PER_PATCH, GL_LOCATION_INDEX}),
(std::vector<GLint>{15, GL_FLOAT_VEC4, 1, 0, 0, 0, 0, 0, 1, 0, -1}));
EXPECT_EQ(TakeError(), GL_NO_ERROR);
}
// ------------------------------------------------------- separate-programs-geometry --
// Both boundaries are a middle stage here. The input block carries an instance name
// (gl_in[]) so its members are prefixed with the BLOCK name, and the arrayed-ness of the
// block itself is dropped: "gl_PerVertex.gl_Position", array size 1.
TEST_F(ProgramInterfaceTest, SeparableGeometryProgramEnumeratesBothBlockBoundaries) {
const char* gs = R"(#version 430
layout(triangles) in;
layout(triangle_strip, max_vertices = 4) out;
out gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; };
in gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; } gl_in[];
void main() {
gl_Position = vec4(-1, 1, 0, 1); EmitVertex();
gl_Position = gl_in[0].gl_Position; EmitVertex();
EndPrimitive();
}
)";
const GLuint p = CreateShaderProgramv(GL_GEOMETRY_SHADER, 1, &gs);
ExpectLinked(p);
ClearErrors();
ExpectResource(p, GL_PROGRAM_INPUT, "gl_PerVertex.gl_Position", "gl_PerVertex.gl_Position");
ExpectResource(p, GL_PROGRAM_OUTPUT, "gl_Position", "gl_Position");
// A non-fragment stage's outputs are varyings: no color number, so no color index.
EXPECT_EQ(PropsOf(p, GL_PROGRAM_OUTPUT, "gl_Position", {GL_LOCATION_INDEX}), (std::vector<GLint>{-1}));
const std::vector<GLenum> stageProps = {
GL_NAME_LENGTH,
GL_TYPE,
GL_ARRAY_SIZE,
GL_REFERENCED_BY_COMPUTE_SHADER,
GL_REFERENCED_BY_FRAGMENT_SHADER,
GL_REFERENCED_BY_GEOMETRY_SHADER,
GL_REFERENCED_BY_TESS_CONTROL_SHADER,
GL_REFERENCED_BY_TESS_EVALUATION_SHADER,
GL_REFERENCED_BY_VERTEX_SHADER,
GL_IS_PER_PATCH};
EXPECT_EQ(PropsOf(p, GL_PROGRAM_INPUT, "gl_PerVertex.gl_Position", stageProps),
(std::vector<GLint>{25, GL_FLOAT_VEC4, 1, 0, 0, 1, 0, 0, 0, 0}));
EXPECT_EQ(PropsOf(p, GL_PROGRAM_OUTPUT, "gl_Position", stageProps),
(std::vector<GLint>{12, GL_FLOAT_VEC4, 1, 0, 0, 1, 0, 0, 0, 0}));
EXPECT_EQ(TakeError(), GL_NO_ERROR);
}
// ------------------------------------------------------- separate-programs-fragment --
TEST_F(ProgramInterfaceTest, SeparableFragmentProgramSeparatesUniformsFromBufferVariables) {
const char* fs = R"(#version 430
@@ -817,11 +968,12 @@ void main() { fs_color = vs_color + x + a; }
ExpectLinked(p);
ClearErrors();
// KNOWN GAP, not an expectation - the same one SimpleShaders documents: a separable
// FRAGMENT program's own inputs are absent from the glslang reflection, so
// GL_PROGRAM_INPUT is empty. Spec-correct values here would be 1 and 9 ("vs_color").
EXPECT_EQ(Interfaceiv(p, GL_PROGRAM_INPUT, GL_ACTIVE_RESOURCES), 0);
EXPECT_EQ(Interfaceiv(p, GL_PROGRAM_INPUT, GL_MAX_NAME_LENGTH), 0);
// GL_PROGRAM_INPUT is the input interface of the program's FIRST stage, which for a
// separable fragment program is the fragment stage: "vs_color", name length 9.
EXPECT_EQ(Interfaceiv(p, GL_PROGRAM_INPUT, GL_ACTIVE_RESOURCES), 1);
EXPECT_EQ(Interfaceiv(p, GL_PROGRAM_INPUT, GL_MAX_NAME_LENGTH), 9);
EXPECT_EQ(GetProgramResourceIndex(p, GL_PROGRAM_INPUT, "vs_color"), 0u);
EXPECT_EQ(ResourceName(p, GL_PROGRAM_INPUT, 0), "vs_color");
EXPECT_EQ(Interfaceiv(p, GL_PROGRAM_OUTPUT, GL_ACTIVE_RESOURCES), 1);
EXPECT_EQ(Interfaceiv(p, GL_PROGRAM_OUTPUT, GL_MAX_NAME_LENGTH), 9);
// The buffer variable is NOT a uniform, even though the frontend reflection keeps
@@ -21,6 +21,7 @@
#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
#include <MG_Util/ShaderTranspiler/ShaderSourceProcessor.h>
#include <MG_Util/ShaderTranspiler/SpirvPasses/LegalizeFragmentOutputIndexPass.h>
#include <MG_Util/ShaderTranspiler/SpirvPasses/Lower1DArrayImagesPass.h>
#include <MG_Util/ShaderTranspiler/SpirvPasses/RenameSamplerFunctionParameterPass.h>
#include <MG_Util/ShaderTranspiler/Types.h>
#include <MG_Util/ShaderTranspiler/glslang/UniformTraverser.h>
@@ -3481,3 +3482,523 @@ void main() { fragColor = vec4(texelFetch(Data, 3)); }
<< essl320;
}
namespace {
// OpTypeImage words: result id (+1), sampled type (+2), Dim (+3), Depth (+4), Arrayed (+5),
// MS (+6), Sampled (+7). Dim::Dim1D == 0, and Sampled == 2 is a storage image.
SizeT Count1DArrayStorageImageTypes(const Vector<Uint32>& spirv) {
constexpr unsigned kOpTypeImage = 25, kDim1D = 0;
SizeT count = 0;
for (SizeT i = 5; i < spirv.size();) {
const unsigned wordCount = spirv[i] >> 16;
const unsigned opcode = spirv[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > spirv.size()) break;
if (opcode == kOpTypeImage && wordCount >= 8 && spirv[i + 3] == kDim1D && spirv[i + 5] == 1u &&
spirv[i + 7] == 2u) {
++count;
}
i += wordCount;
}
return count;
}
const char* k1DArrayImageCompute = R"(#version 440 core
layout (local_size_x = 1) in;
layout (location = 0, r32ui) readonly uniform uimage1DArray i0;
layout (std430, binding = 0) buffer SSB { uint sum; } ssb;
void main() { ssb.sum = imageLoad(i0, ivec2(2, 3)).r; }
)";
} // namespace
// The negative control, and the whole reason the pass exists: SPIRV-Cross's ES emulation of 1D
// images does not ask whether the type is arrayed, so it wraps an already-two-component
// coordinate in a two-component constructor. Pinning the upstream behaviour here means that if a
// future SPIRV-Cross bump fixes it, this test fails and says so, rather than the pass quietly
// becoming dead weight.
TEST_F(ProgramUtilTest, SpirvCrossEmitsAMalformedCoordinateFor1DArrayImages) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(k1DArrayImageCompute, GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_EQ(Count1DArrayStorageImageTypes(spirv), 1u)
<< "glslang no longer emits a Dim1D/Arrayed/Sampled=2 image for uimage1DArray";
const String essl = DecompileToEssl(spirv);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("ivec2(ivec2("), String::npos)
<< "SPIRV-Cross is expected to emit ivec2(ivec2(...), 0) here - three components in a "
"two-component constructor, which every ES driver rejects. If this no longer happens, "
"Lower1DArrayImagesForEssl may no longer be needed:\n"
<< essl;
}
// The fix: the type becomes a 2D array and the coordinate becomes three components, so
// SPIRV-Cross's 1D path never fires and the emitted ESSL is something a driver accepts.
TEST_F(ProgramUtilTest, Lower1DArrayImagesRewritesTheTypeAndWidensTheCoordinate) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = BuildSpirvForStage(k1DArrayImageCompute, GL_COMPUTE_SHADER);
ASSERT_FALSE(raw.empty());
// Through the shared chain first, exactly as the DirectGLES transpile path does: the pass
// runs on sanitized bytes, and the explicit uniform LOCATION this fixture carries (the
// conformance case's own spelling) is illegal on UniformConstant storage until
// StripUniformLocationsPass has removed it. Validating raw glslang output would latch that
// pre-existing property against this pass.
Vector<Uint32> spirv;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, spirv));
ASSERT_EQ(Count1DArrayStorageImageTypes(spirv), 1u)
<< "the shared chain must leave the 1D-array image for this pass to handle";
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered));
ASSERT_FALSE(lowered.empty());
EXPECT_EQ(Count1DArrayStorageImageTypes(lowered), 0u)
<< "no 1D-array storage image type may survive the pass:\n"
<< DisassembleSpirv(lowered);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the lowered module must stay validator-clean";
const String essl = DecompileToEssl(lowered);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("uimage2DArray"), String::npos)
<< "the image must be declared as the 2D array the texture is stored as:\n" << essl;
EXPECT_EQ(essl.find("ivec2(ivec2("), String::npos)
<< "the malformed constructor must be gone:\n" << essl;
// The ORDER is the whole point, and it is what a widening that merely appended the 0 would
// get wrong while still producing a three-component constructor that compiles. The fixture
// reads (u=2, layer=3), and the ES 2D array holds height 1 with the layers in depth
// (TextureImpl::GetBackendUploadSize), so the only correct spelling is (2, 0, 3).
EXPECT_NE(essl.find("ivec3(2, 0, 3)"), String::npos)
<< "the layer must land in the third component and Y must be 0; ivec3(2, 3, 0) would read "
"row 3 of a one-row texture and layer 0 of every access:\n"
<< essl;
}
// The shape that made the first cut of this pass emit INVALID SPIR-V, and the shape the
// conformance case actually has: a 1D-array image and a real 2D-array image of the same sampled
// type and format in one module. Rewriting the first one's Dim in place makes the two
// OpTypeImage declarations structurally identical, and SPIR-V forbids duplicate non-aggregate
// types - so the module the ESSL path hands on failed validation and quietly bumped the latch.
// A single-image fixture cannot see any of that.
TEST_F(ProgramUtilTest, Lower1DArrayImagesDeduplicatesAgainstAnExisting2DArrayImage) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = BuildSpirvForStage(R"(#version 440 core
layout (local_size_x = 1) in;
layout (location = 0, r32ui) readonly uniform uimage1DArray i0;
layout (location = 1, r32ui) readonly uniform uimage2DArray i1;
layout (std430, binding = 0) buffer SSB { uint sum; } ssb;
void main() { ssb.sum = imageLoad(i0, ivec2(2, 3)).r + imageLoad(i1, ivec3(1, 1, 1)).r; }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(raw.empty());
Vector<Uint32> spirv;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, spirv));
ASSERT_EQ(Count1DArrayStorageImageTypes(spirv), 1u);
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered));
ASSERT_FALSE(lowered.empty());
EXPECT_EQ(Count1DArrayStorageImageTypes(lowered), 0u) << DisassembleSpirv(lowered);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the rewritten 1D-array image collided with the module's own 2D-array image and left a "
"duplicate type declaration behind:\n"
<< DisassembleSpirv(lowered);
const String essl = DecompileToEssl(lowered);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("ivec3(2, 0, 3)"), String::npos) << essl;
}
// Scope, half one: a NON-arrayed 1D storage image is emitted correctly by the very same
// SPIRV-Cross code, so the pass must not touch it - replacing working emission with our own buys
// nothing and risks everything.
TEST_F(ProgramUtilTest, Lower1DArrayImagesLeavesNonArrayed1DImagesToSpirvCross) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 440 core
layout (local_size_x = 1) in;
layout (location = 0, r32ui) readonly uniform uimage1D i0;
layout (std430, binding = 0) buffer SSB { uint sum; } ssb;
void main() { ssb.sum = imageLoad(i0, 2).r; }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered));
EXPECT_EQ(lowered, spirv) << "a non-arrayed 1D storage image must pass through byte for byte";
const String essl = DecompileToEssl(lowered);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("uimage2D "), String::npos)
<< "SPIRV-Cross's own 1D-as-2D emulation must still be what handles this:\n" << essl;
}
// Scope, half two: a 1D-array SAMPLER reaches SPIRV-Cross's sampler path, which does check
// `arrayed` and does move the layer into the third component. The pass is storage-image only.
TEST_F(ProgramUtilTest, Lower1DArrayImagesLeavesSampledImagesAlone) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 440 core
uniform sampler1DArray uTex;
in vec2 vUv;
out vec4 fragColor;
void main() { fragColor = texture(uTex, vUv); }
)",
GL_FRAGMENT_SHADER);
ASSERT_FALSE(spirv.empty());
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered));
EXPECT_EQ(lowered, spirv) << "a sampled 1D-array image must pass through byte for byte";
}
// The declined shape. After the rewrite the image is a 2D array, so a size query on it yields
// three components where the shader consumes two, and there is no correct two-component answer to
// substitute - the ES texture genuinely has a height the GL one does not. The module is handed
// back untouched rather than half-translated.
TEST_F(ProgramUtilTest, Lower1DArrayImagesDeclinesAModuleThatQueriesTheImageSize) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 440 core
layout (local_size_x = 1) in;
layout (location = 0, r32ui) readonly uniform uimage1DArray i0;
layout (std430, binding = 0) buffer SSB { uint sum; } ssb;
void main() { ssb.sum = uint(imageSize(i0).x) + imageLoad(i0, ivec2(0, 0)).r; }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
const auto traits = Lower1DArrayImagesPass::InspectBinary(spirv);
ASSERT_TRUE(traits.declaresImage && traits.queriesImageSize)
<< "the fixture must contain the shape the pass declines";
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered));
EXPECT_EQ(lowered, spirv) << "a declined module must be handed back untouched, not partly rewritten";
EXPECT_EQ(Count1DArrayStorageImageTypes(lowered), 1u)
<< "declining means the 1D-array type is still there for the driver to reject";
}
// --- image format qualifier bake (BakeImageFormatsPass) ---------------------------------------
//
// Desktop GLSL 4.2 lets a writeonly image declaration omit its format layout qualifier; GLSL ES
// requires one of every image, and Adreno says so as "all images have to define layout format",
// losing the whole program. The only correct qualifier to substitute is the format the
// application passed to glBindImageTexture for that unit, so the transpile bakes it in.
namespace {
Uint CountSpirvOpcode(const String& disassembly, const String& opcode) {
Uint count = 0;
SizeT offset = 0;
const String needle = opcode + " ";
while ((offset = disassembly.find(needle, offset)) != String::npos) {
count += 1;
offset += needle.size();
}
return count;
}
constexpr Uint kGlR32ui = 0x8236;
constexpr Uint kGlRgba32ui = 0x8D70;
constexpr Uint kGlR8ui = 0x8232;
constexpr Uint kGlR32f = 0x822E;
} // namespace
// The KHR-GL4x.packed_depth_stencil.stencil_texturing compute shader, reduced: one format-less
// writeonly image, and a bind of a concrete format to the unit it addresses. (The DEPTH half of
// that case binds GL_R32F; the stencil half's GL_R8UI is one SPIRV-Cross will not print and takes
// the text route instead - see the test below.)
TEST_F(ProgramUtilTest, BakeImageFormatsGivesAFormatlessImageTheFormatBoundToItsUnit) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
layout (local_size_x = 1) in;
writeonly uniform uimage2D uni_image;
void main() { imageStore(uni_image, ivec2(gl_GlobalInvocationID.xy), uvec4(15u, 0u, 0u, 0u)); }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_TRUE(ShaderCompiler::DeclaresFormatlessStorageImage(spirv))
<< "the fixture must reproduce the defect before the fix is asked to remove it:\n"
<< DisassembleSpirv(spirv);
// Precondition: SPIRV-Cross prints no format for it, which is the ESSL the driver refuses.
EXPECT_EQ(DecompileToEssl(spirv).find("r32ui"), String::npos);
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32ui}}, baked));
ASSERT_FALSE(baked.empty());
EXPECT_FALSE(ShaderCompiler::DeclaresFormatlessStorageImage(baked)) << DisassembleSpirv(baked);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the baked module must stay validator-clean:\n"
<< DisassembleSpirv(baked);
const String essl = DecompileToEssl(baked);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("r32ui"), String::npos)
<< "the bound format must reach the declaration as a layout qualifier:\n" << essl;
EXPECT_NE(essl.find("writeonly"), String::npos)
<< "the access qualifier the declaration already had must survive:\n" << essl;
}
// SPIRV-Cross THROWS rather than printing the formats it calls desktop-only when it targets ESSL
// (Compiler::is_desktop_only_format), and a throw loses the whole stage - so baking one of those
// into the module would trade a missing qualifier for a missing shader. They are left format-less
// here and completed on the emitted text instead (PrgramImpl::BakeImageFormatQualifiers). r8ui,
// which the stencil half of the packed_depth_stencil case binds, is one of them.
TEST_F(ProgramUtilTest, BakeImageFormatsLeavesTheFormatsSpirvCrossRefusesToPrint) {
using namespace MG_Util::ShaderTranspiler;
ASSERT_FALSE(ShaderCompiler::SpirvCrossCanPrintEsslImageFormat(kGlR8ui))
<< "if SPIRV-Cross ever learns to print r8ui for ES, the text completion can go";
ASSERT_TRUE(ShaderCompiler::SpirvCrossCanPrintEsslImageFormat(kGlR32ui));
EXPECT_EQ(ShaderCompiler::EsslImageFormatSpelling(kGlR8ui), "r8ui");
EXPECT_EQ(ShaderCompiler::EsslImageFormatSpelling(0x8051 /*GL_RGB8*/), "");
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
layout (local_size_x = 1) in;
writeonly uniform uimage2D uni_image;
void main() { imageStore(uni_image, ivec2(0), uvec4(15u)); }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR8ui}}, baked));
EXPECT_EQ(baked, spirv) << "a format SPIRV-Cross cannot print must leave the module untouched";
// ...and the stage still transpiles, which is the whole point of declining.
EXPECT_FALSE(DecompileToEssl(baked).empty());
}
// A DECLARED format is authoritative: GL requires the qualifier, the bind format and the
// texture's internal format to be in the same class, but the qualifier is what the shader is
// specified to read the memory as, and a bake that overrode it would change what the shader does.
TEST_F(ProgramUtilTest, BakeImageFormatsNeverOverridesADeclaredFormat) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
layout (local_size_x = 1) in;
layout (binding = 0, rgba32ui) writeonly uniform uimage2D uni_image;
void main() { imageStore(uni_image, ivec2(0), uvec4(1u)); }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_FALSE(ShaderCompiler::DeclaresFormatlessStorageImage(spirv));
Vector<Uint32> baked;
// Even asked to, with a format of the right component class.
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32ui}}, baked));
EXPECT_EQ(baked, spirv) << "a module with nothing format-less must pass through byte for byte";
EXPECT_NE(DecompileToEssl(baked).find("rgba32ui"), String::npos);
}
// Review finding. Every use has to be one the retype can carry end to end, and the decision has
// to be made BEFORE anything is mutated - a half-retyped module is not something a later decline
// could undo. An image handed to a FUNCTION is the shape that reaches SPIRV-Cross intact (nothing
// in the ESSL chain inlines), and its OpFunctionCall is a use this pass does not follow.
TEST_F(ProgramUtilTest, BakeImageFormatsDeclinesAnImagePassedToAFunction) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
layout (local_size_x = 1) in;
writeonly uniform uimage2D uni_image;
void writeIt(writeonly uimage2D img) { imageStore(img, ivec2(0), uvec4(1u)); }
void main() { writeIt(uni_image); }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_TRUE(ShaderCompiler::DeclaresFormatlessStorageImage(spirv));
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32ui}}, baked));
EXPECT_EQ(baked, spirv) << "a shape the retype cannot follow must leave the module untouched, "
"not partly rewritten:\n"
<< DisassembleSpirv(baked);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore);
}
// spirv-val requires the Image Format's component class to agree with the OpTypeImage's Sampled
// Type. Binding a uint format to a float image is an application error GL leaves undefined;
// baking it would turn that into an INVALID module, which is strictly worse than the compile
// error the shader already has, so the image is left format-less.
TEST_F(ProgramUtilTest, BakeImageFormatsDeclinesAFormatOfTheWrongComponentClass) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
layout (local_size_x = 1) in;
writeonly uniform image2D uni_image;
void main() { imageStore(uni_image, ivec2(0), vec4(1.0)); }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32ui}}, baked));
EXPECT_EQ(baked, spirv) << "a declined module must be handed back untouched, not partly rewritten";
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore);
// ...and the same image with a float bind format is baked, so the decline above is about the
// class and not about the pass refusing float images.
Vector<Uint32> bakedFloat;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32f}}, bakedFloat));
EXPECT_NE(DecompileToEssl(bakedFloat).find("r32f"), String::npos) << DisassembleSpirv(bakedFloat);
}
// Two format-less images of the same type share ONE OpTypeImage. Giving them different formats
// therefore cannot be an in-place edit of that type - each needs its own declaration, and the
// variable, the loads and (for arrays) the access chains all have to follow.
TEST_F(ProgramUtilTest, BakeImageFormatsSplitsATypeTwoImagesShareWhenTheirFormatsDiffer) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
layout (local_size_x = 1) in;
writeonly uniform uimage2D imgA;
writeonly uniform uimage2D imgB;
void main() {
imageStore(imgA, ivec2(0), uvec4(1u));
imageStore(imgB, ivec2(0), uvec4(2u));
}
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_EQ(CountSpirvOpcode(DisassembleSpirv(spirv), "OpTypeImage"), 1u)
<< "the fixture must have the two images sharing one type:\n" << DisassembleSpirv(spirv);
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(
spirv, {{"imgA", kGlR32ui}, {"imgB", kGlRgba32ui}}, baked));
ASSERT_FALSE(baked.empty());
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "splitting the shared type must not leave a dangling or duplicate declaration:\n"
<< DisassembleSpirv(baked);
EXPECT_FALSE(ShaderCompiler::DeclaresFormatlessStorageImage(baked));
const String essl = DecompileToEssl(baked);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("r32ui"), String::npos) << essl;
EXPECT_NE(essl.find("rgba32ui"), String::npos) << essl;
}
// The mirror of the split: when the module ALREADY declares the type the bake wants, the two must
// be JOINED, not duplicated. SPIR-V forbids two identical non-aggregate type declarations, and
// that is exactly the defect an earlier image pass shipped and a reviewer caught.
TEST_F(ProgramUtilTest, BakeImageFormatsJoinsATypeTheModuleAlreadyDeclares) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
layout (local_size_x = 1) in;
writeonly uniform uimage2D formatless;
layout (binding = 1, r32ui) writeonly uniform uimage2D declared;
void main() {
imageStore(formatless, ivec2(0), uvec4(1u));
imageStore(declared, ivec2(0), uvec4(2u));
}
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_EQ(CountSpirvOpcode(DisassembleSpirv(spirv), "OpTypeImage"), 2u)
<< "the fixture needs one Unknown-format and one r32ui image type:\n" << DisassembleSpirv(spirv);
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"formatless", kGlR32ui}}, baked));
ASSERT_FALSE(baked.empty());
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the baked image collided with the module's own r32ui image and left a duplicate type:\n"
<< DisassembleSpirv(baked);
EXPECT_EQ(CountSpirvOpcode(DisassembleSpirv(baked), "OpTypeImage"), 1u)
<< "the two identical image types must be the same declaration:\n" << DisassembleSpirv(baked);
}
// An ARRAY of format-less images: the variable's type is a pointer to an array, every use goes
// through an OpAccessChain, and all three levels have to be rebuilt for the load to still type-check.
TEST_F(ProgramUtilTest, BakeImageFormatsRetypesAnArrayOfFormatlessImagesThroughItsAccessChains) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
layout (local_size_x = 1) in;
writeonly uniform uimage2D imgs[2];
void main() {
for (int i = 0; i < 2; ++i) imageStore(imgs[i], ivec2(0), uvec4(uint(i)));
}
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_TRUE(ShaderCompiler::DeclaresFormatlessStorageImage(spirv));
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"imgs", kGlR32ui}}, baked));
ASSERT_FALSE(baked.empty());
EXPECT_FALSE(ShaderCompiler::DeclaresFormatlessStorageImage(baked)) << DisassembleSpirv(baked);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the array and pointer types above the image must have been rebuilt too:\n"
<< DisassembleSpirv(baked);
EXPECT_NE(DecompileToEssl(baked).find("r32ui"), String::npos);
}
// A SAMPLED image's format operand is Unknown in every GLSL dialect and has no qualifier to bake;
// only storage images (Sampled == 2) are in scope.
TEST_F(ProgramUtilTest, BakeImageFormatsLeavesSampledImagesAlone) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
uniform usampler2D uni_sampler;
out uvec4 fragColor;
in vec2 vUv;
void main() { fragColor = texture(uni_sampler, vUv); }
)",
GL_FRAGMENT_SHADER);
ASSERT_FALSE(spirv.empty());
EXPECT_FALSE(ShaderCompiler::DeclaresFormatlessStorageImage(spirv))
<< "a sampled image must not read as a format-less STORAGE image:\n" << DisassembleSpirv(spirv);
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_sampler", kGlR32ui}}, baked));
EXPECT_EQ(baked, spirv) << "a sampled image must pass through byte for byte";
}
// The core/extended split the emitted ESSL depends on: GLSL ES has thirteen image formats, and a
// bind format outside them only compiles with GL_NV_image_formats - which the backend must not
// request on a driver that does not advertise it.
TEST_F(ProgramUtilTest, EsslCoreImageFormatSetIsTheThirteenTheSpecLists) {
using namespace MG_Util::ShaderTranspiler;
EXPECT_TRUE(ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(kGlR32ui));
EXPECT_TRUE(ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(kGlRgba32ui));
EXPECT_TRUE(ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(kGlR32f));
EXPECT_TRUE(ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(0x8058 /*GL_RGBA8*/));
// The stencil half of KHR-GL4x.packed_depth_stencil.stencil_texturing binds this one, and it
// is NOT core - the whole reason the directive machinery exists.
EXPECT_FALSE(ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(kGlR8ui));
EXPECT_FALSE(ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(0x822D /*GL_R16F*/));
// Not an image format at all.
EXPECT_FALSE(ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(0x8051 /*GL_RGB8*/));
EXPECT_FALSE(ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(0 /*GL_NONE*/));
}
+93 -2
View File
@@ -198,6 +198,38 @@ TEST(DirectGLESSanity, AdvertisesDepthTextureForGlmarkShadowScenes) {
EXPECT_NE(std::find(extensions.begin(), extensions.end(), MobileGL::E_GL_ARB_depth_texture), extensions.end());
}
// Two strings that name capabilities MobileGL has always had, and that were missing from the
// advertised list for as long as it existed.
//
// GL_ARB_uniform_buffer_object is the one with teeth: applications gate the ENTRY POINTS on the
// string rather than on the context version. KHR-GL4x.transform_feedback.draw_xfb_instanced_test
// resolves glGetUniformBlockIndex / glUniformBlockBinding only inside `if (is_arb_ubo)`, then
// calls them unconditionally because the context claims >= 4.2 - so a missing string turned into
// a call through a null pointer and took the whole process down with SIGSEGV. Withdrawing it
// again would restore that crash on both backends.
//
// GL_ARB_stencil_texturing is what makes DEPTH_STENCIL_TEXTURE_MODE = GL_STENCIL_INDEX reachable
// at all before GL 4.3, which is the whole of KHR-GL3x.packed_depth_stencil.stencil_texturing.
TEST(DirectGLESSanity, AdvertisesUniformBufferObjectAndStencilTexturing) {
MobileGL::MG_Backend::DirectGLES::BackendObject_DirectGLES backend;
const auto& extensions = backend.GetRendererInfo().RendererGLInfo.Extensions;
EXPECT_NE(std::find(extensions.begin(), extensions.end(), MobileGL::E_GL_ARB_uniform_buffer_object),
extensions.end());
EXPECT_NE(std::find(extensions.begin(), extensions.end(), MobileGL::E_GL_ARB_stencil_texturing),
extensions.end());
}
TEST(DirectVulkanSanity, AdvertisesUniformBufferObjectAndStencilTexturing) {
MobileGL::MG_Backend::DirectVulkan::BackendObject_DirectVulkan backend;
const auto& extensions = backend.GetRendererInfo().RendererGLInfo.Extensions;
EXPECT_NE(std::find(extensions.begin(), extensions.end(), MobileGL::E_GL_ARB_uniform_buffer_object),
extensions.end());
EXPECT_NE(std::find(extensions.begin(), extensions.end(), MobileGL::E_GL_ARB_stencil_texturing),
extensions.end());
}
// Voxy only ever needed the extensions, which stay advertised whatever the version is; the version
// assertion just pins what the backend really reports, now that V_OpenGL40 is in the list.
TEST(DirectGLESSanity, AdvertisesVoxyRequiredRenderingExtensions) {
@@ -346,8 +378,10 @@ void main() {
EXPECT_NE(rewritten.find("int instance = mg_ZeroBasedInstanceID + mg_BaseInstanceLowered;"),
MobileGL::String::npos);
EXPECT_NE(rewritten.find("#define mg_ZeroBasedInstanceID (gl_InstanceID - ((mg_BaseInstanceWordIndex >= 0) ? "
"int(mg_indirectWords[uint(mg_BaseInstanceWordIndex)]) : 0))"),
// One-based word index: zero is the "not an indirect draw" sentinel because that is
// the value a GLSL uniform starts at and no draw path writes it before the first draw.
EXPECT_NE(rewritten.find("#define mg_ZeroBasedInstanceID (gl_InstanceID - ((mg_BaseInstanceWordIndex > 0) ? "
"int(mg_indirectWords[uint(mg_BaseInstanceWordIndex - 1)]) : 0))"),
MobileGL::String::npos);
EXPECT_NE(rewritten.find(
"layout(std430, binding = 12) readonly buffer mg_IndirectParams { highp uint mg_indirectWords[]; };"),
@@ -356,6 +390,38 @@ void main() {
EXPECT_EQ(CountOccurrences(rewritten, "gl_InstanceID"), 1u);
}
// The sentinel itself, on the builtin it exists for. A zero-based index with a
// negative "off" value made every NON-indirect draw of such a program read
// mg_indirectWords[0] out of a storage buffer nothing had bound - the uniform starts
// at zero and no non-indirect draw path writes it - which is where the CTS
// shader_draw_parameters cases lost their geometry on Adreno. Pinned as text because
// this contract lives in two places at once: the generated ESSL below and the +1 that
// BackendProgramObjectImpl::SetBaseInstanceWordIndex applies.
TEST(DirectGLESSanity, TheIndirectWordIndexIsOneBasedSoItsUnwrittenValueMeansNotIndirect) {
const ScopedGLESCapabilitiesOverride capsGuard;
auto& caps = MobileGL::MG_Backend::DirectGLES::g_GLESCapabilities;
caps.IndirectDrawInstanceIdIncludesBaseInstance = false;
caps.MaxShaderStorageBufferBindings = 13;
const MobileGL::String source = R"(#version 310 es
highp int mg_BaseInstanceLowered;
void main() {
gl_Position = vec4(float(mg_BaseInstanceLowered));
}
)";
const auto rewritten = MobileGL::MG_Backend::DirectGLES::PromoteDrawParameterGlobalsToUniforms(
source, GL_VERTEX_SHADER);
EXPECT_NE(rewritten.find("#define mg_BaseInstanceLowered ((mg_BaseInstanceWordIndex > 0) ? "
"int(mg_indirectWords[uint(mg_BaseInstanceWordIndex - 1)]) : mg_BaseInstance)"),
MobileGL::String::npos)
<< rewritten;
// A zero-based form would spell either of these; neither may survive.
EXPECT_EQ(rewritten.find("mg_BaseInstanceWordIndex >= 0"), MobileGL::String::npos);
EXPECT_EQ(rewritten.find("uint(mg_BaseInstanceWordIndex)"), MobileGL::String::npos);
}
TEST(DirectGLESSanity, KeepsInstanceIdWhenIndirectDrawsAreConforming) {
const ScopedGLESCapabilitiesOverride capsGuard;
auto& caps = MobileGL::MG_Backend::DirectGLES::g_GLESCapabilities;
@@ -401,6 +467,31 @@ TEST(DirectVulkanSanity, AdvertisesTextureStorageForDirectStateAccess) {
EXPECT_NE(std::find(extensions.begin(), extensions.end(), MobileGL::E_GL_ARB_texture_storage), extensions.end());
}
// A sampled view of a combined depth/stencil image may name exactly one aspect, and
// GL_DEPTH_STENCIL_TEXTURE_MODE picks which - the whole of GL_ARB_stencil_texturing on this
// backend. Depth remains the answer for everything that does not ask for stencil, including
// depth-only images asked for the stencil aspect they do not have.
TEST(DirectVulkanSanity, SampledViewAspectFollowsDepthStencilTextureMode) {
using MobileGL::MG_Backend::DirectVulkan::VkTextureManager;
constexpr VkImageAspectFlags kPacked = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
EXPECT_EQ(VkTextureManager::ResolveSampledImageViewAspectMask(kPacked, GL_DEPTH_COMPONENT),
static_cast<VkImageAspectFlags>(VK_IMAGE_ASPECT_DEPTH_BIT));
EXPECT_EQ(VkTextureManager::ResolveSampledImageViewAspectMask(kPacked, GL_STENCIL_INDEX),
static_cast<VkImageAspectFlags>(VK_IMAGE_ASPECT_STENCIL_BIT));
// The default argument is the pre-existing behaviour, for the call sites with no texture.
EXPECT_EQ(VkTextureManager::ResolveSampledImageViewAspectMask(kPacked),
static_cast<VkImageAspectFlags>(VK_IMAGE_ASPECT_DEPTH_BIT));
// Single-aspect images ignore the mode: there is only one aspect to name.
EXPECT_EQ(VkTextureManager::ResolveSampledImageViewAspectMask(VK_IMAGE_ASPECT_DEPTH_BIT, GL_STENCIL_INDEX),
static_cast<VkImageAspectFlags>(VK_IMAGE_ASPECT_DEPTH_BIT));
EXPECT_EQ(VkTextureManager::ResolveSampledImageViewAspectMask(VK_IMAGE_ASPECT_STENCIL_BIT, GL_DEPTH_COMPONENT),
static_cast<VkImageAspectFlags>(VK_IMAGE_ASPECT_STENCIL_BIT));
EXPECT_EQ(VkTextureManager::ResolveSampledImageViewAspectMask(VK_IMAGE_ASPECT_COLOR_BIT, GL_STENCIL_INDEX),
static_cast<VkImageAspectFlags>(VK_IMAGE_ASPECT_COLOR_BIT));
}
TEST(DirectVulkanSanity, RenderPassExtentUsesSwapchainSizeOnlyForDefaultFramebuffer) {
using MobileGL::MG_Backend::DirectVulkan::ResolveRenderPassFramebufferExtent;
@@ -3,6 +3,8 @@ cmake_minimum_required(VERSION 3.14)
add_executable(
SpirvPassTest
SpirvPassTest.cpp
DemoteFloat64Test.cpp
FlattenXfbInterfaceBlocksTest.cpp
)
target_include_directories(SpirvPassTest PRIVATE
@@ -0,0 +1,536 @@
// MobileGL - MobileGL/MG_Test/ShaderTranspiler/DemoteFloat64Test.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
#include <gtest/gtest.h>
#include <string>
#include <vector>
#include "Includes.h"
#include "Init.h"
#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
#include <MG_Util/ShaderTranspiler/SpvcSession.h>
#include <MG_Util/ShaderTranspiler/Types.h>
#include <spirv-tools/libspirv.hpp>
using namespace MobileGL;
using MobileGL::MG_Util::ShaderTranspiler::ShaderCompiler;
namespace {
// The test-side reference walker, deliberately independent of the production code: a bug in
// the pass must not be able to hide behind the same helper. Counts OpTypeFloat declarations of
// a given width and collects the Offset literal of every OpMemberDecorate, in module order.
constexpr Uint32 kSpirvHeaderWordCount = 5;
constexpr Uint32 kOpTypeFloat = 22;
constexpr Uint32 kOpName = 5;
constexpr Uint32 kOpMemberDecorate = 72;
constexpr Uint32 kOpFConvert = 115;
constexpr Uint32 kOpCapability = 17;
constexpr Uint32 kDecorationOffset = 35;
constexpr Uint32 kCapabilityFloat64 = 10;
template <typename Visitor>
void ForEachInstruction(const Vector<Uint32>& spirv, Visitor&& visit) {
for (SizeT i = kSpirvHeaderWordCount; i < spirv.size();) {
const Uint32 wordCount = spirv[i] >> 16;
const Uint32 opcode = spirv[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > spirv.size()) break;
visit(opcode, &spirv[i], wordCount);
i += wordCount;
}
}
Uint32 CountFloatTypesOfWidth(const Vector<Uint32>& spirv, Uint32 width) {
Uint32 count = 0;
ForEachInstruction(spirv, [&](Uint32 opcode, const Uint32* words, Uint32 wordCount) {
if (opcode == kOpTypeFloat && wordCount >= 3 && words[2] == width) ++count;
});
return count;
}
Uint32 CountFConverts(const Vector<Uint32>& spirv) {
Uint32 count = 0;
ForEachInstruction(spirv, [&](Uint32 opcode, const Uint32*, Uint32) {
if (opcode == kOpFConvert) ++count;
});
return count;
}
Bool DeclaresFloat64Capability(const Vector<Uint32>& spirv) {
Bool found = false;
ForEachInstruction(spirv, [&](Uint32 opcode, const Uint32* words, Uint32 wordCount) {
if (opcode == kOpCapability && wordCount >= 2 && words[1] == kCapabilityFloat64) found = true;
});
return found;
}
// Byte offset of every member of the struct named `blockName`, in member order.
Vector<Uint32> CollectOffsetsOf(const Vector<Uint32>& spirv, const String& blockName) {
Uint32 structId = 0;
ForEachInstruction(spirv, [&](Uint32 opcode, const Uint32* words, Uint32 wordCount) {
if (opcode != kOpName || wordCount < 3 || structId != 0) return;
const char* text = reinterpret_cast<const char*>(&words[2]);
const SizeT maxBytes = (wordCount - 2) * sizeof(Uint32);
if (std::strncmp(text, blockName.c_str(), maxBytes) == 0) structId = words[1];
});
if (structId == 0) return {};
std::map<Uint32, Uint32> offsetByMember;
ForEachInstruction(spirv, [&](Uint32 opcode, const Uint32* words, Uint32 wordCount) {
if (opcode == kOpMemberDecorate && wordCount >= 5 && words[1] == structId &&
words[3] == kDecorationOffset) {
offsetByMember[words[2]] = words[4];
}
});
Vector<Uint32> offsets;
for (const auto& [member, offset] : offsetByMember) offsets.push_back(offset);
return offsets;
}
// Everything the production pipeline does to a source before the pass sees it.
Vector<Uint32> CompileToSpirv(GLenum stage, const String& source) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib shaderAttrib{.shaderType = stage, .sourceStr = source};
auto shaderResult = ShaderCompiler::CompileShader(shaderAttrib);
EXPECT_TRUE(shaderResult) << (shaderResult ? String{} : shaderResult.error().log);
if (!shaderResult) return {};
ProgramAttrib programAttrib{.shaders = {shaderResult.value()}};
auto programResult = ShaderCompiler::LinkProgram(programAttrib);
EXPECT_TRUE(programResult) << (programResult ? String{} : programResult.error().log);
if (!programResult) return {};
ProgramBinaryAttrib binaryAttrib{.shaderTypes = {stage}, .program = *programResult.value()};
auto binaryResult = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
EXPECT_TRUE(binaryResult) << (binaryResult ? String{} : binaryResult.error().log);
if (!binaryResult || binaryResult->empty()) return {};
return binaryResult->front();
}
String Disassemble(const Vector<Uint32>& spirv) {
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
String text;
tools.Disassemble(spirv, &text);
return text;
}
// A vertex shader that exercises every shape the pass has to handle at once: a block with
// double / dvec2 / dvec3 / dvec4 / dmat4 members between two floats (so a shifted offset would
// be visible), a default-block double uniform, a 64-bit vertex input, a double-typed array, an
// implicit float->double conversion and an explicit double->float one.
const char* kWideVertexSource = R"(#version 460 core
layout(std140, binding = 0) uniform Blk {
float a;
double d;
dvec2 v2;
dvec3 v3;
dvec4 v4;
dmat4 m4;
double arr[3];
float z;
};
layout(location = 0) uniform double uScale;
layout(location = 0) in dvec3 inPos;
layout(location = 1) in vec3 inNormal;
layout(location = 0) out float vOut;
void main() {
double s = d * uScale + a;
dvec3 p = inPos * v3 + v2.xyx + v4.xyz + dvec3(m4[0].xyz);
s += p.x + p.y + p.z + arr[0] + arr[1] + arr[2] + z + 0.5lf;
vOut = float(s) + inNormal.x;
gl_Position = vec4(float(s));
}
)";
} // namespace
class DemoteFloat64Test : public ::testing::Test {
protected:
void SetUp() override {
MobileGL::Initialize();
ShaderCompiler::SetSpirvValidationEnabled(true);
m_validationFailuresAtStart = ShaderCompiler::SpirvValidationFailureCount();
}
void TearDown() override {
// The wrapper validates its OUTPUT on every run, so this covers every demotion the test
// performed without any of them having to say so.
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), m_validationFailuresAtStart)
<< "the demoted module did not survive spirv-val";
}
Uint64 m_validationFailuresAtStart = 0;
};
TEST_F(DemoteFloat64Test, DemotesEveryWidthAndDropsTheCapability) {
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, kWideVertexSource);
ASSERT_FALSE(input.empty());
ASSERT_EQ(CountFloatTypesOfWidth(input, 64), 1u) << Disassemble(input);
ASSERT_TRUE(DeclaresFloat64Capability(input));
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output));
EXPECT_EQ(CountFloatTypesOfWidth(output, 64), 0u) << Disassemble(output);
// And exactly one 32-bit float type survives: the merge has to happen, or spirv-val rejects
// the second declaration.
EXPECT_EQ(CountFloatTypesOfWidth(output, 32), 1u) << Disassemble(output);
EXPECT_FALSE(DeclaresFloat64Capability(output));
}
TEST_F(DemoteFloat64Test, RederivesTheStd140LayoutOfADemotedUniformBlock) {
const String source = R"(#version 460 core
layout(std140, binding = 0) uniform Blk {
float a;
double d;
dvec2 v2;
dvec3 v3;
dvec4 v4;
dmat4 m4;
double arr[3];
float z;
};
layout(location = 0) out float vOut;
void main() {
vOut = float(d + v2.x + v3.y + v4.z + m4[2].w + arr[1] + a + z);
gl_Position = vec4(vOut);
}
)";
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, source);
ASSERT_FALSE(input.empty());
// What glslang laid out for the 64-bit members, which is what an application computing
// std140 by hand would also get.
EXPECT_EQ(CollectOffsetsOf(input, "Blk"), (Vector<Uint32>{0, 8, 16, 32, 64, 96, 224, 272}))
<< Disassemble(input);
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output));
// std140 for the demoted members: float at 4, vec2 at 8, vec3 at 16 (aligned like a vec4),
// vec4 at 32, mat4 at 48 with a 16-byte column stride, the array at 112 with the std140
// 16-byte element stride, and the trailing float at 160. This is what SPIRV-Cross has to be
// able to re-derive for GLSL ES, which has no member layout(offset=) to fall back on.
EXPECT_EQ(CollectOffsetsOf(output, "Blk"), (Vector<Uint32>{0, 4, 8, 16, 32, 48, 112, 160}))
<< Disassemble(output);
const String text = Disassemble(output);
EXPECT_NE(text.find("MatrixStride 16"), String::npos) << text;
EXPECT_NE(text.find("ArrayStride 16"), String::npos) << text;
}
TEST_F(DemoteFloat64Test, RederivesTheStd430LayoutOfADemotedStorageBlock) {
const String source = R"(#version 460 core
layout(std430, binding = 0) buffer Ssbo {
double head;
dvec4 wide;
double tail[4];
};
layout(location = 0) out float vOut;
void main() {
vOut = float(head + wide.w + tail[3]);
gl_Position = vec4(vOut);
}
)";
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, source);
ASSERT_FALSE(input.empty());
EXPECT_EQ(CollectOffsetsOf(input, "Ssbo"), (Vector<Uint32>{0, 32, 64})) << Disassemble(input);
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output));
// std430, so the array packs at its element size rather than being rounded to 16: float at 0,
// vec4 at 16, float[4] at 32 with a 4-byte stride. A storage block must NOT come out std140,
// which is the whole reason the packing is chosen per storage class.
EXPECT_EQ(CollectOffsetsOf(output, "Ssbo"), (Vector<Uint32>{0, 16, 32})) << Disassemble(output);
EXPECT_NE(Disassemble(output).find("ArrayStride 4"), String::npos) << Disassemble(output);
}
TEST_F(DemoteFloat64Test, LeavesTheLayoutOfABlockWithoutDoublesAlone) {
const String source = R"(#version 460 core
layout(std140, binding = 0) uniform Blk {
float a;
vec3 v3;
mat4 m4;
};
layout(std140, binding = 1) uniform Wide {
float w;
double d;
};
layout(location = 0) out float vOut;
void main() {
vOut = float(a + v3.y + m4[1].z + float(d) + w);
gl_Position = vec4(vOut);
}
)";
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, source);
ASSERT_FALSE(input.empty());
const Vector<Uint32> before = CollectOffsetsOf(input, "Blk");
ASSERT_FALSE(before.empty());
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output));
// Only the block that actually narrowed is re-laid-out. Touching the other one would be
// churn at best, and a disagreement with glslang's own layout at worst.
EXPECT_EQ(CollectOffsetsOf(output, "Blk"), before) << Disassemble(output);
EXPECT_EQ(CollectOffsetsOf(output, "Wide"), (Vector<Uint32>{0, 4})) << Disassemble(output);
}
TEST_F(DemoteFloat64Test, FoldsTheConversionsThatBecameIdentities) {
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, kWideVertexSource);
ASSERT_FALSE(input.empty());
ASSERT_GT(CountFConverts(input), 0u) << "the fixture no longer converts between the two widths";
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output));
// SPIR-V requires the two component widths of an OpFConvert to differ, so every one of them
// has to be gone: both sides are 32 bits now.
EXPECT_EQ(CountFConverts(output), 0u) << Disassemble(output);
}
TEST_F(DemoteFloat64Test, NarrowsDoubleConstantsToTheirFloatValue) {
const String source = R"(#version 460 core
layout(location = 0) out float outValue;
void main() {
double d = 0.5lf;
outValue = float(d * 0.25lf);
gl_Position = vec4(0.0);
}
)";
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, source);
ASSERT_FALSE(input.empty());
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output));
// A 64-bit literal is two words wide and a 32-bit one is a single word, so a constant left
// unconverted is not merely imprecise - it is an unparseable instruction. Disassembling both
// values proves the re-encode produced the right number, not just the right width.
const String text = Disassemble(output);
EXPECT_NE(text.find("OpConstant %float 0.5"), String::npos) << text;
EXPECT_NE(text.find("OpConstant %float 0.25"), String::npos) << text;
}
TEST_F(DemoteFloat64Test, LeavesAModuleWithoutDoublesByteIdentical) {
const String source = R"(#version 460 core
layout(location = 0) in vec4 inPos;
void main() { gl_Position = inPos; }
)";
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, source);
ASSERT_FALSE(input.empty());
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output));
// The pass reports SuccessWithoutChange here, and SPIRV-Tools asserts (in assert-enabled
// builds) that such a run round-trips byte-identically.
EXPECT_EQ(output, input);
}
TEST_F(DemoteFloat64Test, DeclinesAModuleThatBitcastsAcrossTheWidthBoundary) {
// packDouble2x32 is defined only for a 64-bit result: there is no 32-bit answer to give, and
// narrowing one side of the surrounding OpBitcast alone produces a module spirv-val rejects.
// The contract is that such a module comes back untouched rather than broken.
const String source = R"(#version 460 core
#extension GL_ARB_gpu_shader_fp64 : require
layout(location = 0) uniform uvec2 uPacked;
layout(location = 0) out float outValue;
void main() {
double d = packDouble2x32(uPacked);
outValue = float(d);
gl_Position = vec4(0.0);
}
)";
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, source);
ASSERT_FALSE(input.empty());
ASSERT_EQ(CountFloatTypesOfWidth(input, 64), 1u) << Disassemble(input);
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output));
EXPECT_EQ(output, input) << Disassemble(output);
EXPECT_TRUE(ShaderCompiler::ModuleDeclaresFloat64(output));
}
TEST_F(DemoteFloat64Test, ModuleDeclaresFloat64AnswersBothWays) {
const Vector<Uint32> wide = CompileToSpirv(GL_VERTEX_SHADER, kWideVertexSource);
ASSERT_FALSE(wide.empty());
EXPECT_TRUE(ShaderCompiler::ModuleDeclaresFloat64(wide));
Vector<Uint32> demoted;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(wide, demoted));
EXPECT_FALSE(ShaderCompiler::ModuleDeclaresFloat64(demoted));
EXPECT_FALSE(ShaderCompiler::ModuleDeclaresFloat64({}));
}
TEST_F(DemoteFloat64Test, TheSharedChainDemotesToo) {
// Production never calls the pass on its own: it reaches it through the one chain every
// module goes through at link, on both backends.
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, kWideVertexSource);
ASSERT_FALSE(input.empty());
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(input, output));
EXPECT_FALSE(ShaderCompiler::ModuleDeclaresFloat64(output)) << Disassemble(output);
}
// The payoff on the Espryt path: SPIRV-Cross throws "FP64 not supported in ES profile" for every
// one of these before demotion, so the program simply could not be transpiled at all.
class DemoteFloat64EsslTest : public DemoteFloat64Test, public ::testing::WithParamInterface<const char*> {};
INSTANTIATE_TEST_SUITE_P(
Shapes, DemoteFloat64EsslTest,
::testing::Values(
// A double that never reaches an interface: locals and literals only.
R"(#version 460 core
layout(location = 0) out float vOut;
void main() {
double s = 0.5lf;
for (int i = 0; i < 3; ++i) s = s * 1.5lf + 0.25lf;
vOut = float(s);
gl_Position = vec4(float(s));
}
)",
// A default-block double uniform: the glUniform*d path, and the block MobileGL lays out
// itself.
R"(#version 460 core
layout(location = 0) uniform double uScale;
layout(location = 1) uniform dvec3 uOffset;
layout(location = 2) uniform dmat4 uTransform;
layout(location = 0) out float vOut;
void main() {
dvec3 p = uOffset * uScale + dvec3(uTransform[1].xyz);
vOut = float(p.x + p.y + p.z);
gl_Position = vec4(float(p.x));
}
)",
// An application-declared std140 block whose members are 64-bit.
R"(#version 460 core
layout(std140, binding = 0) uniform Blk {
float a;
double d;
dvec2 v2;
dvec3 v3;
dvec4 v4;
dmat4 m4;
double arr[3];
float z;
};
layout(location = 0) out float vOut;
void main() {
double s = d + v2.x + v3.y + v4.z + m4[2].w + arr[1] + a + z;
vOut = float(s);
gl_Position = vec4(float(s));
}
)",
// A 64-bit vertex input, which is what glVertexAttribLFormat feeds.
R"(#version 460 core
layout(location = 0) in dvec3 inPos;
layout(location = 2) in double inWeight;
layout(location = 0) out float vOut;
void main() {
vOut = float(inPos.x + inPos.y + inPos.z + inWeight);
gl_Position = vec4(vOut);
}
)",
// An std430 storage block, whose double members pack differently again.
R"(#version 460 core
layout(std430, binding = 0) buffer Ssbo {
double head;
dvec4 wide;
double tail[4];
};
layout(location = 0) out float vOut;
void main() {
double s = head + wide.w + tail[3];
vOut = float(s);
gl_Position = vec4(float(s));
}
)"));
TEST_P(DemoteFloat64EsslTest, TheDemotedModuleCanBeEmittedAsEssl) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, GetParam());
ASSERT_FALSE(input.empty());
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(input, output));
SpvcSession session(output, SessionUsageBit::Transpile);
spvc_compiler_options options;
ASSERT_EQ(session.CreateOptions(&options), SPVC_SUCCESS);
spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, 320);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_ES, SPVC_TRUE);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_VULKAN_SEMANTICS, SPVC_FALSE);
ASSERT_EQ(session.SetOptions(options), SPVC_SUCCESS);
auto essl = ShaderCompiler::DecompileShader(session);
ASSERT_TRUE(essl) << essl.error().log;
EXPECT_NE(essl->find("#version 320 es"), String::npos) << *essl;
// ESSL has no 64-bit float spelling at all, so any of these in the output is SPIRV-Cross
// having emitted something no ES driver will compile.
EXPECT_EQ(essl->find("double"), String::npos) << *essl;
EXPECT_EQ(essl->find("dvec"), String::npos) << *essl;
EXPECT_EQ(essl->find("dmat"), String::npos) << *essl;
}
TEST_F(DemoteFloat64Test, RejectsGarbageInput) {
const Vector<Uint32> notSpirv{0xdeadbeefu, 0u, 0u, 0u, 0u};
Vector<Uint32> output;
EXPECT_FALSE(ShaderCompiler::DemoteFloat64ToFloat32(notSpirv, output));
}
// EliminateFloatEqualsZeroPass turns a comparison against 0.0 into an epsilon test, a
// workaround for drivers whose exact float compare misbehaves. Deciding WHICH constants are
// zero used to read every float constant as though it were 32 bits wide, and on a 64-bit
// constant that reads the LOW half of the mantissa - which is zero for 1.0lf, 2.0lf, 0.5lf and
// every other round double a shader is likely to spell. Each of those was mistaken for 0.0, so
// a comparison against 1.0lf became an epsilon test against ZERO, and came out true for a
// uniform holding exactly 1.0. That is the whole of KHR-GL43.compute_shader.fp64-case2.
//
// Asserted on the optimized module rather than through a driver, because that is where the
// rewrite happens and its fingerprint there is unambiguous: the epsilon form introduces a
// GLSL.std.450 FAbs, and nothing else in these shaders would.
namespace {
Bool RewritesToAnEpsilonTest(const String& source) {
const Vector<Uint32> input = CompileToSpirv(GL_COMPUTE_SHADER, source);
EXPECT_FALSE(input.empty());
if (input.empty()) return false;
Vector<Uint32> output;
EXPECT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(input, output));
return Disassemble(output).find("FAbs") != String::npos;
}
String CompareAgainst(const String& type, const String& literal) {
return "#version 430 core\n"
"layout(local_size_x = 1) in;\n"
"buffer Result { int g_result; };\n"
"uniform " + type + " g_0;\n"
"void main() {\n"
" g_result = 0;\n"
" if (g_0 != " + literal + ") g_result = 1;\n"
"}\n";
}
} // namespace
TEST_F(DemoteFloat64Test, AComparisonAgainstANonZeroDoubleIsLeftAlone) {
EXPECT_FALSE(RewritesToAnEpsilonTest(CompareAgainst("double", "1.0LF")))
<< "a double compared against 1.0lf was rewritten into an epsilon test against zero";
}
TEST_F(DemoteFloat64Test, AComparisonAgainstZeroIsStillRewritten) {
EXPECT_TRUE(RewritesToAnEpsilonTest(CompareAgainst("double", "0.0LF")))
<< "the rewrite must still fire for a genuine comparison against zero";
}
TEST_F(DemoteFloat64Test, TheThirtyTwoBitBehaviourIsUnchanged) {
EXPECT_FALSE(RewritesToAnEpsilonTest(CompareAgainst("float", "1.0")))
<< "a float compared against 1.0 must not be rewritten";
EXPECT_TRUE(RewritesToAnEpsilonTest(CompareAgainst("float", "0.0")))
<< "the 32-bit behaviour this pass shipped with must be preserved exactly";
}
@@ -0,0 +1,226 @@
// MobileGL - MobileGL/MG_Test/ShaderTranspiler/FlattenXfbInterfaceBlocksTest.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
#include <gtest/gtest.h>
#include <set>
#include <string>
#include <vector>
#include "Includes.h"
#include "Init.h"
#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
#include <MG_Util/ShaderTranspiler/SpvcSession.h>
#include <MG_Util/ShaderTranspiler/Types.h>
#include <spirv-tools/libspirv.hpp>
using namespace MobileGL;
using MobileGL::MG_Util::ShaderTranspiler::SessionUsageBit;
using MobileGL::MG_Util::ShaderTranspiler::ShaderCompiler;
using MobileGL::MG_Util::ShaderTranspiler::SpvcSession;
namespace {
Vector<Uint32> CompileToSpirv(GLenum stage, const String& source) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib shaderAttrib{.shaderType = stage, .sourceStr = source};
auto shaderResult = ShaderCompiler::CompileShader(shaderAttrib);
EXPECT_TRUE(shaderResult) << (shaderResult ? String{} : shaderResult.error().log);
if (!shaderResult) return {};
ProgramAttrib programAttrib{.shaders = {shaderResult.value()}};
auto programResult = ShaderCompiler::LinkProgram(programAttrib);
EXPECT_TRUE(programResult) << (programResult ? String{} : programResult.error().log);
if (!programResult) return {};
ProgramBinaryAttrib binaryAttrib{.shaderTypes = {stage}, .program = *programResult.value()};
auto binaryResult = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
EXPECT_TRUE(binaryResult) << (binaryResult ? String{} : binaryResult.error().log);
if (!binaryResult || binaryResult->empty()) return {};
return binaryResult->front();
}
String Disassemble(const Vector<Uint32>& spirv) {
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
String text;
tools.Disassemble(spirv, &text);
return text;
}
String Transpile(const Vector<Uint32>& spirv) {
SpvcSession session(spirv, SessionUsageBit::Transpile);
auto essl = ShaderCompiler::DecompileShader(session);
EXPECT_TRUE(essl) << (essl ? String{} : essl.error().log);
return essl ? essl.value() : String{};
}
// The KHR-GL43.vertex_attrib_binding.basic-input capture program's output side, verbatim:
// a 16-element vec4 array inside a named output block, which is what the capture list
// addresses member by member ("StageData.attrib[0]" ... "StageData.attrib[15]").
const char* kCaptureVertexSource = R"(#version 430 core
layout(location = 0) in vec4 vs_in_attrib;
out StageData {
vec4 attrib[16];
} vs_out;
void main() {
for (int i = 0; i < 16; ++i) {
vs_out.attrib[i] = vs_in_attrib;
}
}
)";
// Mixed member widths, so a member that claims the wrong number of locations moves every
// member after it.
// 440, because a location on the BLOCK is ARB_enhanced_layouts.
const char* kMixedBlockVertexSource = R"(#version 440 core
layout(location = 0) in vec4 vs_in_attrib;
layout(location = 0) out StageData {
vec4 first;
vec2 second;
mat4 third;
vec4 fourth;
} vs_out;
void main() {
vs_out.first = vs_in_attrib;
vs_out.second = vs_in_attrib.xy;
vs_out.third = mat4(vs_in_attrib.x);
vs_out.fourth = vs_in_attrib;
}
)";
} // namespace
class FlattenXfbInterfaceBlocksTest : public ::testing::Test {
protected:
void SetUp() override {
MobileGL::Initialize();
ShaderCompiler::SetSpirvValidationEnabled(true);
m_validationFailuresAtStart = ShaderCompiler::SpirvValidationFailureCount();
}
void TearDown() override {
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), m_validationFailuresAtStart)
<< "the flattened module did not survive spirv-val";
}
Uint64 m_validationFailuresAtStart = 0;
};
TEST_F(FlattenXfbInterfaceBlocksTest, FlattensACapturedBlockIntoOneVariablePerMember) {
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, kCaptureVertexSource);
ASSERT_FALSE(input.empty());
std::set<String> flattened;
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(input, {"StageData"}, flattened, output));
ASSERT_FALSE(output.empty());
EXPECT_EQ(flattened, (std::set<String>{"StageData"}));
const String dis = Disassemble(output);
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
ASSERT_TRUE(tools.Validate(output)) << dis;
EXPECT_NE(dis.find("StageData_attrib"), String::npos) << dis;
// The block itself must have stopped being an interface variable, or the driver would see
// both spellings of the same data.
EXPECT_NE(dis.find("Private"), String::npos) << dis;
}
// The declaration is the point of the whole exercise: the emitted ESSL has to declare a plain
// output ARRAY, not an interface block, because that is the shape the Adreno driver can capture.
// SPIR-V validation does NOT catch the difference - leaving the struct's Block decoration on the
// demoted shadow produced a module that validated and emitted `StageData vs_out;` next to a block
// declaration the driver rejected with a bare "'vs_out' : syntax error".
TEST_F(FlattenXfbInterfaceBlocksTest, TheEmittedDeclarationIsAPlainArrayNotABlock) {
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, kCaptureVertexSource);
ASSERT_FALSE(input.empty());
// Negative control: untouched, the block is emitted AS a block.
const String before = Transpile(input);
EXPECT_NE(before.find("out StageData"), String::npos) << before;
EXPECT_EQ(before.find("StageData_attrib"), String::npos) << before;
std::set<String> flattened;
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(input, {"StageData"}, flattened, output));
const String after = Transpile(output);
EXPECT_NE(after.find("StageData_attrib[16]"), String::npos) << after;
EXPECT_EQ(after.find("out StageData"), String::npos)
<< "the block must not still be declared as an output block:\n"
<< after;
}
// GL 4.6 core 11.1.2.1: consecutive members take consecutive locations, and a member takes as
// many as its type needs. Getting a span wrong silently moves every member after it.
TEST_F(FlattenXfbInterfaceBlocksTest, GivesEachMemberItsOwnConsecutiveLocations) {
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, kMixedBlockVertexSource);
ASSERT_FALSE(input.empty());
std::set<String> flattened;
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(input, {"StageData"}, flattened, output));
ASSERT_FALSE(output.empty());
const String dis = Disassemble(output);
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
ASSERT_TRUE(tools.Validate(output)) << dis;
EXPECT_NE(dis.find("OpDecorate %StageData_first Location 0"), String::npos) << dis;
EXPECT_NE(dis.find("OpDecorate %StageData_second Location 1"), String::npos) << dis;
EXPECT_NE(dis.find("OpDecorate %StageData_third Location 2"), String::npos) << dis;
// mat4 takes four, so the member after it starts at 2 + 4.
EXPECT_NE(dis.find("OpDecorate %StageData_fourth Location 6"), String::npos) << dis;
}
// Nothing captures this block, so nothing may touch it: a shader that merely HAS an output
// block must reach the driver exactly as it was.
TEST_F(FlattenXfbInterfaceBlocksTest, LeavesABlockNoCaptureNamesAlone) {
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, kCaptureVertexSource);
ASSERT_FALSE(input.empty());
std::set<String> flattened;
Vector<Uint32> output;
ASSERT_TRUE(
ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(input, {"SomeOtherBlock"}, flattened, output));
EXPECT_TRUE(flattened.empty());
const String after = Transpile(output);
EXPECT_NE(after.find("out StageData"), String::npos) << after;
EXPECT_EQ(after.find("StageData_attrib"), String::npos) << after;
}
// An empty request must not even run the optimizer: every program without transform feedback
// takes this path on every build.
TEST_F(FlattenXfbInterfaceBlocksTest, DeclinesAnEmptyRequestWithoutRewriting) {
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, kCaptureVertexSource);
ASSERT_FALSE(input.empty());
std::set<String> flattened;
Vector<Uint32> output;
EXPECT_FALSE(ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(input, {}, flattened, output));
EXPECT_TRUE(flattened.empty());
EXPECT_TRUE(output.empty());
}
// The capture list has to follow the declaration exactly, and only for blocks that were
// actually rewritten - a member of a block left alone keeps the application's spelling, and so
// does a name with no block prefix at all (gl_Position, a plain varying).
TEST_F(FlattenXfbInterfaceBlocksTest, RewritesOnlyTheCaptureNamesOfFlattenedBlocks) {
String rewritten;
EXPECT_TRUE(ShaderCompiler::RewriteXfbCaptureNameForFlattenedBlock("StageData.attrib[0]", {"StageData"},
rewritten));
EXPECT_EQ(rewritten, "StageData_attrib[0]");
EXPECT_TRUE(
ShaderCompiler::RewriteXfbCaptureNameForFlattenedBlock("StageData.attrib", {"StageData"}, rewritten));
EXPECT_EQ(rewritten, "StageData_attrib");
EXPECT_FALSE(
ShaderCompiler::RewriteXfbCaptureNameForFlattenedBlock("Other.member", {"StageData"}, rewritten));
EXPECT_FALSE(ShaderCompiler::RewriteXfbCaptureNameForFlattenedBlock("gl_Position", {"StageData"}, rewritten));
EXPECT_FALSE(ShaderCompiler::RewriteXfbCaptureNameForFlattenedBlock("vColor", {"StageData"}, rewritten));
EXPECT_FALSE(ShaderCompiler::RewriteXfbCaptureNameForFlattenedBlock(".leading", {"StageData"}, rewritten));
}
@@ -128,6 +128,134 @@ namespace {
DrainErrors();
}
// KHR-GL44.multi_bind.errors_bind_textures / .errors_bind_image_textures / .errors_bind_samplers.
// Both entry points were silent no-op stubs, so every row here answered GL_NO_ERROR.
// errors_bind_samplers is in the list because that case checks the invalid-name rule by calling
// glBindTextures with a sampler-name array - a name from the wrong namespace is simply not an
// existing texture.
TEST_F(NegativeApiErrorsTest, MultiBindTexturesRejectsBadRangesAndNames) {
GLint maxUnits = 0;
GetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxUnits);
ASSERT_GT(maxUnits, 0);
GLint maxImageUnits = 0;
GetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
GLuint texture = 0;
GenTextures(1, &texture);
BindTexture(GL_TEXTURE_2D, texture);
TexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4);
// Reserved by glGenTextures but never bound: not an object yet, so the multi-bind entry
// points must refuse it instead of creating it the way glBindTexture would.
GLuint reservedOnly = 0;
GenTextures(1, &reservedOnly);
ASSERT_NE(reservedOnly, 0u);
ASSERT_EQ(IsTexture(reservedOnly), GL_FALSE);
DrainErrors();
const GLuint good[1] = {texture};
const GLuint mixed[2] = {texture, reservedOnly};
std::vector<Row> rows = {
{"glBindTextures with negative count", [&] { BindTextures(0, -1, good); }, GL_INVALID_VALUE},
{"glBindTextures with first + count past the last unit",
[&] { BindTextures(static_cast<GLuint>(maxUnits), 1, good); }, GL_INVALID_OPERATION},
{"glBindTextures with a reserved-but-uncreated name", [&] { BindTextures(0, 2, mixed); },
GL_INVALID_OPERATION},
{"glBindImageTextures with negative count", [&] { BindImageTextures(0, -1, good); }, GL_INVALID_VALUE},
};
if (maxImageUnits > 0) {
rows.push_back({"glBindImageTextures with first + count past the last image unit",
[&] { BindImageTextures(static_cast<GLuint>(maxImageUnits), 1, good); },
GL_INVALID_OPERATION});
rows.push_back({"glBindImageTextures with a reserved-but-uncreated name",
[&] { BindImageTextures(0, 2, mixed); }, GL_INVALID_OPERATION});
}
RunRows(rows);
// The loop semantics again: the good element at index 0 binds, the bad one does not.
GLint bound = -1;
GetIntegeri_v(GL_TEXTURE_BINDING_2D, 0, &bound);
EXPECT_EQ(static_cast<GLuint>(bound), texture) << "a rejected element must not take the valid ones with it";
GetIntegeri_v(GL_TEXTURE_BINDING_2D, 1, &bound);
EXPECT_EQ(bound, 0) << "the rejected element must not have bound anything";
DrainErrors();
}
// KHR-GL44.multi_bind.functional_bind_textures / .functional_bind_image_textures: the binding
// has to land on the texture's OWN target - glBindTextures takes no target parameter - and
// element zero has to unbind every target of its unit.
TEST_F(NegativeApiErrorsTest, MultiBindTexturesBindsToTheTexturesOwnTarget) {
GLuint textures[2] = {0, 0};
GenTextures(2, textures);
BindTexture(GL_TEXTURE_1D, textures[0]);
TexStorage1D(GL_TEXTURE_1D, 1, GL_RGBA8, 4);
BindTexture(GL_TEXTURE_3D, textures[1]);
TexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 4, 4, 4);
// Leave the active unit's slots clean so only the multi-bind result is under test.
BindTexture(GL_TEXTURE_1D, 0);
BindTexture(GL_TEXTURE_3D, 0);
DrainErrors();
BindTextures(0, 2, textures);
EXPECT_EQ(GetError(), GL_NO_ERROR);
GLint bound = -1;
GetIntegeri_v(GL_TEXTURE_BINDING_1D, 0, &bound);
EXPECT_EQ(static_cast<GLuint>(bound), textures[0]) << "a 1D texture must land on the unit's 1D slot";
GetIntegeri_v(GL_TEXTURE_BINDING_3D, 0, &bound);
EXPECT_EQ(bound, 0) << "no other target of the unit may be touched";
GetIntegeri_v(GL_TEXTURE_BINDING_3D, 1, &bound);
EXPECT_EQ(static_cast<GLuint>(bound), textures[1]) << "a 3D texture must land on the unit's 3D slot";
// A zero element - and a NULL array - unbind EVERY target of the unit, not just one.
const GLuint zeros[1] = {0};
BindTextures(0, 1, zeros);
GetIntegeri_v(GL_TEXTURE_BINDING_1D, 0, &bound);
EXPECT_EQ(bound, 0);
BindTextures(1, 1, nullptr);
GetIntegeri_v(GL_TEXTURE_BINDING_3D, 1, &bound);
EXPECT_EQ(bound, 0) << "a NULL <textures> unbinds the range";
EXPECT_EQ(GetError(), GL_NO_ERROR);
GLint maxImageUnits = 0;
GetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
if (maxImageUnits > 0) {
// ARB_multi_bind fixes every glBindImageTexture parameter but the unit and the name:
// level 0, layered, layer 0, READ_WRITE, and the texture's own internal format.
BindImageTextures(0, 1, &textures[1]);
EXPECT_EQ(GetError(), GL_NO_ERROR);
GetIntegeri_v(GL_IMAGE_BINDING_NAME, 0, &bound);
EXPECT_EQ(static_cast<GLuint>(bound), textures[1]);
GetIntegeri_v(GL_IMAGE_BINDING_LEVEL, 0, &bound);
EXPECT_EQ(bound, 0);
GetIntegeri_v(GL_IMAGE_BINDING_LAYERED, 0, &bound);
EXPECT_EQ(bound, GL_TRUE);
GetIntegeri_v(GL_IMAGE_BINDING_ACCESS, 0, &bound);
EXPECT_EQ(bound, GL_READ_WRITE);
GetIntegeri_v(GL_IMAGE_BINDING_FORMAT, 0, &bound);
EXPECT_EQ(bound, GL_RGBA8);
BindImageTextures(0, 1, nullptr);
GetIntegeri_v(GL_IMAGE_BINDING_NAME, 0, &bound);
EXPECT_EQ(bound, 0) << "a NULL <textures> resets the image unit";
}
// Through the EXPORTED entry points, not just the GLImpl functions: both of these were
// declared with the stub macro, so a working implementation that is never wired into
// Definitions.cpp still answers GL_NO_ERROR and binds nothing.
::glBindTextures(0, 1, &textures[0]);
GetIntegeri_v(GL_TEXTURE_BINDING_1D, 0, &bound);
EXPECT_EQ(static_cast<GLuint>(bound), textures[0]) << "glBindTextures is still exported as a no-op stub";
if (maxImageUnits > 0) {
::glBindImageTextures(0, 1, &textures[1]);
GetIntegeri_v(GL_IMAGE_BINDING_NAME, 0, &bound);
EXPECT_EQ(static_cast<GLuint>(bound), textures[1])
<< "glBindImageTextures is still exported as a no-op stub";
}
DrainErrors();
}
TEST_F(NegativeApiErrorsTest, BufferRangeOffsetAlignmentAppliesToTheBindingPoint) {
GLint ssboAlignment = 0;
GetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &ssboAlignment);
@@ -195,6 +323,47 @@ namespace {
static_cast<void>(parameterBuffer);
}
// A transform feedback name has two different truths and glDrawTransformFeedback used to ask
// for the wrong one. glGenTransformFeedbacks only RESERVES a name; the first
// glBindTransformFeedback is what creates the object (GL 4.6 core 13.2.1), and
// glIsTransformFeedback reports exactly that distinction. glDrawTransformFeedback's
// "id is not the name of a transform feedback object" INVALID_VALUE has to agree with
// glIsTransformFeedback, or a caller that picks an unused name the way
// KHR-GL4x.transform_feedback.api_errors_test does - increment until glIsTransformFeedback
// says false - gets a name the draw then accepts, and the draw falls through to a different
// error entirely (INVALID_OPERATION, "glEndTransformFeedback has never been called").
//
// The draw path itself needs a backend and a linked program before it reaches the name, which
// this GPU-free suite has neither of, so what is pinned here is the predicate pair the fix
// turns on: the two must not collapse back into one.
TEST_F(NegativeApiErrorsTest, ReservedTransformFeedbackNameIsNotYetAnObject) {
GLuint name = 0;
GenTransformFeedbacks(1, &name);
ASSERT_NE(name, 0u);
DrainErrors();
// Reserved, so it is a legal argument to glBindTransformFeedback...
EXPECT_TRUE(MG_State::pGLContext->ValidateTransformFeedbackName(name));
// ...but not an object yet, which is what a draw must key off.
EXPECT_FALSE(MG_State::pGLContext->IsTransformFeedbackObject(name));
EXPECT_EQ(IsTransformFeedback(name), GL_FALSE);
BindTransformFeedback(GL_TRANSFORM_FEEDBACK, name);
EXPECT_EQ(GetError(), GL_NO_ERROR);
EXPECT_TRUE(MG_State::pGLContext->ValidateTransformFeedbackName(name));
EXPECT_TRUE(MG_State::pGLContext->IsTransformFeedbackObject(name));
EXPECT_EQ(IsTransformFeedback(name), GL_TRUE);
// The default object is never "an object" by this predicate and is always drawable, so
// the draw path has to special-case it rather than reuse the answer directly.
EXPECT_FALSE(MG_State::pGLContext->IsTransformFeedbackObject(0));
EXPECT_TRUE(MG_State::pGLContext->ValidateTransformFeedbackName(0));
BindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
DrainErrors();
}
TEST_F(NegativeApiErrorsTest, TexStorage3DRejectsCompressedFormatsOnTexture3D) {
GLuint texture = 0;
GenTextures(1, &texture);
+745
View File
@@ -16,6 +16,7 @@
#include <MG_Backend/BackendObjects.h>
#include <MG_Backend/DirectGLES/Managers.h>
#include <MG_Backend/DirectGLES/Utils.h>
#include <MG_Impl/GLImpl/Buffer/GL_Buffer.h>
#include <MG_Impl/GLImpl/Framebuffer/GL_Framebuffer.h>
#include <MG_Impl/GLImpl/Getter/GL_Getter.h>
#include <MG_Impl/GLImpl/RenderState/GL_RenderState.h>
@@ -1572,6 +1573,509 @@ TEST_F(TextureTest, CompressedInternalFormatsResolveToTheirUncompressedStorage)
}
}
// Resolving to uncompressed storage is a storage decision, not a licence to answer the level
// queries as if the application had asked for an uncompressed format. GL 4.6 core 8.5 lets the
// implementation choose for the GENERIC formats (GL_COMPRESSED_RED and friends), but a SPECIFIC
// one commits the level: GL_TEXTURE_COMPRESSED is true, GL_TEXTURE_INTERNAL_FORMAT is the token
// that was passed, and GL_TEXTURE_COMPRESSED_IMAGE_SIZE answers instead of erroring - which is
// exactly the three-query sequence KHR-GL44.buffer_storage.map_persistent_texture opens with to
// size the image it then uploads through glCompressedTexSubImage2D.
TEST_F(TextureTest, ASpecificCompressedInternalFormatTagsTheLevelCompressed) {
GLuint texture = 0;
MG_Impl::GLImpl::GenTextures(1, &texture);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, texture);
MG_Impl::GLImpl::TexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RED_RGTC1, 8, 8, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
GLint compressed = GL_FALSE;
MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED, &compressed);
EXPECT_EQ(compressed, GL_TRUE);
GLint internalFormat = 0;
MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &internalFormat);
EXPECT_EQ(internalFormat, static_cast<GLint>(GL_COMPRESSED_RED_RGTC1));
// 8x8 in 4x4 blocks of 8 bytes each.
GLint imageSize = 0;
MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &imageSize);
EXPECT_EQ(imageSize, 32);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
// The texel shadow behind the tag still carries the uncompressed storage the format resolves
// to - which is what lets the level sample, and what every size computation downstream
// divides by.
const auto textureObject = MG_State::pGLContext->GetTextureObject(texture);
ASSERT_NE(textureObject, nullptr);
EXPECT_EQ(textureObject->GetFormat(), TextureInternalFormat::R8);
}
// The negative control for the case above, and the reason it cannot simply tag every
// GL_COMPRESSED_* token: for a generic format the implementation's choice IS the answer, and
// MobileGL chooses uncompressed - so the level is not compressed and the size query is the
// INVALID_OPERATION GL 4.6 core 8.11 prescribes for an uncompressed image.
TEST_F(TextureTest, AGenericCompressedInternalFormatLeavesTheLevelUncompressed) {
GLuint texture = 0;
MG_Impl::GLImpl::GenTextures(1, &texture);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, texture);
MG_Impl::GLImpl::TexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RED, 8, 8, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
GLint compressed = GL_TRUE;
MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED, &compressed);
EXPECT_EQ(compressed, GL_FALSE);
GLint internalFormat = 0;
MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &internalFormat);
EXPECT_EQ(internalFormat, static_cast<GLint>(GL_R8));
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
GLint imageSize = 0;
MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &imageSize);
ExpectSingleGlError(GL_INVALID_OPERATION);
}
// A plain glTexImage2D over a level that was tagged compressed has to un-tag it, the same way it
// does for a level a glCompressedTexImage2D shadowed - otherwise the size query would keep
// answering for an image that no longer exists.
TEST_F(TextureTest, AnUncompressedRespecificationClearsTheCompressedTag) {
GLuint texture = 0;
MG_Impl::GLImpl::GenTextures(1, &texture);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, texture);
MG_Impl::GLImpl::TexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RED_RGTC1, 8, 8, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
MG_Impl::GLImpl::TexImage2D(GL_TEXTURE_2D, 0, GL_R8, 8, 8, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
GLint compressed = GL_TRUE;
MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED, &compressed);
EXPECT_EQ(compressed, GL_FALSE);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
}
namespace {
// A 16x16 RGBA8 texture with exactly `levelCount` levels, defined the way
// KHR-GL43.copy_image.non_existent_mipmap defines its textures - glTexImage2D per
// level, NOT glTexStorage2D, because an immutable allocation defines the whole chain
// up front and so cannot express "level 1 does not exist".
GLuint MakeCopyImageTexture(int levelCount) {
GLuint texture = 0;
MG_Impl::GLImpl::GenTextures(1, &texture);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, texture);
for (int level = 0; level < levelCount; ++level) {
const GLsizei extent = 16 >> level;
MG_Impl::GLImpl::TexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, extent, extent, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
}
return texture;
}
} // namespace
// KHR-GL43.copy_image.non_existent_mipmap. Level 1 of a texture that has only level 0 is
// not a level: GL 4.6 core 18.3.2 asks for GL_INVALID_VALUE. Until this check existed the
// level travelled all the way into the backends, and DirectVulkan built a VkImageCopy
// naming mip 1 of a VkImage created with one mip - which Adreno answered with a SIGSEGV
// inside vkCmdCopyImage, killing the glcts process in the middle of a negative test.
TEST_F(TextureTest, CopyImageSubDataRejectsALevelTheTextureDoesNotHave) {
const GLuint src = MakeCopyImageTexture(1);
const GLuint dst = MakeCopyImageTexture(1);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
MG_Impl::GLImpl::CopyImageSubData(src, GL_TEXTURE_2D, 1, 0, 0, 0, dst, GL_TEXTURE_2D, 0, 0, 0, 0, 1, 1, 1);
ExpectSingleGlError(GL_INVALID_VALUE);
MG_Impl::GLImpl::CopyImageSubData(src, GL_TEXTURE_2D, 0, 0, 0, 0, dst, GL_TEXTURE_2D, 1, 0, 0, 0, 1, 1, 1);
ExpectSingleGlError(GL_INVALID_VALUE);
MG_Impl::GLImpl::CopyImageSubData(src, GL_TEXTURE_2D, 1, 0, 0, 0, dst, GL_TEXTURE_2D, 1, 0, 0, 0, 1, 1, 1);
ExpectSingleGlError(GL_INVALID_VALUE);
}
// The negative control, and the reason the pair below asks for a zero-sized copy: a
// validator that answered GL_INVALID_VALUE to every non-zero level would satisfy the test
// above. The two calls here are IDENTICAL except for how many levels the textures have,
// and a zero extent makes the validator decline the copy without an error just after the
// level check - so the level count is the only thing either assertion can be reading, and
// no backend (there is none in this binary) is ever reached.
TEST_F(TextureTest, CopyImageSubDataAcceptsALevelTheTextureDoesHave) {
const GLuint oneLevelSrc = MakeCopyImageTexture(1);
const GLuint oneLevelDst = MakeCopyImageTexture(1);
const GLuint twoLevelSrc = MakeCopyImageTexture(2);
const GLuint twoLevelDst = MakeCopyImageTexture(2);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
MG_Impl::GLImpl::CopyImageSubData(oneLevelSrc, GL_TEXTURE_2D, 1, 0, 0, 0, oneLevelDst, GL_TEXTURE_2D, 1, 0, 0, 0,
0, 0, 0);
ExpectSingleGlError(GL_INVALID_VALUE);
MG_Impl::GLImpl::CopyImageSubData(twoLevelSrc, GL_TEXTURE_2D, 1, 0, 0, 0, twoLevelDst, GL_TEXTURE_2D, 1, 0, 0, 0,
0, 0, 0);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR) << "level 1 of a two-level texture is a level";
// And the boundary from the other side: two levels means 0 and 1, not 2.
MG_Impl::GLImpl::CopyImageSubData(twoLevelSrc, GL_TEXTURE_2D, 2, 0, 0, 0, twoLevelDst, GL_TEXTURE_2D, 0, 0, 0, 0,
0, 0, 0);
ExpectSingleGlError(GL_INVALID_VALUE);
}
// A texture that has never been given an image is a different fault from a level out of
// range, and the spec spells it differently: an incomplete object named by a copy is
// GL_INVALID_OPERATION. Worth pinning because the natural implementation of the check
// above - level >= levelCount - reports INVALID_VALUE for level 0 of a texture whose level
// count is zero, which is the wrong answer to the wrong question.
//
// BOTH textures are imageless on purpose, and that is the whole point rather than symmetry
// for its own sake. With one imageless and one RGBA8 texture the format comparison further
// down already rejected the call, so the case proved nothing about this check. With both
// imageless the formats are Unknown == Unknown, they MATCH, and every validator downstream
// waves the call through - which is how the second crash in this entry point was found: the
// call reached DirectVulkan, SyncTextureAndGetDescriptor returned nothing for a texture with
// no image, and the release build (where the guarding MOBILEGL_ASSERT expands to nothing)
// dereferenced it. Reproduced deterministically on lavapipe by
// KHR-GL43.copy_image.functional_src_target_texture_2d_array_..._dst_format_rgb9_e5.
TEST_F(TextureTest, CopyImageSubDataRejectsTwoTexturesWithNoImageAtAll) {
GLuint firstEmpty = 0;
GLuint secondEmpty = 0;
MG_Impl::GLImpl::GenTextures(1, &firstEmpty);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, firstEmpty);
MG_Impl::GLImpl::GenTextures(1, &secondEmpty);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, secondEmpty);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
MG_Impl::GLImpl::CopyImageSubData(firstEmpty, GL_TEXTURE_2D, 0, 0, 0, 0, secondEmpty, GL_TEXTURE_2D, 0, 0, 0, 0,
1, 1, 1);
ExpectSingleGlError(GL_INVALID_OPERATION);
}
// GL_DEPTH_STENCIL_TEXTURE_MODE used to be a pure frontend shadow: stored, answered by
// glGetTexParameter, and never shown to a backend. Sampling therefore always read the depth
// aspect however the mode was set, which is the whole of
// KHR-GL3x.packed_depth_stencil.stencil_texturing. Both backends pick the aspect up through the
// texture-params version - DirectGLES re-emits glTexParameteri when it moves, DirectVulkan
// rebuilds the sampled image view - so the version bump is the load-bearing part, and a
// no-op write must not spend one (every bump costs DirectVulkan a view recreation).
TEST_F(TextureTest, DepthStencilTextureModeIsBackendVisibleThroughTheParamsVersion) {
GLuint texture = 0;
MG_Impl::GLImpl::GenTextures(1, &texture);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, texture);
MG_Impl::GLImpl::TexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, 8, 8);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
const auto textureObject = MG_State::pGLContext->GetTextureObject(texture);
ASSERT_NE(textureObject, nullptr);
EXPECT_EQ(textureObject->GetDepthStencilTextureMode(), static_cast<GLenum>(GL_DEPTH_COMPONENT));
const Uint16 initialVersion = textureObject->GetTextureParamsVersion();
MG_Impl::GLImpl::TexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
EXPECT_EQ(textureObject->GetDepthStencilTextureMode(), static_cast<GLenum>(GL_STENCIL_INDEX));
EXPECT_NE(textureObject->GetTextureParamsVersion(), initialVersion);
// Re-writing the value already in force is not a change and must not invalidate anything.
const Uint16 settledVersion = textureObject->GetTextureParamsVersion();
MG_Impl::GLImpl::TexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
EXPECT_EQ(textureObject->GetTextureParamsVersion(), settledVersion);
// ...and going back to the depth aspect is a change again.
MG_Impl::GLImpl::TexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
EXPECT_EQ(textureObject->GetDepthStencilTextureMode(), static_cast<GLenum>(GL_DEPTH_COMPONENT));
EXPECT_NE(textureObject->GetTextureParamsVersion(), settledVersion);
}
namespace {
// 8x8 RGTC1: 2x2 blocks of 8 bytes, so the stored image is 32 bytes and one block row is 16.
constexpr GLsizei kRgtc1Size8x8 = 32;
GLuint MakeCompressedRgtc1Texture8x8() {
GLuint texture = 0;
MG_Impl::GLImpl::GenTextures(1, &texture);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, texture);
MG_Impl::GLImpl::CompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RED_RGTC1, 8, 8, 0, kRgtc1Size8x8,
nullptr);
return texture;
}
} // namespace
// glCompressedTexSubImage2D was a stub that answered GL_INVALID_ENUM to every call. It replaces a
// block-aligned rectangle of the stored image, and the arithmetic that places the incoming blocks
// is what the partial write below pins: a full-width write would pass with the rows concatenated
// in either order.
TEST_F(TextureTest, CompressedTexSubImage2DReplacesTheStoredBlocks) {
const GLuint texture = MakeCompressedRgtc1Texture8x8();
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
Uint8 whole[kRgtc1Size8x8];
for (Int i = 0; i < kRgtc1Size8x8; ++i) whole[i] = static_cast<Uint8>(i + 1);
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_COMPRESSED_RED_RGTC1, kRgtc1Size8x8,
whole);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
Uint8 stored[kRgtc1Size8x8] = {};
MG_Impl::GLImpl::GetCompressedTexImage(GL_TEXTURE_2D, 0, stored);
EXPECT_EQ(std::memcmp(stored, whole, sizeof(whole)), 0);
// The right-hand block column only: one block wide, two block rows high. Its two blocks land
// at byte 8 and byte 24, not at bytes 0 and 8.
const Uint8 column[16] = {0xA0, 0xA1, 0xA2, 0xA3, 0xA4, 0xA5, 0xA6, 0xA7,
0xB0, 0xB1, 0xB2, 0xB3, 0xB4, 0xB5, 0xB6, 0xB7};
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 4, 0, 4, 8, GL_COMPRESSED_RED_RGTC1,
static_cast<GLsizei>(sizeof(column)), column);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
Uint8 expected[kRgtc1Size8x8];
std::memcpy(expected, whole, sizeof(expected));
std::memcpy(expected + 8, column, 8);
std::memcpy(expected + 24, column + 8, 8);
std::memset(stored, 0, sizeof(stored));
MG_Impl::GLImpl::GetCompressedTexImage(GL_TEXTURE_2D, 0, stored);
EXPECT_EQ(std::memcmp(stored, expected, sizeof(expected)), 0);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
}
// The Y axis of the placement, which the whole-image and single-column cases above cannot see: an
// implementation that dropped the first-block-row term, or that divided yoffset by the block WIDTH,
// passes every one of them. The region here starts at block row 1, so its two blocks belong at
// bytes 16 and 24 and nowhere else.
TEST_F(TextureTest, CompressedTexSubImage2DPlacesTheFirstBlockRow) {
const GLuint texture = MakeCompressedRgtc1Texture8x8();
Uint8 whole[kRgtc1Size8x8];
for (Int i = 0; i < kRgtc1Size8x8; ++i) whole[i] = static_cast<Uint8>(i + 1);
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_COMPRESSED_RED_RGTC1, kRgtc1Size8x8,
whole);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
// The bottom block row only: 8 texels wide, 4 high, starting at y = 4.
const Uint8 bottom[16] = {0xC0, 0xC1, 0xC2, 0xC3, 0xC4, 0xC5, 0xC6, 0xC7,
0xD0, 0xD1, 0xD2, 0xD3, 0xD4, 0xD5, 0xD6, 0xD7};
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 4, 8, 4, GL_COMPRESSED_RED_RGTC1,
static_cast<GLsizei>(sizeof(bottom)), bottom);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
Uint8 expected[kRgtc1Size8x8];
std::memcpy(expected, whole, sizeof(expected));
std::memcpy(expected + 16, bottom, sizeof(bottom));
Uint8 stored[kRgtc1Size8x8] = {};
MG_Impl::GLImpl::GetCompressedTexImage(GL_TEXTURE_2D, 0, stored);
EXPECT_EQ(std::memcmp(stored, expected, sizeof(expected)), 0);
// And one block in the far corner, which needs both terms at once.
const Uint8 corner[8] = {0xE0, 0xE1, 0xE2, 0xE3, 0xE4, 0xE5, 0xE6, 0xE7};
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 4, 4, 4, 4, GL_COMPRESSED_RED_RGTC1,
static_cast<GLsizei>(sizeof(corner)), corner);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
std::memcpy(expected + 24, corner, sizeof(corner));
std::memset(stored, 0, sizeof(stored));
MG_Impl::GLImpl::GetCompressedTexImage(GL_TEXTURE_2D, 0, stored);
EXPECT_EQ(std::memcmp(stored, expected, sizeof(expected)), 0);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
(void)texture;
}
// A level whose size is neither square nor a multiple of the block size, at a level above the
// base, in a format with SIXTEEN bytes per block. Between them these pin the row stride (which a
// square level cannot distinguish from the column count), the rounding-up of a partial edge block,
// the run-to-the-edge exemption from the whole-blocks rule, and the block size actually coming from
// the format rather than from a constant.
TEST_F(TextureTest, CompressedTexSubImage2DHandlesPartialBlocksAndAMipLevel) {
GLuint texture = 0;
MG_Impl::GLImpl::GenTextures(1, &texture);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, texture);
// 6x10 BPTC: 2 block columns x 3 block rows of 16 bytes = 96, one block row = 32.
constexpr GLsizei kBptcSize6x10 = 96;
MG_Impl::GLImpl::CompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGBA_BPTC_UNORM, 6, 10, 0, kBptcSize6x10,
nullptr);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
GLint imageSize = 0;
MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D, 1, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &imageSize);
EXPECT_EQ(imageSize, kBptcSize6x10);
Uint8 whole[kBptcSize6x10];
for (Int i = 0; i < kBptcSize6x10; ++i) whole[i] = static_cast<Uint8>(i + 1);
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 6, 10, GL_COMPRESSED_RGBA_BPTC_UNORM,
kBptcSize6x10, whole);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
// The right-hand column (2 texels wide - a partial block that runs to the edge) of the middle
// block row: one block, at byte 32 + 16.
Uint8 patch[16];
for (Int i = 0; i < 16; ++i) patch[i] = static_cast<Uint8>(0xF0 + i);
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 1, 4, 4, 2, 4, GL_COMPRESSED_RGBA_BPTC_UNORM,
static_cast<GLsizei>(sizeof(patch)), patch);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
Uint8 expected[kBptcSize6x10];
std::memcpy(expected, whole, sizeof(expected));
std::memcpy(expected + 48, patch, sizeof(patch));
Uint8 stored[kBptcSize6x10] = {};
MG_Impl::GLImpl::GetCompressedTexImage(GL_TEXTURE_2D, 1, stored);
EXPECT_EQ(std::memcmp(stored, expected, sizeof(expected)), 0);
// The partial edge block is only exempt from the whole-blocks rule AT the edge: the same
// 2-texel width one block to the left is not.
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 4, 2, 4, GL_COMPRESSED_RGBA_BPTC_UNORM,
static_cast<GLsizei>(sizeof(patch)), patch);
ExpectSingleGlError(GL_INVALID_OPERATION);
}
// The same call sourcing its blocks from a buffer bound to GL_PIXEL_UNPACK_BUFFER, where `data` is
// an offset into that buffer rather than a client pointer - which is the form
// KHR-GL44.buffer_storage.map_persistent_texture uses for every one of its operations.
TEST_F(TextureTest, CompressedTexSubImage2DUnpacksFromAPixelUnpackBuffer) {
Uint8 source[256];
for (Int i = 0; i < 256; ++i) source[i] = static_cast<Uint8>(i);
GLuint buffer = 0;
MG_Impl::GLImpl::GenBuffers(1, &buffer);
MG_Impl::GLImpl::BindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer);
MG_Impl::GLImpl::BufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(source), source, GL_STATIC_DRAW);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
const GLuint texture = MakeCompressedRgtc1Texture8x8();
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_COMPRESSED_RED_RGTC1, kRgtc1Size8x8,
reinterpret_cast<const void*>(static_cast<SizeT>(64)));
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
Uint8 stored[kRgtc1Size8x8] = {};
MG_Impl::GLImpl::GetCompressedTexImage(GL_TEXTURE_2D, 0, stored);
EXPECT_EQ(std::memcmp(stored, source + 64, sizeof(stored)), 0);
// Reading past the end of the buffer is the unpack-buffer error, not a read out of bounds.
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_COMPRESSED_RED_RGTC1, kRgtc1Size8x8,
reinterpret_cast<const void*>(static_cast<SizeT>(sizeof(source) - 8)));
ExpectSingleGlError(GL_INVALID_OPERATION);
MG_Impl::GLImpl::BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
(void)texture;
}
// ARB_buffer_storage's whole point: a PERSISTENTLY mapped buffer stays usable while the map is
// live, including as the source of a texture upload - which is what
// KHR-GL44.buffer_storage.map_persistent_texture checks. An ordinary map still disqualifies it.
// Both compressed entry points share one validator, so both are checked here.
TEST_F(TextureTest, CompressedUploadsAcceptAPersistentlyMappedUnpackBuffer) {
Uint8 source[256];
for (Int i = 0; i < 256; ++i) source[i] = static_cast<Uint8>(255 - i);
GLuint buffer = 0;
MG_Impl::GLImpl::GenBuffers(1, &buffer);
MG_Impl::GLImpl::BindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer);
MG_Impl::GLImpl::BufferStorage(GL_PIXEL_UNPACK_BUFFER, sizeof(source), source,
GL_MAP_PERSISTENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
void* mapped = MG_Impl::GLImpl::MapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, sizeof(source),
GL_MAP_PERSISTENT_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
ASSERT_NE(mapped, nullptr);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
GLuint texture = 0;
MG_Impl::GLImpl::GenTextures(1, &texture);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, texture);
// The image call takes offset 0 and the sub-image call offset 128, so the readback can only
// match if the SUB-IMAGE call ran: were it refused (or a no-op), the level would still hold
// the image call's bytes.
MG_Impl::GLImpl::CompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RED_RGTC1, 8, 8, 0, kRgtc1Size8x8,
reinterpret_cast<const void*>(static_cast<SizeT>(0)));
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR) << "glCompressedTexImage2D over a persistent map";
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_COMPRESSED_RED_RGTC1, kRgtc1Size8x8,
reinterpret_cast<const void*>(static_cast<SizeT>(128)));
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR) << "glCompressedTexSubImage2D over a persistent map";
Uint8 stored[kRgtc1Size8x8] = {};
MG_Impl::GLImpl::GetCompressedTexImage(GL_TEXTURE_2D, 0, stored);
EXPECT_EQ(std::memcmp(stored, source + 128, sizeof(stored)), 0);
MG_Impl::GLImpl::UnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
// The negative control: an ORDINARY map is still an error, so the check above is not just
// "the mapped test was dropped".
GLuint plainBuffer = 0;
MG_Impl::GLImpl::GenBuffers(1, &plainBuffer);
MG_Impl::GLImpl::BindBuffer(GL_PIXEL_UNPACK_BUFFER, plainBuffer);
MG_Impl::GLImpl::BufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(source), source, GL_STATIC_DRAW);
ASSERT_NE(MG_Impl::GLImpl::MapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_ONLY), nullptr);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_COMPRESSED_RED_RGTC1, kRgtc1Size8x8,
reinterpret_cast<const void*>(static_cast<SizeT>(0)));
ExpectSingleGlError(GL_INVALID_OPERATION);
MG_Impl::GLImpl::UnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
MG_Impl::GLImpl::BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
// glCompressedTextureSubImage2D was an exported no-op that raised no error at all, so an
// application could not tell the write had not happened. It must reach the NAMED texture and leave
// the binding it borrowed exactly as it found it.
TEST_F(TextureTest, CompressedTextureSubImage2DModifiesTheNamedTextureOnly) {
const GLuint bound = MakeCompressedRgtc1Texture8x8();
Uint8 boundImage[kRgtc1Size8x8];
for (Int i = 0; i < kRgtc1Size8x8; ++i) boundImage[i] = 0x11;
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_COMPRESSED_RED_RGTC1, kRgtc1Size8x8,
boundImage);
const GLuint named = MakeCompressedRgtc1Texture8x8();
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, bound); // `named` is NOT the bound texture
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
Uint8 namedImage[kRgtc1Size8x8];
for (Int i = 0; i < kRgtc1Size8x8; ++i) namedImage[i] = 0x22;
MG_Impl::GLImpl::CompressedTextureSubImage2D(named, 0, 0, 0, 8, 8, GL_COMPRESSED_RED_RGTC1, kRgtc1Size8x8,
namedImage);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
// The borrowed binding is back, and it kept its own image.
Uint8 stored[kRgtc1Size8x8] = {};
MG_Impl::GLImpl::GetCompressedTexImage(GL_TEXTURE_2D, 0, stored);
EXPECT_EQ(std::memcmp(stored, boundImage, sizeof(stored)), 0);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, named);
std::memset(stored, 0, sizeof(stored));
MG_Impl::GLImpl::GetCompressedTexImage(GL_TEXTURE_2D, 0, stored);
EXPECT_EQ(std::memcmp(stored, namedImage, sizeof(stored)), 0);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
}
TEST_F(TextureTest, CompressedTexSubImage2DRejectsTheRegionsGLForbids) {
const GLuint texture = MakeCompressedRgtc1Texture8x8();
Uint8 blocks[kRgtc1Size8x8] = {};
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
// A format that is not the one the image is stored in.
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_COMPRESSED_RG_RGTC2, 64, blocks);
ExpectSingleGlError(GL_INVALID_OPERATION);
// A start that is not on a block boundary.
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 2, 0, 4, 8, GL_COMPRESSED_RED_RGTC1, 16, blocks);
ExpectSingleGlError(GL_INVALID_OPERATION);
// A width that is neither a whole number of blocks nor a run to the image's edge.
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 8, GL_COMPRESSED_RED_RGTC1, 16, blocks);
ExpectSingleGlError(GL_INVALID_OPERATION);
// A region that runs off the image.
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 4, 0, 8, 8, GL_COMPRESSED_RED_RGTC1, 32, blocks);
ExpectSingleGlError(GL_INVALID_VALUE);
// An imageSize that does not match the region.
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_COMPRESSED_RED_RGTC1, 16, blocks);
ExpectSingleGlError(GL_INVALID_VALUE);
// A format with no defined block layout here.
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGBA8, 32, blocks);
ExpectSingleGlError(GL_INVALID_ENUM);
// An uncompressed image has nothing for it to replace.
GLuint plain = 0;
MG_Impl::GLImpl::GenTextures(1, &plain);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, plain);
MG_Impl::GLImpl::TexImage2D(GL_TEXTURE_2D, 0, GL_R8, 8, 8, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_COMPRESSED_RED_RGTC1, kRgtc1Size8x8,
blocks);
ExpectSingleGlError(GL_INVALID_OPERATION);
(void)texture;
}
// RGTC compresses 4x4 blocks of a 2D image and has no 3D form, so glTexImage3D must reject it even
// though the same enum is accepted on a 2D target. The generic compressed formats carry no such
// restriction and stay legal in 3D.
@@ -2675,6 +3179,193 @@ TEST_F(TextureTest, DecodeShadowDataToWideRGBACoversComponentAndPackedLayouts) {
}
}
// ---- GL_RGB9_E5 raw-preserving transfer --------------------------------------------------------
// RGB9_E5 packs three 9-bit mantissas against one shared 5-bit exponent, so a value has several
// legal encodings (shift the exponent up, shift every mantissa down). The spec's encode algorithm
// (GL 4.6 8.5.2) always emits the canonical one, which makes decode-to-float / re-encode
// value-preserving but NOT bit-preserving. glTexImage followed by glGetTexImage has to hand the
// application its own bits back, so a client (format, type) whose word already IS the storage word
// must move verbatim. GL CTS KHR-GL43.copy_image caught the round trip turning the uploaded
// 0xf8fc0000 into 0xe7e00000 ("CopyImageSubData modified contents of source image") and a copied-in
// 0x60000000 into 0x00000000 ("CopyImageSubData stored invalid data in copied region").
namespace {
Uint32 RoundTripSharedExponentWord(Uint32 word) {
Float rgb[3];
MG_Util::DecodeSharedExponentRGB9E5(word, rgb);
return MG_Util::EncodeSharedExponentRGB9E5(rgb);
}
} // namespace
TEST(SharedExponentRGB9E5Test, EncodeReproducesCanonicalWordsExactly) {
// Canonical encodings - the ones the spec algorithm emits - must survive a decode/encode round
// trip untouched, or every conversion INTO RGB9_E5 would be off as well.
const Uint32 canonical[] = {
0x00000000u, // all zero
0x0FFFFFFFu, // exponent 1, every mantissa saturated (smallest normalized exponent in use)
0x000003FFu, // exponent 0: the denormal range, mantissas 511 / 1 / 0
0x81010100u, // (1.0, 0.5, 0.25)
0xE7E00000u, // (0, 0, 8064) - what the CTS round trip produced
0xFFFFFFFFu, // exponent 31 with saturated mantissas = the largest representable texel
};
for (const Uint32 word : canonical) {
EXPECT_EQ(RoundTripSharedExponentWord(word), word) << "word 0x" << std::hex << word;
// Encoding is idempotent: a second pass may not drift either.
EXPECT_EQ(RoundTripSharedExponentWord(RoundTripSharedExponentWord(word)), word);
}
}
TEST(SharedExponentRGB9E5Test, EncodeCanonicalizesRedundantWords) {
// The exact QPA signatures. Both pairs hold the same value, so the encoder is not wrong - which
// is why the fix has to be a raw path rather than an encoder change.
Float observed[3];
MG_Util::DecodeSharedExponentRGB9E5(0xF8FC0000u, observed);
Float canonical[3];
MG_Util::DecodeSharedExponentRGB9E5(0xE7E00000u, canonical);
EXPECT_EQ(observed[2], 8064.0f);
EXPECT_EQ(canonical[2], 8064.0f);
EXPECT_EQ(RoundTripSharedExponentWord(0xF8FC0000u), 0xE7E00000u);
// Exponent 12 with all-zero mantissas is still the value zero, and canonicalizes to the
// all-zero word.
EXPECT_EQ(RoundTripSharedExponentWord(0x60000000u), 0x00000000u);
// Mantissa 1 at exponent 1 renormalizes down into the denormal range.
EXPECT_EQ(RoundTripSharedExponentWord(0x08000001u), 0x00000002u);
}
TEST(SharedExponentRGB9E5Test, RawPackedPixelTransferCoversOnlyIdenticalLayouts) {
using MG_Util::PixelStoreProcessor::IsRawPackedPixelTransfer;
// The four pairs whose client word is bit-identical to the packed storage word.
EXPECT_TRUE(IsRawPackedPixelTransfer(TextureInternalFormat::RGB9E5, TextureInputFormat::RGB,
TexturePixelDataType::UnsignedInt5999Rev));
EXPECT_TRUE(IsRawPackedPixelTransfer(TextureInternalFormat::R11FG11FB10F, TextureInputFormat::RGB,
TexturePixelDataType::UnsignedInt101111Rev));
EXPECT_TRUE(IsRawPackedPixelTransfer(TextureInternalFormat::RGB10A2, TextureInputFormat::RGBA,
TexturePixelDataType::UnsignedInt2101010Rev));
EXPECT_TRUE(IsRawPackedPixelTransfer(TextureInternalFormat::RGB10A2UI, TextureInputFormat::RGBAInteger,
TexturePixelDataType::UnsignedInt2101010Rev));
// A different packed float layout of the same width is still a conversion.
EXPECT_FALSE(IsRawPackedPixelTransfer(TextureInternalFormat::RGB9E5, TextureInputFormat::RGB,
TexturePixelDataType::UnsignedInt101111Rev));
EXPECT_FALSE(IsRawPackedPixelTransfer(TextureInternalFormat::R11FG11FB10F, TextureInputFormat::RGB,
TexturePixelDataType::UnsignedInt5999Rev));
// So is a component client type, or the same word against a component internal format.
EXPECT_FALSE(IsRawPackedPixelTransfer(TextureInternalFormat::RGB9E5, TextureInputFormat::RGB,
TexturePixelDataType::Float));
EXPECT_FALSE(IsRawPackedPixelTransfer(TextureInternalFormat::RGB8, TextureInputFormat::RGB,
TexturePixelDataType::UnsignedInt5999Rev));
EXPECT_FALSE(IsRawPackedPixelTransfer(TextureInternalFormat::RGBA32F, TextureInputFormat::RGBA,
TexturePixelDataType::UnsignedInt2101010Rev));
// Integerness has to line up too: the normalized and integer 10/10/10/2 words are not the
// same client layout even though they are the same bit field.
EXPECT_FALSE(IsRawPackedPixelTransfer(TextureInternalFormat::RGB10A2, TextureInputFormat::RGBAInteger,
TexturePixelDataType::UnsignedInt2101010Rev));
EXPECT_FALSE(IsRawPackedPixelTransfer(TextureInternalFormat::RGB10A2UI, TextureInputFormat::RGBA,
TexturePixelDataType::UnsignedInt2101010Rev));
EXPECT_FALSE(IsRawPackedPixelTransfer(TextureInternalFormat::Unknown, TextureInputFormat::RGB,
TexturePixelDataType::UnsignedInt5999Rev));
}
TEST_F(TextureTest, TexImage2DRGB9E5KeepsNonCanonicalClientWords) {
// Upload direction: GL_RGB / GL_UNSIGNED_INT_5_9_9_9_REV into GL_RGB9_E5 stores the client
// words untouched, including the redundant encodings the CTS generates.
GLuint texture = 0;
MG_Impl::GLImpl::GenTextures(1, &texture);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, texture);
const Uint32 words[] = {0xF8FC0000u, 0x60000000u, 0x08000001u, 0x0FFFFFFFu};
MG_Impl::GLImpl::PixelStorei(GL_UNPACK_ALIGNMENT, 1);
MG_Impl::GLImpl::TexImage2D(GL_TEXTURE_2D, 0, GL_RGB9_E5, 4, 1, 0, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV, words);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
const auto* stored = GetBoundTexture2DLevelBytes(texture);
ASSERT_NE(stored, nullptr);
Uint32 readBack[4] = {};
std::memcpy(readBack, stored, sizeof(readBack));
for (Int i = 0; i < 4; ++i) {
EXPECT_EQ(readBack[i], words[i]) << "texel " << i;
}
MG_Impl::GLImpl::PixelStorei(GL_UNPACK_ALIGNMENT, 4);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, 0);
}
TEST_F(TextureTest, TexImage2DRGB9E5FromOtherPackedFloatTypeStillConverts) {
// Negative control for the raw path: a genuinely different client layout keeps the
// decode-to-float / re-encode conversion.
GLuint texture = 0;
MG_Impl::GLImpl::GenTextures(1, &texture);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, texture);
// 10F_11F_11F_REV word holding (1.0, 0.5, 0.25) - see the packed readback encode tests.
const Uint32 packedFloatWord = 0x681C03C0u;
MG_Impl::GLImpl::PixelStorei(GL_UNPACK_ALIGNMENT, 1);
MG_Impl::GLImpl::TexImage2D(GL_TEXTURE_2D, 0, GL_RGB9_E5, 1, 1, 0, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV,
&packedFloatWord);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
const auto* stored = GetBoundTexture2DLevelBytes(texture);
ASSERT_NE(stored, nullptr);
Uint32 word = 0;
std::memcpy(&word, stored, sizeof(word));
const Float rgb[3] = {1.0f, 0.5f, 0.25f};
EXPECT_EQ(word, MG_Util::EncodeSharedExponentRGB9E5(rgb));
EXPECT_NE(word, packedFloatWord) << "the raw path must not swallow a real conversion";
MG_Impl::GLImpl::PixelStorei(GL_UNPACK_ALIGNMENT, 4);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, 0);
}
TEST_F(TextureTest, StorePackedWordsToClientCopiesWordsVerbatimUnderPackParams) {
// Readback direction: the raw store copies the words bit-for-bit while still honoring the
// client-side PACK addressing (alignment, skip rows/pixels) and GL_PACK_SWAP_BYTES.
namespace ReadbackImpl = MG_Backend::DirectGLES::ReadbackImpl;
const Uint32 source[] = {0xF8FC0000u, 0x60000000u, 0x08000001u, // row 0
0x0FFFFFFFu, 0xFFFFFFFFu, 0x00000000u}; // row 1
constexpr Uint32 kFill = 0xDEADBEEFu;
Uint32 destination[16];
std::fill(std::begin(destination), std::end(destination), kFill);
MG_Impl::GLImpl::PixelStorei(GL_PACK_ALIGNMENT, 8); // rows of 3 words (12 B) pad to 16 B
MG_Impl::GLImpl::PixelStorei(GL_PACK_SKIP_ROWS, 1);
MG_Impl::GLImpl::PixelStorei(GL_PACK_SKIP_PIXELS, 1);
ASSERT_TRUE(ReadbackImpl::StorePackedWordsToClient(reinterpret_cast<const Uint8*>(source), /*width=*/3,
/*sliceHeight=*/2, /*sliceCount=*/1,
GL_UNSIGNED_INT_5_9_9_9_REV, destination,
/*applyPackImageParams=*/false));
// Row 0 lands at SKIP_ROWS * 16 + SKIP_PIXELS * 4 = 20 bytes = word 5; row 1 one 16-byte
// stride further along, at word 9.
for (Int i = 0; i < 3; ++i) {
EXPECT_EQ(destination[5 + i], source[i]) << "row 0 texel " << i;
EXPECT_EQ(destination[9 + i], source[3 + i]) << "row 1 texel " << i;
}
// The skipped region and the row padding stay untouched.
EXPECT_EQ(destination[0], kFill);
EXPECT_EQ(destination[4], kFill);
EXPECT_EQ(destination[8], kFill);
EXPECT_EQ(destination[12], kFill);
// GL_PACK_SWAP_BYTES reverses each 4-byte word.
std::fill(std::begin(destination), std::end(destination), kFill);
MG_Impl::GLImpl::PixelStorei(GL_PACK_SKIP_ROWS, 0);
MG_Impl::GLImpl::PixelStorei(GL_PACK_SKIP_PIXELS, 0);
MG_Impl::GLImpl::PixelStorei(GL_PACK_ALIGNMENT, 1);
MG_Impl::GLImpl::PixelStorei(GL_PACK_SWAP_BYTES, GL_TRUE);
ASSERT_TRUE(ReadbackImpl::StorePackedWordsToClient(reinterpret_cast<const Uint8*>(source), /*width=*/3,
/*sliceHeight=*/1, /*sliceCount=*/1,
GL_UNSIGNED_INT_5_9_9_9_REV, destination,
/*applyPackImageParams=*/false));
EXPECT_EQ(destination[0], 0x0000FCF8u); // byte-reversed 0xF8FC0000
EXPECT_EQ(destination[1], 0x00000060u);
MG_Impl::GLImpl::PixelStorei(GL_PACK_SWAP_BYTES, GL_FALSE);
MG_Impl::GLImpl::PixelStorei(GL_PACK_ALIGNMENT, 4);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
}
// GL 4.6 core table 23.18: GL_TEXTURE_COMPARE_FUNC takes the whole eight-function depth-compare
// range. The validator used to start it at GL_LEQUAL, which sits in the middle of the contiguous
// GL_NEVER..GL_ALWAYS block, so NEVER/LESS/EQUAL were rejected while GREATER/NOTEQUAL/GEQUAL only
@@ -3288,3 +3979,57 @@ TEST_F(TextureTest, GetTexLevelParameterOnBufferStorageReportsErrorInsteadOfTerm
ExpectSingleGlError(GL_INVALID_OPERATION);
}
}
// Immutable storage plus glCompressedTexSubImage2D is the modern way to upload a compressed
// texture, so glTexStorage2D has to commit its levels to a specific compressed internalformat
// exactly as glTexImage2D does. When it did not, the sub-image call found an uncompressed level
// and refused it, and glTexImage2D and glTexStorage2D disagreed about the same token.
TEST_F(TextureTest, TexStorage2DTagsEveryLevelForASpecificCompressedFormat) {
GLuint texture = 0;
MG_Impl::GLImpl::GenTextures(1, &texture);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, texture);
MG_Impl::GLImpl::TexStorage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RED_RGTC1, 8, 8);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
for (GLint level = 0; level < 2; ++level) {
GLint compressed = GL_FALSE;
MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D, level, GL_TEXTURE_COMPRESSED, &compressed);
EXPECT_EQ(compressed, GL_TRUE) << "level " << level;
GLint internalFormat = 0;
MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D, level, GL_TEXTURE_INTERNAL_FORMAT, &internalFormat);
EXPECT_EQ(internalFormat, static_cast<GLint>(GL_COMPRESSED_RED_RGTC1)) << "level " << level;
GLint imageSize = 0;
MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D, level, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &imageSize);
// 8x8 -> 2x2 blocks -> 32 bytes; 4x4 -> 1 block -> 8 bytes.
EXPECT_EQ(imageSize, level == 0 ? 32 : 8) << "level " << level;
}
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
// ...and the sub-image call the whole arrangement exists for now reaches both levels.
Uint8 blocks[kRgtc1Size8x8];
for (Int i = 0; i < kRgtc1Size8x8; ++i) blocks[i] = static_cast<Uint8>(0x40 + i);
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_COMPRESSED_RED_RGTC1, kRgtc1Size8x8,
blocks);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
Uint8 stored[kRgtc1Size8x8] = {};
MG_Impl::GLImpl::GetCompressedTexImage(GL_TEXTURE_2D, 0, stored);
EXPECT_EQ(std::memcmp(stored, blocks, sizeof(stored)), 0);
MG_Impl::GLImpl::CompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 4, 4, GL_COMPRESSED_RED_RGTC1, 8, blocks);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
}
// The negative control: a generic compressed token leaves glTexStorage2D's levels uncompressed,
// because for those the implementation's choice IS the answer and MobileGL chooses uncompressed.
TEST_F(TextureTest, TexStorage2DLeavesAGenericCompressedFormatUncompressed) {
GLuint texture = 0;
MG_Impl::GLImpl::GenTextures(1, &texture);
MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, texture);
MG_Impl::GLImpl::TexStorage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RED, 8, 8);
ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
GLint compressed = GL_TRUE;
MG_Impl::GLImpl::GetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED, &compressed);
EXPECT_EQ(compressed, GL_FALSE);
EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
}
+20
View File
@@ -16,5 +16,25 @@ target_link_libraries(
${LINK_LIBRARIES}
)
# The log-severity ordering and the MOBILEGL_ASSERT gate keyed to it. Links gtest
# (not gtest_main): the suite needs its own main() to point MOBILEGL_LOG_FILE_PATH at a
# temp file before anything in the process logs and latches the sink's FILE*.
add_executable(
LogLevelTest
LogLevelTest.cpp
)
target_include_directories(LogLevelTest PRIVATE
${MGL_ROOT}/include
${MGL_ROOT}/MobileGL
)
target_link_libraries(
LogLevelTest PRIVATE
GTest::gtest
${LINK_LIBRARIES}
)
include(GoogleTest)
gtest_discover_tests(JobNodeTest DISCOVERY_TIMEOUT 30 PROPERTIES LABELS unit)
gtest_discover_tests(LogLevelTest DISCOVERY_TIMEOUT 30 PROPERTIES LABELS unit)
+204
View File
@@ -0,0 +1,204 @@
// MobileGL - MobileGL/MG_Test/Util/LogLevelTest.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
// Guards the log-severity ordering and the MOBILEGL_ASSERT gate that hangs off it.
//
// Until 2026-08-13 the numeric order was DEBUG < WARN < ERROR < INFO < FATAL, so the
// production gate `#if MOBILEGL_LOG_ACTIVE_LEVEL <= MOBILEGL_LOG_LEVEL_X` compiled
// MGLOG_W and MGLOG_E out of every INFO build. Failures logged with MGLOG_E were
// invisible in exactly the builds that shipped. Nothing in the suite noticed, which is
// why this file exists.
//
// This test is written to be meaningful in BOTH configurations - build it at
// MOBILEGL_LOG_LEVEL_INFO and at MOBILEGL_LOG_LEVEL_DEBUG and it checks the contract
// appropriate to each. It runs headless: no GL context, no device, just the file sink.
#include <gtest/gtest.h>
#include <Defines.h>
#include <MG_Util/Debug/Log.h>
#include <cstdio>
#include <cstdlib>
#include <filesystem>
#include <fstream>
#include <sstream>
#include <string>
namespace {
// ---------------------------------------------------------------------------
// Compile-time contract
// ---------------------------------------------------------------------------
// The ordering itself. A renumbering that re-inverts the scale fails here.
static_assert(MOBILEGL_LOG_LEVEL_DEBUG < MOBILEGL_LOG_LEVEL_INFO, "DEBUG must be below INFO");
static_assert(MOBILEGL_LOG_LEVEL_INFO < MOBILEGL_LOG_LEVEL_WARN, "INFO must be below WARN");
static_assert(MOBILEGL_LOG_LEVEL_WARN < MOBILEGL_LOG_LEVEL_ERROR, "WARN must be below ERROR");
static_assert(MOBILEGL_LOG_LEVEL_ERROR < MOBILEGL_LOG_LEVEL_FATAL, "ERROR must be below FATAL");
// DEBUG must stay the floor: the MOBILEGL_ASSERT gate in Defines.h is spelled
// `ACTIVE <= MOBILEGL_LOG_LEVEL_DEBUG` and means "only in a DEBUG build". That
// reading is only correct while DEBUG is the minimum.
static_assert(MOBILEGL_LOG_LEVEL_DEBUG == 0, "DEBUG must be the lowest level");
// Defines.h and Log.h each define the five constants. Log.h's copy wins when both
// are included; if the two ever drift, the duplicate-definition warning is not
// guaranteed to be an error, so pin the values a second time from this TU's view.
static_assert(MOBILEGL_LOG_LEVEL_INFO == 1, "INFO must be 1 in both Defines.h and Log.h");
static_assert(MOBILEGL_LOG_LEVEL_WARN == 2, "WARN must be 2 in both Defines.h and Log.h");
static_assert(MOBILEGL_LOG_LEVEL_ERROR == 3, "ERROR must be 3 in both Defines.h and Log.h");
static_assert(MOBILEGL_LOG_LEVEL_FATAL == 4, "FATAL must be 4 in both Defines.h and Log.h");
// Whether this translation unit was compiled with asserts live. This is a literal
// copy of the Defines.h gate - the point of the test is to prove it agrees with
// MGLOG_D's liveness, observed at runtime below.
#if MOBILEGL_LOG_ACTIVE_LEVEL <= MOBILEGL_LOG_LEVEL_DEBUG
constexpr bool kAssertsLive = true;
#else
constexpr bool kAssertsLive = false;
#endif
// Whether the build is the production INFO configuration.
constexpr bool kBuiltAtInfo = (MOBILEGL_LOG_ACTIVE_LEVEL == MOBILEGL_LOG_LEVEL_INFO);
// ---------------------------------------------------------------------------
// Runtime observation of the sink
// ---------------------------------------------------------------------------
// The log file path is latched by MG_Util::Debug::InitFile() on the first write and
// never reopened, so the whole process gets one file. main() below points
// MOBILEGL_LOG_FILE_PATH at a temp file before gtest runs; this fixture emits one
// line per level and then reads the file back.
std::string g_logPath;
struct Emitted {
bool debug = false;
bool info = false;
bool warn = false;
bool error = false;
bool fatal = false;
};
Emitted EmitAndRead() {
// Distinctive markers so a substring search cannot collide with unrelated output.
MGLOG_D("MGLOGTEST_MARKER_DEBUG_5f3a");
MGLOG_I("MGLOGTEST_MARKER_INFO_5f3a");
MGLOG_W("MGLOGTEST_MARKER_WARN_5f3a");
MGLOG_E("MGLOGTEST_MARKER_ERROR_5f3a");
MGLOG_F("MGLOGTEST_MARKER_FATAL_5f3a");
std::ifstream in(g_logPath, std::ios::binary);
std::ostringstream ss;
ss << in.rdbuf();
const std::string text = ss.str();
Emitted e;
e.debug = text.find("MGLOGTEST_MARKER_DEBUG_5f3a") != std::string::npos;
e.info = text.find("MGLOGTEST_MARKER_INFO_5f3a") != std::string::npos;
e.warn = text.find("MGLOGTEST_MARKER_WARN_5f3a") != std::string::npos;
e.error = text.find("MGLOGTEST_MARKER_ERROR_5f3a") != std::string::npos;
e.fatal = text.find("MGLOGTEST_MARKER_FATAL_5f3a") != std::string::npos;
return e;
}
TEST(LogLevel, SinkIsReachableAtAll) {
// Guards the test itself: if the file sink were disabled or the path override
// ignored, every "level X is suppressed" assertion below would pass vacuously.
ASSERT_FALSE(g_logPath.empty()) << "test harness did not set MOBILEGL_LOG_FILE_PATH";
const Emitted e = EmitAndRead();
EXPECT_TRUE(e.fatal) << "FATAL is compiled in at every level; an empty log means the "
"file sink never opened and this suite proves nothing";
}
TEST(LogLevel, ProductionBuildKeepsErrorAndWarn) {
if constexpr (!kBuiltAtInfo) {
GTEST_SKIP() << "only meaningful when built at MOBILEGL_LOG_LEVEL_INFO";
} else {
const Emitted e = EmitAndRead();
// The regression this file exists for.
EXPECT_TRUE(e.error) << "MGLOG_E must be live in an INFO build";
EXPECT_TRUE(e.warn) << "MGLOG_W must be live in an INFO build";
EXPECT_TRUE(e.info) << "MGLOG_I must be live in an INFO build";
EXPECT_TRUE(e.fatal) << "MGLOG_F must be live in an INFO build";
// ...and the other half: D must still be compiled out, or production pays
// for every dev-only diagnostic in the tree.
EXPECT_FALSE(e.debug) << "MGLOG_D must be compiled out of an INFO build";
}
}
TEST(LogLevel, DebugBuildKeepsEverything) {
if constexpr (MOBILEGL_LOG_ACTIVE_LEVEL != MOBILEGL_LOG_LEVEL_DEBUG) {
GTEST_SKIP() << "only meaningful when built at MOBILEGL_LOG_LEVEL_DEBUG";
} else {
const Emitted e = EmitAndRead();
EXPECT_TRUE(e.debug);
EXPECT_TRUE(e.info);
EXPECT_TRUE(e.warn);
EXPECT_TRUE(e.error);
EXPECT_TRUE(e.fatal);
}
}
// ---------------------------------------------------------------------------
// The assert contract
// ---------------------------------------------------------------------------
TEST(LogLevel, AssertGateTracksDebugLiveness) {
// The contract: "INFO builds: asserts OFF; DEBUG builds: asserts ON". Stated
// without naming a level, that is exactly "asserts are live iff MGLOG_D is
// live" - which is checkable in whichever configuration this was built in,
// and is what makes the renumbering safe.
const Emitted e = EmitAndRead();
EXPECT_EQ(kAssertsLive, e.debug)
<< "MOBILEGL_ASSERT liveness (" << kAssertsLive << ") disagrees with MGLOG_D liveness ("
<< e.debug << "). The Defines.h assert gate and the Log.h MGLOG_D gate have drifted.";
}
TEST(LogLevel, AssertIsCompiledOutOfProductionBuilds) {
if constexpr (kAssertsLive) {
GTEST_SKIP() << "asserts are live in this configuration; see AssertIsLiveInDebugBuilds";
} else {
// If MOBILEGL_ASSERT were live here this would TRAP and take the process
// down, which is the behavioural half of the contract.
MOBILEGL_ASSERT(false, "this assert must be compiled out at %s", "INFO");
SUCCEED();
}
}
TEST(LogLevel, AssertIsLiveInDebugBuilds) {
if constexpr (!kAssertsLive) {
GTEST_SKIP() << "asserts are compiled out in this configuration";
} else {
// A satisfied assert must be a no-op rather than a trap; that it expands to
// real code at all is what kAssertsLive already established.
MOBILEGL_ASSERT(true, "a satisfied assert must not trap");
SUCCEED();
}
}
} // namespace
int main(int argc, char** argv) {
// Must happen before anything logs: MG_Util::Debug::InitFile() reads the variable
// once, on the first write, and caches the FILE*.
namespace fs = std::filesystem;
const fs::path path = fs::temp_directory_path() / "mobilegl-loglevel-test.log";
std::error_code ec;
fs::remove(path, ec);
g_logPath = path.string();
#if defined(_WIN32)
_putenv_s("MOBILEGL_LOG_FILE_PATH", g_logPath.c_str());
#else
setenv("MOBILEGL_LOG_FILE_PATH", g_logPath.c_str(), 1);
#endif
::testing::InitGoogleTest(&argc, argv);
return RUN_ALL_TESTS();
}
+3 -3
View File
@@ -32,11 +32,11 @@ namespace MobileGL::MG_Util::Async {
try {
continuation();
} catch (const std::exception& e) {
MGLOG_E("JobNode: a terminal continuation threw (%s); it has been contained, but whatever it "
MGLOG_E_ONCE("JobNode: a terminal continuation threw (%s); it has been contained, but whatever it "
"was going to do did not happen",
e.what());
} catch (...) {
MGLOG_E("JobNode: a terminal continuation threw a non-std exception; it has been contained, "
MGLOG_E_ONCE("JobNode: a terminal continuation threw a non-std exception; it has been contained, "
"but whatever it was going to do did not happen");
}
}
@@ -165,7 +165,7 @@ namespace MobileGL::MG_Util::Async {
Vector<String> lines;
lines.swap(node.diagnostics.logLines);
for (const String& line : lines) {
MGLOG_W("%s", line.c_str());
MGLOG_D("%s", line.c_str());
}
}
+1 -1
View File
@@ -281,7 +281,7 @@ namespace MobileGL::MG_Util::Async {
enqueued = true;
}
} catch (...) {
MGLOG_E("ShaderCompilePool::Post: enqueue failed; cancelling the job so its joiner "
MGLOG_E_ONCE("ShaderCompilePool::Post: enqueue failed; cancelling the job so its joiner "
"cannot block forever");
if (node) node->Cancel();
return;
@@ -540,6 +540,10 @@ namespace MobileGL::MG_Util::BackendLoader {
INIT_GLES_FUNC_OPTIONAL(glMultiDrawArraysIndirectEXT)
INIT_GLES_FUNC_OPTIONAL(glMultiDrawElementsIndirectEXT)
INIT_GLES_FUNC_OPTIONAL(glMultiDrawElementsBaseVertexEXT)
INIT_GLES_FUNC_OPTIONAL(glDrawArraysInstancedBaseInstanceEXT)
INIT_GLES_FUNC_OPTIONAL(glDrawElementsInstancedBaseInstanceEXT)
INIT_GLES_FUNC_OPTIONAL(glDrawElementsInstancedBaseVertexBaseInstanceEXT)
}
}
@@ -590,9 +594,10 @@ namespace MobileGL::MG_Util::BackendLoader {
#endif // !_WIN32
if (!eglLib) {
// MGLOG_F, not MGLOG_E: at the INFO log level every shipping and CI build
// uses, MGLOG_E is compiled out (Log.h orders DEBUG < WARN < ERROR < INFO),
// so this diagnosis was invisible in precisely the builds that needed it.
// MGLOG_F, not MGLOG_E: with no EGL there is no rendering at all, so this is a
// bring-up abort rather than a recoverable error. It was forced to F while the
// Log.h ordering compiled MGLOG_E out of every shipping and CI build; F is still
// the right level on its own merits, so it stays.
MGLOG_F("Failed to open EGL library: none of libEGL.so.1 / libEGL.so could be "
"dlopened; every EGL entry point will be null");
return;
@@ -851,6 +856,9 @@ namespace MobileGL::MG_Util::BackendLoader {
// Resolved into caps.TextureBufferSupport below, once the ES version is also known.
Bool hasExtTextureBuffer = false;
Bool hasOesTextureBuffer = false;
// Combined with the three entry points below; DirectGLES emulates baseInstance when this
// comes out false, so a stub pointer counting as support would silently break the draws.
Bool hasBaseInstanceExtension = false;
for (GLint i = 0; i < extCount; ++i) {
const char* extension = (const char*)glesFuncs.glGetStringi(GL_EXTENSIONS, i);
if (extension) {
@@ -891,7 +899,7 @@ namespace MobileGL::MG_Util::BackendLoader {
hasOesTextureBuffer = true;
}
if (std::strcmp(extension, "GL_EXT_base_instance") == 0) {
caps.SupportsBaseInstance = true;
hasBaseInstanceExtension = true;
}
if (std::strcmp(extension, "GL_EXT_disjoint_timer_query") == 0) {
caps.SupportsDisjointTimerQuery = true;
@@ -905,6 +913,9 @@ namespace MobileGL::MG_Util::BackendLoader {
if (std::strcmp(extension, "GL_NV_shader_noperspective_interpolation") == 0) {
caps.SupportsNoperspectiveInterpolation = true;
}
if (std::strcmp(extension, "GL_NV_image_formats") == 0) {
caps.SupportsExtendedImageFormats = true;
}
if (std::strcmp(extension, "GL_OES_shader_multisample_interpolation") == 0) {
caps.SupportsShaderMultisampleInterpolation = true;
}
@@ -918,6 +929,9 @@ namespace MobileGL::MG_Util::BackendLoader {
if (std::strcmp(extension, "GL_EXT_multi_draw_arrays") == 0) {
hasMultiDrawArraysExtension = true;
}
if (std::strcmp(extension, "GL_EXT_clip_cull_distance") == 0) {
caps.SupportsClipDistance = true;
}
}
}
// The pointer check on top of the extension check makes each flag sufficient on its own
@@ -929,6 +943,12 @@ namespace MobileGL::MG_Util::BackendLoader {
caps.SupportsMultiDrawElementsBaseVertex = hasDrawElementsBaseVertexExtension &&
hasMultiDrawArraysExtension &&
glesFuncs.glMultiDrawElementsBaseVertexEXT != nullptr;
// All three, not any: DirectGLES picks native-vs-emulated once per draw entry point off
// this single flag, so a driver that resolved only some of them must count as absent.
caps.SupportsBaseInstance = hasBaseInstanceExtension &&
glesFuncs.glDrawArraysInstancedBaseInstanceEXT != nullptr &&
glesFuncs.glDrawElementsInstancedBaseInstanceEXT != nullptr &&
glesFuncs.glDrawElementsInstancedBaseVertexBaseInstanceEXT != nullptr;
// Core from ES 3.2 on, so an extension string is not required there; below 3.2 the
// extension is, and the pointer still has to have resolved either way.
const Bool esAtLeast32 = caps.GLESVersion.Major > 3 ||
@@ -963,7 +983,16 @@ namespace MobileGL::MG_Util::BackendLoader {
MGLOG_I(" draw elements base vertex (ES 3.2 core or EXT/OES_draw_elements_base_vertex): %s",
caps.SupportsDrawElementsBaseVertex ? "yes" : "no");
MGLOG_I(" compute shaders (ES 3.1 core): %s", caps.SupportsComputeShader ? "yes" : "no");
MGLOG_I(" base instance (EXT_base_instance; emulated by attribute offsets when absent): %s",
caps.SupportsBaseInstance ? "yes" : "no");
MGLOG_I(" clip distances (EXT_clip_cull_distance): %s", caps.SupportsClipDistance ? "yes" : "no");
// LOAD-BEARING STRING, not just a banner. android-plugin/trace-replay-ci.sh's
// is_angle_surface_lost() greps mobilegl.log for exactly "OpenGL ES capabilities:" to
// decide whether MobileGL got far enough to have a working context: if the probe ran,
// a later surface loss is a real defect rather than an emulator fault worth retrying.
// Demoting this line, renaming it, or moving it before the context is usable silently
// inverts that retry logic. It is init-phase, so MGLOG_I is correct and it stays.
MGLOG_I("OpenGL ES capabilities:");
glesFuncs.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &caps.UniformBufferOffsetAlignment);
MGLOG_I(" GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: %d", caps.UniformBufferOffsetAlignment);
@@ -638,6 +638,17 @@ namespace MobileGL {
GL_FUNC_TYPEDEF(void, glBruh)
GL_FUNC_TYPEDEF(void, glMultiDrawElementsBaseVertexEXT, GLenum mode, const GLsizei* count, GLenum type,
const void* const* indices, GLsizei drawcount, const GLint* basevertex)
// GL_EXT_base_instance. Where a driver has these, the "+ baseInstance" of the
// instanced-array element index is the driver's job; where it does not, DirectGLES
// folds it into the attribute offsets instead (VertexArrayImpl::BaseInstanceByteShift).
GL_FUNC_TYPEDEF(void, glDrawArraysInstancedBaseInstanceEXT, GLenum mode, GLint first, GLsizei count,
GLsizei instancecount, GLuint baseinstance)
GL_FUNC_TYPEDEF(void, glDrawElementsInstancedBaseInstanceEXT, GLenum mode, GLsizei count, GLenum type,
const void* indices, GLsizei instancecount, GLuint baseinstance)
GL_FUNC_TYPEDEF(void, glDrawElementsInstancedBaseVertexBaseInstanceEXT, GLenum mode, GLsizei count,
GLenum type, const void* indices, GLsizei instancecount, GLint basevertex,
GLuint baseinstance)
/*
namespace Caps {
struct GLESCaps {
@@ -1034,6 +1045,10 @@ namespace MobileGL {
GL_FUNC_DECL(glMultiDrawElementsIndirectEXT)
GL_FUNC_DECL(glMultiDrawElementsBaseVertexEXT)
GL_FUNC_DECL(glDrawArraysInstancedBaseInstanceEXT)
GL_FUNC_DECL(glDrawElementsInstancedBaseInstanceEXT)
GL_FUNC_DECL(glDrawElementsInstancedBaseVertexBaseInstanceEXT)
GL_FUNC_DECL(glBruh)
};
@@ -1123,6 +1138,14 @@ namespace MobileGL {
// SPIRV-Cross's `#extension ... : require` would fail to compile and MobileGL falls back
// to stripping the NoPerspective decoration (smooth interpolation) via StripNoPerspectivePass.
Bool SupportsNoperspectiveInterpolation = false;
// GL_NV_image_formats is present: the driver accepts the image format qualifiers GL
// has and GLSL ES core does not (the one- and two-channel formats, the 16-bit and
// snorm ones - r8ui, rg16f, rgba16 and the rest of GL table 8.26). GLSL ES core has
// only thirteen, so without this an image whose bound format is outside that set has
// no legal spelling in the generated ESSL at all, and the directive must not be
// emitted either - `#extension` on a name the driver does not advertise is itself a
// compile error.
Bool SupportsExtendedImageFormats = false;
// GLES 3.2 core or GL_OES_shader_multisample_interpolation exposes
// interpolateAtOffset and the three fragment-offset limit queries.
Bool SupportsShaderMultisampleInterpolation = false;
@@ -1148,6 +1171,13 @@ namespace MobileGL {
// Compute shaders are usable: ES 3.1 core (there is no pre-3.1 extension in ES), with
// the dispatch and barrier entry points resolved.
Bool SupportsComputeShader = false;
// GL_EXT_clip_cull_distance is present: the driver accepts gl_ClipDistance in ESSL
// (which is what SPIRV-Cross emits, together with a `#extension ... : require`) AND
// the GL_CLIP_DISTANCE0_EXT..7_EXT enable tokens, whose values are the desktop ones.
// ES core has neither at any version, so without this a gl_ClipDistance shader cannot
// compile and the per-distance enables have nowhere to go - clipping silently never
// happens, which is exactly what KHR-GLxx.clip_distance.functional catches.
Bool SupportsClipDistance = false;
// GL_RENDERER contains "ANGLE".
Bool IsAngleRenderer = false;
// GL_RENDERER contains both "ANGLE" and "llvmpipe".

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