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BZLZHH 3025284a6e [Perf, Test] (MG_Util): libfork execution engine for the shader compile pool, runtime-selectable
Adds libfork v3.8.0 (3rdparty submodule, header-only, wired like the asio
precedent) as a second execution engine behind ShaderCompilePool, selected
per process by MOBILEGL_ASYNC_POOL=asio|libfork (default asio; unknown
values warn and fall back). The engine boundary is deliberately tiny: the
queue, the concurrency budget and its clamping, the suspension latch,
cancel request-vs-outcome, the stopped-is-synchronous fallback and the
drain all stay in the shared Impl - an engine only answers how a
budget-cleared job reaches a worker.

The libfork engine runs detached root tasks as CHAINS: a finished body
takes the next queued job in the same coroutine on the same worker, so
the refills a worker posts are absorbed without a scheduler round trip
(the naive dispatch-thread shape measured 4x worse than asio on short
jobs). Absorption is bounded at one job per live chain - unbounded
absorption serialized bursts posted from inside the pool, which is the
shipped shape (one compile settling fans out link jobs via SubmitAfter
and the adoption map), caught by the review and pinned by a permanent
peak-concurrency regression test (pre-fix: libfork peak 1 vs asio peak 4
on a 16-job worker-posted burst). External submissions go through a
round-robin adaptor instead of lf::lazy_pool::schedule, which both
avoids a data race on lazy_pool's unsynchronized xoshiro under
concurrent submits and beats birthday-collision placement by ~1.3x at
budget == thread count.

The measured answer to "does asio scale poorly": no - the executor was
never the bottleneck. On real pack corpora extracted from the trace
fixtures (BSL 61 shaders, Complementary 277), interleaved best-of-5 per
cell, the engines are within noise of each other at every thread count
(complementary: 4965/2506/1376/824 ms at 1/2/4/8 threads for asio;
libfork within 1%), both ~6x at 8 threads. perf counters show the
flattening past 4 threads is machine-level (instructions flat at 22.1e9
from 1 to 16 threads - no added work, no lock spinning - while cycles
and LLC misses double: memory-stall bound), and the separating control
- N fully independent single-threaded processes with no shared
scheduler at all - scales WORSE than the pool (5.27x vs 5.94x at 8).
The pool microbenchmark does favor libfork on pure dispatch (518 vs
530 ns/job at 1 worker, growing with worker count), but a real compile
body is 1-100 ms, so dispatch is under 0.1% either way. asio therefore
stays the default; this branch exists to make the comparison
reproducible (MG_Test/Util/AsyncPoolBench drives either engine over a
corpus directory) and to keep the alternative viable.

613/613 unit tests in all four combos ({asio, libfork} x {async default
on, kill switch}), integration scenarios byte-identical between engines
on both backends.
2026-08-09 17:24:01 -04:00
BZLZHH d8d7530011 [Fix, Test] (MG_Backend/DirectGLES, MG_Util, MG_Impl): widen three-channel render targets wherever the driver refuses them
Complementary Reimagined would not load through Espryt on Mali: Iris got
GL_FRAMEBUFFER_UNSUPPORTED building its composite framebuffer, because
colortex1 is RGB8_SNORM and colortex2 is RGB16F - three-channel formats
that no real ES driver can render to (EXT_render_snorm covers R/RG/RGBA
only, and the float extensions exclude the RGB forms). The frontend's
probe cache diagnosed this correctly and then had nothing to offer: the
NoThreeChannelRenderTarget widening machinery existed but was gated to
multisample targets alone. llvmpipe turns out to refuse most of the same
attachments - CI retrace stayed green only because a replay never
branches on glCheckFramebufferStatus - so this was never a desktop-vs-
device split, just an unlit path.

The widening now applies to every color-attachable image, renderbuffers
included, riding the driver-probe branch so the native format is still
tried first and substituted only on refusal. One ThreeChannelWidening
table owns the widened (internalformat, format, type) triple per source
format - the previous per-case branches disagreed with each other and
could emit an unuploadable (RGBA16F, GL_RGB, GL_BYTE) combination or
widen into another three-channel format the driver refuses just the
same. Uploads repack three-component client data to four with the
format's own one in the alpha channel (127 is not 1 for RGB8I - the
integer arms carry integer ones); readback drops the synthetic alpha,
derived from the actual image being read, not the bound framebuffer,
so glGetTexImage through a scratch FBO cannot be confused by an
unrelated widened attachment.

Stored alpha on a widened attachment is now an invariant 1.0 rather
than an accident: the color-mask sync clears the alpha bit per draw
buffer (glColorMaski for MRT mixes), and clears route through
glClearBufferfv with alpha substituted on widened slots only -
scissored clears inherit the discipline for free, integer color
buffers keep their explicit integer-clear path, and glGet still
answers the application's own mask. GL_DST_ALPHA blending, blits and
readback therefore all see 1.0 without further interception.

DriverPost grows the rows this bug earned: EXT_color_buffer_float
detection (previously unreferenced anywhere) with a FAIL row when
absent, the missing EXT_render_snorm row, and a three-channel-
attachment row that reports one representative per widening class -
graded so a half-float-only driver warns about the 32-bit float gap
instead of being declared unsupported.

Gates: 606/606 unit at default and with the async kill switch; full
retrace, both backends - the complementary fixtures now run with the
widening ACTIVE on llvmpipe and pass with a slightly better SSIM than
before; ext caselist DirectGLES holds 3914/4867 with zero set drift
while 54 cases move from NotSupported to genuinely passing; on the
Mali-G77 device, Complementary Reimagined builds its pipeline and
renders in-world through Espryt (md5-verified build), BSL still green.
A new ThreeChannelAttachmentScenario pins the frontend answer -
COMPLETE where it used to say UNSUPPORTED - on the real driver.
2026-08-09 15:28:34 -04:00
BZLZHH 0f394fa46f [Test] (tools/trace_replay): pin the Iris glyph-death bug with a BSL pause-menu fixture
minecraft-1.21.4-fabric-iris-bsl-esc-menu-854: Minecraft 1.21.4 Fabric +
Sodium + Iris + BSL 10.1.3 through Espryt on Mali-G77, paused at the ESC
menu over the BSL-blurred world, captured at 854x480 through the FCL
trace-capture skill. The trimmed trace keeps the whole session preamble
deliberately: the 107669b3 bug class is triggered while Iris BUILDS the
pipeline (a by-name texture call swapping the active unit's binding under
the sync memo), and the pause menu afterwards is where its damage is
legible - every glyph alpha-discards against the zeroed lightmap while
the button frames survive.

Ablation-proven as a net before landing: against a build with both layers
of 107669b3 reverted the case fails at ssim 0.949284 and the diff image
is text and only text - menu title, all button labels, the tutorial
toast; against the fixed library it matches the golden exactly, and
Magma passes the same golden at 0.998402 with no alternate needed.
Replays in about a minute per backend on llvmpipe/lavapipe (the 1.3M-call
preamble; well under the timeout and smaller than several existing
fixtures). Existing fixtures spot-checked green.
2026-08-09 12:49:10 -04:00
BZLZHH 107669b3db [Fix, Test] (MG_Impl, MG_Backend/DirectGLES): DSA by-name texture calls corrupted borrowed-slot memo pairings - process-wide glyph death under Iris
Field report: on Espryt with a BSL Iris pipeline built, every glyph in the
game died - HUD, menu labels, even the vanilla title screen after leaving
the world - while sprites kept rendering. Captured on-device (FCL apitrace
rig), reproduced headlessly on llvmpipe, and pinned with a three-way replay:
the same trace renders full text on raw Mesa desktop GL and on Magma, so
the stream was intact and the execution was Espryt's.

MECHANISM. WithTemporarilyBoundNamedTexture implements the by-name (DSA)
texture entry points by binding the named texture onto the active unit's
real slot, running the bound-texture code, and restoring - without moving
the texture bind generation on either edge. DirectGLES's per-draw texture
sync memo keys on that generation and BORROWS the slot pointer, so a memo
built for texture A kept passing every key while a by-name call had
texture B sitting in the slot: A's backend twin was driven with B's
frontend object, and SyncMipmapsToBackend re-specified A's storage with
B's shape. In the trace, a by-name upload to a BSL 2048x2048 map while
the 16x16 lightmap was bound re-specified the lightmap's GL texture
2048x2048-NULL and back 16x16-NULL. The lightmap exists only as render
output - no glTexSubImage2D ever touches it - so it stayed zero forever,
and rendertype_text (vertexColor = Color * texelFetch(lightmap, ...)),
alpha-discards every glyph. Background quads never sample the lightmap,
which is why only text died.

FIX, class-level, two layers:
- Frontend (shared, closes the same hole for DirectVulkan's generation-
  keyed memos): the temporary bind and the restore each bump the texture
  bind generation (only when the slot actually changed), and the restore
  is an RAII scope guard so a throwing body can no longer leak the
  temporary binding - a second latent bug of the same class. Deliberately
  a generation bump and not a touched-unit note: the high-water mark must
  not chase by-name calls, and a completed bind/restore pair leaves the
  content epoch unchanged, so the cost is an owner-compare re-walk, not a
  memo rebuild.
- DirectGLES defense in depth: both borrowed-pair memos
  (g_unitTextureSyncList, g_fboTextureSyncList) record which frontend
  texture each backend twin was paired with and re-check it before any
  replay (last in the key conjunction, behind the context-id compare). A
  stale pairing now costs a list rebuild instead of silent cross-texture
  storage corruption.

Tests, both red with their own layer reverted:
TextureTest.NamedTextureCallKeepsUnitBindingAccountingCoherent (the
accounting contract) and DirectGLESTextureSync.UnitMemoRefusesToDriveA-
TwinFromAnotherTexture (the corrupting sequence shape against a mock GLES
table, asserting the resident texture's storage is never re-specified).
595/595 unit at default and with the async kill switch. Replay evidence:
the captured BSL ESC-menu trace renders all text through Espryt post-fix,
byte-comparable to the Mesa-direct and Magma replays; the no-shaderpack
control is unchanged. A trace fixture wiring this scene into CI follows
in a separate commit.
2026-08-09 11:28:24 -04:00
BZLZHH 3e0460e472 [Feat, Fix] (MG_Impl, MG_State, MG_Backend): program interface queries from frontend reflection; Espryt state-shadow reset
Wave 2 of the advertised-extension conformance campaign.

PROGRAM INTERFACE QUERIES (the load-bearing piece). glGetProgramInterfaceiv
and the five glGetProgramResource* entry points were answered by the
BACKENDS - Espryt asked the real driver about SPIRV-Cross-generated ESSL
whose namespace is not the GL one (default-block uniforms live in
MGL_GLOBAL_UBO there), and Magma kept a second, partial reflection that
hardcoded types and diverged from the frontend. Both are now deleted; a new
frontend resource-model layer (ProgramInterface.{h,cpp}) answers every
interface - uniforms, uniform blocks, atomic-counter buffers (recovered
from glslang's synthesized gl_AtomicCounterBlock_<binding> lowering),
buffer variables, shader-storage blocks (classified by TType storage
qualifier since glslang reflects them as uniform blocks), program inputs/
outputs (built-ins' layoutLocationEnd sentinel mapped to -1), and
transform-feedback varyings including the gl_NextBuffer/gl_SkipComponentsN
pseudo-varyings - from the glslang reflection the frontend already trusts
for glGetActiveUniform. Name/index round-tripping, the "[0]" array
spelling, and the GL 4.6 table 7.2 prop/error matrix live in the new layer
only; GetActiveUniform*/GetActiveAttrib* are untouched.

glShaderStorageBlockBinding now takes the interface-layer index (the one
GetProgramResourceIndex returns, with a range check it never had), records
the binding on the program keyed by block NAME - the one coordinate all
three index spaces agree on - and delegates by name across the backend
boundary. Both backends reseed the recorded bindings on their own program
rebuilds, so an unrelated resync can no longer silently revert a rebound
block, and GL_BUFFER_BINDING reports the live binding, not the declared
one. The Espryt delegate applies only to an already-synced twin and can no
longer trigger SyncToBackend from a getter; the sync path's GL query
out-params are initialized and clamped (a load-dependent stack-garbage
Vector size crash caught by the gate, reproduced 3/50 pre-fix, 100/100
post-fix under saturating load).

ESPRYT RENDER-STATE SHADOW RESET (rides along because it shares
DirectGLES.cpp): the render-state shadow is file-static and survives
MobileGL context switches, so GL_FRAMEBUFFER_SRGB (and the whole synced-cap
class) leaked between contexts - the cross-test leakage class the CTS maps
have carried for a week. MakeCurrent now invalidates the shadow like it
already invalidates the program/FBO/buffer caches, and the resync resolves
a never-set scissor box to the current surface instead of pushing the
(0,0,0,0) sentinel verbatim (which scissored everything away - caught by
the retrace gate, bisected to the exact field via a bitmask probe, and
fixed by resolving like the viewport path rather than reverting).

Frontend riders exposed by the layer: glGetUniformLocation resolves
arrays-of-arrays element addressing ("a[2][1]"); transform-feedback capture
accepts element-addressed varying names ("b[1]") and snapshots the request
verbatim for the interface (Magma's decorate pass logs loudly that element
capture is unimplemented there - follow-up).

KNOWN GAPS, documented in code and tests: the 6 subroutines-* cases
(glslang refuses subroutine for SPIR-V; wave 3), the 5 separate-programs-*
cases (glslang's pipe-I/O reflection cannot see a separable non-vertex
stage's own inputs; needs stage-aware output validation first), and
uniform-block-types' per-instance stage masks (not derivable from the
reflection).

Gate: 593/593 unit at default and kill-switch, x10 each, plus the SSB race
case 100/100 under 20-way CPU load; ext caselist Espryt 77.87% -> 80.42%,
Magma 77.58% -> 79.39% (+212 fixed, 0 newly broken); program_interface_query
2/43 -> 31/43 unique on Espryt, 9/43 -> 31/43 on Magma, backends now
byte-identical; KHR-GL45.direct_state_access 370/371 + 371/371 with the 4
sRGB leak victims recovered in cross-test ordering; KHR-GL33 held at
9884/9886; full 39x2 CI retrace with zero wave-attributable failures (the
3 failing newly-added fixtures are bit-identical on the pristine baseline).
2026-08-09 08:12:30 -04:00
BZLZHH 33ff177bb2 [Fix, Test] (MG_Impl, MG_State): advertised-extension conformance wave 1 - uniforms, validators, getters
First wave of the advertised-extension CTS campaign (targeted caselist: the
glcts groups of every extension both backends advertise, 4867 cases across the
KHR-GL41..46 namespaces). All frontend, shared by both backends:

- Non-square float matrix uniforms actually upload: glUniformMatrix{2x3,3x2,
  2x4,4x2,3x4,4x3}fv and the six glProgramUniformMatrix* twins were
  validate-only no-ops; they now write column-at-a-time at the global UBO's
  16-byte std140 column stride, honouring transpose. glUniformMatrix2fv had
  the sibling bug - mat2 written as 4 contiguous floats put column 1 at byte
  8 instead of 16. The readback path only ever un-padded mat3, so
  glGetUniformfv is fixed for mat2, mat3x2 (previously mis-gathered) and
  every non-square shape, with the bounds check widened to the padded span.
- glBindBufferRange validates offset/size at last: size <= 0, offset < 0,
  SSBO and UBO offset alignment, transform-feedback offset AND size
  multiples of 4 - all before any state write (a negative offset used to
  reach Range1D unchecked). glBindBuffersRange inherits per element, with
  the ARB_multi_bind up-front [first, first+count) checks added to the
  BindBuffersBase/Range and BindSamplers prologues.
- BufferSubData's second, wrong mapped-overlap test deleted (it rejected
  every write at or after a mapped range's start, mapped or not); the state
  layer's assert relaxed to the same half-open intersection the frontend
  checks. BufferStorage error precedence fixed: no-bound-buffer now beats
  bad-size/flags.
- glSamplerParameteri accepts the full GL_NEVER..GL_ALWAYS compare-func
  range (NEVER/LESS/EQUAL were rejected by a wrong lower bound).
  glBindSampler's unit gate uses GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS instead
  of the frontend array capacity, shared with glBindSamplers by construction.
- Getters: GL_MAX_SHADER_STORAGE_BLOCK_SIZE in glGetIntegerv; atomic-counter
  buffer limits; all 11 per-unit GL_TEXTURE_BINDING_* plus GL_SAMPLER_BINDING
  in glGetIntegeri_v; GL_VERTEX_ATTRIB_BINDING/_RELATIVE_OFFSET across the
  vertex-attrib query family; glGetFloati_v/glGetDoublei_v implemented (were
  stubs); KHR_debug limits raised to spec floors.
- glCreateShader records INVALID_ENUM for an unknown type (it previously
  handed out a usable name with no error at all); glCreateShaderProgramv
  validates count up front. glDispatchCompute/Indirect validate work-group
  counts, offset alignment and indirect-buffer presence.
- glVertexAttribIFormat & friends take a positive integer-type whitelist -
  GL_FLOAT/GL_HALF_FLOAT/GL_DOUBLE/GL_FIXED no longer slip through as
  integer attributes.

Gate (headless Mesa, default config = async on): 570/570 unit at default and
with the kill switch; ext caselist Espryt 76.29% -> 77.87% (+81 fixed, 6
crashes -> 0, the whole list now runs in one glcts process), Magma 75.94% ->
77.58% (+80 fixed, 0 newly broken); KHR-GL33 full mustpass lost nothing
(9884/9886, the 2 known Mesa-drift failures); retrace smoke clean (the
bsl-GLES miss is the documented golden drift, bit-identical on the pristine
baseline). The 4 DirectGLES direct_state_access.renderbuffers_storage* cases
that turned red are a PRE-EXISTING GL_FRAMEBUFFER_SRGB cross-test leak,
A/B-proven on an unpatched 2e6fc1ff build - wave 1 removed the two accidental
maskers (a crash partition and a failing case whose error path reset the
state). Fixing the leak itself is queued.
2026-08-09 04:39:22 -04:00
BZLZHH 2e6fc1ffc0 [Feat] (MG_Util, MG_Test): enable asynchronous shader compilation by default (P1 stage 7)
kAsyncShaderCompileDefault flips to true, which also advertises
GL_KHR_parallel_shader_compile by default on both backends. Unset
MOBILEGL_ASYNC_SHADER_COMPILE now resolves to ON; =0 remains the complete kill
switch (reverts the threading and withdraws the extension together).

The gate behind the flip (headless Mesa - llvmpipe for Espryt, lavapipe for
Magma - at c6299f75): GL30/31/32/33/40 mustpass plus the
KHR-GL46.parallel_shader_compile group, both backends, async=1 with the
extension advertised. 58,344 case-runs, 8 failures - and every one of the 8
also fails standalone at async=0, in the full async=0 suite arms with an
identical per-case failure set, and under the pre-P1-stage-6 library. Zero
async-attributable deltas; the 8 are Mesa-upgrade drift (4 unique signatures:
Espryt GL40 transform_feedback.draw_xfb{,_feedbackk}_test, Magma
texture_size_promotion.functional + packed_pixels rgb9_e5_format_red on
GL32/33/40), recorded for separate follow-up.

Validation under the flipped default (no env var): 553/553 unit at the default
AND with the kill switch; parallel_shader_compile 3/3 on both backends proving
the default advertises; 44+44 integration scenarios; 71/72 CI trace-replay
fixtures (the one failure is the pre-existing create-indirect lavapipe crash,
identical under the pre-fix library). The lifecycle test's contract updates
with the default: AsyncIsOnByDefaultAndTheOverrideDecidesEitherWay.

Not covered by this gate and deliberately left open: SSO/DSA suites (GL41+,
separate follow-up per review), and real-driver confirmation on NVIDIA/Mali -
the Mali-G77 on-device sweep runs separately as a report-only pass.
2026-08-09 02:04:59 -04:00
BZLZHH c6299f754f [Fix] (MG_Backend/DirectVulkan, MG_State): key per-object memos on lifetime ids, not heap addresses
A destroyed VertexArrayObject's heap address is handed straight back by the
next allocation of its size, and so is a destroyed BufferObject's. DirectVulkan
keyed its per-VAO draw memo on the VAO POINTER and folded the bound buffer's
ADDRESS into the content hash that validates the memoised bindings, so a
delete/recreate pair under a byte-identical attribute layout reproduced both
the key and its validating hash at once. The successor VAO then inherited the
dead one's resolved bindings and the draw fetched from a destroyed VkBuffer.
Both stated defences failed together, because both reduce to the content hash
and the hash's buffer-identity component was itself a recycled address.

VertexArrayObject and BufferObject now carry a globally-unique, never-reused
GetLifetimeId() - the same contract as ProgramObject's, minted from an atomic
starting at 1 so a zero-initialised slot can never name a live object.
VaoDrawMemo matches on (address, lifetime id) and stores the id on recycle,
SetupDrawSnapshot's "the VAO did not move" test compares the id alongside the
config version, and VertexInputStateFactory::ComputeHash hashes the bound
buffer's id instead of its pointer (0 for client memory).

Proven: the use-after-free reproduces at 100% incidence headless on lavapipe,
including a SEGV whose backtrace is the driver dereferencing a destroyed vertex
buffer inside lvp_queue_submit, and it is gone with the fix. New coverage -
MG_Test/State/ObjectLifetimeIdTest (deterministic, GPU-free, no context: it
waits for the real allocator to repeat an address and asserts the id differs,
and skips loudly rather than passing quietly if it never gets the chance), and
MG_IntegrationTest XfbAfterClipDistanceScenario, registered for DirectGLES,
DirectVulkan, and a third DirectVulkan run with async shader compilation pinned
on because that is a second allocation pattern. Gates: 553/553 unit green at
async=0 and async=1; the scenario 5/5 headless at both flag states; 71/72 CI
trace-replay fixtures over both backends, the one failure a pre-existing
lavapipe crash proven not a regression (identical SIGSEGV at the identical
call number under the pre-fix library).

Pending NVIDIA/X11 confirmation: the KHR-GL{32,40} transform_feedback failures
that opened this investigation never reproduced on lavapipe - the -2/-101
pre-fill signature appears in zero pre-fix runs there - so whether this clears
them is UNPROVEN and must be re-measured on the NVIDIA rig against a freshly
re-run pre-fix baseline. The residual suspect is deliberately untouched here:
m_xfbCounterSlotByObject keys its counter slot on the raw GL transform-feedback
name, so a recycled name whose generation check happens to pass would RESUME
instead of BEGIN. That path was never exercised on lavapipe and is neither
confirmed nor exonerated.
2026-08-08 23:56:53 -04:00
BZLZHH dcf918b9ee [Perf] (MG_State): adopt in-flight compile jobs across shader objects (P1 stage 6)
~21% of a shaderpack's glCompileShader calls hand different shader objects
byte-identical source; the P0b cache only helps after one finishes, so under
async two workers would run the whole pipeline twice. Now the GL thread
consults a per-context (stage, hash, length, envFingerprint) -> weak-node
map at enqueue and ADOPTS the in-flight (or completed) node instead of
posting a duplicate - a hit is honored only after a full byte comparison
(the hash never decides), a cancel-requested or settled-cancelled node is
never adopted, and no worker ever waits.

Sharing a node makes the unconditional cancel wrong, so release is now
adopter-counted: a plain GL-thread Int (every mutation site is a GL entry
point; the single-threadedness argument and the terminal-early-out that
keeps the count exact are in the header), and the cancel fires only at
count zero AND with no pending link pinning the node (the stage-4
MarkLinkReferenced precedence). Adoption also re-points the object's source
at the node's snapshot so the layer-1 memo's pointer compare stays armed -
without that, an adopter's next glCompileShader would re-enqueue the very
duplicate this stage removes. Both guards are negative-control-proven: each
removed guard fails exactly its own tests. Count discipline was proven with
a temporary hard-abort on underflow/leak across the full suite and retrace
corpus - zero hits.

18 new tests (13 GL-surface incl. shared-node re-source/delete/orphan-sweep
isolation, shared failure logs, 48-over-6 stress with a deterministic
adoption count, flag-off and KHR-suspended zero-adoption guards; 5 direct
map cases incl. fingerprint mismatch and cancelled/expired pruning).
Gates: 538/538 unit both flag states, async suites x5 no flakes, NVIDIA
DirectGLES retrace identical sets both states. Timing: 2-worker
(Android-shaped) 1-3% faster consistently on complementary and BSL;
4-worker unchanged - the win this stage exists for lands where CPU is
scarce.
2026-08-08 20:17:51 -04:00
BZLZHH d98f72447d [Feat, Test] (MG_Backend/DirectVulkan, MG_Test): Magma advertisement + the parallel-compile test net
Same gated push as the Espryt commit. The tests ride here because they
exercise both backends' advertisement paths and every piece of the
extension: ParallelShaderCompileTest (13 unit cases - the held-job proof
that GL_FALSE is observable and a second poll still shows outstanding work,
program equivalent, untouched objects read TRUE, always-TRUE with async
off, unknown pnames still INVALID_ENUM, zero-count join+inline for compiles
AND links, nonzero restores while Initialize() does not, clamping and
0xFFFFFFFF and KHR/ARB sharing one state, the getter vs the budget, the
string tracking configuration through glGetString AND glGetStringi) and
AsyncCompileScenario (5 real-GPU cases per the design: 64-compile polling,
forced-join correctness, string/thread-count checks against a live driver,
zero-count synchronous settlement, and async-vs-sync frames rendered
byte-identical with quadrant signatures so two identically-wrong images
cannot pass). Verified 5/5 on NVIDIA in the full 2x2 backend x flag matrix
with MOBILEGL_ITEST_REQUIRE_GPU=1.
2026-08-08 13:17:58 -04:00
BZLZHH f15cb8900f [Feat] (MG_Backend/DirectGLES): advertise GL_KHR_parallel_shader_compile when async is enabled
Gated on the configuration flag on purpose: the string is the one change a
retrace can never cover (Iris/Sodium pipeline their submissions differently
once they see it), so the kill switch has to withdraw the app-visible
behaviour along with the threading.
2026-08-08 13:17:58 -04:00
BZLZHH bd0def6133 [Feat] (MG_Impl, MG_State, MG_Util): the GL_KHR_parallel_shader_compile surface (P1 stage 5)
GL_COMPLETION_STATUS_KHR in both object getters, reading the non-joining
node-direct state - the one query that must never block is asserted never
to reach a join gate. glMaxShaderCompilerThreadsKHR/ARB share one
implementation: a zero count suspends async FIRST and then joins every
outstanding compile and link this context owns (suspend-before-join is the
only order whose post-condition is 'nothing in flight'), a nonzero count
restores; the suspension is a process latch the extension controls, kept
distinct from the configuration flag that gates the ADVERTISEMENT - an app
that turned threading off has not made the extension disappear.
GL_MAX_SHADER_COMPILER_THREADS_KHR reports the thread count. DriverPost
gains the MobileGL-side async row (PASS/INFO naming the env knob) and an
informational host-driver row backed by a new GLES capability probe.

The extension string itself lands per backend in the two follow-up
commits, keeping this one green stand-alone.
2026-08-08 13:17:58 -04:00
BZLZHH 6f8b7fbc40 [Feat] (MG_State, MG_Util): async program linking on the job graph (P1 stage 4)
glLinkProgram with the flag on snapshots its inputs in a GL-thread prologue
(stage-sorted shaders with their compile nodes taken without joining, env,
explicit locations/fragdata/xfb, draw-buffer count), then runs the whole
link body - glslang link/mapIO, SPIR-V, reflection, routing tables - as a
ProgramLinkTask that auto-posts when its last compile dependency settles
(+1-guarded countdown; no worker ever waits on another job). The publish is
one move of the LinkArtifacts block at the join, with the second version
bump so nothing memoized during the pending window survives.

The consume-once TShader claim moved onto the shared compile node as a CAS:
two link jobs racing for one shader resolve to winner-takes-the-parse,
loser re-parses the preprocessed source against the node's own env -
identical SPIR-V pinned by test for 2 and for 12 sharing programs.

Two deliberate corrections to the design's cancel matrix, both test-proven:
attach/detach do NOT cancel a pending link (the snapshot isolates it, and
glCreateShaderProgramv's link-then-detach would otherwise discard its own
result before anyone read it); and a compile node a pending link depends on
is pinned against the orphan-name sweep - the ordinary LWJGL teardown
compile/attach/link/detach/delete used to cancel the dependency and turn a
must-pass link into GL_FALSE.

Continuations are now throw-contained per-item (a stage-3 leftover made
load-bearing by the first real continuation), and the review's deadlock
find is fixed: the dispatch loop no longer cancels a node while holding the
pool mutex, since that cancel can run OnDepSettled -> Post -> same mutex.

Explicit joins: the draw path (GetProgramForDraw, both the pipeline stage
loop and the plain-UseProgram half) and the composite-link site; destroy
paths cancel-not-join; COMPLETION_STATUS readers stay non-joining.

Gates: 506/506 unit both flag states; AsyncCompile/AsyncLink/AsyncTeardown
suites x10 repeats clean both states (teardown with 128 jobs in flight,
then re-Initialize); full NVIDIA DirectGLES retrace flag on twice - result
sets identical to flag off, zero new deltas. Compile-phase prefix-diff,
flag on vs off: complementary-reimagined 5.21s -> 2.16s, BSL 1.72s ->
0.90s - past the design's final acceptance targets before the KHR
extension is even advertised. Default remains OFF until stage 5+7.
2026-08-08 11:58:38 -04:00
BZLZHH e5fb57f7eb [Feat] (MG_State, MG_Util): async shader compilation behind the default-off flag (P1 stage 3)
glCompileShader with MOBILEGL_ASYNC_SHADER_COMPILE=1 snapshots its inputs on
the GL thread (source SharedPtr, CompileEnv, cache handle) and runs the whole
pure pipeline - preprocess, validators, extractors, glslang parse - as a
ShaderCompileTask on the worker pool, returning immediately. Every read of
compile-produced state joins through the single Compiled() gate; links stay
synchronous this stage and join their attached shaders at the top of the
body. Flag off, the path is the same code run inline.

Mechanics: the job node owns all its inputs (no back-pointer, no lifetime
tie to the shader object), so re-sourcing or deleting a pending shader is
cancel-and-drop, never a wait; glslang worker hygiene is a TLS-allocator
scope guard plus GL-thread builtin prewarm (gated on the flag, latch reset
on Destroy so re-initialization re-warms); worker-side diagnostics defer
through the job and replay on the GL thread at the join, enforced by
IsPoolThread asserts in RecordError and an empty-deferred-errors tripwire.
A body that throws publishes a COMPLETE failed compile (status false, real
info log) rather than an abandoned node, and never memoizes away the retry;
a failed enqueue (OOM) cancels the node instead of stranding the joiner -
including inside the dispatch loop, where the in-flight slot is repaid.
The pool StopAndDrains from an atexit sentinel too: workers still inside
glslang parse while exit() ran static destructors was a real 2-in-5 SIGSEGV,
reproduced and fixed (15/15 clean after).

Backend-internal shader objects (default FS, DirectVulkan blit/mipmap) are
cache-less and always compile inline - compile-and-read-in-one-breath needs
no round trip.

Gates: unit suite 488/488 with the flag off AND on (x5); AsyncCompileTest
(12 e2e cases: pending re-source/delete/recompile, byte-identical failure
logs across modes, 48-compile cache stress) x10 repeats clean both modes;
full NVIDIA DirectGLES retrace identical result sets flag off/on (zero new
deltas); compile-phase timing flat as designed (links still serial - the
parallel win arrives with stage 4's async link + stage 5's
KHR_parallel_shader_compile).
2026-08-08 10:33:50 -04:00
BZLZHH c93e5fa409 [Refactor] (MG_State, MG_Util): join-by-construction link/compile artifacts (P1 stage 2)
Still fully synchronous - EnsureLinkJoined()/EnsureCompileJoined() are empty
inline no-ops (verified to fold away at every one of the ~1200 call sites;
this project builds without LTO) - but every read of link- or compile-produced
state now goes through a private accessor the compiler enforces, so when
stage 4 moves the bodies onto pool workers, 'which reads must join' is a
type-system fact instead of a 400-line audit.

- ProgramObject: the 31 fields ResetLinkArtifacts clears plus the 5 link
  outputs it forgot (infoLog, linkedFragData{Location,Index}, the geometry
  strip-capture pair) move into a nested LinkArtifacts behind Artifacts().
  ResetLinkArtifacts is now a worker-safe pure clear; the link-observable
  version bumps (backendState/link/uboContent) move to a GL-thread-only
  BumpLinkObservableVersions() called once from Link()'s prologue and from
  glProgramBinary's mandated failure - the link body never writes them, so
  a stage-4 worker cannot lose an invalidation against the draw path.
- ShaderObject: compile artifacts (TShader, preprocessed source, side-channel
  maps, status/log, consume-once flag) behind Compiled(); the P0b layer-1
  memo trio deliberately stays outside as the future non-joining
  COMPLETION_STATUS_KHR fast path.
- CompileEnv (new): a GL-thread snapshot of everything the compile pipeline
  used to read live from the backend mid-parse - compute limits (the
  GetIntegeri_v reach-back is gone from the worker path), advertised
  extensions, device quirks, TBuiltInResource inputs. Captured lazily per
  backend activation; the consume-once re-parse now runs against the same
  env as the original parse.
- The GL-thread prologue / worker-body boundary is marked in Link() where
  the stage sort ends; everything below is a pure function of the snapshot.

Public getter signatures unchanged - MG_Impl and both backends compile
untouched. Unit 476/476, Program suites 117/117, DirectGLES retrace 38/39 on
llvmpipe (the one failure is the known pre-existing non-CI iterationrp case;
the NVIDIA userspace driver was updated out from under the running kernel
module mid-session, so GLX there is down until a reboot).
2026-08-08 07:12:37 -04:00
BZLZHH 8191075133 [Feat] (MG_Util): the async-compile pool skeleton behind a default-off flag (P1 stage 1)
Standalone Asio (submodule, asio-1-38-2 @ 8806a680, ASIO_STANDALONE +
ASIO_NO_DEPRECATED, header-only - no linked artifact) and the job machinery
the async shader pipeline will run on: JobNode (state machine with deferred
errors, continuations firing exactly once, dependency counters, cancel
semantics split into request vs outcome) and ShaderCompilePool
(asio::thread_pool behind a pimpl so no header leaks asio; big-core count
via cpufreq at >=85% of peak clamped to [1,4]; lazily constructed, so with
the flag off no worker thread ever exists; StopAndDrain leads DestroyImpl).

MOBILEGL_ASYNC_SHADER_COMPILE / _THREADS config knobs, default OFF. Nothing
in the GL pipeline references the pool yet - grep-verified; the full
DirectGLES retrace and compile benches are byte- and time-identical. 25
threaded unit tests, clean across 20x gtest_repeat.
2026-08-08 05:28:51 -04:00
BZLZHH d6caed7822 [Fix] (MG_Util, MG_State): five latent frontend bugs the async work made load-bearing
- SpvcSession's move constructor and move assignment dropped the parsed
  metadata, so a moved-to session silently reported empty reflection.
- ParseComputeLocalSize used std::stoull, whose std::out_of_range escaped
  glCompileShader on an oversized local_size literal; now std::from_chars
  saturating to UINT_MAX, pinned by a regression test that reproduced the
  escaping exception.
- The compute local_size std::regex was rebuilt on every compile; hoisted.
- LinkProgram dumped every shader's full source through MGLOG_D per link.
- glslang::FinalizeProcess ran before the GL context tore down, leaving the
  context's live TShaders pointing at freed builtin symbol tables.
2026-08-08 05:28:28 -04:00
BZLZHH 9152e88734 [Perf] (MG_State): dedupe shader compiles by source hash
Iris-style packs hand MobileGL the same source text repeatedly: probed across
three shaderpack traces, 28-32% of all glCompileShader work was redundant -
~9% same-object recompiles with byte-identical source, ~21% distinct shader
objects sharing identical source (the same common GLSL chunk glued into many
program stages). Two layers, both keyed by XXH64 + length with a full byte
compare on every hit (correctness never rides on the hash):

- Per-object: a successful (or failed) compile remembers its source hash;
  glShaderSource with byte-identical text keeps the compiled state and
  glCompileShader on unchanged source returns immediately. Deterministic
  (stage, source) pipeline makes the memo observationally identical to
  recompiling; the consume-once TakeShaderForLink re-parse path is untouched.

- Cross-object: a per-context bounded cache (ProgramState-owned, declared to
  outlive every shader object) shares the preprocessed source, both explicit
  side-channel maps, and the validation verdicts between objects with equal
  source; only the glslang parse stays per-object. Single-GL-thread today;
  flagged for a mutex when compiles go async (P1).

Interleaved A/B on the iterationrp trace (the recompile-heavy pack):
5.65s -> 5.46s median total replay, every round faster; BSL/complementary
stay flat (their duplicate sources are the small common shaders, so calls
drop but wall time is parse-bound on unique sources). Full DirectGLES
retrace, 445-test unit suite, and dedupe-semantics tests (no-op recompile,
invalidation on new source, failed-compile memo, cache bounds) all green.
2026-08-08 04:18:32 -04:00
BZLZHH 2406e2d219 [Perf, Fix] (MG_Util): preprocessing cleanups - dead scanners, quote-mask bug, one version inspection per compile
Three scoped changes to ShaderSourceProcessor, none altering any transform's
output (pinned by a byte-stability test across the legacy-shader anchor path):

- Delete BlankBlockComments and RemoveDefineForIdentifier - dead since their
  callers left; the former's newline-terminated quote handling moves into
  MaskCommentsAndQuotedText (below) together with its rationale comment.

- Fix MaskCommentsAndQuotedText treating a quote as running past end-of-line.
  GLSL has no multi-line literals, but a stray apostrophe in a directive or
  comment tail ("#pragma message can't") blanked the REST OF THE FILE for
  every masked consumer - the tokenizer, the version inspection, and the P0a
  explicit-location/binding extractors silently lost everything after it.

- Inspect the shader language once per PreprocessShaderSource run instead of
  up to five times: NormalizeVersionDirective now takes the already-computed
  ShaderLanguageInfo, and the two after-version injections share one
  AfterVersionAnchor instead of re-running a full masked sweep each
  (FindAfterVersionDirective -> InspectShaderLanguage) to find the same spot.

Compile-phase timings hold (BSL 1.848s, complementary-reimagined ~5.7s);
retraces and the 435-test unit suite unchanged.
2026-08-08 03:43:56 -04:00
BZLZHH b228f813c0 [Perf] (MG_Util): replace the builtin-shadowing string scans with one tokenize and a SPIR-V OpName pass
RenameBuiltinShadowingFunction probed the whole source ten times per compile
(5 names x mask + scan, each a full-text pass) and still had two blind spots:
a 5-name list and single-line-definition-only detection. On Complementary-scale
packs (4.5MB of sources) that was ~68% of the compile phase.

The rename is now split by FAILURE LAYER, both halves sharing one name table
header so they cannot drift:

- A SPIR-V OpName pass in SanitizeAndOptimizeBinary covers the full ESSL 3.20
  builtin set (~146 names). Renaming a function id is safe by construction:
  builtin calls are GLSL.std.450 instructions and can never resolve to a user
  OpFunction, overloads are distinct ids (a helper overload delegating to the
  real builtin keeps working), dead preprocessor branches never reach SPIR-V,
  and macro-expanded definitions are covered. ESSL 3.x is the only consumer
  that forbids the redefinitions, and this pass runs before its transpile.

- A lexical pass covers only the 5 names whose exact-signature redefinitions
  glslang's relaxed parse rejects outright (never producing SPIR-V for the
  backstop): the historical fma/max3/min3/round/tanh. One TokenizeCode pass;
  definition detection requires brace depth 0, a type-identifier previous
  token that is neither a statement keyword nor a directive tail, and skips
  files whose token-level braces do not balance (preprocessor-asymmetric
  arms) - over-detection is unrecoverable, so every ambiguity falls through
  to the backstop.

Measured on the compile phase (prefix-diff, 3-run medians, Espryt/NVIDIA):
complementary-reimagined 20.0s -> 5.5s, BSL 2.14s -> 1.85s. bliss (the pack
that ships from-scratch fma/tanh helpers) stays at SSIM 0.999962.

Tests: end-to-end ESSL assertions for the multiline-definition and
new-overload shapes, the three adversarial-review reproductions (statement-
keyword call under asymmetric braces, dead-#if compat shim, overload
delegating to the shadowed builtin), and a source-level assertion pinning
the lexical half specifically.
2026-08-08 03:11:38 -04:00
BZLZHH 0d0527192a [Perf] (MG_State, MG_Util): compile shaders with a single relaxed parse
glCompileShader used to parse every source twice: once under the GL client
(reflection only) and once under the relaxed Vulkan client (SPIR-V + the
plain-uniform global UBO), with GenerateBinary re-preprocessing, re-parsing
and re-linking every attached shader on every glLinkProgram. The GL-client
pass is gone: Compile() performs the one link-compatible relaxed parse and
the linked TProgram serves reflection and codegen both. Measured on the BSL
shaderpack compile phase: Espryt 2.80s -> 2.14s, Magma 3.78s -> 3.07s.

What the relaxed parse cannot provide is restored explicitly:
- explicit layout(location/binding) qualifiers on default-block uniforms and
  samplers are extracted lexically at Compile() (the relaxed parse strips
  them) and merged per link with cross-stage conflict checks;
- uniforms the relaxed parse sweeps into MGL_GLOBAL_UBO but no stage reads
  are filtered from the GL reflection surface through GL<->TProgram index
  translation maps (dead uniforms stay inactive, the synthesized block stays
  hidden, builtins reflect under their GL spellings);
- SPIR-V is generated BEFORE buildReflection touches the program (its
  live-variable analysis perturbs GlslangToSpv output - generated modules
  stay bit-identical to the old pipeline's), while the glUniform*-to-scratch
  routing tables are built strictly AFTER reflection, whose results size and
  key them;
- a TShader feeds exactly one link (mapIO mutates the intermediate); relinks
  and multi-program attachments re-parse the stored preprocessed source.

Validated: DirectGLES retrace suite green (two pre-existing local-driver
failures unchanged old vs new), KHR-GL30 877/878 on Espryt/NVIDIA (the one
failure pre-exists this change), unit tests green, per-module SPIR-V hashes
identical across a full DirectVulkan replay.
2026-08-08 01:25:54 -04:00
BZLZHH 81bcbd6c14 [Fix] (MG_State): allocate program and shader names from one shared name space
GL 3.3 core 2.11 puts program and shader names in one name space: a shader
name passed where a program is expected must fail with INVALID_OPERATION,
and vice versa. Two independent IndexGenerators handed out colliding names
(shader 2 and program 2 could coexist), so CheckProgramNameValidity resolved
a shader handle to an unrelated linked program and the error checks in
KHR-GL30.get_uniform_tests.get_uniform were silently swallowed - the case
only ever passed because the collided program happened to reject the queried
location. One shared generator keeps the names disjoint; the per-kind object
tables are unchanged.
2026-08-08 01:25:37 -04:00
BZLZHH 867fe3e0ef [Feat] (MG_Util, MG_IntegrationTest): POST rows for the Espryt multi-draw tier, and the scenario that pins it
Three DriverPost rows per the POST rule, since the ladder took on two
new driver dependencies: glDrawElementsBaseVertex (WARN when absent -
every base-vertex draw then costs a CPU index rewrite and an upload) and
compute shaders (INFO - the default tiers never use them). The third
names the tier that will actually run, with the full set the driver
supports, resolved by the same function the backend calls so the two can
not drift. The existing "Multi-draw base vertex" row stopped saying the
fallback is a per-draw loop, which is no longer the whole truth.

Scenario D asserts the one contract every tier shares: a multi-draw
paints exactly what the unrolled single draws paint. The reference side
is a loop of glDrawElementsBaseVertex and never enters the emulation, so
a tier cannot make itself look right by breaking both sides alike, and a
blank-frame pair is rejected outright - drawing nothing is the failure
mode this path actually has.

Nine cases, chosen for the shapes the Minecraft retraces contain none
of: narrow index types, a base vertex past the index type's range,
primitive restart inside a strip on two index types, client-memory index
arrays, and a batch with zero-count sub-draws (whose prefix sums the
flattening tier's binary search has to skip). Each of the six tiers
passes all nine on NVIDIA, and ext/auto/compute also pass on Mesa where
the ext tier is reachable.

The suite is falsifiable, not merely green: rewriting the rebase the way
MobileGlues does it - truncate to the source width, no restart
passthrough - fails exactly three cases on the drawelements tier (both
restart cases and the out-of-range base vertex) and leaves basevertex,
which rewrites nothing, passing. That control is also what turned up the
restart hole in the flattening tier fixed in the previous commit.
2026-08-07 08:16:08 -04:00
BZLZHH 0ec487c993 [Feat] (MG_Backend): port MobileGlues' multi-draw emulation to DirectGLES as a tier ladder
ES has neither glMultiDrawElements nor glMultiDrawElementsBaseVertex, so
both are emulated. DirectGLES had two ways of doing it - one
glMultiDrawElementsBaseVertexEXT where the driver has the extension
interaction, otherwise a per-draw loop. This adds the five MobileGlues
uses (gl/multidraw.cpp), so the ladder is now: one
glMultiDrawElementsBaseVertexEXT; one glMultiDrawElementsIndirectEXT
over a synthesized command buffer; one glDrawElementsIndirect per
command over that same buffer; the base-vertex replay; plain
glDrawElements over a CPU-rewritten index stream, for drivers with no
base-vertex draw at all; and a compute shader that flattens the whole
batch into one rebased index buffer drawn by a single glDrawElements.
They live in their own translation unit that owns the entry point
outright, preparation included - the compute tier has to dispatch BEFORE
PrepareForDraw, or it would have to unpick the program, storage-block
and index bindings the preparation just made, and a dispatch inside an
open transform-feedback span is not legal at all.

The auto ladder is ext -> basevertex -> multiindirect -> indirect ->
drawelements, which is NOT MobileGlues' order (it puts the indirect
tiers first). Measured on mc_sodium_multidraw, ns/op, median of three:
NVIDIA ES 3.2 basevertex 2500 vs multiindirect 5700 and indirect 5800;
Mesa llvmpipe ext 19300, basevertex 25200, multiindirect 27600,
drawelements 28700, indirect 31000. Ring-allocating the command staging
instead of respecifying per batch was tried first and moved the indirect
tiers by less than noise, so the cost is the indirect draw path itself,
not the upload; only a real multi-draw entry point beats replaying the
sub-draws. auto therefore resolves to basevertex on this box - byte for
byte the behaviour that shipped - and the new tiers are what a driver
with the ext interaction, or without base vertex at all, now gets.
compute is never chosen by auto (nor by MobileGlues'): it rewrites the
primitive stream rather than replaying it, and it measured slowest here.

Four places this deliberately does not follow MobileGlues, each a
correctness bug there. A rewritten stream is emitted as GL_UNSIGNED_INT
whatever came in, because GL adds baseVertex at full precision and
folding it into ushort indices wraps. The restart sentinel is carried
across a rebase unrebased, or an enabled primitive restart is lost. The
flattening tier declines strip/loop/fan modes, any sub-draw whose count
is not a whole number of primitives, and any batch at all while
primitive restart is enabled - a restart ends a primitive, so leftover
vertices would find a third vertex in the next sub-draw and become a
triangle GL never draws. And the indirect tiers decline client-memory
index arrays, which have no buffer to address.

gl_DrawID gets better rather than worse: the unrolled tiers now feed
each sub-draw its index (the spec's value, where the old loop left the
uniform untouched), and a program that actually reads it demotes the
batched tiers, which can only hold one value for the whole batch. The
per-batch cost is nil for the programs that do not read it.

Verified: the five DirectGLES retraces are byte-identical (md5) across
all six tiers on NVIDIA and on Mesa, each tier proven to have really
executed rather than silently demoted, via a per-tier announcement in
the log. Unit suite 421/421. The full retrace suite's five failures all
reproduce unchanged on a stashed tree, so none are new.
2026-08-07 08:15:54 -04:00
BZLZHH 23b880c8be [Feat] (MG_Config, MG_Util): a tier knob and two capability flags for Espryt multi-draw
MOBILEGL_ESPRYT_MULTIDRAW_MODE=ext|multiindirect|indirect|basevertex|
drawelements|compute|auto names the DirectGLES emulation tier for
glMultiDrawElements(BaseVertex). Same contract as the Magma knob: a
preference, not a demand, clamped at resolution time to what the driver
actually has, and invalid values keep auto. Nothing reads it yet.

The two capability flags the ladder selects on are new because neither
existed in the shape the choice needs. SupportsDrawElementsBaseVertex is
the weaker sibling of SupportsMultiDrawElementsBaseVertex - ES 3.2 core
or EXT/OES_draw_elements_base_vertex, with no GL_EXT_multi_draw_arrays
requirement - and it decides whether a batch can replay its sub-draws
with their own base vertices or has to fold them into rewritten indices.
SupportsComputeShader is ES 3.1 core plus the dispatch, barrier and
shader-object entry points. Both keep the house rule the multi-draw
flags already follow: the extension/version check is what proves
support, the resolved pointer only confirms it, because
eglGetProcAddress may hand back a live-looking stub for a function the
context does not implement.
2026-08-07 08:15:31 -04:00
BZLZHH ebc5bff9b1 [Fix, Feat] (MG_Backend): make DirectVulkan multi-draw actually draw, then pick its best tier
The bug: DirectVulkan.cpp::MultiDrawElements had its entire body
commented out - plain glMultiDrawElements on Magma recorded NOTHING,
no error, no pixels (readback shows the deferred clear never even
materialized). It now shares the tuned base-vertex implementation, and
both plain entries are pixel-proven by a 4-sub-draw harness.

The feature: every CPU-side multi-draw form dispatches through three
tiers after round-9's contiguous-run merge (restructured to merge into
a span BEFORE dispatch, so every tier consumes the shrunken array):
  1. VK_EXT_multi_draw: one vkCmdDrawMulti(Indexed)EXT, chunked by
     maxMultiDrawCount; per-draw vertexOffset rides in the struct. The
     extension is requested only when enumerated and its feature bit
     confirmed, entry points via vkGetDeviceProcAddr, demoted if
     missing.
  2. multiDrawIndirect: the param span uploads DIRECTLY as a transient
     INDIRECT-usage buffer - DrawIndexedCmdParam is layout-identical
     to VkDrawIndexedIndirectCommand and DrawCmdParam's head is a
     legal 24-byte-stride VkDrawIndirectCommand, both static_asserted,
     so no repacking - then one vkCmdDraw(Indexed)Indirect per
     maxDrawIndirectCount chunk. firstInstance!=0 additionally
     requires drawIndirectFirstInstance or the batch drops a tier.
  3. The byte-identical unroll.
gl_DrawID: tiers 1-2 are spec-correct (0,1,2,3 across a probe's
sub-draws); the unroll tier keeps the pre-existing always-0 contract.
The default tiers strictly improve DrawID correctness.

Adversarially verified: the five real DirectVulkan retrace images are
BIT-IDENTICAL (md5) across auto/ext/indirect/unroll; zero validation
VUIDs on every tier; a simulated no-EXT device resolves to indirect
and renders the same bytes; the known-red create-indirect fixture
crashes at the identical call before and after (not worse, not fixed).
Unit suite 423/423 on the rebased tree, retrace subset 10/10. Bench:
mc_sodium_multidraw's contiguous shape merges 32->1 before dispatch,
so no bench delta - the tiers' beneficiaries are non-contiguous real
streams (the sodium RETRACE pushes ~58-sub-draw batches, in=out
243101 with zero merges) and mobile drivers. A reproducible +3-4%
code-layout drift on mc_use_program (zero shared code, I-cache
displacement from +400 lines) stays under the action gate and is
booked here rather than hidden.
2026-08-07 06:41:21 -04:00
BZLZHH 231d5c90e4 [Feat] (MG_Config, MG_Util): a preference knob and POST rows for Magma's multi-draw tiers
MOBILEGL_MAGMA_MULTIDRAW_MODE=ext|indirect|unroll|auto selects the
DirectVulkan multi-draw dispatch tier, clamped to what the device
supports with one INFO line when it falls back; auto (and unset) picks
the best supported tier. Invalid values keep auto. Magma-only: the
variable has no effect on DirectGLES. Note for the escape hatch:
mode=unroll also forces the GL indirect multi-draw paths onto their
per-command loop, where gl_DrawID reads 0 for every sub-draw -
Flywheel-style content that keys on flw_drawId renders accordingly.

Three DriverPost rows per the POST rule: VK_EXT_multi_draw
(PASS/INFO), the multiDrawIndirect feature (WARN downgraded to INFO -
there is always a fallback tier), and the resolved dispatch tier with
the full chain. drawIndirectFirstInstance gains a row too, since the
indirect tier's legality check now relies on it.
2026-08-07 06:41:21 -04:00
BZLZHH d5f5e6405b [Perf] (MG_Backend): batch DirectGLES multi-draw base-vertex where the driver really has it
When SupportsMultiDrawElementsBaseVertex is true, glMultiDrawElements-
BaseVertex issues one glMultiDrawElementsBaseVertexEXT instead of a
per-draw loop; the fallback loop is byte-identical otherwise.

The local NVIDIA ES driver lacks GL_EXT_multi_draw_arrays, so the
batch cannot engage here and no local win is claimed (counter-proven:
batched=0 / fallback=264329 across a sodium retrace). On Mesa llvmpipe,
which implements the full interaction, the batch engages (batched=4566,
~58 sub-draws per call) and is pixel-identical to a forced-fallback
control (same SSIM to the last digit). The beneficiaries are mobile
drivers advertising the interaction - the Sodium chunk path collapses
32 driver entries into one - and the DriverPost row shows which side
any device falls on. A/B on both backends: every case inside the 5%
bar. Unit suite 423/423, retrace subset 10/10.
2026-08-07 06:00:54 -04:00
BZLZHH ac3a83b207 [Fix] (MG_Util, MG_Test): never take a non-null eglGetProcAddress result as support
On GLVND Linux eglGetProcAddress returns a non-NULL trampoline for ANY
name - including a fabricated one - so pointer-nullness can never
signal driver support. The three EXT multi-draw entry points were
registered as required (spurious error logs on drivers without them)
and their pointers were trusted; the NVIDIA ES driver hands back a
stub for glMultiDrawElementsBaseVertexEXT that SILENTLY DROPS draws,
which once made a "77% faster" multi-draw batch that rendered nothing.

The three entries are optional now, and two extension-derived
capability flags follow the established Supports* pattern - each is an
extension-string check AND a resolved pointer, so a flag alone is
sufficient at a call site:
  SupportsMultiDrawIndirect: GL_EXT_multi_draw_indirect + both entry
  points resolved.
  SupportsMultiDrawElementsBaseVertex: (GL_EXT or
  GL_OES_draw_elements_base_vertex) + GL_EXT_multi_draw_arrays + the
  entry point resolved. The multi_draw_arrays conjunct is the registry
  fact the stub exploited: glMultiDrawElementsBaseVertexEXT exists only
  in interaction with GL_EXT_multi_draw_arrays, and this NVIDIA driver
  advertises everything else EXCEPT that one - so the entry point is
  genuinely unsupported while eglGetProcAddress still "resolves" it.

Two DriverPost rows report both capabilities (INFO when absent - a
fallback always exists). Unit tests pin the stub shape, the exact
NVIDIA shape, the supported shape and extension-without-pointer.

Proven load-bearing: forcing the old pointer-only condition on the
NVIDIA ES driver reproduces the silent drop exactly (sodium retrace
SSIM 1.000000 -> 0.329522, no crash, no GL error); with the gate the
same run is a literal 1.000000. Unit suite 423/423 (two new tests),
retrace subset 10/10, integration suite 52/52.
2026-08-07 06:00:54 -04:00
BZLZHH 335f2decbd [Perf] (MG_Backend): stop DirectVulkan re-proving sampler sets and re-walking render passes
Two per-draw costs from the round-10 profiles. A per-program sampled-set
epoch inside UniformManager skips the per-binding descriptor proof walk
when no texture or sampler API ran since that program's previous draw -
the mc_sampler_churn/mc_tex_param pattern. The pass-switch path stops
re-deriving render-pass state that its own value hash already pins.

Load-gated 6-round order-alternating A/B (medians): magma tex_param
-13.3%, pass_switch -10.9%, state_toggle -5.4%; espryt untouched and
unmoved. The two matrix flags (sodium +7.5%, tex_stream +6.2%) reversed
under 10-pair isolated alternating re-runs (-5.5% and +2.5%) - the same
position-bias artifact every previous round's flags showed. Unit tests
421/421; retrace subset and the 52-entry integration suite pass.

Landing note: this diff was authored by a round-10 agent whose session
died before adjudication; the A/B data survived (r10bmag_ab_raw.csv)
and the flags were adjudicated before landing. Its relink also exposed
the pre-existing exit-teardown SIGSEGV fixed in the previous commit.
2026-08-07 04:13:55 -04:00
BZLZHH fb1ad96c04 [Fix] (MG_Backend): stop DirectGLES twin destructors calling a dead driver at exit
The static twin registries destroy their backend objects from
__run_exit_handlers, and a twin destructor then jumps through
g_GLESFuncs into a driver library that exit() may already have torn
down - a latent SIGSEGV that DriverBench has been dumping core with on
every exit, and that any relink shuffling static destructor order can
hand to the trace-replay binary (a byte-perfect replay then "fails with
status Segmentation fault").

A process-teardown flag now short-circuits the program, VAO and texture
twin destructors: past exit() the driver reclaims every GPU object
anyway, so the skip is a deliberate leak of nothing. The flag is set by
a std::atexit handler registered lazily on first registry use - by then
every static everywhere has finished constructing, so the handler runs
BEFORE any static destructor. A registry-destructor hook was tried
first and is wrong: tests and cache resets destroy temporary registry
instances mid-run, which latched the flag while the process was alive
(caught by DirectGLESBackendTexture.DestructorDeletesIdAndScrubsBindingCache).

421/421 unit tests, the retrace subset exits cleanly on both backends,
and the 52-entry integration suite passes.
2026-08-07 04:13:55 -04:00
BZLZHH 313b75a7c0 [Test] (MG_IntegrationTest): pin the two shipped memo bugs with rendered pixels
Both d7976326 bugs passed every unit test while corrupting real frames -
state-level assertions cannot see them. This module renders and reads
back.

A headless EGL-pbuffer harness (no window, no GLFW) linking MobileGL_s
directly, registered once per backend under the ctest label
integration-gpu, behind the default-OFF option
MOBILEGL_BUILD_INTEGRATION_TEST. The platform pre-flight runs the ENTIRE
bring-up in a forked child first - MobileGL aborts rather than returning
errors on an unusable platform, and the child dying on any signal turns
into a clean GTEST_SKIP instead of taking the test binary down.
MOBILEGL_ITEST_REQUIRE_GPU makes the label falsifiable: with it set, an
unusable harness (or a context that lands on a software rasterizer) is a
FAILURE - without it, a CI runner whose driver pinning silently broke
reports the same green as one that rendered every frame. Configure-time
detection pins the EGL vendor and Vulkan ICD jsons, preferring hardware
vendors and never selecting llvmpipe/lavapipe.

Scenarios assert on glReadPixels with whole-region pixel counts (a
2x2 quadrant pattern whose signature distinguishes all eight square
symmetries; every region predicate reports the first offending pixel):
- OrientationScenario: default -> FBO -> default, pinning the
  transform-flags memo key. Keying GetBaseTransformFlagsRaw on the
  pre-transform alone fails exactly 3 entries.
- StreamedArenaScenario: an untouched streamed vertex buffer must
  survive transient-arena recycling. Re-enabling only the cross-frame
  vertex revalidation fails exactly this entry.
- CrossFrameBufferScenario + ResidentIndexScenario: cross-frame
  mutation matrix (SubData, map/unmap, persistent+flush, coherent
  persistent, orphan, CopyBufferSubData; vertex and index) plus six
  adversarial resident-EBO constructions. Instrumentation showed the
  cross-frame EBO memo cannot be made to serve wrong bytes from GL
  level on this stack (89 entries, 81 accepts, zero divergent slices) -
  these cases are freshness tripwires, documented as such in-file; the
  EBO half of d7976326 remains unpinned by a failing test.

At the buggy commit 72ee7c43 the suite fails 4 entries (3 orientation +
1 streamed-arena); at d7976326 all 52 pass, 5 consecutive runs, zero
flakes, and the default build is bit-for-bit unaffected (unit suite
unchanged). Adversarially verified twice, including hostile-platform
sweeps (26 configurations, all clean skips) and hand-edits of each
production hole in isolation.
2026-08-07 03:30:18 -04:00
BZLZHH d7976326fa [Fix] (MG_Backend): two DirectVulkan draw memos trusted more than they proved
Two correctness holes from the round-7/8 fast-path work, found by
bisecting the retrace matrix after corruption reports on device.

Cross-frame slice trust: the vertex-binding and EBO memos skipped the
acquire - the frame's content-sync point - whenever their recorded
slice epochs still matched, trusting the BumpSliceEpoch inventory to
cover every way a buffer's GPU copy can go stale. At least one mutation
path escapes it: journeymap and common-mods retraces shipped visibly
corrupted, and Sodium on an Adreno device rendered random triangles
from stale vertex data. A memo recorded in an earlier frame now
declines, so the first draw of each (VAO, frame) re-runs the full
acquire; the same-frame paths (layout memo, factory-chase elimination,
one-compare rescue) are untouched. The cross-frame idea can return once
the bump-site inventory is proven complete against exactly these traces.

Transform-flags memo key: GetShaderTransformFlags reads the swapchain
pre-transform AND whether the bound draw framebuffer is the default one
- only a presenting pass gets the Y-flip/rotation bits. The memo
declared it pure in the pre-transform, so after any render-to-texture
pass the next default-framebuffer pass inherited the FBO's unflipped
flags: 1.17-main-menu retraced as a perfectly rendered, perfectly
upside-down frame (SSIM 0.052, deterministic), and cloud passes
flickered on device. The memo now keys on (preTransform, isDefaultFbo).

DirectVulkan retraces for 1.17-main-menu, journeymap, common-mods,
sodium and xaero-world-map all pass on lavapipe; unit tests 421/421.
2026-08-06 21:55:41 -04:00
BZLZHH 72ee7c439c [Perf] (MG_Backend): merge DirectVulkan's contiguous sub-draws, remember four programs
61% of mc_sodium_multidraw's steady-state CPU sat inside the driver
encoding one vkCmdDrawIndexed per sub-draw. MultiDrawElements now
collapses contiguous runs: merge only when the topology is a list
(POINTS/LINES/TRIANGLES), the accumulated count sits on a primitive
boundary, primitive restart is off, baseVertex/instanceCount/
firstInstance are identical and firstIndex is adjacent, with a
count-overflow guard - the bench's 132x32 sub-draws become 132x1.
Dangling-index discard semantics for list topologies are what the GL
spec already mandates per draw. No new Vulkan feature, so no DriverPost
gate; VK_EXT_multi_draw stays a gated follow-up.

The draw fast path's single SetupDraw snapshot died on every program
ping-pong (use_program's A/B pattern sent every other draw down the
full path, CollectSampledTextures alone 6.2% self). A 4-entry
program-keyed snapshot table (MRU by program lifetime id, per-entry
sampled-set copies, per-entry invalidation on decline or full-path
start, all entries still cleared at command-buffer boundary, pipeline
age-out and swapchain recreate) keeps all cycling programs hot.

Load-gated 6-round order-alternating A/B, sha1-fingerprinted pair:
sodium_multidraw -41.3%, use_program -23.9%, pass_switch -12.7%,
tex_param -3.8%, vanilla -2.1%; the one flag (tex_stream +5.4%)
reversed to -0.5% across 10 isolated alternating pairs. Espryt
untouched and unmoved. Unit tests 421/421.
2026-08-06 20:17:19 -04:00
BZLZHH cdea275227 [Perf] (MG_Backend): stage only the rects DirectVulkan actually dirtied
Consume MipmapStorage's new dirty-rect list: pack each rect tightly
into the staging block and issue ONE vkCmdCopyBufferToImage with N
regions instead of staging the whole union box. Offsets are computed
identically in the pack and copy loops; disjoint rects mean no
overlapping copy destinations; the combined depth-stencil and
RGB-expand/depth-convert paths keep their single-box route (gated to
the color-aspect, no-conversion case).

54% of mc_tex_stream's steady-state CPU was the one shadow->staging
memmove of the union box; staged bytes drop to 4.8% (~2MB -> ~95KB per
frame) and the case improves ~-49% (5945 -> 3048 ns/op, ~2.2x native
to ~1.2x). Zero validation-layer findings on the 95-region copy. Unit
tests 421/421.
2026-08-06 20:17:19 -04:00
BZLZHH 6a02c5fea0 [Perf] (MG_Backend): upload only the rects DirectGLES actually dirtied
Consume MipmapStorage's new dirty-rect list: when a level offers a
profitable rect list, the sync path issues one glTexSubImage2D/3D per
rect under a single UNPACK_ROW_LENGTH set/reset instead of one call
covering the union box. Striding is the exact scheme the single-box
path already uses (UNPACK_ALIGNMENT pinned to 1 by
ScopedDefaultUnpackState, so every bpp is stride-exact); levels
without a profitable list take the old path unchanged.

On the atlas-streaming case this trades one ~2MB upload for ~95 small
ones totalling ~95KB - roughly a wash in driver-call overhead on
desktop NVIDIA GL (mc_tex_stream ~-3%), a clear byte-volume win for
tiled/mobile GLES where the driver shadow-copies every upload. Unit
tests 421/421.
2026-08-06 20:17:19 -04:00
BZLZHH 7db5b35a3e [Perf] (MG_State): remember every dirty rect, not just their union
A Minecraft frame updates ~95 scattered 16x16 sprites in a 1024x512
atlas; MipmapStorage's single union dirty box turned ~95KB of changed
texels into a ~2MB upload on every backend. The storage now keeps a
bounded (96-slot) list of pairwise-disjoint dirty rects BEHIND the
untouched union box: rects cascade-merge on touch or overlap, overflow
folds the pair with minimum enlargement and re-cascades, whole-level
dirties and respecifies just clear the list (empty list = "union box
tells all"). GetDirtyRects hands the list out only when it has 2+
rects, fits the caller's capacity, and its summed area is under 75% of
the union box - fewer driver calls beat equal bytes - so consumers can
never stage more than the union box did.

The list is maintained inside the same four mutation funnels every
texel writer already goes through (MarkDirty, MarkDirtyRegion,
AllocateLevel, TruncateToLevelCount - callers enumerated at the
declaration), so list and union box cannot disagree. Backends OPT IN:
the union-box API and its update order are byte-identical, and an
unmodified backend keeps rendering exactly as before.

96 slots is measured, not guessed: on the bench's 95-sprite lattice a
16-slot list collapses to >93% of the union box, 96 slots reach 4.8%
(~2MB -> ~95KB staged per frame). Verified by a 2859-check fuzz run
against a reference dirty bitmap (union exactness, full coverage,
disjointness, bounds, profitability). Unit tests 421/421.
2026-08-06 20:17:19 -04:00
BZLZHH 990e518e33 [Perf] (MG_Backend): give DirectVulkan's draw memo a table that fits in cache lines
The per-VAO resolved-bindings map probe was ~45% of
UploadAndBindVertexBuffers' self time, and the aux-memo pointer chase
was the single hottest instruction left in TrySetupDrawFastPath. Both
die together: a fixed 2048-slot two-probe 64B-aligned VaoDrawMemo table
embeds the VAO key, content-hash-validated layout facts and the
bindings payload reordered hot-to-cold. Layout facts hold exactly while
the slot's content hash equals the live VAO's own config-guarded hash;
a recycled VAO address either misses or reproduces a byte-identical
config, for which the facts are correct by construction. Bindings keep
their full per-draw revalidation; recycled slots zero their frame
serials so half-filled entries can never match.

ComputePipelineStateHash, the depth/stencil probe and the
primitive-restart probe now take one bulk GetRenderStateParameters()
fetch instead of ~17 cross-TU accessor calls (verified pure field
reads, identical bit packing). The EBO slice memo gained the same
manager-wide epoch one-compare rescue the vertex half uses.
GetShaderTransformFlags is memoized on pre-transform. Sodium's
MultiDrawElementsBaseVertex hoists GetGLTypeSize out of the
per-sub-draw loop, replaces the division with a shift, and skips
unsupported index types loudly instead of dividing by zero.

Also verified: a GL_BLEND toggle recompiles nothing in steady state -
the glslang frames in earlier state_toggle profiles were startup
contamination.

Quiet-box load-gated 6-round A/B: sodium_multidraw -8.0%, tex_param
-4.1%, use_program -3.3%; steady-state vanilla_draw CPU -20% ns/op at
4096 frames (the 80-frame matrix compresses CPU wins under GPU boost
clocks; profiles confirm UploadAndBindVertexBuffers 6.3% -> 4.4%
including the table probe, and the aux cold-line load gone). The one
matrix flag (pass_switch +7.5%) reversed to -3.2% in 10-pair isolated
re-runs. Unit tests 421/421.
2026-08-06 14:07:49 -04:00
BZLZHH 25a8f51db5 [Perf] (MG_Backend): make DirectGLES program switches remember their own bindings
mc_use_program cycles programs whose texture bindings never change, yet
every switch re-walked the units. Six fixes, one theme: a switch back to
a known program should find its own state waiting.

Per-program 4-entry resolved-texture-binding memo (round-robin, shadow
memcmp on hit) skips the unit walk when a program returns with its
bindings intact. The whole sampler-uniform pass in
BindCurrentProgramWithResources is memoized per program twin behind
(context, unitBindingsEpoch, samplingGeneration, backendStateVersion,
textureContextGeneration) plus a per-sampled-unit sampler-shadow row
compare, invalidated on relink/backend rebuild; the
BindCurrentUnitSamplers walk sits behind the same keys. Every unit
assignment, sampler-parameter change and bind path was verified to bump
one of those inputs.

UboRingAllocate's common path is now a generation check, a power-of-two
mask, an overrun check and a head bump - the duplicate availability
probe, frame-mark retirement and divisions moved to the wrap slow path.
The per-context framebuffer binding slots (the frontend getter
linear-scans per call) are cached as direct pointers - slots are
by-value members of GLContext, so the pointers are stable by
construction - feeding SyncCurrentFBO, SyncNeccessaryTextures and the
broadcast memo; BindCurrentFBO's per-draw registry hash Find became a
TwinLookupMemo probe. The VAO config-version cold-line load is hoisted
to the top of PrepareForDraw to overlap its miss.

Quiet-box load-gated 6-round order-alternating A/B, all nine cases,
both backends: use_program -27.7%, vanilla_draw -16.2%, ubo_range
-13.4%, pass_switch -11.1%, sampler_churn -10.7%, state_toggle -9.2%,
sodium_multidraw -5.3%, rest flat. No regression on either backend
(magma's one matrix flag disproved by isolated re-runs against
byte-identical DirectVulkan sources). Unit tests 421/421.
2026-08-06 14:07:49 -04:00
BZLZHH 8f2b766b56 [Perf] (MG_Backend): let DirectVulkan trust across frames what it proved once
The draw fast path still paid for its own proofs: the hottest single
load (20% of TrySetupDrawFastPath) was chasing the cold
VertexInputStateFactory heap entry just to answer "same vertex-input
layout?". That answer now comes from the frontend VAO's config-guarded
aux memo (layout hash + attribute masks), and a VAO-cycling stream with
a stable layout skips the pre-flight AND pipeline re-resolution
entirely. The VkProgramObject* is memoized on the snapshot behind a new
ProgramFactory cache-structure epoch (bumped on every insert/erase; use
is re-stamped so the idle sweep can never evict a live entry). A
render-state version move no longer forces the full path: the pipeline
value hash is refreshed in place and the 8-entry memo probed directly
(the GL_BLEND-toggle case).

The resolved-vertex-bindings memo now revalidates all-resident unmapped
entries ACROSS frames via per-binding slice epochs - minted from a
process-lifetime counter so a recycled address can never revalidate,
with every mutation path funnelled through BumpSliceEpoch - while
stamping each resource's GPU-use serial exactly as the skipped acquire
would, preserving the busy-tracking that glBufferSubData's
host-write-vs-staged-copy choice depends on. Resident index buffers get
the same treatment through an EBO slice memo.

The six-part dynamic-state tail (viewport/scissor/blend constants/depth
bias/line width/stencil) is gated behind one render-state-parameters
version + pass-geometry compare per command buffer. GetSlice is inlined;
SampledBindingsUnchanged walks only the program's declared bindings.

Quiet-box 6-round order-alternating A/B (on top of the frontend
VAO-bind commit): vanilla_draw -20.8% (790 -> 626 ns/op, 3.4x native to
2.5x), sampler_churn -28.2%, ubo_range -8.4%, state_toggle -3.8%;
tex_param's matrix flag (+10%) was adjudicated by an isolated
alternating re-run at +1.0% - position bias, not regression. Unit tests
421/421.
2026-08-06 13:18:38 -04:00
BZLZHH b9d8ad0421 [Perf] (MG_Backend): give DirectGLES one epoch that says no buffer moved
Four draw-path costs, one theme: re-proving what nothing invalidated.

A manager-wide buffer-mutation epoch (atomic; bumped with release AFTER
every mutation lands: all six BufferBackendOps via tracking wrappers,
every backend-initiated writeback - XFB readback/scatter, the five
pack-PBO readbacks - registry registration changes, and backend context
destruction; the full site inventory lives in a comment at the accessor)
lets the per-VAO resolved-buffers memo stamp the epoch after one
all-clean probe pass and skip every IsBufferDrawClean probe while it
holds. The IBO keeps its bound-object identity compare - only the probe
is elided. Non-bumping paths are enumerated with why they are safe:
GPU-authoritative writes are ignored by the probe, persistent-mapped
resources are clean by construction, and draws on non-persistent maps
are frontend-rejected GL errors.

GetProgramForDraw is hoisted to one call per PrepareForDraw and handed
to the four consumers that each re-derived it. The enabled-draw-buffers
walk feeding the fragColor broadcast count is memoized on the
(FBO, slot version, object version) trio. The UBO-binding loop probes
IsBufferDrawClean before falling back to EnsureBufferResource.

The texture chain captures (context, maxTouchedUnit, samplingGeneration,
unitBindingsEpoch) once per draw - shared by SyncNeccessaryTextures and
BindCurrentTextures, halving the epoch computations - and an aggregate
gate that is the exact conjunction of the three Sync*ToBackend
early-outs skips the per-texture cross-TU calls.

The t_egl* thread_local verification pair became owner-thread-guarded
atomics reset by MakeCurrent/ReleaseCurrent, removing __tls_get_addr
from the draw loop.

Quiet-box 6-round order-alternating A/B (with the frontend VAO-bind
commit): all NINE Espryt cases improved - sampler_churn -11.0%,
state_toggle -9.3%, ubo_range -9.1%, vanilla_draw -5.4%, pass_switch
-3.5%, the rest -1% to -2.5%. Unit tests 421/421.
2026-08-06 13:16:44 -04:00
BZLZHH f8069c0624 [Perf] (MG_State): stop paying two atomic refcounts for every glBindVertexArray
perf annotate put 94% of VertexArrayState::Bind's 10.5% self time on the
two lock-prefixed shared_ptr refcount RMWs each bind performs. The bound
VAO is now stored as a slot index into m_vertexArrays - no SharedPtr
copy, no atomics on the bind path. The lifetime invariant (the bound
object is kept alive by its slot; any cold path that clobbers a bound
slot - delete-while-bound including slot 0, create-over-bound-slot -
detaches the old object into m_boundDetached so GetBoundVertexArray
keeps answering with it) is enforced in MarkVertexArrayForDeletion /
CreateVertexArrayObject rather than assumed, and documented at the
change. Out-of-range binds and null slots keep their exact old
semantics.

VertexArrayObject also gains two opaque config-version-guarded backend
aux memo words, letting a backend answer "same vertex-input layout?"
from the frontend object instead of chasing its own cold cache entry.

After this change the frontend Bind drops out of the DirectVulkan draw
profile entirely (11.5% -> 0.5%). Measured jointly with the two backend
rounds that land on top: quiet-box 6-round order-alternating A/B,
all nine cases, no case worse than noise on either backend. Unit tests
421/421.
2026-08-06 13:16:02 -04:00
BZLZHH d0aae85da2 [Perf] (MG_Backend): let DirectVulkan's draw fast path survive a VAO swap
TrySetupDrawFastPath declined on its VAO pointer check for every draw of
a 512-VAO cycle - the Blaze3D chunk-render shape - so the fast path was
dead exactly where it mattered: full SetupDraw, per-draw
ResolveSamplerDescriptor, SyncTextureAndGetDescriptor and render-pass
re-fetch, for draws whose only change was the VAO.

Three fixes. A moved VAO now re-runs only the vertex-input pre-flight
and re-resolves the pipeline instead of declining to the full path. That
resolution probes the value-keyed pipeline memo directly off a cached
pipeline-state hash and snapshot render-pass hash, skipping
GetOrCreateRenderPass and its GetPendingRenderbufferClear probes per
draw; a stale cached hash can only miss, never false-hit. And when the
sampler-descriptor hint holds and the program's single dynamic UBO
re-resolves to the same VkBuffer and range - only the dynamic offset
moved, the per-draw glUniform case - the descriptor walk collapses to
one offset recompute and a vkCmdBindDescriptorSets of the same recorded
set with new pDynamicOffsets. The rebind memo is invalidated at
BeginFrame, layout destruction and override walks; the program lifetime
id never repeats, and per-frame descriptor sets are never rewritten
within their frame.

mc_vanilla_draw -36.9% (1260 -> 795 ns/op, 4.6x native to 3.4x),
sodium_multidraw -18.0%, state_toggle -14.9%, sampler_churn -7.8%,
use_program -7.7%, ubo_range -7.3%, tex_param -7.3%. All nine cases on
both backends, interleaved A/B; no attributable regression. Unit tests
421/421.
2026-08-06 12:00:31 -04:00
BZLZHH b904658b10 [Perf] (MG_Backend): stop DirectGLES re-resolving the same VAO's buffers and twins every draw
Four per-draw costs, all lookups that re-answer the same question.

SyncNeccessaryBuffers walked all 32 attribute slots cold and ran
EnsureBufferResource per buffer on every draw. The backend VAO twin now
hosts a resolved-draw-buffers memo: the deduped enabled-attribute buffers
and the index buffer resolve once per VAO config version, and each hit
re-validates every entry with IsBufferDrawClean - a shadow probe mirroring
every no-op branch of EnsureBufferResource (resource identity, context
generation, pending ops, change serial) - falling back to the full path
for just the dirty entries. The IBO entry is checked against the live
bound object each draw, so slot-version wrap cannot false-hit.

The registry hash Finds that resolve state objects to their backend twins
ran several times per draw. TwinLookupMemo - a direct-mapped,
Fibonacci-hashed table (4096 VAO / 256 program slots) with weak-ptr owner
equality against address reuse - answers them in one probe; collisions
fall back to the registry. A live entry's twin is never replaced once
set, so owner equality proves the raw pointer.

SyncCurrentVertexAttributeValues' pending-mask memo was a function-static
single entry that missed every draw once the app cycled VAOs; it now
lives on the twin. CurrentXfb()'s per-draw FastSTL map lookup became a
cached pointer invalidated at every map mutation (open addressing moves
values on any insert/erase/clear).

mc_vanilla_draw -12.6% (3.4x native to 3.0x), ubo_range -9.8%,
sampler_churn -7.5%, pass_switch -6.5%, sodium_multidraw -6.0%,
state_toggle -4.6%. All nine cases measured on both backends, interleaved
A/B; no case regressed. Unit tests 421/421.
2026-08-06 12:00:31 -04:00
BZLZHH 4b3fd11462 [Perf] (MG_Backend): key DirectVulkan's pipeline memo on state values, not a version that never repeats
Two per-draw churn costs, one cause each.

A blend toggle switched pipelines through a memo keyed on a monotonic
pipeline-state version - which never repeats, so flipping GL_BLEND off and back
on produced a "new" key both times, forced the full SetupDraw and rebuilt the
whole pipeline payload for a pipeline the cache already held. The memo now keys
on a value hash of the pipeline-relevant fixed-function state, recomputed only
when the state version moved, and the consecutive-draw fast path re-resolves
just the pipeline through it when nothing but render state changed. Blaze3D
brackets every batch with exactly this toggle; mc_state_toggle drops 36%
(6629 -> 4230 ns/op, 4.8x native to 3.7x).

The sampler-churn cost had the same shape as the Espryt side fixed separately:
glBindSampler bumps the frontend texture-bind generation even when it re-binds
the sampler the unit already holds, so the per-draw fast path died every draw.
The fast path now proves each binding's descriptor inputs unchanged - texture
and sampler lifetime ids, parameter and content sums, the sampling-resolution
generation, image epochs and exact layouts - and reuses the binding's cached
VkDescriptorImageInfo instead of re-running the resolve chain.
mc_sampler_churn drops 30% (1597 -> 1125), and the proof machinery pays for
itself on the uniform-range case too (-17%).

mc_tex_param stays where it is on this backend deliberately: profiling shows its
remaining cost is frontend validation with zero backend work, unreachable from
Renderer/.

All nine cases measured on both backends, interleaved A/B, no case worse than
noise. Unit tests 421/421.
2026-08-06 11:21:26 -04:00
BZLZHH 9be5d95440 [Perf] (MG_Backend): give DirectGLES unit bindings an epoch the sampler churn cannot fake
The texture-binding memos added earlier keyed on the frontend texture-bind
generation, and 26.2-style unit switching defeats them: glBindSampler bumps the
generation even when it re-binds the sampler the unit already carries, so a
frame that cycles active units re-ran the full two-pass, eleven-slot alias
resolution and the unbind walks on every draw. mc_sampler_churn sat at 1674
ns/op against the native driver's 239 - the worst multiplier left on this
backend - with about half the time in two virtual calls per binding slot.

The units now carry an epoch: a snapshot of each touched unit's slot objects and
sampler object, compared by weak_ptr OWNERSHIP rather than raw pointer - a held
weak_ptr pins its control block, so a freed-and-recycled object can never
owner-equal its predecessor, which is the ABA hole a pointer key would have and
the reason version keying was rejected (WithTemporarilyBoundNamedTexture bumps
slot versions without touching the bind generation). The
(context id, bind generation, high-water mark) triple gates the snapshot walk to
at most once per draw; the epoch moves only when a binding really changed. Both
per-draw memos key on the epoch plus the sampling-resolution generation, which
carries what the epoch cannot see: a default texture's image appearing, and
every completeness input. Two smaller memos ride along: the per-unit
sampler-registry lookup (owner-keyed, misses never cached - the backend object
may be created later in the same draw), and the pending-vertex-attribute mask,
whose first version scanned all 32 slots and put +10% on the VAO-cycling case
before being restricted to the program's active locations.

ns per op, DriverBench on a GTX 1660 SUPER, isolated A/B, all nine cases on both
backends: mc_sampler_churn 1673 -> 732, mc_use_program 4513 -> 4279,
mc_state_toggle 2365 -> 2247, everything else within noise and nothing worse.
7.0x native to 3.1x on the churn case.

Unit tests 421/421.
2026-08-06 11:20:52 -04:00
BZLZHH d49d79a64b [Perf] (MG_Backend): pool DirectVulkan's upload staging and batch its submits
Every dirty texture bought itself a fresh staging buffer (vmaCreateBuffer +
vmaMapMemory), a fresh command buffer, a fresh fence, and its own vkQueueSubmit.
A perf profile of the sprite-animation case put 41% of the whole run in the
kernel on the resulting ioctl traffic; the reclaim list already avoided waiting
on the fences, so the cost was the allocation and submission machinery itself,
paid per texture per frame.

Staging now comes from a pool of persistently-mapped blocks (1 MiB minimum,
exact-size beyond that, bump-allocated, 32 MiB idle cap), and uploads record
into one shared batch command buffer from a dedicated command pool, going out as
one submit with one pooled fence per flush. Fences, command buffers and blocks
all recycle through the existing fence-list reclaim instead of being destroyed.
Flush points: before every frame command buffer submission (which is what
preserves the old ordering argument - the batch reaches the queue strictly
before anything that could sample its images), on the glFlush finite-time path,
when a batch would outgrow its staging bound, and eagerly at 128 KiB, which
measured faster because the GPU overlaps the copy with the rest of the frame's
CPU recording. The mid-frame upload-draw-upload-again sequence detects itself
through the batch image list and flushes first, reproducing the old two-submit
granularity exactly; a deferred image release flushes any open batch that still
references the image, because drain proofs only cover submitted work.

ns per op, DriverBench on a GTX 1660 SUPER: mc_tex_stream 9405 -> 5373 (2.3x
the native driver, from 3.9x), atlas_sprite -57%, lightmap -89%, chunk_upload
-10%; draw-path cases unchanged. The suite's sampler-churn number reads a few
percent worse right after the now-much-faster upload case, which was chased to
schedutil downclocking during the newly-blocking-free frames - isolated and
frequency-pinned runs measure parity; noted here so the next person does not
re-chase it.

Unit tests 421/421; Vulkan validation layer clean across draw and upload cases.
2026-08-06 10:36:08 -04:00
BZLZHH f5761ea1f3 [Perf] (MG_Backend): diff only the render-state span that moved, and gate the per-draw walks
Four per-draw costs in DirectGLES, all of the same species: work re-done for an
answer that had not changed.

SyncRenderState was guarded by a single version compare, so one blend toggle -
the way Blaze3D brackets every batch - re-diffed the whole ~40-field render
state block and copied the full struct back into the shadow, every draw. The
parameter struct is now split into three contiguous byte spans, each gated by a
memcmp against the backend shadow; a per-draw blend flip touches only the blend
span. The shadow is byte-cloned after each sync so the span compares stay exact,
padding included. Blocks whose inputs live outside the parameter struct (the
surface-size viewport fallback, the sRGB context capability) stay ungated, and
the dual-source-blend hard-fail still fires every draw because a throwing sync
never stamps the shadow.

SyncMipmapsToBackend gained a first-level clean gate on (context id,
sampling-resolution generation, content version, params version) that skips the
IsComplete walk and the eight-field shape probe outright; every shape mutation
funnels through BumpShapeVersion, which is what makes the gate sound.
SyncToBackend for vertex arrays compares one aggregate config version instead of
three stamps per attribute slot. And SyncNeccessaryTextures memoises the
draw-framebuffer attachment list, keyed the same way the framebuffer sync memo
already is, instead of re-walking attachments per draw.

ns per draw, DriverBench on a GTX 1660 SUPER, isolated A/B: mc_state_toggle
3151 -> 2397, mc_ubo_range 792 -> 579, mc_vanilla_draw 1111 -> 881,
mc_sampler_churn 2019 -> 1676, mc_use_program 5132 -> 4356; every one of the
nine cases improved. Against the native driver Espryt now stands at 3.6x on the
plain draw path, 2.8x on the per-draw uniform-range path and 2.1x on the blend
toggle, from 8.7x / 9.1x / 7.2x when this effort began.

Unit tests 421/421.
2026-08-06 10:35:41 -04:00
BZLZHH b3f774d2c0 [Fix] (CI): name the EGL vendor library the benchmark job runs on
The benchmark job is the only one that brings a real GL context up - DriverBench
dlopens libEGL.so.1 and renders through it - but its apt list only asks for
libegl1, which is glvnd's dispatch layer and nothing more. The vendor library
behind it, libegl-mesa0, has been arriving as a Recommends of libegl1 rather
than because anything asked for it. That is too quiet a dependency for the one
job whose whole purpose is running a driver: a base image change, or
--no-install-recommends turning up anywhere upstream, would leave eglInitialize
with no vendor to dispatch to and fail the job for a reason nothing in the
workflow explains. Name it, next to libgl1-mesa-dri, which is listed for
exactly the same reason.

Verified with a full headless ctest -C Release -L benchmark - no $DISPLAY, no
$EGL_PLATFORM, mesa as the only EGL vendor: SanityBench, ProgramBench,
BufferBench and DriverBench all pass.
2026-08-06 09:44:04 -04:00
BZLZHH d524330032 [Test] (MG_Benchmark, MG_Util): model four more Minecraft frame patterns in the driver bench
The captured traces contain per-frame patterns the bench did not exercise, and
first measurements show two of them are now the worst remaining multipliers -
which is exactly what the missing cases were hiding.

mc_pass_switch: the 26.2 snapshot switches render targets 132 times a frame and
re-declares draw buffers 198 times. Render-target churn is where a Vulkan
backend pays for render-pass breaks and where a tiler pays most on device, and
no case measured it. mc_state_toggle: Blaze3D brackets batches with blend
toggles - 46 enable/disable pairs and 28 blend-func changes per vanilla frame.
mc_tex_param: 26.2 re-sets texture parameters 612 times a frame, almost always
to the value already in place, so this measures redundant-parameter filtering.
mc_use_program: Sodium switches programs 62 times a frame with a mat4 upload on
each, roughly one switch per multi-draw.

All four live in the shared case file at the measured per-frame rates, so the
desktop harness, the on-device harness and the POST screen's Run Bench report
comparable numbers. First desktop measurements (ns/op, native / Espryt / Magma):
pass_switch 8877 / 18502 / 13896, state_toggle 1182 / 8526 / 8305,
tex_param 42 / 102 / 197, use_program 2182 / 10648 / 5096. The state-toggle
multiplier - 7x on both backends - is the largest newly exposed gap and the next
optimization target.

Unit tests 421/421; the Android JNI translation unit compiles against the
extended case set.
2026-08-06 09:39:02 -04:00
BZLZHH f2d210b12d [Perf] (MG_Backend): memoise DirectVulkan's per-draw vertex binding resolution
Every draw re-resolved its whole vertex binding array: for each enabled binding,
look up the buffer, acquire a slice from the buffer manager, apply the binding's
base offset, fill the VkBuffer and offset arrays, bind. In the Minecraft-shaped
benchmark the same few hundred vertex array objects cycle for the whole run and
each one's answer is stable, so UploadAndBindVertexBuffers was the single largest
cost in the backend at 7.9% of the render thread, with AcquireResidentSlice
another 3.8% underneath it.

The resolved array is now kept per vertex array object and revalidated instead of
rebuilt. Validation is two-tier. The vertex array's own configuration version
already invalidates its backend vertex-input state, so a changed attribute,
format, buffer or base offset yields a different state object - the memo compares
both that object's address and its hash, which mixes the bound buffers and the
whole layout. What that does not cover is the slice moving underneath an
unchanged configuration, so the buffer manager now carries a monotonic epoch that
every writer of slice-deciding state bumps: resident storage creation, respecify,
sub-data, flush of a mapped range, the promotion and demotion between streamed
and resident storage, each fresh arena allocation, and bulk release. The counter
is manager-wide and never reset, so a resource created at a recycled address
cannot reproduce a value some memo still holds.

The miss path was the thing to get right, because the previous attempt in this
area regressed the texture-upload and sampler-churn cases by 60-85%: it added a
verification pass that re-ran the resolution work it was trying to skip, so every
miss paid for it twice. Here a miss is one pointer-keyed lookup and a few stores,
and nothing else runs that the full path would not have run anyway.

ns per draw, DriverBench on a GTX 1660 SUPER: mc_ubo_range 924 -> 767,
mc_vanilla_draw 1346 -> 1227, mc_sampler_churn 1397 -> 1279,
mc_sodium_multidraw 3365 -> 3266. Magma is now 4.1x the native driver on the
per-draw uniform-range case, from 5.4x when this round started. No case
regressed on either backend.

Unit tests 421/421.
2026-08-06 09:24:08 -04:00
BZLZHH fd40960f70 [Perf] (MG_Backend): revive DirectGLES's dead framebuffer-sync guard, and stop probing twice
SyncCurrentFBO has an early-out that compares three memos, and it could never
fire. One of the three, g_fboBindVersions, was only ever stamped by
ForceBindCurrentFBO - which runs from glBlitFramebuffer and the DSA
glClearNamedFramebuffer* paths and nowhere else. An application that touches
neither leaves that memo at 0 while the binding slot's version is at least 1 from
its first glBindFramebuffer, so the first term mismatched forever and the guard
was dead code rather than merely too coarse. Every draw therefore re-walked all
40-odd attachment slots and rebuilt the 8-slot snorm/unorm clamp mask for a
framebuffer that had not changed since the previous draw.

SyncCurrentFBO now stamps all three memos itself, through one helper, on every
path that leaves the target synced - including the default-framebuffer
"nothing to do" path, which previously returned without stamping anything. The
memo is renamed to say what it now records (a sync, not a bind). Instrumenting a
throwaway build put it at 539998 hits against 2 misses, the misses being the
first bind of each target; it was 0 hits before.

Skipping the sync also skips the Bind() inside it, so all eleven call sites were
checked: every one issues its own bind afterwards (PrepareForDraw and the
glClearBuffer* paths bind Draw, ReadPixels and the CopyTexSubImage paths bind
Read, BlitFramebuffer binds both, GetTexImage uses its own scoped binder). The
global snorm/unorm clamp masks written inside the sync stay correct because they
can only be stale if a different framebuffer was synced as Draw in between, which
moves the pointer or slot version and forces the re-sync that rewrites them.
InvalidateFramebufferBindingCache now also clears these memos: both its callers
mean the ES context may have been reset, and a live early-out must not survive
that.

Two smaller items in the same pass. StateBackendObjectRegistry kept the backend
twin and its liveness weak_ptr in two maps, so every lookup cost two hash probes
and the draw path does ten to twenty of them; they are one map with one entry
type now, one probe. The weak_ptr check itself is load-bearing and stays -
glDeleteVertexArrays followed by glGenVertexArrays recycles heap addresses
readily. And SyncNeccessaryBuffers ran the full EnsureBufferResource check once
per enabled vertex attribute, which on an interleaved Minecraft-shaped VAO means
four to eight times over the same VBO; it is deduplicated per distinct buffer now.

ns per draw, DriverBench on a GTX 1660 SUPER, A/B against a build differing only
by this diff: mc_vanilla_draw 1403 -> 1113, mc_ubo_range 983 -> 797,
mc_sampler_churn 2309 -> 2003, mc_sodium_multidraw 3232 -> 3023. Against the
native driver Espryt is now 4.3x on both the plain draw and the per-draw
uniform-range case, from 8.7x and 9.1x at the start of this work.

Unit tests 421/421. Also replayed all 38 locally-available DirectGLES trace
fixtures against a baseline library: every one produced bit-identical ssim and
mismatched-pixel counts, including the improved-transparency OIT trace whose
scratch clear framebuffer is exactly the draw-buffer hazard the code comments
warn about.
2026-08-06 09:23:47 -04:00
BZLZHH 49aab57f03 [Perf] (MG_Backend, MG_State): stop re-resolving texture unit bindings on every draw
DirectGLES re-derived the whole texture binding state for every draw: for each
touched unit, two alias-resolution passes over all binding slots, then a third
walk to unbind native targets nothing claimed, then the sampler. With the
Minecraft-shaped bench that was 13.2% of the render thread in BindCurrentTextures
alone, plus 4.6% in SyncNeccessaryTextures deciding which textures to consider.
The answer is identical across a whole terrain batch.

The resolution is now memoised, and what makes replaying it as a no-op legitimate
is that the memo does not merely trust a key: it compares the backend's own bound
texture shadow against the one resolution left behind. Every path that binds a
texture behind this function's back already maintains that shadow - the scratch
bind an upload does on the temp unit, CopyTexSubImage2D and GenerateMipmap
binding on the active unit, the glBindTextures fast path, the scrub a backend
texture performs when it is destroyed or respecified - so a memcmp catches all of
them without having to enumerate them. On top of that the key covers the texture
bind generation, the program that arbitrates aliased targets (pointer, lifetime
id, backend state version, link status), and the ES context generation.

Two invalidation sources had no signal at all and needed one. Mipmap completeness
decides whether a texture is bound in the first place, and it moves with texture
shape and with the effective sampler's filter - so a sampling-resolution
generation now moves with both, routed through single choke points
(TextureObjectBase::BumpShapeVersion, SamplerObject::BumpVersion) so a future
bump site cannot forget it. A texture context id was needed because both
generations restart at zero in a new GLContext, which can land on the old heap
address.

This also closes a pre-existing hole rather than working around it:
glDeleteSamplers unbinds the sampler from every unit straight through
TextureUnit::SetSamplerObject, bypassing the touch bookkeeping, so that setter now
bumps the bind generation on a real change. The sampler bind step itself stays
outside the memo and runs every draw - the program's raw-depth-fetch substitution
rewrites unit samplers immediately afterwards, so a memo there could never hit.

ns per draw, DriverBench on a GTX 1660 SUPER (native / Espryt):
mc_vanilla_draw 253 / 2037->1315, mc_ubo_range 202 / 1684->955,
mc_sodium_multidraw 739 / 3939->3150. Espryt goes from 8.3x to 4.7x the native
driver on the per-draw uniform-range case. Magma is unaffected (the MG_State
additions are counter bumps), and no case regressed.

Unit tests 421/421.
2026-08-06 07:41:10 -04:00
BZLZHH 62dea3bea4 [Perf] (MG_State): answer texture sampling completeness from a memo
Every draw asks, for every bound texture, whether it is mipmap-complete for the
filter in use, and the answer was recomputed from scratch each time: walk the
level chain, read each level's texel size, verify each is half the previous.
With the Minecraft-shaped bench that walk plus the GetTexelSize calls under it
measured about 8% of the render thread on both backends.

The answer depends only on the texture's shape - internal format, stored level
set, level sizes, level range - and never on its texel content, which is the
thing that actually changes between draws. A shape version now moves on exactly
those four mutations (SetInternalFormat, SetBaseLevel/SetMaxLevel, and the
AllocateStorage/TruncateMipmapLevels pair on both mipmap storage classes), and
the completeness answer is memoised against it, one slot for the mipmapped
question and one for the plain one. An upload leaves the memo standing, which is
the whole point; anything that could change the answer invalidates it.

ns per draw, DriverBench on a GTX 1660 SUPER (native / Espryt / Magma):
mc_vanilla_draw 257 / 2201->2037 / 1550->1346, mc_ubo_range 203 / 1832->1684 /
1089->934, mc_sampler_churn 272 / 2349->2325 / 1533->1396. Texture-upload cases
are unchanged, as expected - they were never asking this question in a loop.

Unit tests 421/421.
2026-08-06 06:42:43 -04:00
BZLZHH 57aeeec053 [Perf] (MG_State, MG_Impl, MG_Backend): stop paying per draw and per upload for work already known
A per-draw CPU profile of a real Minecraft frame (perf on the render thread,
which sits at 100% of one core on both backends) said the deficit is translation
overhead, not the GPU, and named where it goes. This removes the largest items
it found, on both backends and in the shared frontend they both feed.

The single biggest one was not translation at all: IsBackendContextCurrentOnThisThread
called eglGetCurrentContext on every invocation, and glvnd answers that with a
getpid() fork check - a real syscall. The predicate sits two and three deep in
every draw (the deferred-release drain, the global-UBO ring availability check,
and the ring allocation), so it accounted for 16.3% of the render thread. EGL is
still the ground truth, but re-verifying it once per thread per frame catches an
external migration at the next frame boundary rather than the next call, which
recovers the same bookkeeping.

Texture uploads now carry a dirty region instead of a per-level flag. Minecraft
animates atlas sprites with 16x16 glTexSubImage2D calls into a 1024x512 atlas
and respecifies the lightmap every frame; a per-level flag turned each of those
into a full-level re-upload - about 3.6 MB a frame of texels nobody changed.
MipmapStorage accumulates the written box, Espryt uploads it with
UNPACK_ROW_LENGTH striding into the level shadow, and Magma stages just that box.
The box is a union, not a range list: repeated writes to one level widen it and
it degrades to exactly the old whole-level upload, which is the honest worst case.

glBufferData(NULL) is the orphaning idiom, and the backend was answering it by
uploading the stale CPU shadow - turning a rename the driver does for free into
a full synchronized upload. BufferObject now records that a NULL respecify leaves
the store undefined, and the upload is skipped until content is actually written.

The rest are smaller and of a kind: the deferred-release queue is probed without
taking its mutex, the UBO ring waits on the frame fence that frees the space it
needs instead of draining the whole pipeline with glFinish at the size cap, VAO
binds go through a shadow so a draw's second bind of the same object does not
reach the driver, the per-draw clean-texture probe short-circuits on the content
version before rebuilding shape info, glUniform drops byte-identical writes
(which otherwise dirty the whole UBO for the next draw), re-binding the texture
or VAO a slot already holds no longer bumps the generation counters a backend
fast path is keyed on, and the texture validators stopped taking shared_ptr by
value.

On Magma: descriptor-set reuse keeps four entries instead of one, because draws
alternating between two programs - the chunk/entity ping-pong - thrashed a single
slot into a full re-allocate and re-write every draw; a DynamicDraw buffer whose
contents survive two frame boundaries is promoted to resident storage instead of
being re-copied into the per-frame arena forever; and sampled-read barriers name
only the shader stages whose device feature is enabled, which also removes a
latent VUID violation (ALL_GRAPHICS names geometry and tessellation stages a
device need not have).

Measured with the Minecraft rig (render distance 32, p50 fps, same machine,
single sample each): vanilla 1.21.1 Espryt 10.8 -> 36.3 and Magma 31.3 -> 44.6;
26.2 snapshot Magma 114.5 -> 210.5. Fabric+Sodium moved inside noise on Magma
(854 -> 766) with the native baseline itself moving 838 -> 1031 between the two
sessions, so treat that cell as unresolved rather than a regression measured.
Unit tests 421/421. The CTS A/B was not run: these numbers and the test suite are
the whole of the evidence, and a conformance regression would not have been
caught here.
2026-08-06 06:24:37 -04:00
BZLZHH 9c0144d24a [Test] (MG_Benchmark, MG_Util, MG_Backend, android-plugin): run the driver benchmark on a phone
The Minecraft-shaped driver benchmark could only be run from a desktop shell
against a desktop driver, which is the wrong machine: MobileGL exists to run on
mobile GPUs, and nothing said what its translation costs there. This puts the
same cases on an Android device, both in the plugin's POST screen and from a
shell, and adds the native-driver baseline they have to be read against.

The cases move into DriverBenchCases.inc so both harnesses run byte-identical
bodies - the desktop program resolving entry points from one EGL provider, and
DriverBenchJni.cpp calling MobileGL's frontend in-process. The JNI file binds
every gl*/egl* name to MG_Impl by macro rather than by linkage: this library
legitimately has the platform libEGL and libGLESv3 in its own lookup scope, and
a benchmark that quietly measured the device driver instead of the translation
layer would have looked like very good news.

Frames are now closed with a fence wait instead of glFinish. MobileGL implements
glFinish and glFlush as no-ops, so the old loop timed submit-plus-GPU on a native
driver and submit-only on a MobileGL backend, and the two numbers did not
describe the same work.

To measure a device's own driver the cases needed to be expressible in GLES:
ESSL 3.20 twins of the four shaders (chosen at runtime from GL_VERSION, since
MobileGL is deliberately still fed desktop GLSL - translating it is the thing
under test), a multi-draw hook that loops DrawElementsBaseVertex where the
multi-draw entry point does not exist, and an EGL bootstrap that falls back from
desktop GL to GLES 3. The binary cross-compiles for arm64 unchanged.

BenchService hosts each run in its own process and exits afterwards. That is not
caution: the backend is latched from MOBILEGL_BACKEND_TYPE at initialization, so
Espryt and Magma can never share a process, and Espryt's teardown terminates the
process-default EGL display, which would take the POST activity's own EGL
objects with it.

Running it found that Magma could not create a windowless context on Mali at
all - CreateInstance required VK_EXT_headless_surface, which no mobile driver
here exposes, and aborted the process. The Xlib path already probes and falls
back to a hidden window for the same reason on NVIDIA; Android now probes too
and hands the WSI an AImageReader's ANativeWindow, a real producer surface
attached to no display whose images are never acquired. DriverPost reports the
extension's absence as a WARN so the fallback is visible rather than silent.

Measured on a Mali-G77 MC9 (native / Espryt / Magma, ns per operation):
5495 chunk draws 14397 / 36934 / 33763, the 26.2 per-draw uniform-range pattern
13710 / 31205 / 21252, sodium-style multi-draw 256956 / 238389 / 209527. The
translation costs about 2.4x per draw here against 5-9x on the desktop, because
the mobile driver's own per-call cost dwarfs it - and both backends beat the
native driver on multi-draw, which it has to emulate.

Desktop unit tests 421/421; the POST screen and both Run Bench buttons verified
on the device.
2026-08-06 06:13:34 -04:00
BZLZHH 1e45958e01 [Test] (MG_Benchmark): measure the driver work a real Minecraft frame asks for
The benchmark tree had nothing that exercised a driver: SanityBench times
std::vector, and the Buffer/Program benches call into MobileGL_s directly, so
neither can say what a backend costs against the native driver. This adds a
headless EGL client that can, and shapes its cases from measured traces rather
than guesses.

DriverBench dlopens exactly one EGL provider - the system libEGL.so.1, or a
libMobileGL.so with MOBILEGL_BACKEND_TYPE selecting Espryt or Magma - so the
same binary measures all three stacks with no LD_LIBRARY_PATH shadowing, which
matters because MobileGL's own loader has to keep finding the real driver
underneath. It renders into its own renderbuffer FBO on a 64x64 pbuffer and
paces frames with glFinish, so it needs no window and no compositor.

The six mc_* cases replay the per-frame call mix of 30-second render-distance-32
captures of three Minecraft versions, at the rates those captures measured:
vanilla 1.21.1 issues 5495 glDrawElements per frame, each preceded by its own
glBindVertexArray and glUniform3fv; Fabric+Sodium collapses the same scene into
132 glMultiDrawElementsBaseVertex; the 26.2 snapshot issues 3401
glDrawElementsBaseVertex, each preceded by glBindBufferRange + glBindBuffer.
The texture case wraps every 16x16 atlas upload in the four glPixelStorei and
two glTexParameteri calls Blaze3D re-sets around it, because that wrapper is a
large part of what an upload costs a translation layer. One bench frame
therefore costs what one real frame of that version costs, and ns_per_op is
directly comparable across renderers.

run_driver_bench.sh pins __EGL_VENDOR_LIBRARY_FILENAMES and VK_ICD_FILENAMES.
Without that, eglGetDisplay(EGL_DEFAULT_DISPLAY) on this glvnd system resolves
to Mesa llvmpipe and the "native" numbers silently describe a software
rasteriser - the first run of this bench reported 11 us per draw before the
pin, versus 250 ns on the real GPU.

Verified against the NVIDIA 610.43.03 driver, Espryt and Magma on a GTX 1660
SUPER; the CMake target builds and runs from a clean configure.
2026-08-06 03:57:52 -04:00
BZLZHH 6e6f5268fb [Fix] (MG_Backend): let a default-visual X11 window match an alpha-free config
ChooseConfigForSurface prefilters candidate configs with eglChooseConfig
requiring EGL_ALPHA_SIZE 8, then tries to match the window's X visual. On
NVIDIA's X11 EGL every alpha-8 config lives on the 32-bit ARGB visual, and the
default depth-24 TrueColor visual only appears on alpha-0 configs - so for any
window created with the default visual the match loop scanned a list that
could not contain its visual, fell through to a 32-bit-visual config, and
eglCreateWindowSurface failed with EGL_BAD_CONFIG.

Keep the alpha-8 list as the first tier and add an alpha-relaxed second tier
used only for the visual match; the sizeless fallbacks below still run on the
alpha-8 list. Mesa is unaffected (its default-visual configs carry alpha), and
a destination-alpha-free default framebuffer is exactly what native GLX hands
out on these visuals anyway.

Found by running Minecraft through the new GLXImpl on Espryt: NVIDIA EGL also
needs EGL_PLATFORM=x11 under a Wayland session or eglGetDisplay itself returns
no display, which is a launcher-environment concern, not a library one.
2026-08-05 23:12:12 -04:00
BZLZHH 08f98ad9ce [Feat] (MG_Impl): implement GLX 1.4 on the EGL layer so GLFW apps run on Linux
Desktop Linux GL apps (GLFW/LWJGL, glxgears, anything X11) create contexts
through GLX, and MobileGL only spoke EGL - the two exported glX symbols were
proc-address stubs that could resolve GL entry points but never produce a
context. GLXImpl is the missing sibling of WGLImpl/CGLImpl: the same
window-system-binding pattern, calling the internal MG_Impl::EGLImpl namespace
directly.

The surface covers exactly what GLFW 3.4 resolves via dlsym plus the legacy
visual API: FBConfig enumeration mirrors the two EGLState configs (stencil-8
first so stencil-wanting choosers land on it), glXGetVisualFromFBConfig answers
with the screen's default visual (falling back to any 24-bit TrueColor one),
and glXCreateContextAttribsARB maps the ARB attribs onto EGL context attribs
the way WGL's Ext_CreateContextAttribsARB does - profile mask only emitted for
3.2+ or an explicit profile request, since that bit is what keys MobileGL's
relaxed-semantics compatibility mode. Legacy glXCreateContext/CreateNewContext
hand out 3.3 compatibility contexts, matching wglCreateContext.

Drawables follow the WGL HWND model: the GLXWindow is the X window itself, the
EGL window surface is created lazily on first MakeCurrent and cached per XID,
and the GLX layer owns size discovery per the platform-layer contract - it
pushes changes through EGLImpl::ResizePlatformWindowSurface, polling
XGetGeometry on MakeCurrent and on swaps throttled to 250ms so a fast-swapping
app is not paying a server round trip per frame. libX11 is dlopen'd at runtime
like everywhere else in the tree; Xlib.h is already in every TU via the vulkan
include, so XVisualInfo gets an ABI mirror struct (Xutil.h needs the Bool and
Status macros that Includes.h deliberately pops) and the caller's XFree pairs
with our malloc.

glXGetProcAddress now resolves glX names from the export table before falling
through to the shared GL resolver, which previously returned nullptr for every
glX extension entry point - GLFW requires glXCreateContextAttribsARB and
glXSwapIntervalEXT to arrive that way.

Verified with a smoke test replaying GLFW's exact call sequence (dlsym-only
resolution, manual FBConfig filtering, 3.2 core forward-compatible context,
glXCreateWindow, 60 swapped frames, clean glGetError) on both backends against
the real NVIDIA driver, then with Minecraft 1.21.1, 1.21.4+Fabric+Sodium and
26.2-snapshot-6 reaching in-world rendering on both Espryt and Magma.
2026-08-05 23:08:29 -04:00
BZLZHH d39a706d57 [Perf] (MG_Backend): stop paying for descriptor slots and mip barriers nobody asked for
Five independent bits of per-draw and per-operation waste in the DirectVulkan
backend, all removing work whose answer was already known.

The per-draw descriptor walk iterated all 256 slots of bindingKinds to find the
one to eight bindings a real GL program declares, because that vector is sized to
the binding cap rather than to the program. Reflection now records the bindings it
actually assigned, and the draw path iterates that. It is built at the end of
ReflectLayout, not where bindingKinds is sized - at that point the vector is only
zero-initialised and the kinds are assigned further down, so a list built there
would be empty. It has to stay ascending: Vulkan consumes pDynamicOffsets in
binding order and the writer pushes them in iteration order, so an unordered list
would silently mis-pair dynamic offsets with their uniform blocks.

Descriptor pools were sized maxSets * the 256-binding cap, declaring 81,920
descriptors per pool and 245,760 across the frames in flight, for sets that hold
what shader reflection found. Sized from eight now; an outlier program is absorbed
by the VK_ERROR_OUT_OF_POOL_MEMORY path that already exists, which works because
pool sizes are aggregate budgets rather than per-set limits.

TrackLiveResource swept the whole live-buffer vector on every insert once it
passed 256 entries, and when the buffers are all live the sweep removes nothing
and the vector grows by one - so creating N live buffers cost about N^2/2
expired() checks. It sweeps on a doubling watermark now, with the same
reclamation semantics.

GenerateMipmap transitioned each destination level individually inside its loop,
but every generated level starts in the same layout and the loop only moves a
level out of TRANSFER_DST after writing it, so the whole range can be prepared in
one barrier - 3(N-1)+1 barrier commands become 2(N-1)+2. Each level is still
transitioned to TRANSFER_SRC before it is read, so the dependency between
consecutive levels is unchanged.

WaitForFrameSerial drained the entire graphics queue, as its own comment admitted.
Every submission records the frame serial it was made under, so it now waits on
the first fence at or past the requested serial. The narrow path deliberately does
not call NotifyDeviceIdle(): that claims every submission has retired, which is
only true after a real drain, so it stays on the fallback.

Verified with an 8213-case A/B (textures, buffers, queries, mipmaps, uniforms and
the whole direct_state_access suite): the Espryt failure list is identical, the
Magma failure list differs by one case, and both crash sets are unchanged on
Magma. That one case, buffer_storage.map_persistent_draw, does not reproduce in
isolation - running the buffer_storage group alone gives byte-identical results on
both builds (the same three failures, not including it), and it reports
NotSupported when run on its own. It is the same ordering-dependent behaviour this
suite shows elsewhere, and the three Espryt crash-set differences are the known
copy_image cluster moving chunk position. Flagging rather than hiding it.

direct_state_access stays at Espryt 370/371 and Magma 371/371; unit tests 421/421.
2026-08-05 15:19:37 -04:00
BZLZHH f3d52faad4 [Perf] (MG_State, MG_Backend): stop glViewport from evicting a cached VkPipeline
RenderState kept one version counter for all render state, and DirectVulkan read
it in three places: the pipeline memo key, the SetupDrawSnapshot fast-path guard,
and that guard's store. So glViewport, glScissor, glBlendColor, glStencilMask,
glClearColor, glPolygonOffset, glLineWidth and the point-size family - none of
which can alter a VkPipeline, all of which an application changes between draws -
knocked the next draw off both fast paths and made it rebuild a pipeline lookup
that was already correct.

The counter is now split. m_version still moves on every state change, because
the draw snapshot really does depend on all of it. m_pipelineStateVersion moves
only for the state a backend bakes into a pipeline object, and it is what the
three DirectVulkan sites read.

The exclusion list is the eight VkDynamicState entries PipelineFactory declares
plus the state that is not pipeline state at all (the clear values, hints, the
point-size family, clamp read colour, the primitive restart index). glStencilFunc
is the one setter that had to be split rather than classified: Func is in the
pipeline payload but Ref and ValueMask are dynamic state, so it bumps the
pipeline version only when Func actually changes.

Capabilities are deliberately NOT in the exclusion list even though several look
like dynamic state: GL_FRAMEBUFFER_SRGB feeds the render-pass hash, depth and
stencil test feed drawUsesDepthStencil, and scissor test, blend, cull face,
polygon offset fill, primitive restart, colour logic op and rasterizer discard
all feed the pipeline payload.

Two smaller draw-path wins ride along, both removing work whose answer was
already in hand. UploadAndBindVertexStreams searched all 32 VAO attribute slots
for the SharedPtr matching a binding's buffer key, once per binding per draw -
but VertexInputStateFactory writes bindingBufferKeys[b] and
bindingAttributeLocations[b] from the same loop iteration, one binding per
attribute with no merging, so the attribute at that location IS the buffer, by
construction. UploadAndBindIndexBuffer round-tripped the element-array buffer's
raw pointer back through the GL name table on every indexed draw, costing a map
lookup and an atomic refcount pair, when the binding slot's SharedPtr was already
in scope forty lines above - where a comment says exactly that about the vertex
path.

Behaviour-neutral by construction and verified as such: a 13355-case subset of
GL30-GL45 covering viewport, scissor, blend, stencil, depth, polygon offset,
clear, multisample, cull, logic op, line width and point state, plus the whole
direct_state_access suite, is identical before and after on both backends - in
the failure list and in the crashed-case set. direct_state_access stays at
Espryt 370/371 and Magma 371/371.
2026-08-05 12:49:54 -04:00
BZLZHH ba81ee114e [Feat] (MG_Backend, MG_Impl, MG_Util): attach one layer of any layered texture on DirectVulkan
Whether a backend can attach a single layer of a texture to a framebuffer was one
Bool, so it could only give the most conservative answer any target needed.
DirectVulkan therefore declined every layer of every target and
direct_state_access.framebuffers_texture_layer_attachment failed with 542
messages across four targets.

The three ways a GL layer maps onto Vulkan are independent capabilities, so the
flag becomes a per-TextureTarget mask. A 2D or 2D multisample array layer IS a
VkImage array layer and needed nothing but the gate opened. A cube map array is
one 2D image with arrayLayers = 6 * cubeCount and CUBE_COMPATIBLE, which is a
shape VkTextureManager simply did not have - it is declined softly when the depth
is not a whole number of cubes or the level is not square, because that function's
Bool return exists for unrepresentable shapes and asserting there would abort on
ordinary input, GL_PROXY_TEXTURE_CUBE_MAP_ARRAY above all. A 3D texture's layer is
a z slice, which needs a 2D-array-compatible image and a per-slice clear, because
vkCmdClearColorImage cannot address a subset of a 3D image's slices - a render
pass whose only content is its LOAD_OP_CLEAR can, since its attachment is a 2D
view over that one slice.

VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT is asked for per format and withdrawn per
format, mirroring the MUTABLE_FORMAT pattern already in this file: the capability
is per format+usage, so a single global probe answers a different question than
the one the frontend goes on to ask. Losing it costs per-slice attachment for that
format; failing creation would lose the texture.

Three things found on the way that are not the headline:

glFramebufferTextureLayer, the non-DSA twin, had no gate at all and additionally
refused cube map arrays that GL 4.5 requires it to accept. GL 4.6 core 9.2.8 makes
the two entry points equivalent, so they now decline in the same places - leaving
one ungated is what let an unrepresentable attachment reach the renderer.

ComputeFullMipLevelCount takes max(x, y, z), and for every array shape z is the
layer count rather than a mip-able axis, so a 4x4 array with 192 layers asked for
six mip levels on an image whose legal maximum is three
(VUID-VkImageCreateInfo-mipLevels-00958). Only the image's own extent can bound
it. lavapipe had been letting that through.

A layered GL clear queues layerCount = depth, which is illegal for a
VK_IMAGE_TYPE_3D image (VUID-vkCmdClearColorImage-baseArrayLayer-01472 pins it to
0/1, read as the whole mip level) and the old code passed it straight through.

Takes framebuffers_texture_layer_attachment green on DirectVulkan, so the whole
direct_state_access suite is 371/371 there; Espryt stays 370/371, the remaining
case being the fp64 one it declines by design.

Known and deliberately not fixed here, with a FIXME at the site:
KHR-GL44/45/46.geometry_shader.layered_framebuffer.clear_call_support now fails on
DirectVulkan - a layered clear of a 3D texture reads back zeros. Those cases exist
only in the GL44+ lists, above the 4.0 this backend reports. An A/B of a 6935-case
subset (cube map array, texture storage, framebuffer, 3D, the full DSA suite and
the GL33 texture group) is otherwise clean on both backends: 16 cases fixed and
none broken on Espryt, 15 fixed and those 2 broken on Magma, and zero difference
anywhere at GL 4.0 or below. The FIXME records which causes were already ruled out
by bisection so the next reader does not repeat them.
2026-08-05 12:07:04 -04:00
BZLZHH c8c7b19579 [Feat] (MG_Backend, MG_Util): give DirectVulkan GL's provoking vertex
Vulkan's built-in convention is "provoking vertex first"; GL's default is
LAST_VERTEX_CONVENTION, and GL derives both flat shading and the transform
feedback vertex order from it. DirectVulkan had no way to say so, which is why
direct_state_access.queries_functional failed on a value with nothing in its log
- the primitives came back counted against a strip recorded in the wrong vertex
order.

VK_EXT_provoking_vertex is now enabled when present, and the mode is a hashed
field of the pipeline payload rather than dynamic state, because it is baked into
VkPipelineRasterizationStateCreateInfo: two draws differing only in it must not
collide on one cached VkPipeline, or whichever mode built first would stick for
the rest of the frame. The pNext is chained only when the mode is not Vulkan's
default, so a device without the extension produces a byte-identical
VkGraphicsPipelineCreateInfo to before.

Two carve-outs, both measured rather than reasoned:

A geometry shader already emits its triangles in GL's vertex order, so asking for
LAST rotates them a second time and transform_feedback.geometry reads back the
wrong vertices. The mode is one pipeline bit and the input-assembler path wants
the opposite, so the two cannot both be satisfied: a program that runs a geometry
shader and captures transform feedback keeps Vulkan's own convention. That test
is read off the program's own shader list, not
programObj.rasterizationProducerStage - the latter is filled by the clip-fixup
analysis, which does not run for every program and reads Unknown for exactly the
programs this guard exists to catch. Both halves are link-time facts folded into
programObj.hash, so no pipeline memo can hand back one built for the other mode;
keying on IsTransformFeedbackActive() instead would be a live bug, since neither
memo key moves on glBeginTransformFeedback.

transformFeedbackPreservesProvokingVertex is deliberately not requested. It buys
nothing here - the capture order queries_functional needs comes from
provokingVertexLast alone - and leaving it off keeps
VUID-VkGraphicsPipelineCreateInfo-topology-04884 disarmed, so a TRIANGLE_FAN
pipeline may take LAST on any device.

The blit pipeline routes through the same selector: it has no flat varying and no
capture, but on a device without provokingVertexModePerPipeline a blit left on
FIRST inside a render pass whose draws are LAST is an illegal mix.

Per the POST rule the new extension gets rows for provokingVertexLast and for the
two properties that change what MobileGL can promise.

Fixes queries_functional on Magma (370/371). An A/B over a 976-case transform
feedback / geometry shader / layered rendering subset of GL30-GL45 is otherwise
identical on both backends and additionally takes 14 geometry_shader rendering
and layered_rendering cases from failing to passing on Magma.
2026-08-05 10:04:30 -04:00
BZLZHH 0e7692251d [Feat] (MG_State, MG_Impl, MG_Util): store a compressed texture image and hand it back
glCompressedTexImage2D rejected every internalformat with GL_INVALID_ENUM, so
direct_state_access.textures_get_image threw at its first compressed call and
reported InternalError with nothing in the log at all - the uncompressed half of
the case had already passed.

The compressed bytes are now kept verbatim, in a side-channel beside the texel
shadow rather than in place of it. That placement is the load-bearing decision:
both backends pair MapMipmapData with GetMipmapByteSize while sizing their copy
regions from GetMipmapTexelSize, and DirectGLES additionally divides the byte
size by the texel count to recover bytes-per-texel, so putting 16 bytes where a
4x4 RGBA8 extent says 64 would be an out-of-bounds read on both. The texel
storage therefore stays uncompressed and correctly sized - the image samples as
zeros, which is the same deviation the RGTC/BPTC/ETC2 arms of
ConvertGLEnumToTextureInternalFormat already document - while
glGetCompressedTexImage returns the image *as stored*, which GL 4.6 core 8.11
requires and which no re-encode could satisfy byte for byte. Nothing ever hands
the compressed bytes to GLES or Vulkan, so the shadow is authoritative rather
than potentially stale, which is why the readback never asks a backend.

The accepted set is exactly the RGTC/BPTC/ETC2-EAC formats core GL requires, and
it is deliberately the same set ConvertGLEnumToTextureInternalFormat can back
with uncompressed storage, so the upload can never accept a format whose texel
shadow it cannot allocate. imageSize is checked against the block arithmetic,
which is also what keeps the copy in bounds.

Three things the shape depends on. AllocateStorage clears the compressed tag, so
a glTexImage2D or glTexStorage2D over the level un-compresses it - without that,
textures_compressed_subimage would flip branches and start asking for data
MobileGL cannot produce. GL_TEXTURE_COMPRESSED and
GL_TEXTURE_COMPRESSED_IMAGE_SIZE are answered per level rather than per texture,
because a compressed internalformat handed to glTexImage2D resolves to
uncompressed storage and must keep reading as uncompressed. And
GL_TEXTURE_INTERNAL_FORMAT now reports the compressed token for such a level, or
it would claim GL_RGBA8 while GL_TEXTURE_COMPRESSED said true.

Still rejected on purpose: glCompressedTexImage1D/3D and every
glCompressedTexSubImage*, which caps the blast radius.

Fixes textures_get_image on both backends (Espryt 370/371, Magma 369/371). A/B
over a 1210-case compressed/texture-storage/texture-view/buffer-storage subset of
KHR-GL45 is identical before and after on both backends but for
get_texture_sub_image.errors_test, which stops throwing and fails on a value
instead.
2026-08-05 09:40:29 -04:00
BZLZHH 34f09291da [Feat] (MG_State, MG_Backend, MG_Util): feed a 64-bit vertex attribute on DirectVulkan
glVertexAttribLFormat validated its arguments and then refused unconditionally
with "64-bit vertex attributes are not supported", so
direct_state_access.vertex_arrays_attribute_format failed every GL_DOUBLE
subcase on both backends - the format never landed, the draw fetched whatever
the attribute held before, and the captured values came back as reinterpreted
garbage.

The attribute is now real state. IsLong is its own bit rather than being
inferred from Float64, because glVertexAttribFormat(GL_DOUBLE) also reads
doubles - it just asks for them converted to float - so the type alone cannot
tell the two apart. It participates in the format comparison, so an L-format
call over a plain one still bumps the version, and glVertexAttribPointer clears
it inside the mutation block so the clear and the bump stay atomic.
GL_VERTEX_ATTRIB_ARRAY_LONG stops being hardcoded false, and the pname is now
accepted by the attribute queries at all.

Support is detected, never assumed. SupportsFloat64VertexAttributes comes from
VkPhysicalDeviceFeatures::shaderFloat64 on DirectVulkan and is false on
DirectGLES - not a driver question there and never will be, since ES has no
GL_DOUBLE vertex format and ESSL has no fp64 type to consume one with. A backend
without it declines in the entry point, with the GL error and a log line naming
the reason, rather than accepting state no draw could honour. Both cases get a
DriverPost row so the loss is named at startup instead of at draw setup.

On DirectVulkan the attribute deliberately does not use VK_FORMAT_R64*_SFLOAT:
those are optional and lavapipe advertises zero features for all four of them.
It is fetched as its 32-bit word pair (R32G32_UINT / R32G32B32A32_UINT) and
bitcast back to double in the shader by a new SPIR-V pass, which is bit-exact
and needs no format capability at all. The pass re-declares the input as uvec2 /
uvec4, demotes the original variable to a Private global and seeds it once at
the top of the entry point, so every existing load keeps its id and its double
type and no other instruction is rewritten. Both halves branch on nothing but
"is this attribute long", so they cannot disagree - and if the pass ever fails,
the assertion fires rather than letting a UINT format sit under a double input.
The pointer types are all created before any variable that names them and the
demoted variable is moved after them, since the types-and-variables section may
not forward-reference a type.

dvec3/dvec4 are declined rather than fetched wrong: six or eight uint32
components have no single VkFormat, and GL spreads such an input over two
attribute locations, which the location-per-index model here does not express.

Fixes vertex_arrays_attribute_format on Magma (369/371). On Espryt it stays
failing, now as a detected and explained decline rather than a blanket refusal.
2026-08-05 08:49:23 -04:00
BZLZHH 3b65e646e1 [Fix] (MG_Backend): give every colour attachment its own backend slot on DirectGLES
ES only accepts glDrawBuffers bufs[s] == GL_COLOR_ATTACHMENTs, so a desktop
glDrawBuffer(GL_COLOR_ATTACHMENT3) cannot be expressed directly and DirectGLES
compacts: it physically relocates the draw buffer's image onto backend point 0 so
ES's output-0-to-attachment-0 rule lands on the right image. The clears were
therefore always correct. The read side was not.

GetBackendAttachmentType derived the attachment-to-point map by searching the
draw-buffer array and falling back to the identity point for anything it did not
find. That derivation is not injective against the compaction: after clearing
attachments 0..7 one at a time, every one of them has been relocated onto point 0
in turn, so a later glReadBuffer(GL_COLOR_ATTACHMENT0) - not a draw buffer any
more - takes the identity fallback to point 0 and reads attachment 7's image.
Hence the single mismatch, 0.875 where 0 was expected: 7/8 is attachment 7's clear
colour.

The map is now stored state rather than a re-derivation, and kept a permutation:
a draw buffer takes the point ES forces on it, everything else keeps its identity
point when that point survived, and an attachment evicted from its identity point
is parked on the lowest free one so it stays addressable for glReadBuffer and
blits. With identity draw buffers nothing moves and not one extra GL call is
issued, which is what keeps ordinary rendering untouched.

Two things the permutation depends on. The attachment loop now detaches a colour
point whose frontend owner is empty - SyncAttachmentObject only ever attaches, so
without this a point handed to an empty attachment would still hold the previous
owner's image and hand it back. And QueryReadColorAttachmentInternalFormat asked
GL_COLOR_ATTACHMENT0 for the format it sizes the multisample-resolve scratch
renderbuffer from; it now asks the point the read buffer actually names, since
that is only CA0 when the map happens to be identity.

Fixes framebuffers_read_draw_buffer on Espryt. A 5677-case readback and
framebuffer subset of GL30-33 stays at zero failures on both backends.
2026-08-05 08:24:01 -04:00
BZLZHH 25b9370815 [Fix] (MG_Backend): stop a renderbuffer blit reading a freed image layout
VkRenderPassManager kept m_renderbufferResources on FastSTL's open-addressing
UnorderedMap while BlitFramebuffer caches a raw pointer into one of its elements -
ResolveColorBlitBinding stores &rbResource->layout - and then calls
MaterializePendingClearForRenderbuffer, which looks that same resource up again.
FastSTL's operator[] runs its load-factor check before find_key and reallocates
the whole bucket array when occupancy crosses it, so even a plain lookup relocates
every element; erase only tombstones and never lowers the occupancy, so the
doubling keeps firing. After a relocation the cached pointer names freed storage
still holding the pre-clear VK_IMAGE_LAYOUT_UNDEFINED, BlitFramebuffer takes its
"source image layout is undefined" early return, and the blit is silently dropped
- glReadPixels then returns the zero-filled fresh allocation.

That is why the failures looked arbitrary: which iteration breaks is pure
arithmetic on the table's occupancy, and the observed set (GL_R8 at k=0,1,3,7,
GL_R16 at k=6, GL_RG16 at k=4) is exactly the doubling ladder. Padding the map
with unrelated live renderbuffers moves the failures to the positions the model
predicts and every previously failing format then passes, so nothing else hides
behind it.

Reordering the materialize ahead of the resolves - the fix ReadPixels got, see the
note at its call site - does not cover this, because BlitFramebuffer resolves two
bindings and the second resolve still runs after the first pointer is taken. The
depth blit, GetOrCreateRenderPass's depthRenderbufferResource and
ReadDepthStencilPixels cache the same kind of pointer, so the invariant belongs in
the container rather than in a per-call-site ordering rule. m_textureResources was
already node-based for exactly this reason; this is the map that was left behind.

Fixes renderbuffers_storage_multisample on DirectVulkan.
2026-08-05 08:24:01 -04:00
BZLZHH 4ce808b9f2 [Feat] (MG_State, MG_Impl, MG_Backend): let a bound program pipeline actually draw
The pipeline object bookkeeping landed already - names, stage slots, queries -
but nothing consumed it. Every draw asked the context for the current program,
got null because a pipeline is used with program zero, and drew nothing;
glCreateShaderProgramv was still a stub returning zero, so
direct_state_access.program_pipelines_functional could not even build its stage
programs and reported InternalError on both backends.

glCreateShaderProgramv is written as the exact call sequence the spec defines it
to be, with one deviation that matters: the link goes straight to
ProgramObject::Link(false) rather than through LinkProgram, because LinkProgram
injects a default fragment shader into a program that has none - correct for a
whole program, wrong for a separable vertex-stage one whose fragment stage comes
from the pipeline. glDetachShader defers removal to the next link, so the program
keeps the shader object it was built from while correctly no longer reporting it
attached. GL_PROGRAM_SEPARABLE joins glProgramParameteri and glGetProgramiv.

Everything downstream of a draw - both backends, the uniform plumbing, the draw
validation - is written against one linked program, so rather than teach all of
it about stages, the pipeline is flattened: GetProgramForDraw() composites the
stage programs' shaders into a single hidden program object and caches it against
a signature of each stage program's lifetime id and link generation, so it is
rebuilt exactly when a stage or a stage's link changes. The composite carries no
GL name - it must not answer glIsProgram, and it must not consume a name the
application could be handed.

Uniform entry points get their own resolver rather than sharing that one:
glUniform* addresses the pipeline's active program, not the composited draw
program. GL_CURRENT_PROGRAM still reads the program in use, which is zero here.

Fixes program_pipelines_functional on both backends.
2026-08-05 07:20:42 -04:00
BZLZHH 5545d31c37 [Feat] (MG_Backend, MG_Util): give a cube map array real storage on DirectGLES
TextureCubeMapArray was missing from every storage and upload switch in the
DirectGLES texture sync, so a cube map array reached the driver with no storage
at all - and from the glFramebufferTextureLayer branch, so attaching one of its
layers fell through to glFramebufferTexture2D and raised INVALID_ENUM. Every
GL_TEXTURE_CUBE_MAP_ARRAY colour check in
direct_state_access.framebuffers_texture_layer_attachment read nothing.

ES 3.2 has GL_TEXTURE_CUBE_MAP_ARRAY natively and it stores exactly like a 2D
array whose depth is six times the cube count, so each switch gains the case
beside Texture2DArray and nothing else changes. 1D arrays join the layer branch
for the same reason - their backend image is a 2D array.

Per the POST rule the new GLES dependency gets a capability
(SupportsTextureCubeMapArray, ES 3.2 core or EXT/OES_texture_cube_map_array) and
a DriverPost row saying what a user loses without it.

Takes framebuffers_texture_layer_attachment from failing to passing on Espryt. It
still fails on DirectVulkan, which declines a layered attachment outright.
2026-08-05 06:58:00 -04:00
BZLZHH 588ddba722 [Fix] (MG_Backend): scale a depth blit, keep going after one declines, and mip a 1D texture
Three DirectVulkan gaps found together.

glBlitFramebuffer's depth/stencil path refused any blit whose source and
destination extents differ, because vkCmdCopyImage cannot resize. vkCmdBlitImage
can, and VK_FILTER_NEAREST is the only filter Vulkan allows for depth/stencil
anyway - which is what the GL front end already requires. A same-size pair keeps
the cheaper copy.

Worse, that refusal and four others were `return`, not `continue`, so a
depth/stencil aspect this backend could not handle abandoned the whole function -
including the colour blit that only starts after the aspect loop. The CTS's
scaling blits therefore lost their colour as well, which is why
direct_state_access.framebuffers_blit failed all three of its checks rather than
one.

VulkanRenderer::GenerateMipmap declined GL_TEXTURE_1D. It needed nothing else:
the blit loop derives every offset from the storage extent, and a 1D texture's is
{width, 1, 1}, which is exactly the y and z offsets a 1D image requires.

Also: IsTimerQueryResultReady now asks the query pool before the frame serial.
The pool polls with VK_QUERY_RESULT_WITH_AVAILABILITY_BIT and is the authority;
the frame serial only advances at Present and neither completion notifier will
mark the current serial done, so a timestamp written and fence-waited inside one
GL frame could never be read back within it.

Takes framebuffers_blit and textures_generate_mipmaps from failing to passing on
DirectVulkan. queries_functional still fails there on a value.
2026-08-05 06:50:13 -04:00
BZLZHH 62301b1061 [Fix] (MG_State): let a double-typed varying be captured by transform feedback
ResolveXfbSymbolType accepted only float, int and uint, and its caller reports
anything it rejects as "Transform feedback varying 'x' is not an output of the
vertex stage" - which is a misleading thing to say about a varying that is right
there in the shader, just declared `double`. Program linkage failed outright.

Doubles are now resolved to the GL_DOUBLE* types, in vector and matrix form, and
the per-element size is computed from an 8-byte component rather than a hardcoded
4 (GL 4.6 core 11.1.2.1), so the byte-based limit checks charge a double what GL
says it costs.

direct_state_access.vertex_arrays_attribute_format stops throwing on both
backends and fails on the captured values instead: the capture layout still owes
the 8-byte alignment doubles require, and neither backend feeds a 64-bit vertex
attribute yet - DirectGLES cannot at all, ESSL having no double.
2026-08-05 06:43:41 -04:00
BZLZHH f3a846d336 [Docs] (README): carry the 4.2 short-term target into the status note
The compatibility section already said 4.2; the status note at the top of the
README still said 3.3, so the two disagreed depending on how far a reader got.
2026-08-05 06:10:37 -04:00
BZLZHH 9cdc82fbdd [Fix] (MG_Backend): actually bind the sampler object DirectGLES just synced
BindCurrentTextures' program-driven path synced a bound sampler object's
parameters to its backend object and then never put it on the texture unit, so
every sampler object was inert and the driver kept sampling with the texture's
own parameters - direct_state_access.samplers_functional read black where the
sampler's NEAREST filtering should have given red.

The bind alone is a regression, and the CTS says so loudly: a sampler left on a
unit by an earlier draw keeps being applied, and a multisample texture takes no
sampler object at all, so the next draw against one is rejected and all 27
textures_storage_multisample_3d_* cases fail. The sibling path in the same
function had an empty else branch where the unbind belonged; it now unbinds,
making the two symmetric.

Takes samplers_functional from failing to passing on Espryt, with no other case
moving in either direction.
2026-08-05 06:08:59 -04:00
BZLZHH 4a9d20c49f [Fix] (MG_Backend): resolve a framebuffer attachment's layer in the Vulkan blit bindings
ResolveAttachmentBaseArrayLayer answered zero for everything but a cube map face,
so every blit, copy and glReadPixels against a layered attachment read layer zero
whatever was attached. It reads the attachment's layer now.

A 3D texture needs the other half of the distinction: its image has arrayLayers
== 1 and the GL layer is a z slice, which VkBufferImageCopy will not take as a
base array layer. BlitImageBinding carries it separately as depthOffset, and the
readback copy region uses it as the image offset's z.

Takes textures_copy from failing to passing on DirectVulkan, which is what
glCopyTextureSubImage3D needs to see the slice the CTS attached rather than
slice zero.
2026-08-05 05:56:09 -04:00
BZLZHH 394d1ce748 [Feat] (MG_Impl, MG_Util): copy into 1D and 3D textures, and accept the BPTC and ETC2 enums
Two unrelated texture gaps.

glCopyTextureSubImage1D and 3D validated their arguments and then did nothing:
CopyTexSubImage1D_State and CopyTexSubImage3D_State were empty TODOs and no
backend exposes anything but a 2D blit. But a texture's contents live in its CPU
storage - the backends sync from it - so the copy does not need a blit at all.
CopyReadFramebufferIntoMipmapRegion reads the region out of the read framebuffer
through the existing ReadPixels path, in the destination's own canonical client
layout so the bytes need no second conversion, and writes them straight into the
level. GL 4.6 core 8.6 says the copy ignores pixel-store state and any bound pack
buffer, which the borrowed readback does not, so both are neutralised for the
duration and restored after. A cube map destination addresses its faces as
separate upload targets, so its zoffset picks the target rather than a slice.

ConvertGLEnumToTextureInternalFormat had arms for the six generic compressed
formats and the four RGTC ones, all resolving to uncompressed storage, but none
for BPTC or ETC2/EAC - so glTexImage2D with one of those fourteen enums answered
INVALID_ENUM, which was never a legal reply for formats core GL has required
since 4.2 and 4.3. They follow the same deviation for the same reason: nothing in
this stack can compress them, and uncompressed storage is the trade the RGTC
formats already take.

Takes textures_compressed_subimage from failing to passing on both backends and
textures_copy on Espryt. textures_copy still fails on Magma, where the readback
of a layered attachment does not yet resolve the attached layer.
2026-08-05 05:50:32 -04:00
BZLZHH 300b458132 [Feat] (MG_State, MG_Impl): give program pipelines their object and their state
Every program pipeline entry point was an export stub, and the stub macro's
`return (type)1` made glIsProgramPipeline answer GL_TRUE for anything - including
the names glGenProgramPipelines had never written. All four
direct_state_access.program_pipelines cases failed.

ProgramPipelineObject holds what GL 4.6 core 7.4 says a pipeline is: a program
reference per shader stage, the active program glProgramUniform* addresses, a
validate status and an info log. Its validate status starts false, unlike
ProgramObject's, because a pipeline that has never been validated must report
GL_VALIDATE_STATUS as 0.

The name rules follow the shape queries and transform feedbacks already use, and
which the CTS checks first: glGenProgramPipelines only RESERVES a name and
glIsProgramPipeline answers GL_FALSE for it; the object appears on first bind, or
immediately from glCreateProgramPipelines. Map membership is object existence -
a pipeline, unlike a transform feedback, has no stateful default object zero, so
no everBound flag is needed.

glGet(GL_PROGRAM_PIPELINE_BINDING) reports the real binding now instead of a
hardcoded zero whose comment said the entry points were stubbed.

This is the state half only. program_pipelines_functional needs mixed-stage
rendering - a vertex-only and a fragment-only program drawn together - and stays
failing; glCreateShaderProgramv is deliberately left stubbed until that lands, so
nothing can half-work in between.

Takes program_pipelines_creation, _defaults and _errors from failing to passing
on both backends.
2026-08-05 05:43:13 -04:00
BZLZHH 1f1a331a44 [Feat] (MG_Impl, MG_State): implement the framebuffer parameter getters and setters
glFramebufferParameteri, glGetFramebufferParameteriv and their two by-name
siblings were all export stubs - the GL_ARB_framebuffer_no_attachments entry
points. The stub raises no error and writes nothing, so
direct_state_access.framebuffers_get_parameter_errors saw GL_NO_ERROR for all
three conditions it checks.

FramebufferObject gains the five DEFAULT_* parameters as real state, initialised
to GL 4.6 core table 23.24 and bumping the object version on a write like the
read buffer does. The getter answers those plus the six derived names -
GL_SAMPLES and GL_SAMPLE_BUFFERS from the attachments' sample counts,
GL_IMPLEMENTATION_COLOR_READ_FORMAT/_TYPE from the read buffer's internal format,
GL_DOUBLEBUFFER true only for the window-system framebuffer, GL_STEREO false
because stereo surfaces are not exposed - which is what glGetIntegerv already
reports for the bound framebuffer.

The pname rules live in ValidateFramebufferParameterPname, and their ORDER is
load-bearing: a name outside the table is INVALID_ENUM, and only a name that IS
in the table but that the default framebuffer cannot answer is INVALID_OPERATION.
Testing the framebuffer kind first would answer INVALID_ENUM for
GL_FRAMEBUFFER_DEFAULT_WIDTH on framebuffer zero, which is exactly the third
thing the case checks. The by-name forms take zero as the default framebuffer,
like the other DSA framebuffer entry points.

Rendering to a framebuffer with no attachments is deliberately NOT enabled by
this: CheckCompleteness still reports INCOMPLETE_MISSING_ATTACHMENT, because no
backend can rasterize one. The state is real and the queries are honest; the
draw path is a separate piece of work.

Takes framebuffers_get_parameter_errors from failing to passing on both backends,
with framebuffers_get_parameters - which passed only because both getters were
stubs leaving the CTS's zero-initialised comparands untouched - still passing.
2026-08-05 05:33:31 -04:00
BZLZHH 817091641c [Fix] (MG_Impl): give a cube map the storage and the layered attachment it asks for
direct_state_access.framebuffers_texture_attachment threw on both backends, and
three separate things were wrong on the way to a cube map framebuffer.

glTexStorage1D/2D/3D validated their target by converting it to a single
TextureUploadTarget. GL_TEXTURE_CUBE_MAP has no single upload target - it
allocates all six faces - so the conversion produced Unknown and a legal
glTexStorage2D(GL_TEXTURE_CUBE_MAP, ...) was rejected with INVALID_ENUM, which is
where the case threw. The accepted set for these entry points is the dimension's
storage targets, which IsTextureStorageTargetForDimension already spells out, so
that is what they check now.

TextureStorage2D then allocated only the primary upload target, leaving a cube
map with one face out of six - cube-incomplete, so every framebuffer it was
attached to answered GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT. It allocates every
upload target the object has; for every other 2D target that is the same single
target as before.

ResolveRepresentableFramebufferTextureUploadTarget declined every layered target
but 2D array, so glNamedFramebufferTexture on a cube map reported "not
represented by the current framebuffer attachment model". Cube maps, cube map
arrays, 1D arrays, 2D multisample arrays and 3D textures are all the same shape
as the 2D array that already worked - glFramebufferTexture binds the whole
texture and the attachment records a representative upload target - so they are
all handled now. DirectGLES routes a layered attachment to glFramebufferTexture,
which is exactly this.

Takes framebuffers_texture_attachment from failing to passing on both backends.
2026-08-05 05:24:21 -04:00
BZLZHH e64c7c7e65 [Fix] (MG_Backend): never back a multisample texture with a one-sample Vulkan image
Every one of the sixty direct_state_access.textures_storage_multisample_2d_* and
_3d_* cases failed on DirectVulkan, for every internal format, with no GL error
anywhere - a pure data mismatch.

The CTS asks for glTextureStorage2DMultisample(tex, samples = 1, ...), which is
legal GL, and MobileGL carried the 1 faithfully through to
VkImageCreateInfo::samples = VK_SAMPLE_COUNT_1_BIT. It then binds that image to
the auxiliary program's sampler2DMS, whose SPIR-V is OpTypeImage with MS = 1.
VUID-RuntimeSpirv-samples-08726 forbids exactly that pairing: an MS access must
come from an image created with more than one sample. The texelFetch therefore
read undefined data - which is why it looked format-independent and raised
nothing.

GL only promises "at least the requested number of samples", so a multisample
texture is now floored at two. GL_TEXTURE_SAMPLES still reports what the
application asked for; that is read off the texture object, not off the image.
The device-capability round below it is bounded at two for the same reason -
letting it land back on one sample would recreate the violation silently for any
format whose only supported count is one.

Takes all 60 textures_storage_multisample_* cases from failing to passing on
DirectVulkan, which goes from 296/371 to 356/371. DirectGLES is untouched.
2026-08-05 04:46:15 -04:00
BZLZHH dd60ff39ce [Feat] (MG_State, MG_Impl, MG_Backend, MG_Util): make the border colour real sampler state
glGetSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR) raised INVALID_ENUM,
because MobileGL kept the border colour on the texture object and
GetSamplerParam_State had no case for it at all. That is the first thing
direct_state_access.samplers_defaults asks, so the case threw before reaching
any of the defaults it was written to check.

GL 4.6 core table 23.18 lists TEXTURE_BORDER_COLOR as sampler state, so it moves
to SamplerParameters and TextureObjectBase reaches it through the SamplerObject
it already owns - one source of truth, and a sampler object bound over a texture
now supplies its own border colour, which is what GL says should happen. The
texture params version still moves on a write, because the DirectGLES texture
sync memoises on it. glSamplerParameter{fv,Iiv,Iuiv} and their getters read and
write all four components in whichever representation the caller used, and the
three representations are kept in step so any getter has an answer. The bogus
[0,1] and [0,255] range checks are gone: GL clamps a border colour when a
fixed-point format is sampled, it does not reject it.

DirectVulkan's ResolveVkBorderColor now reads the sampler rather than the
texture. DirectGLES gained a glSamplerParameterfv in its sampler sync, and both
that and the pre-existing glTexParameterfv are gated on a new
SupportsTextureBorderClamp capability - ES 3.2 core, or EXT/OES_texture_border_clamp
before it - since without the extension every such call is INVALID_ENUM on the
driver. DriverPost gains the matching row per the POST rule, saying what a user
actually loses when it is missing.

Takes direct_state_access.samplers_defaults from failing to passing on both
backends.
2026-08-05 04:45:55 -04:00
BZLZHH 96ad7ca0cc [Fix] (MG_Impl): asking a renderbuffer for more samples than it has is INVALID_OPERATION
ValidateRenderbufferStorageSamples_State answered INVALID_VALUE for a sample
count above GL_MAX_SAMPLES. GL 4.6 core 9.2.4 reserves INVALID_VALUE for a
negative count: a count that is well formed but larger than the format can
deliver is INVALID_OPERATION, because the argument is fine and the format is
what cannot honour it.

Takes direct_state_access.renderbuffers_storage_multisample_errors from failing
to passing on both backends.
2026-08-05 04:13:59 -04:00
BZLZHH e80a23eae6 [Fix] (MG_Backend): read a multi-slice glGetTexImage off the GPU instead of the CPU shadow
DirectGLES served every multi-slice glGetTexImage from the CPU shadow copy, on
the grounds that its scratch FBO can only expose one layer at a time. But the
shadow only holds what was uploaded, so any slice that was rendered to rather
than written by glTexSubImage came back stale - and a layered framebuffer
produces exactly that.

The scratch FBO can expose one layer at a time repeatedly. The read now attaches
each layer in turn and takes the slice off the GPU, walking the destination over
GL_PACK_SKIP_IMAGES / GL_PACK_IMAGE_HEIGHT itself so each per-slice call packs a
plain 2D image with the same layout StoreWideRowsToClient computes for the whole
stack. The shadow stays as the fallback for the formats a colour attachment
cannot represent at all, and for any slice whose attachment comes back
incomplete.

Takes all 27 remaining direct_state_access.textures_storage_multisample_3d_*
cases from failing to passing on Espryt - they render into a
TEXTURE_2D_MULTISAMPLE_ARRAY one layer per colour attachment and then read the
whole array back. DirectVulkan is untouched.
2026-08-05 03:55:30 -04:00
BZLZHH 088f263495 [Feat] (MG_Impl): answer the two query parameters the getters were missing
GetQueryObjectValue implemented GL_QUERY_RESULT_AVAILABLE and GL_QUERY_RESULT and
rejected everything else, so direct_state_access.queries_functional threw on its
very first probe - GL_QUERY_TARGET - and never reached any of the checks it was
written for.

GL_QUERY_TARGET is state the object has carried all along; it just had no case.
GL_QUERY_RESULT_NO_WAIT is GL_QUERY_RESULT with the backend asked not to block,
and it brings a wrinkle the shared getter could not express: when the result has
not landed, GL_ARB_query_buffer_object leaves the destination untouched rather
than writing a placeholder. GetQueryObjectValue now reports "succeeded but
produced no value" through an optional out-parameter, and all five callers - the
four buffer forms and the four client-memory forms - skip the write on it.

The switch is deliberately widened by exactly these two names: its default
INVALID_ENUM is what the GL33 and GL40 query error cases rely on.

queries_functional passes on Espryt. On Magma it stops throwing and fails on a
value instead, which is a separate problem in the query results themselves.
2026-08-05 03:48:14 -04:00
BZLZHH 3b3b6e5b8b [Fix] (MG_Backend): read back the stencil half, and clear an sRGB target to the value asked for
Two reasons a framebuffer's contents came back wrong, both on the read/clear
side rather than the write side.

Stencil, on both backends. The CTS reads stencil with glReadPixels(GL_STENCIL_INDEX,
GL_INT), which is as legal as the unsigned widths, and neither backend accepted
it: DirectGLES's ReadPixelsStencilViaNative rejected every signed type, after
which the call fell through to a native ES read the driver refuses and nothing
was written at all, so the caller kept its zeros; DirectVulkan's pack switch had
no GL_INT case, and of the cases it did have only GL_UNSIGNED_INT sourced the
stencil plane - GL_FLOAT and GL_UNSIGNED_SHORT emitted a depth value, which is
meaningless for a stencil-only image. Both now take the signed and float widths,
and DirectVulkan decides "this is a stencil read" once rather than per type.
DirectGLES also gains the GL_FLOAT_32_UNSIGNED_INT_24_8_REV fallback a
DEPTH32F_STENCIL8 attachment needs, which rejects the 24_8 packed type.

sRGB, on DirectVulkan. Every other write path goes through the UNORM twin view
while GL_FRAMEBUFFER_SRGB is off, storing the raw value GL asked for, but a
deferred clear is materialised with vkCmdClearColorImage - which names the image,
so the driver applied the sRGB transfer function and a clear to 0.25 landed at
0.537. PreCompensateSrgbClearColor hands it the linear colour whose encoding is
the requested value instead. It is a no-op for non-sRGB destinations, for integer
clear encodings, and when GL_FRAMEBUFFER_SRGB is on and GL really does want the
encode.

Takes renderbuffers_storage from failing to passing on both backends, plus
renderbuffers_storage_multisample and framebuffers_blit on Espryt.
2026-08-05 03:41:23 -04:00
BZLZHH 9eda2147b1 [Fix] (MG_Impl, MG_Backend): let the backend that can honour a layered attachment have it
NamedFramebufferTextureLayer declined every attachment but layer zero, on both
backends. That was right for DirectVulkan, which maps a GL layer onto a Vulkan
array layer with no notion of a 3D depth slice, but wrong for DirectGLES:
SyncAttachmentObject already routes a layered upload target to
glFramebufferTextureLayer with the attachment's layer passed straight through,
and array storage already carries the real layer count into glTexStorage3D. The
one backend that could render to the layer was being told it could not.

The decision now lives in a DynamicBackendParameters flag, so it is the backend
that answers rather than the entry point guessing. DirectGLES sets it when the
driver resolved glFramebufferTextureLayer; DirectVulkan leaves it false until
VkRenderPassManager tells a depth slice from an array layer.

framebuffers_texture_layer_attachment's colour checks now pass on Espryt for 3D,
2D array and 2D multisample array textures - the case still fails there on cube
map arrays, which DirectGLES gives no storage at all, and on the depth and
stencil halves. No case changes on DirectVulkan, which keeps the old behaviour.
2026-08-05 03:40:59 -04:00
BZLZHH a63699cde6 [Fix] (MG_Impl, MG_Backend): reject incomplete cube maps in mipmap generation instead of crashing on them
Both direct_state_access.textures_generate_mipmap* cases crashed DirectVulkan.
Two causes, neither of them a broken invariant:

glGenerateMipmap and glGenerateTextureMipmap never checked cube completeness, so
an incomplete cube map went straight to the backend, which asserts that the
texture it is handed is complete. GL 4.6 core 8.14.4 makes that call
INVALID_OPERATION - there is no consistent set of faces to filter down - and both
entry points now say so through a shared check.

VulkanRenderer::GenerateMipmap asserted that the target was one of the four it
implements. 1D, 1D array and cube map array are legal GL and the front end passes
them through, so meeting one is a gap in this backend's coverage; it now logs and
declines, leaving the generated levels unwritten rather than aborting.

textures_generate_mipmap_errors passes on both backends now. textures_generate_mipmaps
stops crashing but still fails: DirectVulkan does not generate the 1D mip chain
the case checks - the frontend's storage allocation gives the levels the right
sizes, which is why the case passes when run on its own, but not the descending
content the full-run state leaves it looking for.
2026-08-05 02:55:54 -04:00
BZLZHH 765aaec6dc [Fix] (MG_Impl, MG_Backend): stop the new layer attachment from reaching backends that cannot back it
Implementing NamedFramebufferTextureLayer made layered attachments reachable for
the first time, and direct_state_access.framebuffers_texture_layer_attachment
went from Fail to Crash on DirectVulkan. Two separate gaps sat behind it, both
of them asserted on rather than reported:

- The renderer resolves an attachment's GL layer straight onto a Vulkan array
  layer. A 3D texture's z-slice therefore lands outside its image, which has one
  array layer by construction, and the array texture objects are still the
  one-image stubs in TextureObjectStubs.h, so their image has a single layer
  whatever GL believes. MaterializePendingClearForTexture tripped over a clear
  whose layer span was outside the image it was given.
- A cube map array has no image shape in VkTextureManager at all, so
  SyncTextureAndGetDescriptor returns null for it.

NamedFramebufferTextureLayer now answers the full error set for every target and
layer - which is what took the two error cases green - and then declines to
attach anything but layer zero of a non-cube-array texture, through the same
RecordUnsupportedFramebufferTextureAttachmentError the by-target entry point
already uses. Layer zero of the other targets is the plain first-slice
attachment glFramebufferTextureLayer already backs, so it still goes through.

SyncTextureResource's assertion on an unsupported texture shape is also gone: it
is a gap in this backend's coverage, not a broken invariant, and the code below
it already handles the failure by declining the sync. It logs a warning instead.

framebuffers_texture_layer_attachment goes back to Fail on DirectVulkan rather
than Crash; no case changes in either direction beyond that.
2026-08-05 02:47:27 -04:00
BZLZHH bcd669bd25 [Feat] (MG_Impl): complete the by-name framebuffer attachment and buffer-selection entry points
Four direct_state_access framebuffer cases failed on one shared cause and three
local ones.

The shared cause: every DSA framebuffer entry point resolved its name through
GetNamedFramebufferObject_State, which rejects zero outright. But zero names the
default framebuffer to these functions, so glGetNamedFramebufferAttachmentParameteriv,
glNamedFramebufferDrawBuffer(s) and glNamedFramebufferReadBuffer answered
INVALID_VALUE for every default-framebuffer query the CTS makes. They now resolve
zero to the default framebuffer object and tell the two kinds apart explicitly,
which is what the accepted-name rules key off anyway.

Attachment queries: the accepted attachment names differ between the default
framebuffer (FRONT/BACK variants, DEPTH, STENCIL) and a framebuffer object
(COLOR_ATTACHMENTi, DEPTH/STENCIL/DEPTH_STENCIL_ATTACHMENT), and a name outside
the relevant list is INVALID_ENUM. Both getters share ResolveAttachmentQueryName
for that, so the by-target form no longer aliases GL_FRONT onto a framebuffer
object's colour attachment 0. The TEXTURE_* parameters are also rejected with
INVALID_ENUM when the attached object is a renderbuffer.

Buffer selection: naming a buffer that belongs to the other kind of framebuffer
is INVALID_OPERATION, not INVALID_ENUM - the enum is accepted, the framebuffer
just has no such buffer. glDrawBuffers additionally rejects the multi-buffer
names (FRONT, LEFT, RIGHT, FRONT_AND_BACK) with INVALID_ENUM on both kinds,
takes BACK only when n is one, and glReadBuffer treats the multi-buffer names as
accepted-but-unselectable. Both colour-attachment range checks now go through
ValidateColorAttachmentInRange instead of comparing against MAX_DRAW_BUFFERS with
an off-by-one.

NamedFramebufferTextureLayer was a stub that reported "not represented by the
current framebuffer attachment model" for every call, even though the attachment
model stores a layer and the by-target glFramebufferTextureLayer already uses it.
It is implemented against the same model, with the per-target layer limits and
the INVALID_OPERATION-for-a-bad-name rule that separates it from
NamedFramebufferTexture. NamedFramebufferTexture itself gained the two checks it
lacked: colour attachment range, and a negative level.

Takes framebuffers_get_attachment_parameters, framebuffers_get_attachment_parameter_errors,
framebuffers_texture_attachment_errors and framebuffers_draw_read_buffers_errors
from failing to passing on both backends.
2026-08-05 02:34:12 -04:00
Claude f3405d1d53 [Fix] (CI): narrow the trace fixture Git LFS fallback to the files mirrors lost
The fetch script tries git.hit.moe, then the repo.miawa.cn mirror, and only
then Git LFS, but it bailed out of the mirror loop on the first file no
mirror could serve and then pulled the whole case from GitHub. A case whose
mirrors served every file but one paid GitHub's LFS bandwidth for all of
them.

Collect the files that survived every mirror and every retry instead, and
scope the LFS fallback to just those, matching what the local macOS retrace
helper already does.
2026-08-05 05:59:25 +00:00
BZLZHH 81604d5596 [Feat] (MG_Impl, MG_Test): validate the direct-state-access texture copies
CopyTextureSubImage1D and 3D were do-nothing stubs and the 2D form checked only
its effective target, so all 28 conditions in
direct_state_access.textures_copy_errors went unreported: level and region
bounds, and every read-framebuffer precondition.

The read-framebuffer half lands in FramebufferImpl as ValidateReadFramebufferForCopy -
incomplete read framebuffer (INVALID_FRAMEBUFFER_OPERATION), a read buffer that
names no attachment, and a multisampled read buffer (both INVALID_OPERATION). It
decides multisampledness by attachment kind rather than by sample count alone,
because a TEXTURE_2D_MULTISAMPLE attachment sets SAMPLE_BUFFERS even when its
sample count is one - which is exactly what the CTS attaches, and what a
renderbuffer-only check would have missed.

The texture half is ValidateCopyTextureSubImage, shared by all three forms; 1D
and 3D also get the effective-target rule their form specifies.

NOTE: the copy itself is still not implemented for 1D and 3D - CopyTexSubImage1D_State
and CopyTexSubImage3D_State remain TODOs and no backend exposes anything but a
2D blit - so direct_state_access.textures_copy stays red. Only the errors are
complete, which is what un-stubbing these two entry points buys; both carry a
comment saying so.

CopyTextureSubImage2DUsesNamedObjectAndRestoresBinding had been passing a
storage-less texture and no read framebuffer, which the new validation correctly
rejects. It now sets up a legal copy, so it still measures the by-name plumbing
it was written for.

Takes direct_state_access.textures_copy_errors from failing to passing on both
backends.
2026-08-05 01:54:39 -04:00
BZLZHH 31ea6aa5a3 [Feat] (MG_Impl): give the by-name texture image queries their error set
glGetTextureImage resolved a texture by name and went straight to the read,
skipping every object-level rule glGetTexImage enforces through
GetTexImage_State - and on DirectVulkan it skipped the level checks in
CopyTextureImageToClientOrPBO_State as well, because that backend answers
GetTextureImage itself. Fifteen of the sixteen conditions in
direct_state_access.textures_image_query_errors went unreported.

The object-level half of that error set now lives in ValidateTextureImageQuery
and both entry points run it. Three rules are new rather than merely relocated:

- Multisample and buffer textures are not in the accepted target list; neither
  has a single image to return.
- The destination-size checks (bufSize, and the span written into a bound pixel
  pack buffer) move ahead of the read. They existed, but downstream of it, where
  any early bail-out - an unmapped level, a pack step that declines the format -
  swallowed them. Both measure the tightly packed span summed over the object's
  faces, which is the least a query can produce, so nothing that would have fit
  is rejected.
- IsDepthLikeInternalFormat had no case for StencilIndex8, so a colour client
  format read back against a stencil-only texture looked like a matching pair.

glGetCompressedTextureImage was a do-nothing stub. It validates the name and the
level, then reports INVALID_OPERATION: no format MobileGL can hold is
compressed, and answering GL_NO_ERROR without writing would hand the caller
stale memory - the same reasoning GetCompressedTexImage_State already follows.

Takes direct_state_access.textures_image_query_errors from failing to passing on
both backends.
2026-08-05 01:46:10 -04:00
BZLZHH 7d6f6603c1 [Feat] (MG_Impl): enforce the unpack-buffer rules on texture sub-image uploads
TexSubImage1D/2D/3D_State each carried a TODO for the three INVALID_OPERATION
conditions GL 4.6 core 8.5 attaches to sourcing an upload from a bound
PIXEL_UNPACK_BUFFER: the store being mapped, an offset that is not a multiple of
the size of one datum of `type`, and reads that would run past the end of the
store. None of them was checked, so every such call was quietly accepted.

ValidatePixelUnpackBufferSource now covers all three and returns true when no
unpack buffer is bound, so the callers can run it unconditionally. Persistent
mappings stay legal sources, matching what ReadPixels already does on the pack
side. The overrun check measures the tightly packed span, which is the smallest
the unpack can read - pixel store parameters only ever widen it - so it cannot
reject an upload that would have fit.

TextureSubImage2D needed the call of its own: unlike its 1D and 3D siblings it
does not route through TexSubImage2D_State.

Takes direct_state_access.textures_subimage_errors from failing to passing on
both backends.
2026-08-05 01:32:37 -04:00
BZLZHH 39c17c0b1b [Fix] (MG_Impl): validate the float texture parameter setter and the compressed size query
Two independent gaps in the texture parameter paths, both reported by
direct_state_access:

TexParameterf_State never ran ValidateTextureParameterForTarget. The integer
setter reaches it through TextureParameterObject_State and the scalar float
setter through TextureParameterObjectf_State, but glTexParameterfv and
glTextureParameterfv funnel every non-vector pname straight into
TexParameterf_State - so in float form MobileGL accepted sampler state on a
multisample texture, a mipmapping min filter or a REPEAT wrap on a rectangle
texture, and a negative TEXTURE_BASE_LEVEL/TEXTURE_MAX_LEVEL, all of which the
integer form rejected. It now validates first, passing the same
anisotropy-exempt param the by-object float setter uses so the anisotropy range
check is not run twice.

GL_TEXTURE_COMPRESSED_IMAGE_SIZE answered 0 for every texture. GL 4.6 core 8.11
makes the query INVALID_OPERATION on an image whose internal format is
uncompressed and on any proxy target. TextureInternalFormat has no compressed
enumerator, so that is every texture MobileGL can hold today; the condition is
still written against an IsCompressedTextureFormat predicate so both level
getters answer consistently once compressed formats land, and
GL_TEXTURE_COMPRESSED now reads from the same predicate instead of a hardcoded
false.

Takes textures_parameter_setup_errors and textures_level_parameter_errors from
failing to passing on both backends.
2026-08-05 01:24:29 -04:00
BZLZHH 88138b48ec [Test] (MG_Test): follow the backends to an advertised GL 4.0
Both AdvertisesVoxyRequiredRenderingExtensions cases pinned TargetGLVersion at
3.3, which was the reported version until V_OpenGL40 joined the advertised
extension lists. The version assertion is incidental to what these cases are
for - Voxy needs the individual ARB extensions, not a version - so it just
tracks the new report instead of holding the old one.
2026-08-05 01:24:05 -04:00
BZLZHH c114ce750b [Feat] (MG_Backend): advertise OpenGL 4.0 on both backends
Both backends stopped their advertised version list at V_OpenGL33, so an
application - or the CTS - asking what MobileGL supports was told 3.3 even
though the 4.0 entry points and the KHR-GL40 suite already pass on both.
Adding V_OpenGL40 lets that work be reached through the ordinary version query
instead of only through the individual ARB extension strings.
2026-08-05 13:19:41 +08:00
BZLZHH 1ca2d3c0fe [Docs] (README): move the short-term target to OpenGL 4.2
The 3.3 line is done - GL30 through GL33 conform on both backends - and the
work in flight (GL40, direct state access) is already past it, so the stated
short-term target now reads 4.2 and MG_State/MG_Impl are focused there.
Performance work joins the focus list alongside the two backends.
2026-08-05 01:15:26 -04:00
BZLZHH 58c17f85a5 [Fix] (MG_State, MG_Backend): start TEXTURE_COMPARE_FUNC at LEQUAL
SamplerParameters defaulted compareFunc to ALWAYS, but GL 4.6 core table 23.18
and GLES 3.2 table 21.16 both say the initial value is LEQUAL - for sampler
objects and for the sampler state a texture object carries alike. Every freshly
created texture and sampler therefore answered GL_ALWAYS to
glGetTextureParameteriv(GL_TEXTURE_COMPARE_FUNC).

The Vulkan backend had been papering over it: ResolveCompareFunc substituted
LESS_EQUAL whenever a depth texture was sampled in compare mode and the func
still read ALWAYS, which fixed the rendering but also made an explicitly
requested GL_ALWAYS unreachable. With the default corrected that special case is
both unnecessary and wrong, so it is gone and the compare op is taken straight
from the sampler.

Takes direct_state_access.textures_defaults from failing to passing on both
backends.
2026-08-05 01:13:04 -04:00
BZLZHH 4873da6844 [Fix] (MG_Impl): accept COLOR when invalidating the default framebuffer
The validation added with the invalidation entry points took the default framebuffer's
buffers to be only FRONT_LEFT, FRONT_RIGHT, BACK_LEFT, BACK_RIGHT, DEPTH and STENCIL, so a
call naming COLOR came back INVALID_ENUM. The by-name forms spell the colour buffer the way
glClearNamedFramebuffer does - COLOR, DEPTH, STENCIL - while the target forms use the
individual left/right tokens, and both spellings arrive at the same validation, so both sets
belong there (GL 4.6 core 17.4.4).

Caught by framebuffers_invalidate_data and framebuffers_invalidate_subdata, which had been
passing while the entry points were stubs doing nothing at all. Those two plus
invalidate_data_and_subdata_errors now pass together on both backends.
2026-08-05 00:51:12 -04:00
BZLZHH efeb24ff9b [Fix] (MG_Impl, MG_State): answer the texture parameters the getters were missing
glGetTexParameter and its by-name form rejected several parameters GL 4.6 core table 8.20
lists, with INVALID_ENUM as if the application had made them up. GL_DEPTH_STENCIL_TEXTURE_MODE
was the worst of them: the float setter accepted it, validated it and then threw the value
away, the integer setter did not accept it at all, and neither getter could report it - so
the mode could be set and never read back, and setting it through glTextureParameteri was an
error.

It is real state now, defaulting to DEPTH_COMPONENT, set by both setters and readable from
both getters. GL_TEXTURE_LOD_BIAS was in the same position: settable, not gettable.

The by-name getters reach the target-based ones through a temporary binding rather than the
per-object path, so both had to learn these; the per-object path gained the swizzle
components, the target, the image format compatibility type and the texture-view parameters
at the same time, since they were missing there for the same reason.

direct_state_access.textures_get_set_parameter passes on both backends, and textures_defaults
stops raising an internal error and reports an ordinary failure it can be diagnosed from.
2026-08-05 00:49:12 -04:00
BZLZHH 18c1a4d586 [Feat] (MG_Impl): implement the query getters that write into a buffer object
glGetQueryBufferObjectiv and its three siblings were stubs. They are the ordinary query
getters with the destination changed from client memory to a buffer object, so everything
about the query itself - the name, whether it is still active, the parameter - is already
answered by the shared GetQueryObjectValue, including the errors it raises.

What was left is the destination: a negative offset is INVALID_VALUE, a name that is not a
buffer object is INVALID_OPERATION, and so is a write that would run past the end of the
buffer. The four differ only in the width they store, so they share one template.

direct_state_access.queries_errors passes on both backends, putting the group at 4 of 5.
queries_functional now reaches further into the test and ends in an unrelated InternalError
rather than a plain failure.
2026-08-05 00:36:53 -04:00
BZLZHH 66ac3486e1 [Feat] (MG_Impl): validate the framebuffer invalidation entry points
glInvalidateFramebuffer, glInvalidateSubFramebuffer and their two by-name forms were all
stubs, so every call - including the malformed ones - returned quietly with no error.

These four only grant permission to throw the named attachments' contents away, and keeping
them satisfies "the contents become undefined", so the frontend validates the call and
leaves the contents alone. Actually discarding is a bandwidth optimisation that would need a
backend dependency; it can be added later without changing what any of these promise.

The validation is where the real content is. Which tokens name an attachment depends on
which framebuffer is affected: the default framebuffer has buffers (FRONT_LEFT and company)
and a framebuffer object has attachment points, so a token from the wrong set is
INVALID_ENUM. A COLOR_ATTACHMENTm past GL_MAX_COLOR_ATTACHMENTS is different in kind - a
well-formed enum naming a point that does not exist - and is INVALID_OPERATION, which the
existing colour-attachment range validator already expresses. Negative counts and negative
sub-region extents are INVALID_VALUE.

direct_state_access.invalidate_data_and_subdata_errors passes on both backends.
2026-08-05 00:31:46 -04:00
BZLZHH 764a44f589 [Fix] (MG_Impl): stop treating an empty buffer mapping access mask as a bad enum
glMapBufferRange and glMapNamedBufferRange rejected an access of zero with INVALID_ENUM.
Zero is a perfectly well-formed bitfield value - it contains no invalid flags - and what it
violates is the separate rule that a mapping has to ask for read or write access, which GL
reports as INVALID_OPERATION. Both callers already checked that rule immediately after, so
the validator was reporting the wrong error for a case its callers were about to handle
correctly.

direct_state_access.buffers_errors passes, which puts the whole buffers group at 4 of 4 on
both backends.
2026-08-05 00:13:51 -04:00
BZLZHH d96acb7972 [Fix] (MG_Impl): let a buffer clear name any format the spec allows
glClearBufferData and friends accepted exactly two argument triples - R8UI with
UNSIGNED_BYTE and R32UI with UNSIGNED_INT, both through RED_INTEGER - and raised
INVALID_ENUM for everything else. That is most of the entry point missing rather than a
narrow gap: GL takes any of the sized formats in the buffer-texture table, which is what an
application clearing an RGBA8 or R32F buffer uses.

The wrong error also hid the checks behind it. A test clearing a mapped buffer, or one
passing a misaligned offset, never reached those rules because the format tuple was rejected
first, so INVALID_ENUM came back where INVALID_OPERATION or INVALID_VALUE was due - the
validation was there and correct all along, just unreachable.

internalformat now goes through the same table the buffer textures use (shared rather than
written out twice, since it is the same list for the same reason), and format and type
through the ordinary pixel format converters. The element size comes from the internal
format, which is what offset and size have to be multiples of. Note that a bad format or
type here is INVALID_VALUE, not INVALID_ENUM (GL 4.6 core 6.3) - the odd one out among the
enum arguments, and what the conformance tests check for.

The pattern is still replicated verbatim, which is correct while the client layout matches
the internal format - every real caller, and every conformance case. When they differ it now
says so instead of quietly writing a differently-sized pattern.

direct_state_access.buffers_clear and buffers_functional pass on both backends;
buffers_errors is down to one unrelated complaint about glMapNamedBufferRange.
2026-08-05 00:09:11 -04:00
BZLZHH bd710078fc [Feat] (MG_Impl): implement glGetNamedBufferSubData
The by-name read was a stub, so it left the caller's buffer untouched and a test comparing
it against a reference saw whatever that memory already held. Its by-target sibling
glGetBufferSubData was already implemented, so this is that function with the buffer
resolved by name instead of through a binding: the same non-negative offset and size check,
the same bound-by-the-buffer's-size check, the same refusal to read a buffer mapped without
GL_MAP_PERSISTENT_BIT, and the same SyncGpuWrites before the download so a GPU-side write
that has not landed yet is not missed.

Resolving by name reports INVALID_OPERATION for a name that is not a buffer, which the
by-target form expresses as "target is bound to no buffer object" instead.

direct_state_access.buffers_get_named_buffer_subdata passes on both backends.
2026-08-05 00:01:20 -04:00
BZLZHH 95a7b17d45 [Fix] (DirectVulkan): clear an integer colour buffer with an integer value
glClearBufferiv and glClearBufferuiv flattened their values into the payload's float vector,
and every clear was later written into VkClearColorValue::float32. Vulkan reads that union
according to the destination image's format rather than converting between its members, so
an R8I attachment cleared to -16 received the bit pattern of -16.0f. On top of that,
QueueRenderbufferClear copied only the float vector into the pending clear, so even the
flattened value was dropped and the attachment kept reading zero - which is what the
conformance tests actually observed.

The payload now records which of the three entry points supplied the colour and keeps the
value in that form, and one helper builds the union member the encoding calls for. GL's rule
that a format with no alpha channel reads as one has to be applied in the value's own type,
so the "does this format lack alpha" question is now asked separately from the substitution
and the helper applies it to whichever member is live. glClear is left on the float path
explicitly: ClearFramebufferPayload has no other form.

Takes every integer renderbuffer format in direct_state_access.renderbuffers_storage from
failing to passing on Magma - 115 reported mismatches down to 20, the rest being the stencil
formats Espryt fails too and SRGB8_ALPHA8 - and makes framebuffers_clear pass on both
backends.
2026-08-04 23:55:43 -04:00
BZLZHH 19932f9e49 [Feat] (MG_Impl, MG_Backend): implement the integer direct state access framebuffer clears
glClearNamedFramebufferiv and glClearNamedFramebufferuiv were stubs, so a clear through
them was silently dropped and the attachment kept whatever it held. Their float siblings
were already implemented, which is what made the gap look like a rendering bug rather than
a missing entry point.

Which buffers they accept is narrower than glClearNamedFramebufferfv and differs between
the two: signed values clear COLOR or STENCIL, unsigned only COLOR (GL 4.6 core 17.4.3.1).
Only the colour buffer is indexed, so a stencil clear naming any drawbuffer other than 0 is
INVALID_VALUE rather than merely ignored, and anything else is INVALID_ENUM. Resolving the
framebuffer by name goes through the same helper the float forms use, which is what reports
INVALID_OPERATION for a name that is neither zero nor an existing framebuffer.

Both backends express them the way they already express the float forms: DirectGLES binds
the named framebuffer and forwards to glClearBuffer*, Magma queues the payload against the
named framebuffer rather than the bound one.

direct_state_access.framebuffers_clear_errors passes on both backends, and
framebuffers_clear passes on Espryt. Magma still fails that one, for a separate reason on
the materialization side rather than in these entry points.
2026-08-04 23:41:28 -04:00
BZLZHH 1011d9fea1 [Test] (MG_Test): follow the query-name and incomplete-texture rules the CTS pinned down
Two unit tests asserted behaviour the conformance tests had since contradicted, so they
were testing MobileGL's old answer rather than GL's.

QueryTest expected glIsQuery to report a name straight out of glGenQueries as a query
object. It is not one: GenQueries reserves names, and they "acquire query state only when
they are first used by calling BeginQuery" (GL 4.6 core 4.2.1). The test now checks that a
reserved name reads FALSE, that BeginQuery is what turns it into an object, and that a
sibling name left untouched stays FALSE. A companion case covers the direct state access
half, where glCreateQueries does create the object outright - which is the whole reason the
two entry points both exist.

The DirectGLES binding test built its texture with glGenTextures and glBindTexture and
nothing else, then expected BindCurrentTextures to bind it natively. A texture with no
image is incomplete and samples as (0, 0, 0, 1), which DirectGLES expresses by leaving the
native target unbound, so the setup no longer produced the binding the test then went on to
clear. It now gives the texture a format and a 1x1 level 0 - one level is the entire mip
chain at that size, so it is complete under any filter - and asserts that directly, so a
future completeness change fails on the setup line instead of on the assertion three calls
later.
2026-08-04 23:13:02 -04:00
BZLZHH b5565ae503 [Docs] (tools/cts): refresh the DSA reference tables after the multisample storage fix 2026-08-05 02:50:22 +00:00
BZLZHH b06ad3f877 [Fix] (MG_Impl): make multisample texture storage immutable, and validate it by name
glTexStorage2DMultisample and glTexStorage3DMultisample forwarded straight to the
glTexImage*Multisample allocation and stopped there. The allocation is indeed the same;
what the storage forms add is that it is final - TEXTURE_IMMUTABLE_FORMAT becomes TRUE and
any later call on that texture is INVALID_OPERATION (GL 4.6 core 8.19). MobileGL left the
texture mutable forever, so it reported TEXTURE_IMMUTABLE_FORMAT as FALSE and accepted
being respecified any number of times, silently discarding storage a test or an
application had already rendered into.

The by-name forms had no validation of their own either. The target forms get their target
checked when the binding is resolved; reached by name there is no binding, so
glTextureStorage2DMultisample took any texture, any extent and any sample count. It now
rejects a target that belongs to the other entry point (INVALID_OPERATION), extents
outside 1..GL_MAX_TEXTURE_SIZE and a depth past GL_MAX_ARRAY_TEXTURE_LAYERS
(INVALID_VALUE), and a sample count above GL_MAX_SAMPLES (INVALID_OPERATION) - measured
against the limit the getter reports rather than the backend parameter it is derived from,
since the frontend raises that number.

glTextureStorage1D/2D/3D gained the same treatment: a target belonging to a different one
of the three is INVALID_OPERATION, a zero extent is INVALID_VALUE (immutable storage
describes a real image, unlike glTexImage*D where an empty level is legal), and a level
count longer than the level-zero size admits is INVALID_OPERATION. Which dimensions take
part in that mip chain is per target: a 1D array keeps its layer count in height, so its
height does not halve.

Takes direct_state_access.textures_storage_multisample_2d_* from 0 to 30 of 30 on Espryt,
and the whole group from 74.93% to 82.48%. Magma still fails them for a separate reason.
2026-08-05 02:49:45 +00:00
BZLZHH 3311e6034a [Fix] (MG_Impl): report a buffer texture as the wrong object, not the wrong token
glGetTextureParameter* resolve the texture by name and then hand the work to the
target-based getter, which validates the target it was given. For a buffer texture that
is GL_TEXTURE_BUFFER, and the target form correctly calls that an unaccepted token -
INVALID_ENUM.

By name there is no token to blame. The application named an object that carries none of
the sampler or level state the query reports, which is INVALID_OPERATION (GL 4.6 core
8.11). The four by-name getters check the resolved object before delegating, so the error
describes what the caller actually got wrong.

Fixes direct_state_access.textures_parameter_errors on both backends, taking the group to
74.93% on Espryt and 73.32% on Magma.
2026-08-05 02:36:31 +00:00
BZLZHH 027c1bd4ab [Docs] (tools/cts): add the desktop Linux CTS skill
The Android and Windows paths each have a skill; the desktop Linux one had only
a runner script and a README section, so it was the least discoverable of the
three despite being the one to reach for while iterating - it needs no device
and no GPU, and a single test group takes seconds rather than hours.

Records what the other two skills cannot: that the toolchain has to be GCC 13+
or Clang 20+ (Clang 18 reports __cpp_concepts as 201907L, which switches
libstdc++'s <expected> off and breaks the shader transpiler), that
EGL_PLATFORM=surfaceless is mandatory for DirectGLES and why the symptom points
at the wrong call, and which of this environment's results are MobileGL's own
versus artefacts of software rendering.

Also states the rule the other skills only imply: report Espryt and Magma
separately. They fail different cases, and one combined number hides which
backend a change moved.
2026-08-05 02:31:46 +00:00
BZLZHH da52cc3906 [Docs] (tools/cts): refresh the DSA reference table for the fixes in this branch 2026-08-05 02:29:42 +00:00
BZLZHH ebe4fe133f [Fix] (MG_Impl): apply the buffer texture's own format and range rules
glTextureBuffer and glTextureBufferRange took any internal format the texture enum
converter recognised. A buffer texture accepts a much shorter list than a sampled or a
renderable texture does (GL 4.6 core table 8.16), and it cannot be inferred from either,
so a format like GL_RGB8 was accepted and produced a texture nothing could read.

Two error codes were wrong as well. A texture whose effective target is not
GL_TEXTURE_BUFFER is the wrong object rather than the wrong token, so it is
INVALID_OPERATION. And the range form never checked its range against the buffer it was
attaching, so a size past the end of the buffer was accepted and left the texture
addressing memory the buffer does not own.

Fixes direct_state_access.textures_buffer_errors and textures_buffer_range_errors on both
backends.
2026-08-05 02:29:25 +00:00
BZLZHH 534ec65dda [Fix] (MG_Util): ask the ES driver for the texture buffer offset alignment
The DirectGLES capability probe queried GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT with a bare
glGetIntegerv while every other query in the same function goes through glesFuncs. A bare
call resolves to MobileGL's own exported entry point, which answers that pname out of the
capability table this code is in the middle of filling in, so the value read back was the
default it started from and the driver's real alignment never arrived.

The backend therefore advertised an alignment of 1. An application that trusts that -
which is the only thing it can do - passes glTextureBufferRange an offset the ES driver
cannot honour, and the driver produces a texture that reads as zeros with no error
anywhere. The alignment llvmpipe actually wants is 16.

Takes direct_state_access.textures_buffer_* from 3 to 30 of 30 on DirectGLES, and the
whole DSA group from 66.85% to 74.12%. DirectVulkan was unaffected: its alignment comes
from a Vulkan device limit and was already right.
2026-08-05 02:26:50 +00:00
BZLZHH 35ad1ae7fc [Docs] (tools/cts): document the desktop Linux CTS path and the DSA baseline
run_cts_local.py and the mobilegl-desktop VK-GL-CTS target were both in the tree
with nothing describing how to reach them, so the only documented ways to run the
suite needed either an Android device or a Windows box with a GPU. The desktop
Linux path needs neither: lavapipe gives DirectVulkan a headless surface and
Mesa's surfaceless EGL gives DirectGLES a context, so a single test group can be
measured in seconds while working on it.

Records the two things that cost time to find. EGL_PLATFORM=surfaceless is
mandatory for DirectGLES - without a /dev/dri node Mesa fails eglInitialize on
the default display, and MobileGL surfaces that as EGL_BAD_ALLOC from
eglCreatePbufferSurface, which points at the wrong call entirely. And
DirectVulkan's default-framebuffer readback returns zeros here exactly as it does
on Adreno, so that defect is MobileGL's and reproducible without a phone.

The direct_state_access reference table is the measured baseline for the fixes in
this branch, so a later change has something to be compared against.
2026-08-05 02:22:09 +00:00
BZLZHH 6152ee933f [Fix] (MG_Impl): bound a colour attachment and a vertex binding range by the limit
GL_COLOR_ATTACHMENTn is a token for every n up to 31, but only the first
GL_MAX_COLOR_ATTACHMENTS of them name an attachment point of a framebuffer object. The
enum conversion accepted the whole token range, so attaching a renderbuffer or a texture
to a colour attachment past the limit silently succeeded instead of reporting
INVALID_OPERATION, and the attachment landed in a slot nothing else would ever look at.

glBindVertexBuffers and glVertexArrayVertexBuffers take a range of binding points rather
than one index. A range running past the last binding point is INVALID_OPERATION, which
the per-binding validation could not report: it saw one index at a time and reported the
INVALID_VALUE that a single out-of-range index earns. The range is checked up front now,
before any binding point is touched, so a rejected call also leaves none of them changed.

Takes direct_state_access.vertex_arrays_* to 18 of 19 and fixes
direct_state_access.framebuffers_renderbuffer_attachment_errors on both backends.
2026-08-05 02:21:13 +00:00
BZLZHH dac02ca044 [Feat] (MG_Impl, MG_State): implement the direct state access transform feedback API
glCreateTransformFeedbacks, glTransformFeedbackBufferBase, glTransformFeedbackBufferRange
and the three glGetTransformFeedback* queries were all stubs, so a transform feedback
object could only be configured and inspected by binding it first - the exact thing
direct state access exists to avoid. The queries were the worse half: they returned
nothing and raised no error, so an application could not tell that it had learned
nothing.

glCreateTransformFeedbacks creates the objects outright. glGenTransformFeedbacks only
reserves names, and a reserved name becomes an object when it is first bound
(GL 4.6 core 13.2.1); the DSA form has no bind step to create them from.

The queries and the buffer bindings read and write a named object's state. That state
lives in two places: the context keeps one live copy of the capture bindings and the
active/paused flags for whichever object is bound, and every other object's copy sits in
its saved state until a bind swaps it in. The by-name accessors added to the context
resolve that, so a query for the bound object reads the live copy rather than a stale
save.

GL_TRANSFORM_FEEDBACK_BUFFER_START and _SIZE are answered as zero unless the binding was
made by the range form, matching what the buffer object binding points already do.

Takes direct_state_access.xfb_* from 0 to 4 of 5 on both backends; xfb_functional still
fails on the capture itself, which is a separate defect.
2026-08-05 02:16:48 +00:00
BZLZHH 42fd02d82f [Fix] (MG_Impl, MG_State): give the vertex buffer binding points a real state view
The binding-point half of ARB_vertex_attrib_binding was implemented, but nothing
outside it could see the result. glGetIntegerv answered GL_MAX_VERTEX_ATTRIB_BINDINGS,
GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET and GL_MAX_VERTEX_ATTRIB_STRIDE with a hardcoded
0 and a comment saying the entry points were stubs, which they no longer are. An
application that sizes its loops off those limits therefore saw none, and every
"bindingindex must be less than MAX_VERTEX_ATTRIB_BINDINGS" check silently accepted
everything because the limit it validated against was not the one it reported.

The indexed getters answer GL_VERTEX_BINDING_{BUFFER,DIVISOR,OFFSET,STRIDE} from the
bound vertex array now, and the non-indexed getter reports them as indexed-only rather
than returning a fabricated 0.

glVertexAttribPointer is defined in terms of the binding model: it also points the
attribute at its own binding point and gives that point the buffer, the pointer as the
offset and the effective (never zero) stride. MobileGL resolved the pointer form
straight into the flat attribute view and left the binding point untouched, so
GL_VERTEX_BINDING_OFFSET read back 0 for every attribute set up the classic way. The
flat view keeps the raw stride, because GL_VERTEX_ATTRIB_ARRAY_STRIDE reports that
argument verbatim, so the binding point is recorded alongside it rather than resolved
from it. glVertexAttribDivisor likewise now moves the binding point's divisor.

The by-name entry points reject vertex array 0. MobileGL keeps a real object at index 0
for the compatibility paths, so the name validation used to let the default vertex array
through a direct-state-access call that has no such thing.

glVertexAttribFormat and friends validated with the pointer-only subset, which reports
GL_BGRA as an out-of-range size instead of applying the BGRA rules, and never saw
relativeoffset at all. They share the full format validation now, which also grew the
GL_UNSIGNED_INT_10F_11F_11F_REV rules - that type has no DataType of its own, so it has
to be recognised before the conversion turns it into Unknown and reports the wrong error.

glVertexAttribLFormat and glVertexArrayAttribLFormat were stubs. They validate their
arguments now and then report that 64-bit vertex attributes are unsupported, which is
honest; silently accepting a format that can never be used is not.

Takes direct_state_access.vertex_arrays_* from 12 to 17 of 19 on both backends.
2026-08-05 02:16:32 +00:00
BZLZHH 6359b0002b [Feat] (MG_Impl, MG_State): implement the DSA vertex array queries
glGetVertexArrayiv, glGetVertexArrayIndexediv and glGetVertexArrayIndexed64iv
were stubs, so nothing could read a vertex array's state without binding it
first -- the exact thing direct state access exists to avoid.

They read the state the vertex array already holds. Two accessors were needed for
that: the relative offset and the binding points, which are the binding-point
view the flat per-attribute state was resolved from and cannot be reconstructed
from the resolved form.

Note the index means different things by entry point: for the 32-bit indexed
query it is an attribute, but GL_VERTEX_BINDING_OFFSET names a vertex buffer
binding point directly (GL 4.6 core 10.3.1). GL_VERTEX_ATTRIB_ARRAY_LONG is
answered GL_FALSE throughout, which is honest while 64-bit vertex attributes are
unsupported.

Takes direct_state_access.vertex_arrays_* from 8 to 12 of 19 on Espryt.
GL_VERTEX_BINDING_OFFSET still reads back 0: the query is right but the offset is
not reaching the binding point, which is a separate defect further up.
2026-08-04 21:16:59 -04:00
BZLZHH c186f5f255 [Feat] (MG_Impl): implement glCreateQueries and stop treating a reserved name as a query
glGenQueries only reserves names; a name becomes a query object when it is first
used with BeginQuery or QueryCounter (GL 4.6 core 4.2.1). MobileGL created the
live object eagerly at glGenQueries time and glIsQuery reported every reserved
name as an object, with a comment noting the shortcut.

The registry already distinguished the two states -- a target of 0 means the name
has never been used -- so glIsQuery now consults it, and a name that came from
glCreateQueries carries a flag saying it is an object regardless.

glCreateQueries itself was a stub. It creates the objects outright with their
target already fixed, which is the whole point of the DSA form: there is no
binding step to infer the target from later.
2026-08-04 21:07:18 -04:00
BZLZHH 3d97f6fa8f [Fix] (DirectVulkan): decline a draw with no usable fallback instead of aborting
GetFallbackTexture asserted that the target was 2D or rectangle, so a sampler
whose texture could not be resolved took the process down whenever it was any
other kind. A multisample sampler reaches exactly that path: its texture is
reported incomplete, the resolve falls back, and the assert fires. Sixty
direct_state_access multisample cases died that way, and because the abort kills
the whole process the harness lost the rest of its chunk with them -- one run
needed 63 invocations to get through the suite instead of 3.

The fallback is a single-sampled 2D image, so it genuinely cannot stand in for a
multisample sampler: that descriptor demands a multisample view, and binding this
one is invalid usage rather than a degraded picture. So report that no fallback
exists and let the caller decline the draw. An unbound or incomplete sampler is
an application-level mistake with a defined GL meaning; it is never a reason to
abort.

The cases still fail -- multisample textures are not yet complete enough to
sample -- but they fail as one reported case each.
2026-08-04 21:00:13 -04:00
BZLZHH bb582203d9 [Feat] (MG_Impl, MG_State, MG_Util): attach a buffer texture to a range of its buffer
glTexBufferRange, glTextureBuffer and glTextureBufferRange were all stubs, so a
buffer texture could only ever be attached through glTexBuffer -- by binding, and
always to the whole buffer.

Give the buffer texture the window it is supposed to address. The non-range forms
record it as offset 0 with a whole-buffer sentinel rather than the size the buffer
happens to have, so a later respecify keeps being followed instead of freezing the
texture at yesterday's size. All four entry points now share one attach path,
differing only in how they name the texture: by binding for the target forms, by
name for the DSA ones.

Both backends honour the window: DirectVulkan offsets and clamps the buffer view,
DirectGLES uses glTexBufferRange when the texture names a sub-range and keeps
plain glTexBuffer for the whole-buffer case, which also works on a driver without
the range entry point.

GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT reported 0 with a comment explaining that the
range entry points were stubbed. It now reports what the device actually requires
-- minTexelBufferOffsetAlignment on Vulkan, the driver's own value on GLES -- and
the range entry points enforce it. Zero was never a legal answer; the minimum is
1, and an application that trusted it would have built unaligned offsets.
2026-08-04 20:53:53 -04:00
BZLZHH f39e6eb82d [Feat] (MG_Impl): implement glReadnPixels
It was exported as a stub: it logged a warning and returned, leaving the caller's
buffer untouched. Anything reading back through it saw whatever the destination
already held, which for a freshly allocated vector is zeros -- so every
direct_state_access texture test comparing a readback against reference data
failed without a GL error to explain it.

glReadnPixels is glReadPixels with a bound on how much it may write (GL 4.6 core
18.2.8, originally GL_ARB_robustness) and is identical in every other respect, so
it validates and reads through exactly the same path once the destination is
known to be big enough.

Sizing the read honours the GL_PACK_* state: rows are padded to GL_PACK_ALIGNMENT
and laid out GL_PACK_ROW_LENGTH wide, with the skip parameters offsetting the
first texel. The last row is deliberately not padded -- nothing follows it to
align -- which is what makes a tightly-sized destination legal.
2026-08-04 20:33:14 -04:00
BZLZHH cb2ba71feb [Feat] (DirectVulkan): run the tessellation stages
The backend already turned a tessellation control/evaluation shader into the
right VkShaderStage, but nothing downstream knew what to do with it: GL_PATCHES
had no topology, so it fell through to the triangle-list default, and the
pipeline carried no tessellation state at all. A GL_PATCHES draw therefore ran
the vertex and fragment stages over raw triangles.

Map GL_PATCHES to VK_PRIMITIVE_TOPOLOGY_PATCH_LIST, carry GL_PATCH_VERTICES into
the pipeline as patchControlPoints (part of the key, since two patch sizes are
two pipelines), attach VkPipelineTessellationStateCreateInfo for a patch topology
only, and enable the tessellationShader device feature.

POST reports the feature, because without it a program with a tessellation stage
cannot build a pipeline at all and GL_PATCHES draws render nothing.
2026-08-04 20:03:24 -04:00
BZLZHH 6ea7ccdf64 [Feat] (DirectVulkan): support an arbitrary primitive restart index
Vulkan restarts only on the fixed all-ones value of the index type, so
GL_PRIMITIVE_RESTART with a glPrimitiveRestartIndex of anything else used to
hard-fail the draw. GL_PRIMITIVE_RESTART_FIXED_INDEX already matches Vulkan and
is untouched.

Rewrite the indices into a transient copy instead, substituting the fixed value
for the application's. An index that already equals the fixed value would then be
indistinguishable from a restart, so it is nudged down by one: it can only be a
real index, since the application's restart index is a different number, and the
vertex it names is outside any well-defined draw -- whereas leaving it alone would
tear the primitive in two.

The element array buffer is rewritten whole rather than only the drawn range,
because an indirect draw's firstIndex lives in GPU memory and cannot be adjusted
from here; every element therefore keeps its position.
2026-08-04 20:00:17 -04:00
BZLZHH 14605723f0 [Fix] (DirectVulkan): flag a transform feedback capture as a GPU write
A capture is a GPU write like any shader's, so a later CPU read of the buffer has
to wait for it. Only shader storage buffers were flagged, so mapping or reading
back a capture buffer could observe whatever the queue had retired so far.

Nothing needs copying -- the capture writes land in coherent host-visible storage
already -- but coherence only says the writes are visible once they have
happened, which is exactly what MarkGpuWritten arranges through the readback op.
2026-08-04 19:56:28 -04:00
BZLZHH a680611c9f [Fix] (DirectVulkan): never stream a buffer whose storage the application holds
AcquirePersistentMap promises the storage it creates is never recreated, because
the frontend adopts it in place of the shadow and hands out pointers into it.
AcquireStreamedSlice broke that promise: its downgrade path releases the resident
storage unconditionally to avoid keeping a second stale copy, so binding such a
buffer as a vertex or index source freed the memory the application was still
pointing at.

It also fed that draw the wrong bytes. The streaming copy is uploaded from the
shadow, and a persistently mapped buffer can hold bytes the shadow never saw -- a
transform feedback capture writes straight into the resident storage. The next
capture into the same buffer then landed in freshly recreated storage while the
application kept reading the original, which is how the ping-pong in
transform_feedback.draw_xfb_feedbackk_test stalled after its first doubling.

Route a persistently mapped resource to the resident path instead, where its
single piece of storage is bound directly.
2026-08-04 19:56:28 -04:00
BZLZHH 93224ca406 [Fix] (DirectVulkan): make transform feedback writes visible to what reads them
GL makes transform feedback results visible to every later command on their own,
with no glMemoryBarrier in between -- unlike shader storage writes. An
application replaying a capture with glDrawTransformFeedback is therefore
entitled to the captured bytes without asking for them, so the barrier the Vulkan
memory model requires has to come from here.

It cannot be recorded where the write happens: the capturing draw runs inside a
render pass that declares no self-dependency. Flag it there instead and emit the
barrier at the next point that could read the buffer -- the following draw's
setup, or a readback -- ending the render pass first, the same shape
glMemoryBarrier already uses.

The destination covers every way a captured buffer comes back: replayed as vertex
attributes or indices, read through a uniform or storage binding, sourced as an
indirect command, copied out, or mapped.
2026-08-04 19:47:39 -04:00
BZLZHH fbed4485b7 [Fix] (DirectVulkan): key the program cache on the transform feedback capture layout
The program cache is content-hash-shared across GL program names, so its key has
to cover everything that changes the modules it stores. The capture layout did
not: XfbCaptureDecoratePass bakes XfbBuffer/XfbStride/Offset into the SPIR-V from
the frontend's layout, none of which is in the SPIR-V being hashed.

Two programs with identical shaders and different glTransformFeedbackVaryings
therefore shared one entry, and the first one linked decided how both captured.
That is precisely what changing the buffer mode does -- the same varyings
recorded with GL_SEPARATE_ATTRIBS instead of GL_INTERLEAVED_ATTRIBS -- so the
separate-attribs pass of transform_feedback.draw_xfb_test replayed a capture that
was still interleaved into buffer 0.

Hash the captured varyings' names, buffer indices and offsets plus the per-buffer
strides, and only for a capturing compile, so no other program changes key.
2026-08-04 19:47:39 -04:00
BZLZHH 90ae0f048c [Fix] (MG_Impl): answer the GL_UNIFORM program interface from the frontend reflection
The GL_UNIFORM interface queries and glGetActiveUniform(s)iv describe the same
set of resources in two spellings, but they were reading it from two different
places: the latter from the frontend reflection, the former forwarded straight
to the backend program.

The backend program is not a source of truth for this. It does not exist at all
for a program whose types its shading language cannot express -- a
double-precision uniform has no ESSL form, so the program never links there --
and the interface queries then described a program with no uniforms, which is
how gpu_shader_fp64.fp64.state_query failed.

Route GL_ACTIVE_RESOURCES / GL_MAX_NAME_LENGTH, the resource index, the resource
name and the resource properties for GL_UNIFORM through the same reflection that
already answers glGetActiveUniformsiv, so the two spellings can no longer
disagree and neither depends on the backend having linked. The props that
reflection does not model (GL_ATOMIC_COUNTER_BUFFER_INDEX and the
GL_REFERENCED_BY_* stage bits) still come from the backend, looked up by the
uniform's name so the two index spaces do not have to agree.

GL_MAX_NAME_LENGTH counts the terminator; the stored maximum does not, as every
other caller of GetUniformMaxLength() already accounted for.
2026-08-04 19:36:49 -04:00
BZLZHH cff959b2e8 [Feat] (DirectVulkan, MG_Util): honour a glVertexAttribDivisor other than 1
Vulkan's VK_VERTEX_INPUT_RATE_INSTANCE advances an attribute once per instance and has
no way to say anything else, so every non-zero divisor collapsed to 1: an attribute the
application asked to change every three instances changed every one, and
KHR-GL40.draw_indirect.basic-drawArrays-instancing and its elements sibling drew the
wrong colours from instance one onward.

VK_EXT_vertex_attribute_divisor is exactly this state, so it is enabled when the device
has it and the per-binding divisors ride into the pipeline through
VkPipelineVertexInputDivisorStateCreateInfoEXT. Only divisors other than 1 are listed -
1 is what the plain input rate already means - and they join the layout hash, so two
layouts that differ only in a divisor no longer share a pipeline.

POST reports the feature either way, because without it the failure is silent and looks
like a shader bug: the attribute is fetched, just from the wrong instance. The GLES side
gains the two checks this session's other work made load-bearing for the same reason -
glPatchParameteri (without it GL_PATCH_VERTICES stays at the driver's 3 and a patch draw
of any other size renders nothing) and the transform feedback object entry points
(without them a second object cannot open a capture while the first is paused).

KHR-GL40.draw_indirect on Magma: 70/70 but for the arbitrary primitive-restart index,
which Vulkan cannot express at all.
2026-08-04 19:25:32 -04:00
BZLZHH a50b2c422b [Fix] (DirectVulkan): submit a generated mip chain before a later upload can overtake it
Texture uploads go out on a command buffer of their own the moment they happen, while
glGenerateMipmap records its blit chain into the frame's command buffer, which is not
submitted until the frame ends. So a glTexSubImage2D into a level that was just
generated reached the GPU FIRST and the blits then wrote over it.

KHR-GL40.texture_gather.base-level does exactly that - generates the chain, then writes
the texels it is going to sample into level 1 and points TEXTURE_BASE_LEVEL at it - and
read back the generated content instead of what it had written. The image view, the mip
range and the upload itself were all correct; only their order on the GPU was not.

This is the same hazard the mip-chain-growth recreate above already flushes for, from
the other side: there the recorded work had to reach the GPU before an out-of-band copy
read the image, here before an out-of-band copy writes it. Submitting at the end of the
generation orders every upload that can follow.
2026-08-04 19:18:03 -04:00
BZLZHH 9dcda82d71 [Fix] (DirectVulkan): advertise GL_ARB_get_program_binary on Magma too
The extension and its three entry points are frontend state - no binary format is
exposed on either backend - but only DirectGLES listed it, so on Magma dEQP's loader
still left glProgramParameteri null and KHR-GL40.api.coverage called straight through
the null pointer. The entry point is not core before GL 4.1; this is what exposes it.
2026-08-04 19:10:40 -04:00
BZLZHH 28d0af6f04 [Feat] (MG_Util, DirectGLES, DirectVulkan): normalize rectangle coordinates in the module
Neither target API has GL_TEXTURE_RECTANGLE: ESSL has no rectangle sampler, and
Vulkan's SPIR-V environment does not allow Dim::Rect. Both emulate it on a plain 2D
texture, and the two differ in exactly one way - a rectangle lookup addresses texels
where a 2D one addresses [0,1].

That one difference now lives in one SPIR-V pass, so neither backend has to know about
it: every lookup taking normalized coordinates gets its coordinate divided by the size
the texture reports, and the image type is then rewritten to 2D. Magma had no rectangle
handling at all - it fed Dim::Rect straight to Vulkan, which read the texel coordinates
as normalized and sampled the edge, so all fifteen KHR-GL40.texture_gather.*-2drect
cases came back holding the clear colour.

This replaces the ESSL text rewrite that did the same divide for DirectGLES only. Doing
it in the module instead is both shorter and stricter: the pass resolves an operation's
image type through the sampled-image and pointer wrappers rather than matching a
sampler name in generated source, so it cannot be fooled by an expression where it
expected an identifier, and it needs no help from the frontend reflection to know which
samplers were rectangles.

Still declined, as before: the Dref *sample* forms, whose coordinate carries the compare
value in its last component, and the projective ones, where the divide would have to
happen after the perspective divide. texelFetch is deliberately untouched - integer
texel coordinates mean the same thing on both targets.

KHR-GL40.texture_gather: Magma 66 failures -> 2, Espryt stays at 75/75.
2026-08-04 13:25:40 -04:00
BZLZHH 44ee6b66b3 [Fix] (MG_State, DirectVulkan): apply the incomplete-texture rule on Magma too
The completeness rule itself is GL's, not a backend's, so it now reads as one question
both backends ask - SamplesAsIncompleteTexture(texture, effective sampler) - and each
answers in whatever way it already expresses "nothing is bound at this sampler".
DirectGLES leaves the native target unbound; Magma has a fallback texture for exactly
that case and now routes an incomplete texture to it.

The fallback's texel had never been written, so it read whatever its freshly allocated
storage held. GL is specific here: an incomplete texture - and a sampler with nothing
bound - reads (0, 0, 0, 1). It says so now, which is what makes
KHR-GL40.texture_gather.incomplete-texture-last-comp (it gathers the alpha) meaningful
rather than accidentally right.
2026-08-04 13:14:36 -04:00
BZLZHH 28c3cfc1d6 [Fix] (DirectVulkan, MG_State): make a shader-written storage buffer readable on Magma
Reading a buffer a compute shader wrote gave zeros: the frontend shadow that MapBuffer
resolves against is only maintained by uploads, and Magma had no path back. Every
KHR-GL40.texture_gather case ends by dispatching a compute shader into an SSBO and
comparing the mapped result, so 66 of 75 failed on it.

Magma needs no readback: EnsureGpuResidentStorage - the same host-visible coherent
adoption the transform feedback capture already uses - makes the shadow BE the memory
the shader writes, so binding a buffer as a shader storage buffer now adopts it. What
coherence does not give is ordering: the writes are visible once they have happened,
and the CPU was reading before the dispatch had retired. The readback op therefore
submits the recorded work and waits.

That exposed a mistake in the frontend flag this rides on: MarkGpuWritten skipped
GPU-resident buffers, reasoning there was no shadow to refresh. True, but the wait is
still needed - "reconcile with the GPU write" is not always "copy it back", and which
of the two it is belongs to the backend. The flag now only says a write is outstanding;
DirectGLES's readback still skips its persistent-mapped buffers when copying.

KHR-GL40.texture_gather on Magma: 66 failures -> 19 (the rest are rectangle textures,
mipmap completeness and tessellation, all still to do). Espryt stays at 75/75.
2026-08-04 11:55:17 -04:00
BZLZHH 38e04eefae [Fix] (DirectVulkan): size the indirect draw command by GL's struct, not the renderer's
The indirect draw paths bounded their read out of GL_DRAW_INDIRECT_BUFFER - and took
their default stride - from `sizeof(DrawCmdParam)`, this renderer's own draw-parameter
struct. That is not the command GL defines: DrawCmdParam carries two extra members for
bounding vertex-stream conversion and is 24 bytes, where GL's DrawArraysIndirectCommand
is four uint32.

So every glDrawArraysIndirect against a tightly-sized indirect buffer - which is what an
application writes, and what the CTS writes - failed the range check and drew nothing.
It went unnoticed on the elements side only by coincidence: DrawIndexedCmdParam happens
to be exactly the 20 bytes of DrawElementsIndirectCommand.

Both sizes are now named constants of GL's own layout.

KHR-GL40.draw_indirect on Magma: 21 failures -> 3.
2026-08-04 11:47:35 -04:00
BZLZHH fd29cb914e [Fix] (DirectVulkan, MG_State): give each transform feedback object its own capture counters
The frontend half of ARB_transform_feedback2 landed for both backends, but Magma's
capture was still written for the one implicit span GL 3.3 has:

- A paused span kept capturing. VK_EXT_transform_feedback's counter buffers already
  make consecutive draws append, so pausing is simply "do not wrap this draw" - the
  counters keep their values and the next resumed draw carries on where the last
  captured one stopped.
- Those counter buffers were context-wide. Transform feedback objects can each hold an
  open, paused span at the same time - KHR-GL40.transform_feedback.draw_xfb_test keeps
  three - and they were all appending through one set of four slots. Each object now
  gets its own group, handed out on first use; past sixteen objects they share group 0,
  which only matters for concurrently-paused spans.
- The generation that identifies a span is what a backend keys its append state on, so
  it is now part of the per-object state the frontend saves and restores. Without that,
  resuming an object that was paused before another one began looked like a new span
  and restarted its counters at zero.

GL_PRIMITIVES_GENERATED needed one more thing. It counts what the last vertex
processing stage emitted whether or not anything is being captured, but
VK_QUERY_TYPE_TRANSFORM_FEEDBACK_STREAM_EXT only counts what the capture saw - so a
draw made while the span was paused is invisible to it. The frontend now tallies those
draws, and the Vulkan query adds the delta at result time. The correction lives in the
backend that needs it: an ES driver's GL_PRIMITIVES_GENERATED counts them by itself, and
adding it there too would double them.

transform_feedback* on Magma: 4 failures -> 3. Espryt stays at 38/38.
2026-08-04 11:42:44 -04:00
BZLZHH 38497174c8 [Feat] (MG_Impl): implement the double-precision uniform state
glUniform*d, glUniformMatrix*dv, their glProgramUniform twins and glGetUniformdv were
all stubs - 35 entry points - so a GL 4.0 program's double uniforms could be declared
and located but never set or read. Worse, glGetUniformfv on one did reach the storage:
the generic getter memcpy'd the uniform's declared size into the caller's buffer, so a
4-byte float pointer received 8 bytes. That overrun is what took the process down in
KHR-GL40.gpu_shader_fp64.fp64.state_query.

The upload path is already templated on the component type, so the vector forms are
wiring. A matrix is not: the column stride the linker used for a double matrix is not
the 16 bytes a float one gets. It is not guessed - the slot the uniform was given is
exactly `columns` columns wide, so dividing states the stride the rest of the pipeline
already agreed on, for both the upload and the readback.

The four getters now convert instead of reinterpreting when the uniform holds doubles,
following GL 4.6 core 7.6: round to nearest for the integer queries, and clamp into the
queried type's range so a negative double read through glGetUniformuiv is 0 rather than
its two's complement.

The case still fails one step further on, where it queries the same uniforms through
GL_ARB_program_interface_query: those calls are answered by the backend program, and an
fp64 shader has none - ESSL has no doubles, so it never links. Answering them from the
frontend reflection is a separate change.
2026-08-04 11:06:15 -04:00
BZLZHH b95fcb7bca [Feat] (MG_State, MG_Impl, DirectGLES): implement glPatchParameteri
GL_PATCH_VERTICES decides how many vertices one tessellation patch consumes, and
glPatchParameteri was a stub - so the value stayed at the driver's default of 3 no
matter what the application asked for. KHR-GL40.texture_gather.gather-tesselation-shader
sets it to 1 and then draws a single patch: with the request dropped the draw had too
few vertices for one patch, produced nothing at all, and the case read back the clear
colour.

The value is context state on both sides and ES 3.2 spells the entry point exactly the
same way, so it is stored in the render state (where glGetIntegerv(GL_PATCH_VERTICES)
now finds it) and forwarded. Validation needs the real bound, so GL_MAX_PATCH_VERTICES
and GL_MAX_TESS_GEN_LEVEL are probed off the host driver alongside the other limits and
answered from there too; the defaults are the GL 4.0 core minimums.

KHR-GL40.texture_gather is now 75/75.
2026-08-04 10:58:14 -04:00
BZLZHH 5fce287de5 [Fix] (DirectGLES): generate a three-channel float mip chain on the CPU
glGenerateMipmap requires the level-0 format to be colour-renderable, and ES has no
colour-renderable three-channel float format at all - so an ES driver rejects
GL_RGB16F and GL_RGB32F where every desktop driver accepts them, and the error was
forwarded to the application. KHR-GL40.texture_gather.plain-gather-float-2d-rgb and
its offset- sibling build their texture that way and fail on the leftover error alone.

The blit-based emulation already used for GL_R11F_G11F_B10F is no help: it renders
level n from level n-1, so it needs exactly the renderability that is missing. But a
format the driver cannot render into is a format nothing can have rendered into
either, which makes the frontend's own copy of the texels authoritative for precisely
these formats. So the chain is box-filtered there and the levels are marked dirty; the
backend sync that follows uploads them like any other texture data.

Deliberately narrow: only the two formats whose texels are a plain float array, and
only when they are what the texture actually holds. Every other format keeps the
driver's behaviour, error included.
2026-08-04 10:54:17 -04:00
BZLZHH ae6949e459 [Fix] (MG_State, DirectGLES): sample a mipmap-incomplete texture as black
A minification filter that reads the mip chain requires every level from the base down
to hold exactly half the previous one's size; a texture that does not is incomplete and
every lookup on it returns (0, 0, 0, 1) (GL 4.6 core 8.17). Nothing checked it.

The ES driver cannot catch this on MobileGL's behalf, which is why it has to be a
frontend rule here: the backend texture is immutable storage allocated from the level
set as it stood, so a level the application later redefined at a different size never
reaches the driver at all, and the ES texture stays complete. That is exactly what
KHR-GL40.texture_gather.incomplete-texture does - it redefines level 1 of a complete
chain as 1x1 - and it read the original contents back.

The check runs where the sampling bindings are established, and an incomplete texture
simply leaves its native target unbound: an unbound ES target samples as (0, 0, 0, 1),
which is the answer GL asks for, with no scratch texture to keep around.

An array texture's layer count is not one of the dimensions that halves, so the
comparison only shrinks the components that belong to the image itself - getting that
wrong turned eight *-2darray cases black.
2026-08-04 10:49:51 -04:00
BZLZHH 5437947240 [Feat] (DirectGLES, MG_Util): normalize the coordinates of a rectangle lookup
A rectangle texture is emulated on an ES 2D texture, and LowerRectImagesForEssl
rewrites the image type in the SPIR-V to match. That is exact only where the lookup
addresses texels directly, which is why the pass declined any module containing a
lookup that takes normalized coordinates - the whole KHR-GL40.texture_gather 2drect
set among them.

The missing half is one divide: a rectangle lookup's coordinate is in texels and the
2D lookup it becomes wants [0,1], so the coordinate has to be divided by the texture's
size. It goes in on the ESSL the transpiler produces, next to the LOD-bias emulation
that already rewrites lookup arguments there, and reads the size back with
textureSize() rather than plumbing a uniform down - the emulated texture is a real ES
2D texture, so the shader can ask it directly.

Only the forms whose argument 1 is the bare coordinate are rewritten - texture,
textureOffset and the three textureGather flavours, which covers the Dref gathers too
because those carry the compare value in a separate argument. texelFetch is
deliberately left alone: its coordinates are integer texels on both targets. The
SPIR-V pass keeps declining everything else, so a projective lookup or a Dref sample
(where the compare value rides in coord.z) still refuses the module instead of
producing something subtly wrong.

Which samplers were declared rectangle is no longer visible in the transpiled source -
they are plain sampler2D by then - so the names come from the frontend program's
reflection.
2026-08-04 10:38:01 -04:00
BZLZHH f38dbf018d [Fix] (MG_State): give a rectangle texture its own initial sampler state
Every texture object started from the shared defaults, which are the 2D ones:
TEXTURE_MIN_FILTER of NEAREST_MIPMAP_LINEAR and TEXTURE_WRAP_S/T of REPEAT. A
rectangle texture has no mip chain at all, so GL gives it a different initial state -
LINEAR and CLAMP_TO_EDGE (GL 4.6 core table 23.15) - and a mipmapped minification
filter is not even a legal value to set on one.

With the 2D default in place a rectangle texture was mipmap-incomplete the moment it
was created, and an application that (correctly) never touches the filters read
(0, 0, 0, 1) out of every lookup. That is what the eleven
KHR-GL40.texture_gather.*-2drect cases saw: they set only the wrap modes, because the
filters are already what a rectangle texture needs.
2026-08-04 10:37:46 -04:00
BZLZHH 2dcc15bb0e [Feat] (MG_Impl, DirectGLES): advertise GL_ARB_get_program_binary with no binary format
glProgramParameteri is not core before GL 4.1, so in the 4.0 context the CTS runs it
only exists through GL_ARB_get_program_binary or GL_ARB_separate_shader_objects.
MobileGL advertised neither, so dEQP's loader left the entry point null - and
KHR-GL40.api.coverage, which registers glProgramParameteri from GL 3.2 upwards, called
straight through the null pointer and took the process down.

GL_NUM_PROGRAM_BINARY_FORMATS was already 0, and the extension explicitly allows an
implementation to support no binary format at all; that is the honest state of things
here, since a MobileGL program is a glslang link plus a per-backend translation with no
serialised form. So the extension is advertised for what it really provides:
glProgramParameteri stores GL_PROGRAM_BINARY_RETRIEVABLE_HINT (reported back by
glGetProgramiv alongside a GL_PROGRAM_BINARY_LENGTH of zero), glGetProgramBinary is the
INVALID_OPERATION the spec requires when that length is zero, and glProgramBinary
rejects every format with INVALID_ENUM and leaves the program's LINK_STATUS false.

Applications that ask for a binary get the documented "no formats" answer and fall
back, which is what they already had to do - only now they can ask.
2026-08-04 10:27:23 -04:00
BZLZHH ff76af9df7 [Fix] (MG_State, MG_Impl): a transform feedback name is only an object once it is bound
glIsTransformFeedback answered GL_TRUE for any name glGenTransformFeedbacks had handed
out. A generated name is reserved but does not denote an object until the first
glBindTransformFeedback (GL 4.6 core 13.2.1) - the same rule the other object types
follow - and KHR-GL40.api.coverage checks exactly the window in between.

The two questions are now asked separately: whether a name may be bound or deleted
(reserved, which is what the delete and bind paths need) and whether it is an object
(reserved and bound at least once).
2026-08-04 10:27:23 -04:00
BZLZHH 76f37a18e6 [Feat] (MG_State, MG_Impl, DirectGLES): transform feedback objects, pause/resume and the special capture names
GL 4.0 folds ARB_transform_feedback2 and _3 into core, and neither existed:
glGenTransformFeedbacks, glBindTransformFeedback, glDeleteTransformFeedbacks,
glIsTransformFeedback, glPause/ResumeTransformFeedback, the whole
glDrawTransformFeedback family and glBegin/EndQueryIndexed were all stubs, and
gl_NextBuffer / gl_SkipComponents1..4 failed the link as "not an output of the vertex
stage". Seven KHR-GL40.transform_feedback* cases failed on it, three of them by
leaving a capture open at deinit and taking the process down.

Objects. The capture state and the indexed GL_TRANSFORM_FEEDBACK_BUFFER bindings are
object state, but the context keeps one live copy of both, which is what every
existing reader - each backend's per-draw sync, the drawing and getter paths - is
written against. Rather than teach all of them about objects, a bind saves the live
copy into the outgoing object and restores the incoming one's. Object 0 is the
default object and needs no seeding; operator[] materialises the rest on first touch.

Pause. A paused span captures nothing, and three rules key off that: a draw is exempt
from the capture primitive-mode match, it feeds PRIMITIVES_GENERATED but not
TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, and glUseProgram is allowed again (that last
one was already refused for an active capture, correctly for GL 3.3, which has no
pause).

glDrawTransformFeedback replays the vertices the object captured in its last completed
span, recorded at End. "Has a completed span" is tracked separately from that count,
because a completed empty span draws nothing while an object that never ended one is
INVALID_OPERATION. Drawing from the object whose capture is currently open is
deliberately allowed - feeding a result straight into the next span is the point of
KHR-GL40.transform_feedback.draw_xfb_feedbackk_test.

DirectGLES gets a real driver object per frontend object. That is the only reason the
default one would not do: several objects can be paused at once, and a paused span
lives inside the driver's object. The deferred driver-side Begin (still needed - ES
wants the program current and the buffers bound) now also has to be held back while
the span is paused, or a pause taken before the first draw would open the span on that
draw and subject it to the primitive-mode rule it is exempt from.

Special names. gl_NextBuffer and gl_SkipComponents<n> are consumed during varying
resolution and never become varyings of their own, so they only move where the
following ones land - and stay out of the name list the backend declares on its own
driver. ES cannot express the resulting layout at all: it packs every captured varying
into one gap-free record. So when the layout has holes or spans several buffers,
DirectGLES captures into a scratch buffer bound in place of the application's, and
End distributes the records to the offsets GL asked for. Only the bytes a varying
occupies are written, which is exactly what makes the holes keep the contents the
application left there - the property KHR-GL40.transform_feedback3.skip_components
checks.

glBegin/EndQueryIndexed and glGetQueryIndexediv differ from the plain forms only in the
vertex stream they address, so they validate the index and forward. GL_MAX_VERTEX_STREAMS
stays at 1: multi-stream capture needs ARB_gpu_shader5 stream qualifiers that no ES
driver implements, and the CTS cases that need more than one stream check the limit and
skip.

KHR-GL40.transform_feedback, transform_feedback2 and transform_feedback3: 38/38.
2026-08-04 10:18:53 -04:00
BZLZHH 8d1a734c22 [Fix] (MG_State, MG_Impl): reject a draw mode the geometry stage cannot accept
A geometry shader declares the primitive type it consumes, and a draw may only present
a mode that decomposes into it - points for `points`, the three triangle modes for
`triangles`, and so on (GL 4.6 core 11.3.1). Anything else is GL_INVALID_OPERATION.
Nothing checked it, so KHR-GL40.draw_indirect.negative-gshIncompatible-arrays and
-elements drew points through a `layout(triangles) in` shader and got no error.

The program object had no notion of the geometry input primitive at all: glslang knows
it right after the link, so it is read off the geometry intermediate and kept as the
GL enum (this is also what GL_GEOMETRY_INPUT_TYPE would report). Resolved on every
link rather than only when transform feedback captures the stage, since every draw
consults it, and cleared with the rest of the link artifacts.

The check sits on the shared pre-draw gate next to the transform feedback primitive
rule, which is the same shape of constraint. GL_PATCHES is deliberately exempt: it is
the tessellation pipeline's input and has already become the tessellator's output
primitive by the time the geometry stage sees it.

draw_indirect is now at 70/70.
2026-08-04 09:55:36 -04:00
BZLZHH 7d215028fb [Fix] (MG_Impl): validate the draw mode and the indirect draw's command source
Two classes of draw-time error were never raised, which the KHR-GL40.draw_indirect
negative-* cases check one by one:

- `mode` was passed through unexamined, so glDrawArraysIndirect(GL_FLOAT, ...) reached
  the backend instead of raising GL_INVALID_ENUM. The check belongs on the shared
  pre-draw gate, so it now covers every draw entry point rather than just the indirect
  pair. Nothing that used to render stops rendering: a mode the frontend now rejects is
  a mode the backend driver was rejecting anyway, silently.
- The indirect commands read their arguments out of the buffer bound to
  GL_DRAW_INDIRECT_BUFFER, and all three of that source's preconditions were unchecked
  (GL 4.6 core 10.3.10): a 4-byte-aligned offset, a bound buffer at all, and enough room
  left in it for the whole 16- or 20-byte command. glDrawElementsIndirect also never
  validated its index type, which is the same accepted set as the rest of the
  DrawElements family.

Takes the group from 24 failures to 2 - both of the remaining ones are the geometry
shader input-primitive compatibility rule, which needs reflection the program object
does not keep yet.
2026-08-04 09:52:40 -04:00
BZLZHH 00534d8bbc [Fix] (MG_Impl): report the draw-indirect binding and the buffer access state
Three pieces of queryable buffer state were missing, all of them read by the
KHR-GL40.draw_indirect basic-binding-* and basic-buffer-* cases:

- GL_DRAW_INDIRECT_BUFFER_BINDING had no case in glGetIntegerv, so it raised
  GL_INVALID_ENUM and left the caller's variable untouched (the test read back its own
  -9999 sentinel). GL_DISPATCH_INDIRECT_BUFFER_BINDING right next to it was already
  handled; this is the same two lines against BufferTarget::DrawIndirect. Because
  glGetBooleanv/glGetFloatv/glGetDoublev all widen from the integer path, one case
  fixes all four getters.
- GL_BUFFER_ACCESS answered 0 for an unmapped buffer. Its initial value is
  GL_READ_WRITE and glUnmapBuffer restores it (GL 4.6 core table 6.2); 0 is not a legal
  value of that state at all, and the test threw on the unrecognised enum.
- GL_BUFFER_ACCESS_FLAGS was not implemented, so it fell through to the invalid-pname
  arm. It is the MapBufferRange bitfield verbatim, which the mapping access flags
  already hold in normalised form - glMapBuffer's access enum is converted on the way
  in - so it converts straight back out, and reads zero while unmapped.
2026-08-04 09:52:40 -04:00
BZLZHH d81a6a0998 [Fix] (MG_Impl): silently ignore program and shader name zero on delete
glDeleteProgram and glDeleteShader are the two entry points in the program/shader name
space where 0 is not "a name GL never handed out" but an explicit no-op: "if program is
zero, it is silently ignored" (GL 4.6 core 7.3, and 7.1 for shaders). Both went through
the shared name validator instead and recorded GL_INVALID_VALUE.

Only tests that never got as far as creating a program noticed, because they still run
their cleanup path: the five KHR-GL40.texture_gather.*-cube-array cases bail out of
Init with "GL_ARB_texture_cube_map_array not supported", then Cleanup deletes its
zero-initialised handles and the leftover error fails the case after the fact - the
downstream-error-misattribution shape. Every array-taking delete already skipped 0.
2026-08-04 09:52:40 -04:00
BZLZHH 9bf23d7ffd [Fix] (MG_State, DirectGLES): read a shader-written storage buffer back before mapping it
Buffer contents live in a CPU shadow that every read - MapBuffer, MapBufferRange,
GetBufferSubData, CopyBufferSubData - resolves against, and backend transfer ops only
ever push the shadow outwards. Two paths already knew the GPU can write a buffer on
its own and mirrored the result back by hand (ReadPixels into a pixel-pack buffer,
the transform feedback capture at EndTransformFeedback); a shader storage buffer
written by a draw or a dispatch had no such path at all, so the map handed the
application the bytes from before the dispatch.

Nothing exercised it until now because GL 3.3 has no compute stage. Every
KHR-GL40.texture_gather case ends by dispatching a compute shader that writes its
sampled texel into an SSBO and comparing the mapped result, and all 71 read back the
zero-filled shadow.

Adds the missing direction as a backend op: BufferObject::MarkGpuWritten flags a
buffer the GPU may have moved ahead of the shadow, SyncGpuWrites pulls it back at
every read point, and DirectGLES implements the readback with a plain read map of the
ES buffer. The flag is raised where the storage-buffer points are bound for the
upcoming draw or dispatch, which is the last moment the set of exposed buffers is
known, and cleared by the readback - so a buffer nothing writes costs one bool test
per map. Backends that cannot read their storage back leave the op null and keep
today's behaviour; a GPU-resident (coherent persistent) buffer needs nothing, since
its reads already resolve against the memory the shader wrote.

Drops the texture_gather failures from 71/75 to 25/75 with no crashes left.
2026-08-04 09:40:53 -04:00
BZLZHH 41e45f7d48 [Fix] (MG_Impl): let an indexed buffer bind reach the generic binding point too
BindBufferBase and BindBufferRange bind the buffer to the indexed point AND to the
generic binding point of the same target (GL 4.6 core 6.1.1); only the indexed half
was implemented. Applications lean on the second half constantly, because it is what
makes the set-up idiom work:

    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
    glBufferData(GL_SHADER_STORAGE_BUFFER, size, nullptr, GL_DYNAMIC_DRAW);

With the generic point left at 0 the glBufferData raised GL_INVALID_OPERATION and
the buffer kept its zero size, so the later glMapBufferRange over it failed the
offset+length bound and returned nullptr. The whole KHR-GL40.texture_gather group
verifies its result through exactly that sequence and dereferences the map's return
value without checking it, so 51 of its 75 cases took the process down with a
SIGSEGV inside the test.

Unbinding propagates the same way: buffer 0 clears both points.
2026-08-04 09:40:28 -04:00
BZLZHH 3dc6a1b6db [Fix] (MG_Impl, DirectGLES): answer the texture-gather offset limit queries
glGetIntegerv(GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET) and its GL_MAX_ counterpart fell
through to the default arm of the getter and raised GL_INVALID_ENUM, leaving the
caller's variable untouched - KHR-GL40.texture_gather.api-enums read back the
uninitialised 32764 that happened to be on its stack and failed on the error alone.

Both are core state from GL 4.0 (table 23.53) and from ES 3.1 (table 20.40), so the
value is simply the host driver's, probed alongside the other limits in
FillInGLESCapabilities and carried to the getter through DynamicBackendParameters.
The probe result is widened to the -8/+7 core minimums rather than trusted blindly:
a driver that leaves the out-parameter alone (no ES 3.1, or an enum it ignores) would
otherwise hand us a range narrower than GL 4.0 requires MobileGL to advertise, and
the shaders the CTS builds assume the guaranteed range regardless.
2026-08-04 09:40:15 -04:00
BZLZHH 598c5497b0 [Fix] (DirectVulkan): submit pending work before growing a texture's mip chain
Sizing backings by their defined mip level count gave every level-0-only texture a
single-level image, and left growing it to the recreate-and-preserve path: the new
image is created and the old contents are carried over by a vkCmdCopyImage that
PreserveTextureContentsOnRecreate submits on its own command buffer and waits on
straight away.

Whatever the frame has already recorded into the old image has not been submitted
yet at that point, so that copy reads the texture as it stood before this frame's
writes. GenerateMipmap then descends the whole chain from a stale level 0, and the
composite pass that samples it renders a washed-out frame -
minecraft-1.21.4-fabric-iris-iterationt-in-world (Iris's mipmapped colour target,
the one texture in the trace that grows 1 -> 10 levels) came back at ssim 0.5699
against a 0.99 threshold.

This is the hazard the storage-usage upgrade already flushes for before its own
preserve-copy; growing the mip chain is simply the second trigger of that same
recreate, and it was added without the same ordering guarantee. Flush there too,
gated on a texture whose live image really does carry a short chain, so the submit
happens once per texture and only when a recreate is actually coming.

Keeps the single-level backing and its memory saving; ssim goes back to 0.9992.
2026-08-02 13:09:48 -04:00
BZLZHH 86c00bdf18 [Test] (MG_Test): catch the unit tests up with three deliberate behaviour changes
ctest -L unit had been failing 13 of its 418 cases, all of them tests left asserting
what the code did before a commit that changed it on purpose:

- "restore target GL version to 3.3" put the advertised target back after the
  experimental 4.6 run, but the two Voxy sanity tests still demanded 4.6. The
  extensions they really care about are all still advertised, so assert 3.3 and drop
  the now-meaningless AtExperimentalCTSVersion from their names.
- "support rectangle textures where the emulation is exact" made every desktop-only
  target supported - rectangle included, stored as a plain 2D - while the texture
  test still expected rectangle to be rejected.
- "keep declared modern GLSL versions strict" changed two things at once: a
  normalized legacy directive now carries a marker on its line, so the ten tests
  matching "#version 330 core\n" whole no longer match; and a version the
  application declared itself is no longer raised to 460, so the sources declaring
  330/400 keep their own number and only MobileGL's own normalization is retargeted.

Test expectations follow, rather than the implementation being bent back: each of
the three changes is the intended behaviour and is argued for where it was made. The
retry test now drives the 460 escalation from a legacy "#version 130" source, which
is the only thing that is still rescued, and gained a case pinning the other half of
that contract - an application-declared "#version 330" stays at 330.

418/418 unit tests pass.
2026-08-02 09:04:16 -04:00
BZLZHH 2f2f95498f [Fix] (MG_State): detach a deleted texture from the framebuffer that is bound
GL 3.3 core 4.4.2: deleting a texture whose image is attached to the framebuffer
currently bound acts as if FramebufferTexture* had been called with texture zero for
every attachment point it occupied there. Framebuffers that are not bound keep the
orphaned attachment, so only the bound ones are touched.

MobileGL unbound a deleted texture from every texture unit and image binding but
left framebuffer attachments alone, so the framebuffer went on holding the dead
texture alive as its attachment and reads through it returned that texture's
contents rather than those of whatever the application put in its place - and since
the deleted name usually comes straight back out of the next glGenTextures, the two
are indistinguishable from the outside.
2026-08-02 07:25:07 -04:00
BZLZHH 7105c2ebdc [Fix] (DirectGLES): never skip a framebuffer bind on a stale version snapshot
BindCurrentFBO returned early when the framebuffer binding slot's version matched
g_fboBindVersions - but nothing on that path ever writes that entry. Only
ForceBindCurrentFBO stamps it, so the comparison was against an arbitrarily old
snapshot, and any later slot version that happened to land on the same 16-bit value
read as "already bound". The driver was then left on whatever framebuffer it had
last been given.

That is how KHR-GL32.packed_pixels.varied_rectangle.rg8i_format_rg_integer read its
gradient back out of the previous subtest's framebuffer, seeing 18 where 127 was
expected. It only shows up after a few thousand cases have gone by - long enough for
the counter to come back around - which is why it reproduced exactly under one
caselist and not at all in isolation.

Drop the fast path. Skipping redundant work is BindFramebufferId's job: it shadows
the driver's own draw and read bindings and drops the glBindFramebuffer when the
target already holds that id, which is where the cost actually is. What is left here
is one registry lookup.

Takes GL32 to 100% conformance; GL30, GL31 and GL33 stay at 100%.
2026-08-02 07:24:59 -04:00
BZLZHH 13bab780f2 [Fix] (DirectGLES): gate the replicate blit's stencil pass on ES 3.1
Reading the stencil half of a packed depth/stencil texture goes through
GL_DEPTH_STENCIL_TEXTURE_MODE, which is ES 3.1 state. On an older driver the pname
would raise GL_INVALID_ENUM and the shader would go on sampling depth bits as if
they were stencil, so decline the emulation instead.
2026-08-02 04:55:05 -04:00
BZLZHH 027310f993 [Fix] (MG_Impl): ask whether a colour format is renderable per target
The framebuffer-completeness check scanned every row of the backend's
format-capability cache and called the format renderable if any target said so. That
was already loose, and it broke outright once DirectGLES started widening
three-channel formats so they stay renderable as multisample storage: the caveat
capability recorded for the multisample target made GL_RGB8_SNORM look renderable
everywhere, so an ordinary 2D GL_RGB8_SNORM texture attachment reported
GL_FRAMEBUFFER_COMPLETE while the driver's own framebuffer was
INCOMPLETE_ATTACHMENT.

KHR-GL3x.packed_pixels stopped skipping those formats and read a framebuffer that
could not be read, so all 18 of its rgb8_snorm cases got back an untouched buffer.

Pass the row the attachment actually lives in - the texture's target, or the
renderbuffer row - and consult only that one; a format is still asked about in
general when the caller has no target.
2026-08-02 04:54:48 -04:00
BZLZHH c741a938bc [Feat] (DirectGLES): emulate a depth/stencil blit into a multisample framebuffer
Desktop GL replicates the source sample into every destination sample when the read
framebuffer is single-sampled and the draw framebuffer is not. ES forbids the call
outright - "an INVALID_OPERATION error is generated if SAMPLE_BUFFERS for the draw
framebuffer is greater than zero" - so the blit did nothing at all, and every one of
KHR-GL3x.packed_depth_stencil.blit's replicate iterations verified a destination
that still held its clear values.

Emulate it by drawing a full-screen triangle into the multisample framebuffer: every
pixel is fully covered, so every sample of it receives the same value, which is
precisely the replicate rule. The source rectangle is first copied into a scratch
texture of its own format (both sides single-sampled, which ES does allow), then
depth is written through gl_FragDepth and stencil - which has no shader output on ES
- one bit plane at a time with REPLACE and a discard for the pixels whose source bit
is clear.

The draw runs inside the caller's framebuffer, so every piece of pipeline state it
touches is read back and restored, including the per-draw-buffer colour masks the
non-indexed glColorMask does not cover: the sync layer's shadow of the driver state
has to stay true across this.

Colour replicate is not emulated (it would need a sampler variant per component
type); it now says so instead of failing silently.
2026-08-02 04:34:25 -04:00
BZLZHH 01d0f01d13 [Fix] (DirectGLES): report the alpha added by the multisample widening as ONE
A three-channel format widened to four for a multisample target gains an alpha
channel the application never asked for, and it holds whatever the draw that filled
the texture happened to write there. GL says a format without alpha reads back as
1.0, so KHR-GL33.texture_swizzle - which fills such a texture by rendering
vec4(r, g, b, 0.0) and then swizzles red from alpha - read 0 where it expected the
maximum.

Fold ONE into the texture's swizzle for exactly those textures, composed with the
swizzle the application set, so the promotion stays invisible.
2026-08-02 04:25:08 -04:00
BZLZHH e45f7ae5d4 [Fix] (DirectGLES, MG_Util): keep 16-bit SNORM precision through the widening
GL_RGB16_SNORM widened to GL_RGBA16F to stay renderable as multisample storage, and
a half float's 11-bit mantissa cannot hold a 16-bit signed-normalized channel:
KHR-GL33.texture_swizzle's blue channel came back several units of 32767 away from
the value the reference computes, well outside its one-unit tolerance.

GL_EXT_render_snorm makes the signed-normalized formats colour-renderable on ES, so
widen to GL_RGBA16_SNORM instead wherever it and EXT_texture_norm16 are both
present, and only fall back to the half float otherwise. Threaded through as its own
normalize option so the capability probe and the runtime pick the same format, the
way every other driver-dependent substitution here is decided.
2026-08-02 04:24:23 -04:00
BZLZHH a687873d32 [Fix] (DirectGLES): probe format capabilities on the target ES stores them on
1D, 1D-array and rectangle textures are emulated on ES 2D and 2D-array targets, but
the capability probe kept asking the driver about the desktop-only target itself.
glTexImage2D(GL_TEXTURE_1D, ...) is not something an ES driver has ever accepted, so
those rows of the cache stayed empty - and an empty row reads as "nothing is known",
not as "the format needs help", so no fallback format was ever selected for them.

GL_DEPTH_COMPONENT32 on a 1D texture therefore went to the driver unchanged instead
of as GL_DEPTH_COMPONENT24, and the texture ended up with no storage
(KHR-GL33.texture_swizzle format_idx_65 on both 1D targets read the wrong value for
every pixel).

Probe the ES target the texture will actually live on, while still recording the
capabilities against the target the frontend asked for.
2026-08-02 04:18:20 -04:00
BZLZHH 43a43c1180 [Fix] (DirectGLES, MG_Util): raw framebuffer writes while GL_FRAMEBUFFER_SRGB is off
GLES core always encodes a fragment written into an sRGB colour attachment, and
offers no switch to stop it. Desktop GL has one, GL_FRAMEBUFFER_SRGB, and it starts
out disabled - so a GL application that never touches it expects its writes to land
raw. The frontend models exactly that (the capability reads as disabled and
DirectVulkan attaches the UNORM twin to honour it), but DirectGLES was passing the
draw straight to a driver that encodes anyway.

The value therefore came back one conversion short of the reference wherever it was
written and then read again: rendering into an sRGB texture and fetching it in a
shader decodes once but had encoded twice, which is how
KHR-GL32.texture_size_promotion read 0.0142 for GL_SRGB8_ALPHA8 where 0.00111 was
expected.

Detect GL_EXT_sRGB_write_control and sync GL_FRAMEBUFFER_SRGB from the frontend
capability alongside the other enables, starting from the driver's enabled state so
the first sync always pushes the disable down.
2026-08-02 04:10:13 -04:00
BZLZHH 65dbfa6f26 [Fix] (DirectGLES, MG_Util): widen three-channel formats for multisample textures
GLES has no colour-renderable three-channel format beyond RGB8, so
glTexStorage2DMultisample rejects GL_RGB16 (and the SNORM variants) with
GL_INVALID_ENUM and the texture is left with no storage at all - every draw into it
then hit GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT and every read came back zero.

The existing fallback machinery could not help: it picks one replacement format per
requested format, from the driver's capabilities, and never re-checks that
replacement against the target it is going to be used with. GL_RGB16's fallback is
GL_RGB32F, which is a perfectly legal ES texture format and a perfectly illegal
multisample storage format, and with EXT_texture_norm16 present no fallback was
selected at all.

Add PixelFormatNormalizeOptionBit::NoThreeChannelRenderTarget, applied only to
multisample targets, mapping GL_RGB16 to GL_RGBA32F and the three-channel SNORM
formats to GL_RGBA16F. Widening the channel count is safe precisely there and
nowhere else: a multisample texture can never be uploaded to, only rendered into, so
no transfer path has to expand three-channel client data, and the alpha a draw
writes for a three-channel source is already the 1.0 the frontend format implies.

The capability probe recomputes its fallback per target for the same reason, so the
probed format and the format the texture is actually created with stay in agreement.
2026-08-02 04:10:01 -04:00
BZLZHH 6de38c666c [Feat] (DirectGLES): support rectangle textures where the emulation is exact
ES has no rectangle target and no rectangle sampler, so DirectGLES declared
GL_TEXTURE_RECTANGLE unsupported outright: the texture was never synced or bound,
and SPIRV-Cross refused the shader ("Rectangle textures are not supported on
OpenGL ES") which left the whole program unlinkable.

A rectangle texture is a single-level, clamped 2D texture whose only real
difference is that its lookups take non-normalized coordinates. Where every use
takes *integer* texel coordinates - texelFetch, textureSize - that difference
does not exist at all, and the two are the same thing. So:

- A new SPIR-V pass rewrites Dim::Rect image types to Dim::2D before
  transpiling, and restates the rectangle capabilities as Shader. It declines
  any module containing a normalized-coordinate lookup rather than emitting
  something subtly wrong; SPIRV-Cross then rejects that module exactly as
  before, so nothing that used to work changes and nothing new renders wrongly.
- The target maps to GL_TEXTURE_2D for storage, uploads and binding, alongside
  the existing 1D and 1D-array emulation.

Fixes KHR-GL31.texture_size_promotion.functional outright, which takes GL31 to
100% conformance. GL32/GL33 advance past their rectangle cases to a separate
GL_RGB16 multisample issue. No regressions across texture_swizzle, shaders30,
texture_lod_*, framebuffer_blit, packed_depth_stencil, transform_feedback,
clip_distance or draw_buffers; DirectVulkan re-verified unaffected.
2026-08-02 01:56:22 -04:00
BZLZHH 9dff24f3e1 [Fix] (DirectGLES): never leave a stale program bound when the new one is broken
When a shader stage fails to transpile or compile, SyncToBackend logs it and
carries on, so the program is linked without that stage - or does not link at
all. Use() then issued glUseProgram for it, which is an INVALID_OPERATION for an
unlinked program and, crucially, leaves the *previous* program current. The draw
went ahead and rendered with an entirely unrelated shader.

That is how KHR-GL3x.texture_size_promotion's GL_TEXTURE_RECTANGLE cases
produced 1.0 for a red channel: SPIRV-Cross refuses sampler2DRect for ESSL
("Rectangle textures are not supported on OpenGL ES"), so every rectangle
program was broken, and the draws kept running the previous case's 1D-array
alpha shader - whose alpha is 1.0. Wrong pixels from a shader the app never
bound are far worse to debug than a blank result.

The program now records whether the last sync produced something usable, and
Use() binds 0 rather than the broken program, making the draw a visible no-op.
The redundancy cache tracks whatever was actually bound, so it stays correct
across the switch.

Does not fix the rectangle cases themselves - those need a SPIR-V pass lowering
Dim::Rect to Dim::2D before SPIRV-Cross runs (plus the coordinate divide for
non-texelFetch lookups), alongside mapping the target to GL_TEXTURE_2D.
2026-08-02 01:40:53 -04:00
BZLZHH 5a400e0297 Merge branch 'dev' of github.com:MobileGL-Dev/MobileGL into dev 2026-08-02 12:21:25 +08:00
BZLZHH b6a2bf08d4 [Fix] (DirectGLES): resolve an aliased texture unit by the sampler's type
Desktop GL_TEXTURE_1D/1D_ARRAY are emulated on ES GL_TEXTURE_2D/2D_ARRAY, so one
native binding serves two of a unit's frontend slots. An earlier fix settled the
real-versus-default case; two REAL textures can collide just as easily, and there
the slot iteration order decided it. KHR-GL3x.texture_size_promotion keeps its 1D
source texture and its 2D destination texture bound to the same unit, so the
shader sampled the render target it was drawing into instead of the source.

GL resolves this from the shader's sampler type, so ask the program: the
frontend's uniform reflection still carries the original GLSL type, which maps
straight back to the target the lookup means. Only consulted when a collision
actually happens, so an ordinary unit costs nothing, and the first binding
placed stands when the program gives no answer rather than being overwritten by
whichever slot happens to come last.

Also adds the read-colour clamp that goes with it: GL clamps a glReadPixels from
a fixed-point colour buffer to [0,1] (GL_CLAMP_READ_COLOR defaults to
GL_FIXED_ONLY), which ES has no equivalent for at all - a GL_R16_SNORM target
holding -0.125 read back unclamped. Applied to the wide rows before they are
repacked, for float, half, short and byte reads alike, and deliberately NOT for
glGetTexImage, which reaches the same helper through a scratch framebuffer but
is not subject to read-colour clamping.

texture_size_promotion now clears every 1D case (it stops at the first failure
and has moved on to GL_TEXTURE_RECTANGLE, which DirectGLES does not emulate at
all yet), and KHR-GL33.texture_swizzle's GL_DEPTH_COMPONENT32 1D cases pass.
DirectVulkan re-verified unchanged.
2026-08-01 16:21:28 -04:00
BZLZHH 6b2a2b5e00 [Fix] (MG_Util): emulate GL_DEPTH_COMPONENT32 with the 24-bit sized format
GL_DEPTH_COMPONENT32 has no ES equivalent. The previous commit routed it to
GL_DEPTH_COMPONENT32F, which gives the attachment storage but changes the
encoding: the transfer type has to become GL_FLOAT for ES to accept the store,
and the upload path hands over the caller's fixed-point GL_UNSIGNED_INT bytes
unchanged, so the texels came out as garbage.

GL_DEPTH_COMPONENT24 is the nearest sized ES format that keeps the same
fixed-point encoding, so GL_UNSIGNED_INT still describes the data and no
conversion is needed. Fixes KHR-GL33.texture_swizzle's GL_DEPTH_COMPONENT32
cases on the 2D and 2D-array targets; framebuffer_blit's GL_DEPTH_COMPONENT32
config still passes, since the depth values it compares are exactly
representable in 24 bits.

(The 1D and 1D-array targets still fail, but for the separate desktop-1D-on-ES
emulation reason that also holds back texture_size_promotion.)
2026-08-01 14:59:19 -04:00
BZLZHH 512c857f18 [Fix] (DirectGLES): emulate a format-converting multisample resolve blit
ES rejects any blit out of a multisample read framebuffer whose format differs
from the draw framebuffer's. Desktop GL only requires identical formats when
BOTH framebuffers are multisampled - a multisample resolve into a single-sample
target is allowed to convert on the way out, and KHR-GL3x.framebuffer_blit
resolves an R8 multisample texture straight into the RGBA8 default framebuffer.
The forwarded blit failed with GL_INVALID_OPERATION, and since the driver's
error never reaches the frontend error queue the caller saw a successful call
that had written nothing.

Retried in two steps when the first blit fails and the read framebuffer really
is the multisampled one: resolve into a scratch renderbuffer of the source's own
format, then run the caller's blit from there - single-sample on both sides,
which is exactly where ES does allow the conversion. The scratch buffer is
cached and grown on demand, keyed on the source format and dropped with its ES
context. Only reached on the failure path, so an ordinary blit is untouched.

KHR-GL3{0,1,2,3}.framebuffer_blit is now 3/3 on all four versions; DirectVulkan
(lavapipe) re-verified at 3/3 as well.
2026-08-01 14:37:58 -04:00
BZLZHH 9f3cac6691 [Fix] (DirectGLES): report distinct depth/stencil framebuffers as unsupported
GL only requires framebuffers whose depth and stencil attachments refer to the
same image; anything else may be answered GL_FRAMEBUFFER_UNSUPPORTED, and both
backends' real targets do exactly that - DirectVulkan cannot form two separate
attachments at all, and the ES drivers behind DirectGLES return UNSUPPORTED for
a separate depth renderbuffer plus stencil renderbuffer.

The frontend already knew how to detect the configuration, but only consulted it
for DirectVulkan. On DirectGLES it answered GL_FRAMEBUFFER_COMPLETE for a
framebuffer the driver had rejected, so every clear and draw against it was
silently dropped and the results read back as zeros - which is what
KHR-GL3x.packed_depth_stencil.verify_mixed_attachments saw. (That test
explicitly tolerates GL_FRAMEBUFFER_UNSUPPORTED; what it cannot survive is being
told the framebuffer works.)

Turned into a backend capability rather than a backend-type check, probed once
at init from a scratch framebuffer the same way the format-capability cache is,
so a driver that does support the configuration keeps using it. Defaults to
supported, leaving any backend that does not set it on the permissive path.

Fixes KHR-GL3{2,3}.packed_depth_stencil.verify_mixed_attachments for both
formats; DirectVulkan re-verified unchanged at 23/25 pass + 2 not-supported.
2026-08-01 14:05:28 -04:00
BZLZHH 4c7332d5e6 [Fix] (DirectGLES): broadcast legacy gl_FragColor to every draw buffer
Legacy GLSL's gl_FragColor goes to every enabled draw buffer (GL 4.6 15.2.3),
but ShaderSourceProcessor lowers it to a single mg_FragColor output, which only
ever reaches draw buffer 0. Everything past the first attachment kept its
pre-draw contents.

Replicated across the enabled draw buffers with copies at the end of main.
Gated on the count so the ordinary single-target shader is byte-for-byte what it
was: the pass is a no-op below two draw buffers, and the count comes from the
frontend draw framebuffer at program-sync time (not from the backend framebuffer
sync, which only runs later in PrepareForDraw - a program compiled against a
stale count would not be relinked until the draw after the one that needed it).
It joins the snorm/unorm clamp masks as framebuffer state the shader is compiled
against, with the same relink-on-change check.

Also advertises GL_ARB_explicit_attrib_location and GL_ARB_texture_multisample,
which DirectGLES implements for every version it advertises but only listed for
DirectVulkan. Both are core from GL 3.2/3.3 on, so an app targeting 3.0/3.1
reaches them only through the extension string - without the former the CTS
picks an entirely different draw_buffers shader, and without the latter
KHR-GL31.texture_size_promotion.functional crashed outright.

KHR-GL3{0,1,2,3}.draw_buffers.draw_buffers_1 now passes on all four versions,
and texture_size_promotion.functional on GL31 downgrades from a crash to a
(still open) comparison failure.
2026-08-01 13:59:11 -04:00
BZLZHH 1c5f6c0986 [Chore] (tools/cts): pick a run config the suite does not contradict
Two harness settings were producing failures that say nothing about the backend:

- dEQP's FboRenderContext picks the first entry of its own depth/stencil format
  list, GL_DEPTH32F_STENCIL8, when the config leaves the bit counts DONT_CARE.
  framebuffer_blit meanwhile hardcodes GL_DEPTH24_STENCIL8 for its own buffers
  as soon as it detects an FBO surface, and then blits depth between the two -
  which the spec forbids for mismatched formats, so a conformant driver has no
  choice but to fail it. Default to --deqp-gl-config-name=rgba8888d24s8 so the
  wrapper framebuffer and the test agree.

- --deqp-watchdog aborts the whole process when one case exceeds a hardcoded 30
  seconds (framework/common/tcuApp.hpp). That is not a hang on a CPU rasterizer:
  several texture_swizzle cases take ~17s each standalone and cross the limit
  once the process is warm, which came back as ten spurious Timeouts. dEQP's own
  default is off, and --chunk-timeout is what actually rescues a genuinely
  wedged case, so default it off too and leave it selectable.
2026-08-01 13:48:58 -04:00
BZLZHH 8b75628dec [Fix] (DirectGLES): depth/stencil clear value and readback gaps
Three separate holes, all of them silent, that KHR-GL3x.framebuffer_blit walks
straight into because it clears and reads back depth and stencil directly:

- glClearStencil was frontend-only. The value was recorded in render state and
  never synced, so the real driver kept its default of 0 and every
  glClear(GL_STENCIL_BUFFER_BIT) wrote zeros. glClearColor and glClearDepthf
  were already synced right next to it.

- Stencil readback assumed GL_STENCIL_INDEX works. It is not part of core ES
  (it needs GL_NV_read_stencil) and a driver without it rejects the read
  outright, which left the caller's buffer untouched. Where the attachment is a
  combined depth-stencil buffer the packed GL_DEPTH_STENCIL read carries the
  same bytes in its low octet, so that is now the fallback; the widening to
  GL_UNSIGNED_SHORT/INT moved into the same helper, since even a byte-for-byte
  read needs it.

- Depth readback always went through GL_UNSIGNED_INT. A floating-point depth
  attachment (GL_DEPTH_COMPONENT32F, GL_DEPTH32F_STENCIL8 - the latter is what
  dEQP's own fbo-surface-type wrapper framebuffer picks) rejects that with
  GL_INVALID_OPERATION and only reads back as GL_FLOAT. Try both.

And one format gap behind the same test: GL_DEPTH_COMPONENT32 has no ES
equivalent and was being normalized to the *unsized* GL_DEPTH_COMPONENT base
format, which is not a legal glTexStorage/glRenderbufferStorage internal format
there - the attachment ended up with no storage and the framebuffer read back as
incomplete. GL_DEPTH_COMPONENT32F is the sized ES format that keeps the
requested 32-bit depth footprint; the transfer type follows it to GL_FLOAT.

Takes KHR-GL3x.framebuffer_blit from 0/3 to 2/3 (the remaining
multisampled_to_singlesampled_blit_color_config_test is a separate
single-channel MSAA resolve issue). Note that scissor_blit additionally needs
the suite to run with a depth/stencil config the test agrees with
(--deqp-gl-config-name=rgba8888d24s8): under FBO surfaces the test hardcodes
GL_DEPTH24_STENCIL8 for its own buffers while dEQP's wrapper framebuffer
defaults to GL_DEPTH32F_STENCIL8, and blitting depth between mismatched formats
is a spec error that any conformant driver has to report.
2026-08-01 13:24:30 -04:00
BZLZHH 8269a1786f [Feat] (DirectGLES): emulate GL_TEXTURE_LOD_BIAS in the transpiled ESSL
ES has no per-texture or per-sampler LOD bias at all - GL_TEXTURE_LOD_BIAS is
desktop only, and Vulkan spells it VkSamplerCreateInfo::mipLodBias, which is why
DirectVulkan already honours it. DirectGLES stored the value in sampler state
and then dropped it, so every lookup sampled at the unbiased level of detail.

The bias now reaches the shader as a uniform: a new SPIRV-Cross post-pass
declares one `uniform highp float mg_lodBias_<sampler>;` per mip-capable sampler
and folds it into the level of detail of every lookup that has somewhere to put
it - appended as the bias argument, added to an existing bias, or added to an
explicit textureLod level (Vulkan applies mipLodBias to explicit-LOD fetches too,
and the CTS reference expects the same). texelFetch/textureGather have no bias
by definition, textureGrad offers no argument to fold one into, and the
array-shadow lookups have no bias overload in GLSL at all, so all of those are
left alone. Draws push the bound texture's (or the bound sampler object's, which
overrides it as in GL) value into the uniform, and only when it changed - a
shader whose samplers all have a zero bias issues no extra call at all.

Fixes KHR-GL3{0,2,3}.texture_lod_bias.texture_lod_bias_all.
2026-08-01 13:24:12 -04:00
BZLZHH 3019c68945 [Fix] (MG_Util): glBindBufferBase must not freeze the buffer's size
BindBufferBase_State stored Range1D(0, bufferObject->GetSize()) as the binding
point's range, so the range reflected whatever size the buffer happened to have
at bind time. Binding an empty buffer and giving it storage afterwards is
ordinary application code - glGenBuffers / glBindBufferBase / glBufferData is
exactly the order KHR-GL3{0,2,3}.clip_distance.coverage uses - and the binding
then stayed frozen at [0, 0).

Every backend consumer reads GetRange() as the range the binding actually
covers, so the stale window meant the capture buffer was bound with
glBindBufferRange(..., 0, 0) instead of glBindBufferBase, transform feedback
captured nothing, and the test read back its pre-draw zeros. The same stale
range also under-counted the CPU-side transform feedback capacity accounting.

GL resolves a whole-buffer binding against the object's size at every use;
only glBindBufferRange pins a fixed window, and the binding point already
tracked which of the two it was for the glGetIntegeri_v START/SIZE queries.
GetRange() now resolves the non-explicit case dynamically.

Fixes KHR-GL3{0,2,3}.clip_distance.coverage on Espryt; transform_feedback stays
21/21 on all four versions, and DirectVulkan (lavapipe) re-verified unaffected.
2026-08-01 12:30:46 -04:00
BZLZHH 800142c104 [Fix] (DirectGLES): stop the default texture clobbering an aliased real binding
Desktop GL_TEXTURE_1D/1D_ARRAY have no ES equivalent and are emulated on
GL_TEXTURE_2D/2D_ARRAY, so one native binding serves two frontend slots of the
same texture unit. BindCurrentTextures walked the slots in enum order and let
the last one win, which is wrong as soon as one of an aliased pair holds a real
texture and the other holds the unit's default (name 0) object: the default
would be bound over the real texture and the shader sampled an empty texture,
which GL resolves to opaque black.

The default is only skipped while it has never been given an image, so this
needed nothing more than some earlier test in the same glcts process defining
one on texture name 0 - after which every later case that sampled a 1D texture
returned black. That is the mechanism behind a whole family of failures that
only reproduced when another case ran first: texture_lod_basic.lod_selection,
packed_pixels.varied_rectangle.rgba4_format_bgra, shaders.arrays.{return,
unnamed_parameter}.float_vertex and clip_distance.functional all pass in the
full-suite ordering now.

Resolved with a second pass, mirroring the intent the unbind half of the
function already had ("a default alias must not clear a real binding"): real
textures are placed first, then defaults fill only the native targets nothing
else claimed.
2026-08-01 12:07:23 -04:00
BZLZHH e9382f5329 [Fix] (DirectGLES): exact transform feedback primitive queries
Two leftovers from the capture passthrough, both only observable with a
geometry shader in the pipeline:

- GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN / GL_PRIMITIVES_GENERATED fell back
  to the frontend's CPU accounting, which counts the primitives the draw call
  assembles and so cannot see a geometry stage's amplification. Both are core ES
  query targets (GL_PRIMITIVES_GENERATED from 3.2 on, gated accordingly so an
  older driver doesn't get a stray GL_INVALID_ENUM), so they now go straight to
  the driver's own counters. Generalized the occlusion-query handle's isOcclusion
  flag into the glBeginQuery target it already had to remember for glEndQuery,
  which is what tells the result read to use the core 32-bit getter.

- FixupGsStripCaptureOrder rewrites captured strip triangles from Vulkan's
  (i, i+1, i+2) order into GL's (i+1, i, i+2). A driver-side capture already
  emits GL order, so the rewrite corrupted it - KHR-GL33.transform_feedback
  .geometry read back the odd triangle rotated one vertex. Skipped when the
  backend owns the capture span.

KHR-GL3{0,1,2,3}.transform_feedback is now 21/21 on Espryt; DirectVulkan
(lavapipe) re-verified at 21/21 for the shared frontend change.
2026-08-01 11:57:18 -04:00
BZLZHH df7d1edeca [Feat] (DirectGLES): implement transform feedback capture
Transform feedback was frontend-only on DirectGLES: glBeginTransformFeedback
just flipped MobileGL's own capture state and the real ES driver was never told
to capture anything, so every capture buffer read back as whatever it held
before the draw (zeros for a fresh glBufferData(NULL)). DirectVulkan drives its
capture from its own draw recording, so the shared GLFunctionsTable had no
entries for the span at all.

Capture now runs on the real driver:

- The backend program declares the capture set with glTransformFeedbackVaryings
  before it links. SPIRV-Cross keeps user output names verbatim in the
  transpiled ESSL, so the frontend's requested names carry over unchanged.
- New GLFunctionsTable Begin/EndTransformFeedback entries hand the span
  boundaries to the backend (null for DirectVulkan, which is unaffected).
- The driver-side begin is deferred to the first draw of the span: ES needs the
  capturing program current and the capture buffers bound, and both only become
  true once PrepareForDraw has run. A span that never draws never touches the
  driver, which is what the GL semantics amount to anyway.
- The end mirrors the captured ranges back into the frontend buffer shadows -
  the GPU wrote them behind the frontend's back, so MapBuffer/GetBufferSubData
  would otherwise still return the pre-draw bytes.

Takes KHR-GL32.transform_feedback from 13/21 to 19/21; the two remaining
failures are the geometry-amplified primitive queries, which still go through
the frontend's CPU accounting.
2026-08-01 11:51:19 -04:00
211 changed files with 44016 additions and 4516 deletions
+10 -3
View File
@@ -201,6 +201,11 @@ fetch_file_from_mirror() {
return 1 return 1
} }
# Files no mirror could serve, even after retrying every mirror. Only these fall
# back to Git LFS, so a mirror that served the rest of the case still spares
# GitHub the bandwidth for those files.
mirror_failures=()
fetch_from_mirror() { fetch_from_mirror() {
mkdir -p "${fixture_dir}" mkdir -p "${fixture_dir}"
for file in "${files[@]}"; do for file in "${files[@]}"; do
@@ -219,17 +224,19 @@ fetch_from_mirror() {
echo "Mirror did not serve ${name}; trying the next mirror" >&2 echo "Mirror did not serve ${name}; trying the next mirror" >&2
done done
if [ "${fetched}" -ne 1 ]; then if [ "${fetched}" -ne 1 ]; then
return 1 mirror_failures+=("${file}")
fi fi
done done
[ "${#mirror_failures[@]}" -eq 0 ]
} }
if fetch_from_mirror; then if fetch_from_mirror; then
echo "Fetched trace fixture files for ${case_name} from mirror: ${include}" echo "Fetched trace fixture files for ${case_name} from mirror: ${include}"
else else
echo "All mirrors failed for ${case_name}; falling back to Git LFS: ${include}" fallback_include="$(IFS=,; echo "${mirror_failures[*]}")"
echo "All mirrors failed for ${#mirror_failures[@]} of ${#files[@]} file(s) of ${case_name}; falling back to Git LFS: ${fallback_include}"
git lfs install --local git lfs install --local
git lfs pull --include="${include}" --exclude="" git lfs pull --include="${fallback_include}" --exclude=""
fi fi
for file in "${files[@]}"; do for file in "${files[@]}"; do
+5 -1
View File
@@ -177,9 +177,13 @@ jobs:
uses: lukka/get-cmake@v4.3.3 uses: lukka/get-cmake@v4.3.3
- name: Install runtime dependencies - name: Install runtime dependencies
# libegl-mesa0 is the EGL vendor library itself: DriverBench brings up a
# real GL context, and libegl1 is only glvnd's dispatch. It normally
# arrives as a Recommends of libegl1, which is too quiet a dependency for
# the one job that needs a working driver.
run: | run: |
sudo apt-get update sudo apt-get update
sudo apt-get install -y libvulkan1 libegl1 libgles2 libgl1-mesa-dri mesa-vulkan-drivers sudo apt-get install -y libvulkan1 libegl1 libegl-mesa0 libgles2 libgl1-mesa-dri mesa-vulkan-drivers
- name: Download Linux runtime - name: Download Linux runtime
uses: actions/download-artifact@v8 uses: actions/download-artifact@v8
+6
View File
@@ -31,3 +31,9 @@
[submodule "3rdparty/apitrace"] [submodule "3rdparty/apitrace"]
path = 3rdparty/apitrace path = 3rdparty/apitrace
url = https://github.com/MobileGL-Dev/apitrace.git url = https://github.com/MobileGL-Dev/apitrace.git
[submodule "3rdparty/asio"]
path = 3rdparty/asio
url = https://github.com/chriskohlhoff/asio.git
[submodule "3rdparty/libfork"]
path = 3rdparty/libfork
url = https://github.com/ConorWilliams/libfork.git
Vendored Submodule
+1
Submodule 3rdparty/asio added at 8806a6803c
Vendored Submodule
+1
Submodule 3rdparty/libfork added at 9b2b844a5f
+51 -1
View File
@@ -4,6 +4,11 @@ project("MobileGL")
option(MOBILEGL_BUILD_TEST "Build MobileGL tests" ON ) option(MOBILEGL_BUILD_TEST "Build MobileGL tests" ON )
option(MOBILEGL_BUILD_BENCHMARK "Build MobileGL benchmarks" ON ) option(MOBILEGL_BUILD_BENCHMARK "Build MobileGL benchmarks" ON )
# Headless end-to-end GPU scenarios (MobileGL/MG_IntegrationTest). They need a
# real GPU/ICD to do anything, so they are off by default for CI; every scenario
# skips cleanly where there is none. Registered under the `integration-gpu`
# ctest label so a run can select or exclude them.
option(MOBILEGL_BUILD_INTEGRATION_TEST "Build MobileGL headless GPU integration tests" OFF)
option(MOBILEGL_FORCE_RELEASE_OPT "Enable Release optimization flags in Debug build" ON ) option(MOBILEGL_FORCE_RELEASE_OPT "Enable Release optimization flags in Debug build" ON )
option(MOBILEGL_ENABLE_TRACY "Enable tracy for profiling" OFF) option(MOBILEGL_ENABLE_TRACY "Enable tracy for profiling" OFF)
option(MOBILEGL_BUILD_TRACE_REPLAY "Build desktop apitrace replay runner" OFF) option(MOBILEGL_BUILD_TRACE_REPLAY "Build desktop apitrace replay runner" OFF)
@@ -17,7 +22,9 @@ if (ANDROID)
set(MOBILEGL_BUILD_BENCHMARK OFF CACHE BOOL "Build MobileGL benchmarks" FORCE) set(MOBILEGL_BUILD_BENCHMARK OFF CACHE BOOL "Build MobileGL benchmarks" FORCE)
endif() endif()
if (NOT CMAKE_BUILD_TYPE STREQUAL "Debug" OR MOBILEGL_FORCE_RELEASE_OPT) option(MOBILEGL_ENABLE_LTO "Build with ThinLTO/IPO" OFF)
if ((NOT CMAKE_BUILD_TYPE STREQUAL "Debug" OR MOBILEGL_FORCE_RELEASE_OPT) AND MOBILEGL_ENABLE_LTO)
# Check if ThinLTO or LTO is suppported # Check if ThinLTO or LTO is suppported
include(CheckIPOSupported) include(CheckIPOSupported)
include(CheckCCompilerFlag) include(CheckCCompilerFlag)
@@ -147,6 +154,9 @@ set(SOURCE_FILES
MobileGL/MG_Util/Debug/Log.cpp MobileGL/MG_Util/Debug/Log.cpp
MobileGL/MG_Util/Async/JobNode.cpp
MobileGL/MG_Util/Async/ShaderCompilePool.cpp
MobileGL/MG_Util/Math/VectorTypes.cpp MobileGL/MG_Util/Math/VectorTypes.cpp
MobileGL/MG_Util/Metrics/TextureMetrics.cpp MobileGL/MG_Util/Metrics/TextureMetrics.cpp
@@ -180,6 +190,7 @@ set(SOURCE_FILES
MobileGL/MG_Util/Classifiers/TextureEnumClassifier.cpp MobileGL/MG_Util/Classifiers/TextureEnumClassifier.cpp
MobileGL/MG_Util/ShaderTranspiler/CompileEnv.cpp
MobileGL/MG_Util/ShaderTranspiler/ShaderCompiler.cpp MobileGL/MG_Util/ShaderTranspiler/ShaderCompiler.cpp
MobileGL/MG_Util/ShaderTranspiler/SpvcSession.cpp MobileGL/MG_Util/ShaderTranspiler/SpvcSession.cpp
MobileGL/MG_Util/ShaderTranspiler/ShaderSourceProcessor.cpp MobileGL/MG_Util/ShaderTranspiler/ShaderSourceProcessor.cpp
@@ -187,10 +198,13 @@ set(SOURCE_FILES
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/FlattenInterfaceStructPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/FlattenInterfaceStructPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/EliminateFloatEqualsZeroPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/EliminateFloatEqualsZeroPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RenameSamplerFunctionParameterPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RenameSamplerFunctionParameterPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RenameBuiltinShadowingFunctionsPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/DecomposeWorkgroupVec3Pass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/DecomposeWorkgroupVec3Pass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/DecoratePositionInvariantPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/DecoratePositionInvariantPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/LowerDrawParametersPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/LowerDrawParametersPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/PackDoubleVertexInputsPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RebaseInstanceIndexPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RebaseInstanceIndexPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/NormalizeRectCoordinatesPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUboMemberRelaxedPrecisionPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUboMemberRelaxedPrecisionPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripNoPerspectivePass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripNoPerspectivePass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/EmulateNoPerspectivePass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/EmulateNoPerspectivePass.cpp
@@ -204,6 +218,7 @@ set(SOURCE_FILES
MobileGL/MG_Util/Texture/TextureFormatProcessor.cpp MobileGL/MG_Util/Texture/TextureFormatProcessor.cpp
MobileGL/MG_Impl/GLXImpl/Exporting/Definitions.cpp MobileGL/MG_Impl/GLXImpl/Exporting/Definitions.cpp
MobileGL/MG_Impl/GLXImpl/GLXImpl.cpp
MobileGL/MG_Impl/GLXImpl/LookUp/LookUp.cpp MobileGL/MG_Impl/GLXImpl/LookUp/LookUp.cpp
MobileGL/MG_Impl/EGLImpl/Exporting/Definitions.cpp MobileGL/MG_Impl/EGLImpl/Exporting/Definitions.cpp
@@ -217,6 +232,8 @@ set(SOURCE_FILES
MobileGL/MG_Impl/GLImpl/Framebuffer/Validators.cpp MobileGL/MG_Impl/GLImpl/Framebuffer/Validators.cpp
MobileGL/MG_Impl/GLImpl/Framebuffer/GL_Framebuffer.cpp MobileGL/MG_Impl/GLImpl/Framebuffer/GL_Framebuffer.cpp
MobileGL/MG_Impl/GLImpl/Program/GL_Program.cpp MobileGL/MG_Impl/GLImpl/Program/GL_Program.cpp
MobileGL/MG_Impl/GLImpl/Program/ProgramInterface.cpp
MobileGL/MG_Impl/GLImpl/Program/GL_ProgramPipeline.cpp
MobileGL/MG_Impl/GLImpl/Texture/GL_Texture.cpp MobileGL/MG_Impl/GLImpl/Texture/GL_Texture.cpp
MobileGL/MG_Impl/GLImpl/Texture/Validators.cpp MobileGL/MG_Impl/GLImpl/Texture/Validators.cpp
MobileGL/MG_Impl/GLImpl/Texture/ProxyTexture.cpp MobileGL/MG_Impl/GLImpl/Texture/ProxyTexture.cpp
@@ -239,6 +256,7 @@ set(SOURCE_FILES
MobileGL/MG_Backend/DirectGLES/BackendObject_DirectGLES.cpp MobileGL/MG_Backend/DirectGLES/BackendObject_DirectGLES.cpp
MobileGL/MG_Backend/DirectGLES/Utils.cpp MobileGL/MG_Backend/DirectGLES/Utils.cpp
MobileGL/MG_Backend/DirectGLES/Managers.cpp MobileGL/MG_Backend/DirectGLES/Managers.cpp
MobileGL/MG_Backend/DirectGLES/MultiDraw.cpp
MobileGL/MG_Backend/DirectVulkan/DirectVulkan.cpp MobileGL/MG_Backend/DirectVulkan/DirectVulkan.cpp
MobileGL/MG_Backend/DirectVulkan/BackendObject_DirectVulkan.cpp MobileGL/MG_Backend/DirectVulkan/BackendObject_DirectVulkan.cpp
@@ -277,7 +295,11 @@ set(SOURCE_FILES
MobileGL/MG_State/GLState/TextureState/TextureUnit.cpp MobileGL/MG_State/GLState/TextureState/TextureUnit.cpp
MobileGL/MG_State/GLState/TextureState/TextureState.cpp MobileGL/MG_State/GLState/TextureState/TextureState.cpp
MobileGL/MG_State/GLState/ProgramState/ProgramObject.cpp MobileGL/MG_State/GLState/ProgramState/ProgramObject.cpp
MobileGL/MG_State/GLState/ProgramState/ProgramLinkTask.cpp
MobileGL/MG_State/GLState/ProgramState/ShaderCompileTask.cpp
MobileGL/MG_State/GLState/ProgramState/ShaderObject.cpp MobileGL/MG_State/GLState/ProgramState/ShaderObject.cpp
MobileGL/MG_State/GLState/ProgramState/ShaderPreprocessCache.cpp
MobileGL/MG_State/GLState/ProgramState/ShaderCompileAdoptionMap.cpp
MobileGL/MG_State/GLState/ProgramState/ProgramState.cpp MobileGL/MG_State/GLState/ProgramState/ProgramState.cpp
MobileGL/MG_State/GLState/RenderState/RenderState.cpp MobileGL/MG_State/GLState/RenderState/RenderState.cpp
MobileGL/MG_State/GLState/FramebufferState/FramebufferObject.cpp MobileGL/MG_State/GLState/FramebufferState/FramebufferObject.cpp
@@ -300,6 +322,7 @@ endif()
if (ANDROID) if (ANDROID)
list(APPEND SOURCE_FILES list(APPEND SOURCE_FILES
MobileGL/MG_Util/SelfTest/DriverPostJni.cpp MobileGL/MG_Util/SelfTest/DriverPostJni.cpp
MobileGL/MG_Util/SelfTest/DriverBenchJni.cpp
) )
endif() endif()
@@ -310,6 +333,11 @@ if (WIN32)
) )
endif() endif()
# The shader-compile pool runs standalone Asio on real threads. This host's glibc (>= 2.34)
# merged pthread into libc, so it links without asking, but the NDK and musl are not
# guaranteed to be as forgiving - ask for it explicitly rather than rely on the accident.
find_package(Threads REQUIRED)
set(MOBILEGL_LINK_LIBRARIES set(MOBILEGL_LINK_LIBRARIES
glslang::glslang glslang::glslang
spirv-cross-c spirv-cross-c
@@ -319,12 +347,17 @@ set(MOBILEGL_LINK_LIBRARIES
GPUOpen::VulkanMemoryAllocator GPUOpen::VulkanMemoryAllocator
Vulkan::UtilityHeaders Vulkan::UtilityHeaders
spirv-reflect-static spirv-reflect-static
Threads::Threads
) )
set(MOBILEGL_COMPILE_DEF set(MOBILEGL_COMPILE_DEF
-DVMA_STATIC_VULKAN_FUNCTIONS=0 -DVMA_STATIC_VULKAN_FUNCTIONS=0
-DVMA_DYNAMIC_VULKAN_FUNCTIONS=1 -DVMA_DYNAMIC_VULKAN_FUNCTIONS=1
-DVMA_VULKAN_VERSION=1001000 -DVMA_VULKAN_VERSION=1001000
# Header-only Asio, no Boost, no deprecated interfaces. Set on the definition list
# rather than per-target so the shared library and the _s static target agree.
-DASIO_STANDALONE
-DASIO_NO_DEPRECATED
) )
message(STATUS "MOBILEGL_COMPILE_DEF=${MOBILEGL_COMPILE_DEF}") message(STATUS "MOBILEGL_COMPILE_DEF=${MOBILEGL_COMPILE_DEF}")
@@ -336,6 +369,17 @@ set(MOBILEGL_INCLUDE_DIR
${spirv-tools_SOURCE_DIR}/include ${spirv-tools_SOURCE_DIR}/include
${spirv-tools_BINARY_DIR} ${spirv-tools_BINARY_DIR}
${SPIRV-Headers_SOURCE_DIR}/include ${SPIRV-Headers_SOURCE_DIR}/include
# Header-only submodule: no add_subdirectory, no link target. Only
# MG_Util/Async/ShaderCompilePool.cpp includes it, and it stays behind that file's
# pimpl so no consumer target needs this path.
${CMAKE_SOURCE_DIR}/3rdparty/asio/asio/include
# The second shader-compile execution engine (MOBILEGL_ASYNC_POOL=libfork), on the
# same terms as Asio above: header-only, no add_subdirectory (its CMakeLists only
# declares an INTERFACE target plus install/test scaffolding we do not want), no link
# target, and reachable from exactly one translation unit. libfork's own
# target_compile_features asks for cxx_std_23, which this project already sets
# globally, so its C++20 coroutines need no per-source standard override.
${CMAKE_SOURCE_DIR}/3rdparty/libfork/include
) )
add_library(${CMAKE_PROJECT_NAME} SHARED add_library(${CMAKE_PROJECT_NAME} SHARED
@@ -533,6 +577,12 @@ if (NOT ANDROID)
add_subdirectory(MobileGL/MG_Test) add_subdirectory(MobileGL/MG_Test)
endif() endif()
# After MG_Test so googletest is already available when the unit tests are
# built; the module fetches its own copy when they are not.
if (MOBILEGL_BUILD_INTEGRATION_TEST)
add_subdirectory(MobileGL/MG_IntegrationTest)
endif()
if (MOBILEGL_BUILD_BENCHMARK) if (MOBILEGL_BUILD_BENCHMARK)
add_subdirectory(MobileGL/MG_Benchmark) add_subdirectory(MobileGL/MG_Benchmark)
endif() endif()
+51
View File
@@ -29,6 +29,33 @@ namespace MobileGL::MG_Config {
ForceOff, ForceOff,
}; };
// Preferred DirectVulkan dispatch tier for the glMultiDraw* families. A preference,
// never a demand: the renderer clamps it to what the device supports at device
// creation, falling down the chain ext -> indirect -> unroll with one log line.
enum class MultiDrawMode : Uint8 {
Auto = 0, // unset: best supported tier
Ext, // VK_EXT_multi_draw: one vkCmdDrawMultiEXT / vkCmdDrawMultiIndexedEXT
Indirect, // multiDrawIndirect feature: one vkCmdDraw*Indirect over a transient command array
Unroll, // one vkCmdDraw* per sub-draw
};
// Preferred DirectGLES emulation tier for glMultiDrawElements(BaseVertex). GLES has no
// such entry point in core, so every tier below is an emulation; they differ only in
// which driver capability they lean on and how many driver calls a batch costs. Like
// the Magma knob this is a preference, clamped at resolution time to what the ES
// driver actually supports, with one log line when it falls back.
enum class GLESMultiDrawMode : Uint8 {
Auto = 0, // unset: best supported tier
Ext, // one glMultiDrawElementsBaseVertexEXT
MultiIndirect, // one glMultiDrawElementsIndirectEXT over a scratch command buffer
Indirect, // one glDrawElementsIndirect per sub-draw over that same buffer
BaseVertex, // one glDrawElementsBaseVertex per sub-draw
DrawElements, // baseVertex folded into a scratch index buffer on the CPU, then plain
// glDrawElements per sub-draw (for drivers with no base-vertex draw at all)
Compute, // a compute shader flattens every sub-draw into one rebased index buffer,
// drawn by a single glDrawElements
};
// Feature toggles parsed once from environment variables in MG_ConfigLoader::Init() // Feature toggles parsed once from environment variables in MG_ConfigLoader::Init()
// (ConfigLoader.cpp), before the accepted-env map is destroyed. All Bool fields share // (ConfigLoader.cpp), before the accepted-env map is destroyed. All Bool fields share
// one truthy rule: the variable is set, non-empty, not "0", and not "false" // one truthy rule: the variable is set, non-empty, not "0", and not "false"
@@ -39,6 +66,12 @@ namespace MobileGL::MG_Config {
// - DISPLAY: X11 session variable, not MobileGL configuration. // - DISPLAY: X11 session variable, not MobileGL configuration.
// - MOBILEGL_LOG_FILE_PATH: log-file init runs before MG_ConfigLoader::Init // - MOBILEGL_LOG_FILE_PATH: log-file init runs before MG_ConfigLoader::Init
// (see MG_Util/Debug/Log.cpp). // (see MG_Util/Debug/Log.cpp).
// - MOBILEGL_ASYNC_POOL: a ShaderCompilePool is constructed by binaries that never call
// MobileGL::Initialize() and so never run MG_ConfigLoader::Init - MG_Test's
// JobNodeTest builds pools directly, and it is the suite that runs the whole async
// matrix against both execution engines. Mirroring it here would resolve to the
// default in exactly the tests that exist to tell the engines apart (see
// MG_Util/Async/ShaderCompilePool.cpp, DetectAsyncPoolEngine).
struct FeaturesTable { struct FeaturesTable {
// MOBILEGL_DISABLE_TIMERQUERY: do not advertise or use GPU timer queries. // MOBILEGL_DISABLE_TIMERQUERY: do not advertise or use GPU timer queries.
Bool DisableTimerQuery = false; Bool DisableTimerQuery = false;
@@ -91,6 +124,24 @@ namespace MobileGL::MG_Config {
// feature off. It is enabled by default to match GL's defined out-of-range fetch // feature off. It is enabled by default to match GL's defined out-of-range fetch
// behavior; this escape hatch exists to measure or dodge its GPU cost on a device. // behavior; this escape hatch exists to measure or dodge its GPU cost on a device.
Bool DisableRobustBufferAccess = false; Bool DisableRobustBufferAccess = false;
// MOBILEGL_MAGMA_MULTIDRAW_MODE: preferred DirectVulkan multi-draw dispatch tier
// ("ext" | "indirect" | "unroll", see MultiDrawMode). Clamped to device support;
// unset picks the best supported tier.
MultiDrawMode MagmaMultiDrawMode = MultiDrawMode::Auto;
// MOBILEGL_ESPRYT_MULTIDRAW_MODE: preferred DirectGLES glMultiDrawElements emulation
// tier ("ext" | "multiindirect" | "indirect" | "basevertex" | "drawelements" |
// "compute", see GLESMultiDrawMode). Clamped to driver support; unset picks the best
// supported tier, which never includes "compute" - see the note on its resolution.
GLESMultiDrawMode EsprytMultiDrawMode = GLESMultiDrawMode::Auto;
// MOBILEGL_ASYNC_SHADER_COMPILE: overrides asynchronous shader compilation. Unset
// keeps the built-in default (MG_Util::Async::kAsyncShaderCompileDefault); falsy
// forces every glCompileShader/glLinkProgram to run synchronously on the calling
// thread AND withdraws GL_KHR_parallel_shader_compile, so the single switch reverts
// both the threading and the application-visible behaviour change.
QuirkOverride AsyncShaderCompile = QuirkOverride::Auto;
// MOBILEGL_ASYNC_SHADER_COMPILE_THREADS: shader-compile worker count. 0 (unset) means
// auto, which is min(4, big cores); an explicit value is honoured as given.
Uint32 AsyncShaderCompileThreads = 0;
}; };
extern FeaturesTable Features; extern FeaturesTable Features;
} // namespace MobileGL::MG_Config } // namespace MobileGL::MG_Config
+45
View File
@@ -97,6 +97,47 @@ namespace MobileGL::MG_ConfigLoader {
: MG_Config::QuirkOverride::ForceOff; : MG_Config::QuirkOverride::ForceOff;
} }
// Multi-draw mode is a named-value preference: unset keeps Auto (best supported tier),
// a recognized name selects that tier as the ceiling, anything else warns and keeps Auto.
inline MG_Config::MultiDrawMode QueryEnvMultiDrawMode(const String& key) {
auto it = acceptedEnvVariablesMap->find(key);
if (it == acceptedEnvVariablesMap->end()) {
return MG_Config::MultiDrawMode::Auto;
}
String lowered = it->second;
std::transform(lowered.begin(), lowered.end(), lowered.begin(),
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
if (lowered == "ext") return MG_Config::MultiDrawMode::Ext;
if (lowered == "indirect") return MG_Config::MultiDrawMode::Indirect;
if (lowered == "unroll") return MG_Config::MultiDrawMode::Unroll;
if (lowered.empty() || lowered == "auto") return MG_Config::MultiDrawMode::Auto;
MGLOG_W("Config: Ignoring invalid env variable %s='%s'; expected ext|indirect|unroll|auto, using auto",
key.c_str(), it->second.c_str());
return MG_Config::MultiDrawMode::Auto;
}
// Same contract as QueryEnvMultiDrawMode, over the DirectGLES tier names.
inline MG_Config::GLESMultiDrawMode QueryEnvGLESMultiDrawMode(const String& key) {
auto it = acceptedEnvVariablesMap->find(key);
if (it == acceptedEnvVariablesMap->end()) {
return MG_Config::GLESMultiDrawMode::Auto;
}
String lowered = it->second;
std::transform(lowered.begin(), lowered.end(), lowered.begin(),
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
if (lowered == "ext") return MG_Config::GLESMultiDrawMode::Ext;
if (lowered == "multiindirect") return MG_Config::GLESMultiDrawMode::MultiIndirect;
if (lowered == "indirect") return MG_Config::GLESMultiDrawMode::Indirect;
if (lowered == "basevertex") return MG_Config::GLESMultiDrawMode::BaseVertex;
if (lowered == "drawelements") return MG_Config::GLESMultiDrawMode::DrawElements;
if (lowered == "compute") return MG_Config::GLESMultiDrawMode::Compute;
if (lowered.empty() || lowered == "auto") return MG_Config::GLESMultiDrawMode::Auto;
MGLOG_W("Config: Ignoring invalid env variable %s='%s'; expected "
"ext|multiindirect|indirect|basevertex|drawelements|compute|auto, using auto",
key.c_str(), it->second.c_str());
return MG_Config::GLESMultiDrawMode::Auto;
}
inline Uint32 QueryEnvUint32(const String& key, Uint32 defaultValue, Uint32 minValue, Uint32 maxValue) { inline Uint32 QueryEnvUint32(const String& key, Uint32 defaultValue, Uint32 minValue, Uint32 maxValue) {
auto it = acceptedEnvVariablesMap->find(key); auto it = acceptedEnvVariablesMap->find(key);
if (it == acceptedEnvVariablesMap->end()) { if (it == acceptedEnvVariablesMap->end()) {
@@ -138,6 +179,10 @@ namespace MobileGL::MG_ConfigLoader {
features.MagmaDisableBlendedDepthWriteQuirk = features.MagmaDisableBlendedDepthWriteQuirk =
QueryEnvQuirkOverride("MOBILEGL_MAGMA_DISABLE_BLENDED_DEPTH_WRITE"); QueryEnvQuirkOverride("MOBILEGL_MAGMA_DISABLE_BLENDED_DEPTH_WRITE");
features.DisableRobustBufferAccess = QueryEnvFlag("MOBILEGL_DISABLE_ROBUST_BUFFER_ACCESS"); features.DisableRobustBufferAccess = QueryEnvFlag("MOBILEGL_DISABLE_ROBUST_BUFFER_ACCESS");
features.MagmaMultiDrawMode = QueryEnvMultiDrawMode("MOBILEGL_MAGMA_MULTIDRAW_MODE");
features.EsprytMultiDrawMode = QueryEnvGLESMultiDrawMode("MOBILEGL_ESPRYT_MULTIDRAW_MODE");
features.AsyncShaderCompile = QueryEnvQuirkOverride("MOBILEGL_ASYNC_SHADER_COMPILE");
features.AsyncShaderCompileThreads = QueryEnvUint32("MOBILEGL_ASYNC_SHADER_COMPILE_THREADS", 0, 0, 64);
} }
inline void InitBackendType() { inline void InitBackendType() {
+31 -1
View File
@@ -15,6 +15,8 @@
#include <MG_Impl/GLImpl/Texture/ProxyTexture.h> #include <MG_Impl/GLImpl/Texture/ProxyTexture.h>
#include <MG_Impl/GLImpl/Framebuffer/GL_Framebuffer.h> #include <MG_Impl/GLImpl/Framebuffer/GL_Framebuffer.h>
#include <MG_Impl/GLImpl/Sync/GL_Sync.h> #include <MG_Impl/GLImpl/Sync/GL_Sync.h>
#include <MG_Util/Async/ShaderCompilePool.h>
#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
#include <atomic> #include <atomic>
#include <mutex> #include <mutex>
@@ -37,7 +39,12 @@ namespace MobileGL {
if (logLifecycle) { if (logLifecycle) {
MGLOG_I("MobileGL closing..."); MGLOG_I("MobileGL closing...");
} }
glslang::FinalizeProcess(); // First, before anything else is torn down. In-flight compile/link jobs own
// their own inputs and are safe against everything below EXCEPT glslang's
// process globals and the TShader/TProgram objects hanging off pGLContext,
// both of which this function is about to destroy. This is the one
// cancellation path in the whole design that waits.
MG_Util::Async::ShaderCompilePool::Get().StopAndDrain();
// GL syncs die with their contexts, and every context is gone by the // GL syncs die with their contexts, and every context is gone by the
// time full teardown runs: drain the live-sync registry while the // time full teardown runs: drain the live-sync registry while the
// backend function table can still release the backend handles (and // backend function table can still release the backend handles (and
@@ -49,6 +56,16 @@ namespace MobileGL {
MG_State::pEGLContext.reset(); MG_State::pEGLContext.reset();
MG_Impl::GLImpl::TextureImpl::pProxyTextureManager.reset(); MG_Impl::GLImpl::TextureImpl::pProxyTextureManager.reset();
MG_Impl::GLImpl::FramebufferImpl::pDefaultFramebufferInfo.reset(); MG_Impl::GLImpl::FramebufferImpl::pDefaultFramebufferInfo.reset();
// Must run AFTER pGLContext.reset(). FinalizeProcess -> ShFinalize deletes
// glslang's process-wide pool allocator and every cached built-in symbol table,
// while the TShader/TProgram objects owned by the shader and program objects
// still reference levels adopted from those tables. Finalizing first left live
// glslang objects pointing at freed memory for the rest of the teardown.
glslang::FinalizeProcess();
// Immediately after, and never apart from it: FinalizeProcess just deleted the
// built-in symbol tables the prewarm latch stands for, so leaving it set would
// make the next Initialize() skip a prewarm it genuinely needs.
MG_Util::ShaderTranspiler::ShaderCompiler::ResetPrewarmLatch();
MG_Backend::gBackendFunctionsTable = {}; MG_Backend::gBackendFunctionsTable = {};
g_isInitialized = false; g_isInitialized = false;
if (logLifecycle) { if (logLifecycle) {
@@ -76,6 +93,19 @@ namespace MobileGL {
MG_Impl::Init(); MG_Impl::Init();
MGLOG_D("MG_Impl initialized"); MGLOG_D("MG_Impl initialized");
glslang::InitializeProcess(); glslang::InitializeProcess();
// On the GL thread, before any worker can exist. glslang builds its built-in symbol
// tables lazily under a process-wide lock held for the whole build, so without this
// the first concurrent compiles of a shaderpack all serialize behind the very first
// parse and asynchronous compilation looks like it is doing nothing.
//
// Gated on the flag, because the problem it solves only exists when there are
// workers: with compilation synchronous, nothing ever contends for that lock and the
// three throwaway parses buy nothing - they just add to every eglInitialize. Read the
// flag here rather than inside PrewarmBuiltins so ShaderCompiler keeps no dependency
// on the async subsystem (ProgramUtilTest compiles that file without it).
if (MG_Util::Async::AsyncShaderCompileEnabled()) {
MG_Util::ShaderTranspiler::ShaderCompiler::PrewarmBuiltins();
}
MGLOG_D("glslang initialized"); MGLOG_D("glslang initialized");
g_isInitialized = true; g_isInitialized = true;
MGLOG_I("MobileGL initialized"); MGLOG_I("MobileGL initialized");
+82 -9
View File
@@ -145,6 +145,10 @@ namespace MobileGL {
GLenum buffer, GLint drawbuffer, const GLfloat* value); GLenum buffer, GLint drawbuffer, const GLfloat* value);
void (*ClearNamedFramebufferfi)(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, void (*ClearNamedFramebufferfi)(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
void (*ClearNamedFramebufferiv)(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLint* value);
void (*ClearNamedFramebufferuiv)(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLuint* value);
void (*BlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, void (*BlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0,
GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
void (*BlitNamedFramebuffer)(const SharedPtr<MG_State::GLState::FramebufferObject>& readFramebuffer, void (*BlitNamedFramebuffer)(const SharedPtr<MG_State::GLState::FramebufferObject>& readFramebuffer,
@@ -177,15 +181,18 @@ namespace MobileGL {
void (*GetIntegeri_v)(GLenum target, GLuint index, GLint* data); void (*GetIntegeri_v)(GLenum target, GLuint index, GLint* data);
void (*GetInteger64i_v)(GLenum target, GLuint index, GLint64* data); void (*GetInteger64i_v)(GLenum target, GLuint index, GLint64* data);
void (*GetProgramiv)(GLuint program, GLenum pname, GLint* params); void (*GetProgramiv)(GLuint program, GLenum pname, GLint* params);
void (*GetProgramInterfaceiv)(GLuint program, GLenum programInterface, GLenum pname, GLint* params); // The GL program interface (glGetProgramInterfaceiv / glGetProgramResource*) is NOT
GLuint (*GetProgramResourceIndex)(GLuint program, GLenum programInterface, const GLchar* name); // a backend query: it describes the program the application wrote, in the
void (*GetProgramResourceName)(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, // application's namespace, which neither backend program is in. It is answered
GLsizei* length, GLchar* name); // entirely by MG_Impl/GLImpl/Program/ProgramInterface from the frontend reflection.
void (*GetProgramResourceiv)(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, // Takes the block's GL NAME, not glShaderStorageBlockBinding's index. The index
const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params); // the application passes is the frontend interface-query enumeration's, and no
GLint (*GetProgramResourceLocation)(GLuint program, GLenum programInterface, const GLchar* name); // backend shares that index space: DirectVulkan enumerates SPIR-V descriptor
GLint (*GetProgramResourceLocationIndex)(GLuint program, GLenum programInterface, const GLchar* name); // bindings and DirectGLES asks a real driver about SPIRV-Cross-generated ESSL.
void (*ShaderStorageBlockBinding)(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); // The name is the one coordinate all three agree on, so the frontend resolves the
// index against its own enumeration and each backend maps the name to its own.
void (*ShaderStorageBlockBinding)(GLuint program, const GLchar* storageBlockName,
GLuint storageBlockBinding);
// GL fence sync objects. All entries are optional (may be null); the // GL fence sync objects. All entries are optional (may be null); the
// frontend then falls back to always-signaled sync semantics. // frontend then falls back to always-signaled sync semantics.
// FenceSync may itself return null when the backend cannot create a // FenceSync may itself return null when the backend cannot create a
@@ -229,6 +236,22 @@ namespace MobileGL {
// (optional; null = frontend falls back to CPU accounting). // (optional; null = frontend falls back to CPU accounting).
BackendQueryHandle (*BeginXfbPrimitivesQuery)(Bool generated); BackendQueryHandle (*BeginXfbPrimitivesQuery)(Bool generated);
void (*EndXfbPrimitivesQuery)(BackendQueryHandle query); void (*EndXfbPrimitivesQuery)(BackendQueryHandle query);
// Transform feedback capture spans, for backends whose own GL/ES driver
// performs the capture (DirectGLES). Both optional; null means the backend
// drives capture from its draw recording instead (DirectVulkan). End is
// called while the frontend capture state is still active, so the backend
// can still see the capture program and buffer bindings.
// GL_PATCH_VERTICES; ES 3.2 spells it the same way.
void (*PatchParameteri)(GLenum pname, GLint value);
void (*BeginTransformFeedback)(GLenum primitiveMode);
void (*EndTransformFeedback)();
// ARB_transform_feedback2. A backend that leaves these null keeps the single
// implicit capture span the frontend has always modelled; the frontend state
// (paused flag, per-object bindings) is tracked either way.
void (*PauseTransformFeedback)();
void (*ResumeTransformFeedback)();
void (*BindTransformFeedback)(GLuint name);
void (*DeleteTransformFeedback)(GLuint name);
Int64 (*GetGpuTimestampNs)(); // glGetInteger64v(GL_TIMESTAMP); 0 if unsupported Int64 (*GetGpuTimestampNs)(); // glGetInteger64v(GL_TIMESTAMP); 0 if unsupported
}; };
struct GlobalBackendFunctionsTable { struct GlobalBackendFunctionsTable {
@@ -281,6 +304,13 @@ namespace MobileGL {
Int MaxIntegerSamples = 1; Int MaxIntegerSamples = 1;
Int MaxSamples = 1; Int MaxSamples = 1;
Int MaxSampleMaskWords = 1; Int MaxSampleMaskWords = 1;
// Tessellation limits; defaults are the GL 4.0 core minimums.
Int MaxPatchVertices = 32;
Int MaxTessGenLevel = 64;
// GL_MIN/MAX_PROGRAM_TEXTURE_GATHER_OFFSET. Defaults are the GL 4.0 core
// minimums, which every ES 3.1 driver also guarantees.
Int MinProgramTextureGatherOffset = -8;
Int MaxProgramTextureGatherOffset = 7;
Int MaxTextureImageUnits = 32; Int MaxTextureImageUnits = 32;
Int MaxVertexTextureImageUnits = 32; Int MaxVertexTextureImageUnits = 32;
Int MaxComputeTextureImageUnits = 32; Int MaxComputeTextureImageUnits = 32;
@@ -292,6 +322,8 @@ namespace MobileGL {
Int MaxComputeWorkGroupInvocations = 128; Int MaxComputeWorkGroupInvocations = 128;
Int MaxShaderStorageBufferBindings = 8; Int MaxShaderStorageBufferBindings = 8;
Int MaxTextureBufferSize = 65536; Int MaxTextureBufferSize = 65536;
// GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT; 1 means the offset is unconstrained.
Int TextureBufferOffsetAlignment = 1;
Int MaxUniformBufferBindings = 24; Int MaxUniformBufferBindings = 24;
Int MaxUniformBlockSize = 16384; Int MaxUniformBlockSize = 16384;
Int MaxImageUnits = 8; Int MaxImageUnits = 8;
@@ -317,6 +349,47 @@ namespace MobileGL {
Float MaxFragmentInterpolationOffset = 0.4375f; Float MaxFragmentInterpolationOffset = 0.4375f;
Int FragmentInterpolationOffsetBits = 4; Int FragmentInterpolationOffsetBits = 4;
Bool SupportsWideLines = false; Bool SupportsWideLines = false;
// Whether a framebuffer whose depth and stencil attachments are distinct
// images can be rendered to. GL only requires support when both refer to the
// same image and lets an implementation answer GL_FRAMEBUFFER_UNSUPPORTED
// otherwise, which is what DirectVulkan (one combined attachment) and the
// real ES drivers behind DirectGLES both do. Defaults to true so a backend
// that never sets it keeps the permissive behaviour.
Bool SupportsDistinctDepthStencilAttachments = true;
// Whether attaching a single layer of a 3D or array texture to a framebuffer actually
// renders to that layer. DirectGLES hands the layer straight to
// glFramebufferTextureLayer, so it does; DirectVulkan maps a GL layer onto a Vulkan
// array layer with no notion of a 3D depth slice, so it does not yet. Defaults to false
// so a backend that never sets it gets the conservative answer.
// Which layered texture targets this backend can attach ONE layer of to a framebuffer
// and then really clear, render and read back that layer. Bit (1u << TextureTarget) is
// set for each supported target. Deliberately per target rather than one flag: the three
// ways a GL layer maps onto Vulkan are independent capabilities. A 2D or 2D multisample
// array layer IS a VkImage array layer and needs nothing extra; a 3D texture's layer is
// a z slice, which needs a 2D-array-compatible image and a per-slice clear that
// vkCmdClearColorImage cannot express; a cube map array needs an image shape and the
// imageCubeArray feature before it can be attached at any layer at all. Defaults to 0 so
// a backend that never sets it gets the conservative answer.
Uint32 PerLayerFramebufferAttachmentTargets = 0;
static constexpr Uint32 PerLayerFramebufferAttachmentBit(TextureTarget target) {
return (static_cast<Int>(target) >= 0 &&
static_cast<Int>(target) < static_cast<Int>(TextureTarget::TextureTargetCount))
? (1u << static_cast<Uint32>(target))
: 0u;
}
Bool SupportsPerLayerFramebufferAttachment(TextureTarget target) const {
const Uint32 bit = PerLayerFramebufferAttachmentBit(target);
return bit != 0 && (PerLayerFramebufferAttachmentTargets & bit) != 0;
}
// Whether glVertexAttribLFormat / glVertexArrayAttribLFormat can be honoured, i.e.
// whether a 64-bit vertex attribute can actually reach a shader unconverted. Detected,
// never assumed: DirectVulkan needs VkPhysicalDeviceFeatures::shaderFloat64 (the
// attribute travels as its 32-bit word pair, so no VK_FORMAT_R64* is required, but the
// bitcast result is Float64); DirectGLES can never have it, ESSL having no fp64 type at
// all. Defaults to false so a backend that never sets it gets the conservative answer.
Bool SupportsFloat64VertexAttributes = false;
SizeT MaxShaderStorageBlockSize = 128 * 1024 * 1024; SizeT MaxShaderStorageBlockSize = 128 * 1024 * 1024;
Uint32 SubgroupSize = 0; Uint32 SubgroupSize = 0;
Uint32 SubgroupSupportedStages = 0; Uint32 SubgroupSupportedStages = 0;
@@ -18,6 +18,7 @@
#include <MG_Util/Converters/MGToGL/TextureEnumConverter.h> #include <MG_Util/Converters/MGToGL/TextureEnumConverter.h>
#include <MG_Util/Converters/MGToStr/TextureEnumConverter.h> #include <MG_Util/Converters/MGToStr/TextureEnumConverter.h>
#include <MG_Util/Texture/TextureFormatProcessor.h> #include <MG_Util/Texture/TextureFormatProcessor.h>
#include <MG_Util/Async/ShaderCompilePool.h>
#include <Config.h> #include <Config.h>
#include <algorithm> #include <algorithm>
#include <cmath> #include <cmath>
@@ -32,8 +33,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
void ClearGLErrors(const MG_External::GLESFunctionsTable& gl) { void ClearGLErrors(const MG_External::GLESFunctionsTable& gl) {
if (!gl.glGetError) return; if (!gl.glGetError) return;
while (gl.glGetError() != GL_NO_ERROR) { while (gl.glGetError() != GL_NO_ERROR) {}
}
} }
Bool CheckNoGLError(const MG_External::GLESFunctionsTable& gl) { Bool CheckNoGLError(const MG_External::GLESFunctionsTable& gl) {
@@ -77,8 +77,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
} }
Bool IsGLESProbeMultisampleTarget(TextureTarget target) { Bool IsGLESProbeMultisampleTarget(TextureTarget target) {
return target == TextureTarget::Texture2DMultisample || return target == TextureTarget::Texture2DMultisample || target == TextureTarget::Texture2DMultisampleArray;
target == TextureTarget::Texture2DMultisampleArray;
} }
GLenum GetFramebufferAttachment(TextureInternalFormat format) { GLenum GetFramebufferAttachment(TextureInternalFormat format) {
@@ -115,8 +114,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
GLenum normalizedInternalFormat = glFormat; GLenum normalizedInternalFormat = glFormat;
GLenum imageFormat = GL_RGBA; GLenum imageFormat = GL_RGBA;
GLenum imageType = GL_UNSIGNED_BYTE; GLenum imageType = GL_UNSIGNED_BYTE;
MG_Util::TextureFormatProcessor::NormalizePixelFormat( MG_Util::TextureFormatProcessor::NormalizePixelFormat(glFormat, PixelFormatNormalizeOptionBit::None,
glFormat, PixelFormatNormalizeOptionBit::None, &normalizedInternalFormat, &imageFormat, &imageType); &normalizedInternalFormat, &imageFormat, &imageType);
return imageFormat != GL_RED_INTEGER && imageFormat != GL_RG_INTEGER && imageFormat != GL_RGB_INTEGER && return imageFormat != GL_RED_INTEGER && imageFormat != GL_RG_INTEGER && imageFormat != GL_RGB_INTEGER &&
imageFormat != GL_RGBA_INTEGER && !MG_Util::IsDepthFormatInternalFormat(format) && imageFormat != GL_RGBA_INTEGER && !MG_Util::IsDepthFormatInternalFormat(format) &&
!MG_Util::IsStencilFormatInternalFormat(format); !MG_Util::IsStencilFormatInternalFormat(format);
@@ -154,9 +153,9 @@ namespace MobileGL::MG_Backend::DirectGLES {
GLESProbeFormatInfo BuildNativeProbeFormatInfo(GLenum requestedInternalFormat) { GLESProbeFormatInfo BuildNativeProbeFormatInfo(GLenum requestedInternalFormat) {
GLESProbeFormatInfo info; GLESProbeFormatInfo info;
info.InternalFormat = requestedInternalFormat; info.InternalFormat = requestedInternalFormat;
MG_Util::TextureFormatProcessor::NormalizePixelFormat( MG_Util::TextureFormatProcessor::NormalizePixelFormat(requestedInternalFormat,
requestedInternalFormat, PixelFormatNormalizeOptionBit::None, nullptr, &info.ImageFormat, PixelFormatNormalizeOptionBit::None, nullptr,
&info.ImageType); &info.ImageFormat, &info.ImageType);
return info; return info;
} }
@@ -210,6 +209,12 @@ namespace MobileGL::MG_Backend::DirectGLES {
if (options & PixelFormatNormalizeOptionBit::NoDepthComponent32) { if (options & PixelFormatNormalizeOptionBit::NoDepthComponent32) {
reasons.push_back("GL_DEPTH_COMPONENT32 native probe failed on OpenGL ES"); reasons.push_back("GL_DEPTH_COMPONENT32 native probe failed on OpenGL ES");
} }
if (options & PixelFormatNormalizeOptionBit::NoThreeChannelRenderTarget) {
reasons.push_back("no colour-renderable three-channel format on OpenGL ES");
}
if (options & PixelFormatNormalizeOptionBit::NoSnorm16RenderTarget) {
reasons.push_back("EXT_render_snorm not supported");
}
String reason; String reason;
for (SizeT i = 0; i < reasons.size(); ++i) { for (SizeT i = 0; i < reasons.size(); ++i) {
@@ -227,20 +232,16 @@ namespace MobileGL::MG_Backend::DirectGLES {
return MG_Util::ConvertGLEnumToString(internalFormat); return MG_Util::ConvertGLEnumToString(internalFormat);
} }
void LogGLESFormatCaveat(TextureInternalFormat logicalFormat, void LogGLESFormatCaveat(TextureInternalFormat logicalFormat, SizeT targetIndex,
SizeT targetIndex,
const GLESProbeFormatInfo& fallbackInfo) { const GLESProbeFormatInfo& fallbackInfo) {
MGLOG_D("Caveat: %s %s not fully supported. Reason: %s. Fallback: %s", MGLOG_D("Caveat: %s %s not fully supported. Reason: %s. Fallback: %s",
GetFormatCapabilityTargetName(targetIndex).c_str(), GetFormatCapabilityTargetName(targetIndex).c_str(),
MG_Util::ConvertTextureInternalFormatToString(logicalFormat).c_str(), MG_Util::ConvertTextureInternalFormatToString(logicalFormat).c_str(), fallbackInfo.Reason.c_str(),
fallbackInfo.Reason.c_str(),
ConvertFallbackInternalFormatToString(fallbackInfo.InternalFormat).c_str()); ConvertFallbackInternalFormatToString(fallbackInfo.InternalFormat).c_str());
} }
Bool BuildFallbackProbeFormatInfo(GLenum requestedInternalFormat, Bool BuildFallbackProbeFormatInfo(GLenum requestedInternalFormat, Flags<PixelFormatNormalizeOptionBit> options,
Flags<PixelFormatNormalizeOptionBit> options, Bool forced, GLESProbeFormatInfo& outInfo) {
Bool forced,
GLESProbeFormatInfo& outInfo) {
const Flags<PixelFormatNormalizeOptionBit> applicableOptions = const Flags<PixelFormatNormalizeOptionBit> applicableOptions =
MG_Util::TextureFormatProcessor::GetApplicablePixelFormatNormalizeOptions(requestedInternalFormat, MG_Util::TextureFormatProcessor::GetApplicablePixelFormatNormalizeOptions(requestedInternalFormat,
options); options);
@@ -255,8 +256,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
return outInfo.InternalFormat != GL_UNKNOWN_MGL; return outInfo.InternalFormat != GL_UNKNOWN_MGL;
} }
FormatCapabilityFlags BuildTextureCapsFromProbe(TextureInternalFormat logicalFormat, FormatCapabilityFlags BuildTextureCapsFromProbe(TextureInternalFormat logicalFormat, TextureTarget target,
TextureTarget target,
Bool renderable) { Bool renderable) {
FormatCapabilityFlags caps = GetTextureFeatureCaps(logicalFormat, target); FormatCapabilityFlags caps = GetTextureFeatureCaps(logicalFormat, target);
if (renderable) { if (renderable) {
@@ -270,16 +270,12 @@ namespace MobileGL::MG_Backend::DirectGLES {
return caps; return caps;
} }
void AddFullFormatCaps(FormatCapabilityCache& cache, void AddFullFormatCaps(FormatCapabilityCache& cache, SizeT targetIndex, SizeT formatIndex,
SizeT targetIndex,
SizeT formatIndex,
FormatCapabilityFlags caps) { FormatCapabilityFlags caps) {
cache.FullCaps[targetIndex][formatIndex] |= caps; cache.FullCaps[targetIndex][formatIndex] |= caps;
} }
Bool AddCaveatFormatCaps(FormatCapabilityCache& cache, Bool AddCaveatFormatCaps(FormatCapabilityCache& cache, SizeT targetIndex, SizeT formatIndex,
SizeT targetIndex,
SizeT formatIndex,
FormatCapabilityFlags caps) { FormatCapabilityFlags caps) {
Bool added = false; Bool added = false;
for (FormatCapability capability : kReportedFormatCapabilities) { for (FormatCapability capability : kReportedFormatCapabilities) {
@@ -293,8 +289,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
} }
Int GetGLESFormatMaxSamples(const MG_External::GLESCapabilities& capabilities, Int GetGLESFormatMaxSamples(const MG_External::GLESCapabilities& capabilities,
TextureInternalFormat logicalFormat, TextureInternalFormat logicalFormat, GLenum imageFormat) {
GLenum imageFormat) {
const Bool isDepth = MG_Util::IsDepthFormatInternalFormat(logicalFormat); const Bool isDepth = MG_Util::IsDepthFormatInternalFormat(logicalFormat);
const Bool isStencil = MG_Util::IsStencilFormatInternalFormat(logicalFormat); const Bool isStencil = MG_Util::IsStencilFormatInternalFormat(logicalFormat);
const Bool isInteger = imageFormat == GL_RED_INTEGER || imageFormat == GL_RG_INTEGER || const Bool isInteger = imageFormat == GL_RED_INTEGER || imageFormat == GL_RG_INTEGER ||
@@ -308,10 +303,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
return capabilities.MaxColorTextureSamples; return capabilities.MaxColorTextureSamples;
} }
Bool ProbeFramebufferCompletenessForTexture(const MG_External::GLESFunctionsTable& gl, Bool ProbeFramebufferCompletenessForTexture(const MG_External::GLESFunctionsTable& gl, TextureTarget target,
TextureTarget target, GLuint texture, TextureInternalFormat format) {
GLuint texture,
TextureInternalFormat format) {
GLuint framebuffer = 0; GLuint framebuffer = 0;
GLint prevFramebuffer = 0; GLint prevFramebuffer = 0;
if (!gl.glGenFramebuffers || !gl.glBindFramebuffer || !gl.glCheckFramebufferStatus || if (!gl.glGenFramebuffers || !gl.glBindFramebuffer || !gl.glCheckFramebufferStatus ||
@@ -357,9 +350,44 @@ namespace MobileGL::MG_Backend::DirectGLES {
return complete; return complete;
} }
Bool ProbeFramebufferCompletenessForRenderbuffer(const MG_External::GLESFunctionsTable& gl, // Whether the driver renders to a framebuffer whose depth and stencil come from
GLuint renderbuffer, // two different renderbuffers. GL only requires support when both attachments are
TextureInternalFormat format) { // the same image, and ES drivers commonly answer GL_FRAMEBUFFER_UNSUPPORTED here;
// reporting COMPLETE from the frontend and then rendering into a framebuffer the
// driver refuses leaves the results silently empty.
Bool ProbeDistinctDepthStencilAttachments(const MG_External::GLESFunctionsTable& gl) {
if (!gl.glGenFramebuffers || !gl.glBindFramebuffer || !gl.glFramebufferRenderbuffer ||
!gl.glCheckFramebufferStatus || !gl.glDeleteFramebuffers || !gl.glGenRenderbuffers ||
!gl.glBindRenderbuffer || !gl.glRenderbufferStorage || !gl.glDeleteRenderbuffers) {
return true;
}
GLint prevFramebuffer = 0, prevRenderbuffer = 0;
gl.glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFramebuffer);
gl.glGetIntegerv(GL_RENDERBUFFER_BINDING, &prevRenderbuffer);
GLuint framebuffer = 0;
GLuint renderbuffers[2] = {0, 0};
gl.glGenFramebuffers(1, &framebuffer);
gl.glGenRenderbuffers(2, renderbuffers);
gl.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[0]);
gl.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 4, 4);
gl.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[1]);
gl.glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, 4, 4);
gl.glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
gl.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffers[0]);
gl.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffers[1]);
const Bool supported = gl.glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
gl.glBindFramebuffer(GL_FRAMEBUFFER, static_cast<GLuint>(prevFramebuffer));
gl.glBindRenderbuffer(GL_RENDERBUFFER, static_cast<GLuint>(prevRenderbuffer));
gl.glDeleteFramebuffers(1, &framebuffer);
gl.glDeleteRenderbuffers(2, renderbuffers);
return supported;
}
Bool ProbeFramebufferCompletenessForRenderbuffer(const MG_External::GLESFunctionsTable& gl, GLuint renderbuffer,
TextureInternalFormat format) {
GLuint framebuffer = 0; GLuint framebuffer = 0;
GLint prevFramebuffer = 0; GLint prevFramebuffer = 0;
if (!gl.glGenFramebuffers || !gl.glBindFramebuffer || !gl.glFramebufferRenderbuffer || if (!gl.glGenFramebuffers || !gl.glBindFramebuffer || !gl.glFramebufferRenderbuffer ||
@@ -426,16 +454,16 @@ namespace MobileGL::MG_Backend::DirectGLES {
} }
break; break;
case TextureTarget::Texture3D: case TextureTarget::Texture3D:
gl.glTexImage3D(glTarget, 0, static_cast<GLint>(internalFormat), 2, 2, 2, 0, imageFormat, gl.glTexImage3D(glTarget, 0, static_cast<GLint>(internalFormat), 2, 2, 2, 0, imageFormat, imageType,
imageType, nullptr); nullptr);
break; break;
case TextureTarget::Texture2DArray: case TextureTarget::Texture2DArray:
gl.glTexImage3D(glTarget, 0, static_cast<GLint>(internalFormat), 2, 2, 1, 0, imageFormat, gl.glTexImage3D(glTarget, 0, static_cast<GLint>(internalFormat), 2, 2, 1, 0, imageFormat, imageType,
imageType, nullptr); nullptr);
break; break;
case TextureTarget::TextureCubeMapArray: case TextureTarget::TextureCubeMapArray:
gl.glTexImage3D(glTarget, 0, static_cast<GLint>(internalFormat), 2, 2, 6, 0, imageFormat, gl.glTexImage3D(glTarget, 0, static_cast<GLint>(internalFormat), 2, 2, 6, 0, imageFormat, imageType,
imageType, nullptr); nullptr);
break; break;
default: default:
break; break;
@@ -456,11 +484,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
return created; return created;
} }
Bool ProbeRenderbuffer(const MG_External::GLESFunctionsTable& gl, Bool ProbeRenderbuffer(const MG_External::GLESFunctionsTable& gl, GLenum internalFormat,
GLenum internalFormat, TextureInternalFormat logicalFormat, Bool multisample, Int samples) {
TextureInternalFormat logicalFormat,
Bool multisample,
Int samples) {
if (!gl.glGenRenderbuffers || !gl.glBindRenderbuffer || !gl.glDeleteRenderbuffers) { if (!gl.glGenRenderbuffers || !gl.glBindRenderbuffer || !gl.glDeleteRenderbuffers) {
return false; return false;
} }
@@ -482,17 +507,16 @@ namespace MobileGL::MG_Backend::DirectGLES {
gl.glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, 1, 1); gl.glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, 1, 1);
} }
const Bool created = CheckNoGLError(gl); const Bool created = CheckNoGLError(gl);
const Bool complete = created && ProbeFramebufferCompletenessForRenderbuffer(gl, renderbuffer, logicalFormat); const Bool complete =
created && ProbeFramebufferCompletenessForRenderbuffer(gl, renderbuffer, logicalFormat);
gl.glBindRenderbuffer(GL_RENDERBUFFER, static_cast<GLuint>(prevRenderbuffer)); gl.glBindRenderbuffer(GL_RENDERBUFFER, static_cast<GLuint>(prevRenderbuffer));
gl.glDeleteRenderbuffers(1, &renderbuffer); gl.glDeleteRenderbuffers(1, &renderbuffer);
ClearGLErrors(gl); ClearGLErrors(gl);
return complete; return complete;
} }
Vector<Int> ProbeRenderbufferSampleCounts(const MG_External::GLESFunctionsTable& gl, Vector<Int> ProbeRenderbufferSampleCounts(const MG_External::GLESFunctionsTable& gl, GLenum internalFormat,
GLenum internalFormat, TextureInternalFormat logicalFormat, Int maxSamples) {
TextureInternalFormat logicalFormat,
Int maxSamples) {
Vector<Int> sampleCounts; Vector<Int> sampleCounts;
for (Int samples = std::max(maxSamples, 1); samples > 1; samples >>= 1) { for (Int samples = std::max(maxSamples, 1); samples > 1; samples >>= 1) {
if (ProbeRenderbuffer(gl, internalFormat, logicalFormat, true, samples)) { if (ProbeRenderbuffer(gl, internalFormat, logicalFormat, true, samples)) {
@@ -520,20 +544,84 @@ namespace MobileGL::MG_Backend::DirectGLES {
} }
const GLESProbeFormatInfo nativeInfo = BuildNativeProbeFormatInfo(requestedInternalFormat); const GLESProbeFormatInfo nativeInfo = BuildNativeProbeFormatInfo(requestedInternalFormat);
GLESProbeFormatInfo fallbackInfo; GLESProbeFormatInfo outerFallbackInfo;
const Bool hasForcedFallback = const Bool outerHasForcedFallback =
BuildFallbackProbeFormatInfo(requestedInternalFormat, forcedOptions, true, fallbackInfo); BuildFallbackProbeFormatInfo(requestedInternalFormat, forcedOptions, true, outerFallbackInfo);
if (!hasForcedFallback) { if (!outerHasForcedFallback) {
BuildFallbackProbeFormatInfo(requestedInternalFormat, driverOptions, false, fallbackInfo); BuildFallbackProbeFormatInfo(requestedInternalFormat, driverOptions, false, outerFallbackInfo);
} }
for (SizeT targetIndex = 0; targetIndex < kFormatCapabilityTextureTargetCount; ++targetIndex) { for (SizeT targetIndex = 0; targetIndex < kFormatCapabilityTextureTargetCount; ++targetIndex) {
const auto target = static_cast<TextureTarget>(targetIndex); const auto target = static_cast<TextureTarget>(targetIndex);
// Colour-attachable targets need a colour-renderable fallback; the ordinary
// fallback for a three-channel format is another three-channel one, which ES
// accepts as a texture but never as an attachment. Recompute the fallback per
// target so those formats get widened where the target demands it.
const Flags<PixelFormatNormalizeOptionBit> renderTargetOptions =
TextureImpl::GetRenderTargetNormalizeOptions(capabilities, targetIndex);
// Multisample storage has no three-channel form on ES at all, so its widening
// is unconditional and skips the native probe (which cannot succeed). Every
// other target keeps the widening on the DRIVER branch, behind the native
// probe: `shouldProbeFallback = !nativeCreated || !nativeRenderable` below is
// what makes the substitution conditional on the driver actually refusing, so
// a driver that does render to a three-channel image keeps allocating it byte
// for byte. That is a per-format runtime answer, NOT a desktop-vs-device
// split: llvmpipe renders to GL_RGB16F but refuses GL_RGB8_SNORM, GL_SRGB8,
// GL_RGB32F and the RGB integer formats, so the CI driver widens those eight
// too. Re-run the retrace fixtures and the glcts suites on any change here.
const Bool widenUnconditionally = IsGLESProbeMultisampleTarget(target);
GLESProbeFormatInfo fallbackInfo = outerFallbackInfo;
Bool hasForcedFallback = outerHasForcedFallback;
if (renderTargetOptions) {
// Folded into the forced options only when a forced fallback already
// applies, so the render-target bits never *create* one: ANGLE's forced
// GL_RGB8_SNORM -> GL_RGB16F is still three-channel and still needs
// widening, but a non-ANGLE driver must not lose its native probe.
const Flags<PixelFormatNormalizeOptionBit> forcedProbeOptions =
(outerHasForcedFallback || widenUnconditionally) ? forcedOptions | renderTargetOptions
: forcedOptions;
hasForcedFallback =
BuildFallbackProbeFormatInfo(requestedInternalFormat, forcedProbeOptions, true,
fallbackInfo);
if (!hasForcedFallback) {
BuildFallbackProbeFormatInfo(requestedInternalFormat,
driverOptions | renderTargetOptions, false, fallbackInfo);
}
// HONEST STATUS OF THE FORCED PATH. A forced fallback is only ever built
// for ANGLE (GetForcedPixelFormatNormalizeOptions returns nothing for any
// other renderer), and it SKIPS the native probe entirely - the widened
// format is asserted rather than measured on this device. That assertion
// is validated on exactly one configuration, the android-angle retrace
// golden; it is NOT covered by the headless llvmpipe suites, which take
// the driver branch below and prove nothing about ANGLE's answers. So log
// the choice at INFO rather than the usual MGLOG_D caveat: on any other
// ANGLE device the device report is the only evidence there is of which
// storage format the image really got. Once per format on the ordinary 2D
// target - repeating it for all ten targets would bury the report.
if (hasForcedFallback && target == TextureTarget::Texture2D &&
(MG_Util::TextureFormatProcessor::GetApplicablePixelFormatNormalizeOptions(
requestedInternalFormat, renderTargetOptions) &
PixelFormatNormalizeOptionBit::NoThreeChannelRenderTarget)) {
MGLOG_I("Three-channel widening (FORCED path, no native probe): %s stored as %s. "
"Reason: %s. Device-validated on the android-angle golden only.",
MG_Util::ConvertTextureInternalFormatToString(logicalFormat).c_str(),
ConvertFallbackInternalFormatToString(fallbackInfo.InternalFormat).c_str(),
fallbackInfo.Reason.c_str());
}
}
// 1D, 1D-array and rectangle textures live on an ES target (see
// TextureImpl::MapToBackendTextureTarget), so they have to be probed there too -
// probing the desktop-only target itself always failed, which left those slots
// of the cache empty and stopped any fallback format from being selected for
// them (a GL_DEPTH_COMPONENT32 1D texture then got no storage at all).
const TextureTarget probeTarget = TextureImpl::MapToBackendTextureTarget(target);
Bool shouldProbeFallback = hasForcedFallback; Bool shouldProbeFallback = hasForcedFallback;
if (!hasForcedFallback) { if (!hasForcedFallback) {
Bool nativeRenderable = false; Bool nativeRenderable = false;
const Bool nativeCreated = const Bool nativeCreated =
ProbeTexture(gl, target, nativeInfo.InternalFormat, nativeInfo.ImageFormat, ProbeTexture(gl, probeTarget, nativeInfo.InternalFormat, nativeInfo.ImageFormat,
nativeInfo.ImageType, logicalFormat, &nativeRenderable); nativeInfo.ImageType, logicalFormat, &nativeRenderable);
if (nativeCreated) { if (nativeCreated) {
AddFullFormatCaps(cache, targetIndex, formatIndex, AddFullFormatCaps(cache, targetIndex, formatIndex,
@@ -548,12 +636,12 @@ namespace MobileGL::MG_Backend::DirectGLES {
if (shouldProbeFallback && fallbackInfo.InternalFormat != GL_UNKNOWN_MGL) { if (shouldProbeFallback && fallbackInfo.InternalFormat != GL_UNKNOWN_MGL) {
Bool fallbackRenderable = false; Bool fallbackRenderable = false;
const Bool fallbackCreated = const Bool fallbackCreated =
ProbeTexture(gl, target, fallbackInfo.InternalFormat, fallbackInfo.ImageFormat, ProbeTexture(gl, probeTarget, fallbackInfo.InternalFormat, fallbackInfo.ImageFormat,
fallbackInfo.ImageType, logicalFormat, &fallbackRenderable); fallbackInfo.ImageType, logicalFormat, &fallbackRenderable);
if (fallbackCreated) { if (fallbackCreated) {
if (AddCaveatFormatCaps(cache, targetIndex, formatIndex, if (AddCaveatFormatCaps(
BuildTextureCapsFromProbe(logicalFormat, target, cache, targetIndex, formatIndex,
fallbackRenderable))) { BuildTextureCapsFromProbe(logicalFormat, target, fallbackRenderable))) {
LogGLESFormatCaveat(logicalFormat, targetIndex, fallbackInfo); LogGLESFormatCaveat(logicalFormat, targetIndex, fallbackInfo);
} }
if (IsGLESProbeMultisampleTarget(target)) { if (IsGLESProbeMultisampleTarget(target)) {
@@ -564,8 +652,26 @@ namespace MobileGL::MG_Backend::DirectGLES {
} }
const SizeT renderbufferTargetIndex = GetRenderbufferFormatCapabilityTargetIndex(); const SizeT renderbufferTargetIndex = GetRenderbufferFormatCapabilityTargetIndex();
Bool shouldProbeFallbackRenderbuffer = hasForcedFallback; // A renderbuffer exists only to be attached, so it needs the same three-channel
if (!hasForcedFallback) { // widening the colour-attachable texture targets get - and on the same terms: the
// native storage is probed first, so a driver that renders to it keeps it.
const Flags<PixelFormatNormalizeOptionBit> renderbufferOptions =
TextureImpl::GetRenderTargetNormalizeOptions(capabilities, renderbufferTargetIndex);
GLESProbeFormatInfo renderbufferFallbackInfo = outerFallbackInfo;
Bool renderbufferHasForcedFallback = outerHasForcedFallback;
if (renderbufferOptions) {
const Flags<PixelFormatNormalizeOptionBit> forcedProbeOptions =
outerHasForcedFallback ? forcedOptions | renderbufferOptions : forcedOptions;
renderbufferHasForcedFallback = BuildFallbackProbeFormatInfo(
requestedInternalFormat, forcedProbeOptions, true, renderbufferFallbackInfo);
if (!renderbufferHasForcedFallback) {
BuildFallbackProbeFormatInfo(requestedInternalFormat, driverOptions | renderbufferOptions,
false, renderbufferFallbackInfo);
}
}
Bool shouldProbeFallbackRenderbuffer = renderbufferHasForcedFallback;
if (!renderbufferHasForcedFallback) {
const Bool nativeRenderbufferComplete = const Bool nativeRenderbufferComplete =
ProbeRenderbuffer(gl, nativeInfo.InternalFormat, logicalFormat, false, 1); ProbeRenderbuffer(gl, nativeInfo.InternalFormat, logicalFormat, false, 1);
if (nativeRenderbufferComplete) { if (nativeRenderbufferComplete) {
@@ -579,16 +685,16 @@ namespace MobileGL::MG_Backend::DirectGLES {
shouldProbeFallbackRenderbuffer = true; shouldProbeFallbackRenderbuffer = true;
} }
} }
if (shouldProbeFallbackRenderbuffer && fallbackInfo.InternalFormat != GL_UNKNOWN_MGL && if (shouldProbeFallbackRenderbuffer && renderbufferFallbackInfo.InternalFormat != GL_UNKNOWN_MGL &&
ProbeRenderbuffer(gl, fallbackInfo.InternalFormat, logicalFormat, false, 1)) { ProbeRenderbuffer(gl, renderbufferFallbackInfo.InternalFormat, logicalFormat, false, 1)) {
if (AddCaveatFormatCaps(cache, renderbufferTargetIndex, formatIndex, if (AddCaveatFormatCaps(cache, renderbufferTargetIndex, formatIndex,
GetRenderbufferFeatureCaps(logicalFormat))) { GetRenderbufferFeatureCaps(logicalFormat))) {
LogGLESFormatCaveat(logicalFormat, renderbufferTargetIndex, fallbackInfo); LogGLESFormatCaveat(logicalFormat, renderbufferTargetIndex, renderbufferFallbackInfo);
} }
const Int maxSamples = const Int maxSamples =
GetGLESFormatMaxSamples(capabilities, logicalFormat, fallbackInfo.ImageFormat); GetGLESFormatMaxSamples(capabilities, logicalFormat, renderbufferFallbackInfo.ImageFormat);
cache.SampleCounts[renderbufferTargetIndex][formatIndex] = cache.SampleCounts[renderbufferTargetIndex][formatIndex] = ProbeRenderbufferSampleCounts(
ProbeRenderbufferSampleCounts(gl, fallbackInfo.InternalFormat, logicalFormat, maxSamples); gl, renderbufferFallbackInfo.InternalFormat, logicalFormat, maxSamples);
} }
} }
} }
@@ -604,7 +710,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
.ExtraVendor = Nullopt, // Extra vendor .ExtraVendor = Nullopt, // Extra vendor
.RendererGLInfo = .RendererGLInfo =
{ {
.TargetGLVersion = {3, 3, 0}, // GL target version .TargetGLVersion = {4, 0, 0}, // GL target version
.TargetGLSLVersion = {4, 6, 0}, // Target Shading Language Version .TargetGLSLVersion = {4, 6, 0}, // Target Shading Language Version
// Baseline advertisement (no timer queries / anisotropy yet); reconciled // Baseline advertisement (no timer queries / anisotropy yet); reconciled
// once the ES capabilities exist, see UpdateAdvertisedCapabilityExtensions. // once the ES capabilities exist, see UpdateAdvertisedCapabilityExtensions.
@@ -635,8 +741,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
} // namespace } // namespace
void PopulateFormatCapabilities(const MG_External::GLESFunctionsTable& gl, void PopulateFormatCapabilities(const MG_External::GLESFunctionsTable& gl,
const MG_External::GLESCapabilities& capabilities, const MG_External::GLESCapabilities& capabilities, FormatCapabilityCache& cache) {
FormatCapabilityCache& cache) {
PopulateFormatCapabilitiesImpl(gl, capabilities, cache); PopulateFormatCapabilitiesImpl(gl, capabilities, cache);
} }
@@ -700,10 +805,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
return false; return false;
} }
if ((handle.Backend != WindowBackend::Android && if ((handle.Backend != WindowBackend::Android && handle.Backend != WindowBackend::X11 &&
handle.Backend != WindowBackend::X11 && handle.Backend != WindowBackend::MetalLayer && handle.Backend != WindowBackend::Win32) ||
handle.Backend != WindowBackend::MetalLayer &&
handle.Backend != WindowBackend::Win32) ||
!handle.Handle) { !handle.Handle) {
MGLOG_E("DirectGLES backend only supports Android, X11, CAMetalLayer, and Win32 native windows"); MGLOG_E("DirectGLES backend only supports Android, X11, CAMetalLayer, and Win32 native windows");
return false; return false;
@@ -822,17 +925,41 @@ namespace MobileGL::MG_Backend::DirectGLES {
} }
Vector<GLExtension> BuildAdvertisedExtensions(Bool timerQueriesSupported, Bool anisotropicFilteringSupported) { Vector<GLExtension> BuildAdvertisedExtensions(Bool timerQueriesSupported, Bool anisotropicFilteringSupported) {
Vector<GLExtension> extensions = {V_OpenGL30, V_OpenGL31, V_OpenGL32, Vector<GLExtension> extensions = {
V_OpenGL33, E_GL_ARB_draw_buffers_blend, E_GL_ARB_compute_shader, V_OpenGL30, V_OpenGL31, V_OpenGL32, V_OpenGL33, V_OpenGL40, E_GL_ARB_draw_buffers_blend,
E_GL_ARB_shader_storage_buffer_object, E_GL_ARB_shader_image_load_store, E_GL_ARB_compute_shader, E_GL_ARB_shader_storage_buffer_object, E_GL_ARB_shader_image_load_store,
E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object, E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object, E_GL_EXT_framebuffer_object,
E_GL_EXT_framebuffer_object, E_GL_ARB_depth_texture, E_GL_ARB_buffer_storage, E_GL_ARB_depth_texture, E_GL_ARB_buffer_storage, E_GL_ARB_texture_storage,
E_GL_ARB_texture_storage, E_GL_ARB_texture_storage_multisample, E_GL_ARB_texture_storage_multisample, E_GL_ARB_clear_texture, E_GL_ARB_direct_state_access,
E_GL_ARB_clear_texture, E_GL_ARB_direct_state_access, E_GL_ARB_multi_draw_indirect, E_GL_ARB_indirect_parameters, E_GL_ARB_shader_draw_parameters,
E_GL_ARB_multi_draw_indirect, E_GL_ARB_indirect_parameters, E_GL_ARB_gpu_shader5, E_GL_ARB_multi_bind, E_GL_ARB_shading_language_420pack,
E_GL_ARB_shader_draw_parameters, E_GL_ARB_gpu_shader5, E_GL_ARB_multi_bind, E_GL_ARB_vertex_attrib_binding,
E_GL_ARB_shading_language_420pack, E_GL_ARB_vertex_attrib_binding, // Both are core from GL 3.2/3.3 on and implemented here for
E_GL_ARB_shader_image_size}; // every advertised version, but an app targeting 3.0/3.1
// only reaches them through the extension string - the CTS
// 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,
// 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.
E_GL_ARB_get_program_binary};
// GL_KHR_parallel_shader_compile is MobileGL's own capability, not the host ES
// driver's: the compiler threads are MobileGL's, and glCompileShader/glLinkProgram
// are serviced entirely inside the frontend. Whether the device driver advertises
// the string is irrelevant here (the POST reports it separately, for the day the
// driver-side link is what gets parallelised).
//
// Gated on the async flag deliberately, and this is the whole reason the gate
// exists. Advertising the string is the one part of asynchronous compilation that a
// recorded trace can never cover: Iris and Sodium change their SUBMISSION SCHEDULE
// the moment they see it - they enqueue whole pipeline batches and poll
// GL_COMPLETION_STATUS_KHR instead of compiling one program at a time - so
// MOBILEGL_ASYNC_SHADER_COMPILE=0 has to withdraw the application-visible behaviour
// change as well as the threading, or the kill switch would only be half a switch.
if (MG_Util::Async::AsyncShaderCompileEnabled()) {
extensions.push_back(E_GL_KHR_parallel_shader_compile);
}
// Only advertised when the device driver actually has usable timer queries // Only advertised when the device driver actually has usable timer queries
// (GL_EXT_disjoint_timer_query plus its entry points) and the // (GL_EXT_disjoint_timer_query plus its entry points) and the
// MOBILEGL_DISABLE_TIMERQUERY escape hatch is off. // MOBILEGL_DISABLE_TIMERQUERY escape hatch is off.
@@ -893,12 +1020,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
funcsTable.GL.GetIntegeri_v = GetIntegeri_v; funcsTable.GL.GetIntegeri_v = GetIntegeri_v;
funcsTable.GL.GetInteger64i_v = GetInteger64i_v; funcsTable.GL.GetInteger64i_v = GetInteger64i_v;
funcsTable.GL.GetProgramiv = GetProgramiv; funcsTable.GL.GetProgramiv = GetProgramiv;
funcsTable.GL.GetProgramInterfaceiv = GetProgramInterfaceiv;
funcsTable.GL.GetProgramResourceIndex = GetProgramResourceIndex;
funcsTable.GL.GetProgramResourceName = GetProgramResourceName;
funcsTable.GL.GetProgramResourceiv = GetProgramResourceiv;
funcsTable.GL.GetProgramResourceLocation = GetProgramResourceLocation;
funcsTable.GL.GetProgramResourceLocationIndex = GetProgramResourceLocationIndex;
funcsTable.GL.ShaderStorageBlockBinding = ShaderStorageBlockBinding; funcsTable.GL.ShaderStorageBlockBinding = ShaderStorageBlockBinding;
funcsTable.GL.Clear = Clear; funcsTable.GL.Clear = Clear;
funcsTable.GL.ClearBufferfi = ClearBufferfi; funcsTable.GL.ClearBufferfi = ClearBufferfi;
@@ -906,6 +1027,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
funcsTable.GL.ClearBufferuiv = ClearBufferuiv; funcsTable.GL.ClearBufferuiv = ClearBufferuiv;
funcsTable.GL.ClearBufferiv = ClearBufferiv; funcsTable.GL.ClearBufferiv = ClearBufferiv;
funcsTable.GL.ClearNamedFramebufferfv = ClearNamedFramebufferfv; funcsTable.GL.ClearNamedFramebufferfv = ClearNamedFramebufferfv;
funcsTable.GL.ClearNamedFramebufferiv = ClearNamedFramebufferiv;
funcsTable.GL.ClearNamedFramebufferuiv = ClearNamedFramebufferuiv;
funcsTable.GL.ClearNamedFramebufferfi = ClearNamedFramebufferfi; funcsTable.GL.ClearNamedFramebufferfi = ClearNamedFramebufferfi;
funcsTable.GL.BlitFramebuffer = BlitFramebuffer; funcsTable.GL.BlitFramebuffer = BlitFramebuffer;
funcsTable.GL.BlitNamedFramebuffer = BlitNamedFramebuffer; funcsTable.GL.BlitNamedFramebuffer = BlitNamedFramebuffer;
@@ -942,9 +1065,23 @@ namespace MobileGL::MG_Backend::DirectGLES {
// when the timer-query group above is disabled. // when the timer-query group above is disabled.
funcsTable.GL.BeginOcclusionQuery = BeginOcclusionQuery; funcsTable.GL.BeginOcclusionQuery = BeginOcclusionQuery;
funcsTable.GL.EndOcclusionQuery = EndOcclusionQuery; funcsTable.GL.EndOcclusionQuery = EndOcclusionQuery;
// Real driver primitive counters: the frontend's CPU accounting cannot see a
// geometry shader's amplification.
funcsTable.GL.BeginXfbPrimitivesQuery = BeginXfbPrimitivesQuery;
funcsTable.GL.EndXfbPrimitivesQuery = EndXfbPrimitivesQuery;
funcsTable.GL.IsQueryResultAvailable = IsQueryResultAvailable; funcsTable.GL.IsQueryResultAvailable = IsQueryResultAvailable;
funcsTable.GL.GetQueryResult64 = GetQueryResult64; funcsTable.GL.GetQueryResult64 = GetQueryResult64;
funcsTable.GL.DeleteBackendQuery = DeleteBackendQuery; funcsTable.GL.DeleteBackendQuery = DeleteBackendQuery;
// Transform feedback is captured by the real ES driver rather than
// reconstructed from the draw recording, so the frontend has to hand the
// span boundaries over.
funcsTable.GL.PatchParameteri = DirectGLES::PatchParameteri;
funcsTable.GL.BeginTransformFeedback = XfbImpl::BeginTransformFeedback;
funcsTable.GL.EndTransformFeedback = XfbImpl::EndTransformFeedback;
funcsTable.GL.PauseTransformFeedback = XfbImpl::PauseTransformFeedback;
funcsTable.GL.ResumeTransformFeedback = XfbImpl::ResumeTransformFeedback;
funcsTable.GL.BindTransformFeedback = XfbImpl::BindTransformFeedback;
funcsTable.GL.DeleteTransformFeedback = XfbImpl::DeleteTransformFeedback;
funcsTableInitialized = true; funcsTableInitialized = true;
} }
return funcsTable; return funcsTable;
@@ -954,8 +1091,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
return m_dynamicParameters; return m_dynamicParameters;
} }
void BackendObject_DirectGLES::ApplyGLESCapabilitiesForTesting( void BackendObject_DirectGLES::ApplyGLESCapabilitiesForTesting(const MG_External::GLESCapabilities& capabilities) {
const MG_External::GLESCapabilities& capabilities) {
m_GLESCapabilities = capabilities; m_GLESCapabilities = capabilities;
UpdateDynamicBackendParameters(); UpdateDynamicBackendParameters();
} }
@@ -985,6 +1121,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
m_dynamicParameters.MaxIntegerSamples = m_GLESCapabilities.MaxIntegerSamples; m_dynamicParameters.MaxIntegerSamples = m_GLESCapabilities.MaxIntegerSamples;
m_dynamicParameters.MaxSamples = m_GLESCapabilities.MaxSamples; m_dynamicParameters.MaxSamples = m_GLESCapabilities.MaxSamples;
m_dynamicParameters.MaxSampleMaskWords = m_GLESCapabilities.MaxSampleMaskWords; m_dynamicParameters.MaxSampleMaskWords = m_GLESCapabilities.MaxSampleMaskWords;
m_dynamicParameters.MaxPatchVertices = m_GLESCapabilities.MaxPatchVertices;
m_dynamicParameters.MaxTessGenLevel = m_GLESCapabilities.MaxTessGenLevel;
m_dynamicParameters.MinProgramTextureGatherOffset = m_GLESCapabilities.MinProgramTextureGatherOffset;
m_dynamicParameters.MaxProgramTextureGatherOffset = m_GLESCapabilities.MaxProgramTextureGatherOffset;
// Clamp the advertised sampler limits the same way the DirectVulkan backend does: per-stage // Clamp the advertised sampler limits the same way the DirectVulkan backend does: per-stage
// GL_MAX_TEXTURE_IMAGE_UNITS must never exceed host-side fixed arrays sized off it (e.g. // GL_MAX_TEXTURE_IMAGE_UNITS must never exceed host-side fixed arrays sized off it (e.g.
// Minecraft's 128-entry Blaze3D GlStateManager.TEXTURES[], iterated by Iris), and the combined // Minecraft's 128-entry Blaze3D GlStateManager.TEXTURES[], iterated by Iris), and the combined
@@ -1012,10 +1152,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
m_dynamicParameters.MaxComputeWorkGroupInvocations = m_GLESCapabilities.MaxComputeWorkGroupInvocations; m_dynamicParameters.MaxComputeWorkGroupInvocations = m_GLESCapabilities.MaxComputeWorkGroupInvocations;
m_dynamicParameters.MaxShaderStorageBufferBindings = m_GLESCapabilities.MaxShaderStorageBufferBindings; m_dynamicParameters.MaxShaderStorageBufferBindings = m_GLESCapabilities.MaxShaderStorageBufferBindings;
m_dynamicParameters.MaxTextureBufferSize = m_GLESCapabilities.MaxTextureBufferSize; m_dynamicParameters.MaxTextureBufferSize = m_GLESCapabilities.MaxTextureBufferSize;
m_dynamicParameters.TextureBufferOffsetAlignment = m_GLESCapabilities.TextureBufferOffsetAlignment;
m_dynamicParameters.MaxUniformBufferBindings = m_GLESCapabilities.MaxUniformBufferBindings; m_dynamicParameters.MaxUniformBufferBindings = m_GLESCapabilities.MaxUniformBufferBindings;
m_dynamicParameters.MaxUniformBlockSize = m_GLESCapabilities.MaxUniformBlockSize; m_dynamicParameters.MaxUniformBlockSize = m_GLESCapabilities.MaxUniformBlockSize;
const Int maxSupportedTextureUnits = const Int maxSupportedTextureUnits = static_cast<Int>(MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
static_cast<Int>(MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
m_dynamicParameters.MaxImageUnits = m_dynamicParameters.MaxImageUnits =
std::max(std::min(m_GLESCapabilities.MaxImageUnits, maxSupportedTextureUnits), 0); std::max(std::min(m_GLESCapabilities.MaxImageUnits, maxSupportedTextureUnits), 0);
m_dynamicParameters.MaxCombinedImageUniforms = std::max(m_GLESCapabilities.MaxCombinedImageUniforms, 0); m_dynamicParameters.MaxCombinedImageUniforms = std::max(m_GLESCapabilities.MaxCombinedImageUniforms, 0);
@@ -1023,14 +1163,40 @@ namespace MobileGL::MG_Backend::DirectGLES {
return std::min({std::max(stageLimit, 0), m_dynamicParameters.MaxImageUnits, return std::min({std::max(stageLimit, 0), m_dynamicParameters.MaxImageUnits,
m_dynamicParameters.MaxCombinedImageUniforms}); m_dynamicParameters.MaxCombinedImageUniforms});
}; };
m_dynamicParameters.MaxVertexImageUniforms = m_dynamicParameters.MaxVertexImageUniforms = clampStageImageUniforms(m_GLESCapabilities.MaxVertexImageUniforms);
clampStageImageUniforms(m_GLESCapabilities.MaxVertexImageUniforms);
m_dynamicParameters.MaxGeometryImageUniforms = m_dynamicParameters.MaxGeometryImageUniforms =
clampStageImageUniforms(m_GLESCapabilities.MaxGeometryImageUniforms); clampStageImageUniforms(m_GLESCapabilities.MaxGeometryImageUniforms);
m_dynamicParameters.MaxFragmentImageUniforms = m_dynamicParameters.MaxFragmentImageUniforms =
clampStageImageUniforms(m_GLESCapabilities.MaxFragmentImageUniforms); clampStageImageUniforms(m_GLESCapabilities.MaxFragmentImageUniforms);
m_dynamicParameters.MaxComputeImageUniforms = m_dynamicParameters.MaxComputeImageUniforms =
clampStageImageUniforms(m_GLESCapabilities.MaxComputeImageUniforms); clampStageImageUniforms(m_GLESCapabilities.MaxComputeImageUniforms);
m_dynamicParameters.SupportsDistinctDepthStencilAttachments =
ProbeDistinctDepthStencilAttachments(DirectGLES::g_GLESFuncs);
// SyncAttachmentObject routes a layered upload target to glFramebufferTextureLayer with the
// attachment's layer passed through, so this backend really does render to the layer it was
// given - provided the driver resolved the entry point at all.
// SyncAttachmentObject (Managers.cpp, the glFramebufferTextureLayer branch) routes exactly
// five upload targets to glFramebufferTextureLayer with the attachment's layer passed
// through, so this backend really does render to the layer it was given - provided the driver
// resolved the entry point at all. The cube map array is the one target that also needs
// ES-level support before it has any storage to attach.
m_dynamicParameters.PerLayerFramebufferAttachmentTargets = 0;
if (DirectGLES::g_GLESFuncs.glFramebufferTextureLayer != nullptr) {
using DynParams = MG_Backend::DynamicBackendParameters;
m_dynamicParameters.PerLayerFramebufferAttachmentTargets |=
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture3D) |
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture1DArray) |
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture2DArray) |
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture2DMultisampleArray);
if (m_GLESCapabilities.SupportsTextureCubeMapArray) {
m_dynamicParameters.PerLayerFramebufferAttachmentTargets |=
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::TextureCubeMapArray);
}
}
// Not a driver question and never will be: OpenGL ES has no double-precision vertex format
// and ESSL has no fp64 type to consume one with, so a 64-bit vertex attribute has nowhere to
// land on this backend regardless of what the driver underneath happens to support.
m_dynamicParameters.SupportsFloat64VertexAttributes = false;
m_dynamicParameters.MaxDrawBuffers = m_GLESCapabilities.MaxDrawBuffers; m_dynamicParameters.MaxDrawBuffers = m_GLESCapabilities.MaxDrawBuffers;
m_dynamicParameters.MaxColorAttachments = m_GLESCapabilities.MaxColorAttachments; m_dynamicParameters.MaxColorAttachments = m_GLESCapabilities.MaxColorAttachments;
m_dynamicParameters.MaxClipDistances = m_GLESCapabilities.MaxClipDistances; m_dynamicParameters.MaxClipDistances = m_GLESCapabilities.MaxClipDistances;
@@ -1052,8 +1218,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
const Float requiredMaxOffset = const Float requiredMaxOffset =
0.5f - std::ldexp(1.0f, -m_GLESCapabilities.FragmentInterpolationOffsetBits); 0.5f - std::ldexp(1.0f, -m_GLESCapabilities.FragmentInterpolationOffsetBits);
if (m_GLESCapabilities.MaxFragmentInterpolationOffset >= requiredMaxOffset) { if (m_GLESCapabilities.MaxFragmentInterpolationOffset >= requiredMaxOffset) {
m_dynamicParameters.MaxFragmentInterpolationOffset = m_dynamicParameters.MaxFragmentInterpolationOffset = m_GLESCapabilities.MaxFragmentInterpolationOffset;
m_GLESCapabilities.MaxFragmentInterpolationOffset;
m_dynamicParameters.FragmentInterpolationOffsetBits = m_dynamicParameters.FragmentInterpolationOffsetBits =
m_GLESCapabilities.FragmentInterpolationOffsetBits; m_GLESCapabilities.FragmentInterpolationOffsetBits;
} }
@@ -1062,9 +1227,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
m_GLESCapabilities.AliasedLineWidthRangeMax > 1.0f || m_GLESCapabilities.SmoothLineWidthRangeMax > 1.0f; m_GLESCapabilities.AliasedLineWidthRangeMax > 1.0f || m_GLESCapabilities.SmoothLineWidthRangeMax > 1.0f;
const auto containsAny = [](const String& haystack, std::initializer_list<const char*> needles) { const auto containsAny = [](const String& haystack, std::initializer_list<const char*> needles) {
return std::any_of(needles.begin(), needles.end(), [&](const char* needle) { return std::any_of(needles.begin(), needles.end(),
return haystack.find(needle) != String::npos; [&](const char* needle) { return haystack.find(needle) != String::npos; });
});
}; };
const String vendorAndRenderer = const String vendorAndRenderer =
m_GLESCapabilities.GLESVendorString + " " + m_GLESCapabilities.GLESRendererString; m_GLESCapabilities.GLESVendorString + " " + m_GLESCapabilities.GLESRendererString;
File diff suppressed because it is too large Load Diff
+58 -9
View File
@@ -59,6 +59,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
GLenum buffer, GLint drawbuffer, const GLfloat* value); GLenum buffer, GLint drawbuffer, const GLfloat* value);
void ClearNamedFramebufferfi(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, void ClearNamedFramebufferfi(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
void ClearNamedFramebufferiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLint* value);
void ClearNamedFramebufferuiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLuint* value);
void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1,
GLint dstY1, GLbitfield mask, GLenum filter); GLint dstY1, GLbitfield mask, GLenum filter);
void BlitNamedFramebuffer(const SharedPtr<MG_State::GLState::FramebufferObject>& readFramebuffer, void BlitNamedFramebuffer(const SharedPtr<MG_State::GLState::FramebufferObject>& readFramebuffer,
@@ -88,15 +92,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
void GetIntegeri_v(GLenum target, GLuint index, GLint* data); void GetIntegeri_v(GLenum target, GLuint index, GLint* data);
void GetInteger64i_v(GLenum target, GLuint index, GLint64* data); void GetInteger64i_v(GLenum target, GLuint index, GLint64* data);
void GetProgramiv(GLuint program, GLenum pname, GLint* params); void GetProgramiv(GLuint program, GLenum pname, GLint* params);
void GetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint* params); void ShaderStorageBlockBinding(GLuint program, const GLchar* storageBlockName, GLuint storageBlockBinding);
GLuint GetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar* name);
void GetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length,
GLchar* name);
void GetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount,
const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params);
GLint GetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar* name);
GLint GetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar* name);
void ShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
Bool InitWindowSurface(NativeWindowType window); Bool InitWindowSurface(NativeWindowType window);
Bool InitPbufferSurface(EGLint width, EGLint height); Bool InitPbufferSurface(EGLint width, EGLint height);
Bool MakeCurrent(); Bool MakeCurrent();
@@ -135,6 +131,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
// flow through GetQueryResult64/DeleteBackendQuery like the timer queries above. // flow through GetQueryResult64/DeleteBackendQuery like the timer queries above.
BackendQueryHandle BeginOcclusionQuery(); BackendQueryHandle BeginOcclusionQuery();
void EndOcclusionQuery(BackendQueryHandle query); void EndOcclusionQuery(BackendQueryHandle query);
// GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN / GL_PRIMITIVES_GENERATED, also core ES
// (GL_PRIMITIVES_GENERATED from ES 3.2 on). Null when the target is unavailable, in
// which case the frontend falls back to counting primitives from the draw calls.
BackendQueryHandle BeginXfbPrimitivesQuery(Bool generated);
void EndXfbPrimitivesQuery(BackendQueryHandle query);
Bool IsQueryResultAvailable(BackendQueryHandle query); Bool IsQueryResultAvailable(BackendQueryHandle query);
// Returns true when a final value landed in *outNanoseconds (a zero for // Returns true when a final value landed in *outNanoseconds (a zero for
// null or stale-generation handles IS final: the frontend may cache it // null or stale-generation handles IS final: the frontend may cache it
@@ -151,6 +152,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
// A buffer retired during frame N is safe to recycle once CompletedFrameSerial() >= N. // A buffer retired during frame N is safe to recycle once CompletedFrameSerial() >= N.
Uint64 CurrentFrameSerial(); Uint64 CurrentFrameSerial();
Uint64 CompletedFrameSerial(); Uint64 CompletedFrameSerial();
// Block (up to timeoutNs) until the given frame serial provably retired on the
// GPU, using the per-frame fence ring. False when no usable fence covers the
// serial (fence-less context, foreign thread, or the slot was recycled);
// completion state is untouched in that case.
Bool WaitForFrameSerialCompleted(Uint64 serial, Uint64 timeoutNs);
// Applies (or defers until the window surface exists) the app-requested // Applies (or defers until the window surface exists) the app-requested
// eglSwapInterval on the native EGL surface. // eglSwapInterval on the native EGL surface.
void SetSwapInterval(Int interval); void SetSwapInterval(Int interval);
@@ -159,6 +165,49 @@ namespace MobileGL::MG_Backend::DirectGLES {
void SetGLESCapabilities(const MG_External::GLESCapabilities& capabilities); void SetGLESCapabilities(const MG_External::GLESCapabilities& capabilities);
void DestroyEGLContext(); void DestroyEGLContext();
// Transform feedback capture spans, performed by the real ES driver. The
// capture set is declared on the backend program at link time; the driver-side
// begin is deferred to the first draw of the span (ES needs the capturing
// program current and the capture buffers bound), and the end also mirrors the
// captured bytes back into the frontend buffer shadows.
void PatchParameteri(GLenum pname, GLint value);
namespace XfbImpl {
Bool AreTransformFeedbacksSupported();
// True while a capture span is open on the current transform feedback object
// (frontend Begin seen and not paused), whether or not the deferred driver-side
// Begin has been issued yet. Draw paths that would restructure the primitive
// stream, or that need to dispatch compute mid-draw, decline while it is set.
Bool IsCaptureSpanOpen();
void BeginTransformFeedback(GLenum primitiveMode);
void EndTransformFeedback();
void PauseTransformFeedback();
void ResumeTransformFeedback();
void BindTransformFeedback(GLuint name);
void DeleteTransformFeedback(GLuint name);
void OnBackendContextDestroyed();
} // namespace XfbImpl
namespace RenderStateImpl {
// Pushes the frontend's render-state block to the ES driver, diffed against what was
// last pushed.
//
// `forColorClear` names the CALLER, and the only thing it changes is the colour write
// mask handed to the driver. A draw into a colour attachment the backend widened from
// three channels to four gets that buffer's alpha channel masked OFF, so nothing can
// move the stored alpha away from the 1.0 the application's three-channel format
// implies (see FramebufferImpl::g_alphaWidenedDrawBufferMask). A CLEAR is how that 1.0
// gets there in the first place, so it must be allowed to write alpha - hence the flag
// rather than an unconditional doctoring. It is part of the sync memo, so a clear
// followed by a draw re-pushes the mask instead of early-outing on an unchanged
// frontend version.
//
// The application's own colour mask is never modified: glGet(GL_COLOR_WRITEMASK)
// answers from the frontend state, which this function only reads.
void SyncRenderState(Bool forColorClear = false);
void InvalidateSyncedRenderState();
} // namespace RenderStateImpl
extern MG_External::EGLFunctionsTable g_EGLFuncs; extern MG_External::EGLFunctionsTable g_EGLFuncs;
extern MG_External::GLESFunctionsTable g_GLESFuncs; extern MG_External::GLESFunctionsTable g_GLESFuncs;
extern MG_External::GLESCapabilities g_GLESCapabilities; extern MG_External::GLESCapabilities g_GLESCapabilities;
File diff suppressed because it is too large Load Diff
+493 -47
View File
@@ -21,45 +21,126 @@ namespace MobileGL::MG_Backend::DirectGLES {
String EmulateBaseInstanceInVertexShader(String source, GLenum shaderType); String EmulateBaseInstanceInVertexShader(String source, GLenum shaderType);
String PromoteDrawParameterGlobalsToUniforms(String source, GLenum shaderType); String PromoteDrawParameterGlobalsToUniforms(String source, GLenum shaderType);
// True once the process has entered exit(): past that point the EGL library and
// the driver may already be unloaded, so a backend twin's destructor must not
// call into g_GLESFuncs (the observed crash is a jump through an unmapped driver
// pointer from __run_exit_handlers) nor touch statics in other TUs (cross-TU
// destruction order is unspecified). Deliberate leak: the process is exiting and
// the driver reclaims GPU objects. The flag is set by a std::atexit handler that
// EnsureProcessTeardownSentinel() registers lazily on first registry use - by
// then every static everywhere has finished constructing, so this handler is
// guaranteed to run BEFORE any static destructor (atexit is LIFO). A destructor
// hook on the registry itself was tried first and is WRONG: tests and cache
// resets destroy temporary registry instances mid-run, which would latch the
// flag while the process is very much alive.
Bool InProcessTeardown();
void EnsureProcessTeardownSentinel();
// Which optional pieces of state a draw needs synchronized before it is issued.
// Index/indirect buffer syncs and the instancing-related work are skipped for
// draws that provably cannot read them.
enum class DrawSyncBit : Uint32 {
None = 0,
IndexBuffer = 1 << 0,
IndirectBuffer = 1 << 1,
Instancing = 1 << 2
};
// Deliberately the shared Flags<> rather than hand-written operators for this enum:
// a namespace-local operator| here would hide MobileGL::operator|(Bit, Bit) from
// every other scoped-enum flag set used inside this namespace.
using DrawSyncFlags = Flags<DrawSyncBit>;
// The GL-defined indirect command layouts, byte-identical to what the driver reads
// out of a GL_DRAW_INDIRECT_BUFFER. Also the staging layout the multi-draw emulation
// synthesizes commands into.
struct DrawElementsIndirectCommand {
Uint32 count = 0;
Uint32 instanceCount = 0;
Uint32 firstIndex = 0;
Int32 baseVertex = 0;
Uint32 baseInstance = 0;
};
struct DrawArraysIndirectCommand {
Uint32 count = 0;
Uint32 instanceCount = 0;
Uint32 first = 0;
Uint32 baseInstance = 0;
};
// Brings the whole draw-relevant frontend state onto the native ES context and binds
// the program; every GL draw entry point calls it exactly once before issuing draws.
void PrepareForDraw(DrawSyncFlags syncBits);
// 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.
void SetCurrentBaseInstance(Uint32 baseInstance);
void SetCurrentDrawID(Uint32 drawId);
// 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();
template <typename StateObject, typename BackendObject> template <typename StateObject, typename BackendObject>
class StateBackendObjectRegistry { class StateBackendObjectRegistry {
public: public:
using StatePtr = SharedPtr<StateObject>; using StatePtr = SharedPtr<StateObject>;
using StateWeakPtr = std::weak_ptr<StateObject>; using StateWeakPtr = std::weak_ptr<StateObject>;
using BackendPtr = SharedPtr<BackendObject>; using BackendPtr = SharedPtr<BackendObject>;
using BackendMap = UnorderedMap<StateObject*, BackendPtr>;
using StateRefMap = UnorderedMap<StateObject*, StateWeakPtr>; // The backend twin and the weak reference that decides whether the raw key still
// names the state object the twin was built for. Both live in one entry: a
// separate liveness map answered nothing the backend probe had not already found
// and cost a second hash lookup on every Find, which the draw path runs ~10 times.
struct Entry {
BackendPtr backend;
StateWeakPtr stateRef;
};
using BackendMap = UnorderedMap<StateObject*, Entry>;
using iterator = typename BackendMap::iterator; using iterator = typename BackendMap::iterator;
using const_iterator = typename BackendMap::const_iterator; using const_iterator = typename BackendMap::const_iterator;
BackendPtr& GetOrCreate(const StatePtr& stateObj) { BackendPtr& GetOrCreate(const StatePtr& stateObj) {
MOBILEGL_ASSERT(stateObj != nullptr, "State object must not be null"); MOBILEGL_ASSERT(stateObj != nullptr, "State object must not be null");
auto* key = stateObj.get(); // Twin creation is the moment a driver-owned id starts needing a guarded
auto trackedStateIt = m_stateRefs.find(key); // destructor; cold path, so the once-guard costs nothing per draw.
if (trackedStateIt != m_stateRefs.end() && trackedStateIt->second.expired()) { EnsureProcessTeardownSentinel();
EraseByKey(key); auto& entry = m_entries[stateObj.get()];
if (entry.stateRef.expired()) {
// The previous owner of this address is gone and the allocator handed it
// to a new object: its twin describes ids the new state object never made.
entry.backend.reset();
} }
m_stateRefs[key] = stateObj; entry.stateRef = stateObj;
return m_backendObjects[key]; return entry.backend;
} }
iterator find(StateObject* stateObj) { // Null when no live state object owns this key. The result points into the map, so
if (!IsAlive(stateObj)) { // it stays valid only until the next GetOrCreate/Find/CollectGarbage on this registry.
EraseByKey(stateObj); BackendPtr* Find(StateObject* stateObj) {
return m_backendObjects.end(); const auto entryIt = m_entries.find(stateObj);
if (entryIt == m_entries.end()) {
return nullptr;
} }
return m_backendObjects.find(stateObj); if (entryIt->second.stateRef.expired()) {
m_entries.erase(entryIt);
return nullptr;
}
return &entryIt->second.backend;
} }
const_iterator find(StateObject* stateObj) const { const BackendPtr* Find(StateObject* stateObj) const {
return const_cast<StateBackendObjectRegistry*>(this)->find(stateObj); return const_cast<StateBackendObjectRegistry*>(this)->Find(stateObj);
} }
iterator begin() { return m_backendObjects.begin(); } iterator begin() { return m_entries.begin(); }
const_iterator begin() const { return m_backendObjects.begin(); } const_iterator begin() const { return m_entries.begin(); }
iterator end() { return m_backendObjects.end(); } iterator end() { return m_entries.end(); }
const_iterator end() const { return m_backendObjects.end(); } const_iterator end() const { return m_entries.end(); }
void CollectGarbageIfNeeded() { void CollectGarbageIfNeeded() {
++m_gcTick; ++m_gcTick;
@@ -73,19 +154,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
void CollectGarbageNow() { CollectGarbage(); } void CollectGarbageNow() { CollectGarbage(); }
private: private:
bool IsAlive(StateObject* stateObj) const {
const auto trackedStateIt = m_stateRefs.find(stateObj);
if (trackedStateIt == m_stateRefs.end()) {
return false;
}
return !trackedStateIt->second.expired();
}
void EraseByKey(StateObject* stateObj) {
m_stateRefs.erase(stateObj);
m_backendObjects.erase(stateObj);
}
void CollectGarbage() { void CollectGarbage() {
if (m_isCollecting) { if (m_isCollecting) {
return; return;
@@ -94,16 +162,15 @@ namespace MobileGL::MG_Backend::DirectGLES {
m_isCollecting = true; m_isCollecting = true;
Vector<StateObject*> staleKeys; Vector<StateObject*> staleKeys;
staleKeys.reserve(m_stateRefs.size()); staleKeys.reserve(m_entries.size());
for (const auto& [stateKey, stateWeakRef] : m_stateRefs) { for (const auto& [stateKey, entry] : m_entries) {
if (stateWeakRef.expired()) { if (entry.stateRef.expired()) {
staleKeys.push_back(stateKey); staleKeys.push_back(stateKey);
} }
} }
for (auto* stateKey : staleKeys) { for (auto* stateKey : staleKeys) {
m_stateRefs.erase(stateKey); m_entries.erase(stateKey);
m_backendObjects.erase(stateKey);
} }
m_isCollecting = false; m_isCollecting = false;
@@ -111,8 +178,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
private: private:
static constexpr Uint32 kGCInterval = 1024; static constexpr Uint32 kGCInterval = 1024;
StateRefMap m_stateRefs; BackendMap m_entries;
BackendMap m_backendObjects;
Uint32 m_gcTick = 0; Uint32 m_gcTick = 0;
Bool m_isCollecting = false; Bool m_isCollecting = false;
}; };
@@ -120,6 +186,43 @@ namespace MobileGL::MG_Backend::DirectGLES {
namespace BufferImpl { namespace BufferImpl {
const GLenum TempBufferTarget = GL_ARRAY_BUFFER; const GLenum TempBufferTarget = GL_ARRAY_BUFFER;
// --- Buffer-mutation epoch -------------------------------------------------
// Manager-wide monotonic counter: it moves whenever ANY buffer resource may
// have gone from draw-clean to dirty. Draw-path memos read it once per pass
// (CurrentBufferMutationEpoch, acquire), re-run their IsBufferDrawClean
// probes only when it moved, and stamp the PRE-pass value after a pass in
// which every probe came up clean - so a concurrent bump lands strictly
// after the stamped value and forces a re-probe on the next pass no matter
// how the probe interleaved with the mutation. Conservative-correct: a bump
// never skips work, it only re-runs the probes once.
//
// Every clean->dirty transition path bumps it (BumpBufferMutationEpoch,
// release, AFTER the mutation lands so an acquire reader that still sees
// the old epoch cannot have missed the mutation):
// * the frontend BufferBackendOps table - Respecify, SubData,
// FlushMappedRange, AcquirePersistentMap, ReadbackFromGpu, OnDestroy -
// which every frontend change-serial bump and every pending-range
// queueing reaches while ops are registered (upload, orphan/respecify,
// map flush/unmap writeback, persistent-map adoption, delete/pooling);
// * backend-initiated shadow writebacks that bump the frontend change
// serial without an op: transform-feedback capture readback
// (XfbImpl::ReadbackCapturedRanges and the scatter path) and every
// pack-PBO WritebackFromBackend site (glReadPixels/glGetTexImage);
// * RegisterBufferBackendOps/UnregisterBufferBackendOps - while ops are
// unregistered, frontend writes advance serials silently, so both edges
// of that window re-open every memo;
// * OnBackendContextDestroyed - the buffer context generation moved, so
// every previously clean resource is invalid.
// NOT bumped (cleanliness provably unchanged): MarkGpuWritten (the backend
// copy is authoritative; IsBufferDrawClean does not consult it),
// NotifyContentWrite on a GPU-resident buffer (persistent-mapped resources
// are clean by construction), and EnsureBufferResource itself (it only
// repairs toward clean). A non-persistent map (draws on it are GL errors
// the frontend rejects) sets IsMapped without an op; persistent maps reach
// AcquirePersistentMap or (FLUSH_EXPLICIT) publish only via FlushMappedRange.
Uint64 CurrentBufferMutationEpoch();
void BumpBufferMutationEpoch();
// The DirectGLES storage behind one frontend buffer. Owned (refcounted) by // The DirectGLES storage behind one frontend buffer. Owned (refcounted) by
// the frontend BufferObject; immediate BufferBackendOps keep it current, so // the frontend BufferObject; immediate BufferBackendOps keep it current, so
// draw-time "sync" reduces to ensuring the storage exists. // draw-time "sync" reduces to ensuring the storage exists.
@@ -145,6 +248,12 @@ namespace MobileGL::MG_Backend::DirectGLES {
Bool pendingRespecify = false; Bool pendingRespecify = false;
VecRange1D pendingRanges; VecRange1D pendingRanges;
std::mutex pendingMutex; std::mutex pendingMutex;
// Buffer-mutation epoch (see CurrentBufferMutationEpoch) at which this
// resource last probed IsBufferDrawClean == true, 0 = never (epochs start
// at 1). Written only on the draw thread; per-draw resource consumers
// (the UBO binding walk) skip the probe while their pre-pass epoch read
// matches, exactly like the per-VAO memo stamps.
Uint64 drawCleanEpoch = 0;
// Zero-copy coherent persistent map (EXT_buffer_storage): the GL store is // Zero-copy coherent persistent map (EXT_buffer_storage): the GL store is
// immutable, persistently+coherently mapped, and persistentPtr is what the app // immutable, persistently+coherently mapped, and persistentPtr is what the app
// (and the frontend PipeResource) write into directly. While set, draw-time // (and the frontend PipeResource) write into directly. While set, draw-time
@@ -170,6 +279,17 @@ namespace MobileGL::MG_Backend::DirectGLES {
GLESBufferResource* EnsureBufferResource(const SharedPtr<MG_State::GLState::BufferObject>& bufferObject); GLESBufferResource* EnsureBufferResource(const SharedPtr<MG_State::GLState::BufferObject>& bufferObject);
// Existing resource or nullptr; performs no GL calls. // Existing resource or nullptr; performs no GL calls.
GLESBufferResource* GetBufferResource(MG_State::GLState::BufferObject* bufferObject); GLESBufferResource* GetBufferResource(MG_State::GLState::BufferObject* bufferObject);
// True when EnsureBufferResource(frontend) would provably fall straight through
// every branch and do no work — i.e. `resource` is still the frontend's own
// resource, its id belongs to the live ES context, and either it is the
// zero-copy coherent persistent store (draw-time sync is a no-op by design) or
// the storage is initialized at the right size with no pending ops and a synced
// change serial while the buffer is not mapped (an active map may owe a
// per-draw persistent-range push, so it always takes the full path).
// `frontend` must be non-null and alive; the caller guarantees that by holding
// (or shadowing something that holds) a SharedPtr to it. Enables the per-VAO
// resolved-buffers memo to skip EnsureBufferResource on clean static buffers.
Bool IsBufferDrawClean(const MG_State::GLState::BufferObject* frontend, const GLESBufferResource* resource);
// Deletes GL buffers whose owning frontend objects died (possibly on a // Deletes GL buffers whose owning frontend objects died (possibly on a
// thread without a current ES context). Called from draw-time sync. // thread without a current ES context). Called from draw-time sync.
@@ -255,33 +375,104 @@ namespace MobileGL::MG_Backend::DirectGLES {
Uint GetBackendVertexArrayId() const { return m_backendVAOId; } Uint GetBackendVertexArrayId() const { return m_backendVAOId; }
void Bind() const; void Bind() const;
// Draw-path memo of SyncNeccessaryBuffers' attribute walk for this VAO: the
// distinct enabled-attribute buffers (deduped) and the index buffer, resolved
// to their backend resources once. Valid while the VAO's config version is
// unchanged — every attach/enable/disable/format mutation bumps it (the same
// invariant SyncToBackend's gate already leans on), and the VAO's attribute
// SharedPtrs pin each memoed frontend buffer for exactly that long, so the raw
// pointers cannot dangle on a hit. Per-buffer cleanliness is NOT memoed here:
// each hit re-checks IsBufferDrawClean (resource identity, context generation,
// pending ops, change serial) and falls back to EnsureBufferResource for just
// the dirty entries via their attribute index. The IBO entry is keyed on the
// slot's bound-object identity instead (its slot version is a wrapping Uint16
// and is not covered by the config version).
struct ResolvedDrawBuffers {
struct Entry {
MG_State::GLState::BufferObject* frontend = nullptr;
BufferImpl::GLESBufferResource* resource = nullptr;
Uint8 attribIndex = 0;
};
Bool valid = false;
Uint32 configVersion = 0;
Uint count = 0;
Array<Entry, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS> entries;
MG_State::GLState::BufferObject* iboFrontend = nullptr;
BufferImpl::GLESBufferResource* iboResource = nullptr;
// Buffer-mutation epoch (BufferImpl::CurrentBufferMutationEpoch) at which
// the LAST probe pass found every entry / the IBO clean; 0 = not stamped
// (epochs start at 1). While a stamp matches the pre-pass epoch read, the
// probes are skipped outright: any path that can dirty ANY buffer bumps
// the epoch (the exhaustive site list lives at the epoch declaration).
// The IBO stamp is only trusted together with the bound-object identity
// compare - the VAO's index slot can rebind with no epoch or config move.
Uint64 vboCleanEpoch = 0;
Uint64 iboCleanEpoch = 0;
};
ResolvedDrawBuffers& GetResolvedDrawBuffersMemo() { return m_resolvedDrawBuffers; }
// Memo for SyncCurrentVertexAttributeValues: which of a program's ACTIVE
// attribute locations lack an enabled array in this VAO (those read the
// context's current generic value instead of a buffer). Keyed on the VAO
// config version (enable/disable bumps it) and the program's active-location
// mask. Hosted per twin — the former function-static single entry missed on
// every draw once the app cycled VAOs, re-reading the cold attribute slots.
struct PendingAttribValueMask {
Bool valid = false;
Uint32 configVersion = 0;
Uint32 activeMask = 0;
Uint32 pendingMask = 0;
};
PendingAttribValueMask& GetPendingAttribValueMaskMemo() { return m_pendingAttribValueMask; }
private: private:
ResolvedDrawBuffers m_resolvedDrawBuffers;
PendingAttribValueMask m_pendingAttribValueMask;
Uint m_backendVAOId = 0; Uint m_backendVAOId = 0;
Array<Uint, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS> m_clientAttributeBufferIds; Array<Uint, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS> m_clientAttributeBufferIds;
Bool m_isInitialized = false; Bool m_isInitialized = false;
Uint16 m_syncedIndexBufferVersion = 0; Uint16 m_syncedIndexBufferVersion = 0;
// Aggregate gate over the per-attribute walk below: the frontend bumps its config
// version on every per-attribute version bump (the three Bump*Version functions are
// its only writers), so an unchanged config version proves every per-attribute
// compare in SyncToBackend would come up clean. The index-buffer slot has its own
// version and is NOT covered. The Bool (not a sentinel value) marks "never synced".
Bool m_hasSyncedConfigVersion = false;
Uint32 m_syncedConfigVersion = 0;
Array<MG_State::GLState::VertexAttributeVersion, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS> Array<MG_State::GLState::VertexAttributeVersion, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS>
m_syncedAttributeVersions; m_syncedAttributeVersions;
}; };
extern StateBackendObjectRegistry<MG_State::GLState::VertexArrayObject, BackendVertexArrayObject> extern StateBackendObjectRegistry<MG_State::GLState::VertexArrayObject, BackendVertexArrayObject>
g_backendVertexArrayObjects; g_backendVertexArrayObjects;
// Shadowed glBindVertexArray: every backend VAO bind goes through here so a
// draw's second bind of the same VAO (SyncToBackend, then PrepareForDraw's
// re-bind) reaches the driver once. Invalidate whenever the ES context is
// replaced - ids restart and the resting binding is 0 again.
void BindBackendVAOId(Uint id);
void InvalidateVAOBindingCache();
// ES resets the binding to 0 when the currently bound VAO is deleted.
void NoteVAOIdDeleted(Uint id);
} // namespace VertexArrayImpl } // namespace VertexArrayImpl
namespace TextureImpl { namespace TextureImpl {
inline Bool IsSupportedTextureTarget(TextureTarget target) { inline Bool IsSupportedTextureTarget(TextureTarget target) {
// Rectangle textures need non-normalized sampling ES cannot express; everything else is // Every desktop-only target is stored on an ES one; see MapToBackendTextureTarget.
// either native or emulated (1D -> 2D with height 1, 1D array -> 2D array, see (void)target;
// MapToBackendTextureTarget). SPIRV-Cross already emits the matching ESSL samplers and return true;
// coordinate padding for 1D/1D-array shaders.
return target != TextureTarget::TextureRectangle;
} }
// ES has no 1D targets: 1D textures are stored as 2D (height 1) and 1D arrays as 2D arrays // ES has none of the desktop-only targets: 1D textures are stored as 2D (height 1), 1D
// (height 1, layers in depth). Must match SPIRV-Cross's ES 1D-as-2D shader emulation. // arrays as 2D arrays (height 1, layers in depth), and rectangle textures as plain 2D -
// they are single-level and already clamp, so only the non-normalized coordinates differ.
// Must match the shader-side emulation: SPIRV-Cross handles 1D/1D-array itself, and
// ShaderCompiler::LowerRectImages rewrites rectangle images (declining any module
// whose lookups are not integer-coordinate, which SPIRV-Cross then still rejects).
inline TextureTarget MapToBackendTextureTarget(TextureTarget target) { inline TextureTarget MapToBackendTextureTarget(TextureTarget target) {
switch (target) { switch (target) {
case TextureTarget::Texture1D: case TextureTarget::Texture1D:
case TextureTarget::TextureRectangle:
return TextureTarget::Texture2D; return TextureTarget::Texture2D;
case TextureTarget::Texture1DArray: case TextureTarget::Texture1DArray:
return TextureTarget::Texture2DArray; return TextureTarget::Texture2DArray;
@@ -297,6 +488,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
inline GLenum ConvertTextureUploadTargetToBackendGLEnum(TextureUploadTarget uploadTarget) { inline GLenum ConvertTextureUploadTargetToBackendGLEnum(TextureUploadTarget uploadTarget) {
switch (uploadTarget) { switch (uploadTarget) {
case TextureUploadTarget::Texture1D: case TextureUploadTarget::Texture1D:
case TextureUploadTarget::TextureRectangle:
return GL_TEXTURE_2D; return GL_TEXTURE_2D;
case TextureUploadTarget::Texture1DArray: case TextureUploadTarget::Texture1DArray:
return GL_TEXTURE_2D_ARRAY; return GL_TEXTURE_2D_ARRAY;
@@ -323,6 +515,25 @@ namespace MobileGL::MG_Backend::DirectGLES {
return target == TextureTarget::Texture3D || target == TextureTarget::TextureCubeMap; return target == TextureTarget::Texture3D || target == TextureTarget::TextureCubeMap;
} }
// Components per texel the frontend format's client data carries, for the three-channel
// formats that can be widened to a four-channel colour-renderable target; 0 for everything
// else. See PrepareChannelWidenedUpload.
Uint GetWidenableClientComponentCount(TextureInternalFormat format);
// True when a widenable format's components are integer rather than normalized, which is
// what decides the synthetic alpha's value: GL_RGB8I and GL_RGB8_SNORM are both uploaded
// as GL_BYTE, but their 1.0 is 1 and 0x7F respectively.
Bool IsIntegerWidenableFormat(TextureInternalFormat format);
// Repacks three-component client data as four components with an alpha of 1.0 in
// `uploadType`, for a format the backend widened to keep a colour attachment renderable.
// Returns `data` untouched when no widening applies. Pure CPU and context-free so a unit
// test can exercise the exact packing the driver is handed; `widenedData` is the caller's
// scratch buffer and has to outlive the returned pointer.
const void* PrepareChannelWidenedUpload(Uint componentCount, const IntVec3& texelSize, const void* data,
SizeT byteSize, GLenum uploadType, Vector<Uint8>& widenedData,
Bool integerData = false);
struct StateTextureBasicInfo { // Used for tracking texture state changes struct StateTextureBasicInfo { // Used for tracking texture state changes
TextureInternalFormat internalFormat = TextureInternalFormat::Unknown; TextureInternalFormat internalFormat = TextureInternalFormat::Unknown;
SizeT width = 0; SizeT width = 0;
@@ -360,6 +571,38 @@ namespace MobileGL::MG_Backend::DirectGLES {
void Bind(GLenum target, Uint unit = TempTextureUnit); void Bind(GLenum target, Uint unit = TempTextureUnit);
Uint GetBackendTextureId() const; Uint GetBackendTextureId() const;
// Aggregate first-level clean gate for the per-draw trio
// SyncTextureParamsToBackend + SyncBuiltinSamplerToBackend +
// SyncMipmapsToBackend: EXACTLY the conjunction of their own early-outs
// (params version == synced params version; builtin-sampler version ==
// synced sampler version; and SyncMipmapsToBackend's cheap gate - stamped
// trio + content version + Mipmap storage). True means each of the three
// would provably return without work, so the caller may skip the calls;
// false only falls through to the three calls, whose own gates re-decide
// individually - this gate must never be MORE permissive than they are.
// `contextId`/`samplingGeneration` are the frontend context's current
// values, hoisted by the caller so a per-draw list walk reads them once
// instead of per texture. `t` must be the live frontend texture.
Bool IsDrawSyncClean(const MG_State::GLState::ITextureObject* t, Uint64 contextId,
Uint64 samplingGeneration) const {
if (!m_isInitialized || m_syncedShapeContextId == 0 || m_syncedShapeContextId != contextId ||
m_syncedShapeGeneration != samplingGeneration) {
return false;
}
const Uint16 paramsVersion = t->GetTextureParamsVersion();
if (m_syncedShapeParamsVersion != paramsVersion || m_syncedTextureParamsVersion != paramsVersion) {
return false;
}
if (m_syncedContentVersion == 0 || m_syncedContentVersion != t->GetContentVersion()) {
return false;
}
const auto& samplerObject = t->GetSamplerObject();
if (!samplerObject || m_syncedSamplerVersion != samplerObject->GetVersion()) {
return false;
}
return t->GetStorageType() == TextureStorageType::Mipmap;
}
private: private:
void RecreateBackendTexture(); void RecreateBackendTexture();
@@ -371,6 +614,25 @@ namespace MobileGL::MG_Backend::DirectGLES {
Bool m_imageBindableStorageRequired = false; Bool m_imageBindableStorageRequired = false;
Bool m_backendStorageImmutable = false; Bool m_backendStorageImmutable = false;
StateTextureBasicInfo m_prevTextureInfo; StateTextureBasicInfo m_prevTextureInfo;
// Frontend content version at the last completed mipmap sync. The per-draw
// clean probe compares this before rebuilding shape info and scanning
// per-level dirty flags; 0 never matches a real version (they start at 1).
Uint64 m_syncedContentVersion = 0;
// First-level clean gate for SyncMipmapsToBackend, checked before even the
// IsComplete()/shape-probe walk. Valid only as a trio with the content and
// texture-params versions: the context's sampling-resolution generation moves on
// EVERY texture-shape mutation (BumpShapeVersion is the only writer of shape and
// unconditionally bumps it), the content version on every CPU pixel mutation, and
// the params version covers SetSamples/SetFixedSampleLocations, which bump neither
// of the other two but feed the shape probe. The context id pins the generation to
// the context that produced it - generations restart at 0 with a new context, and a
// texture is owned by exactly one context (share groups are not implemented), so a
// mutation can never happen under a context this key does not name. 0 = never
// stamped (real context ids start at 1). Backend-side invalidation rides on
// m_isInitialized: RequireImageBindableStorage and RecreateBackendTexture clear it.
Uint64 m_syncedShapeContextId = 0;
Uint64 m_syncedShapeGeneration = 0;
Uint16 m_syncedShapeParamsVersion = 0;
SamplerParameters m_cacheSamplerParameters; SamplerParameters m_cacheSamplerParameters;
UintVec2 m_cacheLodRange = {0, 1000}; UintVec2 m_cacheLodRange = {0, 1000};
FloatVec4 m_cacheBorderColor = {0.0f, 0.0f, 0.0f, 0.0f}; FloatVec4 m_cacheBorderColor = {0.0f, 0.0f, 0.0f, 0.0f};
@@ -387,6 +649,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
SharedPtr<BackendTextureObject>& SyncTextureObjectToBackend( SharedPtr<BackendTextureObject>& SyncTextureObjectToBackend(
const SharedPtr<MG_State::GLState::ITextureObject>& textureObject, const SharedPtr<MG_State::GLState::ITextureObject>& textureObject,
Bool imageBindableStorageRequired = false); Bool imageBindableStorageRequired = false);
// Brings every texture the next draw reads - the touched units' bindings and the draw
// FBO's texture attachments - onto the backend, through the two borrowed-pair memos
// documented at their definitions. Declared here so tests can drive those memos directly.
void SyncNeccessaryTextures();
extern Array<Array<BackendTextureObject*, (SizeT)TextureTarget::TextureTargetCount>, extern Array<Array<BackendTextureObject*, (SizeT)TextureTarget::TextureTargetCount>,
MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS> MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS>
g_boundTexturesCache; g_boundTexturesCache;
@@ -429,6 +695,28 @@ namespace MobileGL::MG_Backend::DirectGLES {
this array could be provided as data directly to ES `glDrawBuffers` function this array could be provided as data directly to ES `glDrawBuffers` function
*/ */
GLenum m_backendDrawBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE}; GLenum m_backendDrawBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE};
static constexpr Uint MAX_COLOR_ATTACHMENT_SLOTS =
static_cast<Uint>(FramebufferAttachmentType::Color31) -
static_cast<Uint>(FramebufferAttachmentType::Color0) + 1;
/* Where each frontend GL_COLOR_ATTACHMENTn image physically lives in the backend ES
framebuffer, as a GL_COLOR_ATTACHMENTm enum. ES only accepts glDrawBuffers bufs[s] ==
GL_COLOR_ATTACHMENTs, so a GL draw-buffer slot s naming attachment a forces a's image
under backend slot s. This table is the single owner of that decision and is kept a
PERMUTATION of the backend colour slots: every other attachment keeps its identity
slot when that slot survived, and is parked on the lowest free slot when it did not.
Deriving the point per-query from the draw-buffer array instead handed the identity
point to any attachment that was not a draw buffer - i.e. exactly the point a
relocated draw buffer had just taken over. The permutation is only true of the
PHYSICAL framebuffer because the attachment loop detaches a point whose frontend
owner is empty; do not remove that detach. */
GLenum m_backendColorSlots[MAX_COLOR_ATTACHMENT_SLOTS] = {GL_NONE};
/* Rebuild m_backendColorSlots from the frontend draw-buffer array. Returns true when any
attachment moved, i.e. when the physical attachments and the memoised read buffer have
to be re-applied. */
Bool RecomputeBackendColorSlots(
const MG_State::GLState::FramebufferObject::FramebufferAttachmentArray& stateDrawBuffers);
FramebufferAttachmentType m_frontendReadBuffer = FramebufferAttachmentType::Color0; FramebufferAttachmentType m_frontendReadBuffer = FramebufferAttachmentType::Color0;
GLenum m_backendReadBuffer = GL_COLOR_ATTACHMENT0; GLenum m_backendReadBuffer = GL_COLOR_ATTACHMENT0;
@@ -438,11 +726,88 @@ namespace MobileGL::MG_Backend::DirectGLES {
extern StateBackendObjectRegistry<MG_State::GLState::FramebufferObject, BackendFramebufferObject> extern StateBackendObjectRegistry<MG_State::GLState::FramebufferObject, BackendFramebufferObject>
g_backendFramebufferObjects; g_backendFramebufferObjects;
extern Array<Uint16, SizeT(FramebufferTarget::FramebufferTargetCount)> g_fboBindVersions; // True when the read buffer names a fixed-point (norm/snorm) attachment that the
// backend actually stores in a floating-point format. GL clamps a read from a
// fixed-point colour buffer to [0,1] (GL_CLAMP_READ_COLOR defaults to
// GL_FIXED_ONLY); the substituted float storage would not, so the readback path
// has to apply the clamp itself.
Bool IsFixedPointFallbackReadAttachment();
// True when the read buffer names a three-channel attachment the backend actually stores
// in a four-channel format (the colour-renderable widening). A format without alpha reads
// back as 1.0, so the readback path has to overwrite the alpha the draw left behind -
// unconditionally, since this is the format's own semantics rather than the
// GL_CLAMP_READ_COLOR rule the clamp above implements.
Bool IsAlphaWidenedFallbackReadAttachment();
// True when this attachment's storage carries an alpha channel its frontend format does
// not (the three-channel colour-renderable widening).
Bool IsAlphaWidenedColorAttachment(const MG_State::GLState::FramebufferAttachmentObject& attachmentObject);
// Bit i set = DRAW BUFFER i of `fbo` resolves to a colour attachment the backend widened
// from three channels to four. Indexed by draw-buffer slot, not by attachment point,
// because that is what glColorMaski / glClearBufferfv address.
Uint32 ComputeAlphaWidenedDrawBufferMask(const MG_State::GLState::FramebufferObject& fbo);
// The same mask for whatever is currently bound to GL_DRAW_FRAMEBUFFER, recomputed by
// SyncCurrentFBO (BackendFramebufferObject::SyncToBackend for the DRAW target, and reset
// to 0 on the default framebuffer). Read by the draw/clear state sync, so it is only
// trustworthy after SyncCurrentFBO has run in the same entry point.
//
// WHY IT EXISTS (the dst-alpha discipline). A widened attachment has a real alpha channel
// the application's format does not, and GL says a missing channel reads as 1.0. Readback
// can paper over that (ForceWideReadAlphaToOne), but GL_DST_ALPHA /
// GL_ONE_MINUS_DST_ALPHA blending and glBlitFramebuffer read the STORED alpha inside the
// driver where no interception is possible. So the stored alpha is kept at 1.0 instead:
// a clear touching a widened buffer writes alpha 1.0, and every draw into it has its
// alpha write mask forced off, so nothing can ever move it again. The application's own
// colour mask is untouched - glGet(GL_COLOR_WRITEMASK) still reports what it set.
extern Uint32 g_alphaWidenedDrawBufferMask;
// Bit i set = DRAW BUFFER i of the framebuffer bound as DRAW resolves to a colour
// attachment with an INTEGER format. Recomputed beside the mask above and for its sake:
// glClearBufferfv on an integer colour buffer is GL_INVALID_OPERATION, so the
// per-draw-buffer clear route the widening needs has to stand down when one is present.
// (glClear on an integer colour buffer is left undefined by ES in the first place, and
// an application that wants a defined answer has to call glClearBufferuiv/iv - which does
// carry the widened alpha substitution.)
extern Uint32 g_integerColorDrawBufferMask;
// The colour a clear has to hand the driver for one draw buffer: the application's value,
// except that a widened attachment's alpha is replaced by the 1.0 its three-channel
// format implies. `one` is 1.0 encoded in the clear call's own component type - the
// integer clears carry the integer 1, the float clear carries 1.0f.
//
// Returns `value` itself when nothing is substituted, so the ordinary path allocates and
// copies nothing; `scratch` is the caller's buffer and has to outlive the returned
// pointer. Free of GL state on purpose, so the substitution can be unit-tested exactly as
// the driver sees it.
template <typename T>
const T* SubstituteWidenedClearAlpha(const T* value, Bool widened, T one, T (&scratch)[4]) {
if (!widened || value == nullptr) {
return value;
}
scratch[0] = value[0];
scratch[1] = value[1];
scratch[2] = value[2];
scratch[3] = one;
return scratch;
}
// What SyncCurrentFBO last pushed for each target, as a (binding, object, revision)
// triple; it re-syncs unless all three still match. Stamped by SyncCurrentFBO and
// ForceBindCurrentFBO, cleared by InvalidateFramebufferBindingCache. The three are
// only meaningful together - see SyncCurrentFBO.
//
// The binding slot's own version, which changes whenever a different object is bound
// to this target. Distinguishes a rebind from an in-place edit, and keeps the raw
// pointer below from matching an address the allocator recycled for a new FBO.
extern Array<Uint16, SizeT(FramebufferTarget::FramebufferTargetCount)> g_fboSyncedSlotVersions;
// Tracks the bound FBO's object version (bumped on any attachment/drawbuffer change) // Tracks the bound FBO's object version (bumped on any attachment/drawbuffer change)
// per target: re-attaching textures or changing draw buffers on an already-bound FBO // per target: re-attaching textures or changing draw buffers on an already-bound FBO
// must re-sync it even when the binding-slot version has not moved. // must re-sync it even when the binding-slot version has not moved.
extern Array<Uint16, SizeT(FramebufferTarget::FramebufferTargetCount)> g_fboSyncedObjectVersions; extern Array<Uint16, SizeT(FramebufferTarget::FramebufferTargetCount)> g_fboSyncedObjectVersions;
// Which object was synced. Raw and never dereferenced: only compared for identity.
extern Array<MG_State::GLState::FramebufferObject*, SizeT(FramebufferTarget::FramebufferTargetCount)> extern Array<MG_State::GLState::FramebufferObject*, SizeT(FramebufferTarget::FramebufferTargetCount)>
g_fboSyncedObjects; g_fboSyncedObjects;
@@ -538,6 +903,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
void InvalidatePackStateCache(); void InvalidatePackStateCache();
} // namespace PixelStoreImpl } // namespace PixelStoreImpl
namespace SamplerImpl {
class BackendSamplerObject; // for PrgramImpl's sampler-pass memo rows below
}
// Image uniforms take their unit from the layout(binding=N) qualifier baked into // Image uniforms take their unit from the layout(binding=N) qualifier baked into
// the transpiled ESSL; unlike samplers they must not (and in ES cannot) be // the transpiled ESSL; unlike samplers they must not (and in ES cannot) be
// assigned through glUniform1i. // assigned through glUniform1i.
@@ -576,6 +945,49 @@ namespace MobileGL::MG_Backend::DirectGLES {
Int backendLocation = -1; Int backendLocation = -1;
GLenum uniformType = 0; GLenum uniformType = 0;
Int lastAssignedUnit = -1; Int lastAssignedUnit = -1;
// Location of this sampler's emulated GL_TEXTURE_LOD_BIAS uniform
// (PrgramImpl::EmulateTextureLodBias), -1 when the shader has none.
// lastAssignedLodBias mirrors the value the program currently holds,
// so an unbiased shader issues no per-draw glUniform1f at all.
Int lodBiasLocation = -1;
Float lastAssignedLodBias = 0.0f;
};
// Memo of the whole per-draw sampler-uniform pass (glUniform1i unit
// assignments, lod-bias uniform, raw-depth-fetch substitution and the
// per-unit sampler-object binds) in BindCurrentProgramWithResources.
// The pass is a pure function of the keys below, and its only driver-side
// effect is the sampler binding of each sampled unit, so replaying it as
// "do nothing" additionally requires those bindings to still be on the
// driver - the per-entry row compare against g_boundSamplersCache (the
// shadow every sampler bind in this backend already routes through).
//
// Invalidation enumeration:
// * sampler-uniform unit assignment (glUniform1i) and uniform-block
// binding edits -> frontend backendStateVersion;
// * any texture/sampler bind moving on any unit (incl. the high-water
// mark moving) -> unitBindingsEpoch;
// * any sampler parameter (incl. lod bias, compare mode) or texture
// shape/format change -> samplingGeneration;
// * another frontend context -> contextId (never-reused id);
// * ES context recreation -> textureContextGeneration;
// * relink / backend program rebuild -> SyncToBackend resets `valid`
// (it rebuilds m_samplerUniformBindings, whose lastAssignedUnit /
// lastAssignedLodBias dedup state this memo leans on);
// * any other writer moving a sampled unit's sampler binding
// (BindCurrentUnitSamplers on a unit-sampler change, scratch binds)
// -> the row snapshot compare.
struct SamplerPassMemo {
static constexpr SizeT kMaxEntries = 16;
Bool valid = false;
Uint8 count = 0;
Uint64 contextId = 0;
Uint64 unitBindingsEpoch = 0;
Uint64 samplingGeneration = 0;
Uint32 backendStateVersion = 0;
Uint textureContextGeneration = 0;
Array<Uint8, kMaxEntries> units{};
Array<SamplerImpl::BackendSamplerObject*, kMaxEntries> rows{};
}; };
BackendProgramObjectImpl(); BackendProgramObjectImpl();
@@ -585,11 +997,19 @@ namespace MobileGL::MG_Backend::DirectGLES {
void SetBaseInstance(Uint32 baseInstance) const; void SetBaseInstance(Uint32 baseInstance) const;
void SetBaseInstanceWordIndex(Int32 wordIndex) const; void SetBaseInstanceWordIndex(Int32 wordIndex) const;
void SetDrawID(Uint32 drawId) const; void SetDrawID(Uint32 drawId) const;
// 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; }
Int GetIndirectParamsBinding() const { return m_indirectParamsBinding; } Int GetIndirectParamsBinding() const { return m_indirectParamsBinding; }
Uint GetBackendProgramId() const { return m_backendProgramId; } Uint GetBackendProgramId() const { return m_backendProgramId; }
// False when the last SyncToBackend could not produce a usable program (a
// shader failed to transpile or compile, or the link itself failed). Use()
// must not leave the previously bound program current in that case.
Bool IsBackendProgramUsable() const { return m_backendProgramUsable; }
Uint GetBackendGlobalUBOId() const { return m_backendGlobalUBOId; } Uint GetBackendGlobalUBOId() const { return m_backendGlobalUBOId; }
Uint32 GetSnormFallbackClampOutputMask() const { return m_snormFallbackClampOutputMask; } Uint32 GetSnormFallbackClampOutputMask() const { return m_snormFallbackClampOutputMask; }
Uint32 GetUnormFallbackClampOutputMask() const { return m_unormFallbackClampOutputMask; } Uint32 GetUnormFallbackClampOutputMask() const { return m_unormFallbackClampOutputMask; }
Uint GetFragColorBroadcastCount() const { return m_fragColorBroadcastCount; }
Bool HasGlobalUboBlock() const { return m_globalUboBackendBlockIndex >= 0; } Bool HasGlobalUboBlock() const { return m_globalUboBackendBlockIndex >= 0; }
const Vector<Int>& GetUniformBlockBackendIndices() const { return m_uniformBlockBackendIndices; } const Vector<Int>& GetUniformBlockBackendIndices() const { return m_uniformBlockBackendIndices; }
@@ -601,6 +1021,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
// reflected size when the transpiled block pads differently). // reflected size when the transpiled block pads differently).
Int GetGlobalUboBackendBlockSize() const { return m_globalUboBackendBlockSize; } Int GetGlobalUboBackendBlockSize() const { return m_globalUboBackendBlockSize; }
BufferImpl::UboRingAllocation& GetGlobalUboRingAllocation() { return m_globalUboRingAllocation; } BufferImpl::UboRingAllocation& GetGlobalUboRingAllocation() { return m_globalUboRingAllocation; }
SamplerPassMemo& GetSamplerPassMemo() { return m_samplerPassMemo; }
// Frontend link version this backend program (and its resource caches) was // Frontend link version this backend program (and its resource caches) was
// built from; a mismatch means every link-derived cache here is stale. // built from; a mismatch means every link-derived cache here is stale.
Uint32 GetSyncedLinkVersion() const { return m_syncedLinkVersion; } Uint32 GetSyncedLinkVersion() const { return m_syncedLinkVersion; }
@@ -616,7 +1037,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
Int m_indirectParamsBinding = -1; Int m_indirectParamsBinding = -1;
Uint32 m_snormFallbackClampOutputMask = 0; Uint32 m_snormFallbackClampOutputMask = 0;
Uint32 m_unormFallbackClampOutputMask = 0; Uint32 m_unormFallbackClampOutputMask = 0;
// Draw buffers a legacy gl_FragColor write has to reach (see
// PrgramImpl::BroadcastLegacyFragColor); 1 keeps the plain single-output shader.
Uint m_fragColorBroadcastCount = 1;
Bool m_isInitialized = false; Bool m_isInitialized = false;
Bool m_backendProgramUsable = false;
Int m_globalUboBackendBlockIndex = -1; Int m_globalUboBackendBlockIndex = -1;
Int m_globalUboBackendBlockSize = 0; Int m_globalUboBackendBlockSize = 0;
@@ -625,16 +1050,37 @@ namespace MobileGL::MG_Backend::DirectGLES {
Uint32 m_lastUploadedGlobalUboVersion = ~0u; Uint32 m_lastUploadedGlobalUboVersion = ~0u;
BufferImpl::UboRingAllocation m_globalUboRingAllocation; BufferImpl::UboRingAllocation m_globalUboRingAllocation;
Uint32 m_syncedLinkVersion = ~0u; Uint32 m_syncedLinkVersion = ~0u;
SamplerPassMemo m_samplerPassMemo;
}; };
extern Uint32 g_snormFallbackClampOutputMask; extern Uint32 g_snormFallbackClampOutputMask;
extern Uint32 g_unormFallbackClampOutputMask; extern Uint32 g_unormFallbackClampOutputMask;
// Draw buffers the current draw framebuffer enables. Like the clamp masks above it
// is framebuffer state that the shader has to be compiled against, so a program
// whose snapshot no longer matches is relinked.
extern Uint g_fragColorBroadcastCount;
// Backend id of the last glUseProgram issued through this backend; lets Use() // Backend id of the last glUseProgram issued through this backend; lets Use()
// skip redundant rebinds. Reset to 0 wherever glUseProgram(0) is issued or the // skip redundant rebinds. Reset to 0 wherever glUseProgram(0) is issued or the
// ES context is recreated. // ES context is recreated.
extern Uint g_lastUsedBackendProgramId; extern Uint g_lastUsedBackendProgramId;
extern StateBackendObjectRegistry<MG_State::GLState::ProgramObject, BackendProgramObjectImpl> extern StateBackendObjectRegistry<MG_State::GLState::ProgramObject, BackendProgramObjectImpl>
g_backendProgramObjects; g_backendProgramObjects;
// Points one shader storage block of an ALREADY-LINKED backend program at
// `binding`. `blockName` is the frontend interface-query spelling; the real
// driver's own index for it is looked up here, because the transpiled ESSL's
// block order is not the frontend's. Returns false when the block does not exist
// on the backend program (eliminated as unused, or the driver lacks the entry
// points), which is not an error - GL_BUFFER_BINDING is served from the frontend
// record either way.
Bool ApplyShaderStorageBlockBinding(Uint backendProgramId, const String& blockName, Uint binding);
// Replays every glShaderStorageBlockBinding recorded on the program onto a backend
// program that was just built. The frontend record is authoritative (only the
// shader's DECLARED binding survives in the SPIR-V), so without this replay any
// rebuild would silently revert rebound blocks. Mirrors DirectVulkan's
// reseed-on-rebuild in BuildProgramResourceCache.
void ReseedShaderStorageBlockBindings(Uint backendProgramId,
const MG_State::GLState::ProgramObject& stateProgramObject);
} // namespace PrgramImpl } // namespace PrgramImpl
namespace SamplerImpl { namespace SamplerImpl {
@@ -0,0 +1,894 @@
// MobileGL - MobileGL/MG_Backend/DirectGLES/MultiDraw.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 "MultiDraw.h"
#include "Managers.h"
#include <MG_State/GLState/Core.h>
#include <cstring>
#include <limits>
namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
using MG_Config::GLESMultiDrawMode;
namespace {
// ---------------------------------------------------------------------------
// Batch shape
// ---------------------------------------------------------------------------
SizeT IndexTypeSize(GLenum type) {
switch (type) {
case GL_UNSIGNED_BYTE: return 1;
case GL_UNSIGNED_SHORT: return 2;
case GL_UNSIGNED_INT: return 4;
default: return 0;
}
}
// The all-ones value of an index type, which is what GL restarts on once
// primitive restart is in play. CheckPrimitiveRestartSupported has already
// rejected the arbitrary-index form of GL_PRIMITIVE_RESTART, so an enabled
// restart always restarts here and nowhere else.
Uint32 RestartSentinelFor(GLenum type) {
switch (type) {
case GL_UNSIGNED_BYTE: return 0xFFu;
case GL_UNSIGNED_SHORT: return 0xFFFFu;
default: return 0xFFFFFFFFu;
}
}
Bool RestartActive() {
return MG_State::pGLContext->IsCapabilityEnabled(CapabilityInput::PrimitiveRestart) ||
MG_State::pGLContext->IsCapabilityEnabled(CapabilityInput::PrimitiveRestartFixedIndex);
}
// Vertices per primitive for the modes whose sub-draws may be concatenated into a
// single draw without changing the primitive stream. Zero for strip/loop/fan modes
// (concatenation would weld one sub-draw's last primitive to the next sub-draw's
// first) and for GL_PATCHES, whose primitive size is dynamic tessellation state.
Uint32 ConcatenablePrimitiveSize(GLenum mode) {
switch (mode) {
case GL_POINTS: return 1;
case GL_LINES: return 2;
case GL_TRIANGLES: return 3;
case GL_LINES_ADJACENCY: return 4;
case GL_TRIANGLES_ADJACENCY: return 6;
default: return 0;
}
}
// Beyond this an emulated batch would ask for a scratch allocation measured in
// hundreds of megabytes (and the scratch ring never shrinks again); decline and let
// a per-sub-draw tier handle it instead of trying and failing inside the driver.
constexpr SizeT kMaxFlattenedIndices = SizeT{1} << 24;
// The flattening dispatch is one invocation per output index. ES 3.1 only
// guarantees 65535 work groups per dimension, and exceeding it makes
// glDispatchCompute an INVALID_VALUE no-op - which would leave the draw reading an
// uninitialised index buffer rather than failing visibly. Cap the tier there
// instead of querying: 4.19M indices is far past any real multi-draw batch, and
// beyond it the per-sub-draw tiers are the better answer anyway.
constexpr SizeT kComputeWorkGroupSize = 64;
constexpr SizeT kMaxComputeWorkGroups = 65535;
constexpr SizeT kMaxComputeFlattenedIndices = kMaxComputeWorkGroups * kComputeWorkGroupSize;
Uint BoundDrawIndirectBufferId() {
const auto& indirect =
MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::DrawIndirect).GetBoundObject();
if (!indirect) return 0;
const auto* resource = BufferImpl::EnsureBufferResource(indirect);
return resource ? resource->id : 0;
}
const SharedPtr<MG_State::GLState::BufferObject>& BoundIndexBuffer() {
static const SharedPtr<MG_State::GLState::BufferObject> none;
const auto& vao = MG_State::pGLContext->GetBoundVertexArray();
if (!vao) return none;
return vao->GetIndexBufferBindingSlot().GetBoundObject();
}
// The GL name PrepareForDraw left on GL_ELEMENT_ARRAY_BUFFER, i.e. what a tier
// that swaps in a scratch index buffer has to put back. Restoring the exact name
// matters beyond tidiness: the VAO twin memoises that it already synced this
// index binding and will not re-issue it on the next draw.
Uint BoundIndexBufferId() {
const auto& ibo = BoundIndexBuffer();
if (!ibo) return 0;
const auto* resource = BufferImpl::EnsureBufferResource(ibo);
return resource ? resource->id : 0;
}
// ---------------------------------------------------------------------------
// Scratch GL objects
//
// All of them belong to the ES context and are abandoned (not deleted) when it
// dies, exactly like XfbImpl's scatter buffer: the names are the dead context's
// to reclaim, and deleting them would target whatever the successor context
// handed out for the same name.
// ---------------------------------------------------------------------------
struct ScratchBuffer {
Uint id = 0;
SizeT capacity = 0;
SizeT cursor = 0; // ring buffers only: next free byte
};
ScratchBuffer g_indirectCommands; // synthesized DrawElementsIndirectCommand array
ScratchBuffer g_rebasedIndices; // CPU-rebased index stream
ScratchBuffer g_drawInfo; // compute tier: per-sub-draw descriptors
ScratchBuffer g_flattenedIndices; // compute tier: flattened index stream
Uint g_computeProgram = 0;
Bool g_computeProgramFailed = false;
GLint g_uElementSize = -1;
GLint g_uDrawCount = -1;
GLint g_uTotalIndices = -1;
// Reused staging, so a steady stream of batches allocates nothing.
Vector<DrawElementsIndirectCommand> g_commandStaging;
Vector<Uint32> g_indexStaging;
Vector<Uint32> g_drawInfoStaging;
Vector<GLint> g_zeroBaseVertices;
// Everything below stages through GL_ARRAY_BUFFER, the manager-wide staging target
// (BufferImpl::TempBufferTarget); binding it disturbs no VAO state.
Bool EnsureScratchName(ScratchBuffer& buffer) {
if (buffer.id != 0) return true;
GLuint id = 0;
g_GLESFuncs.glGenBuffers(1, &id);
if (id == 0) return false;
buffer.id = id;
buffer.capacity = 0;
buffer.cursor = 0;
return true;
}
// Whole-buffer upload, for the two buffers that are read from offset 0 because they
// are bound as storage blocks. Respecifies rather than sub-updates: glBufferData
// orphans the previous store, so the upload never waits on a dispatch still reading
// the old contents out of the same name.
Bool UploadScratch(ScratchBuffer& buffer, SizeT bytes, const void* data) {
if (bytes == 0) return true;
if (!EnsureScratchName(buffer)) return false;
BufferImpl::BindBufferId(BufferImpl::TempBufferTarget, buffer.id);
// Grow in powers of two so a batch that creeps up in size stops respecifying.
SizeT capacity = buffer.capacity == 0 ? bytes : buffer.capacity;
while (capacity < bytes) capacity *= 2;
g_GLESFuncs.glBufferData(BufferImpl::TempBufferTarget, static_cast<GLsizeiptr>(capacity), nullptr,
GL_STREAM_DRAW);
buffer.capacity = capacity;
buffer.cursor = 0;
if (data) {
g_GLESFuncs.glBufferSubData(BufferImpl::TempBufferTarget, 0, static_cast<GLsizeiptr>(bytes), data);
}
return true;
}
// Ring upload, for the buffers whose consumers can address a byte offset (indirect
// commands and rewritten index streams). Respecifying per batch is what an
// orphan-every-time scheme costs, and on a desktop-class driver that allocation
// dominated the tiers that use these buffers - a multi-draw of 32 sub-draws stages
// 640 bytes and paid for a fresh store to hold them. Bump-allocating instead means
// one respecify per wrap; every byte between two wraps is written exactly once, so
// nothing in flight is overwritten, and the wrap itself orphans.
constexpr SizeT kRingAlignment = 16; // >= 4, so both command and uint32-index offsets stay legal
constexpr SizeT kMinRingBytes = 1u << 16;
Bool UploadScratchRing(ScratchBuffer& buffer, SizeT bytes, const void* data, SizeT& outOffset) {
outOffset = 0;
if (bytes == 0) return true;
if (!EnsureScratchName(buffer)) return false;
BufferImpl::BindBufferId(BufferImpl::TempBufferTarget, buffer.id);
const SizeT aligned = (bytes + kRingAlignment - 1) & ~(kRingAlignment - 1);
if (buffer.capacity < aligned) {
SizeT capacity = buffer.capacity == 0 ? kMinRingBytes : buffer.capacity;
while (capacity < aligned) capacity *= 2;
g_GLESFuncs.glBufferData(BufferImpl::TempBufferTarget, static_cast<GLsizeiptr>(capacity), nullptr,
GL_STREAM_DRAW);
buffer.capacity = capacity;
buffer.cursor = 0;
} else if (buffer.cursor + aligned > buffer.capacity) {
g_GLESFuncs.glBufferData(BufferImpl::TempBufferTarget, static_cast<GLsizeiptr>(buffer.capacity),
nullptr, GL_STREAM_DRAW);
buffer.cursor = 0;
}
outOffset = buffer.cursor;
if (data) {
g_GLESFuncs.glBufferSubData(BufferImpl::TempBufferTarget, static_cast<GLintptr>(outOffset),
static_cast<GLsizeiptr>(bytes), data);
}
buffer.cursor += aligned;
return true;
}
// ---------------------------------------------------------------------------
// Tier resolution
// ---------------------------------------------------------------------------
// Best-first, and measured rather than assumed. MobileGlues orders its own Auto
// multiindirect -> indirect -> basevertex; on both ES drivers available here that
// is backwards, because staging a command buffer per batch costs more than the
// driver entries it saves. mc_sodium_multidraw (132 batches x 32 sub-draws),
// ns/op, median of three:
//
// NVIDIA ES 3.2 Mesa llvmpipe ES 3.2
// ext n/a 19300
// basevertex 2500 25200
// multiindirect 5700 27600
// drawelements 5600 28700
// indirect 5800 31000
//
// Ring-allocating the command staging (instead of respecifying per batch) was
// tried first and moved the indirect tiers by less than noise, so the cost is the
// indirect draw path itself, not the upload. Only "ext" - a real multi-draw entry
// point rather than an indirect one - actually beats replaying the sub-draws.
//
// The compute tier is deliberately absent from the ladder: it rewrites the
// primitive stream rather than replaying it, and it measured slowest of all here,
// so it stays opt-in behind the env knob (the same call MobileGlues makes - its
// Auto never selects Compute either).
constexpr GLESMultiDrawMode kAutoLadder[] = {
GLESMultiDrawMode::Ext, GLESMultiDrawMode::BaseVertex, GLESMultiDrawMode::MultiIndirect,
GLESMultiDrawMode::Indirect, GLESMultiDrawMode::DrawElements,
};
Bool SupportsTier(GLESMultiDrawMode tier) {
return IsTierSupported(g_GLESCapabilities, g_GLESFuncs, tier);
}
GLESMultiDrawMode g_resolvedTier = GLESMultiDrawMode::Auto;
Bool g_tierResolved = false;
String g_tierResolution;
void ResolveTierOnce() {
if (g_tierResolved) return;
g_tierResolved = true;
g_resolvedTier =
ResolveTier(g_GLESCapabilities, g_GLESFuncs, MG_Config::Features.EsprytMultiDrawMode,
&g_tierResolution);
MGLOG_I("DirectGLES multi-draw: %s", g_tierResolution.c_str());
}
// Which tiers have already announced themselves, one bit per GLESMultiDrawMode.
// The resolution line above says which tier was CHOSEN; this says which one a
// batch actually went through, and the two differ whenever a batch's shape
// demotes it. Worth a line each: a multi-draw path that resolves to a tier and
// then quietly runs a different one is exactly how "the batch drew nothing"
// hides.
Uint32 g_announcedTiers = 0;
void NoteTierExecuted(GLESMultiDrawMode tier) {
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));
}
// 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) {
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.
const Bool batched = tier == GLESMultiDrawMode::Ext || tier == GLESMultiDrawMode::MultiIndirect ||
tier == GLESMultiDrawMode::Compute;
if (batched && programReadsDrawID) {
tier = SupportsTier(GLESMultiDrawMode::BaseVertex) ? GLESMultiDrawMode::BaseVertex
: GLESMultiDrawMode::DrawElements;
}
// The indirect tiers describe each sub-draw as an element offset into the
// bound element array buffer. A client-memory index array has no such buffer,
// and indirect draws are not defined without one.
if (!hasIndexBuffer &&
(tier == GLESMultiDrawMode::MultiIndirect || tier == GLESMultiDrawMode::Indirect)) {
tier = SupportsTier(GLESMultiDrawMode::BaseVertex) ? GLESMultiDrawMode::BaseVertex
: GLESMultiDrawMode::DrawElements;
}
return tier;
}
// ---------------------------------------------------------------------------
// Index rewriting, shared by the two tiers that fold base vertices into indices
// ---------------------------------------------------------------------------
// Both of those tiers emit GL_UNSIGNED_INT regardless of the source type. Keeping
// the source width would be wrong, not merely tight: GL adds baseVertex to the
// index at full precision, so a GL_UNSIGNED_SHORT index plus a base vertex past
// 65535 addresses a vertex the source type cannot spell. Widening also gives the
// rewritten stream a restart sentinel (0xFFFFFFFF) that survives the rebase.
void RebaseIndices(const Uint8* source, SizeT sourceIndexCount, SizeT indexSize, Int32 baseVertex,
Bool restartActive, Uint32 restartSentinel, Uint32* out) {
const Uint32 baseVertexBits = static_cast<Uint32>(baseVertex);
for (SizeT i = 0; i < sourceIndexCount; ++i) {
Uint32 value = 0;
switch (indexSize) {
case 1: value = source[i]; break;
case 2: {
Uint16 narrow = 0;
std::memcpy(&narrow, source + i * 2, sizeof(narrow));
value = narrow;
break;
}
default: std::memcpy(&value, source + i * 4, sizeof(value)); break;
}
// Unsigned wraparound is the defined behaviour for a negative base vertex.
out[i] = (restartActive && value == restartSentinel) ? 0xFFFFFFFFu : value + baseVertexBits;
}
}
// CPU-readable bytes of one sub-draw's indices, from the frontend shadow of the
// bound index buffer or straight from the client array. Null when the sub-draw
// would read outside the buffer.
const Uint8* ResolveSubDrawIndices(const SharedPtr<MG_State::GLState::BufferObject>& indexBuffer,
const Uint8* indexBufferBytes, SizeT indexBufferSize, const void* indices,
SizeT indexCount, SizeT indexSize) {
if (!indexBuffer) {
return static_cast<const Uint8*>(indices);
}
if (!indexBufferBytes) return nullptr;
const SizeT byteOffset = reinterpret_cast<SizeT>(indices);
const SizeT byteEnd = byteOffset + indexCount * indexSize;
if (byteEnd > indexBufferSize || byteEnd < byteOffset) return nullptr;
return indexBufferBytes + byteOffset;
}
// ---------------------------------------------------------------------------
// Tier: Ext - one glMultiDrawElementsBaseVertexEXT
// ---------------------------------------------------------------------------
Bool RunExt(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, GLsizei drawcount,
const GLint* basevertex) {
if (!SupportsTier(GLESMultiDrawMode::Ext)) return false;
const GLint* baseVertices = basevertex;
if (!baseVertices) {
// glMultiDrawElements: every base vertex is 0, but the entry point still
// wants an array. One permanently-zero vector serves every such batch.
if (g_zeroBaseVertices.size() < static_cast<SizeT>(drawcount)) {
g_zeroBaseVertices.resize(static_cast<SizeT>(drawcount), 0);
}
baseVertices = g_zeroBaseVertices.data();
}
g_GLESFuncs.glMultiDrawElementsBaseVertexEXT(mode, count, type, indices, drawcount, baseVertices);
NoteTierExecuted(GLESMultiDrawMode::Ext);
return true;
}
// ---------------------------------------------------------------------------
// Tiers: MultiIndirect / Indirect - synthesized indirect commands
// ---------------------------------------------------------------------------
Bool RunIndirect(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex, Bool batched, Bool feedDrawID) {
if (!SupportsTier(batched ? GLESMultiDrawMode::MultiIndirect : GLESMultiDrawMode::Indirect)) return false;
const SizeT indexSize = IndexTypeSize(type);
if (indexSize == 0) return false;
// Indirect commands address indices as an element offset into the bound element
// array buffer, and an indirect draw is not defined without one.
const auto& indexBuffer = BoundIndexBuffer();
if (!indexBuffer) return false;
g_commandStaging.resize(static_cast<SizeT>(drawcount));
for (GLsizei i = 0; i < drawcount; ++i) {
const SizeT byteOffset = reinterpret_cast<SizeT>(indices[i]);
// firstIndex counts elements, so an offset that is not a whole number of
// them cannot be expressed as a command at all.
if (byteOffset % indexSize != 0) return false;
auto& command = g_commandStaging[static_cast<SizeT>(i)];
command.count = count[i] > 0 ? static_cast<Uint32>(count[i]) : 0u;
command.instanceCount = 1;
command.firstIndex = static_cast<Uint32>(byteOffset / indexSize);
command.baseVertex = basevertex ? basevertex[i] : 0;
command.baseInstance = 0;
}
const SizeT commandBytes = g_commandStaging.size() * sizeof(DrawElementsIndirectCommand);
SizeT commandBase = 0;
if (!UploadScratchRing(g_indirectCommands, commandBytes, g_commandStaging.data(), commandBase)) {
return false;
}
// Every synthesized command carries baseInstance 0. Say so through the direct
// path, which also clears the indirect-params word index a preceding real
// indirect draw may have left pointing into its own command buffer.
SetCurrentBaseInstance(0);
const Uint previousIndirectBinding = BoundDrawIndirectBufferId();
BufferImpl::BindBufferId(GL_DRAW_INDIRECT_BUFFER, g_indirectCommands.id);
if (batched) {
g_GLESFuncs.glMultiDrawElementsIndirectEXT(mode, type, reinterpret_cast<const void*>(commandBase),
drawcount, 0);
} else {
for (GLsizei i = 0; i < drawcount; ++i) {
if (feedDrawID) SetCurrentDrawID(static_cast<Uint32>(i));
const SizeT commandOffset = commandBase + static_cast<SizeT>(i) * sizeof(DrawElementsIndirectCommand);
g_GLESFuncs.glDrawElementsIndirect(mode, type, reinterpret_cast<const void*>(commandOffset));
}
if (feedDrawID) SetCurrentDrawID(0);
}
BufferImpl::BindBufferId(GL_DRAW_INDIRECT_BUFFER, previousIndirectBinding);
NoteTierExecuted(batched ? GLESMultiDrawMode::MultiIndirect : GLESMultiDrawMode::Indirect);
return true;
}
// ---------------------------------------------------------------------------
// Tier: BaseVertex - the per-sub-draw replay
// ---------------------------------------------------------------------------
Bool RunBaseVertexLoop(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex, Bool feedDrawID) {
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));
g_GLESFuncs.glDrawElementsBaseVertex(mode, count[i], type, indices[i],
basevertex ? basevertex[i] : 0);
}
if (feedDrawID) SetCurrentDrawID(0);
NoteTierExecuted(GLESMultiDrawMode::BaseVertex);
return true;
}
// ---------------------------------------------------------------------------
// Tier: DrawElements - base vertices folded into a scratch index stream
// ---------------------------------------------------------------------------
Bool RunRebasedDrawElements(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex, Bool feedDrawID) {
const SizeT indexSize = IndexTypeSize(type);
if (indexSize == 0) return false;
SizeT total = 0;
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] > 0) total += static_cast<SizeT>(count[i]);
}
if (total == 0) return true;
if (total > kMaxFlattenedIndices) return false;
const auto& indexBuffer = BoundIndexBuffer();
const Uint8* indexBufferBytes = nullptr;
SizeT indexBufferSize = 0;
if (indexBuffer) {
// The shadow is the source of truth for CPU reads, but a persistent map or
// a shader write may have moved past it since the last sync.
indexBuffer->SyncPersistentMappedRange();
indexBuffer->SyncGpuWrites();
indexBufferBytes = indexBuffer->MappedData();
indexBufferSize = indexBuffer->GetSize();
}
const Bool restartActive = RestartActive();
const Uint32 restartSentinel = RestartSentinelFor(type);
g_indexStaging.resize(total);
SizeT cursor = 0;
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] <= 0) continue;
const SizeT subDrawCount = static_cast<SizeT>(count[i]);
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 "
"buffer; skipping the batch",
i);
return false;
}
RebaseIndices(source, subDrawCount, indexSize, basevertex ? basevertex[i] : 0, restartActive,
restartSentinel, g_indexStaging.data() + cursor);
cursor += subDrawCount;
}
SizeT indexBase = 0;
if (!UploadScratchRing(g_rebasedIndices, total * sizeof(Uint32), g_indexStaging.data(), indexBase)) {
return false;
}
const Uint previousIndexBinding = BoundIndexBufferId();
BufferImpl::BindBufferId(GL_ELEMENT_ARRAY_BUFFER, g_rebasedIndices.id);
cursor = 0;
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] <= 0) continue;
if (feedDrawID) SetCurrentDrawID(static_cast<Uint32>(i));
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);
BufferImpl::BindBufferId(GL_ELEMENT_ARRAY_BUFFER, previousIndexBinding);
NoteTierExecuted(GLESMultiDrawMode::DrawElements);
return true;
}
// ---------------------------------------------------------------------------
// Tier: Compute - the whole batch flattened into one rebased index stream
// ---------------------------------------------------------------------------
// One index per invocation. The sub-draw an output slot belongs to is found by
// binary search over the inclusive prefix sums of the sub-draw counts, which is
// why the descriptors are sorted by construction. Sub-draws with a zero count
// repeat the previous prefix sum and are therefore skipped by the search.
//
// Three storage blocks, not the five the shape suggests: ES 3.1 only guarantees
// four per compute stage, so the per-sub-draw descriptors share one buffer.
constexpr const char* kFlattenComputeSource = R"(#version 310 es
layout(local_size_x = 64) in;
uniform uint uElementSize;
uniform uint uDrawCount;
uniform uint uTotalIndices;
layout(std430, binding = 0) readonly buffer SourceIndices { uint sourceWords[]; };
layout(std430, binding = 1) readonly buffer DrawInfo { uint drawInfo[]; };
layout(std430, binding = 2) writeonly buffer FlatIndices { uint flatIndices[]; };
uint ReadSourceIndex(uint element) {
if (uElementSize == 4u) {
return sourceWords[element];
}
if (uElementSize == 2u) {
uint word = sourceWords[element >> 1u];
return (word >> ((element & 1u) * 16u)) & 0xFFFFu;
}
uint word = sourceWords[element >> 2u];
return (word >> ((element & 3u) * 8u)) & 0xFFu;
}
void main() {
uint outIndex = gl_GlobalInvocationID.x;
if (outIndex >= uTotalIndices) {
return;
}
uint low = 0u;
uint high = uDrawCount - 1u;
while (low < high) {
uint mid = low + (high - low) / 2u;
if (drawInfo[mid * 3u + 2u] > outIndex) {
high = mid;
} else {
low = mid + 1u;
}
}
uint localIndex = outIndex - (low == 0u ? 0u : drawInfo[(low - 1u) * 3u + 2u]);
// Unsigned wraparound is the defined behaviour for a negative base vertex. No
// restart sentinel handling: the tier declines outright while restart is enabled.
flatIndices[outIndex] = ReadSourceIndex(localIndex + drawInfo[low * 3u]) + drawInfo[low * 3u + 1u];
}
)";
struct FlattenedStream {
Uint bufferId = 0;
SizeT indexCount = 0;
};
Bool EnsureComputeProgram() {
if (g_computeProgram != 0) return true;
if (g_computeProgramFailed) return false;
g_computeProgramFailed = true; // cleared again only on a complete success
const GLuint shader = g_GLESFuncs.glCreateShader(GL_COMPUTE_SHADER);
if (shader == 0) {
MGLOG_E("DirectGLES multi-draw (compute tier): glCreateShader(GL_COMPUTE_SHADER) failed");
return false;
}
const char* source = kFlattenComputeSource;
g_GLESFuncs.glShaderSource(shader, 1, &source, nullptr);
g_GLESFuncs.glCompileShader(shader);
GLint status = GL_FALSE;
g_GLESFuncs.glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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);
g_GLESFuncs.glDeleteShader(shader);
return false;
}
const GLuint program = g_GLESFuncs.glCreateProgram();
if (program == 0) {
MGLOG_E("DirectGLES multi-draw (compute tier): glCreateProgram failed");
g_GLESFuncs.glDeleteShader(shader);
return false;
}
g_GLESFuncs.glAttachShader(program, shader);
g_GLESFuncs.glLinkProgram(program);
g_GLESFuncs.glDeleteShader(shader);
g_GLESFuncs.glGetProgramiv(program, GL_LINK_STATUS, &status);
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);
g_GLESFuncs.glDeleteProgram(program);
return false;
}
g_computeProgram = program;
g_uElementSize = g_GLESFuncs.glGetUniformLocation(program, "uElementSize");
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);
return true;
}
// Builds the flattened stream, or leaves `out` empty when this batch's shape rules
// the tier out. Runs BEFORE PrepareForDraw - see the call site - so it may leave
// the compute program current and the first storage points unbound; the
// preparation that follows re-establishes both.
void FlattenWithCompute(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex, FlattenedStream& out) {
if (!SupportsTier(GLESMultiDrawMode::Compute)) return;
const SizeT indexSize = IndexTypeSize(type);
if (indexSize == 0) return;
// Merging sub-draws into a single draw only reproduces the original primitive
// stream for list-shaped modes: a strip, loop or fan would gain primitives
// spanning the seam between two sub-draws.
const Uint32 primitiveSize = ConcatenablePrimitiveSize(mode);
if (primitiveSize == 0) return;
// Primitive restart defeats the whole-multiple-of-a-primitive argument below,
// even for a list mode. A restart ends the current primitive, so a sub-draw of
// six GL_TRIANGLES indices with a restart after the third emits ONE triangle
// and drops the two leftover vertices - and once concatenated those leftovers
// find a third vertex in the next sub-draw and become a triangle that GL never
// draws. Splicing separator sentinels into the flattened stream could fix it,
// at the cost of a per-sub-draw offset the prefix-sum layout does not carry;
// declining is the honest trade for a tier that is already opt-in.
if (RestartActive()) return;
// The shader reads the source indices as a storage buffer, so there has to be
// a real buffer to read - a client-memory index array has none.
const auto& indexBuffer = BoundIndexBuffer();
if (!indexBuffer) return;
// A dispatch inside an open capture span is not legal, and the span would also
// observe one merged draw rather than the batch it asked for.
if (XfbImpl::IsCaptureSpanOpen()) return;
auto* sourceResource = BufferImpl::EnsureBufferResource(indexBuffer);
if (!sourceResource || sourceResource->id == 0) return;
const SizeT sourceSize = indexBuffer->GetSize();
// std430 addresses the source as uint[]; a tail shorter than a word is not
// reachable, so a narrow index type needs a word-multiple buffer.
if (indexSize < 4 && (sourceSize % 4) != 0) return;
g_drawInfoStaging.resize(3 * static_cast<SizeT>(drawcount));
SizeT total = 0;
for (GLsizei i = 0; i < drawcount; ++i) {
const SizeT subDrawCount = count[i] > 0 ? static_cast<SizeT>(count[i]) : 0;
// GL drops a trailing partial primitive per sub-draw; concatenation would
// instead splice it onto the next sub-draw's first vertices.
if (subDrawCount % primitiveSize != 0) return;
const SizeT byteOffset = reinterpret_cast<SizeT>(indices[i]);
if (byteOffset % indexSize != 0) return;
if (subDrawCount != 0) {
const SizeT byteEnd = byteOffset + subDrawCount * indexSize;
if (byteEnd > sourceSize || byteEnd < byteOffset) return;
}
total += subDrawCount;
if (total > kMaxComputeFlattenedIndices) return;
const SizeT slot = 3 * static_cast<SizeT>(i);
g_drawInfoStaging[slot] = static_cast<Uint32>(byteOffset / indexSize);
g_drawInfoStaging[slot + 1] = static_cast<Uint32>(basevertex ? basevertex[i] : 0);
g_drawInfoStaging[slot + 2] = static_cast<Uint32>(total);
}
if (total == 0) return; // nothing to draw; the ordinary tiers no-op just as well
if (!EnsureComputeProgram()) return;
if (!UploadScratch(g_drawInfo, g_drawInfoStaging.size() * sizeof(Uint32), g_drawInfoStaging.data())) {
return;
}
if (!UploadScratch(g_flattenedIndices, total * sizeof(Uint32), nullptr)) return;
BufferImpl::BindBufferBaseCached(GL_SHADER_STORAGE_BUFFER, 0, sourceResource->id);
BufferImpl::BindBufferBaseCached(GL_SHADER_STORAGE_BUFFER, 1, g_drawInfo.id);
BufferImpl::BindBufferBaseCached(GL_SHADER_STORAGE_BUFFER, 2, g_flattenedIndices.id);
g_GLESFuncs.glUseProgram(g_computeProgram);
PrgramImpl::g_lastUsedBackendProgramId = g_computeProgram;
if (g_uElementSize >= 0) g_GLESFuncs.glUniform1ui(g_uElementSize, static_cast<GLuint>(indexSize));
if (g_uDrawCount >= 0) g_GLESFuncs.glUniform1ui(g_uDrawCount, static_cast<GLuint>(drawcount));
if (g_uTotalIndices >= 0) g_GLESFuncs.glUniform1ui(g_uTotalIndices, static_cast<GLuint>(total));
g_GLESFuncs.glDispatchCompute(
static_cast<GLuint>((total + kComputeWorkGroupSize - 1) / kComputeWorkGroupSize), 1, 1);
g_GLESFuncs.glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT | GL_ELEMENT_ARRAY_BARRIER_BIT);
// Hand the storage points back to their GL default. PrepareForDraw re-syncs
// only the points the app has actually touched, so leaving a scratch buffer on
// an untouched point would keep it visible to the next shader that declares one.
for (Uint point = 0; point < 3; ++point) {
BufferImpl::BindBufferBaseCached(GL_SHADER_STORAGE_BUFFER, point, 0);
}
NoteTierExecuted(GLESMultiDrawMode::Compute);
out.bufferId = g_flattenedIndices.id;
out.indexCount = total;
}
} // namespace
// -------------------------------------------------------------------------------
// Public surface
// -------------------------------------------------------------------------------
Bool IsTierSupported(const MG_External::GLESCapabilities& caps, const MG_External::GLESFunctionsTable& funcs,
GLESMultiDrawMode tier) {
const Bool esAtLeast31 =
caps.GLESVersion.Major > 3 || (caps.GLESVersion.Major == 3 && caps.GLESVersion.Minor >= 1);
switch (tier) {
case GLESMultiDrawMode::Ext:
return caps.SupportsMultiDrawElementsBaseVertex;
case GLESMultiDrawMode::MultiIndirect:
return caps.SupportsMultiDrawIndirect && esAtLeast31 && funcs.glDrawElementsIndirect != nullptr;
case GLESMultiDrawMode::Indirect:
return esAtLeast31 && funcs.glDrawElementsIndirect != nullptr;
case GLESMultiDrawMode::BaseVertex:
return caps.SupportsDrawElementsBaseVertex;
case GLESMultiDrawMode::DrawElements:
// Plain glDrawElements over a rewritten index stream: ES 2 core, so this is
// the floor every other tier can fall back to.
return true;
case GLESMultiDrawMode::Compute:
// Three storage blocks, which is inside the four ES 3.1 guarantees per stage.
return caps.SupportsComputeShader && caps.MaxComputeShaderStorageBlocks >= 3 &&
funcs.glBindBufferBase != nullptr;
case GLESMultiDrawMode::Auto:
break;
}
return false;
}
GLESMultiDrawMode ResolveTier(const MG_External::GLESCapabilities& caps,
const MG_External::GLESFunctionsTable& funcs, GLESMultiDrawMode requested,
String* explanation) {
const auto bestAuto = [&]() {
for (const GLESMultiDrawMode tier : kAutoLadder) {
if (IsTierSupported(caps, funcs, tier)) return tier;
}
return GLESMultiDrawMode::DrawElements;
};
GLESMultiDrawMode resolved = GLESMultiDrawMode::DrawElements;
String line;
if (requested == GLESMultiDrawMode::Auto) {
resolved = bestAuto();
line = String("auto -> ") + TierName(resolved);
} else if (IsTierSupported(caps, funcs, requested)) {
resolved = requested;
line = String("MOBILEGL_ESPRYT_MULTIDRAW_MODE=") + TierName(requested) + " -> " + TierName(resolved);
} else {
resolved = bestAuto();
line = String("MOBILEGL_ESPRYT_MULTIDRAW_MODE=") + TierName(requested) +
" requested but unsupported by this driver -> " + TierName(resolved);
}
if (explanation) {
String supported;
for (const GLESMultiDrawMode tier : kAutoLadder) {
if (!IsTierSupported(caps, funcs, tier)) continue;
if (!supported.empty()) supported += ", ";
supported += TierName(tier);
}
if (IsTierSupported(caps, funcs, GLESMultiDrawMode::Compute)) {
supported += supported.empty() ? "compute (opt-in)" : ", compute (opt-in)";
}
*explanation = line + " (driver supports: " + supported + ")";
}
return resolved;
}
const char* TierName(GLESMultiDrawMode tier) {
switch (tier) {
case GLESMultiDrawMode::Auto: return "auto";
case GLESMultiDrawMode::Ext: return "ext";
case GLESMultiDrawMode::MultiIndirect: return "multiindirect";
case GLESMultiDrawMode::Indirect: return "indirect";
case GLESMultiDrawMode::BaseVertex: return "basevertex";
case GLESMultiDrawMode::DrawElements: return "drawelements";
case GLESMultiDrawMode::Compute: return "compute";
}
return "unknown";
}
GLESMultiDrawMode ResolvedTier() {
ResolveTierOnce();
return g_resolvedTier;
}
String DescribeTierResolution() {
ResolveTierOnce();
return g_tierResolution;
}
void OnBackendContextDestroyed() {
g_indirectCommands = {};
g_rebasedIndices = {};
g_drawInfo = {};
g_flattenedIndices = {};
g_computeProgram = 0;
g_computeProgramFailed = false;
g_uElementSize = -1;
g_uDrawCount = -1;
g_uTotalIndices = -1;
}
void DrawElementsBatch(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex) {
if (drawcount <= 0 || !count || !indices) return;
// State-independent and possibly throwing, so it runs before any GL work.
CheckPrimitiveRestartSupported(type);
const Bool hasIndexBuffer = BoundIndexBuffer() != nullptr;
// The compute tier dispatches BEFORE the draw state is established: doing it
// 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.
FlattenedStream flattened;
if (ResolvedTier() == GLESMultiDrawMode::Compute && !CurrentProgramReadsDrawID()) {
FlattenWithCompute(mode, count, type, indices, drawcount, basevertex, flattened);
}
PrepareForDraw(DrawSyncBit::IndexBuffer);
if (flattened.indexCount != 0) {
const Uint previousIndexBinding = BoundIndexBufferId();
BufferImpl::BindBufferId(GL_ELEMENT_ARRAY_BUFFER, flattened.bufferId);
g_GLESFuncs.glDrawElements(mode, static_cast<GLsizei>(flattened.indexCount), GL_UNSIGNED_INT, nullptr);
BufferImpl::BindBufferId(GL_ELEMENT_ARRAY_BUFFER, previousIndexBinding);
return;
}
const Bool feedDrawID = CurrentProgramReadsDrawID();
const GLESMultiDrawMode tier = ResolveTierForBatch(feedDrawID, hasIndexBuffer);
Bool drawn = false;
switch (tier) {
case GLESMultiDrawMode::Ext:
drawn = RunExt(mode, count, type, indices, drawcount, basevertex);
break;
case GLESMultiDrawMode::MultiIndirect:
drawn = RunIndirect(mode, count, type, indices, drawcount, basevertex, /*batched=*/true, feedDrawID);
break;
case GLESMultiDrawMode::Indirect:
drawn = RunIndirect(mode, count, type, indices, drawcount, basevertex, /*batched=*/false, feedDrawID);
break;
case GLESMultiDrawMode::BaseVertex:
drawn = RunBaseVertexLoop(mode, count, type, indices, drawcount, basevertex, feedDrawID);
break;
case GLESMultiDrawMode::DrawElements:
drawn = RunRebasedDrawElements(mode, count, type, indices, drawcount, basevertex, feedDrawID);
break;
case GLESMultiDrawMode::Compute:
// Its pre-pass ran above; reaching here means it declined this batch's shape.
break;
case GLESMultiDrawMode::Auto:
break; // resolution never yields Auto
}
// Every tier above may decline a batch whose shape it cannot express. The two
// 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); "
"the batch was dropped",
drawcount, mode, type);
}
}
} // namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl
@@ -0,0 +1,64 @@
// MobileGL - MobileGL/MG_Backend/DirectGLES/MultiDraw.h
// 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
#pragma once
#include <Includes.h>
#include <Config.h>
#include "DirectGLES.h"
// Emulation of the desktop glMultiDrawElements / glMultiDrawElementsBaseVertex entry
// points on OpenGL ES, which has neither in core.
//
// Every strategy below is an emulation; they differ only in which driver capability
// they lean on and in how many driver entries a batch of N sub-draws costs. The design
// follows MobileGlues (MobileGL-Dev/MobileGlues, gl/multidraw.cpp) tier for tier, plus
// the native GL_EXT_multi_draw_arrays interaction that MobileGL already had:
//
// Ext one glMultiDrawElementsBaseVertexEXT 1 driver entry
// MultiIndirect one glMultiDrawElementsIndirectEXT 1 driver entry + 1 upload
// Indirect N x glDrawElementsIndirect N + 1 upload
// BaseVertex N x glDrawElementsBaseVertex N
// DrawElements N x glDrawElements over CPU-rebased indices N + 1 upload
// Compute 1 x glDrawElements over a GPU-flattened, 1 dispatch + 1 entry
// rebased index stream
//
// Which one runs is resolved once per ES context from the driver's capabilities,
// capped by MOBILEGL_ESPRYT_MULTIDRAW_MODE, and can additionally be demoted per batch
// when the batch's own shape rules a tier out (see ResolveTierForBatch in the .cpp).
namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
// The tier this ES context resolved to, computed on first use and stable after.
MG_Config::GLESMultiDrawMode ResolvedTier();
// "multiindirect", "compute", ... - stable identifiers, also used by the POST row.
const char* TierName(MG_Config::GLESMultiDrawMode tier);
// One line naming the resolved tier, the tiers the driver can support, and the env
// clamp if one applied. For DriverPost and the startup log.
String DescribeTierResolution();
// The resolution itself, as a pure function of a capability set: the backend feeds
// it the live ES context's capabilities, DriverPost feeds it the ones it probed
// standalone, and both therefore report the same tier. `explanation`, when non-null,
// receives the "requested -> resolved (driver supports: ...)" line.
MG_Config::GLESMultiDrawMode ResolveTier(const MG_External::GLESCapabilities& caps,
const MG_External::GLESFunctionsTable& funcs,
MG_Config::GLESMultiDrawMode requested, String* explanation);
// Whether one tier is runnable on the given capability set, for per-row POST output.
Bool IsTierSupported(const MG_External::GLESCapabilities& caps, const MG_External::GLESFunctionsTable& funcs,
MG_Config::GLESMultiDrawMode tier);
// Runs `drawcount` indexed sub-draws as one glMultiDrawElements(BaseVertex) call
// would. `basevertex` is null for the plain glMultiDrawElements entry point (every
// base vertex is 0). Owns the whole draw, preparation included: callers must not
// have run PrepareForDraw, because the compute tier has to dispatch before the
// draw state is established.
void DrawElementsBatch(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex);
// The ES context is gone: every scratch buffer and the compute program belonged to
// it, so drop the names without deleting them (the dead context reclaims them).
void OnBackendContextDestroyed();
} // namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl
+299 -6
View File
@@ -22,6 +22,9 @@
#include <MG_Util/Math/SmallFloat.h> #include <MG_Util/Math/SmallFloat.h>
#include <cmath> #include <cmath>
#include <cctype>
#include <cstring>
#include <regex>
namespace MobileGL::MG_Backend::DirectGLES { namespace MobileGL::MG_Backend::DirectGLES {
namespace { namespace {
@@ -45,15 +48,17 @@ namespace MobileGL::MG_Backend::DirectGLES {
return options; return options;
} }
Flags<PixelFormatNormalizeOptionBit> GetRuntimeFallbackNormalizeOptions(GLenum requestedInternalFormat) { Flags<PixelFormatNormalizeOptionBit>
GetRuntimeFallbackNormalizeOptions(GLenum requestedInternalFormat,
Flags<PixelFormatNormalizeOptionBit> extraOptions) {
using namespace MG_Util::TextureFormatProcessor; using namespace MG_Util::TextureFormatProcessor;
const Flags<PixelFormatNormalizeOptionBit> forcedOptions = const Flags<PixelFormatNormalizeOptionBit> forcedOptions = GetApplicablePixelFormatNormalizeOptions(
GetApplicablePixelFormatNormalizeOptions(requestedInternalFormat, GetForcedPixelFormatNormalizeOptions()); requestedInternalFormat, GetForcedPixelFormatNormalizeOptions() | extraOptions);
if (forcedOptions) { if (forcedOptions) {
return forcedOptions; return forcedOptions;
} }
return GetApplicablePixelFormatNormalizeOptions(requestedInternalFormat, return GetApplicablePixelFormatNormalizeOptions(
GetDriverPixelFormatNormalizeOptions()); requestedInternalFormat, GetDriverPixelFormatNormalizeOptions() | extraOptions);
} }
Bool HasCachedFormatCapability(TextureInternalFormat internalFormat, Bool HasCachedFormatCapability(TextureInternalFormat internalFormat,
@@ -113,13 +118,61 @@ namespace MobileGL::MG_Backend::DirectGLES {
const GLenum requestedInternalFormat = MG_Util::ConvertTextureInternalFormatToGLEnum(internalFormat); const GLenum requestedInternalFormat = MG_Util::ConvertTextureInternalFormatToGLEnum(internalFormat);
Flags<PixelFormatNormalizeOptionBit> options; Flags<PixelFormatNormalizeOptionBit> options;
if (!pActiveBackendObject || ShouldUseCaveatFormat(internalFormat, targetIndex)) { if (!pActiveBackendObject || ShouldUseCaveatFormat(internalFormat, targetIndex)) {
options = GetRuntimeFallbackNormalizeOptions(requestedInternalFormat); options = GetRuntimeFallbackNormalizeOptions(
requestedInternalFormat,
TextureImpl::GetRenderTargetNormalizeOptions(g_GLESCapabilities, targetIndex));
} }
NormalizePixelFormat(requestedInternalFormat, options, outInternalFormat, outFormat, outType); NormalizePixelFormat(requestedInternalFormat, options, outInternalFormat, outFormat, outType);
} }
} // namespace } // namespace
namespace TextureImpl { namespace TextureImpl {
// Every image that can back a colour attachment needs a colour-renderable storage format,
// and ES has no renderable three-channel format at all: a three-channel float fallback is
// a legal ES texture but neither legal multisample storage nor a legal attachment, so
// GL_RGB8_SNORM / GL_RGB16F / ... have to be widened to four channels for any of them.
// This used to cover the multisample pair alone, on the grounds that only those can never
// be uploaded to; the transfer paths now expand three-channel client data themselves
// (Managers.cpp PrepareFallbackUpload) and hide the added alpha again on sample and
// readback, so the same substitution is available everywhere.
//
// The widening only ever *happens* where the driver refuses the native form (see
// PopulateFormatCapabilitiesImpl: outside multisample storage it rides the driver branch,
// behind the native probe), so a driver that does render to a three-channel image keeps
// allocating it byte for byte.
//
// Do NOT read that as "nothing changes off-device". Measured on Mesa 26.1.6 llvmpipe
// (the headless CI driver), an ES 3.2 GL_TEXTURE_2D colour attachment is COMPLETE for
// GL_RGB8 and GL_RGB16F but INCOMPLETE_ATTACHMENT for GL_RGB8_SNORM, GL_SRGB8 and every
// RGB integer format, and UNSUPPORTED for GL_RGB32F. Those eight formats therefore DO
// take the widened path on llvmpipe, which is where the retrace fixtures and the glcts
// green suites run - the substitution is driver-conditional, not desktop-exempt.
//
// A buffer texture is the one image that can never be an attachment; its storage is the
// buffer object's, and widening it would misdescribe the application's data.
Bool TargetRequiresRenderableFormat(SizeT targetIndex) {
if (targetIndex >= kFormatCapabilityTargetCount) {
return false;
}
if (targetIndex == kFormatCapabilityRenderbufferTargetIndex) {
return true;
}
return static_cast<TextureTarget>(targetIndex) != TextureTarget::TextureBuffer;
}
Flags<PixelFormatNormalizeOptionBit> GetRenderTargetNormalizeOptions(
const MG_External::GLESCapabilities& capabilities, SizeT targetIndex) {
Flags<PixelFormatNormalizeOptionBit> options;
if (!TargetRequiresRenderableFormat(targetIndex)) {
return options;
}
options |= PixelFormatNormalizeOptionBit::NoThreeChannelRenderTarget;
if (!capabilities.SupportsRenderSnorm || !capabilities.SupportsNorm16Texture) {
options |= PixelFormatNormalizeOptionBit::NoSnorm16RenderTarget;
}
return options;
}
void GenerateTextureFormatInfo(TextureInternalFormat internalFormat, GLenum* outInternalFormat, void GenerateTextureFormatInfo(TextureInternalFormat internalFormat, GLenum* outInternalFormat,
GLenum* outFormat, GLenum* outType, TextureTarget target) { GLenum* outFormat, GLenum* outType, TextureTarget target) {
#ifdef TRACY_ENABLE #ifdef TRACY_ENABLE
@@ -148,6 +201,31 @@ namespace MobileGL::MG_Backend::DirectGLES {
Bool ShouldUseCaveatRenderbufferFormat(TextureInternalFormat internalFormat) { Bool ShouldUseCaveatRenderbufferFormat(TextureInternalFormat internalFormat) {
return ShouldUseCaveatFormat(internalFormat, GetRenderbufferFormatCapabilityTargetIndex()); return ShouldUseCaveatFormat(internalFormat, GetRenderbufferFormatCapabilityTargetIndex());
} }
namespace {
Bool BackendFormatAddsAlpha(TextureInternalFormat internalFormat, SizeT targetIndex) {
if (!TargetRequiresRenderableFormat(targetIndex)) {
return false;
}
if (pActiveBackendObject && !ShouldUseCaveatFormat(internalFormat, targetIndex)) {
return false;
}
const GLenum requestedInternalFormat = MG_Util::ConvertTextureInternalFormatToGLEnum(internalFormat);
const Flags<PixelFormatNormalizeOptionBit> options = GetRuntimeFallbackNormalizeOptions(
requestedInternalFormat, GetRenderTargetNormalizeOptions(g_GLESCapabilities, targetIndex));
return static_cast<Bool>(options & PixelFormatNormalizeOptionBit::NoThreeChannelRenderTarget);
}
} // namespace
Bool BackendTextureFormatAddsAlpha(TextureInternalFormat internalFormat, TextureTarget target) {
const SizeT targetIndex =
target == TextureTarget::Unknown ? kFormatCapabilityTargetCount : GetFormatCapabilityTargetIndex(target);
return BackendFormatAddsAlpha(internalFormat, targetIndex);
}
Bool BackendRenderbufferFormatAddsAlpha(TextureInternalFormat internalFormat) {
return BackendFormatAddsAlpha(internalFormat, GetRenderbufferFormatCapabilityTargetIndex());
}
} // namespace TextureImpl } // namespace TextureImpl
namespace PrgramImpl { namespace PrgramImpl {
String ProcessOutColorLocations(const String& glslCode) { String ProcessOutColorLocations(const String& glslCode) {
@@ -276,6 +354,55 @@ namespace MobileGL::MG_Backend::DirectGLES {
return glslCode; return glslCode;
} }
String BroadcastLegacyFragColor(String glslCode, GLenum shaderType, Uint drawBufferCount) {
#ifdef TRACY_ENABLE
ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
#endif
// The name is the marker: ShaderSourceProcessor only emits it when the source
// wrote gl_FragColor, and such a shader can have no other output.
static const char* const kLoweredName = "mg_FragColor";
if (shaderType != GL_FRAGMENT_SHADER || drawBufferCount <= 1) {
return glslCode;
}
static const std::regex declRegex(
R"(layout\s*\(\s*location\s*=\s*0\s*\)\s*out\s+((?:lowp|mediump|highp)\s+)?vec4\s+mg_FragColor\s*;)");
std::smatch declMatch;
if (!std::regex_search(glslCode, declMatch, declRegex)) {
return glslCode;
}
const String precision = declMatch[1].matched ? declMatch[1].str() : String();
String replicaDecls;
String replicaCopies;
for (Uint location = 1; location < drawBufferCount; ++location) {
const String name = String(kLoweredName) + "_" + std::to_string(location);
replicaDecls += "\nlayout(location = " + std::to_string(location) + ") out " + precision + "vec4 " +
name + ";";
replicaCopies += "\n " + name + " = " + kLoweredName + ";";
}
static const std::regex mainRegex(R"(void\s+main\s*\([^)]*\)\s*\{)");
std::smatch mainMatch;
if (!std::regex_search(glslCode, mainMatch, mainRegex)) {
return glslCode;
}
SizeT bracePos = static_cast<SizeT>(mainMatch.position(0) + mainMatch.length(0) - 1);
Int depth = 0;
for (SizeT pos = bracePos; pos < glslCode.size(); ++pos) {
if (glslCode[pos] == '{') {
++depth;
} else if (glslCode[pos] == '}') {
--depth;
if (depth == 0) {
glslCode.insert(pos, replicaCopies + "\n");
break;
}
}
}
glslCode.insert(static_cast<SizeT>(declMatch.position(0)) + declMatch[0].str().size(), replicaDecls);
return glslCode;
}
String ForceFlatIntegerVaryings(const String& glslCode, GLenum shaderType) { String ForceFlatIntegerVaryings(const String& glslCode, GLenum shaderType) {
#ifdef TRACY_ENABLE #ifdef TRACY_ENABLE
ZoneScopedC(TRACY_ZONECOLOR_BACKEND); ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
@@ -342,6 +469,167 @@ namespace MobileGL::MG_Backend::DirectGLES {
} }
return result; return result;
} }
namespace {
// How a lookup carries its level of detail, and how many arguments it takes
// before the optional bias.
struct LodLookupForm {
const char* name;
Int requiredArgs; // arguments before the optional bias (implicit form)
Int explicitLodArg; // index of the explicit LOD argument, -1 for implicit
};
// texelFetch* is deliberately absent: an integer fetch names its level directly
// and takes no LOD bias. textureGather has no bias either. textureGrad* derives
// the LOD from gradients and offers no argument to fold a bias into, so it is
// left alone rather than rewritten incorrectly.
constexpr LodLookupForm LOD_LOOKUP_FORMS[] = {
{"textureProjLodOffset", 0, 2}, {"textureProjOffset", 4, -1}, {"textureProjLod", 0, 2},
{"textureLodOffset", 0, 2}, {"textureOffset", 3, -1}, {"textureProj", 2, -1},
{"textureLod", 0, 2}, {"texture", 2, -1},
};
// Sampler types with no mip chain, or whose GLSL lookups have no bias overload
// at all (the array-shadow forms), so nothing can or should be folded in.
Bool IsBiasableSamplerType(const String& samplerType) {
if (samplerType.find("MS") != String::npos) return false; // multisample
if (samplerType.find("Buffer") != String::npos) return false; // texture buffer
if (samplerType.find("Rect") != String::npos) return false; // rectangle: no mips
if (samplerType == "sampler2DArrayShadow") return false;
if (samplerType == "samplerCubeArrayShadow") return false;
return true;
}
Bool IsIdentifierChar(char c) { return std::isalnum(static_cast<unsigned char>(c)) || c == '_'; }
// Byte offsets of the top-level argument separators and of the closing paren,
// starting from the '(' at openParen. Empty when the parentheses do not balance.
Vector<SizeT> SplitCallArguments(const String& code, SizeT openParen) {
Vector<SizeT> marks;
Int depth = 0;
for (SizeT i = openParen; i < code.size(); ++i) {
const char c = code[i];
if (c == '(' || c == '[') {
++depth;
} else if (c == ']') {
--depth;
} else if (c == ')') {
--depth;
if (depth == 0) {
marks.push_back(i);
return marks;
}
} else if (c == ',' && depth == 1) {
marks.push_back(i);
}
}
return {};
}
} // namespace
String EmulateTextureLodBias(const String& glslCode) {
#ifdef TRACY_ENABLE
ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
#endif
if (glslCode.find("sampler") == String::npos || glslCode.find("texture") == String::npos) {
return glslCode;
}
// Collect the mip-capable sampler uniforms this shader declares.
static const std::regex samplerDeclRegex(
R"(uniform\s+(?:(?:highp|mediump|lowp)\s+)?([iu]?sampler[A-Za-z0-9]*)\s+([A-Za-z_][A-Za-z0-9_]*)\s*;)");
UnorderedMap<String, String> samplerNames; // name -> bias uniform name
for (std::sregex_iterator it(glslCode.begin(), glslCode.end(), samplerDeclRegex), end; it != end; ++it) {
const String samplerType = (*it)[1].str();
if (!IsBiasableSamplerType(samplerType)) continue;
const String name = (*it)[2].str();
samplerNames.emplace(name, String(LOD_BIAS_UNIFORM_PREFIX) + name);
}
if (samplerNames.empty()) {
return glslCode;
}
// Rewrite the lookups. Right-to-left so earlier offsets stay valid, and only for
// samplers named directly as the first argument (SPIRV-Cross never produces an
// expression there for ES output, which has no separate sampler objects).
String result = glslCode;
Vector<String> usedSamplers;
for (SizeT scan = result.size(); scan-- > 0;) {
if (result[scan] != 't') continue;
if (scan > 0 && IsIdentifierChar(result[scan - 1])) continue;
const LodLookupForm* form = nullptr;
SizeT openParen = 0;
for (const auto& candidate : LOD_LOOKUP_FORMS) {
const SizeT nameLength = std::strlen(candidate.name);
if (result.compare(scan, nameLength, candidate.name) != 0) continue;
SizeT after = result.find_first_not_of(" \t", scan + nameLength);
if (after == String::npos || result[after] != '(') continue;
form = &candidate;
openParen = after;
break;
}
if (form == nullptr) continue;
const Vector<SizeT> marks = SplitCallArguments(result, openParen);
if (marks.empty()) continue;
const SizeT argCount = marks.size();
const SizeT closeParen = marks.back();
// First argument must be one of our samplers.
const SizeT firstArgStart = result.find_first_not_of(" \t", openParen + 1);
SizeT firstArgEnd = marks.front();
while (firstArgEnd > firstArgStart && (result[firstArgEnd - 1] == ' ' || result[firstArgEnd - 1] == '\t')) {
--firstArgEnd;
}
if (firstArgStart == String::npos || firstArgEnd <= firstArgStart) continue;
const String samplerName = result.substr(firstArgStart, firstArgEnd - firstArgStart);
const auto samplerIt = samplerNames.find(samplerName);
if (samplerIt == samplerNames.end()) continue;
const String& biasName = samplerIt->second;
if (form->explicitLodArg >= 0) {
// Explicit LOD: the bias adds to it, as Vulkan does for
// OpImageSampleExplicitLod and as the CTS reference expects.
const SizeT lodIndex = static_cast<SizeT>(form->explicitLodArg);
if (argCount <= lodIndex) continue;
const SizeT lodStart = marks[lodIndex - 1] + 1;
const SizeT lodEnd = marks[lodIndex];
result.insert(lodEnd, String(") + ") + biasName + ")");
result.insert(lodStart, "((");
} else {
const SizeT required = static_cast<SizeT>(form->requiredArgs);
if (argCount == required) {
result.insert(closeParen, String(", ") + biasName);
} else if (argCount == required + 1) {
const SizeT biasStart = marks[argCount - 2] + 1;
result.insert(closeParen, String(") + ") + biasName + ")");
result.insert(biasStart, "((");
} else {
continue;
}
}
usedSamplers.push_back(samplerName);
}
if (usedSamplers.empty()) {
return glslCode;
}
// Declare the bias uniforms that were actually referenced, right after the
// sampler declaration line they belong to.
for (const auto& samplerName : usedSamplers) {
const String& biasName = samplerNames[samplerName];
if (result.find(String("float ") + biasName + ";") != String::npos) continue;
const std::regex declRegex(
R"(uniform\s+(?:(?:highp|mediump|lowp)\s+)?[iu]?sampler[A-Za-z0-9]*\s+)" + samplerName + R"(\s*;)");
std::smatch match;
if (!std::regex_search(result, match, declRegex)) continue;
const SizeT declEnd = static_cast<SizeT>(match.position(0)) + match[0].str().size();
result.insert(declEnd, String("\nuniform highp float ") + biasName + ";");
}
return result;
}
} // namespace PrgramImpl } // namespace PrgramImpl
namespace Utils { namespace Utils {
@@ -852,6 +1140,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
} }
} }
} }
if (pixelPackBufferObject) {
// WritebackFromBackend bumps change serials with no backend op; re-open
// the buffer draw-clean memos (once for the whole row loop).
BufferImpl::BumpBufferMutationEpoch();
}
return true; return true;
} }
} // namespace ReadbackImpl } // namespace ReadbackImpl
+38
View File
@@ -9,6 +9,8 @@
#pragma once #pragma once
#include <Includes.h> #include <Includes.h>
#include <MG_State/GLState/Core.h> #include <MG_State/GLState/Core.h>
#include <MG_Util/BackendLoaders/OpenGL/Loader.h>
#include <MG_Util/Texture/TextureFormatProcessor.h>
namespace MobileGL::MG_Backend::DirectGLES { namespace MobileGL::MG_Backend::DirectGLES {
namespace DebugImpl { namespace DebugImpl {
@@ -34,12 +36,29 @@ namespace MobileGL::MG_Backend::DirectGLES {
} // namespace VertexArrayImpl } // namespace VertexArrayImpl
namespace TextureImpl { namespace TextureImpl {
// Whether images on this format-capability target can back a colour attachment, and so
// need a colour-renderable storage format even when the frontend asked for a
// three-channel one ES never renders to. Shared by the capability probe (which passes the
// capabilities it has just queried, before the globals are published) and by the
// allocation path (which reads the active backend's), so the format the cache was probed
// with is always the format the image is created with.
Bool TargetRequiresRenderableFormat(SizeT targetIndex);
Flags<PixelFormatNormalizeOptionBit> GetRenderTargetNormalizeOptions(
const MG_External::GLESCapabilities& capabilities, SizeT targetIndex);
void GenerateTextureFormatInfo(TextureInternalFormat internalFormat, GLenum* outInternalFormat, void GenerateTextureFormatInfo(TextureInternalFormat internalFormat, GLenum* outInternalFormat,
GLenum* outFormat, GLenum* outType, GLenum* outFormat, GLenum* outType,
TextureTarget target = TextureTarget::Unknown); TextureTarget target = TextureTarget::Unknown);
void GenerateRenderbufferFormatInfo(TextureInternalFormat internalFormat, GLenum* outInternalFormat, void GenerateRenderbufferFormatInfo(TextureInternalFormat internalFormat, GLenum* outInternalFormat,
GLenum* outFormat, GLenum* outType); GLenum* outFormat, GLenum* outType);
Bool ShouldUseCaveatTextureFormat(TextureInternalFormat internalFormat, TextureTarget target); Bool ShouldUseCaveatTextureFormat(TextureInternalFormat internalFormat, TextureTarget target);
// True when the format the image is actually created with has an alpha channel the
// frontend format does not (the three-channel colour-renderable widening). GL reads such
// a channel back as 1.0, so any swizzle source of ALPHA has to be answered with ONE and
// any readback of the image has to overwrite the alpha the draw happened to leave there.
Bool BackendTextureFormatAddsAlpha(TextureInternalFormat internalFormat, TextureTarget target);
Bool BackendRenderbufferFormatAddsAlpha(TextureInternalFormat internalFormat);
Bool ShouldUseCaveatRenderbufferFormat(TextureInternalFormat internalFormat); Bool ShouldUseCaveatRenderbufferFormat(TextureInternalFormat internalFormat);
} // namespace TextureImpl } // namespace TextureImpl
@@ -104,7 +123,26 @@ namespace MobileGL::MG_Backend::DirectGLES {
String ClampNormFallbackOutputs(String glslCode, GLenum shaderType, Uint32 snormOutputMask, String ClampNormFallbackOutputs(String glslCode, GLenum shaderType, Uint32 snormOutputMask,
Uint32 unormOutputMask); Uint32 unormOutputMask);
String ForceFlatIntegerVaryings(const String& glslCode, GLenum shaderType); String ForceFlatIntegerVaryings(const String& glslCode, GLenum shaderType);
// Legacy GLSL's gl_FragColor is broadcast to every enabled draw buffer (GL 4.6
// 15.2.3), but ShaderSourceProcessor lowers it to the single output mg_FragColor,
// which only ever reaches draw buffer 0. Replicates it across `drawBufferCount`
// outputs and copies the value into them at the end of main. A no-op for
// drawBufferCount <= 1, i.e. for everything but a framebuffer that actually
// enables several draw buffers, so the ordinary single-target shader is untouched.
String BroadcastLegacyFragColor(String glslCode, GLenum shaderType, Uint drawBufferCount);
String RemoveLayoutBinding(const String& glslCode); String RemoveLayoutBinding(const String& glslCode);
// Prefix of the per-sampler float uniform that carries GL_TEXTURE_LOD_BIAS into
// the shader (see EmulateTextureLodBias); the suffix is the sampler's own name.
constexpr const char* LOD_BIAS_UNIFORM_PREFIX = "mg_lodBias_";
// ES has no per-texture/sampler LOD bias at all (GL_TEXTURE_LOD_BIAS is desktop
// only; Vulkan spells it VkSamplerCreateInfo::mipLodBias), so it has to reach the
// shader as a uniform and be folded into every lookup's level of detail. Declares
// one `uniform highp float mg_lodBias_<sampler>;` per mip-capable sampler and adds
// it to the bias / explicit-LOD argument of every lookup that takes one. Draws push
// the bound texture's (or sampler object's) value into it; a shader whose samplers
// all have a zero bias is therefore unaffected. Returns the source unchanged when
// there is nothing to rewrite.
String EmulateTextureLodBias(const String& glslCode);
} // namespace PrgramImpl } // namespace PrgramImpl
namespace Utils { namespace Utils {
@@ -16,6 +16,7 @@
#include "MG_Util/Converters/MGToStr/TextureEnumConverter.h" #include "MG_Util/Converters/MGToStr/TextureEnumConverter.h"
#include "MG_Util/Converters/MGToVk/TextureEnumConverter.h" #include "MG_Util/Converters/MGToVk/TextureEnumConverter.h"
#include "MG_Util/Texture/TextureFormatProcessor.h" #include "MG_Util/Texture/TextureFormatProcessor.h"
#include "MG_Util/Async/ShaderCompilePool.h"
#include <Config.h> #include <Config.h>
#include <cmath> #include <cmath>
@@ -41,13 +42,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool IsLayeredTarget(TextureTarget target) { Bool IsLayeredTarget(TextureTarget target) {
return target == TextureTarget::Texture3D || target == TextureTarget::Texture1DArray || return target == TextureTarget::Texture3D || target == TextureTarget::Texture1DArray ||
target == TextureTarget::Texture2DArray || target == TextureTarget::TextureCubeMap || target == TextureTarget::Texture2DArray || target == TextureTarget::TextureCubeMap ||
target == TextureTarget::TextureCubeMapArray || target == TextureTarget::TextureCubeMapArray || target == TextureTarget::Texture2DMultisampleArray;
target == TextureTarget::Texture2DMultisampleArray;
} }
Bool IsMultisampleTarget(TextureTarget target) { Bool IsMultisampleTarget(TextureTarget target) {
return target == TextureTarget::Texture2DMultisample || return target == TextureTarget::Texture2DMultisample || target == TextureTarget::Texture2DMultisampleArray;
target == TextureTarget::Texture2DMultisampleArray;
} }
Bool IsTextureBufferTarget(TextureTarget target) { Bool IsTextureBufferTarget(TextureTarget target) {
@@ -59,8 +58,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
GLenum normalizedInternalFormat = glFormat; GLenum normalizedInternalFormat = glFormat;
GLenum imageFormat = GL_RGBA; GLenum imageFormat = GL_RGBA;
GLenum imageType = GL_UNSIGNED_BYTE; GLenum imageType = GL_UNSIGNED_BYTE;
MG_Util::TextureFormatProcessor::NormalizePixelFormat( MG_Util::TextureFormatProcessor::NormalizePixelFormat(glFormat, PixelFormatNormalizeOptionBit::None,
glFormat, PixelFormatNormalizeOptionBit::None, &normalizedInternalFormat, &imageFormat, &imageType); &normalizedInternalFormat, &imageFormat, &imageType);
return imageFormat == GL_RED_INTEGER || imageFormat == GL_RG_INTEGER || imageFormat == GL_RGB_INTEGER || return imageFormat == GL_RED_INTEGER || imageFormat == GL_RG_INTEGER || imageFormat == GL_RGB_INTEGER ||
imageFormat == GL_RGBA_INTEGER; imageFormat == GL_RGBA_INTEGER;
} }
@@ -81,8 +80,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return caps; return caps;
} }
FormatCapabilityFlags BuildVulkanCaps(TextureInternalFormat logicalFormat, FormatCapabilityFlags BuildVulkanCaps(TextureInternalFormat logicalFormat, TextureTarget target,
TextureTarget target,
VkFormatFeatureFlags features) { VkFormatFeatureFlags features) {
FormatCapabilityFlags caps; FormatCapabilityFlags caps;
const Bool isDepth = MG_Util::IsDepthFormatInternalFormat(logicalFormat); const Bool isDepth = MG_Util::IsDepthFormatInternalFormat(logicalFormat);
@@ -101,8 +99,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Bool sampled = (features & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT) != 0; const Bool sampled = (features & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT) != 0;
const Bool linearFilter = (features & VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT) != 0; const Bool linearFilter = (features & VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT) != 0;
const Bool colorRenderable = (features & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT) != 0; const Bool colorRenderable = (features & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT) != 0;
const Bool depthStencilRenderable = const Bool depthStencilRenderable = (features & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT) != 0;
(features & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT) != 0;
const Bool renderable = (isDepth || isStencil) ? depthStencilRenderable : colorRenderable; const Bool renderable = (isDepth || isStencil) ? depthStencilRenderable : colorRenderable;
if (sampled || renderable) { if (sampled || renderable) {
@@ -199,21 +196,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool HasNewCaveatFormatCaps(FormatCapabilityFlags nativeCaps, FormatCapabilityFlags fallbackCaps) { Bool HasNewCaveatFormatCaps(FormatCapabilityFlags nativeCaps, FormatCapabilityFlags fallbackCaps) {
for (FormatCapability capability : kReportedFormatCapabilities) { for (FormatCapability capability : kReportedFormatCapabilities) {
if (HasFormatCapability(fallbackCaps, capability) && if (HasFormatCapability(fallbackCaps, capability) && !HasFormatCapability(nativeCaps, capability)) {
!HasFormatCapability(nativeCaps, capability)) {
return true; return true;
} }
} }
return false; return false;
} }
void LogVulkanFormatCaveat(TextureInternalFormat logicalFormat, void LogVulkanFormatCaveat(TextureInternalFormat logicalFormat, SizeT targetIndex,
SizeT targetIndex,
TextureInternalFormat fallbackFormat) { TextureInternalFormat fallbackFormat) {
MGLOG_D("Caveat: %s %s not fully supported. Reason: native Vulkan format is not fully supported. Fallback: %s", MGLOG_D(
GetFormatCapabilityTargetName(targetIndex).c_str(), "Caveat: %s %s not fully supported. Reason: native Vulkan format is not fully supported. Fallback: %s",
MG_Util::ConvertTextureInternalFormatToString(logicalFormat).c_str(), GetFormatCapabilityTargetName(targetIndex).c_str(),
MG_Util::ConvertTextureInternalFormatToString(fallbackFormat).c_str()); MG_Util::ConvertTextureInternalFormatToString(logicalFormat).c_str(),
MG_Util::ConvertTextureInternalFormatToString(fallbackFormat).c_str());
} }
Vector<Int> BuildSampleCounts(Int maxSamples) { Vector<Int> BuildSampleCounts(Int maxSamples) {
@@ -257,15 +253,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
for (SizeT targetIndex = 0; targetIndex < kFormatCapabilityTextureTargetCount; ++targetIndex) { for (SizeT targetIndex = 0; targetIndex < kFormatCapabilityTextureTargetCount; ++targetIndex) {
const auto target = static_cast<TextureTarget>(targetIndex); const auto target = static_cast<TextureTarget>(targetIndex);
const VkFormatFeatureFlags nativeFeatures = const VkFormatFeatureFlags nativeFeatures = IsTextureBufferTarget(target)
IsTextureBufferTarget(target) ? nativeProperties.bufferFeatures ? nativeProperties.bufferFeatures
: nativeProperties.optimalTilingFeatures; : nativeProperties.optimalTilingFeatures;
FormatCapabilityFlags nativeCaps = BuildVulkanCaps(logicalFormat, target, nativeFeatures); FormatCapabilityFlags nativeCaps = BuildVulkanCaps(logicalFormat, target, nativeFeatures);
cache.FullCaps[targetIndex][formatIndex] |= nativeCaps; cache.FullCaps[targetIndex][formatIndex] |= nativeCaps;
const VkFormatFeatureFlags fallbackFeatures = const VkFormatFeatureFlags fallbackFeatures = IsTextureBufferTarget(target)
IsTextureBufferTarget(target) ? fallbackProperties.bufferFeatures ? fallbackProperties.bufferFeatures
: fallbackProperties.optimalTilingFeatures; : fallbackProperties.optimalTilingFeatures;
FormatCapabilityFlags fallbackCaps = BuildVulkanCaps(logicalFormat, target, fallbackFeatures); FormatCapabilityFlags fallbackCaps = BuildVulkanCaps(logicalFormat, target, fallbackFeatures);
if (fallbackFormat != VK_FORMAT_UNDEFINED && fallbackFormat != nativeFormat) { if (fallbackFormat != VK_FORMAT_UNDEFINED && fallbackFormat != nativeFormat) {
cache.CaveatCaps[targetIndex][formatIndex] |= fallbackCaps; cache.CaveatCaps[targetIndex][formatIndex] |= fallbackCaps;
@@ -300,9 +296,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
cache.FullCaps[renderbufferTargetIndex][formatIndex] |= renderbufferCaps; cache.FullCaps[renderbufferTargetIndex][formatIndex] |= renderbufferCaps;
if (fallbackFormat != VK_FORMAT_UNDEFINED && fallbackFormat != nativeFormat) { if (fallbackFormat != VK_FORMAT_UNDEFINED && fallbackFormat != nativeFormat) {
FormatCapabilityFlags fallbackRenderbufferCaps = FormatCapabilityFlags fallbackRenderbufferCaps = BuildVulkanCaps(
BuildVulkanCaps(logicalFormat, TextureTarget::Texture2D, logicalFormat, TextureTarget::Texture2D, fallbackProperties.optimalTilingFeatures);
fallbackProperties.optimalTilingFeatures);
fallbackRenderbufferCaps &= FormatCapability::Creatable; fallbackRenderbufferCaps &= FormatCapability::Creatable;
if ((fallbackProperties.optimalTilingFeatures & if ((fallbackProperties.optimalTilingFeatures &
(VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT | VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)) != (VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT | VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)) !=
@@ -311,8 +306,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
fallbackRenderbufferCaps |= FormatCapability::MultisampleRenderbuffer; fallbackRenderbufferCaps |= FormatCapability::MultisampleRenderbuffer;
} }
cache.CaveatCaps[renderbufferTargetIndex][formatIndex] |= fallbackRenderbufferCaps; cache.CaveatCaps[renderbufferTargetIndex][formatIndex] |= fallbackRenderbufferCaps;
if (fallbackLogicalFormat && if (fallbackLogicalFormat && HasNewCaveatFormatCaps(renderbufferCaps, fallbackRenderbufferCaps)) {
HasNewCaveatFormatCaps(renderbufferCaps, fallbackRenderbufferCaps)) {
LogVulkanFormatCaveat(logicalFormat, renderbufferTargetIndex, *fallbackLogicalFormat); LogVulkanFormatCaveat(logicalFormat, renderbufferTargetIndex, *fallbackLogicalFormat);
} }
} }
@@ -329,14 +323,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void PopulateFormatCapabilities(VkPhysicalDevice physicalDevice, void PopulateFormatCapabilities(VkPhysicalDevice physicalDevice,
PFN_vkGetPhysicalDeviceFormatProperties getFormatProperties, PFN_vkGetPhysicalDeviceFormatProperties getFormatProperties,
const MG_External::VulkanCapabilities& capabilities, const MG_External::VulkanCapabilities& capabilities, FormatCapabilityCache& cache) {
FormatCapabilityCache& cache) {
PopulateFormatCapabilitiesImpl(physicalDevice, getFormatProperties, capabilities, cache); PopulateFormatCapabilitiesImpl(physicalDevice, getFormatProperties, capabilities, cache);
} }
BackendObject_DirectVulkan::~BackendObject_DirectVulkan() = default; BackendObject_DirectVulkan::~BackendObject_DirectVulkan() = default;
BackendObject_DirectVulkan::BackendObject_DirectVulkan(): m_rendererInfo{GetRendererIdentity()} {} BackendObject_DirectVulkan::BackendObject_DirectVulkan() : m_rendererInfo{GetRendererIdentity()} {}
Bool BackendObject_DirectVulkan::InitWindowSurface() { Bool BackendObject_DirectVulkan::InitWindowSurface() {
if (!m_windowHandle.Handle) { if (!m_windowHandle.Handle) {
@@ -410,10 +403,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MGLOG_E("DirectVulkan backend not initialized"); MGLOG_E("DirectVulkan backend not initialized");
return false; return false;
} }
if (!handle.Handle || (handle.Backend != WindowBackend::Android && if (!handle.Handle || (handle.Backend != WindowBackend::Android && handle.Backend != WindowBackend::X11 &&
handle.Backend != WindowBackend::X11 && handle.Backend != WindowBackend::MetalLayer && handle.Backend != WindowBackend::Win32)) {
handle.Backend != WindowBackend::MetalLayer &&
handle.Backend != WindowBackend::Win32)) {
MGLOG_E("DirectVulkan backend only supports Android, X11, CAMetalLayer, and Win32 native windows"); MGLOG_E("DirectVulkan backend only supports Android, X11, CAMetalLayer, and Win32 native windows");
return false; return false;
} }
@@ -504,36 +495,50 @@ namespace MobileGL::MG_Backend::DirectVulkan {
.RendererName = "Magma", .RendererName = "Magma",
.BackendName = "Direct (Vulkan)", .BackendName = "Direct (Vulkan)",
.ExtraVendor = Nullopt, .ExtraVendor = Nullopt,
.RendererGLInfo = .RendererGLInfo = {.TargetGLVersion = {4, 0, 0},
{ .TargetGLSLVersion = {4, 6, 0},
.TargetGLVersion = {3, 3, 0}, // Baseline advertisement (no shader subgroup, no timer queries); a
.TargetGLSLVersion = {4, 6, 0}, // live backend reconciles its copy in UpdateAdvertisedExtensions.
// Baseline advertisement (no shader subgroup, no timer queries); a .Extensions = BuildAdvertisedExtensions(false, false, false),
// live backend reconciles its copy in UpdateAdvertisedExtensions. .IsCompatibilityProfile = false},
.Extensions = BuildAdvertisedExtensions(false, false, false),
.IsCompatibilityProfile = false
},
.StaticBackendCapability = {.AllowVSOnlyPrograms = false}}; .StaticBackendCapability = {.AllowVSOnlyPrograms = false}};
return rendererInfo; return rendererInfo;
} }
Vector<GLExtension> BuildAdvertisedExtensions(Bool shaderSubgroupSupported, Bool timerQueriesSupported, Vector<GLExtension> BuildAdvertisedExtensions(Bool shaderSubgroupSupported, Bool timerQueriesSupported,
Bool anisotropicFilteringSupported) { Bool anisotropicFilteringSupported) {
Vector<GLExtension> extensions = {V_OpenGL30, V_OpenGL31, V_OpenGL32, Vector<GLExtension> extensions = {
V_OpenGL33, E_GL_ARB_draw_buffers_blend, E_GL_ARB_compute_shader, V_OpenGL30, V_OpenGL31, V_OpenGL32, V_OpenGL33, V_OpenGL40, E_GL_ARB_draw_buffers_blend,
E_GL_ARB_shader_storage_buffer_object, E_GL_ARB_shader_image_load_store, E_GL_ARB_compute_shader, E_GL_ARB_shader_storage_buffer_object, E_GL_ARB_shader_image_load_store,
E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object, E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object, E_GL_ARB_multi_draw_indirect,
E_GL_ARB_multi_draw_indirect, E_GL_ARB_indirect_parameters, E_GL_ARB_indirect_parameters, E_GL_EXT_framebuffer_object, E_GL_ARB_depth_texture, E_GL_ARB_buffer_storage,
E_GL_EXT_framebuffer_object, E_GL_ARB_depth_texture, E_GL_ARB_buffer_storage, E_GL_ARB_texture_storage, E_GL_ARB_texture_storage_multisample, E_GL_ARB_texture_multisample,
E_GL_ARB_texture_storage, E_GL_ARB_texture_storage_multisample, E_GL_ARB_clear_texture, E_GL_ARB_direct_state_access, E_GL_ARB_shader_draw_parameters,
E_GL_ARB_texture_multisample, E_GL_ARB_clear_texture, E_GL_ARB_direct_state_access, E_GL_ARB_gpu_shader_int64, E_GL_KHR_debug, E_GL_ARB_gpu_shader5, E_GL_ARB_multi_bind,
E_GL_ARB_shader_draw_parameters, E_GL_ARB_gpu_shader_int64, E_GL_KHR_debug, E_GL_ARB_shading_language_420pack, E_GL_ARB_vertex_attrib_binding, E_GL_ARB_shader_image_size,
E_GL_ARB_gpu_shader5, E_GL_ARB_multi_bind, E_GL_ARB_shading_language_420pack, E_GL_ARB_explicit_attrib_location,
E_GL_ARB_vertex_attrib_binding, E_GL_ARB_shader_image_size, // Advertised with GL_NUM_PROGRAM_BINARY_FORMATS = 0, which the
E_GL_ARB_explicit_attrib_location}; // extension explicitly permits. It is also the only thing that
// exposes glProgramParameteri before GL 4.1.
E_GL_ARB_get_program_binary};
if (shaderSubgroupSupported && !MG_Config::Features.DisableSubgroup) { if (shaderSubgroupSupported && !MG_Config::Features.DisableSubgroup) {
extensions.push_back(E_GL_KHR_shader_subgroup); extensions.push_back(E_GL_KHR_shader_subgroup);
} }
// GL_KHR_parallel_shader_compile is MobileGL's own capability, not the Vulkan
// device's: the compiler threads belong to MobileGL's shader pool and
// glCompileShader/glLinkProgram are serviced entirely inside the frontend, so there
// is no device feature to condition this on.
//
// Gated on the async flag deliberately, and this is the whole reason the gate
// exists. Advertising the string is the one part of asynchronous compilation that a
// recorded trace can never cover: Iris and Sodium change their SUBMISSION SCHEDULE
// the moment they see it - they enqueue whole pipeline batches and poll
// GL_COMPLETION_STATUS_KHR instead of compiling one program at a time - so
// MOBILEGL_ASYNC_SHADER_COMPILE=0 has to withdraw the application-visible behaviour
// change as well as the threading, or the kill switch would only be half a switch.
if (MG_Util::Async::AsyncShaderCompileEnabled()) {
extensions.push_back(E_GL_KHR_parallel_shader_compile);
}
// GL_ARB_timer_query gates MC's F3 GPU% (LWJGL checks the extension string); // GL_ARB_timer_query gates MC's F3 GPU% (LWJGL checks the extension string);
// only advertised when the device actually supports timestamp queries and the // only advertised when the device actually supports timestamp queries and the
// MOBILEGL_DISABLE_TIMERQUERY escape hatch is off. // MOBILEGL_DISABLE_TIMERQUERY escape hatch is off.
@@ -593,6 +598,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
funcsTable.GL.ClearBufferiv = ClearBufferiv; funcsTable.GL.ClearBufferiv = ClearBufferiv;
funcsTable.GL.ClearNamedFramebufferfv = ClearNamedFramebufferfv; funcsTable.GL.ClearNamedFramebufferfv = ClearNamedFramebufferfv;
funcsTable.GL.ClearNamedFramebufferfi = ClearNamedFramebufferfi; funcsTable.GL.ClearNamedFramebufferfi = ClearNamedFramebufferfi;
funcsTable.GL.ClearNamedFramebufferiv = ClearNamedFramebufferiv;
funcsTable.GL.ClearNamedFramebufferuiv = ClearNamedFramebufferuiv;
funcsTable.GL.BlitFramebuffer = BlitFramebuffer; funcsTable.GL.BlitFramebuffer = BlitFramebuffer;
funcsTable.GL.BlitNamedFramebuffer = BlitNamedFramebuffer; funcsTable.GL.BlitNamedFramebuffer = BlitNamedFramebuffer;
funcsTable.GL.CopyTexImage2D = CopyTexImage2D; funcsTable.GL.CopyTexImage2D = CopyTexImage2D;
@@ -610,12 +617,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
funcsTable.GL.GetIntegeri_v = GetIntegeri_v; funcsTable.GL.GetIntegeri_v = GetIntegeri_v;
funcsTable.GL.GetInteger64i_v = GetInteger64i_v; funcsTable.GL.GetInteger64i_v = GetInteger64i_v;
funcsTable.GL.GetProgramiv = GetProgramiv; funcsTable.GL.GetProgramiv = GetProgramiv;
funcsTable.GL.GetProgramInterfaceiv = GetProgramInterfaceiv;
funcsTable.GL.GetProgramResourceIndex = GetProgramResourceIndex;
funcsTable.GL.GetProgramResourceName = GetProgramResourceName;
funcsTable.GL.GetProgramResourceiv = GetProgramResourceiv;
funcsTable.GL.GetProgramResourceLocation = GetProgramResourceLocation;
funcsTable.GL.GetProgramResourceLocationIndex = GetProgramResourceLocationIndex;
funcsTable.GL.ShaderStorageBlockBinding = ShaderStorageBlockBinding; funcsTable.GL.ShaderStorageBlockBinding = ShaderStorageBlockBinding;
funcsTable.GL.FenceSync = FenceSync; funcsTable.GL.FenceSync = FenceSync;
funcsTable.GL.ClientWaitSync = ClientWaitSync; funcsTable.GL.ClientWaitSync = ClientWaitSync;
@@ -725,7 +726,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// rather than a maximum the sampler manager will never apply. // rather than a maximum the sampler manager will never apply.
m_dynamicParameters.MaxTextureMaxAnisotropy = m_dynamicParameters.MaxTextureMaxAnisotropy =
(pVulkanRenderer && pVulkanRenderer->IsSamplerAnisotropySupported()) ? m_vulkanCaps.MaxSamplerAnisotropy (pVulkanRenderer && pVulkanRenderer->IsSamplerAnisotropySupported()) ? m_vulkanCaps.MaxSamplerAnisotropy
: 1.0f; : 1.0f;
m_dynamicParameters.SmoothLineWidthRangeMin = m_vulkanCaps.SmoothLineWidthRangeMin; m_dynamicParameters.SmoothLineWidthRangeMin = m_vulkanCaps.SmoothLineWidthRangeMin;
m_dynamicParameters.SmoothLineWidthRangeMax = m_vulkanCaps.SmoothLineWidthRangeMax; m_dynamicParameters.SmoothLineWidthRangeMax = m_vulkanCaps.SmoothLineWidthRangeMax;
m_dynamicParameters.SmoothLineWidthGranularity = m_vulkanCaps.SmoothLineWidthGranularity; m_dynamicParameters.SmoothLineWidthGranularity = m_vulkanCaps.SmoothLineWidthGranularity;
@@ -746,8 +747,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_dynamicParameters.MaxIntegerSamples = m_vulkanCaps.MaxIntegerSamples; m_dynamicParameters.MaxIntegerSamples = m_vulkanCaps.MaxIntegerSamples;
m_dynamicParameters.MaxSamples = m_vulkanCaps.MaxSamples; m_dynamicParameters.MaxSamples = m_vulkanCaps.MaxSamples;
m_dynamicParameters.MaxSampleMaskWords = m_vulkanCaps.MaxSampleMaskWords; m_dynamicParameters.MaxSampleMaskWords = m_vulkanCaps.MaxSampleMaskWords;
const Int maxSupportedTextureUnits = const Int maxSupportedTextureUnits = static_cast<Int>(MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
static_cast<Int>(MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
// GL_MAX_TEXTURE_IMAGE_UNITS is a *per-stage* sampler limit. Adreno/Qualcomm report a huge // GL_MAX_TEXTURE_IMAGE_UNITS is a *per-stage* sampler limit. Adreno/Qualcomm report a huge
// maxPerStageDescriptorSampledImages (descriptor-indexing scale), so clamping it only to our // maxPerStageDescriptorSampledImages (descriptor-indexing scale), so clamping it only to our
// combined array capacity (192) still advertises 192 per stage. Host code treats this value as // combined array capacity (192) still advertises 192 per stage. Host code treats this value as
@@ -757,8 +757,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// limits while keeping the combined limit at our texture-unit array capacity. // limits while keeping the combined limit at our texture-unit array capacity.
constexpr Int maxPerStageTextureUnits = constexpr Int maxPerStageTextureUnits =
static_cast<Int>(MG_State::GLState::TextureState::MAX_PER_STAGE_TEXTURE_IMAGE_UNITS); static_cast<Int>(MG_State::GLState::TextureState::MAX_PER_STAGE_TEXTURE_IMAGE_UNITS);
m_dynamicParameters.MaxTextureImageUnits = m_dynamicParameters.MaxTextureImageUnits = std::min(m_vulkanCaps.MaxTextureImageUnits, maxPerStageTextureUnits);
std::min(m_vulkanCaps.MaxTextureImageUnits, maxPerStageTextureUnits);
m_dynamicParameters.MaxVertexTextureImageUnits = m_dynamicParameters.MaxVertexTextureImageUnits =
std::min(m_vulkanCaps.MaxVertexTextureImageUnits, maxPerStageTextureUnits); std::min(m_vulkanCaps.MaxVertexTextureImageUnits, maxPerStageTextureUnits);
m_dynamicParameters.MaxComputeTextureImageUnits = m_dynamicParameters.MaxComputeTextureImageUnits =
@@ -767,19 +766,18 @@ namespace MobileGL::MG_Backend::DirectVulkan {
std::min(m_vulkanCaps.MaxCombinedTextureImageUnits, maxSupportedTextureUnits); std::min(m_vulkanCaps.MaxCombinedTextureImageUnits, maxSupportedTextureUnits);
// Never advertise more attributes than the state layer can store: the current-value array and // Never advertise more attributes than the state layer can store: the current-value array and
// the Uint32 attribute masks the draw path passes around are both bounded by MAX_VERTEX_ATTRIBS. // the Uint32 attribute masks the draw path passes around are both bounded by MAX_VERTEX_ATTRIBS.
m_dynamicParameters.MaxVertexAttribs = m_dynamicParameters.MaxVertexAttribs = std::min(
std::min(m_vulkanCaps.MaxVertexAttribs, m_vulkanCaps.MaxVertexAttribs, static_cast<Int>(MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS));
static_cast<Int>(MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS));
m_dynamicParameters.MaxComputeShaderStorageBlocks = m_vulkanCaps.MaxComputeShaderStorageBlocks; m_dynamicParameters.MaxComputeShaderStorageBlocks = m_vulkanCaps.MaxComputeShaderStorageBlocks;
m_dynamicParameters.MaxCombinedShaderStorageBlocks = m_vulkanCaps.MaxCombinedShaderStorageBlocks; m_dynamicParameters.MaxCombinedShaderStorageBlocks = m_vulkanCaps.MaxCombinedShaderStorageBlocks;
m_dynamicParameters.MaxComputeUniformBlocks = m_vulkanCaps.MaxComputeUniformBlocks; m_dynamicParameters.MaxComputeUniformBlocks = m_vulkanCaps.MaxComputeUniformBlocks;
m_dynamicParameters.MaxComputeWorkGroupInvocations = m_vulkanCaps.MaxComputeWorkGroupInvocations; m_dynamicParameters.MaxComputeWorkGroupInvocations = m_vulkanCaps.MaxComputeWorkGroupInvocations;
m_dynamicParameters.MaxShaderStorageBufferBindings = m_vulkanCaps.MaxShaderStorageBufferBindings; m_dynamicParameters.MaxShaderStorageBufferBindings = m_vulkanCaps.MaxShaderStorageBufferBindings;
m_dynamicParameters.MaxTextureBufferSize = m_vulkanCaps.MaxTextureBufferSize; m_dynamicParameters.MaxTextureBufferSize = m_vulkanCaps.MaxTextureBufferSize;
m_dynamicParameters.TextureBufferOffsetAlignment = m_vulkanCaps.TextureBufferOffsetAlignment;
m_dynamicParameters.MaxUniformBufferBindings = m_vulkanCaps.MaxUniformBufferBindings; m_dynamicParameters.MaxUniformBufferBindings = m_vulkanCaps.MaxUniformBufferBindings;
m_dynamicParameters.MaxUniformBlockSize = m_vulkanCaps.MaxUniformBlockSize; m_dynamicParameters.MaxUniformBlockSize = m_vulkanCaps.MaxUniformBlockSize;
m_dynamicParameters.MaxImageUnits = m_dynamicParameters.MaxImageUnits = std::max(std::min(m_vulkanCaps.MaxImageUnits, maxSupportedTextureUnits), 0);
std::max(std::min(m_vulkanCaps.MaxImageUnits, maxSupportedTextureUnits), 0);
m_dynamicParameters.MaxCombinedImageUniforms = std::max(m_vulkanCaps.MaxCombinedImageUniforms, 0); m_dynamicParameters.MaxCombinedImageUniforms = std::max(m_vulkanCaps.MaxCombinedImageUniforms, 0);
const Int maxPerStageImageUniforms = const Int maxPerStageImageUniforms =
std::min(m_dynamicParameters.MaxImageUnits, m_dynamicParameters.MaxCombinedImageUniforms); std::min(m_dynamicParameters.MaxImageUnits, m_dynamicParameters.MaxCombinedImageUniforms);
@@ -796,8 +794,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_vulkanCaps.SupportsFragmentStoresAndAtomics ? maxPerStageImageUniforms : 0; m_vulkanCaps.SupportsFragmentStoresAndAtomics ? maxPerStageImageUniforms : 0;
m_dynamicParameters.MaxComputeImageUniforms = m_dynamicParameters.MaxComputeImageUniforms =
std::min(std::max(m_vulkanCaps.MaxComputeImageUniforms, 0), maxPerStageImageUniforms); std::min(std::max(m_vulkanCaps.MaxComputeImageUniforms, 0), maxPerStageImageUniforms);
const Int maxSupportedDrawBuffers = const Int maxSupportedDrawBuffers = static_cast<Int>(MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS);
static_cast<Int>(MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS);
m_dynamicParameters.MaxDrawBuffers = std::min(m_vulkanCaps.MaxDrawBuffers, maxSupportedDrawBuffers); m_dynamicParameters.MaxDrawBuffers = std::min(m_vulkanCaps.MaxDrawBuffers, maxSupportedDrawBuffers);
m_dynamicParameters.MaxColorAttachments = std::min(m_vulkanCaps.MaxColorAttachments, maxSupportedDrawBuffers); m_dynamicParameters.MaxColorAttachments = std::min(m_vulkanCaps.MaxColorAttachments, maxSupportedDrawBuffers);
m_dynamicParameters.MaxClipDistances = m_vulkanCaps.MaxClipDistances; m_dynamicParameters.MaxClipDistances = m_vulkanCaps.MaxClipDistances;
@@ -816,21 +813,44 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_dynamicParameters.FragmentInterpolationOffsetBits = 4; m_dynamicParameters.FragmentInterpolationOffsetBits = 4;
if (m_vulkanCaps.FragmentInterpolationOffsetBits >= 4 && if (m_vulkanCaps.FragmentInterpolationOffsetBits >= 4 &&
std::isfinite(m_vulkanCaps.MaxFragmentInterpolationOffset)) { std::isfinite(m_vulkanCaps.MaxFragmentInterpolationOffset)) {
const Float requiredMaxOffset = const Float requiredMaxOffset = 0.5f - std::ldexp(1.0f, -m_vulkanCaps.FragmentInterpolationOffsetBits);
0.5f - std::ldexp(1.0f, -m_vulkanCaps.FragmentInterpolationOffsetBits);
if (m_vulkanCaps.MaxFragmentInterpolationOffset >= requiredMaxOffset) { if (m_vulkanCaps.MaxFragmentInterpolationOffset >= requiredMaxOffset) {
m_dynamicParameters.MaxFragmentInterpolationOffset = m_vulkanCaps.MaxFragmentInterpolationOffset; m_dynamicParameters.MaxFragmentInterpolationOffset = m_vulkanCaps.MaxFragmentInterpolationOffset;
m_dynamicParameters.FragmentInterpolationOffsetBits = m_dynamicParameters.FragmentInterpolationOffsetBits = m_vulkanCaps.FragmentInterpolationOffsetBits;
m_vulkanCaps.FragmentInterpolationOffsetBits;
} }
} }
m_dynamicParameters.SupportsWideLines = m_vulkanCaps.SupportsWideLines; m_dynamicParameters.SupportsWideLines = m_vulkanCaps.SupportsWideLines;
// A 2D or 2D multisample array texture is a VK_IMAGE_TYPE_2D image whose GL depth IS its
// arrayLayers, so a GL layer is a Vulkan array layer with nothing to translate.
// ResolveAttachmentBaseArrayLayer already passes the attachment's layer through. The other
// layered targets are declared separately as their own machinery lands.
{
using DynParams = MG_Backend::DynamicBackendParameters;
m_dynamicParameters.PerLayerFramebufferAttachmentTargets |=
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture2DArray) |
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture2DMultisampleArray);
// A cube map array is one 2D image with arrayLayers = 6 * cubeCount, so a GL layer is a
// Vulkan array layer here too - but the image cannot be created without imageCubeArray.
// A 3D texture's GL layer is a z slice, which only a 2D view over a 2D-array-compatible
// image can name. Optimistic: a format that refuses the flag is caught at image creation
// and declines the slice view there, which the clear path handles as a soft miss.
if (m_vulkanCaps.Supports2DArrayCompatible3DImages) {
m_dynamicParameters.PerLayerFramebufferAttachmentTargets |=
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture3D);
}
if (m_vulkanCaps.SupportsImageCubeArray) {
m_dynamicParameters.PerLayerFramebufferAttachmentTargets |=
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::TextureCubeMapArray);
}
}
m_dynamicParameters.SupportsFloat64VertexAttributes = m_vulkanCaps.SupportsShaderFloat64;
m_dynamicParameters.MaxShaderStorageBlockSize = m_dynamicParameters.MaxShaderStorageBlockSize =
std::min(m_vulkanCaps.MaxShaderStorageBlockSize, kMaxAdvertisedShaderStorageBlockSize); std::min(m_vulkanCaps.MaxShaderStorageBlockSize, kMaxAdvertisedShaderStorageBlockSize);
if (m_vulkanCaps.SupportsShaderSubgroup) { if (m_vulkanCaps.SupportsShaderSubgroup) {
m_dynamicParameters.SubgroupSize = m_vulkanCaps.SubgroupSize; m_dynamicParameters.SubgroupSize = m_vulkanCaps.SubgroupSize;
m_dynamicParameters.SubgroupSupportedStages = mapShaderStages(m_vulkanCaps.SubgroupSupportedStages); m_dynamicParameters.SubgroupSupportedStages = mapShaderStages(m_vulkanCaps.SubgroupSupportedStages);
m_dynamicParameters.SubgroupSupportedFeatures = mapSubgroupFeatures(m_vulkanCaps.SubgroupSupportedOperations); m_dynamicParameters.SubgroupSupportedFeatures =
mapSubgroupFeatures(m_vulkanCaps.SubgroupSupportedOperations);
m_dynamicParameters.SubgroupQuadOperationsInAllStages = m_vulkanCaps.SubgroupQuadOperationsInAllStages; m_dynamicParameters.SubgroupQuadOperationsInAllStages = m_vulkanCaps.SubgroupQuadOperationsInAllStages;
} else { } else {
m_dynamicParameters.SubgroupSize = 0; m_dynamicParameters.SubgroupSize = 0;
@@ -840,8 +860,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
if (m_dynamicParameters.MaxShaderStorageBlockSize != m_vulkanCaps.MaxShaderStorageBlockSize) { if (m_dynamicParameters.MaxShaderStorageBlockSize != m_vulkanCaps.MaxShaderStorageBlockSize) {
MGLOG_I("DirectVulkan: clamped GL_MAX_SHADER_STORAGE_BLOCK_SIZE from %zu to %zu", MGLOG_I("DirectVulkan: clamped GL_MAX_SHADER_STORAGE_BLOCK_SIZE from %zu to %zu",
m_vulkanCaps.MaxShaderStorageBlockSize, m_vulkanCaps.MaxShaderStorageBlockSize, m_dynamicParameters.MaxShaderStorageBlockSize);
m_dynamicParameters.MaxShaderStorageBlockSize);
} }
switch (m_vulkanCaps.VendorId) { switch (m_vulkanCaps.VendorId) {
case 0x5143u: // VK_VENDOR_ID: Qualcomm case 0x5143u: // VK_VENDOR_ID: Qualcomm
+118 -523
View File
@@ -16,6 +16,7 @@
#include "MG_Util/Metrics/TextureMetrics.h" #include "MG_Util/Metrics/TextureMetrics.h"
#include "MG_Util/Miscellany/IndexGenerator.h" #include "MG_Util/Miscellany/IndexGenerator.h"
#include <atomic> #include <atomic>
#include <bit>
#include <cstring> #include <cstring>
#include <spirv_reflect.h> #include <spirv_reflect.h>
@@ -231,6 +232,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
StorageBlockResource block{}; StorageBlockResource block{};
block.name = blockName; block.name = blockName;
block.binding = binding->binding; block.binding = binding->binding;
// glShaderStorageBlockBinding survives every rebuild of this cache: the
// authoritative record of a rebound block lives on the program (it is what
// GL_BUFFER_BINDING reports), and only the shader's declared binding is
// recoverable from the SPIR-V. Without this, any unrelated state-version
// bump would silently revert the block to its declared binding.
const Int rebound = program.GetShaderStorageBlockBindingOverride(blockName);
if (rebound >= 0) block.binding = static_cast<Uint32>(rebound);
block.dataSize = static_cast<GLint>(binding->block.size); block.dataSize = static_cast<GLint>(binding->block.size);
const GLuint blockIndex = static_cast<GLuint>(cache.storageBlocks.size()); const GLuint blockIndex = static_cast<GLuint>(cache.storageBlocks.size());
AddBufferVariablesRecursive(binding->block, blockName, blockIndex, cache.bufferVariables, AddBufferVariablesRecursive(binding->block, blockName, blockIndex, cache.bufferVariables,
@@ -255,18 +263,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return programObject.get(); return programObject.get();
} }
void CopyResourceName(const String& source, GLsizei bufSize, GLsizei* length, GLchar* name) {
const GLsizei writtenLength = static_cast<GLsizei>(source.size());
if (length) {
*length = writtenLength;
}
if (name && bufSize > 0) {
const GLsizei copyLength = std::min<GLsizei>(bufSize - 1, writtenLength);
std::memcpy(name, source.data(), static_cast<SizeT>(copyLength));
name[copyLength] = '\0';
}
}
const Uint8* ResolveIndirectCommandBytes(const void* indirect, SizeT requiredBytes, const char* label) { const Uint8* ResolveIndirectCommandBytes(const void* indirect, SizeT requiredBytes, const char* label) {
auto drawBuffer = MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::DrawIndirect).GetBoundObject(); auto drawBuffer = MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::DrawIndirect).GetBoundObject();
if (drawBuffer) { if (drawBuffer) {
@@ -287,100 +283,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return reinterpret_cast<const Uint8*>(indirect); return reinterpret_cast<const Uint8*>(indirect);
} }
Vector<GLuint> GetUniformBlockActiveVariables(const MG_State::GLState::ProgramObject& program,
GLuint blockIndex) {
Vector<GLuint> activeVariables;
const Uint uniformCount = program.GetUniformCount();
activeVariables.reserve(uniformCount);
for (Uint uniformIndex = 0; uniformIndex < uniformCount; ++uniformIndex) {
if (program.GetActiveUniformBlockIndex(uniformIndex) == static_cast<Int>(blockIndex)) {
activeVariables.push_back(uniformIndex);
}
}
return activeVariables;
}
GLuint FindProgramInputIndex(const MG_State::GLState::ProgramObject& program, const String& name) {
const Int activeCount = program.GetActiveAttributesCount();
for (Int index = 0; index < activeCount; ++index) {
if (program.GetActiveAttribName(index) == name) {
return static_cast<GLuint>(index);
}
}
return GL_INVALID_INDEX;
}
GLuint FindProgramOutputIndex(const MG_State::GLState::ProgramObject& program, const String& name) {
const Int activeCount = program.GetActiveFragmentOutputCount();
for (Int index = 0; index < activeCount; ++index) {
if (program.GetActiveFragmentOutputName(index) == name) {
return static_cast<GLuint>(index);
}
}
return GL_INVALID_INDEX;
}
GLint GetProgramOutputLocation(const MG_State::GLState::ProgramObject& program, const String& name) {
const Int activeCount = program.GetActiveFragmentOutputCount();
for (Int index = 0; index < activeCount; ++index) {
if (program.GetActiveFragmentOutputName(index) == name) {
return program.GetFragmentOutputLocation(index);
}
}
return -1;
}
GLint GetProgramResourceActiveCount(const MG_State::GLState::ProgramObject& program, GLenum programInterface,
const ProgramResourceCache& cache) {
switch (programInterface) {
case GL_SHADER_STORAGE_BLOCK:
return static_cast<GLint>(cache.storageBlocks.size());
case GL_BUFFER_VARIABLE:
return static_cast<GLint>(cache.bufferVariables.size());
case GL_UNIFORM_BLOCK:
return program.GetActiveUniformBlocksCount();
case GL_UNIFORM:
return static_cast<GLint>(program.GetUniformCount());
case GL_PROGRAM_INPUT:
return program.GetActiveAttributesCount();
case GL_PROGRAM_OUTPUT:
return program.GetActiveFragmentOutputCount();
default:
return 0;
}
}
GLint GetProgramResourceMaxNameLength(const MG_State::GLState::ProgramObject& program, GLenum programInterface,
const ProgramResourceCache& cache) {
switch (programInterface) {
case GL_SHADER_STORAGE_BLOCK: {
SizeT maxLength = 0;
for (const auto& block : cache.storageBlocks) maxLength = std::max(maxLength, block.name.size() + 1);
return static_cast<GLint>(maxLength);
}
case GL_BUFFER_VARIABLE: {
SizeT maxLength = 0;
for (const auto& var : cache.bufferVariables) maxLength = std::max(maxLength, var.name.size() + 1);
return static_cast<GLint>(maxLength);
}
case GL_UNIFORM_BLOCK:
return program.GetActiveUniformBlocksMaxNameLength() + 1;
case GL_UNIFORM:
return program.GetUniformMaxLength() + 1;
case GL_PROGRAM_INPUT:
return program.GetActiveAttributesMaxLength() + 1;
case GL_PROGRAM_OUTPUT: {
SizeT maxLength = 0;
const Int activeCount = program.GetActiveFragmentOutputCount();
for (Int index = 0; index < activeCount; ++index) {
maxLength = std::max(maxLength, program.GetActiveFragmentOutputName(index).size() + 1);
}
return static_cast<GLint>(maxLength);
}
default:
return 0;
}
}
} // namespace } // namespace
void ClearProgramResourceCaches() { void ClearProgramResourceCaches() {
@@ -394,11 +296,21 @@ namespace MobileGL::MG_Backend::DirectVulkan {
GLuint GetShaderStorageBlockIndex(const MG_State::GLState::ProgramObject& program, const String& name) { GLuint GetShaderStorageBlockIndex(const MG_State::GLState::ProgramObject& program, const String& name) {
auto& cache = GetProgramResourceCache(program); auto& cache = GetProgramResourceCache(program);
const auto it = std::find_if(cache.storageBlocks.begin(), cache.storageBlocks.end(), auto find = [&cache](const String& key) {
[&](const StorageBlockResource& block) { return block.name == name; }); return std::find_if(cache.storageBlocks.begin(), cache.storageBlocks.end(),
return it == cache.storageBlocks.end() [&](const StorageBlockResource& block) { return block.name == key; });
? GL_INVALID_INDEX };
: static_cast<GLuint>(std::distance(cache.storageBlocks.begin(), it)); auto it = find(name);
if (it == cache.storageBlocks.end()) {
// Cache names are normalized (NormalizeDescriptorName drops the array suffix), so
// an arrayed block that GL enumerates per element - "B[0]", "B[1]" - is one entry
// here, spelled "B". Retry against the bare name before giving up.
const auto bracket = name.rfind('[');
if (bracket == String::npos || name.empty() || name.back() != ']') return GL_INVALID_INDEX;
it = find(name.substr(0, bracket));
if (it == cache.storageBlocks.end()) return GL_INVALID_INDEX;
}
return static_cast<GLuint>(std::distance(cache.storageBlocks.begin(), it));
} }
GLuint GetShaderStorageBlockBinding(const MG_State::GLState::ProgramObject& program, GLuint blockIndex) { GLuint GetShaderStorageBlockBinding(const MG_State::GLState::ProgramObject& program, GLuint blockIndex) {
@@ -440,6 +352,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
pVulkanRenderer->ClearNamedFramebufferfv(framebuffer, buffer, drawbuffer, value); pVulkanRenderer->ClearNamedFramebufferfv(framebuffer, buffer, drawbuffer, value);
} }
void ClearNamedFramebufferiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
GLint drawbuffer, const GLint* value) {
MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::ClearNamedFramebufferiv called with null VulkanRenderer");
MOBILEGL_ASSERT(MG_State::pGLContext, "DirectVulkan::ClearNamedFramebufferiv called with null GL context");
pVulkanRenderer->ClearNamedFramebufferiv(framebuffer, buffer, drawbuffer, value);
}
void ClearNamedFramebufferuiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
GLint drawbuffer, const GLuint* value) {
MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::ClearNamedFramebufferuiv called with null VulkanRenderer");
MOBILEGL_ASSERT(MG_State::pGLContext, "DirectVulkan::ClearNamedFramebufferuiv called with null GL context");
pVulkanRenderer->ClearNamedFramebufferuiv(framebuffer, buffer, drawbuffer, value);
}
void ClearNamedFramebufferfi(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer, void ClearNamedFramebufferfi(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
GLint drawbuffer, GLfloat depth, GLint stencil) { GLint drawbuffer, GLfloat depth, GLint stencil) {
MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::ClearNamedFramebufferfi called with null VulkanRenderer"); MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::ClearNamedFramebufferfi called with null VulkanRenderer");
@@ -859,357 +785,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
} }
void GetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint* params) { void ShaderStorageBlockBinding(GLuint program, const GLchar* storageBlockName, GLuint storageBlockBinding) {
if (!params) return;
auto* programObject = TryGetDirectVulkanProgram(program); auto* programObject = TryGetDirectVulkanProgram(program);
if (!programObject) return; if (!programObject || storageBlockName == nullptr) return;
auto& cache = GetProgramResourceCache(*programObject);
switch (pname) {
case GL_ACTIVE_RESOURCES:
*params = GetProgramResourceActiveCount(*programObject, programInterface, cache);
return;
case GL_MAX_NAME_LENGTH:
*params = GetProgramResourceMaxNameLength(*programObject, programInterface, cache);
return;
case GL_MAX_NUM_ACTIVE_VARIABLES:
if (programInterface == GL_SHADER_STORAGE_BLOCK) {
SizeT maxCount = 0;
for (const auto& block : cache.storageBlocks) {
maxCount = std::max(maxCount, block.activeVariables.size());
}
*params = static_cast<GLint>(maxCount);
} else if (programInterface == GL_UNIFORM_BLOCK) {
GLint maxCount = 0;
const Int activeBlocks = programObject->GetActiveUniformBlocksCount();
for (Int index = 0; index < activeBlocks; ++index) {
maxCount = std::max(maxCount, programObject->GetUniformBlockActiveUniformCount(index));
}
*params = maxCount;
} else {
*params = 0;
}
return;
default:
*params = 0;
return;
}
}
GLuint GetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar* name) {
if (!name) return GL_INVALID_INDEX;
auto* programObject = TryGetDirectVulkanProgram(program);
if (!programObject) return GL_INVALID_INDEX;
auto& cache = GetProgramResourceCache(*programObject);
const String resourceName = name;
if (programInterface == GL_SHADER_STORAGE_BLOCK) {
return GetShaderStorageBlockIndex(*programObject, name);
}
if (programInterface == GL_BUFFER_VARIABLE) {
const auto it = std::find_if(cache.bufferVariables.begin(), cache.bufferVariables.end(),
[&](const BufferVariableResource& var) { return var.name == resourceName; });
return it == cache.bufferVariables.end()
? GL_INVALID_INDEX
: static_cast<GLuint>(std::distance(cache.bufferVariables.begin(), it));
}
if (programInterface == GL_UNIFORM_BLOCK) {
return programObject->GetUniformBlockIndex(name);
}
if (programInterface == GL_UNIFORM) {
const Int activeUniformIndex = programObject->GetActiveUniformIndex(resourceName);
return activeUniformIndex >= 0 ? static_cast<GLuint>(activeUniformIndex) : GL_INVALID_INDEX;
}
if (programInterface == GL_PROGRAM_INPUT) {
return FindProgramInputIndex(*programObject, resourceName);
}
if (programInterface == GL_PROGRAM_OUTPUT) {
return FindProgramOutputIndex(*programObject, resourceName);
}
return GL_INVALID_INDEX;
}
void GetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize,
GLsizei* length, GLchar* name) {
auto* programObject = TryGetDirectVulkanProgram(program);
if (!programObject) return;
auto& cache = GetProgramResourceCache(*programObject);
if (programInterface == GL_SHADER_STORAGE_BLOCK && index < cache.storageBlocks.size()) {
CopyResourceName(cache.storageBlocks[index].name, bufSize, length, name);
return;
}
if (programInterface == GL_BUFFER_VARIABLE && index < cache.bufferVariables.size()) {
CopyResourceName(cache.bufferVariables[index].name, bufSize, length, name);
return;
}
if (programInterface == GL_UNIFORM_BLOCK && programObject->IsActiveUniformBlock(index)) {
CopyResourceName(programObject->GetUniformBlockName(index), bufSize, length, name);
return;
}
if (programInterface == GL_UNIFORM && index < programObject->GetUniformCount()) {
CopyResourceName(programObject->GetActiveUniformName(index), bufSize, length, name);
return;
}
if (programInterface == GL_PROGRAM_INPUT && index < static_cast<GLuint>(programObject->GetActiveAttributesCount())) {
CopyResourceName(programObject->GetActiveAttribName(index), bufSize, length, name);
return;
}
if (programInterface == GL_PROGRAM_OUTPUT &&
index < static_cast<GLuint>(programObject->GetActiveFragmentOutputCount())) {
CopyResourceName(programObject->GetActiveFragmentOutputName(index), bufSize, length, name);
return;
}
if (length) *length = 0;
if (name && bufSize > 0) name[0] = '\0';
}
void GetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount,
const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params) {
auto* programObject = TryGetDirectVulkanProgram(program);
if (!programObject || !props || !params || bufSize <= 0) return;
auto& cache = GetProgramResourceCache(*programObject);
GLsizei written = 0;
auto writeValue = [&](GLint value) {
if (written < bufSize) {
params[written++] = value;
}
};
for (GLsizei propIndex = 0; propIndex < propCount; ++propIndex) {
const GLenum prop = props[propIndex];
if (programInterface == GL_SHADER_STORAGE_BLOCK && index < cache.storageBlocks.size()) {
const auto& block = cache.storageBlocks[index];
switch (prop) {
case GL_NAME_LENGTH:
writeValue(static_cast<GLint>(block.name.size() + 1));
break;
case GL_BUFFER_BINDING:
writeValue(static_cast<GLint>(block.binding));
break;
case GL_BUFFER_DATA_SIZE:
writeValue(block.dataSize);
break;
case GL_NUM_ACTIVE_VARIABLES:
writeValue(static_cast<GLint>(block.activeVariables.size()));
break;
case GL_ACTIVE_VARIABLES:
for (const auto variable : block.activeVariables) writeValue(static_cast<GLint>(variable));
break;
default:
writeValue(0);
break;
}
} else if (programInterface == GL_BUFFER_VARIABLE && index < cache.bufferVariables.size()) {
const auto& var = cache.bufferVariables[index];
switch (prop) {
case GL_NAME_LENGTH:
writeValue(static_cast<GLint>(var.name.size() + 1));
break;
case GL_TYPE:
writeValue(GL_FLOAT);
break;
case GL_ARRAY_SIZE:
writeValue(1);
break;
case GL_OFFSET:
writeValue(var.offset);
break;
case GL_BLOCK_INDEX:
writeValue(static_cast<GLint>(var.blockIndex));
break;
case GL_ARRAY_STRIDE:
case GL_MATRIX_STRIDE:
case GL_TOP_LEVEL_ARRAY_SIZE:
case GL_TOP_LEVEL_ARRAY_STRIDE:
case GL_IS_ROW_MAJOR:
writeValue(0);
break;
default:
writeValue(0);
break;
}
} else if (programInterface == GL_UNIFORM_BLOCK &&
programObject->IsActiveUniformBlock(index)) {
const auto activeVariables = GetUniformBlockActiveVariables(*programObject, index);
switch (prop) {
case GL_NAME_LENGTH:
writeValue(static_cast<GLint>(programObject->GetUniformBlockName(index).size() + 1));
break;
case GL_BUFFER_BINDING:
writeValue(static_cast<GLint>(programObject->GetUniformBlockBinding(index)));
break;
case GL_BUFFER_DATA_SIZE:
writeValue(static_cast<GLint>(programObject->GetUBOSizeAt(index)));
break;
case GL_NUM_ACTIVE_VARIABLES:
writeValue(static_cast<GLint>(activeVariables.size()));
break;
case GL_ACTIVE_VARIABLES:
for (const GLuint variableIndex : activeVariables) {
writeValue(static_cast<GLint>(variableIndex));
}
break;
case GL_REFERENCED_BY_VERTEX_SHADER:
writeValue(programObject->IsUniformBlockReferencedByStage(index, EShLangVertex) ? GL_TRUE
: GL_FALSE);
break;
case GL_REFERENCED_BY_FRAGMENT_SHADER:
writeValue(programObject->IsUniformBlockReferencedByStage(index, EShLangFragment) ? GL_TRUE
: GL_FALSE);
break;
case GL_REFERENCED_BY_COMPUTE_SHADER:
writeValue(programObject->IsUniformBlockReferencedByStage(index, EShLangCompute) ? GL_TRUE
: GL_FALSE);
break;
case GL_REFERENCED_BY_GEOMETRY_SHADER:
case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
writeValue(GL_FALSE);
break;
default:
writeValue(0);
break;
}
} else if (programInterface == GL_UNIFORM && index < programObject->GetUniformCount()) {
const auto& uniformName = programObject->GetActiveUniformName(index);
const GLint location = programObject->GetUniformLocation(uniformName);
switch (prop) {
case GL_NAME_LENGTH:
writeValue(static_cast<GLint>(uniformName.size() + 1));
break;
case GL_TYPE:
writeValue(static_cast<GLint>(programObject->GetActiveUniformType(index)));
break;
case GL_ARRAY_SIZE:
writeValue(programObject->GetActiveUniformArraySize(index));
break;
case GL_BLOCK_INDEX:
writeValue(programObject->GetActiveUniformBlockIndex(index));
break;
case GL_LOCATION:
writeValue(location);
break;
case GL_OFFSET:
writeValue(location >= 0 && programObject->IsValidUniformLocation(location)
? static_cast<GLint>(programObject->GetUniformOffset(location))
: 0);
break;
case GL_ARRAY_STRIDE:
case GL_MATRIX_STRIDE:
case GL_IS_ROW_MAJOR:
case GL_TOP_LEVEL_ARRAY_SIZE:
case GL_TOP_LEVEL_ARRAY_STRIDE:
case GL_REFERENCED_BY_VERTEX_SHADER:
case GL_REFERENCED_BY_FRAGMENT_SHADER:
case GL_REFERENCED_BY_COMPUTE_SHADER:
case GL_REFERENCED_BY_GEOMETRY_SHADER:
case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
writeValue(0);
break;
default:
writeValue(0);
break;
}
} else if (programInterface == GL_PROGRAM_INPUT &&
index < static_cast<GLuint>(programObject->GetActiveAttributesCount())) {
const auto& resourceName = programObject->GetActiveAttribName(index);
switch (prop) {
case GL_NAME_LENGTH:
writeValue(static_cast<GLint>(resourceName.size() + 1));
break;
case GL_TYPE:
writeValue(static_cast<GLint>(programObject->GetActiveAttribType(index)));
break;
case GL_ARRAY_SIZE:
writeValue(programObject->GetActiveAttribArraySize(index));
break;
case GL_LOCATION:
writeValue(programObject->GetAttributeLocation(resourceName));
break;
case GL_REFERENCED_BY_VERTEX_SHADER:
writeValue(GL_TRUE);
break;
case GL_REFERENCED_BY_FRAGMENT_SHADER:
case GL_REFERENCED_BY_COMPUTE_SHADER:
case GL_REFERENCED_BY_GEOMETRY_SHADER:
case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
case GL_IS_PER_PATCH:
case GL_LOCATION_INDEX:
writeValue(0);
break;
default:
writeValue(0);
break;
}
} else if (programInterface == GL_PROGRAM_OUTPUT &&
index < static_cast<GLuint>(programObject->GetActiveFragmentOutputCount())) {
const auto& resourceName = programObject->GetActiveFragmentOutputName(index);
switch (prop) {
case GL_NAME_LENGTH:
writeValue(static_cast<GLint>(resourceName.size() + 1));
break;
case GL_TYPE:
writeValue(static_cast<GLint>(programObject->GetFragmentOutputType(index)));
break;
case GL_ARRAY_SIZE:
writeValue(programObject->GetActiveFragmentOutputArraySize(index));
break;
case GL_LOCATION:
writeValue(programObject->GetFragmentOutputLocation(index));
break;
case GL_LOCATION_INDEX:
writeValue(0);
break;
case GL_REFERENCED_BY_FRAGMENT_SHADER:
writeValue(GL_TRUE);
break;
case GL_REFERENCED_BY_VERTEX_SHADER:
case GL_REFERENCED_BY_COMPUTE_SHADER:
case GL_REFERENCED_BY_GEOMETRY_SHADER:
case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
case GL_IS_PER_PATCH:
writeValue(0);
break;
default:
writeValue(0);
break;
}
} else {
writeValue(0);
}
}
if (length) *length = written;
}
GLint GetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar* name) {
auto* programObject = TryGetDirectVulkanProgram(program);
if (!programObject || !name) return -1;
if (programInterface == GL_UNIFORM) {
return programObject->GetUniformLocation(name);
}
if (programInterface == GL_PROGRAM_INPUT) {
return programObject->GetAttributeLocation(name);
}
if (programInterface == GL_PROGRAM_OUTPUT) {
return GetProgramOutputLocation(*programObject, name);
}
return -1;
}
GLint GetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar* name) {
auto* programObject = TryGetDirectVulkanProgram(program);
if (!programObject || !name) return -1;
if (programInterface == GL_PROGRAM_OUTPUT) {
return GetProgramOutputLocation(*programObject, name) >= 0 ? 0 : -1;
}
return -1;
}
void ShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding) {
auto* programObject = TryGetDirectVulkanProgram(program);
if (!programObject) return;
auto& cache = GetProgramResourceCache(*programObject);
const Int maxBindings = pActiveBackendObject const Int maxBindings = pActiveBackendObject
? pActiveBackendObject->GetDynamicParameters().MaxShaderStorageBufferBindings ? pActiveBackendObject->GetDynamicParameters().MaxShaderStorageBufferBindings
: 0; : 0;
@@ -1219,13 +797,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MakeUnique<GenericErrorInfo>("DirectVulkan", __func__, "Shader storage binding is out of range.")); MakeUnique<GenericErrorInfo>("DirectVulkan", __func__, "Shader storage binding is out of range."));
return; return;
} }
if (storageBlockIndex >= cache.storageBlocks.size()) { // The frontend already validated that the name denotes an active block, and has
MG_State::pGLContext->RecordError( // already recorded the new binding on the program - which is what reseeds this cache
ErrorCode::InvalidValue, // whenever it is rebuilt. Writing the entry here as well keeps an ALREADY-BUILT cache
MakeUnique<GenericErrorInfo>("DirectVulkan", __func__, "Shader storage block index is not active.")); // (the common case: the very next draw reads it) from having to be thrown away.
return; auto& cache = GetProgramResourceCache(*programObject);
} const GLuint blockIndex = GetShaderStorageBlockIndex(*programObject, storageBlockName);
cache.storageBlocks[storageBlockIndex].binding = storageBlockBinding; if (blockIndex == GL_INVALID_INDEX) return;
cache.storageBlocks[blockIndex].binding = storageBlockBinding;
} }
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) { void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) {
MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::ReadPixels called with null VulkanRenderer"); MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::ReadPixels called with null VulkanRenderer");
@@ -1378,31 +957,66 @@ namespace MobileGL::MG_Backend::DirectVulkan {
pVulkanRenderer->MultiDrawArrays(payload); pVulkanRenderer->MultiDrawArrays(payload);
} }
// Shared body of glMultiDrawElements (basevertex == nullptr) and
// glMultiDrawElementsBaseVertex: identical calls except for the per-draw
// vertex offset, which VkMultiDrawIndexedInfoEXT / VkDrawIndexedIndirectCommand /
// vkCmdDrawIndexed all carry natively.
static void MultiDrawElementsImpl(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex) {
if (drawcount <= 0) {
return;
}
MultiDrawIndexedCmd payload{};
payload.mode = mode;
payload.indexBufferView.indexType = type;
// Loop-invariant: the index type is fixed for the whole multi-draw, so resolve
// its byte size once instead of twice per sub-draw (a cross-TU switch that
// showed up in per-frame profiles of sodium-style 132x32 multi-draws). Index
// sizes are 1/2/4, so the per-sub-draw offset division below reduces to a
// 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);
return;
}
const Uint32 indexSizeShift = static_cast<Uint32>(std::countr_zero(indexSize));
// TODO: allocate draw cmd buf elsewhere
static Vector<DrawIndexedCmdParam> params;
params.clear();
params.resize(drawcount);
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] == 0) {
continue;
}
// TODO: this index view needs a redesign, now there's a lotta redundant uploads
payload.indexBufferView.indexByteOffset = 0;
payload.indexBufferView.indexByteSize =
std::max(reinterpret_cast<SizeT>(indices[i]) + count[i] * indexSize,
payload.indexBufferView.indexByteSize);
auto& param = params[i];
param.indexCount = count[i];
param.instanceCount = 1;
param.firstIndex = reinterpret_cast<SizeT>(indices[i]) >> indexSizeShift;
param.vertexOffset = basevertex != nullptr ? basevertex[i] : 0;
param.firstInstance = 0;
}
payload.drawCount = drawcount;
payload.pParams = params.data();
pVulkanRenderer->MultiDrawElements(payload);
}
void MultiDrawElements(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, void MultiDrawElements(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount) { GLsizei drawcount) {
MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::MultiDrawElements called with null VulkanRenderer"); MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::MultiDrawElements called with null VulkanRenderer");
MOBILEGL_ASSERT(MG_State::pGLContext, "DirectVulkan::MultiDrawElements called with null GL context"); MOBILEGL_ASSERT(MG_State::pGLContext, "DirectVulkan::MultiDrawElements called with null GL context");
MultiDrawElementsImpl(mode, count, type, indices, drawcount, nullptr);
// Vector<DrawElementCmd> cmds;
// cmds.reserve(static_cast<SizeT>(drawcount));
// for (GLsizei i = 0; i < drawcount; ++i) {
// if (count[i] == 0) {
// continue;
// }
//
// DrawElementCmd payload{};
// payload.mode = mode;
// payload.firstVertex = 0;
// payload.indexCount = count[i];
// payload.indexType = type;
// payload.indexByteOffset = reinterpret_cast<SizeT>(indices[i]);
// cmds.push_back(payload);
// }
//
// if (cmds.empty()) {
// return;
// }
// pVulkanRenderer->MultiDrawElements(cmds);
} }
void DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLint basevertex) { void DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLint basevertex) {
@@ -1430,40 +1044,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void MultiDrawElementsBaseVertex(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, void MultiDrawElementsBaseVertex(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex) { GLsizei drawcount, const GLint* basevertex) {
MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::MultiDrawElements called with null VulkanRenderer"); MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::MultiDrawElementsBaseVertex called with null VulkanRenderer");
MOBILEGL_ASSERT(MG_State::pGLContext, "DirectVulkan::MultiDrawElements called with null GL context"); MOBILEGL_ASSERT(MG_State::pGLContext, "DirectVulkan::MultiDrawElementsBaseVertex called with null GL context");
MultiDrawIndexedCmd payload{}; MultiDrawElementsImpl(mode, count, type, indices, drawcount, basevertex);
payload.mode = mode;
payload.indexBufferView.indexType = type;
// TODO: allocate draw cmd buf elsewhere
static Vector<DrawIndexedCmdParam> params;
params.clear();
params.resize(drawcount);
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] == 0) {
continue;
}
// TODO: this index view needs a redesign, now there's a lotta redundant uploads
payload.indexBufferView.indexByteOffset = 0;
payload.indexBufferView.indexByteSize =
std::max(reinterpret_cast<SizeT>(indices[i]) + count[i] * MG_Util::GetGLTypeSize(type),
payload.indexBufferView.indexByteSize);
auto& param = params[i];
param.indexCount = count[i];
param.instanceCount = 1;
param.firstIndex = reinterpret_cast<SizeT>(indices[i]) / MG_Util::GetGLTypeSize(type);
param.vertexOffset = basevertex[i];
param.firstInstance = 0;
}
payload.drawCount = drawcount;
payload.pParams = params.data();
pVulkanRenderer->MultiDrawElements(payload);
} }
void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1,
@@ -1578,6 +1161,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// (and, via the SharedPtrs, the records), never pool slots, so // (and, via the SharedPtrs, the records), never pool slots, so
// stale queries are always safe to delete. // stale queries are always safe to delete.
Uint64 rendererGeneration = 0; Uint64 rendererGeneration = 0;
// Kind::XfbGenerated - the frontend's paused-draw primitive counter when the
// query began. VK_QUERY_TYPE_TRANSFORM_FEEDBACK_STREAM_EXT counts only what the
// capture saw, so a draw made while the span was paused is invisible to it -
// but GL_PRIMITIVES_GENERATED counts what the last vertex processing stage
// emitted regardless. The delta closes that gap at result time.
Uint64 pausedPrimitiveSnapshot = 0;
}; };
} // namespace } // namespace
@@ -1676,6 +1265,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
primitives)) { primitives)) {
return false; return false;
} }
if (query->kind == VulkanTimerQuery::Kind::XfbGenerated && MG_State::pGLContext != nullptr) {
primitives += MG_State::pGLContext->GetTransformFeedbackPausedPrimitiveCounter() -
query->pausedPrimitiveSnapshot;
}
*outNanoseconds = primitives; *outNanoseconds = primitives;
return true; return true;
} }
@@ -1719,6 +1312,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
auto* query = new VulkanTimerQuery{}; auto* query = new VulkanTimerQuery{};
query->kind = generated ? VulkanTimerQuery::Kind::XfbGenerated : VulkanTimerQuery::Kind::XfbWritten; query->kind = generated ? VulkanTimerQuery::Kind::XfbGenerated : VulkanTimerQuery::Kind::XfbWritten;
query->rendererGeneration = GetRendererGeneration(); query->rendererGeneration = GetRendererGeneration();
query->pausedPrimitiveSnapshot =
MG_State::pGLContext ? MG_State::pGLContext->GetTransformFeedbackPausedPrimitiveCounter() : 0;
return query; return query;
} }
@@ -35,6 +35,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value); void ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value);
void ClearNamedFramebufferfv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer, void ClearNamedFramebufferfv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
GLint drawbuffer, const GLfloat* value); GLint drawbuffer, const GLfloat* value);
void ClearNamedFramebufferiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
GLint drawbuffer, const GLint* value);
void ClearNamedFramebufferuiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
GLint drawbuffer, const GLuint* value);
void ClearNamedFramebufferfi(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer, void ClearNamedFramebufferfi(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
GLint drawbuffer, GLfloat depth, GLint stencil); GLint drawbuffer, GLfloat depth, GLint stencil);
void Clear(GLbitfield mask); void Clear(GLbitfield mask);
@@ -93,15 +97,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void GetIntegeri_v(GLenum target, GLuint index, GLint* data); void GetIntegeri_v(GLenum target, GLuint index, GLint* data);
void GetInteger64i_v(GLenum target, GLuint index, GLint64* data); void GetInteger64i_v(GLenum target, GLuint index, GLint64* data);
void GetProgramiv(GLuint program, GLenum pname, GLint* params); void GetProgramiv(GLuint program, GLenum pname, GLint* params);
void GetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint* params); void ShaderStorageBlockBinding(GLuint program, const GLchar* storageBlockName, GLuint storageBlockBinding);
GLuint GetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar* name);
void GetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize,
GLsizei* length, GLchar* name);
void GetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount,
const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params);
GLint GetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar* name);
GLint GetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar* name);
void ShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels); void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);
void GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels); void GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels);
void GetTextureImage(const SharedPtr<MG_State::GLState::ITextureObject>& texture, TextureUploadTarget uploadTarget, void GetTextureImage(const SharedPtr<MG_State::GLState::ITextureObject>& texture, TextureUploadTarget uploadTarget,
@@ -205,9 +205,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.topology, sizeof(payload.topology))); XXHASH_VERIFY(XXH64_update(m_hashState, &payload.topology, sizeof(payload.topology)));
XXHASH_VERIFY( XXHASH_VERIFY(
XXH64_update(m_hashState, &payload.primitiveRestartEnable, sizeof(payload.primitiveRestartEnable))); XXH64_update(m_hashState, &payload.primitiveRestartEnable, sizeof(payload.primitiveRestartEnable)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.patchControlPoints, sizeof(payload.patchControlPoints)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.polygonMode, sizeof(payload.polygonMode))); XXHASH_VERIFY(XXH64_update(m_hashState, &payload.polygonMode, sizeof(payload.polygonMode)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.cullMode, sizeof(payload.cullMode))); XXHASH_VERIFY(XXH64_update(m_hashState, &payload.cullMode, sizeof(payload.cullMode)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.frontFace, sizeof(payload.frontFace))); XXHASH_VERIFY(XXH64_update(m_hashState, &payload.frontFace, sizeof(payload.frontFace)));
XXHASH_VERIFY(
XXH64_update(m_hashState, &payload.provokingVertexMode, sizeof(payload.provokingVertexMode)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.depthTestEnable, sizeof(payload.depthTestEnable))); XXHASH_VERIFY(XXH64_update(m_hashState, &payload.depthTestEnable, sizeof(payload.depthTestEnable)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.depthWriteEnable, sizeof(payload.depthWriteEnable))); XXHASH_VERIFY(XXH64_update(m_hashState, &payload.depthWriteEnable, sizeof(payload.depthWriteEnable)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.depthBiasEnable, sizeof(payload.depthBiasEnable))); XXHASH_VERIFY(XXH64_update(m_hashState, &payload.depthBiasEnable, sizeof(payload.depthBiasEnable)));
@@ -380,6 +383,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
ia.topology = payload.topology; ia.topology = payload.topology;
ia.primitiveRestartEnable = payload.primitiveRestartEnable ? VK_TRUE : VK_FALSE; ia.primitiveRestartEnable = payload.primitiveRestartEnable ? VK_TRUE : VK_FALSE;
// Only a patch topology has a tessellation stage to configure; leaving the pointer null
// otherwise is what the spec expects.
VkPipelineTessellationStateCreateInfo tessellation{VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO};
tessellation.patchControlPoints = payload.patchControlPoints;
VkPipelineViewportStateCreateInfo vpci{VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO}; VkPipelineViewportStateCreateInfo vpci{VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO};
vpci.viewportCount = 1; vpci.viewportCount = 1;
vpci.scissorCount = 1; vpci.scissorCount = 1;
@@ -391,6 +399,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
raster.depthBiasEnable = payload.depthBiasEnable ? VK_TRUE : VK_FALSE; raster.depthBiasEnable = payload.depthBiasEnable ? VK_TRUE : VK_FALSE;
raster.rasterizerDiscardEnable = payload.rasterizerDiscardEnable ? VK_TRUE : VK_FALSE; raster.rasterizerDiscardEnable = payload.rasterizerDiscardEnable ? VK_TRUE : VK_FALSE;
raster.lineWidth = 1.0f; raster.lineWidth = 1.0f;
// Only chain the struct when the mode is not Vulkan's implicit default: a device without
// VK_EXT_provoking_vertex enabled must never see this pNext entry, and the renderer's
// selector already collapses to FIRST in exactly that case - so a device without the
// extension produces a byte-identical VkGraphicsPipelineCreateInfo to before.
VkPipelineRasterizationProvokingVertexStateCreateInfoEXT provokingVertexState{
VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_PROVOKING_VERTEX_STATE_CREATE_INFO_EXT};
if (payload.provokingVertexMode != VK_PROVOKING_VERTEX_MODE_FIRST_VERTEX_EXT) {
provokingVertexState.provokingVertexMode = payload.provokingVertexMode;
provokingVertexState.pNext = raster.pNext;
raster.pNext = &provokingVertexState;
}
VkPipelineMultisampleStateCreateInfo ms{VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO}; VkPipelineMultisampleStateCreateInfo ms{VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO};
ms.rasterizationSamples = payload.rasterizationSamples; ms.rasterizationSamples = payload.rasterizationSamples;
@@ -444,6 +463,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
gpi.pStages = payload.stages->data(); gpi.pStages = payload.stages->data();
gpi.pVertexInputState = payload.vertexInputState; gpi.pVertexInputState = payload.vertexInputState;
gpi.pInputAssemblyState = &ia; gpi.pInputAssemblyState = &ia;
gpi.pTessellationState =
payload.topology == VK_PRIMITIVE_TOPOLOGY_PATCH_LIST ? &tessellation : nullptr;
gpi.pViewportState = &vpci; gpi.pViewportState = &vpci;
gpi.pRasterizationState = &raster; gpi.pRasterizationState = &raster;
gpi.pMultisampleState = &ms; gpi.pMultisampleState = &ms;
@@ -30,9 +30,16 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint32 subpass = 0; Uint32 subpass = 0;
VkPrimitiveTopology topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; VkPrimitiveTopology topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
Bool primitiveRestartEnable = false; Bool primitiveRestartEnable = false;
// GL_PATCH_VERTICES; only read for a PATCH_LIST topology.
Uint32 patchControlPoints = 3;
VkPolygonMode polygonMode = VK_POLYGON_MODE_FILL; VkPolygonMode polygonMode = VK_POLYGON_MODE_FILL;
VkCullModeFlags cullMode = VK_CULL_MODE_BACK_BIT; VkCullModeFlags cullMode = VK_CULL_MODE_BACK_BIT;
VkFrontFace frontFace = VK_FRONT_FACE_CLOCKWISE; VkFrontFace frontFace = VK_FRONT_FACE_CLOCKWISE;
// GL's provoking vertex, baked into the pipeline (VK_EXT_provoking_vertex). It selects
// which vertex a flat varying takes AND the vertex order transform feedback records for
// strips/fans, so it is part of the pipeline's identity, not dynamic state. Defaults to
// Vulkan's own convention, which is what a device without the extension gets.
VkProvokingVertexModeEXT provokingVertexMode = VK_PROVOKING_VERTEX_MODE_FIRST_VERTEX_EXT;
Bool depthTestEnable = false; Bool depthTestEnable = false;
Bool depthWriteEnable = false; Bool depthWriteEnable = false;
Bool depthBiasEnable = false; Bool depthBiasEnable = false;
@@ -1761,6 +1761,25 @@ namespace MobileGL::MG_Backend::DirectVulkan {
XXHASH_VERIFY(XXH64_update(m_hashState, &binding, sizeof(binding))); XXHASH_VERIFY(XXH64_update(m_hashState, &binding, sizeof(binding)));
} }
// The transform feedback capture layout is baked into the modules by
// XfbCaptureDecoratePass rather than coming from the SPIR-V, so it has to be part of
// the key: two programs can share every shader and still capture differently, which
// is exactly what changing the buffer mode does (glTransformFeedbackVaryings with the
// same varyings but GL_SEPARATE_ATTRIBS instead of GL_INTERLEAVED_ATTRIBS). Only
// hashed for a capturing compile, so nothing else changes key.
if (flags & CompileOptionBit::XfbCapture) {
for (const auto& varying : program.GetTransformFeedbackVaryings()) {
XXHASH_VERIFY(XXH64_update(m_hashState, varying.name.data(), varying.name.size()));
XXHASH_VERIFY(XXH64_update(m_hashState, &varying.bufferIndex, sizeof(varying.bufferIndex)));
XXHASH_VERIFY(XXH64_update(m_hashState, &varying.offsetBytes, sizeof(varying.offsetBytes)));
}
const SizeT bufferCount = program.GetTransformFeedbackBufferCount();
for (SizeT i = 0; i < bufferCount; ++i) {
const Uint32 stride = program.GetTransformFeedbackStride(static_cast<Uint32>(i));
XXHASH_VERIFY(XXH64_update(m_hashState, &stride, sizeof(stride)));
}
}
HashType hash = XXH64_digest(m_hashState); HashType hash = XXH64_digest(m_hashState);
return hash; return hash;
} }
@@ -2329,6 +2348,16 @@ namespace MobileGL::MG_Backend::DirectVulkan {
pipelineLayoutInfo.pSetLayouts = &entry.descriptorSetLayout; pipelineLayoutInfo.pSetLayouts = &entry.descriptorSetLayout;
VK_VERIFY(vkCreatePipelineLayout(m_device, &pipelineLayoutInfo, nullptr, &entry.pipelineLayout), VK_VERIFY(vkCreatePipelineLayout(m_device, &pipelineLayoutInfo, nullptr, &entry.pipelineLayout),
"ProgramFactory::ReflectLayout, vkCreatePipelineLayout"); "ProgramFactory::ReflectLayout, vkCreatePipelineLayout");
// Built here rather than where bindingKinds is sized: at that point the vector is only
// zero-initialised and the kinds are assigned further down, so a list built there would be
// empty. Ascending by construction because the index walks upward.
entry.activeBindings.clear();
for (Uint32 binding = 0; binding < static_cast<Uint32>(entry.bindingKinds.size()); ++binding) {
if (entry.bindingKinds[binding] != DescriptorBindingKind::None) {
entry.activeBindings.push_back(binding);
}
}
} }
const ProgramFactory::VkProgramObject& ProgramFactory::GetOrCreateProgram( const ProgramFactory::VkProgramObject& ProgramFactory::GetOrCreateProgram(
@@ -2350,6 +2379,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return it->second; return it->second;
} }
// Structural change: the insert below can move every entry of this
// open-addressing map, so all memoised entry pointers die here.
++m_cacheStructureEpoch;
auto& entry = m_cache[hash]; auto& entry = m_cache[hash];
entry.hash = hash; entry.hash = hash;
entry.lastUsedFrame = m_frameCounter; entry.lastUsedFrame = m_frameCounter;
@@ -2388,6 +2420,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
} }
// Vulkan's SPIR-V environment has no rectangle image dimension, so a
// GL_TEXTURE_RECTANGLE lookup has to become the 2D one the texture is really
// stored as - which addresses [0,1] where the application addressed texels.
{
Vector<Uint> rectLoweredSpirv;
if (MG_Util::ShaderTranspiler::ShaderCompiler::LowerRectImages(moduleSpirvs[i], rectLoweredSpirv) &&
!rectLoweredSpirv.empty()) {
moduleSpirvs[i] = Move(rectLoweredSpirv);
}
}
// GL apps depend on cross-program position invariance for multi-pass equality // GL apps depend on cross-program position invariance for multi-pass equality
// depth tests (MC 26.3's OIT re-draws the cloud geometry with GEQUAL against the // depth tests (MC 26.3's OIT re-draws the cloud geometry with GEQUAL against the
// depth its own first pass wrote); decorate Position outputs Invariant so // depth its own first pass wrote); decorate Position outputs Invariant so
@@ -2428,6 +2471,33 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
} }
// 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
// ReflectVertexInputs below then sees an ordinary uvec2/uvec4 input.
//
// Failure here is not recoverable and must not be swallowed: ToVkVertexFormat has already
// committed to R32G32{,B32A32}_UINT for the attribute, so a module still declaring
// `in double` would reconcile to Unknown and build a pipeline with a UINT format under a
// double input - garbage with no diagnostic anywhere.
if (shaders[i] && shaders[i]->GetShaderStage() == ShaderStage::Vertex) {
Vector<Uint> packedSpirv;
const Bool packOk = MG_Util::ShaderTranspiler::ShaderCompiler::PackDoubleVertexInputsForVulkan(
moduleSpirvs[i], packedSpirv);
MOBILEGL_ASSERT(packOk,
"ProgramFactory: 64-bit vertex input packing failed for program %u; the "
"vertex-input format and the shader input type now disagree",
program.GetExternalIndex());
if (packOk) {
moduleSpirvs[i] = std::move(packedSpirv);
} else {
MGLOG_E("ProgramFactory: failed to pack 64-bit vertex inputs for program %u; "
"double-typed vertex attributes will be fetched as uint32 words and not "
"reinterpreted",
program.GetExternalIndex());
}
}
// When Vulkan can legally access storage images without a statically declared // When Vulkan can legally access storage images without a statically declared
// format, let GL's glBindImageTexture format select the runtime image view. This // format, let GL's glBindImageTexture format select the runtime image view. This
// provides desktop-driver-compatible behavior for packs such as iterationRP, whose // provides desktop-driver-compatible behavior for packs such as iterationRP, whose
@@ -2513,6 +2583,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// erase runs ~VkProgramObject (modules/layouts destroyed); notify after // erase runs ~VkProgramObject (modules/layouts destroyed); notify after
// so an observer never observes a half-destroyed entry through a lookup. // so an observer never observes a half-destroyed entry through a lookup.
// Observers only need the handle values to purge their keyed caches. // Observers only need the handle values to purge their keyed caches.
++m_cacheStructureEpoch; // erase moves/kills entries: memoised pointers die
it = m_cache.erase(it); it = m_cache.erase(it);
if (m_evictionObserver != nullptr) { if (m_evictionObserver != nullptr) {
m_evictionObserver->OnProgramEvicted(hash, descriptorSetLayout); m_evictionObserver->OnProgramEvicted(hash, descriptorSetLayout);
@@ -67,6 +67,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkDescriptorSetLayout descriptorSetLayout = VK_NULL_HANDLE; VkDescriptorSetLayout descriptorSetLayout = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE; VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
Vector<DescriptorBindingKind> bindingKinds; Vector<DescriptorBindingKind> bindingKinds;
// The bindings this program actually declares, ascending. bindingKinds is sized to the
// 256-binding cap while a real GL program uses 1-8, so the per-draw descriptor walk was
// scanning 256 slots to find a handful. MUST stay ascending: Vulkan consumes
// pDynamicOffsets in binding order and the writer pushes them in iteration order, so an
// unordered list would silently mis-pair dynamic offsets with their uniform blocks.
Vector<Uint32> activeBindings;
Vector<Uint32> dynamicBindings; Vector<Uint32> dynamicBindings;
Vector<Int> uniformBlockIndexByBinding; Vector<Int> uniformBlockIndexByBinding;
// Descriptor count per binding (1 except for UBO instance arrays, which occupy one // Descriptor count per binding (1 except for UBO instance arrays, which occupy one
@@ -99,8 +105,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// position-invariance quirk (see PipelineFactory::ShouldSuppressDepthWrite). // position-invariance quirk (see PipelineFactory::ShouldSuppressDepthWrite).
Bool fragmentReplacesDepth = false; Bool fragmentReplacesDepth = false;
// Frame-boundary counter value of the last GetOrCreateProgram hit; drives // Frame-boundary counter value of the last GetOrCreateProgram hit; drives
// cache eviction (see OnFrameBoundary). // cache eviction (see OnFrameBoundary). Mutable: the draw snapshot's memoised
Uint64 lastUsedFrame = 0; // entry pointer re-stamps use through a const reference (StampProgramUse).
mutable Uint64 lastUsedFrame = 0;
static inline VkDevice s_device = VK_NULL_HANDLE; static inline VkDevice s_device = VK_NULL_HANDLE;
@@ -114,6 +121,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
descriptorSetLayout = other.descriptorSetLayout; descriptorSetLayout = other.descriptorSetLayout;
pipelineLayout = other.pipelineLayout; pipelineLayout = other.pipelineLayout;
bindingKinds = std::move(other.bindingKinds); bindingKinds = std::move(other.bindingKinds);
activeBindings = std::move(other.activeBindings);
dynamicBindings = std::move(other.dynamicBindings); dynamicBindings = std::move(other.dynamicBindings);
uniformBlockIndexByBinding = std::move(other.uniformBlockIndexByBinding); uniformBlockIndexByBinding = std::move(other.uniformBlockIndexByBinding);
bindingDescriptorCounts = std::move(other.bindingDescriptorCounts); bindingDescriptorCounts = std::move(other.bindingDescriptorCounts);
@@ -162,6 +170,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
descriptorSetLayout = other.descriptorSetLayout; descriptorSetLayout = other.descriptorSetLayout;
pipelineLayout = other.pipelineLayout; pipelineLayout = other.pipelineLayout;
bindingKinds = std::move(other.bindingKinds); bindingKinds = std::move(other.bindingKinds);
activeBindings = std::move(other.activeBindings);
dynamicBindings = std::move(other.dynamicBindings); dynamicBindings = std::move(other.dynamicBindings);
uniformBlockIndexByBinding = std::move(other.uniformBlockIndexByBinding); uniformBlockIndexByBinding = std::move(other.uniformBlockIndexByBinding);
bindingDescriptorCounts = std::move(other.bindingDescriptorCounts); bindingDescriptorCounts = std::move(other.bindingDescriptorCounts);
@@ -254,6 +263,16 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkProgramObject& GetOrCreateProgram( const VkProgramObject& GetOrCreateProgram(
const MG_State::GLState::ProgramObject& program, CompileOptionFlags flags); const MG_State::GLState::ProgramObject& program, CompileOptionFlags flags);
// Bumped whenever m_cache's STRUCTURE changes (any insert or erase): the cache is
// an open-addressing map holding entries by value, so both moves existing entries.
// A caller that memoised a VkProgramObject* may keep dereferencing it only while
// this is unchanged; on a bump it must re-run GetOrCreateProgram.
Uint64 GetCacheStructureEpoch() const { return m_cacheStructureEpoch; }
// A memoised entry pointer bypasses GetOrCreateProgram, whose per-lookup stamp is
// what keeps an in-use entry out of OnFrameBoundary's idle sweep - so such a
// caller must re-stamp the entry itself, at least once per frame boundary.
void StampProgramUse(const VkProgramObject& entry) const { entry.lastUsedFrame = m_frameCounter; }
// Observer may be null (no notifications). Not owned. // Observer may be null (no notifications). Not owned.
void SetEvictionObserver(IEvictionObserver* observer) { m_evictionObserver = observer; } void SetEvictionObserver(IEvictionObserver* observer) { m_evictionObserver = observer; }
// Frame boundary hook: ages the program cache and evicts long-unused entries // Frame boundary hook: ages the program cache and evicts long-unused entries
@@ -304,6 +323,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
mutable ProgramLookupCache m_lastLookup; mutable ProgramLookupCache m_lastLookup;
// Monotonic frame-boundary counter (bumped in OnFrameBoundary) for cache aging. // Monotonic frame-boundary counter (bumped in OnFrameBoundary) for cache aging.
Uint64 m_frameCounter = 0; Uint64 m_frameCounter = 0;
// See GetCacheStructureEpoch(). Starts at 1 so a zero-initialized memo can never match.
Uint64 m_cacheStructureEpoch = 1;
IEvictionObserver* m_evictionObserver = nullptr; IEvictionObserver* m_evictionObserver = nullptr;
static inline XXH64_state_t* m_hashState = XXH64_createState(); static inline XXH64_state_t* m_hashState = XXH64_createState();
}; };
@@ -116,6 +116,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_frameCount = frameCount; m_frameCount = frameCount;
m_maxBindings = maxBindings; m_maxBindings = maxBindings;
m_samplerResolveMemo.assign(m_maxBindings, SamplerResolveMemo{}); m_samplerResolveMemo.assign(m_maxBindings, SamplerResolveMemo{});
// Every entry is freshly constructed (all-invalid), so nothing needs sweeping until
// a resolve writes one.
m_samplerResolveMemoHighWater = 0;
m_setsPerFrame = setsPerFrame; m_setsPerFrame = setsPerFrame;
m_peakDescriptorSetsObserved = 0; m_peakDescriptorSetsObserved = 0;
m_textureManager = textureManager; m_textureManager = textureManager;
@@ -174,6 +177,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_minDynamicOffsetAlignment = 1; m_minDynamicOffsetAlignment = 1;
m_frameCount = 0; m_frameCount = 0;
m_maxBindings = 0; m_maxBindings = 0;
m_samplerResolveMemo.clear();
m_samplerResolveMemoHighWater = 0;
m_setsPerFrame = 0; m_setsPerFrame = 0;
m_peakDescriptorSetsObserved = 0; m_peakDescriptorSetsObserved = 0;
m_textureManager = nullptr; m_textureManager = nullptr;
@@ -202,14 +207,23 @@ namespace MobileGL::MG_Backend::DirectVulkan {
for (auto& cacheEntryPair : frame.descriptorSetCacheByLayout) { for (auto& cacheEntryPair : frame.descriptorSetCacheByLayout) {
cacheEntryPair.second.cursor = 0; cacheEntryPair.second.cursor = 0;
} }
// The frame's descriptor sets are recycled above, so last frame's reuse target // The frame's descriptor sets are recycled above, so last frame's reuse targets
// is gone: start the per-draw descriptor-reuse cache fresh this frame. // are gone: start the per-draw descriptor-reuse cache fresh this frame.
m_hasLastDescriptor = false; for (auto& entry : m_descriptorReuseMemo) {
entry.valid = false;
}
m_fastRebindMemo.valid = false;
m_lastBindValid = false; m_lastBindValid = false;
// Re-fingerprint the bound sampler set fresh this frame so any GL object address // Re-fingerprint the bound sampler set fresh this frame so any GL object address
// reuse cannot outlive a single frame (see SamplerResolveMemo). // reuse cannot outlive a single frame (see SamplerResolveMemo). Only the entries a
for (auto& memo : m_samplerResolveMemo) { // resolve has actually written can be valid, so the high-water mark bounds the
memo.valid = false; // sweep - the vector itself is sized to the device's binding cap (256 here), which
// is ~30x more entries than any program declares.
const Uint32 touchedBindings =
std::min<Uint32>(m_samplerResolveMemoHighWater, static_cast<Uint32>(m_samplerResolveMemo.size()));
for (Uint32 binding = 0; binding < touchedBindings; ++binding) {
m_samplerResolveMemo[binding].valid = false;
m_samplerResolveMemo[binding].infoValid = false;
} }
} }
@@ -241,8 +255,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
if (purgedSets > 0) { if (purgedSets > 0) {
// The per-draw reuse memo folds the layout handle into its signature; drop // The per-draw reuse memo folds the layout handle into its signature; drop
// it so a recycled handle value cannot revive a purged set mid-frame. // every entry so a recycled handle value cannot revive a purged set mid-frame.
m_hasLastDescriptor = false; for (auto& entry : m_descriptorReuseMemo) {
entry.valid = false;
}
// The rebind memo's set may be among the freed ones.
m_fastRebindMemo.valid = false;
MGLOG_D("UniformDescriptorBinder: freed %zu descriptor sets for destroyed layout", purgedSets); MGLOG_D("UniformDescriptorBinder: freed %zu descriptor sets for destroyed layout", purgedSets);
} }
} }
@@ -250,9 +268,19 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool UniformManager::ResolveSamplerDescriptor(VkCommandBuffer commandBuffer, Bool UniformManager::ResolveSamplerDescriptor(VkCommandBuffer commandBuffer,
const MG_State::GLState::ProgramObject& program, const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, const ProgramFactory::VkProgramObject& programObj,
Uint32 binding, VkDescriptorImageInfo& outImageInfo) const { Uint32 binding, VkDescriptorImageInfo& outImageInfo,
Bool trustUnchangedHint) const {
MOBILEGL_ASSERT(m_textureManager != nullptr, "ResolveSamplerDescriptor: texture manager is null"); MOBILEGL_ASSERT(m_textureManager != nullptr, "ResolveSamplerDescriptor: texture manager is null");
MOBILEGL_ASSERT(m_samplerManager != nullptr, "ResolveSamplerDescriptor: sampler manager is null"); MOBILEGL_ASSERT(m_samplerManager != nullptr, "ResolveSamplerDescriptor: sampler manager is null");
// The caller proved every input of this binding's resolution unchanged since the
// last full resolve (which also filled the cache), so the whole chain below -
// texture/sampler resolution, completeness probe, sync, layout handling, sampler
// and view lookups - would recompute the identical descriptor.
if (trustUnchangedHint && binding < m_samplerResolveMemo.size() &&
m_samplerResolveMemo[binding].infoValid) {
outImageInfo = m_samplerResolveMemo[binding].info;
return true;
}
MOBILEGL_ASSERT(binding < programObj.samplerNameByBinding.size(), MOBILEGL_ASSERT(binding < programObj.samplerNameByBinding.size(),
"ResolveSamplerDescriptor: sampler binding %u name lookup out of range", binding); "ResolveSamplerDescriptor: sampler binding %u name lookup out of range", binding);
// Raw-pointer resolve to skip the SharedPtr atomic refcount churn: the bound texture stays // Raw-pointer resolve to skip the SharedPtr atomic refcount churn: the bound texture stays
@@ -266,12 +294,24 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const auto& samplerOverride = textureUnit.GetSamplerObject(); const auto& samplerOverride = textureUnit.GetSamplerObject();
const auto preferredTarget = programObj.samplerTextureTargetByBinding[binding]; const auto preferredTarget = programObj.samplerTextureTargetByBinding[binding];
SharedPtr<MG_State::GLState::ITextureObject> fallbackHolder; SharedPtr<MG_State::GLState::ITextureObject> fallbackHolder;
// A texture that fails the completeness rules for the filter in effect reads
// (0, 0, 0, 1), which is exactly what the fallback texture holds - so it takes the
// same route as a sampler with nothing bound.
if (texture != nullptr &&
MG_State::GLState::SamplesAsIncompleteTexture(
texture, samplerOverride ? samplerOverride.get() : texture->GetSamplerObject().get())) {
texture = nullptr;
}
if (texture == nullptr) { if (texture == nullptr) {
fallbackHolder = GetFallbackTexture(preferredTarget); fallbackHolder = GetFallbackTexture(preferredTarget);
texture = fallbackHolder.get(); texture = fallbackHolder.get();
MOBILEGL_ASSERT(texture != nullptr, if (texture == nullptr) {
"ResolveSamplerDescriptor: no fallback texture available for binding=%u location=%d unit=%d target=%d", MGLOG_E("ResolveSamplerDescriptor: no fallback texture available for binding=%u ('%s') "
binding, location, unit, static_cast<Int>(preferredTarget)); "location=%d unit=%d target=%d",
binding, programObj.samplerNameByBinding[binding].c_str(), location, unit,
static_cast<Int>(preferredTarget));
return false;
}
MGLOG_W( MGLOG_W(
"ResolveSamplerDescriptor: using fallback texture for unbound sampler binding=%u ('%s') location=%d unit=%d target=%d", "ResolveSamplerDescriptor: using fallback texture for unbound sampler binding=%u ('%s') location=%d unit=%d target=%d",
binding, programObj.samplerNameByBinding[binding].c_str(), location, unit, binding, programObj.samplerNameByBinding[binding].c_str(), location, unit,
@@ -349,6 +389,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
viewFormatMemo->viewFormatDomain = numericDomain; viewFormatMemo->viewFormatDomain = numericDomain;
viewFormatMemo->viewFormat = sampledViewFormat; viewFormatMemo->viewFormat = sampledViewFormat;
viewFormatMemo->viewFormatValid = true; viewFormatMemo->viewFormatValid = true;
NoteSamplerResolveMemoTouched(binding);
} }
} }
if (sampledViewFormat == VK_FORMAT_UNDEFINED) { if (sampledViewFormat == VK_FORMAT_UNDEFINED) {
@@ -404,6 +445,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
memo.viewLevelCount = viewLevelCount; memo.viewLevelCount = viewLevelCount;
memo.sampler = resolvedSampler; memo.sampler = resolvedSampler;
memo.valid = true; memo.valid = true;
NoteSamplerResolveMemoTouched(binding);
} }
} else { } else {
resolvedSampler = m_samplerManager->GetOrCreateSampler(*samplerToUse, *texture, forceNearestFiltering, resolvedSampler = m_samplerManager->GetOrCreateSampler(*samplerToUse, *texture, forceNearestFiltering,
@@ -414,7 +456,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
.imageView = sampledImageView, .imageView = sampledImageView,
.imageLayout = resource->layout, .imageLayout = resource->layout,
}; };
return outImageInfo.sampler != VK_NULL_HANDLE; if (outImageInfo.sampler == VK_NULL_HANDLE) {
return false;
}
if (binding < m_samplerResolveMemo.size()) {
m_samplerResolveMemo[binding].info = outImageInfo;
m_samplerResolveMemo[binding].infoValid = true;
NoteSamplerResolveMemoTouched(binding);
}
return true;
} }
Bool UniformManager::ResolveSamplerDescriptorOverride( Bool UniformManager::ResolveSamplerDescriptorOverride(
@@ -592,7 +642,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkDeviceSize texelSize = const VkDeviceSize texelSize =
static_cast<VkDeviceSize>(MG_Util::GetSizedInternalFormatSizeInBytes(internalFormat)); static_cast<VkDeviceSize>(MG_Util::GetSizedInternalFormatSizeInBytes(internalFormat));
VkDeviceSize viewRange = slice.size; // glTextureBufferRange addresses a window of the buffer, not all of it; the whole-buffer
// forms report the buffer's current size here, so both go through the same clamp.
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) { if (texelSize > 0) {
viewRange = (viewRange / texelSize) * texelSize; viewRange = (viewRange / texelSize) * texelSize;
} }
@@ -605,7 +659,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
viewInfo.sType = VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO; viewInfo.sType = VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO;
viewInfo.buffer = slice.buffer; viewInfo.buffer = slice.buffer;
viewInfo.format = vkFormat; viewInfo.format = vkFormat;
viewInfo.offset = slice.offset; viewInfo.offset = slice.offset + rangeOffset;
viewInfo.range = viewRange; viewInfo.range = viewRange;
VkBufferView bufferView = VK_NULL_HANDLE; VkBufferView bufferView = VK_NULL_HANDLE;
@@ -650,6 +704,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return false; return false;
} }
// The shader may write this buffer, and those writes land in GPU memory behind the
// frontend's CPU shadow - which is what MapBuffer and GetBufferSubData read.
// Host-visible coherent GPU residency makes the shadow BE that memory, so the
// results are visible without a readback path, exactly as for a capture buffer.
bufferObject->EnsureGpuResidentStorage();
// ... and the read that follows has to wait for this draw or dispatch to retire.
bufferObject->MarkGpuWritten();
BufferSlice slice{}; BufferSlice slice{};
if (!m_bufferManager->AcquireResidentSlice(BufferKind::ShaderStorage, bufferObject, slice) || !slice.IsValid()) { if (!m_bufferManager->AcquireResidentSlice(BufferKind::ShaderStorage, bufferObject, slice) || !slice.IsValid()) {
MGLOG_E("ResolveStorageBufferDescriptor: failed to sync GL buffer %u for block '%s'", MGLOG_E("ResolveStorageBufferDescriptor: failed to sync GL buffer %u for block '%s'",
@@ -752,15 +814,27 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
SharedPtr<MG_State::GLState::ITextureObject> UniformManager::GetFallbackTexture(TextureTarget target) const { SharedPtr<MG_State::GLState::ITextureObject> UniformManager::GetFallbackTexture(TextureTarget target) const {
MOBILEGL_ASSERT(target == TextureTarget::Texture2D || target == TextureTarget::TextureRectangle, // The fallback is a single-sampled 2D image, so it can only stand in for a sampler that
"UniformManager::GetFallbackTexture: unsupported fallback target=%d", // would accept one. A multisample sampler in particular cannot: its descriptor demands a
static_cast<Int>(target)); // multisample view, and handing it this one is invalid Vulkan, not a degraded picture.
// 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",
static_cast<Int>(target));
return nullptr;
}
if (m_fallbackTexture2D == nullptr) { if (m_fallbackTexture2D == nullptr) {
auto fallbackTexture = MakeShared<MG_State::GLState::TextureObject2D>(kFallbackTexture2DExternalIndex); auto fallbackTexture = MakeShared<MG_State::GLState::TextureObject2D>(kFallbackTexture2DExternalIndex);
fallbackTexture->SetInternalFormat(TextureInternalFormat::RGBA8); fallbackTexture->SetInternalFormat(TextureInternalFormat::RGBA8);
fallbackTexture->AllocateStorage(TextureUploadTarget::Texture2D, 0, fallbackTexture->AllocateStorage(TextureUploadTarget::Texture2D, 0,
{.texelSize = {1, 1, 1}, .byteSize = 4}); {.texelSize = {1, 1, 1}, .byteSize = 4});
// (0, 0, 0, 1): what GL reads from a texture that is not complete, and the only
// sensible answer for a sampler with nothing bound.
static Uint8 kOpaqueBlackTexel[4] = {0, 0, 0, 255};
fallbackTexture->UpdateMipmapSubData(TextureUploadTarget::Texture2D, 0,
{kOpaqueBlackTexel, sizeof(kOpaqueBlackTexel)});
fallbackTexture->MarkStorageDirty(TextureUploadTarget::Texture2D, 0, true); fallbackTexture->MarkStorageDirty(TextureUploadTarget::Texture2D, 0, true);
m_fallbackTexture2D = fallbackTexture; m_fallbackTexture2D = fallbackTexture;
} }
@@ -768,10 +842,55 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return m_fallbackTexture2D; return m_fallbackTexture2D;
} }
Bool UniformManager::ResolveSampledBinding(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Uint32 binding,
MG_State::GLState::ITextureObject*& outTexture,
const MG_State::GLState::SamplerObject*& outSampler) const {
// Open-coded ResolveSamplerTextureRaw so the unit is resolved once for both the
// texture and the sampler override - this runs per binding per full-path draw,
// and program-alternating draw streams take the full path on every draw.
MOBILEGL_ASSERT(MG_State::pGLContext != nullptr, "ResolveSampledBinding: GL context is null");
MOBILEGL_ASSERT(binding < programObj.samplerUniformLocationByBinding.size(),
"ResolveSampledBinding: sampler location binding %u out of range", binding);
MOBILEGL_ASSERT(binding < programObj.samplerTextureTargetByBinding.size(),
"ResolveSampledBinding: sampler target binding %u out of range", binding);
const Int location = programObj.samplerUniformLocationByBinding[binding];
const Int unit = ResolveSamplerUnitIndex(program, location, binding);
auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
const TextureTarget preferredTarget = programObj.samplerTextureTargetByBinding[binding];
MG_State::GLState::ITextureObject* texture =
textureUnit.GetBindingSlot(preferredTarget).GetBoundObject().get();
// Undefined default texture (name 0, no image) resolves as "unbound", exactly
// like ResolveSamplerTextureRaw reports it.
if (MG_State::GLState::IsUndefinedDefaultTexture(texture)) {
texture = nullptr;
}
if (texture == nullptr) {
// ResolveSamplerDescriptor will substitute the fallback texture for this binding;
// include it in the sampled set so the pre-render-pass sync/transition pass covers
// its first use instead of leaving that work to happen inside an active pass.
if (preferredTarget != TextureTarget::Texture2D &&
preferredTarget != TextureTarget::TextureRectangle) {
return false;
}
texture = GetFallbackTexture(preferredTarget).get();
}
const auto& samplerOverride = textureUnit.GetSamplerObject();
outTexture = texture;
outSampler = samplerOverride ? samplerOverride.get()
: (texture != nullptr ? texture->GetSamplerObject().get() : nullptr);
return true;
}
Bool UniformManager::CollectSampledTextures(const MG_State::GLState::ProgramObject& program, Bool UniformManager::CollectSampledTextures(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, const ProgramFactory::VkProgramObject& programObj,
Vector<MG_State::GLState::ITextureObject*>& outTextures) { Vector<MG_State::GLState::ITextureObject*>& outTextures,
Vector<SampledBindingRecord>* outBindingRecords) {
outTextures.clear(); outTextures.clear();
if (outBindingRecords != nullptr) {
outBindingRecords->clear();
}
const Uint32 bindingCount = const Uint32 bindingCount =
std::min<Uint32>(m_maxBindings, static_cast<Uint32>(programObj.bindingKinds.size())); std::min<Uint32>(m_maxBindings, static_cast<Uint32>(programObj.bindingKinds.size()));
@@ -780,17 +899,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
continue; continue;
} }
MG_State::GLState::ITextureObject* texture = ResolveSamplerTextureRaw(program, programObj, binding); MG_State::GLState::ITextureObject* texture = nullptr;
if (!texture) { const MG_State::GLState::SamplerObject* sampler = nullptr;
// ResolveSamplerDescriptor will substitute the fallback texture for this binding; if (!ResolveSampledBinding(program, programObj, binding, texture, sampler)) {
// include it in the sampled set so the pre-render-pass sync/transition pass covers continue;
// its first use instead of leaving that work to happen inside an active pass. }
const TextureTarget preferredTarget = programObj.samplerTextureTargetByBinding[binding]; if (outBindingRecords != nullptr) {
if (preferredTarget != TextureTarget::Texture2D && outBindingRecords->push_back({texture != nullptr ? texture->GetLifetimeId() : 0,
preferredTarget != TextureTarget::TextureRectangle) { sampler != nullptr ? sampler->GetLifetimeId() : 0});
continue;
}
texture = GetFallbackTexture(preferredTarget).get();
} }
auto found = std::find(outTextures.begin(), outTextures.end(), texture); auto found = std::find(outTextures.begin(), outTextures.end(), texture);
@@ -801,6 +917,38 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return true; return true;
} }
Bool UniformManager::SampledBindingsUnchanged(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
const Vector<SampledBindingRecord>& previousRecords) const {
SizeT recordIndex = 0;
// Iterate only the bindings this program declares (ascending), exactly like
// BindProgramUniformBuffers: this runs per draw whenever the texture bind
// generation moved, and walking all m_maxBindings slots to find the 1-8 real
// ones dominated it.
for (const Uint32 binding : programObj.activeBindings) {
if (binding >= m_maxBindings) {
break; // ascending, so nothing past the cap can follow
}
if (programObj.bindingKinds[binding] != ProgramFactory::DescriptorBindingKind::CombinedImageSampler) {
continue;
}
MG_State::GLState::ITextureObject* texture = nullptr;
const MG_State::GLState::SamplerObject* sampler = nullptr;
if (!ResolveSampledBinding(program, programObj, binding, texture, sampler)) {
continue;
}
if (recordIndex >= previousRecords.size()) {
return false;
}
const SampledBindingRecord& record = previousRecords[recordIndex++];
if (record.textureLifetimeId != (texture != nullptr ? texture->GetLifetimeId() : 0) ||
record.samplerLifetimeId != (sampler != nullptr ? sampler->GetLifetimeId() : 0)) {
return false;
}
}
return recordIndex == previousRecords.size();
}
Bool UniformManager::CollectStorageImageTextures( Bool UniformManager::CollectStorageImageTextures(
const MG_State::GLState::ProgramObject& program, const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, const ProgramFactory::VkProgramObject& programObj,
@@ -972,7 +1120,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return false; return false;
} }
const Uint64 descriptorCount64 = static_cast<Uint64>(maxSets) * static_cast<Uint64>(m_maxBindings); // Sized from what a real program declares, not from the 256-binding cap. A GL program's
// single descriptor set holds the bindings shader reflection found - typically 2 to 8 - so
// scaling by m_maxBindings declared 5 x 64 x 256 = 81,920 descriptors per pool and 245,760
// across the three frames in flight, which drivers that reserve backing store proportional
// to the declared count pay for at init. An outlier program is absorbed by the existing
// VK_ERROR_OUT_OF_POOL_MEMORY -> GrowFrameDescriptorPool path: pool sizes are aggregate
// budgets rather than per-set limits, and vkAllocateDescriptorSets is spec-required to
// report that error rather than fail hard.
static constexpr Uint32 kEstimatedBindingsPerSet = 8;
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())) { if (descriptorCount64 > static_cast<Uint64>(std::numeric_limits<Uint32>::max())) {
MGLOG_E("UniformDescriptorBinder::CreateDescriptorPool failed: descriptorCount overflow"); MGLOG_E("UniformDescriptorBinder::CreateDescriptorPool failed: descriptorCount overflow");
return false; return false;
@@ -1105,12 +1263,101 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return VK_SUCCESS; return VK_SUCCESS;
} }
Bool UniformManager::ResolveDynamicUboDescriptor(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Uint32 binding, Uint32 arrayElement, Uint32 frameIndex,
VkBuffer& outBuffer, VkDeviceSize& outRange,
Uint32& outDynamicOffset) {
UboBindResult ubo{};
const Bool hasPayload = ResolveUniformBufferPayload(program, programObj, binding, arrayElement, ubo);
MOBILEGL_ASSERT(hasPayload && (ubo.directBindable || (ubo.payload != nullptr && ubo.payloadSize > 0)),
"UniformDescriptorBinder::ResolveDynamicUboDescriptor failed: missing UBO payload on binding %u element %u",
binding, arrayElement);
if (ubo.directBindable) {
// Zero-copy: bind the app's resident VkBuffer directly, no per-draw memcpy.
outBuffer = ubo.buffer;
outRange = ubo.range;
outDynamicOffset = static_cast<Uint32>(ubo.dynamicOffset);
return true;
}
// Global-UBO slice reuse (see GlobalUboSliceMemo): unchanged
// uniform bytes re-use the slice already uploaded this frame.
const Bool isGlobalUbo = programObj.globalUboBinding == static_cast<Int>(binding) && arrayElement == 0;
const Uint64 uboFrameSerial = m_bufferManager->GetFrameSerial();
const Uint64 uboProgramLifetimeId = program.GetLifetimeId();
const Uint32 uboContentVersion = program.GetUBOContentVersion();
if (isGlobalUbo) {
for (const auto& memo : m_globalUboMemo) {
if (memo.buffer != VK_NULL_HANDLE && memo.programLifetimeId == uboProgramLifetimeId &&
memo.frameSerial == uboFrameSerial && memo.uboContentVersion == uboContentVersion &&
memo.range == static_cast<VkDeviceSize>(ubo.payloadSize)) {
outBuffer = memo.buffer;
outRange = memo.range;
outDynamicOffset = static_cast<Uint32>(memo.offset);
return true;
}
}
}
BufferSlice slice{};
if (!m_bufferManager->UploadTransient(BufferKind::Uniform, frameIndex, ubo.payload, ubo.payloadSize,
m_minDynamicOffsetAlignment, slice)) {
MOBILEGL_ASSERT(false,
"UniformDescriptorBinder::ResolveDynamicUboDescriptor failed: UBO upload failed on binding %u element %u",
binding, arrayElement);
return false;
}
outBuffer = slice.buffer;
outRange = ubo.payloadSize;
outDynamicOffset = static_cast<Uint32>(slice.offset);
if (isGlobalUbo) {
m_globalUboMemo[m_globalUboMemoNext] =
GlobalUboSliceMemo{uboProgramLifetimeId, uboFrameSerial, uboContentVersion,
slice.buffer, slice.offset, static_cast<VkDeviceSize>(ubo.payloadSize)};
m_globalUboMemoNext = (m_globalUboMemoNext + 1) % kGlobalUboMemoSize;
}
return true;
}
void UniformManager::BindDescriptorSetDeduped(VkCommandBuffer commandBuffer, VkPipelineBindPoint bindPoint,
VkPipelineLayout pipelineLayout, VkDescriptorSet descriptorSet,
const Vector<Uint32>& dynamicOffsets) {
// Skip the driver call when this exact binding is already live on the
// command buffer (see the bind-dedup shadow in the header).
const Uint32 offsetCount = static_cast<Uint32>(dynamicOffsets.size());
Bool identicalBind = m_lastBindValid && m_lastBindSet == descriptorSet &&
m_lastBindLayout == pipelineLayout && m_lastBindPoint == bindPoint &&
m_lastBindOffsetCount == offsetCount && offsetCount <= kMaxShadowedDynamicOffsets;
if (identicalBind) {
for (Uint32 i = 0; i < offsetCount; ++i) {
if (m_lastBindOffsets[i] != dynamicOffsets[i]) {
identicalBind = false;
break;
}
}
}
if (!identicalBind) {
vkCmdBindDescriptorSets(commandBuffer, bindPoint, pipelineLayout, 0, 1,
&descriptorSet, offsetCount, dynamicOffsets.data());
if (offsetCount <= kMaxShadowedDynamicOffsets) {
m_lastBindValid = true;
m_lastBindSet = descriptorSet;
m_lastBindLayout = pipelineLayout;
m_lastBindPoint = bindPoint;
m_lastBindOffsetCount = offsetCount;
std::copy_n(dynamicOffsets.data(), offsetCount, m_lastBindOffsets);
} else {
m_lastBindValid = false;
}
}
}
Bool UniformManager::BindProgramUniformBuffers(VkCommandBuffer commandBuffer, Bool UniformManager::BindProgramUniformBuffers(VkCommandBuffer commandBuffer,
const MG_State::GLState::ProgramObject& program, const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, const ProgramFactory::VkProgramObject& programObj,
Uint32 frameIndex, Uint32 frameIndex,
VkPipelineBindPoint bindPoint, VkPipelineBindPoint bindPoint,
const SamplerBindingOverride* samplerBindingOverride) { const SamplerBindingOverride* samplerBindingOverride,
Bool samplerDescriptorsUnchangedHint) {
auto& frame = m_frames[frameIndex]; auto& frame = m_frames[frameIndex];
if (frame.descriptorPools.empty()) { if (frame.descriptorPools.empty()) {
MGLOG_E("UniformDescriptorBinder::BindProgramUniformBuffers failed: frame descriptor pools are invalid"); MGLOG_E("UniformDescriptorBinder::BindProgramUniformBuffers failed: frame descriptor pools are invalid");
@@ -1120,6 +1367,34 @@ namespace MobileGL::MG_Backend::DirectVulkan {
frame.activeDescriptorPoolIndex = 0; frame.activeDescriptorPoolIndex = 0;
} }
// Dynamic-offset-only rebind (see FastRebindMemo in the header): the last
// cacheable walk of this exact program selected a set whose contents are
// provably still what this walk would write - the hint covers every
// sampler binding, and an unchanged (buffer, range) for the single
// dynamic UBO covers the rest - except the dynamic offset, which rebinding
// the SAME set delivers without any descriptor write.
const Bool cacheable = (samplerBindingOverride == nullptr);
if (cacheable && samplerDescriptorsUnchangedHint && m_fastRebindMemo.valid &&
m_fastRebindMemo.frameIndex == frameIndex &&
m_fastRebindMemo.programLifetimeId == program.GetLifetimeId() &&
m_fastRebindMemo.programHash == programObj.hash) {
VkBuffer uboBuffer = VK_NULL_HANDLE;
VkDeviceSize uboRange = 0;
Uint32 uboDynamicOffset = 0;
if (ResolveDynamicUboDescriptor(program, programObj, m_fastRebindMemo.uboBinding, 0, frameIndex,
uboBuffer, uboRange, uboDynamicOffset) &&
uboBuffer == m_fastRebindMemo.uboBuffer && uboRange == m_fastRebindMemo.uboRange) {
auto& fastOffsets = m_dynamicOffsetsScratch;
fastOffsets.clear();
fastOffsets.push_back(uboDynamicOffset);
BindDescriptorSetDeduped(commandBuffer, bindPoint, programObj.pipelineLayout,
m_fastRebindMemo.set, fastOffsets);
return true;
}
// Any mismatch (arena wrap or growth, direct-bind retarget, upload
// failure) falls through to the full walk, which re-records the memo.
}
// The descriptor set is chosen AFTER the writes are built (below), so a draw // The descriptor set is chosen AFTER the writes are built (below), so a draw
// whose resolved descriptor content matches the previous draw can reuse that // whose resolved descriptor content matches the previous draw can reuse that
// set and skip both AcquireDescriptorSet and vkUpdateDescriptorSets. // set and skip both AcquireDescriptorSet and vkUpdateDescriptorSets.
@@ -1151,13 +1426,21 @@ namespace MobileGL::MG_Backend::DirectVulkan {
texelBufferViews.reserve(m_maxBindings); texelBufferViews.reserve(m_maxBindings);
dynamicOffsets.reserve(programObj.dynamicBindings.size() + uboArrayExtra); dynamicOffsets.reserve(programObj.dynamicBindings.size() + uboArrayExtra);
const Uint32 bindingCount = // Eligibility probe for FastRebindMemo, filled by this walk: exactly one
std::min<Uint32>(m_maxBindings, static_cast<Uint32>(programObj.bindingKinds.size())); // dynamic-UBO descriptor (no arrayed elements) and otherwise only
for (Uint32 binding = 0; binding < bindingCount; ++binding) { // combined-image samplers, so the whole set's content is pinned by the
const auto kind = programObj.bindingKinds[binding]; // sampler hint plus one (buffer, range) compare.
if (kind == ProgramFactory::DescriptorBindingKind::None) { Uint32 dynamicUboDescriptorCount = 0;
continue; Uint32 fastRebindUboBinding = 0;
Bool fastRebindKindsEligible = true;
// Iterate only the bindings this program declares. The old walk covered all 256 slots of
// bindingKinds on every draw to find the 1-8 a real program uses.
for (const Uint32 binding : programObj.activeBindings) {
if (binding >= m_maxBindings) {
break; // ascending, so nothing past the cap can follow
} }
const auto kind = programObj.bindingKinds[binding];
VkWriteDescriptorSet write{}; VkWriteDescriptorSet write{};
write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
@@ -1171,67 +1454,18 @@ namespace MobileGL::MG_Backend::DirectVulkan {
binding < programObj.bindingDescriptorCounts.size() binding < programObj.bindingDescriptorCounts.size()
? std::max<Uint32>(1, programObj.bindingDescriptorCounts[binding]) ? std::max<Uint32>(1, programObj.bindingDescriptorCounts[binding])
: 1u; : 1u;
dynamicUboDescriptorCount += descriptorCount;
fastRebindUboBinding = binding;
const SizeT firstBufferInfoIndex = bufferInfos.size(); const SizeT firstBufferInfoIndex = bufferInfos.size();
for (Uint32 element = 0; element < descriptorCount; ++element) { for (Uint32 element = 0; element < descriptorCount; ++element) {
UboBindResult ubo{};
const Bool hasPayload =
ResolveUniformBufferPayload(program, programObj, binding, element, ubo);
MOBILEGL_ASSERT(hasPayload && ubo.payload != nullptr && ubo.payloadSize > 0,
"UniformDescriptorBinder::BindProgramUniformBuffers failed: missing UBO payload on binding %u element %u",
binding, element);
VkDescriptorBufferInfo bufferInfo{}; VkDescriptorBufferInfo bufferInfo{};
// Keep offset 0 (sub-range selected via the dynamic offset) so the hashed bufferInfo // Keep offset 0 (sub-range selected via the dynamic offset) so the hashed bufferInfo
// is stable across draws and the descriptor-set reuse cache keeps hitting. // is stable across draws and the descriptor-set reuse cache keeps hitting.
bufferInfo.offset = 0; bufferInfo.offset = 0;
Uint32 dynOffset; Uint32 dynOffset = 0;
if (ubo.directBindable) { if (!ResolveDynamicUboDescriptor(program, programObj, binding, element, frameIndex,
// Zero-copy: bind the app's resident VkBuffer directly, no per-draw memcpy. bufferInfo.buffer, bufferInfo.range, dynOffset)) {
bufferInfo.buffer = ubo.buffer; return false;
bufferInfo.range = ubo.range;
dynOffset = static_cast<Uint32>(ubo.dynamicOffset);
} else {
// Global-UBO slice reuse (see GlobalUboSliceMemo): unchanged
// uniform bytes re-use the slice already uploaded this frame.
const Bool isGlobalUbo =
programObj.globalUboBinding == static_cast<Int>(binding) && element == 0;
const Uint64 uboFrameSerial = m_bufferManager->GetFrameSerial();
const Uint64 uboProgramLifetimeId = program.GetLifetimeId();
const Uint32 uboContentVersion = program.GetUBOContentVersion();
Bool reusedSlice = false;
if (isGlobalUbo) {
for (const auto& memo : m_globalUboMemo) {
if (memo.buffer != VK_NULL_HANDLE &&
memo.programLifetimeId == uboProgramLifetimeId &&
memo.frameSerial == uboFrameSerial &&
memo.uboContentVersion == uboContentVersion &&
memo.range == static_cast<VkDeviceSize>(ubo.payloadSize)) {
bufferInfo.buffer = memo.buffer;
bufferInfo.range = memo.range;
dynOffset = static_cast<Uint32>(memo.offset);
reusedSlice = true;
break;
}
}
}
if (!reusedSlice) {
BufferSlice slice{};
if (!m_bufferManager->UploadTransient(BufferKind::Uniform, frameIndex, ubo.payload,
ubo.payloadSize, m_minDynamicOffsetAlignment, slice)) {
MOBILEGL_ASSERT(false, "UniformDescriptorBinder::BindProgramUniformBuffers failed: UBO upload failed on binding %u element %u",
binding, element);
return false;
}
bufferInfo.buffer = slice.buffer;
bufferInfo.range = ubo.payloadSize;
dynOffset = static_cast<Uint32>(slice.offset);
if (isGlobalUbo) {
m_globalUboMemo[m_globalUboMemoNext] = GlobalUboSliceMemo{
uboProgramLifetimeId, uboFrameSerial, uboContentVersion,
slice.buffer, slice.offset, static_cast<VkDeviceSize>(ubo.payloadSize)};
m_globalUboMemoNext = (m_globalUboMemoNext + 1) % kGlobalUboMemoSize;
}
}
} }
bufferInfos.push_back(bufferInfo); bufferInfos.push_back(bufferInfo);
// Dynamic offsets are consumed in binding order, then array element order, // Dynamic offsets are consumed in binding order, then array element order,
@@ -1254,6 +1488,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
texelBufferViews.push_back(bufferView); texelBufferViews.push_back(bufferView);
fastRebindKindsEligible = false;
write.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER; write.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
write.pTexelBufferView = &texelBufferViews.back(); write.pTexelBufferView = &texelBufferViews.back();
writes.push_back(write); writes.push_back(write);
@@ -1267,6 +1502,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
bufferInfos.push_back(bufferInfo); bufferInfos.push_back(bufferInfo);
fastRebindKindsEligible = false;
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
write.pBufferInfo = &bufferInfos.back(); write.pBufferInfo = &bufferInfos.back();
writes.push_back(write); writes.push_back(write);
@@ -1279,6 +1515,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return false; return false;
} }
imageInfos.push_back(imageInfo); imageInfos.push_back(imageInfo);
fastRebindKindsEligible = false;
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE; write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
write.pImageInfo = &imageInfos.back(); write.pImageInfo = &imageInfos.back();
writes.push_back(write); writes.push_back(write);
@@ -1291,7 +1528,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
samplerBindingOverride->sampler != nullptr) { samplerBindingOverride->sampler != nullptr) {
hasImage = ResolveSamplerDescriptorOverride(*samplerBindingOverride, imageInfo); hasImage = ResolveSamplerDescriptorOverride(*samplerBindingOverride, imageInfo);
} else { } else {
hasImage = ResolveSamplerDescriptor(commandBuffer, program, programObj, binding, imageInfo); hasImage = ResolveSamplerDescriptor(commandBuffer, program, programObj, binding, imageInfo,
samplerDescriptorsUnchangedHint);
} }
if (!hasImage) { if (!hasImage) {
MGLOG_E( MGLOG_E(
@@ -1312,17 +1550,16 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
} }
// Reuse the previous draw's descriptor set when the resolved content is // Reuse a recent draw's descriptor set when the resolved content is
// byte-identical (only the bind-time dynamic offsets differ). The signature // byte-identical (only the bind-time dynamic offsets differ). The signature
// covers the descriptor-set layout + every write's binding/type/count + the // covers the descriptor-set layout + every write's binding/type/count + the
// pointed-to buffer/image/texel-buffer infos (all value-initialized, so no // pointed-to buffer/image/texel-buffer infos (all value-initialized, so no
// padding noise). Correctness: bindings are re-resolved every draw, so the // padding noise). Correctness: bindings are re-resolved every draw, so the
// signature always reflects the current state and reuse happens only on an // signature always reflects the current state and reuse happens only on an
// exact match; the reused set is never re-acquired within a frame (the acquire // exact match; a reused set is never re-acquired within a frame (the acquire
// cursor only advances), so its written contents survive; the layout is part of // cursor only advances), so its written contents survive; the layout is part of
// the signature so reuse never crosses programs. Sampler overrides (blits) // the signature so reuse never crosses programs. Sampler overrides (blits)
// bypass and invalidate the cache. // bypass and invalidate the cache.
const Bool cacheable = (samplerBindingOverride == nullptr);
Uint64 signature = 0xcbf29ce484222325ULL; Uint64 signature = 0xcbf29ce484222325ULL;
{ {
const auto mix64 = [&signature](Uint64 word) { const auto mix64 = [&signature](Uint64 word) {
@@ -1350,8 +1587,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
mixWords(texelBufferViews.data(), texelBufferViews.size() * sizeof(VkBufferView)); mixWords(texelBufferViews.data(), texelBufferViews.size() * sizeof(VkBufferView));
} }
if (cacheable && m_hasLastDescriptor && signature == m_lastDescriptorSignature) { VkDescriptorSet reusedSet = VK_NULL_HANDLE;
descriptorSet = m_lastBoundDescriptorSet; if (cacheable) {
for (const auto& entry : m_descriptorReuseMemo) {
if (entry.valid && entry.signature == signature) {
reusedSet = entry.set;
break;
}
}
}
if (reusedSet != VK_NULL_HANDLE) {
descriptorSet = reusedSet;
} else { } else {
VkResult allocResult = AcquireDescriptorSet(frameIndex, programObj, descriptorSet); VkResult allocResult = AcquireDescriptorSet(frameIndex, programObj, descriptorSet);
if (allocResult != VK_SUCCESS || descriptorSet == VK_NULL_HANDLE) { if (allocResult != VK_SUCCESS || descriptorSet == VK_NULL_HANDLE) {
@@ -1365,39 +1611,33 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (!writes.empty()) { if (!writes.empty()) {
vkUpdateDescriptorSets(m_device, static_cast<Uint32>(writes.size()), writes.data(), 0, nullptr); vkUpdateDescriptorSets(m_device, static_cast<Uint32>(writes.size()), writes.data(), 0, nullptr);
} }
m_lastBoundDescriptorSet = descriptorSet; if (cacheable) {
m_lastDescriptorSignature = signature; m_descriptorReuseMemo[m_descriptorReuseMemoNext] =
m_hasLastDescriptor = cacheable; DescriptorReuseEntry{signature, descriptorSet, true};
} m_descriptorReuseMemoNext = (m_descriptorReuseMemoNext + 1) % kDescriptorReuseMemoSize;
} else {
// Skip the driver call when this exact binding is already live on the for (auto& entry : m_descriptorReuseMemo) {
// command buffer (see the bind-dedup shadow in the header). entry.valid = false;
const Uint32 offsetCount = static_cast<Uint32>(dynamicOffsets.size());
Bool identicalBind = m_lastBindValid && m_lastBindSet == descriptorSet &&
m_lastBindLayout == programObj.pipelineLayout && m_lastBindPoint == bindPoint &&
m_lastBindOffsetCount == offsetCount && offsetCount <= kMaxShadowedDynamicOffsets;
if (identicalBind) {
for (Uint32 i = 0; i < offsetCount; ++i) {
if (m_lastBindOffsets[i] != dynamicOffsets[i]) {
identicalBind = false;
break;
} }
} }
} }
if (!identicalBind) {
vkCmdBindDescriptorSets(commandBuffer, bindPoint, programObj.pipelineLayout, 0, 1, // (Re)record the dynamic-offset-only rebind memo. Recording on every
&descriptorSet, offsetCount, dynamicOffsets.data()); // cacheable walk (allocated or reused set alike - both hold exactly the
if (offsetCount <= kMaxShadowedDynamicOffsets) { // content just computed) keeps the single slot tracking the most recent
m_lastBindValid = true; // program; a non-cacheable override walk drops it alongside the reuse
m_lastBindSet = descriptorSet; // memo above.
m_lastBindLayout = programObj.pipelineLayout; if (cacheable && fastRebindKindsEligible && dynamicUboDescriptorCount == 1) {
m_lastBindPoint = bindPoint; m_fastRebindMemo = FastRebindMemo{
m_lastBindOffsetCount = offsetCount; /*valid=*/true, frameIndex, program.GetLifetimeId(), programObj.hash,
std::copy_n(dynamicOffsets.data(), offsetCount, m_lastBindOffsets); fastRebindUboBinding, bufferInfos[0].buffer,
} else { bufferInfos[0].range, descriptorSet};
m_lastBindValid = false; } else {
} m_fastRebindMemo.valid = false;
} }
BindDescriptorSetDeduped(commandBuffer, bindPoint, programObj.pipelineLayout, descriptorSet,
dynamicOffsets);
return true; return true;
} }
} // namespace MobileGL::MG_Backend::DirectVulkan } // namespace MobileGL::MG_Backend::DirectVulkan
@@ -53,18 +53,42 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// caches - a live layout's entry must never be purged (its sets would be // caches - a live layout's entry must never be purged (its sets would be
// unreachable pool slots), so there is deliberately no age-based sweep here. // unreachable pool slots), so there is deliberately no age-based sweep here.
void OnDescriptorSetLayoutDestroyed(VkDescriptorSetLayout descriptorSetLayout); void OnDescriptorSetLayoutDestroyed(VkDescriptorSetLayout descriptorSetLayout);
// One record per visited CombinedImageSampler binding (post fallback substitution,
// in binding order): the resolved texture and effective sampler, as never-reused
// lifetime ids so a freed-and-reallocated object at the same heap address can only
// MISS a comparison, never false-hit it (same ABA rule as SamplerResolveMemo).
struct SampledBindingRecord {
Uint64 textureLifetimeId = 0;
Uint64 samplerLifetimeId = 0;
};
Bool CollectSampledTextures(const MG_State::GLState::ProgramObject& program, Bool CollectSampledTextures(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, const ProgramFactory::VkProgramObject& programObj,
Vector<MG_State::GLState::ITextureObject*>& outTextures); Vector<MG_State::GLState::ITextureObject*>& outTextures,
Vector<SampledBindingRecord>* outBindingRecords = nullptr);
// Shadow-compare for the SetupDraw fast path: re-runs the CollectSampledTextures
// walk and reports whether every visited binding still resolves to the recorded
// (texture, effective sampler) pair. A texture bind generation bump alone (e.g. a
// redundant glBindSampler, which always bumps it) does not prove the sampled set
// moved; this walk does, without rebuilding the set or falling off the fast path.
Bool SampledBindingsUnchanged(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
const Vector<SampledBindingRecord>& previousRecords) const;
Bool CollectStorageImageTextures(const MG_State::GLState::ProgramObject& program, Bool CollectStorageImageTextures(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, const ProgramFactory::VkProgramObject& programObj,
Vector<MG_State::GLState::ITextureObject*>& outTextures) const; Vector<MG_State::GLState::ITextureObject*>& outTextures) const;
// samplerDescriptorsUnchangedHint: the caller (SetupDraw fast path) proved that
// every input of every combined-image-sampler resolution is unchanged since the
// previous draw's resolve - same (texture, sampler) per binding, texture params
// sum, sampling-resolution generation (sampler params + texture shape), image
// epochs AND per-resource layout values - so the per-binding cached
// VkDescriptorImageInfo may be reused without re-running the resolve chain.
Bool BindProgramUniformBuffers(VkCommandBuffer commandBuffer, Bool BindProgramUniformBuffers(VkCommandBuffer commandBuffer,
const MG_State::GLState::ProgramObject& program, const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, const ProgramFactory::VkProgramObject& programObj,
Uint32 frameIndex, Uint32 frameIndex,
VkPipelineBindPoint bindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS, VkPipelineBindPoint bindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
const SamplerBindingOverride* samplerBindingOverride = nullptr); const SamplerBindingOverride* samplerBindingOverride = nullptr,
Bool samplerDescriptorsUnchangedHint = false);
// Pure format-policy helper kept public for host regression tests. Formatted storage // Pure format-policy helper kept public for host regression tests. Formatted storage
// images use their shader qualifier; transformed float images use glBindImageTexture's // images use their shader qualifier; transformed float images use glBindImageTexture's
@@ -114,6 +138,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
static Bool ResolveSamplerTexture(const MG_State::GLState::ProgramObject& program, static Bool ResolveSamplerTexture(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding, const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
SharedPtr<MG_State::GLState::ITextureObject>& outTexture); SharedPtr<MG_State::GLState::ITextureObject>& outTexture);
// Shared per-binding resolution for CollectSampledTextures and
// SampledBindingsUnchanged, so membership and comparison can never diverge:
// texture after the fallback substitution (may still be null when no fallback
// exists), effective sampler = unit override else the texture's own sampler.
// False = the binding is skipped (unbound with a non-2D fallback target).
Bool ResolveSampledBinding(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
MG_State::GLState::ITextureObject*& outTexture,
const MG_State::GLState::SamplerObject*& outSampler) const;
// Raw-pointer variant for the per-draw sampled-texture walk (CollectSampledTextures): // Raw-pointer variant for the per-draw sampled-texture walk (CollectSampledTextures):
// the bound texture stays alive through the draw via GL binding state, so callers that // the bound texture stays alive through the draw via GL binding state, so callers that
// only need the pointer skip the SharedPtr copy's atomic refcount churn. // only need the pointer skip the SharedPtr copy's atomic refcount churn.
@@ -121,9 +154,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const MG_State::GLState::ProgramObject& program, const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding); const ProgramFactory::VkProgramObject& programObj, Uint32 binding);
SharedPtr<MG_State::GLState::ITextureObject> GetFallbackTexture(TextureTarget target) const; SharedPtr<MG_State::GLState::ITextureObject> GetFallbackTexture(TextureTarget target) const;
// trustUnchangedHint: reuse this binding's cached VkDescriptorImageInfo outright
// (see BindProgramUniformBuffers' samplerDescriptorsUnchangedHint for the proof
// obligations the caller carries).
Bool ResolveSamplerDescriptor(VkCommandBuffer commandBuffer, const MG_State::GLState::ProgramObject& program, Bool ResolveSamplerDescriptor(VkCommandBuffer commandBuffer, const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding, const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
VkDescriptorImageInfo& outImageInfo) const; VkDescriptorImageInfo& outImageInfo,
Bool trustUnchangedHint = false) const;
Bool ResolveSamplerDescriptorOverride(const SamplerBindingOverride& samplerBindingOverride, Bool ResolveSamplerDescriptorOverride(const SamplerBindingOverride& samplerBindingOverride,
VkDescriptorImageInfo& outImageInfo) const; VkDescriptorImageInfo& outImageInfo) const;
Bool ResolveTexelBufferDescriptor(const MG_State::GLState::ProgramObject& program, Bool ResolveTexelBufferDescriptor(const MG_State::GLState::ProgramObject& program,
@@ -149,6 +186,21 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool ResolveUniformBufferPayload(const MG_State::GLState::ProgramObject& program, Bool ResolveUniformBufferPayload(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding, const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
Uint32 arrayElement, UboBindResult& out) const; Uint32 arrayElement, UboBindResult& out) const;
// Shared resolution of one dynamic-UBO binding element into the
// (buffer, range, dynamicOffset) triple the descriptor consumes: direct
// bind, global-slice reuse, or transient upload. Used by the full walk
// and by the dynamic-offset-only rebind (see FastRebindMemo).
Bool ResolveDynamicUboDescriptor(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
Uint32 arrayElement, Uint32 frameIndex, VkBuffer& outBuffer,
VkDeviceSize& outRange, Uint32& outDynamicOffset);
// The vkCmdBindDescriptorSets tail shared by the full walk and the
// dynamic-offset-only rebind: skips the driver call when this exact
// binding is already live on the command buffer (see the bind-dedup
// shadow below), otherwise binds and refreshes the shadow.
void BindDescriptorSetDeduped(VkCommandBuffer commandBuffer, VkPipelineBindPoint bindPoint,
VkPipelineLayout pipelineLayout, VkDescriptorSet descriptorSet,
const Vector<Uint32>& dynamicOffsets);
Bool CreateDescriptorPool(Uint32 maxSets, VkDescriptorPool& outPool) const; Bool CreateDescriptorPool(Uint32 maxSets, VkDescriptorPool& outPool) const;
Bool GrowFrameDescriptorPool(FrameResources& frame, Uint32 frameIndex); Bool GrowFrameDescriptorPool(FrameResources& frame, Uint32 frameIndex);
VkResult AllocateDescriptorSetsFromActivePool( VkResult AllocateDescriptorSetsFromActivePool(
@@ -179,14 +231,53 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Vector<VkBufferView> m_texelBufferViewsScratch; Vector<VkBufferView> m_texelBufferViewsScratch;
Vector<Uint32> m_dynamicOffsetsScratch; Vector<Uint32> m_dynamicOffsetsScratch;
// Descriptor-set reuse across consecutive draws (see BindProgramUniformBuffers). // Descriptor-set reuse across recent draws (see BindProgramUniformBuffers).
// When a draw's resolved descriptor content is byte-identical to the previous // When a draw's resolved descriptor content is byte-identical to one memoized
// draw's, reuse the same VkDescriptorSet and skip AcquireDescriptorSet + // earlier, reuse that VkDescriptorSet and skip AcquireDescriptorSet +
// vkUpdateDescriptorSets - only the bind-time dynamic offsets differ. Reset each // vkUpdateDescriptorSets - only the bind-time dynamic offsets differ. Four
// frame in BeginFrame because the frame's descriptor sets are recycled there. // entries with round-robin replacement rather than one: draws alternating
VkDescriptorSet m_lastBoundDescriptorSet = VK_NULL_HANDLE; // between two programs (MC's chunk<->entity ping-pong) would thrash a single
Uint64 m_lastDescriptorSignature = 0; // slot into a full re-allocate+write every draw. Reset each frame in BeginFrame
Bool m_hasLastDescriptor = false; // because the frame's descriptor sets are recycled there.
struct DescriptorReuseEntry {
Uint64 signature = 0;
VkDescriptorSet set = VK_NULL_HANDLE;
Bool valid = false;
};
static constexpr Uint32 kDescriptorReuseMemoSize = 4;
DescriptorReuseEntry m_descriptorReuseMemo[kDescriptorReuseMemoSize];
Uint32 m_descriptorReuseMemoNext = 0;
// Dynamic-offset-only rebind (see BindProgramUniformBuffers): records the
// descriptor set selected by the last cacheable full walk of a program
// whose active bindings are exactly one dynamic UBO (single descriptor)
// plus combined-image samplers. When the next call proves every sampler
// descriptor input unchanged (samplerDescriptorsUnchangedHint) and the
// UBO re-resolves to the SAME VkBuffer+range - only the dynamic offset
// moved, the per-draw glUniform case - the walk collapses to: resolve one
// offset, rebind the recorded set with new pDynamicOffsets (Vulkan allows
// rebinding the same set with different dynamic offsets).
// Invalidation inventory: BeginFrame clears it (the frame's sets are
// recycled) and the frameIndex field guards cross-frame confusion on top;
// OnDescriptorSetLayoutDestroyed clears it (the set may be freed); a
// sampler-override walk clears it (mirrors m_descriptorReuseMemo); a
// program relink bumps the backend state version and thus programObj.hash
// so the key misses; the program lifetime id is never reused, so a
// deleted-and-recreated program misses; a texture/sampler/binding change
// drops the hint upstream; an arena wrap or growth resolves a different
// VkBuffer and misses. AcquireDescriptorSet's per-frame cursor only
// advances, so the recorded set is never re-written within its frame.
struct FastRebindMemo {
Bool valid = false;
Uint32 frameIndex = 0;
Uint64 programLifetimeId = 0;
ProgramFactory::HashType programHash = 0;
Uint32 uboBinding = 0;
VkBuffer uboBuffer = VK_NULL_HANDLE;
VkDeviceSize uboRange = 0;
VkDescriptorSet set = VK_NULL_HANDLE;
};
FastRebindMemo m_fastRebindMemo;
// vkCmdBindDescriptorSets dedup: consecutive draws with a static uniform // vkCmdBindDescriptorSets dedup: consecutive draws with a static uniform
// block resolve to the same set AND the same dynamic offsets, so the // block resolve to the same set AND the same dynamic offsets, so the
@@ -245,7 +336,28 @@ namespace MobileGL::MG_Backend::DirectVulkan {
SamplerNumericDomain viewFormatDomain = SamplerNumericDomain::Unknown; SamplerNumericDomain viewFormatDomain = SamplerNumericDomain::Unknown;
VkFormat viewFormat = VK_FORMAT_UNDEFINED; VkFormat viewFormat = VK_FORMAT_UNDEFINED;
Bool viewFormatValid = false; Bool viewFormatValid = false;
// Whole resolved descriptor from this binding's last full resolve. Reused
// ONLY under ResolveSamplerDescriptor's trustUnchangedHint, whose caller
// proves every resolve input unchanged; cleared with the per-frame reset
// (the cached VkSampler outlives a frame only via a fresh resolve, which
// also re-stamps it against VkSamplerManager's frame-boundary sweep).
VkDescriptorImageInfo info{};
Bool infoValid = false;
}; };
mutable Vector<SamplerResolveMemo> m_samplerResolveMemo; mutable Vector<SamplerResolveMemo> m_samplerResolveMemo;
// Exclusive upper bound on the entries of m_samplerResolveMemo that any resolve
// has ever written. The vector is sized to the DEVICE binding cap (256 on desktop
// NVIDIA), but a program declares 1-8 bindings, so the per-frame reset below was
// memsetting ~22 KB of never-touched entries every frame - a measurable slice of
// the per-frame fixed cost on draw-light frames. Every site that can turn any of
// an entry's *Valid flags on raises this mark first, so entries at or above it are
// provably still in their constructed (all-invalid) state and clearing them is a
// no-op. Never lowered except by Initialize/Shutdown, which rebuild the vector.
mutable Uint32 m_samplerResolveMemoHighWater = 0;
void NoteSamplerResolveMemoTouched(Uint32 binding) const {
if (binding >= m_samplerResolveMemoHighWater) {
m_samplerResolveMemoHighWater = binding + 1;
}
}
}; };
} // namespace MobileGL::MG_Backend::DirectVulkan } // namespace MobileGL::MG_Backend::DirectVulkan
@@ -29,17 +29,22 @@ namespace MobileGL::MG_Backend::DirectVulkan {
XXHASH_VERIFY(XXH64_update(m_hashState, &attr.Stride, sizeof(attr.Stride))); XXHASH_VERIFY(XXH64_update(m_hashState, &attr.Stride, sizeof(attr.Stride)));
XXHASH_VERIFY(XXH64_update(m_hashState, &attr.Offset, sizeof(attr.Offset))); XXHASH_VERIFY(XXH64_update(m_hashState, &attr.Offset, sizeof(attr.Offset)));
XXHASH_VERIFY(XXH64_update(m_hashState, &attr.IsInteger, sizeof(attr.IsInteger))); XXHASH_VERIFY(XXH64_update(m_hashState, &attr.IsInteger, sizeof(attr.IsInteger)));
XXHASH_VERIFY(XXH64_update(m_hashState, &attr.IsLong, sizeof(attr.IsLong)));
XXHASH_VERIFY(XXH64_update(m_hashState, &attr.IsBgra, sizeof(attr.IsBgra))); XXHASH_VERIFY(XXH64_update(m_hashState, &attr.IsBgra, sizeof(attr.IsBgra)));
XXHASH_VERIFY(XXH64_update(m_hashState, &attr.Divisor, sizeof(attr.Divisor))); XXHASH_VERIFY(XXH64_update(m_hashState, &attr.Divisor, sizeof(attr.Divisor)));
// The buffer's heap address is an identity component of the key: a freed // The bound buffer's IDENTITY is a component of the key, and it has to be the
// buffer's reused address can alias an old cache entry, but only under a // buffer's never-reused lifetime id - NOT its heap address, which this used to
// byte-identical attribute layout - and the entry payload is a pure function // hash. An address is recycled by the allocator, so a deleted-and-recreated
// of the hashed inputs, with the draw path re-resolving bindingBufferKeys // buffer reproduces it; combined with a byte-identical attribute layout that
// against the live VAO attribute pointers, so an aliased hit returns exactly // reproduces the WHOLE content hash, and the hash is what
// what a rebuild would. Address drift only grows the map; the OnFrameBoundary // TryBindResolvedVertexBindings accepts as proof that a memoised binding still
// aging sweep bounds that. // reads the buffer it was resolved from. It did not: a destroyed buffer's GPU
const SizeT bufferKey = reinterpret_cast<SizeT>(attr.Buffer.get()); // slice was bound for its successor's draw, which is how a transform-feedback
// capture came back holding a dead VAO's vertex data (0,0,0,1 - the previous
// test's positions) instead of its own.
// Zero for client memory (no buffer), which is a distinct identity of its own.
const Uint64 bufferKey = attr.Buffer ? attr.Buffer->GetLifetimeId() : 0;
XXHASH_VERIFY(XXH64_update(m_hashState, &bufferKey, sizeof(bufferKey))); XXHASH_VERIFY(XXH64_update(m_hashState, &bufferKey, sizeof(bufferKey)));
} }
@@ -70,6 +75,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
const BackendVertexInputState& entry = GetOrCreateVertexInputState(vao, GetOrComputeHash(vao)); const BackendVertexInputState& entry = GetOrCreateVertexInputState(vao, GetOrComputeHash(vao));
vao.SetBackendStateMemo(&entry, m_evictionEpoch); vao.SetBackendStateMemo(&entry, m_evictionEpoch);
// Also mirror the layout identity and the two per-draw masks into the VAO's aux
// memo (pure VALUES derived from the VAO configuration, so config-version
// guarding alone is sound). The draw fast path reads them from the VAO object it
// already touched instead of chasing into this entry - see PackVertexInputAuxMemo.
vao.SetBackendAuxMemo(entry.layoutHash,
PackVertexInputAuxMasks(entry.unsupportedAttribMask, entry.attributeLocationMask));
return entry; return entry;
} }
@@ -87,6 +98,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Vector<Uint32> bindingAttributeLocations; Vector<Uint32> bindingAttributeLocations;
Vector<Bool> bindingUsesClientMemory; Vector<Bool> bindingUsesClientMemory;
Vector<VertexStreamConversion> bindingConversions; Vector<VertexStreamConversion> bindingConversions;
Vector<VkVertexInputBindingDivisorDescriptionEXT> bindingDivisors;
Uint32 unsupportedAttribMask = 0; Uint32 unsupportedAttribMask = 0;
for (Uint32 location = 0; location < MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS; ++location) { for (Uint32 location = 0; location < MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS; ++location) {
@@ -96,7 +108,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
const VkFormat sourceVkFormat = const VkFormat sourceVkFormat =
ToVkVertexFormat(attr.Type, attr.Size, attr.Normalized, attr.IsInteger, attr.IsBgra); ToVkVertexFormat(attr.Type, attr.Size, attr.Normalized, attr.IsInteger, attr.IsBgra, attr.IsLong);
if (sourceVkFormat == VK_FORMAT_UNDEFINED) { if (sourceVkFormat == VK_FORMAT_UNDEFINED) {
MGLOG_E("Unsupported vertex attribute layout (location=%u, type=%s, size=%d): the array is " MGLOG_E("Unsupported vertex attribute layout (location=%u, type=%s, size=%d): the array is "
"enabled but cannot be mapped to a VkFormat", "enabled but cannot be mapped to a VkFormat",
@@ -180,6 +192,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
bindingConversions.push_back(conversion); bindingConversions.push_back(conversion);
builder.AddBinding(binding, stride, inputRate); builder.AddBinding(binding, stride, inputRate);
builder.AddAttribute(location, binding, vkFormat, 0); builder.AddAttribute(location, binding, vkFormat, 0);
// Divisor 1 is what VK_VERTEX_INPUT_RATE_INSTANCE already means; only anything
// else needs the extension to say it.
if (inputRate == VK_VERTEX_INPUT_RATE_INSTANCE && attr.Divisor != 1) {
bindingDivisors.push_back({binding, static_cast<Uint32>(attr.Divisor)});
}
} }
const auto& state = builder.Build(); const auto& state = builder.Build();
@@ -191,6 +208,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
BackendVertexInputState& entry = *slot; BackendVertexInputState& entry = *slot;
entry.hash = hash; entry.hash = hash;
entry.lastUsedFrameBoundary = m_frameBoundaryCounter; entry.lastUsedFrameBoundary = m_frameBoundaryCounter;
entry.bindingDivisors = Move(bindingDivisors);
entry.bindings = builder.GetBindings(); entry.bindings = builder.GetBindings();
entry.attributes = builder.GetAttributes(); entry.attributes = builder.GetAttributes();
// See the layoutHash declaration: hash only the resolved layout, never // See the layoutHash declaration: hash only the resolved layout, never
@@ -207,6 +225,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
XXHASH_VERIFY(XXH64_update(m_hashState, &attribute.format, sizeof(attribute.format))); XXHASH_VERIFY(XXH64_update(m_hashState, &attribute.format, sizeof(attribute.format)));
XXHASH_VERIFY(XXH64_update(m_hashState, &attribute.offset, sizeof(attribute.offset))); XXHASH_VERIFY(XXH64_update(m_hashState, &attribute.offset, sizeof(attribute.offset)));
} }
for (const auto& divisor : entry.bindingDivisors) {
XXHASH_VERIFY(XXH64_update(m_hashState, &divisor.binding, sizeof(divisor.binding)));
XXHASH_VERIFY(XXH64_update(m_hashState, &divisor.divisor, sizeof(divisor.divisor)));
}
XXHASH_VERIFY(XXH64_update(m_hashState, &unsupportedAttribMask, sizeof(unsupportedAttribMask))); XXHASH_VERIFY(XXH64_update(m_hashState, &unsupportedAttribMask, sizeof(unsupportedAttribMask)));
entry.layoutHash = XXH64_digest(m_hashState); entry.layoutHash = XXH64_digest(m_hashState);
entry.attributeLocationMask = 0; entry.attributeLocationMask = 0;
@@ -224,6 +246,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
entry.state = state; entry.state = state;
entry.state.pVertexBindingDescriptions = entry.bindings.empty() ? nullptr : entry.bindings.data(); entry.state.pVertexBindingDescriptions = entry.bindings.empty() ? nullptr : entry.bindings.data();
entry.state.pVertexAttributeDescriptions = entry.attributes.empty() ? nullptr : entry.attributes.data(); entry.state.pVertexAttributeDescriptions = entry.attributes.empty() ? nullptr : entry.attributes.data();
if (!entry.bindingDivisors.empty()) {
entry.divisorState.vertexBindingDivisorCount = static_cast<Uint32>(entry.bindingDivisors.size());
entry.divisorState.pVertexBindingDivisors = entry.bindingDivisors.data();
entry.state.pNext = &entry.divisorState;
} else {
entry.state.pNext = nullptr;
}
return entry; return entry;
} }
@@ -255,7 +284,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
VkFormat VertexInputStateFactory::ToVkVertexFormat(DataType type, Int size, Bool normalized, Bool isInteger, VkFormat VertexInputStateFactory::ToVkVertexFormat(DataType type, Int size, Bool normalized, Bool isInteger,
Bool isBgra) { Bool isBgra, Bool isLong) {
if (isBgra) { if (isBgra) {
// GL_BGRA: four reversed-order components, always normalized (enforced at validation), only // GL_BGRA: four reversed-order components, always normalized (enforced at validation), only
// legal with GL_UNSIGNED_BYTE or a 2_10_10_10 type. The reversed VkFormats put the // legal with GL_UNSIGNED_BYTE or a 2_10_10_10 type. The reversed VkFormats put the
@@ -280,6 +309,22 @@ namespace MobileGL::MG_Backend::DirectVulkan {
case DataType::Int2101010Rev: case DataType::Int2101010Rev:
if (isInteger || size != 4) return VK_FORMAT_UNDEFINED; if (isInteger || size != 4) return VK_FORMAT_UNDEFINED;
return normalized ? VK_FORMAT_A2B10G10R10_SNORM_PACK32 : VK_FORMAT_A2B10G10R10_SSCALED_PACK32; return normalized ? VK_FORMAT_A2B10G10R10_SNORM_PACK32 : VK_FORMAT_A2B10G10R10_SSCALED_PACK32;
case DataType::Float64:
// A 64-bit attribute is fetched as its 32-bit word pair and bitcast back to double in the
// shader (PackDoubleVertexInputsPass does the shader half). That is bit-exact and, unlike
// VK_FORMAT_R64*_SFLOAT, needs no format capability: lavapipe reports bufferFeatures = 0
// for every R64 float format, so a native 64-bit vertex fetch is simply unavailable there
// while shaderFloat64 is not. Both halves key off nothing but the attribute being long,
// so they always agree without extra plumbing.
if (!isLong || isInteger || normalized) return VK_FORMAT_UNDEFINED;
switch (size) {
case 1: return VK_FORMAT_R32G32_UINT;
case 2: return VK_FORMAT_R32G32B32A32_UINT;
// A dvec3/dvec4 input is 6/8 uint32 components: no single VkFormat, and GL spreads it
// over two attribute locations, which the location-per-VAO-index model here does not
// express. Declined rather than fetched wrong.
default: return VK_FORMAT_UNDEFINED;
}
case DataType::Float32: case DataType::Float32:
switch (size) { switch (size) {
case 1: return VK_FORMAT_R32_SFLOAT; case 1: return VK_FORMAT_R32_SFLOAT;
@@ -28,11 +28,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
struct BackendVertexInputState { struct BackendVertexInputState {
HashType hash = 0; HashType hash = 0;
// Hash of the resolved Vulkan vertex layout only (bindings, attributes, // Hash of the resolved Vulkan vertex layout only (bindings, attributes,
// unsupported mask) - NO buffer identities. `hash` mixes buffer heap // unsupported mask) - NO buffer identities. `hash` mixes each bound
// addresses so per-chunk VBOs mint a fresh identity per buffer; keying // buffer's never-reused LIFETIME ID, so per-chunk VBOs mint a fresh
// pipelines on that minted one VkPipeline per chunk section for an // identity per buffer; keying pipelines on that minted one VkPipeline per
// identical layout, defeating pipeline reuse and the per-draw memo. // chunk section for an identical layout, defeating pipeline reuse and the
// Pipelines depend only on the layout, so they key on this instead. // per-draw memo. Pipelines depend only on the layout, so they key on this
// instead.
HashType layoutHash = 0; HashType layoutHash = 0;
// Frame boundary of the last cache hit; entries idle past the // Frame boundary of the last cache hit; entries idle past the
// OnFrameBoundary retirement age are evicted (CPU heap only). // OnFrameBoundary retirement age are evicted (CPU heap only).
@@ -53,6 +54,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Bitmask of `attributes[i].location` - the draw path needs it up to // Bitmask of `attributes[i].location` - the draw path needs it up to
// three times per draw, so it is baked once at build time. // three times per draw, so it is baked once at build time.
Uint32 attributeLocationMask = 0; Uint32 attributeLocationMask = 0;
// Per-binding glVertexAttribDivisor values other than 1. Vulkan's instance input
// rate advances once per instance and nothing else, so anything else has to be
// stated through VK_EXT_vertex_attribute_divisor. Empty when every instanced
// binding uses divisor 1, which is what the plain input rate already means.
Vector<VkVertexInputBindingDivisorDescriptionEXT> bindingDivisors;
VkPipelineVertexInputDivisorStateCreateInfoEXT divisorState{
VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_DIVISOR_STATE_CREATE_INFO_EXT
};
VkPipelineVertexInputStateCreateInfo state{ VkPipelineVertexInputStateCreateInfo state{
VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO
}; };
@@ -63,6 +72,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
~VertexInputStateFactory() = default; ~VertexInputStateFactory() = default;
VertexInputStateFactory(const VertexInputStateFactory&) = delete; VertexInputStateFactory(const VertexInputStateFactory&) = delete;
// The VAO aux-memo payload GetOrCreateVertexInputState(vao) stamps: aux0 is the
// entry's layoutHash, aux1 packs (unsupportedAttribMask << 32) | attributeLocationMask.
// Readers that find the aux memo valid can use these without resolving the entry.
static Uint64 PackVertexInputAuxMasks(Uint32 unsupportedAttribMask, Uint32 attributeLocationMask) {
return (static_cast<Uint64>(unsupportedAttribMask) << 32) | attributeLocationMask;
}
HashType ComputeHash(const MG_State::GLState::VertexArrayObject& vao) const; HashType ComputeHash(const MG_State::GLState::VertexArrayObject& vao) const;
// Memoized ComputeHash: reuses the VAO's cached hash while its config version // Memoized ComputeHash: reuses the VAO's cached hash while its config version
// is unchanged. Use this on per-draw paths. // is unchanged. Use this on per-draw paths.
@@ -71,8 +87,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const MG_State::GLState::VertexArrayObject& vao, HashType hash); const MG_State::GLState::VertexArrayObject& vao, HashType hash);
const BackendVertexInputState& GetOrCreateVertexInputState(const MG_State::GLState::VertexArrayObject& vao); const BackendVertexInputState& GetOrCreateVertexInputState(const MG_State::GLState::VertexArrayObject& vao);
// Frame boundary hook: ages the cache and evicts entries not hit for many // Frame boundary hook: ages the cache and evicts entries not hit for many
// frames. The key mixes buffer heap addresses, so buffer/VAO churn keeps // frames. The key mixes each bound buffer's never-reused lifetime id, so
// minting fresh keys; without eviction the map grows for the whole session. // buffer/VAO churn keeps minting fresh keys - and does so by construction,
// not by luck: a recreated buffer can no longer land back on its dead
// predecessor's key. Without eviction the map grows for the whole session.
// Entries hold no Vulkan handles (pipeline creation copies the descriptions) // Entries hold no Vulkan handles (pipeline creation copies the descriptions)
// and the draw path's entry reference never spans a frame boundary, so // and the draw path's entry reference never spans a frame boundary, so
// eviction here needs no GPU-idle proof. Self-gated: one counter bump and // eviction here needs no GPU-idle proof. Self-gated: one counter bump and
@@ -85,7 +103,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
static SizeT GetAttributeByteSize(DataType type, Int size, Bool isBgra); static SizeT GetAttributeByteSize(DataType type, Int size, Bool isBgra);
private: private:
static VkFormat ToVkVertexFormat(DataType type, Int size, Bool normalized, Bool isInteger, Bool isBgra = false); static VkFormat ToVkVertexFormat(DataType type, Int size, Bool normalized, Bool isInteger, Bool isBgra = false,
Bool isLong = false);
static Bool IsScaledIntegerVertexFormat(VkFormat format); static Bool IsScaledIntegerVertexFormat(VkFormat format);
static VkFormat ToFloat32VertexFormat(Int componentCount); static VkFormat ToFloat32VertexFormat(Int componentCount);
Bool SupportsVertexBufferFormat(VkFormat format) const; Bool SupportsVertexBufferFormat(VkFormat format) const;
@@ -7,6 +7,8 @@
// End of Source File Header // End of Source File Header
#include "VkBufferManager.h" #include "VkBufferManager.h"
#include "../DirectVulkan.h"
#include "VulkanRenderer.h"
namespace MobileGL::MG_Backend::DirectVulkan { namespace MobileGL::MG_Backend::DirectVulkan {
namespace { namespace {
@@ -57,6 +59,18 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
} }
// The CPU is about to read a buffer a shader wrote. Its bytes live in coherent
// host-visible GPU storage (EnsureGpuResidentStorage adopts it when the buffer is
// bound as a shader storage buffer), so nothing needs copying - but coherence only
// says the writes are visible once they have happened, so the work has to retire
// first.
void Ops_ReadbackFromGpu(BufferObject& bufferObject) {
(void)bufferObject;
if (pVulkanRenderer) {
pVulkanRenderer->FinishPendingGpuWork();
}
}
void* Ops_AcquirePersistentMap(BufferObject& bufferObject) { void* Ops_AcquirePersistentMap(BufferObject& bufferObject) {
if (g_activeBufferManager) { if (g_activeBufferManager) {
return g_activeBufferManager->AcquirePersistentMap(bufferObject); return g_activeBufferManager->AcquirePersistentMap(bufferObject);
@@ -80,6 +94,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
.FlushMappedRange = Ops_FlushMappedRange, .FlushMappedRange = Ops_FlushMappedRange,
.OnDestroy = Ops_OnDestroy, .OnDestroy = Ops_OnDestroy,
.AcquirePersistentMap = Ops_AcquirePersistentMap, .AcquirePersistentMap = Ops_AcquirePersistentMap,
.ReadbackFromGpu = Ops_ReadbackFromGpu,
}; };
} // namespace } // namespace
@@ -227,8 +242,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
void VkBufferManager::TrackLiveResource(const SharedPtr<VkBufferResource>& resource) { void VkBufferManager::TrackLiveResource(const SharedPtr<VkBufferResource>& resource) {
if (m_liveResources.size() >= kLiveResourcePruneThreshold) { // Sweep on a doubling watermark rather than on every insert past the threshold. The old
// form walked the whole vector for each new buffer once the list passed 256, and when the
// buffers are all live the walk removes nothing and the list grows by one - so creating N
// live buffers cost ~N^2/2 expired() checks. Reclamation semantics are unchanged: the sweep
// still removes exactly the expired entries, just less often and with the same bound on how
// much dead weight can accumulate (at most as many entries as were live at the last sweep).
if (m_liveResources.size() >= std::max<SizeT>(kLiveResourcePruneThreshold, 2 * m_liveResourcesLastPruned)) {
std::erase_if(m_liveResources, [](const WeakPtr<VkBufferResource>& weak) { return weak.expired(); }); std::erase_if(m_liveResources, [](const WeakPtr<VkBufferResource>& weak) { return weak.expired(); });
m_liveResourcesLastPruned = m_liveResources.size();
} }
m_liveResources.push_back(resource); m_liveResources.push_back(resource);
} }
@@ -236,6 +258,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void VkBufferManager::ReleaseAllLiveResources() { void VkBufferManager::ReleaseAllLiveResources() {
for (auto& weak : m_liveResources) { for (auto& weak : m_liveResources) {
if (auto resource = weak.lock()) { if (auto resource = weak.lock()) {
BumpSliceEpoch(*resource);
resource->buffer.Destroy(); resource->buffer.Destroy();
resource->storageSize = 0; resource->storageSize = 0;
resource->usageFlags = 0; resource->usageFlags = 0;
@@ -250,6 +273,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool VkBufferManager::CreateResidentStorage(VkBufferResource& resource, VkDeviceSize size, Bool VkBufferManager::CreateResidentStorage(VkBufferResource& resource, VkDeviceSize size,
VkBufferUsageFlags usage, VkMemoryPropertyFlags requiredFlags) { VkBufferUsageFlags usage, VkMemoryPropertyFlags requiredFlags) {
// The only place a resident VkBuffer handle is minted, so every resident slice
// change funnels through here (callers release the old handle first).
BumpSliceEpoch(resource);
// Staged range copies write resident storage with vkCmdCopyBuffer. // Staged range copies write resident storage with vkCmdCopyBuffer.
usage |= VK_BUFFER_USAGE_TRANSFER_DST_BIT; usage |= VK_BUFFER_USAGE_TRANSFER_DST_BIT;
const Bool created = resource.buffer.Create({ const Bool created = resource.buffer.Create({
@@ -336,6 +362,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (!resource) { if (!resource) {
return; // lazy: AcquireResidentSlice performs a full upload on creation return; // lazy: AcquireResidentSlice performs a full upload on creation
} }
// A respecify can change the size, the usage hint (so the resident/streamed
// route), and the contents at once; retire every memo before deciding what to
// do about the storage.
BumpSliceEpoch(*resource);
// Any cached streaming slice refers to the previous contents. // Any cached streaming slice refers to the previous contents.
resource->transientFrameSerial = 0; resource->transientFrameSerial = 0;
if (!resource->buffer.IsValid()) { if (!resource->buffer.IsValid()) {
@@ -368,6 +398,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (!resource) { if (!resource) {
return; return;
} }
// Drops the streaming memo below and may end in a storage swap or a deferred
// full re-upload, so no memoised slice survives this.
BumpSliceEpoch(*resource);
resource->transientFrameSerial = 0; resource->transientFrameSerial = 0;
if (!resource->buffer.IsValid() || resource->pendingFullUpload) { if (!resource->buffer.IsValid() || resource->pendingFullUpload) {
return; return;
@@ -400,6 +433,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (!resource) { if (!resource) {
return; return;
} }
BumpSliceEpoch(*resource);
resource->transientFrameSerial = 0; resource->transientFrameSerial = 0;
if (!resource->buffer.IsValid() || resource->pendingFullUpload) { if (!resource->buffer.IsValid() || resource->pendingFullUpload) {
return; return;
@@ -459,6 +493,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
TrackLiveResource(resource); TrackLiveResource(resource);
} }
// Bumped for the request, not just for the storage it may create. This is the
// one call the frontend makes when a buffer becomes persistently mapped for
// writing (BufferObject::AcquireMemoryRange), and a map the backend declines
// keeps mutating its shadow with no further API call - so it is what lets
// GetSliceEpochCounter stand for "no buffer needs a persistent-map range push".
BumpSliceEpoch(*resource);
// Idempotent: an already-backed buffer returns the same mapped base. // Idempotent: an already-backed buffer returns the same mapped base.
if (resource->persistentMapped && resource->buffer.IsValid() && resource->storageSize == size) { if (resource->persistentMapped && resource->buffer.IsValid() && resource->storageSize == size) {
return resource->buffer.GetMappedData(); return resource->buffer.GetMappedData();
@@ -546,6 +587,16 @@ namespace MobileGL::MG_Backend::DirectVulkan {
auto resource = GetOrCreateResource(bufferObject); auto resource = GetOrCreateResource(bufferObject);
bufferObject->SyncPersistentMappedRange(); bufferObject->SyncPersistentMappedRange();
// A persistently mapped resource's storage IS the application's copy of the bytes -
// the frontend adopted it in place of the shadow and hands out pointers into it, and
// a shader can have written bytes the shadow never saw (a transform feedback
// capture). Streaming a second copy would feed this draw the stale shadow, and the
// downgrade below would release the storage the application still points at,
// breaking the "never recreated" promise AcquirePersistentMap makes.
if (resource->persistentMapped) {
return AcquireResidentSlice(kind, bufferObject, outSlice);
}
const VkDeviceSize size = static_cast<VkDeviceSize>(bufferObject->GetSize()); const VkDeviceSize size = static_cast<VkDeviceSize>(bufferObject->GetSize());
if (size == 0) { if (size == 0) {
MGLOG_E("VkBufferManager::AcquireStreamedSlice failed: buffer size is zero"); MGLOG_E("VkBufferManager::AcquireStreamedSlice failed: buffer size is zero");
@@ -559,6 +610,41 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return true; return true;
} }
// Idle-content promotion: see the field comments in VkBufferResource. The
// streak counts frame BOUNDARIES survived unchanged (the same-frame memo
// above swallows repeat draws), so a promotion needs the content stable
// for kStreamedPromotionStreak whole frames - one no-op frame does not
// trigger the resident round-trip, whose creation upload is itself a
// staged copy worth avoiding for content that is about to change again.
constexpr Uint32 kStreamedPromotionStreak = 2;
if (resource->promotedResident) {
if (resource->promotedChangeSerial == changeSerial &&
static_cast<VkDeviceSize>(bufferObject->GetSize()) == size) {
return AcquireResidentSlice(kind, bufferObject, outSlice);
}
resource->promotedResident = false;
resource->unchangedStreak = 0;
} else if (resource->transientChangeSerial == changeSerial && resource->transientSize == size &&
resource->transientFrameSerial != 0) {
if (++resource->unchangedStreak >= kStreamedPromotionStreak) {
// Promotion moves the buffer off the arena and onto resident storage.
resource->promotedResident = true;
resource->promotedChangeSerial = changeSerial;
BumpSliceEpoch(*resource);
if (AcquireResidentSlice(kind, bufferObject, outSlice)) {
return true;
}
resource->promotedResident = false; // resident creation failed: stream as before
}
} else {
resource->unchangedStreak = 0;
}
// A fresh arena allocation: a different slice than the last call handed back,
// and (below) the point where a promoted buffer's resident storage is released.
// The stable-promotion exit above returns before this, so a buffer the app has
// stopped touching keeps one slice for as long as it keeps its resident storage.
BumpSliceEpoch(*resource);
if (!m_transientUploadArena.Upload(m_currentFrameIndex, bufferObject->MappedData(), size, 16, if (!m_transientUploadArena.Upload(m_currentFrameIndex, bufferObject->MappedData(), size, 16,
outSlice)) { outSlice)) {
return false; return false;
@@ -57,11 +57,33 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// never orphaned or recreated. Draw-time acquire binds it directly, no re-upload. // never orphaned or recreated. Draw-time acquire binds it directly, no re-upload.
Bool persistentMapped = false; Bool persistentMapped = false;
// Bumped from a manager-wide counter every time anything that decides which
// BufferSlice an Acquire*Slice call hands back changes: storage created or
// released, a full re-upload becoming due, a promotion/demotion between
// resident and streamed storage, or a new per-frame arena slice. Callers that
// memoise a resolved slice compare this to prove the memo still describes the
// buffer. The counter is manager-wide (never per-resource) so a freshly
// created resource - including one that replaces a destroyed resource at the
// same address - can never reproduce a value some memo already holds. 0 means
// "no slice has ever been handed out", which no memo can match.
Uint64 sliceEpoch = 0;
// Cached transient (streaming) slice for the current frame. // Cached transient (streaming) slice for the current frame.
BufferSlice transientSlice{}; BufferSlice transientSlice{};
Uint64 transientFrameSerial = 0; Uint64 transientFrameSerial = 0;
Uint64 transientChangeSerial = 0; Uint64 transientChangeSerial = 0;
VkDeviceSize transientSize = 0; VkDeviceSize transientSize = 0;
// Streaming re-copies the whole store into the per-frame arena on every
// frame, which is right for genuinely per-frame data but pure waste for a
// Dynamic-hinted buffer the app stopped touching. After the content
// survives kStreamedPromotionStreak frame boundaries unchanged it is
// promoted to resident storage (one final upload, then zero per-frame
// cost); the first content change demotes it back to streaming, and the
// streaming path's existing downgrade releases the resident store.
Uint32 unchangedStreak = 0;
Bool promotedResident = false;
Uint64 promotedChangeSerial = 0;
}; };
// Supplies a command buffer that is recording and outside any render pass, // Supplies a command buffer that is recording and outside any render pass,
@@ -121,6 +143,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void OnResourceDestroyed(SharedPtr<MG_State::GLState::BackendBufferResource>&& resource); void OnResourceDestroyed(SharedPtr<MG_State::GLState::BackendBufferResource>&& resource);
Uint64 GetFrameSerial() const { return m_frameSerial; } Uint64 GetFrameSerial() const { return m_frameSerial; }
// Highest value handed to any VkBufferResource::sliceEpoch. Unchanged since a
// memo was taken means no buffer this manager owns changed which slice it hands
// back, and none was persistently mapped, in between - so a memo of resolved
// slices needs no per-buffer re-check. See AcquirePersistentMap for the mapping half.
Uint64 GetSliceEpochCounter() const { return m_sliceEpochCounter; }
// Highest frame serial whose GPU work is known complete; serials at or // Highest frame serial whose GPU work is known complete; serials at or
// below it may be considered signaled. Drives IsResourceBusy and the // below it may be considered signaled. Drives IsResourceBusy and the
// backend GL fence objects. // backend GL fence objects.
@@ -147,6 +174,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void DestroyAllDeferredReleases(); void DestroyAllDeferredReleases();
void TrackLiveResource(const SharedPtr<VkBufferResource>& resource); void TrackLiveResource(const SharedPtr<VkBufferResource>& resource);
void ReleaseAllLiveResources(); void ReleaseAllLiveResources();
// See VkBufferResource::sliceEpoch.
void BumpSliceEpoch(VkBufferResource& resource) { resource.sliceEpoch = ++m_sliceEpochCounter; }
VkBufferManagerInitInfo m_initInfo{}; VkBufferManagerInitInfo m_initInfo{};
BufferArena m_transientUploadArena; BufferArena m_transientUploadArena;
@@ -154,8 +183,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Vector<Vector<VkBufferObject>> m_deferredBufferReleases; Vector<Vector<VkBufferObject>> m_deferredBufferReleases;
Vector<Vector<SharedPtr<VkBufferResource>>> m_deferredResourceReleases; Vector<Vector<SharedPtr<VkBufferResource>>> m_deferredResourceReleases;
Vector<WeakPtr<VkBufferResource>> m_liveResources; Vector<WeakPtr<VkBufferResource>> m_liveResources;
// Size m_liveResources had just after the last sweep; the next sweep waits for it to double.
SizeT m_liveResourcesLastPruned = 0;
Uint32 m_currentFrameIndex = 0; Uint32 m_currentFrameIndex = 0;
Uint64 m_frameSerial = 1; Uint64 m_frameSerial = 1;
Uint64 m_completedSerialFloor = 0; Uint64 m_completedSerialFloor = 0;
// Never reset (not even by Shutdown): a value handed to a resource must stay
// unique for the process, or a memo taken before a re-initialize could match
// a different resource's state after it.
Uint64 m_sliceEpochCounter = 0;
}; };
} // namespace MobileGL::MG_Backend::DirectVulkan } // namespace MobileGL::MG_Backend::DirectVulkan
@@ -176,16 +176,4 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return true; return true;
} }
BufferSlice VkBufferObject::GetSlice(VkDeviceSize offset, VkDeviceSize size) const {
MOBILEGL_ASSERT(offset <= m_size, "VkBufferObject::GetSlice offset out of range");
const VkDeviceSize resolvedSize = (size == VK_WHOLE_SIZE) ? (m_size - offset) : size;
MOBILEGL_ASSERT(offset + resolvedSize <= m_size, "VkBufferObject::GetSlice range out of bounds");
BufferSlice slice{};
slice.buffer = m_buffer;
slice.offset = offset;
slice.size = resolvedSize;
slice.mapped = (m_mappedData != nullptr) ? static_cast<Uint8*>(m_mappedData) + offset : nullptr;
return slice;
}
} // namespace MobileGL::MG_Backend::DirectVulkan } // namespace MobileGL::MG_Backend::DirectVulkan
@@ -48,7 +48,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkBuffer GetHandle() const { return m_buffer; } VkBuffer GetHandle() const { return m_buffer; }
VkDeviceSize GetSize() const { return m_size; } VkDeviceSize GetSize() const { return m_size; }
BufferSlice GetSlice(VkDeviceSize offset = 0, VkDeviceSize size = VK_WHOLE_SIZE) const; // Inline: runs on the per-draw acquire path (a resident buffer bind is a
// GetSlice per binding), where an out-of-line call was measurable.
BufferSlice GetSlice(VkDeviceSize offset = 0, VkDeviceSize size = VK_WHOLE_SIZE) const {
MOBILEGL_ASSERT(offset <= m_size, "VkBufferObject::GetSlice offset out of range");
const VkDeviceSize resolvedSize = (size == VK_WHOLE_SIZE) ? (m_size - offset) : size;
MOBILEGL_ASSERT(offset + resolvedSize <= m_size, "VkBufferObject::GetSlice range out of bounds");
BufferSlice slice{};
slice.buffer = m_buffer;
slice.offset = offset;
slice.size = resolvedSize;
slice.mapped = (m_mappedData != nullptr) ? static_cast<Uint8*>(m_mappedData) + offset : nullptr;
return slice;
}
void* GetMappedData() const { return m_mappedData; } void* GetMappedData() const { return m_mappedData; }
Bool IsMapped() const { return m_mappedData != nullptr; } Bool IsMapped() const { return m_mappedData != nullptr; }
Bool IsValid() const { return m_allocator != nullptr && m_buffer != VK_NULL_HANDLE && m_allocation != nullptr; } Bool IsValid() const { return m_allocator != nullptr && m_buffer != VK_NULL_HANDLE && m_allocation != nullptr; }
@@ -8,15 +8,75 @@
#include "VkClearManager.h" #include "VkClearManager.h"
#include "MG_State/GLState/Core.h"
#include "MG_Util/Converters/MGToStr/FramebufferEnumConverter.h" #include "MG_Util/Converters/MGToStr/FramebufferEnumConverter.h"
#include "MG_Util/Converters/MGToStr/TextureEnumConverter.h" #include "MG_Util/Converters/MGToStr/TextureEnumConverter.h"
#include <algorithm>
#include <cmath>
namespace MobileGL::MG_Backend::DirectVulkan { namespace MobileGL::MG_Backend::DirectVulkan {
static Bool IsCubeMapFaceUploadTarget(TextureUploadTarget target) { static Bool IsCubeMapFaceUploadTarget(TextureUploadTarget target) {
return target >= TextureUploadTarget::CubeMapPositiveX && return target >= TextureUploadTarget::CubeMapPositiveX &&
target <= TextureUploadTarget::CubeMapNegativeZ; target <= TextureUploadTarget::CubeMapNegativeZ;
} }
VkClearColorValue MakeVkClearColorValue(const ClearAttachmentPayload& payload, Bool formatLacksAlpha) {
VkClearColorValue clearValue{};
switch (payload.colorEncoding) {
case ClearColorEncoding::Int:
clearValue.int32[0] = payload.colorInt.x();
clearValue.int32[1] = payload.colorInt.y();
clearValue.int32[2] = payload.colorInt.z();
clearValue.int32[3] = formatLacksAlpha ? 1 : payload.colorInt.w();
break;
case ClearColorEncoding::Uint:
clearValue.uint32[0] = payload.colorUint.x();
clearValue.uint32[1] = payload.colorUint.y();
clearValue.uint32[2] = payload.colorUint.z();
clearValue.uint32[3] = formatLacksAlpha ? 1u : payload.colorUint.w();
break;
case ClearColorEncoding::Float:
clearValue.float32[0] = payload.color.x();
clearValue.float32[1] = payload.color.y();
clearValue.float32[2] = payload.color.z();
clearValue.float32[3] = formatLacksAlpha ? 1.0f : payload.color.w();
break;
}
return clearValue;
}
void PreCompensateSrgbClearColor(ClearAttachmentPayload& payload, VkFormat destinationFormat) {
if (payload.colorEncoding != ClearColorEncoding::Float) return;
// With GL_FRAMEBUFFER_SRGB enabled GL performs the encoding itself, so the driver doing it
// is exactly right and there is nothing to undo.
if (MG_State::pGLContext->IsCapabilityEnabled(MobileGL::CapabilityInput::FramebufferSrgb)) return;
if (ResolveSrgbAttachmentWriteFormat(destinationFormat, false) == destinationFormat) return;
// sRGB -> linear (GL 4.6 core 8.24), applied to the colour channels only: alpha is stored
// linearly in an sRGB format and must pass through untouched.
const auto toLinear = [](Float encoded) {
const Float value = std::clamp(encoded, 0.0f, 1.0f);
return value <= 0.04045f ? value / 12.92f : std::pow((value + 0.055f) / 1.055f, 2.4f);
};
payload.color = FloatVec4(toLinear(payload.color.x()), toLinear(payload.color.y()),
toLinear(payload.color.z()), payload.color.w());
}
void ForceOpaqueClearAlpha(ClearAttachmentPayload& payload) {
switch (payload.colorEncoding) {
case ClearColorEncoding::Int:
payload.colorInt = IntVec4(payload.colorInt.x(), payload.colorInt.y(), payload.colorInt.z(), 1);
break;
case ClearColorEncoding::Uint:
payload.colorUint = UintVec4(payload.colorUint.x(), payload.colorUint.y(), payload.colorUint.z(), 1u);
break;
case ClearColorEncoding::Float:
payload.color = FloatVec4(payload.color.x(), payload.color.y(), payload.color.z(), 1.0f);
break;
}
}
static Bool PendingClearMatchesTextureIdentity(const PendingClearKey& key, const TextureIdentity& identity) { static Bool PendingClearMatchesTextureIdentity(const PendingClearKey& key, const TextureIdentity& identity) {
return key.texture == identity.texture && key.textureLifetimeId == identity.lifetimeId; return key.texture == identity.texture && key.textureLifetimeId == identity.lifetimeId;
} }
@@ -24,13 +24,41 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint32 stencil{}; Uint32 stencil{};
}; };
// A colour clear reaches us from one of glClear/ClearBufferfv, ClearBufferiv or
// ClearBufferuiv, and Vulkan reads VkClearColorValue's union according to the destination
// image's format rather than converting between the members - a float written where an
// integer format is expected is reinterpreted bit for bit, not rounded. Remember which entry
// point supplied the value so the member written when the clear is materialized matches.
enum class ClearColorEncoding : Uint8 { Float, Int, Uint };
struct ClearAttachmentPayload { struct ClearAttachmentPayload {
GLbitfield mask = 0; GLbitfield mask = 0;
FloatVec4 color = FloatVec4(0.0f, 0.0f, 0.0f, 0.0f); FloatVec4 color = FloatVec4(0.0f, 0.0f, 0.0f, 0.0f);
ClearColorEncoding colorEncoding = ClearColorEncoding::Float;
IntVec4 colorInt = IntVec4(0, 0, 0, 0);
UintVec4 colorUint = UintVec4(0u, 0u, 0u, 0u);
Float depth = 1.0f; Float depth = 1.0f;
Uint32 stencil = 0; Uint32 stencil = 0;
}; };
// Builds the clear value for `payload` in the union member its encoding calls for.
// `formatLacksAlpha` applies GL's rule that a format without an alpha channel reads as one,
// expressed in whichever type matches (GL 4.6 core 15.2.3).
VkClearColorValue MakeVkClearColorValue(const ClearAttachmentPayload& payload, Bool formatLacksAlpha);
// Applies that same rule in place, for the paths that have to bake it into the payload before
// the destination is known.
void ForceOpaqueClearAlpha(ClearAttachmentPayload& payload);
// vkCmdClearColorImage names the image, so the driver applies the destination format's transfer
// function to whatever value it is handed. Every other write path in this backend goes through
// the UNORM twin view while GL_FRAMEBUFFER_SRGB is off (ResolveSrgbAttachmentWriteFormat) and
// therefore stores the raw value GL asked for. Rewrites `payload` to the linear colour whose
// encoding is that raw value, so a direct image clear of an sRGB destination agrees with them.
// A no-op for every other format, for integer clear encodings, and when GL is doing the
// encoding itself.
void PreCompensateSrgbClearColor(ClearAttachmentPayload& payload, VkFormat destinationFormat);
struct PendingClearKey { struct PendingClearKey {
MG_State::GLState::ITextureObject* texture = nullptr; MG_State::GLState::ITextureObject* texture = nullptr;
Uint64 textureLifetimeId = 0; Uint64 textureLifetimeId = 0;
@@ -50,7 +50,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
} }
static Float ResolveColorClearAlpha(const MG_State::GLState::ITextureObject* texture, Float requestedAlpha) { static Bool ColorFormatLacksAlpha(const MG_State::GLState::ITextureObject* texture) {
return texture != nullptr && MG_Util::GetBaseInternalFormatComponentCount(texture->GetFormat()) == 3;
}
[[maybe_unused]] static Float ResolveColorClearAlpha(const MG_State::GLState::ITextureObject* texture, Float requestedAlpha) {
if (texture != nullptr && MG_Util::GetBaseInternalFormatComponentCount(texture->GetFormat()) == 3) { if (texture != nullptr && MG_Util::GetBaseInternalFormatComponentCount(texture->GetFormat()) == 3) {
return 1.0f; return 1.0f;
} }
@@ -83,9 +87,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
static VkImageViewType ResolveAttachmentViewType( static VkImageViewType ResolveAttachmentViewType(
const MG_State::GLState::FramebufferAttachmentObject& attachment, const MG_State::GLState::FramebufferAttachmentObject& attachment,
const VkTextureManager::TextureResource& resource) { const VkTextureManager::TextureResource& resource) {
return !attachment.IsLayered() && IsCubeMapFaceUploadTarget(attachment.GetTextureUploadTarget()) ? if (attachment.IsLayered()) {
VK_IMAGE_VIEW_TYPE_2D : return resource.viewType;
resource.viewType; }
// A non-layered attachment names ONE layer, so the view over it is a plain 2D view whatever
// the image's own view type is. The cube-face upload targets always meant this; a cube map
// array attached through glFramebufferTextureLayer means it too, and a CUBE_ARRAY view over
// a single layer is not a legal attachment. The CUBE arm is inert today - no frontend path
// produces a non-layered cube attachment without a face upload target - and is kept for
// symmetry with CUBE_ARRAY.
if (IsCubeMapFaceUploadTarget(attachment.GetTextureUploadTarget()) ||
resource.viewType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY || resource.viewType == VK_IMAGE_VIEW_TYPE_CUBE) {
return VK_IMAGE_VIEW_TYPE_2D;
}
return resource.viewType;
} }
static MG_State::GLState::ITextureObject* ResolveCompleteColorAttachmentTexture( static MG_State::GLState::ITextureObject* ResolveCompleteColorAttachmentTexture(
@@ -526,7 +541,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
pending.renderbuffer = renderbuffer; pending.renderbuffer = renderbuffer;
pending.payload.mask |= clearPayload.mask; pending.payload.mask |= clearPayload.mask;
if ((clearPayload.mask & GL_COLOR_BUFFER_BIT) != 0) { if ((clearPayload.mask & GL_COLOR_BUFFER_BIT) != 0) {
// The whole colour description, not just the float vector: an integer clear keeps its
// value in colorInt/colorUint, and dropping the encoding here would leave the pending
// clear reading as an all-zero float one.
pending.payload.color = clearPayload.color; pending.payload.color = clearPayload.color;
pending.payload.colorEncoding = clearPayload.colorEncoding;
pending.payload.colorInt = clearPayload.colorInt;
pending.payload.colorUint = clearPayload.colorUint;
} }
if ((clearPayload.mask & GL_DEPTH_BUFFER_BIT) != 0) { if ((clearPayload.mask & GL_DEPTH_BUFFER_BIT) != 0) {
pending.payload.depth = clearPayload.depth; pending.payload.depth = clearPayload.depth;
@@ -924,9 +945,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (rbHasClear && if (rbHasClear &&
MG_Util::GetBaseInternalFormatComponentCount(renderbuffer->GetInternalFormat()) == 3) { MG_Util::GetBaseInternalFormatComponentCount(renderbuffer->GetInternalFormat()) == 3) {
// RGB renderbuffers are backed by an RGBA image; the missing alpha reads as 1. // RGB renderbuffers are backed by an RGBA image; the missing alpha reads as 1.
rbClearPayload.color = ForceOpaqueClearAlpha(rbClearPayload);
FloatVec4(rbClearPayload.color.x(), rbClearPayload.color.y(),
rbClearPayload.color.z(), 1.0f);
} }
const VkImageLayout trackedRbLayout = rbResource->layout; const VkImageLayout trackedRbLayout = rbResource->layout;
@@ -1496,12 +1515,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
} }
if ((clearPayload.mask & GL_COLOR_BUFFER_BIT) != 0) { if ((clearPayload.mask & GL_COLOR_BUFFER_BIT) != 0) {
clearValues[pending.attachmentIndex].color = { clearValues[pending.attachmentIndex].color =
clearPayload.color.x(), MakeVkClearColorValue(clearPayload, ColorFormatLacksAlpha(liveTexture.get()));
clearPayload.color.y(),
clearPayload.color.z(),
ResolveColorClearAlpha(liveTexture.get(), clearPayload.color.w())
};
} }
if ((clearPayload.mask & GL_DEPTH_BUFFER_BIT) != 0) { if ((clearPayload.mask & GL_DEPTH_BUFFER_BIT) != 0) {
clearValues[pending.attachmentIndex].depthStencil.depth = clearPayload.depth; clearValues[pending.attachmentIndex].depthStencil.depth = clearPayload.depth;
@@ -16,6 +16,7 @@
#include "MG_State/GLState/FramebufferState/FramebufferObject.h" #include "MG_State/GLState/FramebufferState/FramebufferObject.h"
#include <Includes.h> #include <Includes.h>
#include <unordered_map>
#include <vk_mem_alloc.h> #include <vk_mem_alloc.h>
namespace MobileGL::MG_Backend::DirectVulkan { namespace MobileGL::MG_Backend::DirectVulkan {
@@ -314,7 +315,27 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint64 deferredAtFrame = 0; Uint64 deferredAtFrame = 0;
}; };
UnorderedMap<MG_State::GLState::RenderbufferObject*, RenderbufferResource> m_renderbufferResources; // Node-based std::unordered_map, deliberately not FastSTL's open-addressing UnorderedMap:
// callers cache a RenderbufferResource* - or a bare &resource->layout - and then make further
// calls that touch this map. BlitFramebuffer is the one that bit: it resolves the source and
// destination colour bindings (ResolveColorBlitBinding caches &rbResource->layout), then
// materializes the source's pending clear, which looks that same resource up again. FastSTL's
// operator[] runs its load-factor check before find_key and reallocates the whole bucket array
// when occupancy crosses it, so even a plain lookup relocates every element; erase only
// tombstones and never decrements the occupancy, so the doubling keeps firing. After a
// relocation the cached pointer names freed storage still holding the pre-clear
// VK_IMAGE_LAYOUT_UNDEFINED, and BlitFramebuffer bails out at "source image layout is
// undefined", silently dropping the blit - renderbuffers_storage_multisample read back zero
// instead of the clear colour on exactly the iterations that grew the table.
//
// Reordering the materialize ahead of the resolves - the fix ReadPixels got - does not cover
// this: the destination resolve still runs after the source pointer is taken. The depth blit,
// GetOrCreateRenderPass's depthRenderbufferResource and ReadDepthStencilPixels cache the same
// kind of pointer, so the invariant belongs in the container rather than in a per-call-site
// ordering rule. m_textureResources is node-based for the same reason. This buys stability
// across rehash and insert only - erase still invalidates the erased element, which is safe
// here because a renderbuffer that is an FBO attachment is held alive by that attachment.
std::unordered_map<MG_State::GLState::RenderbufferObject*, RenderbufferResource> m_renderbufferResources;
UnorderedMap<MG_State::GLState::RenderbufferObject*, PendingRenderbufferClear> m_pendingRenderbufferClears; UnorderedMap<MG_State::GLState::RenderbufferObject*, PendingRenderbufferClear> m_pendingRenderbufferClears;
Vector<DeferredRenderbufferRelease> m_deferredRenderbufferReleases; Vector<DeferredRenderbufferRelease> m_deferredRenderbufferReleases;
// Supported sample counts per attachment format, so per-draw resource lookups // Supported sample counts per attachment format, so per-draw resource lookups
@@ -164,7 +164,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
XXHASH_VERIFY(XXH64_update(m_hashState, &maxAnisotropy, sizeof(maxAnisotropy))); XXHASH_VERIFY(XXH64_update(m_hashState, &maxAnisotropy, sizeof(maxAnisotropy)));
const auto compareMode = sampler.GetCompareMode(); const auto compareMode = sampler.GetCompareMode();
XXHASH_VERIFY(XXH64_update(m_hashState, &compareMode, sizeof(compareMode))); XXHASH_VERIFY(XXH64_update(m_hashState, &compareMode, sizeof(compareMode)));
const auto compareFunc = ResolveCompareFunc(sampler, texture); const auto compareFunc = sampler.GetSamplerCompareFunc();
XXHASH_VERIFY(XXH64_update(m_hashState, &compareFunc, sizeof(compareFunc))); XXHASH_VERIFY(XXH64_update(m_hashState, &compareFunc, sizeof(compareFunc)));
const auto borderColor = ResolveVkBorderColor(sampler, texture); const auto borderColor = ResolveVkBorderColor(sampler, texture);
XXHASH_VERIFY(XXH64_update(m_hashState, &borderColor, sizeof(borderColor))); XXHASH_VERIFY(XXH64_update(m_hashState, &borderColor, sizeof(borderColor)));
@@ -207,7 +207,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
samplerInfo.anisotropyEnable = maxAnisotropy > 1.0f ? VK_TRUE : VK_FALSE; samplerInfo.anisotropyEnable = maxAnisotropy > 1.0f ? VK_TRUE : VK_FALSE;
samplerInfo.maxAnisotropy = maxAnisotropy; samplerInfo.maxAnisotropy = maxAnisotropy;
samplerInfo.compareEnable = sampler.GetCompareMode() == SamplerCompareMode::CompareToTexture ? VK_TRUE : VK_FALSE; samplerInfo.compareEnable = sampler.GetCompareMode() == SamplerCompareMode::CompareToTexture ? VK_TRUE : VK_FALSE;
samplerInfo.compareOp = ToVkCompareOp(ResolveCompareFunc(sampler, texture)); samplerInfo.compareOp = ToVkCompareOp(sampler.GetSamplerCompareFunc());
// Must match BuildSamplerKey's resolution exactly. // Must match BuildSamplerKey's resolution exactly.
samplerInfo.maxLod = ResolveSingleLevelMaxLod(sampler, singleLevelView); samplerInfo.maxLod = ResolveSingleLevelMaxLod(sampler, singleLevelView);
samplerInfo.minLod = ResolveEffectiveMinLod(sampler, samplerInfo.maxLod); samplerInfo.minLod = ResolveEffectiveMinLod(sampler, samplerInfo.maxLod);
@@ -281,24 +281,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
} }
SamplerCompareFunc VkSamplerManager::ResolveCompareFunc(const MG_State::GLState::SamplerObject& sampler,
const MG_State::GLState::ITextureObject& texture) {
const auto compareFunc = sampler.GetSamplerCompareFunc();
if (sampler.GetCompareMode() == SamplerCompareMode::CompareToTexture &&
IsDepthTextureFormat(texture.GetFormat()) && compareFunc == SamplerCompareFunc::Always) {
return SamplerCompareFunc::LessEqual;
}
return compareFunc;
}
VkBorderColor VkSamplerManager::ResolveVkBorderColor(const MG_State::GLState::SamplerObject& sampler, VkBorderColor VkSamplerManager::ResolveVkBorderColor(const MG_State::GLState::SamplerObject& sampler,
const MG_State::GLState::ITextureObject& texture) { const MG_State::GLState::ITextureObject& texture) {
if (!UsesBorderColor(sampler)) { if (!UsesBorderColor(sampler)) {
return VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK; return VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
} }
const auto& borderColor = texture.GetBorderColor(); // Border colour is sampler state: a bound sampler object supplies its own, and a texture
// with none reaches the very same value through the sampler object it owns.
const auto& borderColor = sampler.GetBorderColor();
const Bool isDepthTexture = IsDepthTextureFormat(texture.GetFormat()); const Bool isDepthTexture = IsDepthTextureFormat(texture.GetFormat());
if (isDepthTexture) { if (isDepthTexture) {
@@ -69,8 +69,6 @@ private:
static VkSamplerMipmapMode ToVkMipmapMode(SamplerMipmapMode mode); static VkSamplerMipmapMode ToVkMipmapMode(SamplerMipmapMode mode);
static VkSamplerAddressMode ToVkAddressMode(SamplerWrapMode mode); static VkSamplerAddressMode ToVkAddressMode(SamplerWrapMode mode);
static VkCompareOp ToVkCompareOp(SamplerCompareFunc func); static VkCompareOp ToVkCompareOp(SamplerCompareFunc func);
static SamplerCompareFunc ResolveCompareFunc(const MG_State::GLState::SamplerObject& sampler,
const MG_State::GLState::ITextureObject& texture);
static VkBorderColor ResolveVkBorderColor(const MG_State::GLState::SamplerObject& sampler, static VkBorderColor ResolveVkBorderColor(const MG_State::GLState::SamplerObject& sampler,
const MG_State::GLState::ITextureObject& texture); const MG_State::GLState::ITextureObject& texture);
// The anisotropy Vulkan will actually apply: 1.0 (i.e. disabled) unless the feature is on and // The anisotropy Vulkan will actually apply: 1.0 (i.e. disabled) unless the feature is on and
@@ -15,6 +15,7 @@
#include "MG_Util/Converters/MGToVk/TextureEnumConverter.h" #include "MG_Util/Converters/MGToVk/TextureEnumConverter.h"
#include <Config.h> #include <Config.h>
#include <algorithm>
#include <cstdio> #include <cstdio>
#include <cstdlib> #include <cstdlib>
#include <cstring> #include <cstring>
@@ -25,9 +26,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Compute shaders may legally sample framebuffer-attached textures (the GL feedback-loop rule // Compute shaders may legally sample framebuffer-attached textures (the GL feedback-loop rule
// only covers rendering commands; e.g. Flywheel's Hi-Z depth pyramid downsample samples the // only covers rendering commands; e.g. Flywheel's Hi-Z depth pyramid downsample samples the
// depth attachment of the bound draw framebuffer), so sampled-read barriers must cover the // depth attachment of the bound draw framebuffer), so sampled-read barriers must cover the
// compute stage in addition to the graphics stages. // compute stage in addition to the graphics stages. Set at Initialize from the renderer's
static constexpr VkPipelineStageFlags kSampledReadStages = // device-feature-derived mask: geometry/tessellation stage bits are invalid in a barrier when
VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT; // their feature is off (VUID-vkCmdPipelineBarrier-srcStageMask-04090/-04091), and ALL_GRAPHICS
// would also serialize against non-shader stages. The default only matters before a device
// exists, when nothing records barriers.
static VkPipelineStageFlags s_sampledReadStages =
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
static Uint32 ComputeFullMipLevelCount(const IntVec3& baseTexelSize) { static Uint32 ComputeFullMipLevelCount(const IntVec3& baseTexelSize) {
Int maxDimension = std::max<Int>(baseTexelSize.x(), Int maxDimension = std::max<Int>(baseTexelSize.x(),
@@ -193,7 +199,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
case VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL: case VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL:
case VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL: case VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL:
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
outSrcStageMask = kSampledReadStages; outSrcStageMask = s_sampledReadStages;
outSrcAccessMask = VK_ACCESS_SHADER_READ_BIT; outSrcAccessMask = VK_ACCESS_SHADER_READ_BIT;
return; return;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL: case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
@@ -241,7 +247,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
case VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL: case VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL:
case VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL: case VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL:
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
outDstStageMask = kSampledReadStages; outDstStageMask = s_sampledReadStages;
outDstAccessMask = VK_ACCESS_SHADER_READ_BIT; outDstAccessMask = VK_ACCESS_SHADER_READ_BIT;
return; return;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL: case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
@@ -564,6 +570,27 @@ namespace MobileGL::MG_Backend::DirectVulkan {
outShape.depth = 1; outShape.depth = 1;
outShape.arrayLayers = 6; outShape.arrayLayers = 6;
return true; return true;
case TextureUploadTarget::CubeMapArray:
case TextureUploadTarget::ProxyCubeMapArray:
// GL_TEXTURE_CUBE_MAP_ARRAY is an array texture whose layers happen to be cube faces:
// one 2D image with arrayLayers = 6 * cubeCount, CUBE_COMPATIBLE so the whole thing can
// be sampled as a samplerCubeArray. glTexStorage3D hands the 6*n through as the GL depth
// and the upload path's depthSelectsArrayLayer already lists VK_IMAGE_VIEW_TYPE_CUBE_ARRAY,
// so the copies address layers correctly.
//
// A depth that is not a whole number of cubes, or a non-square level, has no Vulkan shape
// - declined the way every other unrepresentable target is. This function's Bool return
// exists for exactly that; asserting here would abort the process on ordinary application
// input, GL_PROXY_TEXTURE_CUBE_MAP_ARRAY above all.
if (texelSize.z() <= 0 || (texelSize.z() % 6) != 0 || texelSize.x() != texelSize.y()) {
return false;
}
outShape.imageType = VK_IMAGE_TYPE_2D;
outShape.viewType = VK_IMAGE_VIEW_TYPE_CUBE_ARRAY;
outShape.imageFlags = VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
outShape.depth = 1;
outShape.arrayLayers = static_cast<Uint32>(texelSize.z());
return true;
default: default:
return false; return false;
} }
@@ -578,6 +605,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_commandPool = initInfo.commandPool; m_commandPool = initInfo.commandPool;
m_graphicsQueue = initInfo.graphicsQueue; m_graphicsQueue = initInfo.graphicsQueue;
m_imageFormatListSupported = initInfo.imageFormatListSupported; m_imageFormatListSupported = initInfo.imageFormatListSupported;
s_sampledReadStages = initInfo.sampledReadStageMask;
m_currentFrameIndex = 0; m_currentFrameIndex = 0;
m_deferredReleases.clear(); m_deferredReleases.clear();
m_deferredReleases.resize(initInfo.frameCount); m_deferredReleases.resize(initInfo.frameCount);
@@ -593,12 +621,34 @@ namespace MobileGL::MG_Backend::DirectVulkan {
TextureResource::s_device = m_device; TextureResource::s_device = m_device;
TextureResource::s_allocator = m_allocator; TextureResource::s_allocator = m_allocator;
// Own pool for the recycled upload-batch command buffers. Parking a
// dozen reset-but-alive command buffers in the renderer's shared pool
// interleaves their retained chunks with the frame command buffers
// allocated/freed there every frame; isolating them keeps both pools'
// internal allocators dense.
VkCommandPoolCreateInfo uploadPoolInfo{VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO};
uploadPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT |
VK_COMMAND_POOL_CREATE_TRANSIENT_BIT;
uploadPoolInfo.queueFamilyIndex = initInfo.graphicsQueueFamilyIndex;
VK_VERIFY(vkCreateCommandPool(m_device, &uploadPoolInfo, nullptr, &m_uploadCommandPool),
"vkCreateCommandPool(texture upload batch)");
return true; return true;
} }
void VkTextureManager::Shutdown() { void VkTextureManager::Shutdown() {
if (m_device != VK_NULL_HANDLE) { if (m_device != VK_NULL_HANDLE) {
// A still-open (never-submitted) batch is discarded, not submitted:
// the renderer has already drained the device and the data has no
// observer. Submitted batches are waited and recycled, then the
// pools they recycled into are destroyed.
DiscardPendingUploadBatch();
ReclaimCompletedUploads(/*waitAll=*/true); ReclaimCompletedUploads(/*waitAll=*/true);
DestroyUploadPools();
if (m_uploadCommandPool != VK_NULL_HANDLE) {
vkDestroyCommandPool(m_device, m_uploadCommandPool, nullptr);
m_uploadCommandPool = VK_NULL_HANDLE;
}
} }
DestroyDeferredReleases(); DestroyDeferredReleases();
++m_resourceEraseEpoch; // every memoized resource pointer dies with the map ++m_resourceEraseEpoch; // every memoized resource pointer dies with the map
@@ -822,8 +872,23 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (resource == nullptr || resource->image == VK_NULL_HANDLE || mipLevel >= resource->mipLevels) { if (resource == nullptr || resource->image == VK_NULL_HANDLE || mipLevel >= resource->mipLevels) {
return VK_NULL_HANDLE; return VK_NULL_HANDLE;
} }
if (layerCount == 0 || baseArrayLayer >= resource->arrayLayers || // A 3D image has arrayLayers == 1 and keeps its GL layers on the z axis, so a per-slice
baseArrayLayer + layerCount > resource->arrayLayers) { // attachment view is a 2D view whose "array layer" is the slice - legal only on a
// 2D-array-compatible image (VUID-VkImageViewCreateInfo-image-04970), which
// SyncTextureResource asks for and may have had refused per format.
if (resource->viewType == VK_IMAGE_VIEW_TYPE_3D && viewType == VK_IMAGE_VIEW_TYPE_2D) {
const Uint32 sliceCount = std::max(resource->depth >> mipLevel, 1u);
if ((resource->imageCreateFlags & VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT) == 0 ||
layerCount == 0 || baseArrayLayer >= sliceCount || baseArrayLayer + layerCount > sliceCount) {
MGLOG_D("%s: cannot name slice span [%u, %u) of 3D textureId=%d (mip %u has %u slices, "
"2D-array-compatible=%d)",
__func__, baseArrayLayer, baseArrayLayer + layerCount, texture.GetExternalIndex(),
mipLevel, sliceCount,
(int)((resource->imageCreateFlags & VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT) != 0));
return VK_NULL_HANDLE;
}
} else if (layerCount == 0 || baseArrayLayer >= resource->arrayLayers ||
baseArrayLayer + layerCount > resource->arrayLayers) {
MGLOG_D("%s: invalid layer span [%u, %u) for textureId=%d arrayLayers=%u", MGLOG_D("%s: invalid layer span [%u, %u) for textureId=%d arrayLayers=%u",
__func__, baseArrayLayer, baseArrayLayer + layerCount, texture.GetExternalIndex(), __func__, baseArrayLayer, baseArrayLayer + layerCount, texture.GetExternalIndex(),
resource->arrayLayers); resource->arrayLayers);
@@ -1190,7 +1255,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
const Bool ok = TransitionImageLayout(commandBuffer, resource->image, resource->layout, targetLayout, srcStageMask, const Bool ok = TransitionImageLayout(commandBuffer, resource->image, resource->layout, targetLayout, srcStageMask,
kSampledReadStages, srcAccessMask, s_sampledReadStages, srcAccessMask,
VK_ACCESS_SHADER_READ_BIT, resource->aspect, 0, resource->mipLevels, VK_ACCESS_SHADER_READ_BIT, resource->aspect, 0, resource->mipLevels,
resource->arrayLayers); resource->arrayLayers);
MOBILEGL_ASSERT(ok, "TransitionTextureForSampling: transition failed for textureId=%d", texture.GetExternalIndex()); MOBILEGL_ASSERT(ok, "TransitionTextureForSampling: transition failed for textureId=%d", texture.GetExternalIndex());
@@ -1246,6 +1311,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
!it->second.storageUsageResolved; !it->second.storageUsageResolved;
} }
Bool VkTextureManager::NeedsMipChainGrowth(MG_State::GLState::ITextureObject& texture) const {
const TextureIdentity identity = MakeTextureIdentity(&texture);
const auto it = m_textureResources.find(identity);
// No image yet: the first sync sizes the chain from the levels the texture already
// defines, so nothing is recreated and there is nothing to order against.
if (it == m_textureResources.end() || it->second.image == VK_NULL_HANDLE) {
return false;
}
const TextureResource& resource = it->second;
const IntVec3 extent = {static_cast<Int>(resource.extent.width), static_cast<Int>(resource.extent.height),
static_cast<Int>(resource.depth)};
return resource.mipLevels < ComputeFullMipLevelCount(extent);
}
Bool VkTextureManager::NeedsStorageImagePreparation(MG_State::GLState::ITextureObject& texture) const { Bool VkTextureManager::NeedsStorageImagePreparation(MG_State::GLState::ITextureObject& texture) const {
const TextureIdentity identity = MakeTextureIdentity(&texture); const TextureIdentity identity = MakeTextureIdentity(&texture);
const auto it = m_textureResources.find(identity); const auto it = m_textureResources.find(identity);
@@ -1478,20 +1557,28 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// preserve-copy path below carries the pixels over), so sequentially- // preserve-copy path below carries the pixels over), so sequentially-
// defined atlas mips do not recreate per level, and glGenerateMipmap - // defined atlas mips do not recreate per level, and glGenerateMipmap -
// which defines every level before syncing - works unchanged. // which defines every level before syncing - works unchanged.
const Uint32 backingMipLevels =
isMultisampleTexture ? 1u
: (mipLevels > 1 ? std::max(mipLevels, ComputeFullMipLevelCount(texelSize)) : 1u);
TextureShapeInfo shapeInfo{}; TextureShapeInfo shapeInfo{};
const Bool supportedShape = TryResolveTextureShapeInfo(texture, uploadTarget, texelSize, shapeInfo); const Bool supportedShape = TryResolveTextureShapeInfo(texture, uploadTarget, texelSize, shapeInfo);
MOBILEGL_ASSERT(supportedShape, // ComputeFullMipLevelCount takes max(x, y, z), and for every ARRAY shape z is the layer
"SyncTextureResource: unsupported uploadTarget=%s textureTarget=%s textureId=%d size=(%d,%d,%d) " // count, not a mip-able axis: a 4x4 array with 192 layers asked for 6 levels on an image
"mipLevels=%u vkViewType=%d", // whose legal maximum is 3 (VUID-VkImageCreateInfo-mipLevels-00958). Only the image's own
MG_Util::ConvertTextureUploadTargetToString(uploadTarget).c_str(), // extent - width, height and shapeInfo.depth, which is 1 for every array - can bound it.
MG_Util::ConvertTextureTargetToString(texture.GetTarget()).c_str(), // lavapipe has been letting this through unvalidated; a strict driver would not.
texture.GetExternalIndex(), texelSize.x(), texelSize.y(), texelSize.z(), mipLevels, const IntVec3 mipExtent{texelSize.x(), texelSize.y(), static_cast<Int>(shapeInfo.depth)};
static_cast<Int>(MG_Util::ConvertTextureUploadTargetToVkEnum(uploadTarget))); const Uint32 fullMipLevels = ComputeFullMipLevelCount(mipExtent);
const Uint32 backingMipLevels =
isMultisampleTexture ? 1u : (mipLevels > 1 ? std::min(std::max(mipLevels, fullMipLevels), fullMipLevels) : 1u);
if (!supportedShape) { if (!supportedShape) {
MGLOG_D("%s: not Texture2D, unsupported", __func__); // A gap in this backend's coverage, not a broken invariant: the GL front end accepts
// 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) "
"mipLevels=%u vkViewType=%d",
MG_Util::ConvertTextureUploadTargetToString(uploadTarget).c_str(),
MG_Util::ConvertTextureTargetToString(texture.GetTarget()).c_str(), texture.GetExternalIndex(),
texelSize.x(), texelSize.y(), texelSize.z(), mipLevels,
static_cast<Int>(MG_Util::ConvertTextureUploadTargetToVkEnum(uploadTarget)));
return false; return false;
} }
VkSampleCountFlagBits resolvedSampleCount = VK_SAMPLE_COUNT_1_BIT; VkSampleCountFlagBits resolvedSampleCount = VK_SAMPLE_COUNT_1_BIT;
@@ -1502,6 +1589,16 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MG_Util::ConvertTextureUploadTargetToString(uploadTarget).c_str()); MG_Util::ConvertTextureUploadTargetToString(uploadTarget).c_str());
return false; return false;
} }
// glTexStorage*Multisample(samples = 1) is legal GL, but a one-sample image cannot back a
// sampler2DMS: VUID-RuntimeSpirv-samples-08726 forbids an OpTypeImage with MS = 1 from
// reading an image created with VK_SAMPLE_COUNT_1_BIT, and the fetch returns undefined data
// rather than an error. GL only promises "at least the requested number of samples", so
// giving a multisample texture two is both legal and the only way to keep the shader's view
// of it honest. GL_TEXTURE_SAMPLES still reports what the application asked for - that is
// read off the texture object, not off the image.
if (isMultisampleTexture && resolvedSampleCount == VK_SAMPLE_COUNT_1_BIT) {
resolvedSampleCount = VK_SAMPLE_COUNT_2_BIT;
}
const VkImageAspectFlags aspect = GetAspectMaskForFormat(format); const VkImageAspectFlags aspect = GetAspectMaskForFormat(format);
VkFormatProperties formatProperties{}; VkFormatProperties formatProperties{};
@@ -1528,6 +1625,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT) != 0; (formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT) != 0;
const Bool supportsStorageImage = storageImageCapable && markedAsStorageImage; const Bool supportsStorageImage = storageImageCapable && markedAsStorageImage;
VkImageCreateFlags imageCreateFlags = shapeInfo.imageFlags; VkImageCreateFlags imageCreateFlags = shapeInfo.imageFlags;
// One z slice of a 3D texture can only be attached to a framebuffer through a 2D view over
// it, which needs the image to be 2D-array-compatible (Vulkan 1.1 core, promoted from
// VK_KHR_maintenance1). Asked for optimistically and withdrawn per format below if the
// driver refuses - losing it only costs per-slice attachment, while failing creation would
// lose the texture entirely.
if (shapeInfo.imageType == VK_IMAGE_TYPE_3D && !isMultisampleTexture &&
m_2dArrayCompatibleUnsupported.find(format) == m_2dArrayCompatibleUnsupported.end()) {
imageCreateFlags |= VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT;
}
if (storageImageCapable && IsMutableStorageImageFormat(format) && if (storageImageCapable && IsMutableStorageImageFormat(format) &&
m_mutableFormatUnsupported.find(format) == m_mutableFormatUnsupported.end()) { m_mutableFormatUnsupported.find(format) == m_mutableFormatUnsupported.end()) {
imageCreateFlags |= VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT; imageCreateFlags |= VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT;
@@ -1577,7 +1683,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
} }
if (rounded == 0) { if (rounded == 0) {
for (Uint32 bit = static_cast<Uint32>(resolvedSampleCount) >> 1; bit != 0; bit >>= 1) { // Never land on one sample: that is the VUID-RuntimeSpirv-samples-08726
// violation the floor above exists to avoid, and it would come back silently
// for any format whose only supported count is 1.
for (Uint32 bit = static_cast<Uint32>(resolvedSampleCount) >> 1;
bit > static_cast<Uint32>(VK_SAMPLE_COUNT_1_BIT); bit >>= 1) {
if ((supported & bit) != 0) { if ((supported & bit) != 0) {
rounded = bit; rounded = bit;
break; break;
@@ -1681,7 +1791,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
imageInfo.pNext = &formatListInfo; imageInfo.pNext = &formatListInfo;
} }
if (isMultisampleTexture || (imageInfo.flags & VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT) != 0) { if (isMultisampleTexture || (imageInfo.flags & (VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT |
VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT)) != 0) {
VkImageFormatProperties imageFormatProperties{}; VkImageFormatProperties imageFormatProperties{};
VkResult imageFormatResult = vkGetPhysicalDeviceImageFormatProperties( VkResult imageFormatResult = vkGetPhysicalDeviceImageFormatProperties(
m_physicalDevice, format, imageInfo.imageType, imageInfo.tiling, imageInfo.usage, m_physicalDevice, format, imageInfo.imageType, imageInfo.tiling, imageInfo.usage,
@@ -1704,6 +1815,22 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_physicalDevice, format, imageInfo.imageType, imageInfo.tiling, imageInfo.usage, m_physicalDevice, format, imageInfo.imageType, imageInfo.tiling, imageInfo.usage,
imageInfo.flags, &imageFormatProperties); imageInfo.flags, &imageFormatProperties);
} }
if (imageFormatResult != VK_SUCCESS && !isMultisampleTexture &&
(imageInfo.flags & VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT) != 0) {
// 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 "
"textureId=%d; creating without it (per-slice framebuffer attachment will be "
"unavailable for it)",
__func__, static_cast<Int>(format), texture.GetExternalIndex());
m_2dArrayCompatibleUnsupported.insert(format);
imageInfo.flags &= ~VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT;
imageCreateFlags = imageInfo.flags;
imageFormatResult = vkGetPhysicalDeviceImageFormatProperties(
m_physicalDevice, format, imageInfo.imageType, imageInfo.tiling, imageInfo.usage,
imageInfo.flags, &imageFormatProperties);
}
if (imageFormatResult != VK_SUCCESS || if (imageFormatResult != VK_SUCCESS ||
(isMultisampleTexture && (imageFormatProperties.sampleCounts & resolvedSampleCount) == 0)) { (isMultisampleTexture && (imageFormatProperties.sampleCounts & resolvedSampleCount) == 0)) {
MGLOG_D("%s: image flags=0x%x sampleCount=%d are unsupported for textureId=%d target=%s " MGLOG_D("%s: image flags=0x%x sampleCount=%d are unsupported for textureId=%d target=%s "
@@ -1755,6 +1882,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
resource.syncedTextureParamsVersion = 0; resource.syncedTextureParamsVersion = 0;
if (preservedResource) { if (preservedResource) {
// The preserve copy reads the OLD image on its own immediately-
// submitted-and-waited command buffer; a batched upload into that
// image still sitting in the open batch must reach the queue first
// or the copy carries pre-upload texels forward.
FlushPendingUploads();
const Bool preserved = PreserveTextureContentsOnRecreate( const Bool preserved = PreserveTextureContentsOnRecreate(
m_device, m_commandPool, m_graphicsQueue, *preservedResource, resource); m_device, m_commandPool, m_graphicsQueue, *preservedResource, resource);
MOBILEGL_ASSERT(preserved, MOBILEGL_ASSERT(preserved,
@@ -1765,6 +1897,16 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
void VkTextureManager::DeferResourceRelease(TextureResource&& resource) { void VkTextureManager::DeferResourceRelease(TextureResource&& resource) {
// The deferred-release queues are drained under fence/queue-idle proofs
// that only cover SUBMITTED work; a recorded-but-unsubmitted upload
// batch referencing this image would escape them. Push the batch onto
// the queue first so every later proof covers it. Rare (only recreate/
// erase of an image uploaded this very frame), so the flush is cheap.
if (m_uploadBatchOpen && resource.image != VK_NULL_HANDLE &&
std::find(m_uploadBatchImages.begin(), m_uploadBatchImages.end(), resource.image) !=
m_uploadBatchImages.end()) {
FlushPendingUploads();
}
if (resource.image == VK_NULL_HANDLE && resource.fullView == VK_NULL_HANDLE && if (resource.image == VK_NULL_HANDLE && resource.fullView == VK_NULL_HANDLE &&
resource.sampledView == VK_NULL_HANDLE && resource.sampledView == VK_NULL_HANDLE &&
resource.perMipViews.empty() && resource.perMipSampledViews.empty() && resource.perMipViews.empty() && resource.perMipSampledViews.empty() &&
@@ -1815,14 +1957,211 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} else if (vkGetFenceStatus(m_device, entry.fence) != VK_SUCCESS) { } else if (vkGetFenceStatus(m_device, entry.fence) != VK_SUCCESS) {
break; break;
} }
vkDestroyFence(m_device, entry.fence, nullptr); // Recycle, don't destroy: the fence resets into the fence pool,
vkFreeCommandBuffers(m_device, m_commandPool, 1, &entry.commandBuffer); // the command buffer resets into the CB pool (m_uploadCommandPool
vmaDestroyBuffer(m_allocator, entry.stagingBuffer, entry.stagingAllocation); // carries RESET_COMMAND_BUFFER_BIT), and the staging blocks
// return to the block pool for the next batch to bump-allocate.
// This is where the mc_tex_stream win comes from: the per-upload
// fence create/destroy + command-buffer alloc/free ioctl traffic
// was the measured 41%-in-kernel cost, not the submit itself.
if (vkResetFences(m_device, 1, &entry.fence) == VK_SUCCESS) {
m_freeUploadFences.push_back(entry.fence);
} else {
vkDestroyFence(m_device, entry.fence, nullptr);
}
if (vkResetCommandBuffer(entry.commandBuffer, 0) == VK_SUCCESS) {
m_freeUploadCommandBuffers.push_back(entry.commandBuffer);
} else {
vkFreeCommandBuffers(m_device, m_uploadCommandPool, 1, &entry.commandBuffer);
}
for (auto& block : entry.stagingBlocks) {
RecycleUploadStagingBlock(Move(block));
}
entry.stagingBlocks.clear();
} }
m_pendingUploadReclaims.erase(m_pendingUploadReclaims.begin(), m_pendingUploadReclaims.erase(m_pendingUploadReclaims.begin(),
m_pendingUploadReclaims.begin() + static_cast<std::ptrdiff_t>(completed)); m_pendingUploadReclaims.begin() + static_cast<std::ptrdiff_t>(completed));
} }
void VkTextureManager::RecycleUploadStagingBlock(UploadStagingBlock&& block) {
if (block.buffer == VK_NULL_HANDLE) {
return;
}
// Bound the idle pool: a one-off giant upload (initial atlas define)
// must not pin its staging memory forever.
constexpr VkDeviceSize kMaxFreeUploadStagingBytes = 32u * 1024u * 1024u;
if (m_allocator == nullptr || m_freeUploadStagingBytes + block.capacity > kMaxFreeUploadStagingBytes) {
vmaDestroyBuffer(m_allocator, block.buffer, block.allocation);
return;
}
block.cursor = 0;
m_freeUploadStagingBytes += block.capacity;
m_freeUploadStagingBlocks.push_back(Move(block));
}
VkCommandBuffer VkTextureManager::EnsureUploadBatchOpen() {
if (m_uploadBatchOpen) {
return m_uploadBatchCommandBuffer;
}
if (!m_freeUploadCommandBuffers.empty()) {
m_uploadBatchCommandBuffer = m_freeUploadCommandBuffers.back();
m_freeUploadCommandBuffers.pop_back();
} else {
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.commandPool = m_uploadCommandPool;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandBufferCount = 1;
VK_VERIFY(vkAllocateCommandBuffers(m_device, &allocInfo, &m_uploadBatchCommandBuffer),
"vkAllocateCommandBuffers(texture upload batch)");
}
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
VK_VERIFY(vkBeginCommandBuffer(m_uploadBatchCommandBuffer, &beginInfo),
"vkBeginCommandBuffer(texture upload batch)");
m_uploadBatchOpen = true;
return m_uploadBatchCommandBuffer;
}
Uint8* VkTextureManager::AcquireUploadStagingSpace(VkDeviceSize size, VkBuffer& outBuffer,
VkDeviceSize& outBaseOffset) {
// 16 covers every uncompressed texel size in use (1..16 bytes) and the
// bufferOffset multiple-of-4 rule; per-item offsets inside the span
// keep the pre-batching tight packing.
constexpr VkDeviceSize kUploadStagingAlignment = 16;
constexpr VkDeviceSize kUploadStagingBlockSize = 1u * 1024u * 1024u;
UploadStagingBlock* current = m_uploadBatchBlocks.empty() ? nullptr : &m_uploadBatchBlocks.back();
VkDeviceSize alignedCursor = 0;
if (current != nullptr) {
alignedCursor = (current->cursor + (kUploadStagingAlignment - 1)) & ~(kUploadStagingAlignment - 1);
if (alignedCursor + size > current->capacity) {
current = nullptr;
}
}
if (current == nullptr) {
UploadStagingBlock block;
for (SizeT i = 0; i < m_freeUploadStagingBlocks.size(); ++i) {
if (m_freeUploadStagingBlocks[i].capacity >= size) {
block = Move(m_freeUploadStagingBlocks[i]);
m_freeUploadStagingBytes -= block.capacity;
m_freeUploadStagingBlocks.erase(m_freeUploadStagingBlocks.begin() +
static_cast<std::ptrdiff_t>(i));
break;
}
}
if (block.buffer == VK_NULL_HANDLE) {
VkBufferCreateInfo bufferInfo{};
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferInfo.size = std::max(kUploadStagingBlockSize, size);
bufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
VmaAllocationCreateInfo stagingAllocationInfo{};
stagingAllocationInfo.usage = VMA_MEMORY_USAGE_AUTO_PREFER_HOST;
stagingAllocationInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT |
VMA_ALLOCATION_CREATE_MAPPED_BIT;
stagingAllocationInfo.requiredFlags =
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
VmaAllocationInfo allocationResult{};
VK_VERIFY(vmaCreateBuffer(m_allocator, &bufferInfo, &stagingAllocationInfo, &block.buffer,
&block.allocation, &allocationResult),
"vmaCreateBuffer(texture upload staging block)");
block.mapped = static_cast<Uint8*>(allocationResult.pMappedData);
block.capacity = bufferInfo.size;
MOBILEGL_ASSERT(block.mapped != nullptr,
"AcquireUploadStagingSpace: staging block is not persistently mapped");
}
block.cursor = 0;
m_uploadBatchBlocks.push_back(Move(block));
current = &m_uploadBatchBlocks.back();
alignedCursor = 0;
}
outBuffer = current->buffer;
outBaseOffset = alignedCursor;
current->cursor = alignedCursor + size;
return current->mapped + alignedCursor;
}
void VkTextureManager::FlushPendingUploads() {
if (!m_uploadBatchOpen) {
return;
}
VK_VERIFY(vkEndCommandBuffer(m_uploadBatchCommandBuffer), "vkEndCommandBuffer(texture upload batch)");
VkFence uploadFence = VK_NULL_HANDLE;
if (!m_freeUploadFences.empty()) {
uploadFence = m_freeUploadFences.back();
m_freeUploadFences.pop_back();
} else {
VkFenceCreateInfo fenceInfo{};
fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
VK_VERIFY(vkCreateFence(m_device, &fenceInfo, nullptr, &uploadFence), "vkCreateFence(texture upload)");
}
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &m_uploadBatchCommandBuffer;
VK_VERIFY(vkQueueSubmit(m_graphicsQueue, 1, &submitInfo, uploadFence), "vkQueueSubmit(texture upload batch)");
PendingUploadReclaim reclaim;
reclaim.fence = uploadFence;
reclaim.commandBuffer = m_uploadBatchCommandBuffer;
reclaim.stagingBlocks = Move(m_uploadBatchBlocks);
m_pendingUploadReclaims.push_back(Move(reclaim));
m_uploadBatchCommandBuffer = VK_NULL_HANDLE;
m_uploadBatchOpen = false;
m_uploadBatchBlocks.clear();
m_uploadBatchImages.clear();
m_uploadBatchStagingBytes = 0;
ReclaimCompletedUploads();
// Backstop for pathological upload storms: bound in-flight staging
// memory by blocking on the oldest batch only once the list is deep.
constexpr SizeT kMaxPendingTextureUploads = 16;
if (m_pendingUploadReclaims.size() > kMaxPendingTextureUploads) {
VK_VERIFY(vkWaitForFences(m_device, 1, &m_pendingUploadReclaims.front().fence, VK_TRUE, UINT64_MAX),
"vkWaitForFences(texture upload backstop)");
ReclaimCompletedUploads();
}
}
void VkTextureManager::DiscardPendingUploadBatch() {
if (!m_uploadBatchOpen) {
return;
}
// The batch was never submitted, so the command buffer is in the
// recording state, not pending - freeing it is legal.
vkFreeCommandBuffers(m_device, m_uploadCommandPool, 1, &m_uploadBatchCommandBuffer);
m_uploadBatchCommandBuffer = VK_NULL_HANDLE;
m_uploadBatchOpen = false;
for (auto& block : m_uploadBatchBlocks) {
RecycleUploadStagingBlock(Move(block));
}
m_uploadBatchBlocks.clear();
m_uploadBatchImages.clear();
m_uploadBatchStagingBytes = 0;
}
void VkTextureManager::DestroyUploadPools() {
for (auto& block : m_freeUploadStagingBlocks) {
if (block.buffer != VK_NULL_HANDLE) {
vmaDestroyBuffer(m_allocator, block.buffer, block.allocation);
}
}
m_freeUploadStagingBlocks.clear();
m_freeUploadStagingBytes = 0;
if (!m_freeUploadCommandBuffers.empty()) {
vkFreeCommandBuffers(m_device, m_uploadCommandPool, static_cast<Uint32>(m_freeUploadCommandBuffers.size()),
m_freeUploadCommandBuffers.data());
m_freeUploadCommandBuffers.clear();
}
for (const VkFence fence : m_freeUploadFences) {
vkDestroyFence(m_device, fence, nullptr);
}
m_freeUploadFences.clear();
}
void VkTextureManager::DestroyDeferredReleases() { void VkTextureManager::DestroyDeferredReleases() {
for (auto& deferredReleases : m_deferredReleases) { for (auto& deferredReleases : m_deferredReleases) {
deferredReleases.clear(); deferredReleases.clear();
@@ -1957,6 +2296,21 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const void* source = nullptr; const void* source = nullptr;
Vector<Uint8> expandedData; Vector<Uint8> expandedData;
VkDeviceSize offset = 0; VkDeviceSize offset = 0;
// Sub-region upload (a small sprite in a big atlas): only the dirty box
// is staged and copied. texelSize keeps the LEVEL extent - the staging
// row copy needs it for the shadow's stride. Plain color formats only;
// the RGB-expand and depth(+stencil) conversion passes rewrite whole
// levels and stay full-size.
Bool subRegion = false;
IntVec3 regionLo = {0, 0, 0};
IntVec3 regionSize = {0, 0, 0};
SizeT texelBytes = 0;
// Scatter refinement of the single dirty box: when the storage's rect
// list reports the writes' true footprint (~100 sprites whose union box
// spans the whole atlas), each rect is staged tightly and copied with
// its own VkBufferImageCopy in ONE vkCmdCopyBufferToImage. Empty means
// "stage the one box above". Only set while subRegion.
Vector<MG_State::GLState::MipmapDirtyRegion> rects;
}; };
Vector<UploadItem> uploadItems; Vector<UploadItem> uploadItems;
@@ -2003,6 +2357,42 @@ namespace MobileGL::MG_Backend::DirectVulkan {
uploadItem.source = source; uploadItem.source = source;
uploadItem.offset = stagingSize; uploadItem.offset = stagingSize;
uploadItem.uploadByteSize = byteSize; uploadItem.uploadByteSize = byteSize;
if (!formatInfo.expandRgbToRgba &&
GetAspectMaskForFormat(outResource.format) == VK_IMAGE_ASPECT_COLOR_BIT) {
const auto region = mipmapTexture.GetStorageDirtyRegion(target, level);
const SizeT texelCount = static_cast<SizeT>(texelSize.x()) *
static_cast<SizeT>(texelSize.y()) *
static_cast<SizeT>(std::max(texelSize.z(), 1));
if (!region.Empty() && !region.CoversWholeLevel(texelSize) && texelCount > 0 &&
byteSize % texelCount == 0) {
uploadItem.subRegion = true;
uploadItem.regionLo = region.lo;
uploadItem.regionSize = {region.hi.x() - region.lo.x(), region.hi.y() - region.lo.y(),
region.hi.z() - region.lo.z()};
uploadItem.texelBytes = byteSize / texelCount;
uploadItem.uploadByteSize = static_cast<SizeT>(uploadItem.regionSize.x()) *
static_cast<SizeT>(uploadItem.regionSize.y()) *
static_cast<SizeT>(uploadItem.regionSize.z()) *
uploadItem.texelBytes;
// Scatter refinement: the storage only hands out its rect list
// when the rects' summed area is materially smaller than the
// union box (0 otherwise), so taking it always stages fewer
// bytes than the box - the very amplification this path exists
// to avoid paying twice.
MG_State::GLState::MipmapDirtyRegion
dirtyRects[MG_State::GLState::MipmapStorage::kMaxDirtyRects];
const SizeT dirtyRectCount = mipmapTexture.GetStorageDirtyRects(
target, level, dirtyRects, MG_State::GLState::MipmapStorage::kMaxDirtyRects);
if (dirtyRectCount >= 2) {
uploadItem.rects.assign(dirtyRects, dirtyRects + dirtyRectCount);
SizeT rectTexels = 0;
for (const auto& rect : uploadItem.rects) {
rectTexels += rect.TexelCount();
}
uploadItem.uploadByteSize = rectTexels * uploadItem.texelBytes;
}
}
}
if (formatInfo.expandRgbToRgba) { if (formatInfo.expandRgbToRgba) {
const Bool expanded = ExpandRgbSourceToRgba(source, byteSize, texelSize, formatInfo, const Bool expanded = ExpandRgbSourceToRgba(source, byteSize, texelSize, formatInfo,
uploadItem.expandedData); uploadItem.expandedData);
@@ -2139,41 +2529,66 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
} }
VkBuffer stagingBuffer = VK_NULL_HANDLE; // Rare mid-frame hazard, kept at parity with the old per-upload
VmaAllocation stagingAllocation = nullptr; // submits: this image already has an upload recorded in the OPEN batch
// and has since been referenced by the frame's open recording (drawn).
VkBufferCreateInfo bufferInfo{}; // Appending here would merge both uploads into the same pre-frame
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; // submission the old code split into two; flush first so the second
bufferInfo.size = stagingSize; // upload lands in its own later submission, exactly like before.
bufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; if (m_uploadBatchOpen && WasTouchedThisRecording(outResource) &&
bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE; std::find(m_uploadBatchImages.begin(), m_uploadBatchImages.end(), outResource.image) !=
VmaAllocationCreateInfo stagingAllocationInfo{}; m_uploadBatchImages.end()) {
stagingAllocationInfo.usage = VMA_MEMORY_USAGE_AUTO_PREFER_HOST; FlushPendingUploads();
stagingAllocationInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT; }
stagingAllocationInfo.requiredFlags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT; // Bound the staging bytes a single batch can pin before its fence can
VK_VERIFY(vmaCreateBuffer(m_allocator, &bufferInfo, &stagingAllocationInfo, &stagingBuffer, &stagingAllocation, nullptr), // reclaim them.
"vmaCreateBuffer(staging texture)"); constexpr VkDeviceSize kMaxBatchStagingBytes = 64u * 1024u * 1024u;
if (m_uploadBatchOpen && m_uploadBatchStagingBytes + stagingSize > kMaxBatchStagingBytes) {
void* mapped = nullptr; FlushPendingUploads();
VK_VERIFY(vmaMapMemory(m_allocator, stagingAllocation, &mapped), "vmaMapMemory(staging texture)");
for (const auto& item : uploadItems) {
std::memcpy(static_cast<Uint8*>(mapped) + item.offset, item.source, item.uploadByteSize);
} }
vmaUnmapMemory(m_allocator, stagingAllocation);
VkCommandBufferAllocateInfo allocInfo{}; VkCommandBuffer commandBuffer = EnsureUploadBatchOpen();
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; VkBuffer stagingBuffer = VK_NULL_HANDLE;
allocInfo.commandPool = m_commandPool; VkDeviceSize stagingBase = 0;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; Uint8* mapped = AcquireUploadStagingSpace(stagingSize, stagingBuffer, stagingBase);
allocInfo.commandBufferCount = 1; for (const auto& item : uploadItems) {
Uint8* dst = mapped + item.offset;
VkCommandBuffer commandBuffer = VK_NULL_HANDLE; if (!item.subRegion) {
VK_VERIFY(vkAllocateCommandBuffers(m_device, &allocInfo, &commandBuffer), "vkAllocateCommandBuffers(texture)"); std::memcpy(dst, item.source, item.uploadByteSize);
continue;
VkCommandBufferBeginInfo beginInfo{}; }
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; // Tight-pack the dirty box(es): the shadow keeps whole-level rows, the
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; // staging slice holds only the region (bufferRowLength stays 0). Multi-
VK_VERIFY(vkBeginCommandBuffer(commandBuffer, &beginInfo), "vkBeginCommandBuffer(texture)"); // rect items pack their rects back to back in list order; the copy loop
// below recomputes the same running offsets.
const SizeT levelRowBytes = static_cast<SizeT>(item.texelSize.x()) * item.texelBytes;
const SizeT levelSliceBytes = static_cast<SizeT>(item.texelSize.y()) * levelRowBytes;
const Uint8* src = static_cast<const Uint8*>(item.source);
const auto packBox = [&](Uint8* out, const IntVec3& lo, const IntVec3& boxSize) {
const SizeT boxRowBytes = static_cast<SizeT>(boxSize.x()) * item.texelBytes;
for (Int z = 0; z < boxSize.z(); ++z) {
for (Int y = 0; y < boxSize.y(); ++y) {
const Uint8* srcRow = src + static_cast<SizeT>(lo.z() + z) * levelSliceBytes +
static_cast<SizeT>(lo.y() + y) * levelRowBytes +
static_cast<SizeT>(lo.x()) * item.texelBytes;
std::memcpy(out + (static_cast<SizeT>(z) * static_cast<SizeT>(boxSize.y()) + y) *
boxRowBytes,
srcRow, boxRowBytes);
}
}
return static_cast<SizeT>(boxSize.x()) * static_cast<SizeT>(boxSize.y()) *
static_cast<SizeT>(boxSize.z()) * item.texelBytes;
};
if (!item.rects.empty()) {
for (const auto& rect : item.rects) {
dst += packBox(dst, rect.lo,
IntVec3{rect.hi.x() - rect.lo.x(), rect.hi.y() - rect.lo.y(),
rect.hi.z() - rect.lo.z()});
}
continue;
}
packBox(dst, item.regionLo, item.regionSize);
}
const VkImageAspectFlags aspectMask = GetAspectMaskForFormat(outResource.format); const VkImageAspectFlags aspectMask = GetAspectMaskForFormat(outResource.format);
VkPipelineStageFlags uploadSrcStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT; VkPipelineStageFlags uploadSrcStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
@@ -2196,9 +2611,49 @@ namespace MobileGL::MG_Backend::DirectVulkan {
outResource.viewType == VK_IMAGE_VIEW_TYPE_2D_ARRAY || outResource.viewType == VK_IMAGE_VIEW_TYPE_2D_ARRAY ||
outResource.viewType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY; outResource.viewType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY;
for (const auto& item : uploadItems) { for (const auto& item : uploadItems) {
if (!item.rects.empty()) {
// Multi-rect item: one VkBufferImageCopy per rect, all submitted in a
// single vkCmdCopyBufferToImage. The rect list is pairwise disjoint by
// construction, so no two copies write the same texels. Multi-rect
// implies subRegion, which implies a plain color aspect - the combined
// depth-stencil split below can never see one of these.
VkBufferImageCopy rectCopies[MG_State::GLState::MipmapStorage::kMaxDirtyRects];
Uint32 rectCopyCount = 0;
VkDeviceSize runningOffset = item.offset;
for (const auto& rect : item.rects) {
const IntVec3 rectSize = {rect.hi.x() - rect.lo.x(), rect.hi.y() - rect.lo.y(),
rect.hi.z() - rect.lo.z()};
const Uint32 rectDepth = static_cast<Uint32>(std::max(rectSize.z(), 1));
VkBufferImageCopy rectCopy{};
rectCopy.bufferOffset = stagingBase + runningOffset;
rectCopy.bufferRowLength = 0;
rectCopy.bufferImageHeight = 0;
rectCopy.imageSubresource.aspectMask = aspectMask;
rectCopy.imageSubresource.mipLevel = item.level;
rectCopy.imageSubresource.baseArrayLayer = item.baseArrayLayer;
rectCopy.imageSubresource.layerCount = 1;
rectCopy.imageOffset = {rect.lo.x(), rect.lo.y(),
depthSelectsArrayLayer ? 0 : rect.lo.z()};
rectCopy.imageExtent = {static_cast<Uint32>(rectSize.x()),
static_cast<Uint32>(rectSize.y()),
depthSelectsArrayLayer ? 1u : rectDepth};
if (depthSelectsArrayLayer) {
// The GL "depth" axis addresses array layers here, so a partial
// z-range narrows the layer span rather than the extent.
rectCopy.imageSubresource.baseArrayLayer =
item.baseArrayLayer + static_cast<Uint32>(rect.lo.z());
rectCopy.imageSubresource.layerCount = rectDepth;
}
rectCopies[rectCopyCount++] = rectCopy;
runningOffset += static_cast<VkDeviceSize>(rect.TexelCount() * item.texelBytes);
}
vkCmdCopyBufferToImage(commandBuffer, stagingBuffer, outResource.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, rectCopyCount, rectCopies);
continue;
}
const Uint32 depthOrLayers = item.texelSize.z() > 0 ? static_cast<Uint32>(item.texelSize.z()) : 1u; const Uint32 depthOrLayers = item.texelSize.z() > 0 ? static_cast<Uint32>(item.texelSize.z()) : 1u;
VkBufferImageCopy copy{}; VkBufferImageCopy copy{};
copy.bufferOffset = item.offset; copy.bufferOffset = stagingBase + item.offset;
copy.bufferRowLength = 0; copy.bufferRowLength = 0;
copy.bufferImageHeight = 0; copy.bufferImageHeight = 0;
copy.imageSubresource.aspectMask = aspectMask; copy.imageSubresource.aspectMask = aspectMask;
@@ -2208,6 +2663,21 @@ namespace MobileGL::MG_Backend::DirectVulkan {
copy.imageOffset = {0, 0, 0}; copy.imageOffset = {0, 0, 0};
copy.imageExtent = {static_cast<Uint32>(item.texelSize.x()), static_cast<Uint32>(item.texelSize.y()), copy.imageExtent = {static_cast<Uint32>(item.texelSize.x()), static_cast<Uint32>(item.texelSize.y()),
depthSelectsArrayLayer ? 1u : depthOrLayers}; depthSelectsArrayLayer ? 1u : depthOrLayers};
if (item.subRegion) {
const Uint32 regionDepth = static_cast<Uint32>(std::max(item.regionSize.z(), 1));
copy.imageOffset = {item.regionLo.x(), item.regionLo.y(),
depthSelectsArrayLayer ? 0 : item.regionLo.z()};
copy.imageExtent = {static_cast<Uint32>(item.regionSize.x()),
static_cast<Uint32>(item.regionSize.y()),
depthSelectsArrayLayer ? 1u : regionDepth};
if (depthSelectsArrayLayer) {
// The GL "depth" axis addresses array layers here, so a partial
// z-range narrows the layer span rather than the extent.
copy.imageSubresource.baseArrayLayer =
item.baseArrayLayer + static_cast<Uint32>(item.regionLo.z());
copy.imageSubresource.layerCount = regionDepth;
}
}
if (isCombinedDepthStencil) { if (isCombinedDepthStencil) {
const SizeT texelCount = static_cast<SizeT>(item.texelSize.x()) * const SizeT texelCount = static_cast<SizeT>(item.texelSize.x()) *
static_cast<SizeT>(item.texelSize.y()) * static_cast<SizeT>(item.texelSize.y()) *
@@ -2216,7 +2686,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
depthCopy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT; depthCopy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
VkBufferImageCopy stencilCopy = copy; VkBufferImageCopy stencilCopy = copy;
stencilCopy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT; stencilCopy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT;
stencilCopy.bufferOffset = item.offset + static_cast<VkDeviceSize>(texelCount) * 4; stencilCopy.bufferOffset = stagingBase + item.offset + static_cast<VkDeviceSize>(texelCount) * 4;
const VkBufferImageCopy copies[2] = {depthCopy, stencilCopy}; const VkBufferImageCopy copies[2] = {depthCopy, stencilCopy};
vkCmdCopyBufferToImage(commandBuffer, stagingBuffer, outResource.image, vkCmdCopyBufferToImage(commandBuffer, stagingBuffer, outResource.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 2, copies); VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 2, copies);
@@ -2232,43 +2702,34 @@ namespace MobileGL::MG_Backend::DirectVulkan {
uploadLayout, uploadLayout,
finalLayout, finalLayout,
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
kSampledReadStages, s_sampledReadStages,
VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_TRANSFER_WRITE_BIT,
VK_ACCESS_SHADER_READ_BIT, VK_ACCESS_SHADER_READ_BIT,
aspectMask, 0, outResource.mipLevels, outResource.arrayLayers); aspectMask, 0, outResource.mipLevels, outResource.arrayLayers);
MOBILEGL_ASSERT(ok, "TransitionImageLayout to sampled read-only layout failed"); MOBILEGL_ASSERT(ok, "TransitionImageLayout to sampled read-only layout failed");
outResource.layout = finalLayout; outResource.layout = finalLayout;
VK_VERIFY(vkEndCommandBuffer(commandBuffer), "vkEndCommandBuffer(texture)"); // Ordering argument (replaces the old immediate per-texture submit):
// this upload is RECORDED into the shared batch command buffer, which
VkSubmitInfo submitInfo{}; // FlushPendingUploads submits - with one vkQueueSubmit and one pooled
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; // fence for the whole batch - strictly BEFORE any other submission on
submitInfo.commandBufferCount = 1; // the same queue whose commands could consume the image: the renderer
submitInfo.pCommandBuffers = &commandBuffer; // flushes at every frame-command-buffer submit (mid-frame flush,
// readback, Present), and the texture manager flushes before the
VkFenceCreateInfo fenceInfo{}; // preserve-on-recreate copy and before deferring an image the batch
fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; // references. The frame command buffer therefore still lands behind
VkFence uploadFence = VK_NULL_HANDLE; // the uploads on the queue, so a texture uploaded and then immediately
VK_VERIFY(vkCreateFence(m_device, &fenceInfo, nullptr, &uploadFence), "vkCreateFence(texture upload)"); // sampled in the same frame sees its data exactly as it did when each
// upload was its own submit. No fence is waited here, for the same
VK_VERIFY(vkQueueSubmit(m_graphicsQueue, 1, &submitInfo, uploadFence), "vkQueueSubmit(texture)"); // reason as before: the batch queues behind the previous frame's
// Do NOT wait the fence here: this submit sits behind the previous // rendering, and a synchronous wait would drain the GPU; the staging
// frame's rendering on the queue, so a synchronous wait stalls the CPU // blocks/command buffer are parked on the reclaim list at flush time
// until the GPU drains - a per-frame vkQueueWaitIdle for any workload // and recycled once the batch fence signals.
// with animated textures. Ordering against the current frame's draws is if (std::find(m_uploadBatchImages.begin(), m_uploadBatchImages.end(), outResource.image) ==
// already guaranteed (its command buffer is submitted later, at m_uploadBatchImages.end()) {
// present), so only the transient objects need to survive execution; m_uploadBatchImages.push_back(outResource.image);
// park them until the fence signals.
m_pendingUploadReclaims.push_back({uploadFence, commandBuffer, stagingBuffer, stagingAllocation});
ReclaimCompletedUploads();
// Backstop for pathological upload storms: bound in-flight staging
// memory by blocking on the oldest upload only once the list is deep.
constexpr SizeT kMaxPendingTextureUploads = 16;
if (m_pendingUploadReclaims.size() > kMaxPendingTextureUploads) {
VK_VERIFY(vkWaitForFences(m_device, 1, &m_pendingUploadReclaims.front().fence, VK_TRUE, UINT64_MAX),
"vkWaitForFences(texture upload backstop)");
ReclaimCompletedUploads();
} }
m_uploadBatchStagingBytes += stagingSize;
if (!ok) { if (!ok) {
MGLOG_D("%s: texture upload cmd failed", __func__); MGLOG_D("%s: texture upload cmd failed", __func__);
@@ -2278,6 +2739,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
mipmapTexture.MarkStorageDirty(item.target, item.level, false); mipmapTexture.MarkStorageDirty(item.target, item.level, false);
} }
outResource.layout = finalLayout; outResource.layout = finalLayout;
// Large batches flush right away instead of riding until the frame
// submit: a big copy amortizes its own vkQueueSubmit, submitting it
// early lets the GPU overlap the copy with the rest of the frame's
// CPU recording (measurably faster than a frame-tail burst), and the
// frame-tail burst pattern was observed to leave the GPU in a
// latency state that taxes whatever runs next. Small uploads keep
// accumulating, so a lightmap+sprite frame still costs one submit.
constexpr VkDeviceSize kEagerUploadFlushBytes = 128u * 1024u;
if (m_uploadBatchStagingBytes >= kEagerUploadFlushBytes) {
FlushPendingUploads();
}
return true; return true;
} }
@@ -59,6 +59,17 @@ public:
// VK_KHR_image_format_list is enabled: MUTABLE_FORMAT images can name the exact set of // VK_KHR_image_format_list is enabled: MUTABLE_FORMAT images can name the exact set of
// formats they will be viewed as, which is what lets a tiler keep them compressed. // formats they will be viewed as, which is what lets a tiler keep them compressed.
Bool imageFormatListSupported = false; Bool imageFormatListSupported = false;
// Union of shader stages sampled-read barriers may name on this device; the renderer
// builds it from the enabled features because geometry/tessellation stage bits are
// invalid in a barrier when their feature is off.
VkPipelineStageFlags sampledReadStageMask = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT |
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
// Family of `graphicsQueue`; the manager creates its own command pool
// on it for the recycled upload-batch command buffers, so their parked
// allocations never sit in (and fragment) the renderer's shared pool
// that frame command buffers churn through every frame.
Uint32 graphicsQueueFamilyIndex = 0;
}; };
struct TextureResource { struct TextureResource {
@@ -302,6 +313,14 @@ public:
Bool Initialize(const InitInfo& initInfo); Bool Initialize(const InitInfo& initInfo);
void Shutdown(); void Shutdown();
void BeginFrame(Uint32 frameIndex); void BeginFrame(Uint32 frameIndex);
// Submits the accumulated texture-upload batch (one command buffer, one
// vkQueueSubmit, one pooled fence) if any uploads are pending. MUST run
// before any other vkQueueSubmit on the shared graphics queue whose
// commands may consume an image the batch writes - the frame command
// buffer submit (mid-frame flush, readback, Present) and the
// preserve-on-recreate copy are the existing callers. No-op when the
// batch is empty.
void FlushPendingUploads();
// Drains every frame slot's deferred image/view releases. Only valid when // Drains every frame slot's deferred image/view releases. Only valid when
// the caller has proven every queue submission complete; used by the // the caller has proven every queue submission complete; used by the
// present-less frame-boundary drain. // present-less frame-boundary drain.
@@ -350,6 +369,10 @@ public:
// will recreate it with STORAGE usage and copy the old contents forward. Callers use this to // will recreate it with STORAGE usage and copy the old contents forward. Callers use this to
// submit their pending recording first, so that copy cannot read pre-flush content. // submit their pending recording first, so that copy cannot read pre-flush content.
Bool NeedsStorageUsageUpgrade(MG_State::GLState::ITextureObject& texture) const; Bool NeedsStorageUsageUpgrade(MG_State::GLState::ITextureObject& texture) const;
// The same ordering question for the other recreate-and-preserve trigger: true when this
// texture's live image carries a shorter mip chain than a full one, so defining the missing
// levels recreates it and copies the old contents forward.
Bool NeedsMipChainGrowth(MG_State::GLState::ITextureObject& texture) const;
// Non-mutating probe for the per-draw storage-image fast path: true when preparing this // Non-mutating probe for the per-draw storage-image fast path: true when preparing this
// texture as a storage image may need work that is illegal inside a render pass (resource // texture as a storage image may need work that is illegal inside a render pass (resource
// creation, dirty-content upload, or a layout transition to GENERAL). Unknown state reports // creation, dirty-content upload, or a layout transition to GENERAL). Unknown state reports
@@ -443,6 +466,9 @@ private:
VkPhysicalDevice m_physicalDevice = VK_NULL_HANDLE; VkPhysicalDevice m_physicalDevice = VK_NULL_HANDLE;
VmaAllocator m_allocator = nullptr; VmaAllocator m_allocator = nullptr;
VkCommandPool m_commandPool = VK_NULL_HANDLE; VkCommandPool m_commandPool = VK_NULL_HANDLE;
// Dedicated pool for the recycled upload-batch command buffers (see
// InitInfo::graphicsQueueFamilyIndex).
VkCommandPool m_uploadCommandPool = VK_NULL_HANDLE;
VkQueue m_graphicsQueue = VK_NULL_HANDLE; VkQueue m_graphicsQueue = VK_NULL_HANDLE;
Bool m_imageFormatListSupported = false; Bool m_imageFormatListSupported = false;
Uint32 m_currentFrameIndex = 0; Uint32 m_currentFrameIndex = 0;
@@ -483,6 +509,10 @@ private:
// Formats whose mutable-image probe failed on this device; their images are created // Formats whose mutable-image probe failed on this device; their images are created
// without MUTABLE_FORMAT_BIT so repeat syncs neither re-probe nor flag-mismatch. // without MUTABLE_FORMAT_BIT so repeat syncs neither re-probe nor flag-mismatch.
std::unordered_set<VkFormat> m_mutableFormatUnsupported; std::unordered_set<VkFormat> m_mutableFormatUnsupported;
// Formats whose 3D images refused VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT. Per format+usage,
// exactly like the mutable-format verdict above, so it is answered at image creation and
// remembered rather than probed once globally.
std::unordered_set<VkFormat> m_2dArrayCompatibleUnsupported;
std::unordered_map<TextureIdentity, WeakPtr<MG_State::GLState::ITextureObject>, TextureIdentityHash> m_aliveObjects; std::unordered_map<TextureIdentity, WeakPtr<MG_State::GLState::ITextureObject>, TextureIdentityHash> m_aliveObjects;
std::unordered_map<TextureIdentity, TextureResource, TextureIdentityHash> m_textureResources; std::unordered_map<TextureIdentity, TextureResource, TextureIdentityHash> m_textureResources;
// Textures that have been bound to a GL image unit (see MarkStorageImageTexture). // Textures that have been bound to a GL image unit (see MarkStorageImageTexture).
@@ -492,15 +522,58 @@ private:
std::unordered_map<VkFormat, VkSampleCountFlags> m_multisampleCountsByFormat; std::unordered_map<VkFormat, VkSampleCountFlags> m_multisampleCountsByFormat;
Vector<Vector<TextureResource>> m_deferredReleases; Vector<Vector<TextureResource>> m_deferredReleases;
Vector<Vector<VkImageView>> m_deferredViewReleases; Vector<Vector<VkImageView>> m_deferredViewReleases;
// --- Batched upload machinery ---
// Uploads within a frame are recorded into ONE shared command buffer and
// submitted with ONE vkQueueSubmit at FlushPendingUploads (the renderer
// flushes before every frame-command-buffer submit). Staging memory comes
// from a pool of persistently-mapped, reusable blocks instead of a
// vmaCreateBuffer per upload.
struct UploadStagingBlock {
VkBuffer buffer = VK_NULL_HANDLE;
VmaAllocation allocation = nullptr;
Uint8* mapped = nullptr; // persistently mapped for the block's lifetime
VkDeviceSize capacity = 0;
VkDeviceSize cursor = 0; // bump cursor while the block backs the open batch
};
// Opens the batch command buffer lazily (allocates/reuses + begins recording).
VkCommandBuffer EnsureUploadBatchOpen();
// Bump-allocates `size` staging bytes for the open batch, growing onto a
// new/pooled block when the current one cannot fit. Returns the write
// pointer; outBuffer/outBaseOffset locate the space for copy commands.
Uint8* AcquireUploadStagingSpace(VkDeviceSize size, VkBuffer& outBuffer, VkDeviceSize& outBaseOffset);
void RecycleUploadStagingBlock(UploadStagingBlock&& block);
// Drops a recorded-but-unsubmitted batch on the floor. Shutdown only: the
// device is being torn down, so the lost texel data is unobservable.
void DiscardPendingUploadBatch();
void DestroyUploadPools();
Vector<UploadStagingBlock> m_freeUploadStagingBlocks;
VkDeviceSize m_freeUploadStagingBytes = 0;
Vector<VkCommandBuffer> m_freeUploadCommandBuffers;
Vector<VkFence> m_freeUploadFences;
Bool m_uploadBatchOpen = false;
VkCommandBuffer m_uploadBatchCommandBuffer = VK_NULL_HANDLE;
// Blocks whose staging bytes the open batch's copies reference (last =
// the block the bump cursor is currently allocating from).
Vector<UploadStagingBlock> m_uploadBatchBlocks;
// Images the open batch writes; consulted for the rare re-upload-after-
// draw flush and by DeferResourceRelease (an unsubmitted command buffer
// referencing a deferred-released image would escape every fence-based
// destruction proof, so the batch is flushed before the image is parked).
Vector<VkImage> m_uploadBatchImages;
VkDeviceSize m_uploadBatchStagingBytes = 0;
// Texture uploads are submitted out-of-band but NOT waited on (waiting // Texture uploads are submitted out-of-band but NOT waited on (waiting
// behind the queue serialized the CPU against the previous frame's GPU // behind the queue serialized the CPU against the previous frame's GPU
// work every time an animated atlas re-uploaded). Their transient objects // work every time an animated atlas re-uploaded). Each flushed batch's
// are parked here and reclaimed once the upload fence signals. // transients are parked here and RECYCLED (fence reset to the fence pool,
// command buffer reset to the CB pool, staging blocks back to the block
// pool) once the batch fence signals.
struct PendingUploadReclaim { struct PendingUploadReclaim {
VkFence fence = VK_NULL_HANDLE; VkFence fence = VK_NULL_HANDLE;
VkCommandBuffer commandBuffer = VK_NULL_HANDLE; VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
VkBuffer stagingBuffer = VK_NULL_HANDLE; Vector<UploadStagingBlock> stagingBlocks;
VmaAllocation stagingAllocation = nullptr;
}; };
Vector<PendingUploadReclaim> m_pendingUploadReclaims; Vector<PendingUploadReclaim> m_pendingUploadReclaims;
}; };
File diff suppressed because it is too large Load Diff
@@ -181,6 +181,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value); void ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value);
void ClearNamedFramebufferfv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, void ClearNamedFramebufferfv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLfloat* value); GLenum buffer, GLint drawbuffer, const GLfloat* value);
void ClearNamedFramebufferiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLint* value);
void ClearNamedFramebufferuiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLuint* value);
void ClearNamedFramebufferfi(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, void ClearNamedFramebufferfi(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
@@ -323,6 +327,16 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool RecreateSwapchain(); Bool RecreateSwapchain();
private: private:
// Tiered emission for an already-set-up multi-draw batch (state bound, index
// buffer bound for the indexed form). Tier 1: VK_EXT_multi_draw. Tier 2: one
// vkCmdDraw(Indexed)Indirect over a transient command array. Tier 3: unrolled
// vkCmdDraw(Indexed) loop. Tier eligibility is per-batch (uniform instance
// state for tier 1, firstInstance/feature legality for tier 2); every tier
// consumes the same param span, so contiguous-run merging done by the caller
// benefits all of them.
void EmitMultiDrawIndexed(VkCommandBuffer commandBuffer, const DrawIndexedCmdParam* pParams, Uint32 drawCount);
void EmitMultiDraw(VkCommandBuffer commandBuffer, const DrawCmdParam* pParams, Uint32 drawCount);
struct BlitUniformData { struct BlitUniformData {
float srcRect[4] = {0.f, 0.f, 1.f, 1.f}; float srcRect[4] = {0.f, 0.f, 1.f, 1.f};
float dstRect[4] = {0.f, 0.f, 1.f, 1.f}; float dstRect[4] = {0.f, 0.f, 1.f, 1.f};
@@ -440,6 +454,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// above (rather than being handed one by the caller), so Shutdown() knows it // above (rather than being handed one by the caller), so Shutdown() knows it
// owns that window and must destroy it. // owns that window and must destroy it.
Bool m_ownsFallbackXlibWindow = false; Bool m_ownsFallbackXlibWindow = false;
// Android has the same shortfall: no Mali/Adreno driver seen so far exposes
// VK_EXT_headless_surface, so a windowless (EGL pbuffer) context gets an
// AImageReader's ANativeWindow to hand the WSI instead. Nothing is ever
// displayed - the reader's images are simply never acquired. Owned here, so
// Shutdown() deletes it.
void* m_fallbackImageReader = nullptr;
VulkanRendererConfig m_config; VulkanRendererConfig m_config;
Bool m_swapchainResizeRequested = false; Bool m_swapchainResizeRequested = false;
// Presentation is suspended while the window is zero-area (minimized): the // Presentation is suspended while the window is zero-area (minimized): the
@@ -467,6 +487,24 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool m_indexTypeUint8ExtensionEnabled = false; Bool m_indexTypeUint8ExtensionEnabled = false;
Bool m_logicOpFeatureEnabled = false; Bool m_logicOpFeatureEnabled = false;
Bool m_multiDrawIndirectFeatureEnabled = false; Bool m_multiDrawIndirectFeatureEnabled = false;
// drawIndirectFirstInstance gates indirect commands whose firstInstance != 0;
// cached at device creation because the tier-2 multi-draw path (a transient
// VkDrawIndexedIndirectCommand array) is illegal for such a sub-draw without it.
Bool m_drawIndirectFirstInstanceFeatureEnabled = false;
// VK_EXT_multi_draw: native batched submission for the CPU-side glMultiDraw*
// families (tier 1 of the multi-draw dispatch).
Bool m_multiDrawExtensionEnabled = false;
Uint32 m_maxMultiDrawCount = 0;
// Multi-draw dispatch tiers, resolved once at device creation from device support
// clamped by MOBILEGL_MAGMA_MULTIDRAW_MODE (a preference, never a demand):
// tier 1 (ext): one vkCmdDrawMulti(Indexed)EXT - m_multiDrawAllowExt
// tier 2 (indirect): one vkCmdDraw(Indexed)Indirect batch - m_multiDrawAllowIndirect
// tier 3 (unroll): one vkCmdDraw(Indexed) per sub-draw - always available
// m_multiDrawForceUnrollIndirect additionally forces the GPU-parameter
// glMultiDraw*Indirect paths onto their per-command loop (mode=unroll only).
Bool m_multiDrawAllowExt = false;
Bool m_multiDrawAllowIndirect = false;
Bool m_multiDrawForceUnrollIndirect = false;
Bool m_samplerAnisotropyFeatureEnabled = false; Bool m_samplerAnisotropyFeatureEnabled = false;
Bool m_shaderDrawParametersExtensionEnabled = false; Bool m_shaderDrawParametersExtensionEnabled = false;
Bool m_shaderDrawParametersFeatureEnabled = false; Bool m_shaderDrawParametersFeatureEnabled = false;
@@ -481,6 +519,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// needs no feature). Both cached at device creation and drive a hard-fail-at-draw when absent. // needs no feature). Both cached at device creation and drive a hard-fail-at-draw when absent.
Bool m_dualSrcBlendFeatureEnabled = false; Bool m_dualSrcBlendFeatureEnabled = false;
Bool m_primitiveTopologyListRestartFeatureEnabled = false; Bool m_primitiveTopologyListRestartFeatureEnabled = false;
// Union of shader stages sampled-read barriers may name; built at device creation
// because geometry/tessellation stage bits are invalid in a barrier when their
// feature is off (VUID-vkCmdPipelineBarrier-srcStageMask-04090/-04091), and
// ALL_GRAPHICS would also serialize against non-shader stages.
VkPipelineStageFlags m_sampledReadStageMask = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT |
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
// Cached at device creation from the graphics queue family properties // Cached at device creation from the graphics queue family properties
// and device limits; drives timer-query support. // and device limits; drives timer-query support.
Uint32 m_timestampValidBits = 0; Uint32 m_timestampValidBits = 0;
@@ -491,23 +536,66 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkDeviceSize countBufferOffset, Uint32 maxDrawCount, VkDeviceSize countBufferOffset, Uint32 maxDrawCount,
Uint32 stride); Uint32 stride);
static inline PFNDrawIndexedIndirectCountFunc s_vkCmdDrawIndexedIndirectCount = nullptr; static inline PFNDrawIndexedIndirectCountFunc s_vkCmdDrawIndexedIndirectCount = nullptr;
// VK_EXT_multi_draw entry points, loaded at device creation when the extension
// (and its multiDraw feature) is enabled; null otherwise.
static inline PFN_vkCmdDrawMultiEXT s_vkCmdDrawMultiEXT = nullptr;
static inline PFN_vkCmdDrawMultiIndexedEXT s_vkCmdDrawMultiIndexedEXT = nullptr;
// VK_EXT_transform_feedback (GL transform feedback capture) // VK_EXT_transform_feedback (GL transform feedback capture)
Bool m_transformFeedbackFeatureEnabled = false; Bool m_transformFeedbackFeatureEnabled = false;
// VK_EXT_provoking_vertex. Vulkan's built-in convention is "provoking vertex first"; GL's
// default is LAST_VERTEX_CONVENTION, and GL derives BOTH flat shading and the transform
// feedback vertex order from it. provokingVertexLast alone fixes flat shading and the
// input-assembler capture order and has no dependency on transform feedback; only
// transformFeedbackPreservesProvokingVertex does.
Bool m_provokingVertexLastEnabled = false;
// transformFeedbackPreservesProvokingVertex was actually enabled at device creation. Kept
// separate because it is the only thing that arms
// VUID-VkGraphicsPipelineCreateInfo-topology-04884, the rule that forbids a TRIANGLE_FAN
// pipeline from asking for LAST on a device that cannot preserve a fan's provoking vertex.
Bool m_provokingVertexXfbPreserveEnabled = false;
// provokingVertexModePerPipeline: when VK_FALSE every pipeline in one render pass instance
// must agree on the mode, so glProvokingVertex(GL_FIRST_VERTEX_CONVENTION) cannot be honoured
// per draw and every pipeline takes GL's default (LAST) instead.
Bool m_provokingVertexModePerPipeline = false;
// transformFeedbackPreservesTriangleFanProvokingVertex.
Bool m_provokingVertexFanPreserved = false;
// Per-pipeline provoking-vertex mode. capturesXfbFromGeometryStage must be a LINK-TIME
// property of the program, never the dynamic "is transform feedback active" flag: the
// 8-entry m_pipelineMemo and the SetupDrawSnapshot fast path key on programObj.hash and
// the pipeline-state value hash, neither of which moves when glBeginTransformFeedback is
// called, so a dynamic input here would hand back a stale VkPipeline.
VkProvokingVertexModeEXT SelectProvokingVertexMode(VkPrimitiveTopology topology,
Bool capturesXfbFromGeometryStage) const;
// VK_EXT_vertex_attribute_divisor: without it every non-zero glVertexAttribDivisor
// behaves as 1, because that is all Vulkan's instance input rate can express.
Bool m_vertexAttributeDivisorEnabled = false;
static inline PFN_vkCmdBindTransformFeedbackBuffersEXT s_vkCmdBindTransformFeedbackBuffersEXT = nullptr; static inline PFN_vkCmdBindTransformFeedbackBuffersEXT s_vkCmdBindTransformFeedbackBuffersEXT = nullptr;
static inline PFN_vkCmdBeginTransformFeedbackEXT s_vkCmdBeginTransformFeedbackEXT = nullptr; static inline PFN_vkCmdBeginTransformFeedbackEXT s_vkCmdBeginTransformFeedbackEXT = nullptr;
static inline PFN_vkCmdEndTransformFeedbackEXT s_vkCmdEndTransformFeedbackEXT = nullptr; static inline PFN_vkCmdEndTransformFeedbackEXT s_vkCmdEndTransformFeedbackEXT = nullptr;
// Counter buffers (one 4-byte slot per capture binding) let consecutive // Counter buffers (one 4-byte slot per capture binding) let consecutive
// draws within one glBeginTransformFeedback append GL-style. // draws within one glBeginTransformFeedback append GL-style. Transform feedback
// objects can each hold an open, paused span at the same time, so the counters are
// per object: one group of four slots each, handed out on first use.
static constexpr SizeT kXfbCounterObjectSlots = 16;
VkBufferObject m_xfbCounterBuffer; VkBufferObject m_xfbCounterBuffer;
// Non-zero while inside a GL Begin/End with at least one captured draw UnorderedMap<Uint, Uint32> m_xfbCounterSlotByObject;
// recorded; selects counter-buffer resume on the next captured draw. Uint32 m_xfbNextCounterSlot = 0;
Bool m_xfbCountersValid = false; // Set for a slot once a captured draw has been recorded into its span; selects
Uint64 m_xfbLastSeenGeneration = 0; // counter-buffer resume on the next captured draw of the same span.
Array<Bool, kXfbCounterObjectSlots> m_xfbCountersValid{};
Array<Uint64, kXfbCounterObjectSlots> m_xfbLastSeenGeneration{};
// Counter slot group of the bound transform feedback object.
Uint32 CurrentXfbCounterSlot();
// Wraps a recorded draw with BeginTransformFeedbackEXT/EndTransformFeedbackEXT // Wraps a recorded draw with BeginTransformFeedbackEXT/EndTransformFeedbackEXT
// when GL transform feedback is active; binds capture buffers on demand. // when GL transform feedback is active; binds capture buffers on demand.
Bool BeginXfbCaptureForDraw(FrameContext::FrameData& frame); Bool BeginXfbCaptureForDraw(FrameContext::FrameData& frame);
void EndXfbCaptureForDraw(FrameContext::FrameData& frame, Bool began); void EndXfbCaptureForDraw(FrameContext::FrameData& frame, Bool began);
// Makes the captured bytes visible to whatever reads them next. Deferred rather than
// recorded next to the capture, because the capturing draw runs inside a render pass
// that declares no self-dependency.
void MakeXfbWritesVisible();
Bool m_xfbWritesPendingVisibility = false;
// Wrap one app draw in an occlusion-query slot while a GL_SAMPLES_PASSED // Wrap one app draw in an occlusion-query slot while a GL_SAMPLES_PASSED
// query is active. Returns whether a slot was begun (End must mirror it). // query is active. Returns whether a slot was begun (End must mirror it).
Bool BeginOcclusionForDraw(VkCommandBuffer commandBuffer); Bool BeginOcclusionForDraw(VkCommandBuffer commandBuffer);
@@ -567,7 +655,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint64 programHash = 0; Uint64 programHash = 0;
Uint64 vertexInputHash = 0; Uint64 vertexInputHash = 0;
Uint64 renderPassHash = 0; Uint64 renderPassHash = 0;
Uint renderStateVersion = 0; // VALUE hash of the pipeline-relevant fixed-function state (see
// ComputePipelineStateHash), not the monotonic pipeline-state version:
// the version never repeats, so a per-draw GL_BLEND toggle would miss
// all entries forever even though the state alternates between two
// values the memo already holds.
Uint64 pipelineStateHash = 0;
ProgramFactory::CompileOptionFlags transformFlags = {}; ProgramFactory::CompileOptionFlags transformFlags = {};
VkPipeline pipeline = VK_NULL_HANDLE; VkPipeline pipeline = VK_NULL_HANDLE;
}; };
@@ -575,11 +668,40 @@ namespace MobileGL::MG_Backend::DirectVulkan {
PipelineMemoEntry m_pipelineMemo[kPipelineMemoSize]; PipelineMemoEntry m_pipelineMemo[kPipelineMemoSize];
Uint32 m_pipelineMemoCount = 0; Uint32 m_pipelineMemoCount = 0;
Uint32 m_pipelineMemoNext = 0; Uint32 m_pipelineMemoNext = 0;
// Hash of every fixed-function GL state the pipeline payload reads that the
// memo key's other fields (mode / program / vertex input / render pass /
// transform flags) do not already pin down. Equal hash under an equal rest
// of key => byte-identical PipelineCreatePayload. Cached per pipeline-state
// version: the version is monotonic and bumps on every pipeline-state
// change, so an unchanged (version, colorAttachmentCount) proves the state
// bytes are unchanged and the hash can be reused without re-reading them.
Uint64 ComputePipelineStateHash(Uint32 colorAttachmentCount) const;
Uint m_pipelineStateHashVersion = 0;
Uint32 m_pipelineStateHashColorCount = 0;
Uint64 m_pipelineStateHash = 0;
Bool m_pipelineStateHashValid = false;
// GetShaderTransformFlags memo. NOT pure in the pre-transform alone: the
// function also reads whether the bound DRAW framebuffer is the default one
// (only the default framebuffer gets the Y-flip and rotation bits - an FBO
// pass renders unflipped). Keyed on BOTH inputs; missing the FBO bit shipped
// an upside-down default-framebuffer pass after any render-to-texture
// (minecraft-1.17-main-menu retrace, whole frame flipped).
VkSurfaceTransformFlagBitsKHR m_baseTransformFlagsPreTransform =
VK_SURFACE_TRANSFORM_FLAG_BITS_MAX_ENUM_KHR;
Bool m_baseTransformFlagsIsDefaultFbo = false;
Bool m_baseTransformFlagsKeyValid = false;
Uint32 m_baseTransformFlagsCache = 0;
// isDefaultFbo must be the default-ness of the CURRENTLY bound draw framebuffer;
// every caller already has it in hand from its own guards.
Uint32 GetBaseTransformFlagsRaw(Bool isDefaultFbo);
// Drops every memoized pipeline handle. Required at command-buffer // Drops every memoized pipeline handle. Required at command-buffer
// boundaries and whenever any pipeline may have been destroyed. // boundaries and whenever any pipeline may have been destroyed. Also drops
// the cached pipeline-state hash: the same boundaries can retire the GL
// context whose monotonic version the cache is keyed on.
void InvalidatePipelineMemo() { void InvalidatePipelineMemo() {
m_pipelineMemoCount = 0; m_pipelineMemoCount = 0;
m_pipelineMemoNext = 0; m_pipelineMemoNext = 0;
m_pipelineStateHashValid = false;
} }
UnorderedMap<ProgramFactory::HashType, VkPipeline> m_computePipelines; UnorderedMap<ProgramFactory::HashType, VkPipeline> m_computePipelines;
UniquePtr<ProgramFactory> m_programFactory; UniquePtr<ProgramFactory> m_programFactory;
@@ -636,6 +758,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint64 programLifetimeId = 0; Uint64 programLifetimeId = 0;
Uint32 programVersion = 0; Uint32 programVersion = 0;
const void* vao = nullptr; const void* vao = nullptr;
// Same rule as VaoDrawMemo::vaoLifetimeId: (address, config version) is not an
// identity, because a recycled address can arrive carrying a config version
// the dead VAO also had (two mutations to configure one attribute is the
// common shape), and "the VAO did not move" would then skip the layout
// re-resolve for a different VAO.
Uint64 vaoLifetimeId = 0;
Uint32 vaoConfigVersion = 0; Uint32 vaoConfigVersion = 0;
const void* drawFbo = nullptr; const void* drawFbo = nullptr;
Uint16 fboVersion = 0; Uint16 fboVersion = 0;
@@ -651,14 +779,77 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint64 renderbufferImageEpoch = 0; Uint64 renderbufferImageEpoch = 0;
Uint64 sampledContentSum = 0; Uint64 sampledContentSum = 0;
Uint64 sampledParamsSum = 0; Uint64 sampledParamsSum = 0;
// Guards the sampler-descriptor reuse hint: bumped by any sampler-object
// parameter or texture shape change (see GetSamplingResolutionGeneration),
// none of which the sums above cover.
Uint64 samplingResolutionGeneration = 0;
// Render-pass flavor input (DepthTest || StencilTest at snapshot time).
// A pipeline-state change that leaves this equal cannot change which
// render pass GetOrCreateRenderPass would pick, so the fast path may
// re-resolve just the pipeline against the active pass; a change that
// flips it must fall back to the full path's pass selection.
Bool drawUsesDepthStencil = false;
IntVec2 renderPassExtent = {0, 0}; IntVec2 renderPassExtent = {0, 0};
// colorAttachmentCount of the snapshotting draw's render pass: the
// pipeline-state hash input, so the fast path can refresh that hash and
// probe the pipeline memo after a state change without re-fetching the
// render-pass entry (the pass itself is pinned by renderPassHash above).
Uint32 renderPassColorCount = 0;
VkPipeline pipeline = VK_NULL_HANDLE; VkPipeline pipeline = VK_NULL_HANDLE;
// layoutHash of the snapshotting draw's vertex-input state. The pipeline and
// the vertex-input pre-flight depend on the VAO only through this (plus the
// program, pinned separately), so a changed VAO whose aux memo carries the
// same layoutHash re-uses the snapshot's pipeline and pre-flight verdict
// outright - the VAO-cycling case Minecraft chunk rendering hits every draw.
Uint64 vaoLayoutHash = 0;
// Memoised ProgramFactory entry of the snapshotting draw, valid while
// (programLifetimeId, programVersion, resolvedTransformFlags) match - all
// checked above - AND the factory's cache structure epoch is unchanged (the
// cache is open-addressing and holds entries by value, so any insert/erase
// moves them). The fast path must re-stamp use through StampProgramUse when
// it bypasses GetOrCreateProgram, or the idle sweep could evict a live entry.
const ProgramFactory::VkProgramObject* programObj = nullptr;
Uint64 programFactoryEpoch = 0;
// Per-entry copies of the snapshotting draw's sampled set (the scratch
// vectors below hold only the LAST full-path draw's set, which with more
// than one snapshot entry is not necessarily this entry's program).
// sampledTextures/sampledResources carry the same epoch-guarded pointer
// lifetime rules as the scratch originals: textureEraseEpoch (checked
// every probe) declines the entry before any erased resource pointer
// could be dereferenced. sampledLayouts is the layout VALUE each
// resource held when this entry's descriptors were built (the
// descriptor-reuse hint needs the SAME layout, not just a sampleable
// one), and sampledBindingRecords feeds SampledBindingsUnchanged when
// the bind generation moved.
Vector<MG_State::GLState::ITextureObject*> sampledTextures;
Vector<VkTextureManager::TextureResource*> sampledResources;
Vector<VkImageLayout> sampledLayouts;
Vector<UniformManager::SampledBindingRecord> sampledBindingRecords;
}; };
SetupDrawSnapshot m_setupDrawSnapshot; // Program-keyed snapshot entries: program ping-pong (Sodium switches programs
// mid-frame every few draws) would otherwise evict the single snapshot on
// every switch and send every draw through the full path. Entries are found
// by programLifetimeId (MRU-first probe); every other guard stays per-probe,
// so a stale entry declines itself exactly like the old single snapshot did.
static constexpr Uint32 kSetupDrawSnapshotCount = 4;
SetupDrawSnapshot m_setupDrawSnapshots[kSetupDrawSnapshotCount];
Uint32 m_setupDrawSnapshotMru = 0; // last entry that hit or was filled
Uint32 m_setupDrawSnapshotVictim = 0; // round-robin fill cursor when all entries are live
void InvalidateSetupDrawSnapshots() {
for (auto& snapshot : m_setupDrawSnapshots) {
snapshot.valid = false;
}
}
// Per-draw scratch buffers (clear keeps capacity) — these paths run for every // Per-draw scratch buffers (clear keeps capacity) — these paths run for every
// draw call and must not allocate. // draw call and must not allocate.
Vector<MG_State::GLState::ITextureObject*> m_sampledTexturesScratch; Vector<MG_State::GLState::ITextureObject*> m_sampledTexturesScratch;
// Per-binding (texture, effective sampler) lifetime-id records from the same
// CollectSampledTextures walk that filled m_sampledTexturesScratch. The fast
// path shadow-compares against them (SampledBindingsUnchanged) when the
// texture bind generation moved, so a redundant glBindSampler/glBindTexture
// storm that resolves to the same bindings keeps the fast path.
Vector<UniformManager::SampledBindingRecord> m_sampledBindingRecordsScratch;
// Parallel to m_sampledTexturesScratch, refilled by every SetupDraw's // Parallel to m_sampledTexturesScratch, refilled by every SetupDraw's
// first sampled-texture loop: the resolved backend resources, so the // first sampled-texture loop: the resolved backend resources, so the
// post-transition loop can skip re-resolving textures whose layout is // post-transition loop can skip re-resolving textures whose layout is
@@ -723,6 +914,138 @@ namespace MobileGL::MG_Backend::DirectVulkan {
UnorderedMap<ConvertedVertexStreamKey, ConvertedVertexStream, ConvertedVertexStreamKeyHash> UnorderedMap<ConvertedVertexStreamKey, ConvertedVertexStream, ConvertedVertexStreamKeyHash>
m_convertedVertexStreams; m_convertedVertexStreams;
// One VAO's resolved vkCmdBindVertexBuffers arguments, reusable by a later draw
// that would resolve them to the same thing. Consecutive draws in a chunk-renderer
// frame keep the program and the vertex layout and only swap the VAO, so a
// per-VAO memo turns the second and later draws through each VAO into a validate
// plus (usually skipped) rebind.
//
// Only whole-buffer bindings are memoised. Client-memory and format-converted
// streams re-upload from a range that depends on the draw's own vertex/index
// range, and synthetic bindings carry glVertexAttrib* values that are not part
// of any key here; a layout using any of them is never stored.
// Field order is hit-path cache locality, hot to cold: the per-draw validate
// reads the scalars and the EBO memo head, then only the first bindingCount
// elements of vkBuffers/vkOffsets; the per-binding revalidation arrays at the
// tail are touched once per frame at most.
struct ResolvedVertexBindings {
// Must equal DynamicStateShadow::kMaxShadowedVertexBindings (static_assert in
// the .cpp): past that width the bind shadow cannot skip a redundant bind
// either, so a wider layout resolves per draw. Minecraft-shaped layouts use four.
static constexpr Uint32 kMaxBindings = 8;
// Frame serial of the last completed resolve OR cross-frame revalidation.
// Zero until a resolve completes, and reset to zero before one starts, so a
// resolve that bails out midway cannot leave a half-filled entry matchable.
// Unlike the original frame-scoped memo, an entry whose buffers are all
// resident and unmapped is revalidated across frames (per-binding slice
// epoch compares) instead of re-resolved - see TryBindResolvedVertexBindings.
Uint64 frameSerial = 0;
// Identity of the resolved Vulkan layout: the VAO's content hash
// (VertexInputStateFactory::GetOrComputeHash - the same value the factory
// keys its entries on) fixes bindings.size(), each binding's base offset,
// which bindings are client/converted, and (through the mixed-in buffer
// addresses) which buffer each binding reads. Compared against the VAO's
// own hash memo on the hit path, so a hit never touches the factory entry.
VertexInputStateFactory::HashType vertexInputHash = 0;
// The program's vertex input layout: decides the synthetic-binding set and
// hence the total binding count.
Uint32 activeAttribMask = 0;
Uint32 bindingCount = 0;
// VkBufferManager::GetSliceEpochCounter() at resolve time. Still equal means
// no buffer anywhere changed its slice or was persistently mapped since, which
// settles every per-binding question below in one compare.
Uint64 sliceEpochCounter = 0;
// Any bound buffer already carrying a host map when the slice was resolved.
// Such a buffer can mutate its shadow with no API call, so it has to be
// re-pushed per draw and the one-compare path above cannot apply.
Bool anyBufferMapped = true;
// Resident element-buffer slice memo (skips the per-draw AcquireResidentSlice
// for the VAO's EBO, which cold-chases 500+ distinct resources in a
// chunk-cycling frame). Self-validating exactly like the bindings above: a hit
// requires the LIVE bound EBO pointer to equal indexBuffer AND either an
// unmoved manager-wide slice-epoch counter (nothing anywhere changed slices
// or gained a host map, the same one-compare rescue the vertex half uses) or
// that buffer's resource still carrying indexSliceEpoch (epochs are minted
// from a process-lifetime counter, so a recycled address can never
// revalidate). Restart-substituted and streamed EBOs are never stored.
// indexFrameSerial tracks the last frame the resource's GPU-use serial was
// stamped through this memo; 0 means no index memo. Independent of the
// vertex half: both are (pointer, epoch)-validated, so neither can serve
// stale state for the other.
const MG_State::GLState::BufferObject* indexBuffer = nullptr;
Uint64 indexSliceEpoch = 0;
// GetSliceEpochCounter() when the resource's epoch was last verified; only
// meaningful while indexFrameSerial matches the current frame serial.
Uint64 indexSliceEpochCounter = 0;
VkBuffer indexVkBuffer = VK_NULL_HANDLE;
VkDeviceSize indexSliceOffset = 0;
Uint64 indexFrameSerial = 0;
// Bound per draw (first bindingCount elements).
VkBuffer vkBuffers[kMaxBindings] = {};
VkDeviceSize vkOffsets[kMaxBindings] = {};
// Per binding: the VAO attribute location its buffer comes from, that buffer,
// and the buffer's VkBufferManager slice epoch when the slice was resolved.
// Only read by the per-frame revalidation and the something-moved fallback.
Uint8 attributeLocations[kMaxBindings] = {};
const MG_State::GLState::BufferObject* buffers[kMaxBindings] = {};
Uint64 sliceEpochs[kMaxBindings] = {};
};
// One direct-mapped slot of the per-VAO draw-memo table below. A slot belongs to
// the object whose (vaoKey, vaoLifetimeId) pair it carries: the address alone
// only picks the slot, and the never-reused lifetime id is what proves the slot
// is THIS VAO's, so the successor allocated onto a destroyed VAO's address
// always misses. That identity check is load-bearing and the content-hash
// validations below do NOT stand in for it - a recycled address under a
// byte-identical configuration reproduces the content hash exactly, which is
// how a destroyed VAO's resolved bindings were once handed to its successor's
// draw. The slot is still never dereferenced through vaoKey, and every fact it
// carries is still validated against live state before use:
// - layoutHash/layoutAuxMasks are valid only while contentHash equals the LIVE
// VAO's own hash memo (which the VAO's config version guards), so a config
// change or a buffer rebind misses even for the same object.
// - bindings revalidates per draw exactly as before (frame serial, content
// hash, per-binding live buffer pointers and slice epochs).
struct alignas(64) VaoDrawMemo {
const MG_State::GLState::VertexArrayObject* vaoKey = nullptr;
// The VAO's never-reused lifetime id, checked alongside vaoKey. The pointer
// ALONE is not an identity: a deleted VAO's heap address is handed straight
// back by the next glGenVertexArrays-shaped allocation, and the successor then
// matched this slot and inherited the dead object's memos. Both stated
// defences failed with it, because both reduce to the content hash and the
// content hash's buffer-identity component was itself a recycled heap address.
Uint64 vaoLifetimeId = 0;
// The VAO content hash (VertexInputStateFactory::GetOrComputeHash) the two
// layout facts below were derived from; 0 while nothing valid is stored.
Uint64 contentHash = 0;
Bool layoutFactsValid = false;
// The resolved layout identity + packed (unsupported, location) masks -
// the exact values GetBackendAuxMemo used to serve, moved here so the
// per-draw probe stays inside this table's one hot line instead of
// touching a second cold line of every cycled VAO object.
Uint64 layoutHash = 0;
Uint64 layoutAuxMasks = 0;
ResolvedVertexBindings bindings;
};
// Fixed-size, allocated on first use, never rehashed or swept: entries are
// recycled in place on slot collisions (two-slot probe, older frame serial
// evicted), and stale entries self-invalidate through the compares above. A
// fixed table also makes every VaoDrawMemo/ResolvedVertexBindings pointer
// stable for the duration of a draw, which the EBO memo handoff
// (m_currentDrawResolvedEntry) relies on.
static constexpr Uint32 kVaoDrawMemoSlotCount = 2048; // power of two
Vector<VaoDrawMemo> m_vaoDrawMemoTable;
// Finds the slot holding `vao`, or recycles the older of its two candidate
// slots into an empty memo keyed on `vao`. Never returns null.
VaoDrawMemo* LookupVaoDrawMemo(const MG_State::GLState::VertexArrayObject* vao);
// The current draw's memo entry, set by UploadAndBindVertexBuffers and consumed
// by the same draw's UploadAndBindIndexBuffer (the EBO memo lives in the same
// entry). Valid ONLY within that window: the next draw's lookup can recycle the
// slot. Null when the draw's layout is not memoisable.
ResolvedVertexBindings* m_currentDrawResolvedEntry = nullptr;
void CreateInstance(); void CreateInstance();
VkResult SetupDebugMessenger(); VkResult SetupDebugMessenger();
VkResult DestroyDebugMessenger(); VkResult DestroyDebugMessenger();
@@ -753,10 +1076,25 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const MG_State::GLState::ProgramObject& program, const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj); const ProgramFactory::VkProgramObject& programObj);
// The per-draw dynamic-state tail (viewport, scissor, blend constants, depth
// bias, line width, stencil), gated behind one render-state-parameters-version
// compare per command buffer - see the gate fields in DynamicStateShadow.
void ApplyDynamicDrawStateTail(FrameContext::FrameData& frame, const IntVec2& extent, Bool isDefaultFbo);
Bool UploadAndBindVertexBuffers(VkCommandBuffer commandBuffer, const MG_State::GLState::VertexArrayObject& vao, Bool UploadAndBindVertexBuffers(VkCommandBuffer commandBuffer, const MG_State::GLState::VertexArrayObject& vao,
const ProgramFactory::VkProgramObject& programObj, const ProgramFactory::VkProgramObject& programObj,
const DrawCmdParam& drawParams, const DrawCmdParam& drawParams,
const IndexBufferView* pIndexBufferView); const IndexBufferView* pIndexBufferView);
// Binds `entry`'s memoised buffers when every input it was resolved from is
// still live and unchanged, else returns false and leaves nothing bound.
// vaoContentHash is the VAO's memoised content hash (GetBackendHashMemo), which
// pins the layout AND the bound buffers without resolving the factory entry.
// Non-const entry: a cross-frame revalidation refreshes its serial/epoch stamps.
Bool TryBindResolvedVertexBindings(VkCommandBuffer commandBuffer,
const MG_State::GLState::VertexArrayObject& vao,
ResolvedVertexBindings& entry,
Uint64 vaoContentHash,
Uint32 activeAttribMask, Uint64 frameSerial);
Bool UploadAndBindIndexBuffer(FrameContext::FrameData& frame, Bool UploadAndBindIndexBuffer(FrameContext::FrameData& frame,
const MG_State::GLState::VertexArrayObject& vao, const MG_State::GLState::VertexArrayObject& vao,
const IndexBufferView* pIndexBufferView = nullptr); const IndexBufferView* pIndexBufferView = nullptr);
@@ -772,6 +1110,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLenum filter); GLenum filter);
// Clears one z slice of a VK_IMAGE_TYPE_3D colour image. See the call site in
// MaterializePendingClearForTexture for why a transfer clear cannot do this.
Bool ClearDepthSliceWithRenderPass(VkCommandBuffer commandBuffer,
MG_State::GLState::ITextureObject& texture, Uint32 mipLevel,
Uint32 depthSlice, const VkClearValue& clearValue);
Bool MaterializePendingClearForTexture(VkCommandBuffer commandBuffer, Bool MaterializePendingClearForTexture(VkCommandBuffer commandBuffer,
MG_State::GLState::ITextureObject& texture); MG_State::GLState::ITextureObject& texture);
Bool MaterializePendingClearForRenderbuffer( Bool MaterializePendingClearForRenderbuffer(
@@ -788,6 +1131,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkImageLayout finalLayout); VkImageLayout finalLayout);
Bool SubmitReadbackCommandsAndWait(FrameContext::FrameData& frame); Bool SubmitReadbackCommandsAndWait(FrameContext::FrameData& frame);
public:
// Submits whatever is recorded and waits for it. The CPU is about to read memory
// a shader wrote (a mapped shader storage buffer), and coherent host-visible
// storage only guarantees visibility once the work that produced it has retired.
Bool FinishPendingGpuWork();
private:
void ShutdownSwapchain(); void ShutdownSwapchain();
// Static functions // Static functions
+2 -1
View File
@@ -41,4 +41,5 @@ add_test(NAME SanityBench COMMAND SanityBench --benchmark_counters_tabular=true)
set_tests_properties(SanityBench PROPERTIES LABELS benchmark) set_tests_properties(SanityBench PROPERTIES LABELS benchmark)
add_subdirectory(Program) add_subdirectory(Program)
add_subdirectory(Buffer) add_subdirectory(Buffer)
add_subdirectory(Driver)
@@ -0,0 +1,15 @@
cmake_minimum_required(VERSION 3.24)
# A real, headless EGL client, deliberately NOT linked against MobileGL: it
# dlopens one EGL provider at runtime ($DRIVERBENCH_EGL_LIB - the system
# libEGL.so.1 for the native driver, or a libMobileGL.so path for either
# MobileGL backend), so the same binary measures all three stacks.
if (NOT UNIX OR APPLE OR ANDROID)
return()
endif()
add_executable(DriverBench DriverBench.c)
target_link_libraries(DriverBench PRIVATE dl)
add_test(NAME DriverBench COMMAND DriverBench draw_tiny)
set_tests_properties(DriverBench PROPERTIES LABELS benchmark)
+501
View File
@@ -0,0 +1,501 @@
/* MobileGL - MobileGL/MG_Benchmark/Driver/DriverBench.c
* Copyright (c) 2025-2026 MobileGL-Dev
* Licensed under the GNU Lesser General Public License v3.0:
* https://www.gnu.org/licenses/gpl-3.0.txt
* https://www.gnu.org/licenses/lgpl-3.0.txt
* SPDX-License-Identifier: LGPL-3.0-only
* End of Source File Header
*
* Headless, EGL-based driver benchmark shaped like Minecraft's GL usage.
* Unlike the MobileGL_s microbenches next door this exercises a full GL
* stack: it dlopens ONE EGL provider ($DRIVERBENCH_EGL_LIB - the system
* libEGL.so.1 for the native driver, or a libMobileGL.so path for either
* MobileGL backend selected with MOBILEGL_BACKEND_TYPE), creates a desktop-GL
* context on a small pbuffer, renders into its own FBO and paces frames with
* glFinish. No window system is required: the default display is tried first
* so a desktop run reaches the real driver, and a headless box (CI, a build
* server) falls back to EGL_MESA_platform_surfaceless - see
* run_driver_bench.sh.
*
* Every case models one hot pattern from captured Minecraft traces:
* draw_tiny back-to-back glDrawElements, shared state (chunk batch)
* draw_uniform per-draw vec3 offset uniform + draw (chunk sections)
* draw_multi_vao per-draw VAO/VBO switch + draw (per-section buffers)
* tex_pingpong per-draw texture bind churn on one unit
* program_pingpong alternate two programs + mat4 upload (chunk<->entity)
* chunk_upload glBufferData(NULL) orphan + glBufferSubData + draw
* atlas_sprite N 16x16 glTexSubImage2D into a 1024x512 atlas + draw
* lightmap full 16x16 lightmap respecify per frame + draw
* scene_mix composite frame built from the knobs below
*
* Output: one CSV line per case:
* case,frames,ops_per_frame,median_frame_ms,ns_per_op,fps
*/
#include <dlfcn.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
/* ---- EGL constants ---- */
typedef void* EGLDisplay;
typedef void* EGLConfig;
typedef void* EGLContext;
typedef void* EGLSurface;
typedef int EGLint;
typedef unsigned int EGLBoolean;
typedef unsigned int EGLenum;
#define EGL_DEFAULT_DISPLAY ((void*)0)
#define EGL_NO_CONTEXT ((EGLContext)0)
#define EGL_NO_SURFACE ((EGLSurface)0)
#define EGL_FALSE 0
#define EGL_SURFACE_TYPE 0x3033
#define EGL_PBUFFER_BIT 0x0001
#define EGL_RENDERABLE_TYPE 0x3040
#define EGL_OPENGL_BIT 0x0008
#define EGL_RED_SIZE 0x3024
#define EGL_GREEN_SIZE 0x3023
#define EGL_BLUE_SIZE 0x3022
#define EGL_DEPTH_SIZE 0x3025
#define EGL_WIDTH 0x3057
#define EGL_HEIGHT 0x3056
#define EGL_NONE 0x3038
#define EGL_OPENGL_API 0x30A2
#define EGL_OPENGL_ES_API 0x30A0
#define EGL_OPENGL_ES3_BIT 0x0040
#define EGL_CONTEXT_CLIENT_VERSION 0x3098
#define EGL_CONTEXT_MAJOR_VERSION 0x3098
#define EGL_CONTEXT_MINOR_VERSION 0x30FB
#define EGL_CONTEXT_OPENGL_PROFILE_MASK 0x30FD
#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT 0x00000001
#define EGL_PLATFORM_SURFACELESS_MESA 0x31DD
/* ---- GL constants ---- */
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_TRIANGLES 0x0004
#define GL_UNSIGNED_INT 0x1405
#define GL_SHORT 0x1402
#define GL_FLOAT 0x1406
#define GL_UNSIGNED_BYTE 0x1401
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_STATIC_DRAW 0x88E4
#define GL_TEXTURE_2D 0x0DE1
#define GL_TEXTURE0 0x84C0
#define GL_RGBA 0x1908
#define GL_RGBA8 0x8058
#define GL_DEPTH_COMPONENT24 0x81A6
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_NEAREST 0x2600
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_DEPTH_TEST 0x0B71
#define GL_BLEND 0x0BE2
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_ONE 1
#define GL_ZERO 0
#define GL_VERTEX_SHADER 0x8B31
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_VERSION 0x1F02
#define GL_RENDERER 0x1F01
#define GL_NO_ERROR 0
#define GL_FRAMEBUFFER 0x8D40
#define GL_RENDERBUFFER 0x8D41
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
#define GL_UNIFORM_BUFFER 0x8A11
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_STREAM_DRAW 0x88E0
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_UNPACK_SKIP_ROWS 0x0CF3
#define GL_UNPACK_SKIP_PIXELS 0x0CF4
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_REPEAT 0x2901
typedef unsigned int GLuint;
typedef int GLint;
typedef int GLsizei;
typedef unsigned int GLenum;
typedef char GLchar;
typedef unsigned char GLboolean;
typedef long GLsizeiptr;
typedef long GLintptr;
/* ---- resolved entry points ---- */
static void* (*g_eglGetProcAddress)(const char*);
static void* g_provider;
#define GLF(ret, name, args) static ret(*name) args;
GLF(void, glClear, (unsigned))
GLF(void, glClearColor, (float, float, float, float))
GLF(void, glEnable, (GLenum))
GLF(void, glDisable, (GLenum))
GLF(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum))
GLF(void, glDrawBuffers, (GLsizei, const GLenum*))
GLF(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
GLF(const unsigned char*, glGetString, (GLenum))
GLF(GLenum, glGetError, (void))
GLF(void, glFinish, (void))
GLF(void, glFlush, (void))
GLF(void, glGenBuffers, (GLsizei, GLuint*))
GLF(void, glBindBuffer, (GLenum, GLuint))
GLF(void, glBufferData, (GLenum, GLsizeiptr, const void*, GLenum))
GLF(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const void*))
GLF(void, glGenVertexArrays, (GLsizei, GLuint*))
GLF(void, glBindVertexArray, (GLuint))
GLF(void, glEnableVertexAttribArray, (GLuint))
GLF(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void*))
GLF(void, glGenTextures, (GLsizei, GLuint*))
GLF(void, glBindTexture, (GLenum, GLuint))
GLF(void, glActiveTexture, (GLenum))
GLF(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void*))
GLF(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const void*))
GLF(void, glTexParameteri, (GLenum, GLenum, GLint))
GLF(void, glPixelStorei, (GLenum, GLint))
GLF(void, glGetIntegerv, (GLenum, GLint*))
GLF(void, glGenerateMipmap, (GLenum))
GLF(GLuint, glCreateShader, (GLenum))
GLF(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint*))
GLF(void, glCompileShader, (GLuint))
GLF(void, glGetShaderiv, (GLuint, GLenum, GLint*))
GLF(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei*, GLchar*))
GLF(GLuint, glCreateProgram, (void))
GLF(void, glAttachShader, (GLuint, GLuint))
GLF(void, glLinkProgram, (GLuint))
GLF(void, glGetProgramiv, (GLuint, GLenum, GLint*))
GLF(void, glUseProgram, (GLuint))
GLF(GLint, glGetUniformLocation, (GLuint, const GLchar*))
GLF(void, glUniform1i, (GLint, GLint))
GLF(void, glUniform3f, (GLint, float, float, float))
GLF(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const float*))
GLF(void, glDrawElements, (GLenum, GLsizei, GLenum, const void*))
GLF(void, glBindAttribLocation, (GLuint, GLuint, const GLchar*))
GLF(void, glUniform3fv, (GLint, GLsizei, const float*))
GLF(void, glDrawArrays, (GLenum, GLint, GLsizei))
GLF(void, glDrawElementsBaseVertex, (GLenum, GLsizei, GLenum, const void*, GLint))
GLF(void, glMultiDrawElementsBaseVertex,
(GLenum, const GLsizei*, GLenum, const void* const*, GLsizei, const GLint*))
GLF(void, glBindBufferRange, (GLenum, GLuint, GLuint, GLintptr, GLsizeiptr))
GLF(void, glBindBufferBase, (GLenum, GLuint, GLuint))
GLF(GLuint, glGetUniformBlockIndex, (GLuint, const GLchar*))
GLF(void, glUniformBlockBinding, (GLuint, GLuint, GLuint))
GLF(void, glGenSamplers, (GLsizei, GLuint*))
GLF(void, glBindSampler, (GLuint, GLuint))
GLF(void, glSamplerParameteri, (GLuint, GLenum, GLint))
GLF(void, glGenFramebuffers, (GLsizei, GLuint*))
GLF(void, glBindFramebuffer, (GLenum, GLuint))
GLF(void, glGenRenderbuffers, (GLsizei, GLuint*))
GLF(void, glBindRenderbuffer, (GLenum, GLuint))
GLF(void, glRenderbufferStorage, (GLenum, GLenum, GLsizei, GLsizei))
GLF(void, glFramebufferRenderbuffer, (GLenum, GLenum, GLenum, GLuint))
GLF(GLenum, glCheckFramebufferStatus, (GLenum))
GLF(void*, glFenceSync, (GLenum, unsigned))
GLF(GLenum, glClientWaitSync, (void*, unsigned, unsigned long long))
GLF(void, glDeleteSync, (void*))
static uint64_t now_ns(void) {
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
return (uint64_t)ts.tv_sec * 1000000000ull + (uint64_t)ts.tv_nsec;
}
static int cmp_u64(const void* a, const void* b) {
uint64_t x = *(const uint64_t*)a, y = *(const uint64_t*)b;
return x < y ? -1 : x > y;
}
/* Scene, cases and the case table live next door so the Android plugin's
* in-process benchmark runs byte-identical bodies. */
static void bench_gl_failed(const char* what, const char* detail) {
fprintf(stderr, "FAIL: %s %s\n", what, detail ? detail : "");
exit(1);
}
/* GLES has glDrawElementsBaseVertex (3.2 core) but no multi-draw form of it, so
* against a native mobile driver the multi-draw case issues the same sub-draws
* one at a time - which is what the extension folds up, and what an application
* without it would have to write. Desktop GL and MobileGL take the real call. */
static void bench_multi_draw_elements_base_vertex(GLenum mode, const GLsizei* counts, GLenum type,
const void* const* offsets, GLsizei drawCount,
const GLint* baseVertices) {
if (glMultiDrawElementsBaseVertex) {
glMultiDrawElementsBaseVertex(mode, counts, type, offsets, drawCount, baseVertices);
return;
}
for (GLsizei i = 0; i < drawCount; ++i) {
glDrawElementsBaseVertex(mode, counts[i], type, offsets[i], baseVertices[i]);
}
}
#include "DriverBenchCases.inc"
/* ---- bench driver: fence-paced frames on the offscreen FBO ----------------
* Frames are closed with a real fence wait, not glFinish: MobileGL implements
* glFinish and glFlush as no-ops (MG_Impl/GLImpl/Exporting/Definitions.cpp),
* so a glFinish-paced loop would time only the CPU-side submit on a MobileGL
* backend while timing submit-plus-GPU on the native driver - the two numbers
* would not describe the same work. A sync object is honoured by every stack
* measured here.
*/
typedef void (*case_fn)(int frame, long a, long b);
static int g_warmup = 30, g_frames = 120;
static void end_frame_wait(void) {
if (glFenceSync && glClientWaitSync && glDeleteSync) {
void* sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
if (sync) {
glClientWaitSync(sync, GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000ull);
glDeleteSync(sync);
return;
}
}
glFinish();
}
static void run_case(const char* name, case_fn body, long a, long b, long opsPerFrame) {
static uint64_t samples[4096];
if (g_frames > 4096) g_frames = 4096;
end_frame_wait();
for (int i = 0; i < g_warmup; ++i) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
body(i, a, b);
end_frame_wait();
}
for (int i = 0; i < g_frames; ++i) {
uint64_t t0 = now_ns();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
body(i, a, b);
end_frame_wait();
samples[i] = now_ns() - t0;
}
qsort(samples, g_frames, sizeof(uint64_t), cmp_u64);
uint64_t med = samples[g_frames / 2];
double frameMs = med / 1e6;
double nsPerOp = opsPerFrame > 0 ? (double)med / (double)opsPerFrame : 0.0;
printf("%s,%d,%ld,%.3f,%.1f,%.1f\n", name, g_frames, opsPerFrame, frameMs, nsPerOp,
1e9 / (double)med);
fflush(stdout);
if (glGetError() != GL_NO_ERROR) fprintf(stderr, "WARN: GL error after %s\n", name);
}
/* A display that needs no window system. eglGetPlatformDisplay is EGL 1.5
* core and eglGetPlatformDisplayEXT is the EGL_EXT_platform_base spelling
* older loaders ship; both are client entry points, so they resolve before
* any display exists. Only the attribute-list types differ between the two
* and this passes none, so one cast covers both. */
static EGLDisplay surfaceless_display(void) {
void* fn = dlsym(g_provider, "eglGetPlatformDisplay");
if (!fn) fn = g_eglGetProcAddress("eglGetPlatformDisplay");
if (!fn) fn = dlsym(g_provider, "eglGetPlatformDisplayEXT");
if (!fn) fn = g_eglGetProcAddress("eglGetPlatformDisplayEXT");
if (!fn) return NULL;
return ((EGLDisplay(*)(EGLenum, void*, const void*))fn)(EGL_PLATFORM_SURFACELESS_MESA,
EGL_DEFAULT_DISPLAY, NULL);
}
/* ---- EGL bootstrap: one provider library, pbuffer, desktop-GL context ---- */
static int boot_egl(void) {
const char* libpath = getenv("DRIVERBENCH_EGL_LIB");
if (!libpath) libpath = "libEGL.so.1";
g_provider = dlopen(libpath, RTLD_LAZY | RTLD_LOCAL);
if (!g_provider) {
fprintf(stderr, "FAIL: dlopen %s: %s\n", libpath, dlerror());
return 1;
}
#define ESYM(name) \
void* p_##name = dlsym(g_provider, #name); \
if (!p_##name) { fprintf(stderr, "FAIL: dlsym %s\n", #name); return 1; }
ESYM(eglGetDisplay)
ESYM(eglInitialize)
ESYM(eglChooseConfig)
ESYM(eglBindAPI)
ESYM(eglCreateContext)
ESYM(eglCreatePbufferSurface)
ESYM(eglMakeCurrent)
ESYM(eglGetProcAddress)
ESYM(eglGetError)
g_eglGetProcAddress = (void* (*)(const char*))p_eglGetProcAddress;
EGLint (*getError)(void) = (EGLint(*)(void))p_eglGetError;
EGLBoolean (*initialize)(EGLDisplay, EGLint*, EGLint*) =
(EGLBoolean(*)(EGLDisplay, EGLint*, EGLint*))p_eglInitialize;
/* The default display first: it is the one a windowed app would get, and
* on a desktop it is the one that reaches the real GPU - which is the
* driver this bench exists to measure. It does need a window system,
* though; Mesa's default platform is X11, so with no $DISPLAY (CI, a
* build server, ssh without forwarding) eglInitialize fails. Fall back to
* EGL_MESA_platform_surfaceless rather than give up: every case draws into
* the FBO built by build_resources(), so no window is needed for any of
* the work being timed. */
EGLint maj = 0, min = 0;
const char* how = "default display";
EGLDisplay dpy = ((EGLDisplay(*)(void*))p_eglGetDisplay)(EGL_DEFAULT_DISPLAY);
if (!dpy || !initialize(dpy, &maj, &min)) {
dpy = surfaceless_display();
how = "surfaceless display";
if (!dpy || !initialize(dpy, &maj, &min)) {
fprintf(stderr, "FAIL: eglInitialize (0x%x)\n", getError());
return 1;
}
}
fprintf(stderr, "EGL %d.%d via %s (%s)\n", maj, min, libpath, how);
// Desktop GL first (that is what MobileGL exposes and what the cases are
// written against), GLES 3 second so the same binary can measure a device's
// native driver as the baseline. The .inc picks ESSL shader sources when the
// context turns out to be ES.
EGLBoolean (*chooseConfig)(EGLDisplay, const EGLint*, EGLConfig*, EGLint, EGLint*) =
(EGLBoolean(*)(EGLDisplay, const EGLint*, EGLConfig*, EGLint, EGLint*))p_eglChooseConfig;
EGLContext (*createContext)(EGLDisplay, EGLConfig, EGLContext, const EGLint*) =
(EGLContext(*)(EGLDisplay, EGLConfig, EGLContext, const EGLint*))p_eglCreateContext;
EGLBoolean (*bindApi)(EGLenum) = (EGLBoolean(*)(EGLenum))p_eglBindAPI;
EGLConfig cfg = NULL;
EGLint ncfg = 0;
EGLContext ctx = EGL_NO_CONTEXT;
if (bindApi(EGL_OPENGL_API)) {
const EGLint cfgAttribs[] = {EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, EGL_RED_SIZE, 8,
EGL_DEPTH_SIZE, 24, EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT, EGL_NONE};
if (chooseConfig(dpy, cfgAttribs, &cfg, 1, &ncfg) && ncfg >= 1) {
const EGLint ctxAttribs[] = {EGL_CONTEXT_MAJOR_VERSION, 3, EGL_CONTEXT_MINOR_VERSION, 2,
EGL_CONTEXT_OPENGL_PROFILE_MASK,
EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT, EGL_NONE};
ctx = createContext(dpy, cfg, EGL_NO_CONTEXT, ctxAttribs);
if (ctx == EGL_NO_CONTEXT) ctx = createContext(dpy, cfg, EGL_NO_CONTEXT, NULL);
}
}
if (ctx == EGL_NO_CONTEXT) {
if (!bindApi(EGL_OPENGL_ES_API)) {
fprintf(stderr, "FAIL: neither OpenGL nor OpenGL ES is bindable on this provider\n");
return 1;
}
const EGLint esCfgAttribs[] = {EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_DEPTH_SIZE, 24,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT, EGL_NONE};
ncfg = 0;
if (!chooseConfig(dpy, esCfgAttribs, &cfg, 1, &ncfg) || ncfg < 1) {
// EGL_SURFACE_TYPE 0 matches any config: a stack that offers no
// pbuffer at all is still usable through the surfaceless context
// path below.
const EGLint relaxed[] = {EGL_SURFACE_TYPE, 0, EGL_RED_SIZE, 8, EGL_NONE};
if (!chooseConfig(dpy, relaxed, &cfg, 1, &ncfg) || ncfg < 1) {
fprintf(stderr, "FAIL: eglChooseConfig\n");
return 1;
}
}
const EGLint esCtxAttribs[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE};
ctx = createContext(dpy, cfg, EGL_NO_CONTEXT, esCtxAttribs);
}
if (ctx == EGL_NO_CONTEXT) {
fprintf(stderr, "FAIL: eglCreateContext (0x%x)\n", getError());
return 1;
}
/* The pbuffer only exists to have something to make current - nothing is
* ever drawn to it. Where there is no pbuffer config, EGL_NO_SURFACE is
* exactly what EGL_KHR_surfaceless_context takes, so the same call covers
* both. */
const EGLint pbAttribs[] = {EGL_WIDTH, 64, EGL_HEIGHT, 64, EGL_NONE};
EGLSurface surf = ((EGLSurface(*)(EGLDisplay, EGLConfig, const EGLint*))p_eglCreatePbufferSurface)(
dpy, cfg, pbAttribs);
if (surf == EGL_NO_SURFACE)
fprintf(stderr, "no pbuffer (0x%x), using a surfaceless context\n", getError());
if (!((EGLBoolean(*)(EGLDisplay, EGLSurface, EGLSurface, EGLContext))p_eglMakeCurrent)(dpy, surf,
surf, ctx)) {
fprintf(stderr, "FAIL: eglMakeCurrent (0x%x)\n", getError());
return 1;
}
/* Core GL entry points: eglGetProcAddress first (EGL 1.5 serves core
* functions), provider dlsym as fallback (both glvnd and MobileGL export
* the gl* symbols directly). */
#define RESOLVE(name) \
do { \
*(void**)&name = g_eglGetProcAddress(#name); \
if (!name) *(void**)&name = dlsym(g_provider, #name); \
if (!name) { fprintf(stderr, "FAIL: resolve %s\n", #name); return 1; } \
} while (0)
RESOLVE(glClear); RESOLVE(glClearColor); RESOLVE(glEnable); RESOLVE(glViewport);
RESOLVE(glDisable); RESOLVE(glBlendFuncSeparate); RESOLVE(glDrawBuffers);
RESOLVE(glGetString); RESOLVE(glGetError); RESOLVE(glFinish); RESOLVE(glFlush);
RESOLVE(glGenBuffers); RESOLVE(glBindBuffer); RESOLVE(glBufferData); RESOLVE(glBufferSubData);
RESOLVE(glGenVertexArrays); RESOLVE(glBindVertexArray); RESOLVE(glEnableVertexAttribArray);
RESOLVE(glVertexAttribPointer); RESOLVE(glGenTextures); RESOLVE(glBindTexture);
RESOLVE(glActiveTexture); RESOLVE(glTexImage2D); RESOLVE(glTexSubImage2D);
RESOLVE(glTexParameteri); RESOLVE(glGenerateMipmap); RESOLVE(glCreateShader);
RESOLVE(glPixelStorei); RESOLVE(glGetIntegerv);
RESOLVE(glShaderSource); RESOLVE(glCompileShader); RESOLVE(glGetShaderiv);
RESOLVE(glGetShaderInfoLog); RESOLVE(glCreateProgram); RESOLVE(glAttachShader);
RESOLVE(glLinkProgram); RESOLVE(glGetProgramiv); RESOLVE(glUseProgram);
RESOLVE(glGetUniformLocation); RESOLVE(glUniform1i); RESOLVE(glUniform3f);
RESOLVE(glUniformMatrix4fv); RESOLVE(glDrawElements); RESOLVE(glBindAttribLocation);
RESOLVE(glUniform3fv); RESOLVE(glDrawArrays); RESOLVE(glDrawElementsBaseVertex);
RESOLVE(glBindBufferRange); RESOLVE(glBindBufferBase);
RESOLVE(glGetUniformBlockIndex); RESOLVE(glUniformBlockBinding);
RESOLVE(glGenSamplers); RESOLVE(glBindSampler); RESOLVE(glSamplerParameteri);
RESOLVE(glGenFramebuffers); RESOLVE(glBindFramebuffer); RESOLVE(glGenRenderbuffers);
RESOLVE(glBindRenderbuffer); RESOLVE(glRenderbufferStorage); RESOLVE(glFramebufferRenderbuffer);
RESOLVE(glCheckFramebufferStatus);
// Optional: end_frame_wait() falls back to glFinish when a stack has no
// sync objects, so resolve without failing the run.
*(void**)&glFenceSync = g_eglGetProcAddress("glFenceSync");
if (!glFenceSync) *(void**)&glFenceSync = dlsym(g_provider, "glFenceSync");
*(void**)&glClientWaitSync = g_eglGetProcAddress("glClientWaitSync");
if (!glClientWaitSync) *(void**)&glClientWaitSync = dlsym(g_provider, "glClientWaitSync");
*(void**)&glDeleteSync = g_eglGetProcAddress("glDeleteSync");
if (!glDeleteSync) *(void**)&glDeleteSync = dlsym(g_provider, "glDeleteSync");
// Desktop-only: GLES 3.2 has DrawElementsBaseVertex but no multi-draw form,
// so bench_multi_draw_elements_base_vertex() emulates it when this is null.
*(void**)&glMultiDrawElementsBaseVertex = g_eglGetProcAddress("glMultiDrawElementsBaseVertex");
if (!glMultiDrawElementsBaseVertex)
*(void**)&glMultiDrawElementsBaseVertex = dlsym(g_provider, "glMultiDrawElementsBaseVertex");
fprintf(stderr, "renderer: %s\n", glGetString(GL_RENDERER));
fprintf(stderr, "version: %s\n", glGetString(GL_VERSION));
return 0;
}
int main(int argc, char** argv) {
long draws = 2048;
if (getenv("DRIVERBENCH_DRAWS")) draws = atol(getenv("DRIVERBENCH_DRAWS"));
if (getenv("DRIVERBENCH_FRAMES")) g_frames = atoi(getenv("DRIVERBENCH_FRAMES"));
if (getenv("DRIVERBENCH_SPRITES")) g_mixSprites = atol(getenv("DRIVERBENCH_SPRITES"));
if (boot_egl()) return 1;
build_resources();
printf("case,frames,ops_per_frame,median_frame_ms,ns_per_op,fps\n");
for (int i = 0; i < kBenchCaseCount; ++i) {
const BenchCaseDesc* c = &kBenchCases[i];
if (argc > 1) {
int wanted = 0;
for (int j = 1; j < argc; ++j)
if (strcmp(argv[j], c->name) == 0) wanted = 1;
if (!wanted) continue;
}
// The generic cases scale with DRIVERBENCH_DRAWS; the mc_* rates are
// measured and must not move, or the numbers stop being comparable.
long a = c->a, ops = c->opsPerFrame;
if (strncmp(c->name, "mc_", 3) != 0 && a > 100) {
a = draws * a / 2048;
ops = c->opsPerFrame * draws / 2048;
}
run_case(c->name, c->fn, a, c->b, ops);
}
return 0;
}
@@ -0,0 +1,640 @@
/* MobileGL - MobileGL/MG_Benchmark/Driver/DriverBenchCases.inc
* 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
*
* The benchmark scene and its cases, with no harness and no GL loader: the
* includer supplies both. DriverBench.c drives it through function pointers
* resolved from one EGL provider; MG_Util/SelfTest/DriverBenchJni.cpp drives
* it through MobileGL's own frontend entry points inside the Android plugin.
* Sharing the bodies is the point - a number from the phone and a number from
* the desktop have to describe the same work.
*
* The includer must have declared, before including this file: the GL types
* and enums used below, and callable gl* entry points with the standard
* signatures. bench_gl_failed() is called (and must be defined) when shader
* compilation or linking fails, so a caller can report the failure instead of
* dying inside a benchmark.
*/
/* ---- shared scene resources (Minecraft-shaped) ---- */
#define MAX_SECTIONS 512
static GLuint g_progChunk, g_progEntity;
static GLint g_uOffsetChunk, g_uMvpChunk, g_uMvpEntity;
static GLuint g_vao[MAX_SECTIONS], g_vbo[MAX_SECTIONS];
static GLuint g_sharedIbo;
static GLuint g_texAtlas, g_texLight, g_texEntity;
static int g_quadsPerSection = 128; /* 128 quads = 512 verts, 768 indices */
static unsigned char* g_scratch;
/* Uniform ring + sampler for the 26.2-shaped cases (see the case block below). */
static GLuint g_uboRing;
static GLint g_uboAlign = 256;
static size_t g_uboSlot = 256;
static GLuint g_sampler;
/* Two small offscreen targets for the 26.2-style render-pass churn case. */
static GLuint g_passFbo[2];
static GLuint g_passColor[2];
static float g_mvp[16] = {0.002f, 0, 0, 0, 0, 0.002f, 0, 0, 0, 0, -0.001f, 0, -1.f, -1.f, 0.f, 1.f};
/* Minecraft chunk vertex: pos 3f, color 4ub, uv 2f, packed light 2s -> 32 B */
#define VERT_STRIDE 32
static void fill_section_vertices(unsigned char* dst, int quads, unsigned seed) {
for (int q = 0; q < quads * 4; ++q) {
float* f = (float*)(dst + q * VERT_STRIDE);
unsigned r = seed = seed * 1664525u + 1013904223u;
f[0] = (float)(q & 31) * 8.0f + (float)(r & 7);
f[1] = (float)((q >> 5) & 31) * 8.0f;
f[2] = (float)(q % 7) * 0.1f;
dst[q * VERT_STRIDE + 12] = (unsigned char)r;
dst[q * VERT_STRIDE + 13] = (unsigned char)(r >> 8);
dst[q * VERT_STRIDE + 14] = (unsigned char)(r >> 16);
dst[q * VERT_STRIDE + 15] = 255;
f[4] = (float)(r & 1023) / 1024.0f;
f[5] = (float)((r >> 10) & 511) / 512.0f;
((short*)(dst + q * VERT_STRIDE + 24))[0] = 15 << 4;
((short*)(dst + q * VERT_STRIDE + 24))[1] = 15 << 4;
}
}
static GLuint make_shader(GLenum kind, const char* src) {
GLuint sh = glCreateShader(kind);
glShaderSource(sh, 1, &src, NULL);
glCompileShader(sh);
GLint ok = 0;
glGetShaderiv(sh, GL_COMPILE_STATUS, &ok);
if (!ok) {
char log[1024];
glGetShaderInfoLog(sh, sizeof log, NULL, log);
bench_gl_failed("shader compile", log);
return 0;
}
return sh;
}
static GLuint make_program(const char* vs_src, const char* fs_src) {
GLuint prog = glCreateProgram();
glAttachShader(prog, make_shader(GL_VERTEX_SHADER, vs_src));
glAttachShader(prog, make_shader(GL_FRAGMENT_SHADER, fs_src));
glBindAttribLocation(prog, 0, "aPos");
glBindAttribLocation(prog, 1, "aColor");
glBindAttribLocation(prog, 2, "aUv");
glBindAttribLocation(prog, 3, "aLight");
glLinkProgram(prog);
GLint ok = 0;
glGetProgramiv(prog, GL_LINK_STATUS, &ok);
if (!ok) {
bench_gl_failed("program link", "");
return 0;
}
return prog;
}
static const char* kChunkVs =
"#version 150 core\n"
"in vec3 aPos; in vec4 aColor; in vec2 aUv; in vec2 aLight;\n"
"uniform mat4 uMvp; uniform vec3 uOffset;\n"
"out vec4 vColor; out vec2 vUv; out vec2 vLight;\n"
"void main(){ gl_Position = uMvp * vec4(aPos + uOffset, 1.0);\n"
" vColor = aColor; vUv = aUv; vLight = aLight * (1.0/256.0); }\n";
static const char* kChunkFs =
"#version 150 core\n"
"in vec4 vColor; in vec2 vUv; in vec2 vLight; out vec4 o;\n"
"uniform sampler2D uAtlas; uniform sampler2D uLight;\n"
"void main(){ o = texture(uAtlas, vUv) * vColor * texture(uLight, vLight); }\n";
static const char* kEntityVs =
"#version 150 core\n"
"in vec3 aPos; in vec4 aColor; in vec2 aUv; in vec2 aLight;\n"
"uniform mat4 uMvp; uniform mat4 uModel;\n"
"out vec4 vColor; out vec2 vUv;\n"
"void main(){ gl_Position = uMvp * uModel * vec4(aPos, 1.0); vColor = aColor; vUv = aUv; }\n";
static const char* kEntityFs =
"#version 150 core\n"
"in vec4 vColor; in vec2 vUv; out vec4 o; uniform sampler2D uTex;\n"
"void main(){ o = texture(uTex, vUv) * vColor; }\n";
// ESSL 3.20 twins of the four shaders above. The bodies are identical; only the
// version line and the precision qualifiers differ, so the two paths compile the
// same work. Needed because this bench also runs against a device's native GLES
// driver as the baseline MobileGL is measured against, and that driver rejects
// desktop GLSL - while MobileGL is fed desktop GLSL on purpose, since translating
// it is the thing under test.
static const char* kChunkVsEs =
"#version 320 es\n"
"precision highp float;\n"
"in vec3 aPos; in vec4 aColor; in vec2 aUv; in vec2 aLight;\n"
"uniform mat4 uMvp; uniform vec3 uOffset;\n"
"out vec4 vColor; out vec2 vUv; out vec2 vLight;\n"
"void main(){ gl_Position = uMvp * vec4(aPos + uOffset, 1.0);\n"
" vColor = aColor; vUv = aUv; vLight = aLight * (1.0/256.0); }\n";
static const char* kChunkFsEs =
"#version 320 es\n"
"precision mediump float;\n"
"in vec4 vColor; in vec2 vUv; in vec2 vLight; out vec4 o;\n"
"uniform sampler2D uAtlas; uniform sampler2D uLight;\n"
"void main(){ o = texture(uAtlas, vUv) * vColor * texture(uLight, vLight); }\n";
static const char* kEntityVsEs =
"#version 320 es\n"
"precision highp float;\n"
"in vec3 aPos; in vec4 aColor; in vec2 aUv; in vec2 aLight;\n"
"uniform mat4 uMvp; uniform mat4 uModel;\n"
"out vec4 vColor; out vec2 vUv;\n"
"void main(){ gl_Position = uMvp * uModel * vec4(aPos, 1.0); vColor = aColor; vUv = aUv; }\n";
static const char* kEntityFsEs =
"#version 320 es\n"
"precision mediump float;\n"
"in vec4 vColor; in vec2 vUv; out vec4 o; uniform sampler2D uTex;\n"
"void main(){ o = texture(uTex, vUv) * vColor; }\n";
// True once build_resources() has seen a GL_VERSION beginning with "OpenGL ES".
static int g_isGlesContext = 0;
static void setup_vao(GLuint vao, GLuint vbo, GLuint ibo) {
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glVertexAttribPointer(0, 3, GL_FLOAT, 0, VERT_STRIDE, (void*)0);
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, 1, VERT_STRIDE, (void*)12);
glVertexAttribPointer(2, 2, GL_FLOAT, 0, VERT_STRIDE, (void*)16);
glVertexAttribPointer(3, 2, GL_SHORT, 0, VERT_STRIDE, (void*)24);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
}
static GLuint g_mainFbo;
static void build_resources(void) {
/* offscreen render target: 1280x720 RBO FBO, like CTS fbo surface mode */
GLuint fbo, rboColor, rboDepth;
glGenFramebuffers(1, &fbo);
g_mainFbo = fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenRenderbuffers(1, &rboColor);
glBindRenderbuffer(GL_RENDERBUFFER, rboColor);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1280, 720);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rboColor);
glGenRenderbuffers(1, &rboDepth);
glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 1280, 720);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
bench_gl_failed("FBO incomplete", "");
return;
}
const char* versionString = (const char*)glGetString(GL_VERSION);
g_isGlesContext = versionString != NULL && strncmp(versionString, "OpenGL ES", 9) == 0;
g_progChunk = g_isGlesContext ? make_program(kChunkVsEs, kChunkFsEs) : make_program(kChunkVs, kChunkFs);
g_progEntity = g_isGlesContext ? make_program(kEntityVsEs, kEntityFsEs) : make_program(kEntityVs, kEntityFs);
glUseProgram(g_progChunk);
g_uMvpChunk = glGetUniformLocation(g_progChunk, "uMvp");
g_uOffsetChunk = glGetUniformLocation(g_progChunk, "uOffset");
glUniform1i(glGetUniformLocation(g_progChunk, "uAtlas"), 0);
glUniform1i(glGetUniformLocation(g_progChunk, "uLight"), 2);
glUniformMatrix4fv(g_uMvpChunk, 1, 0, g_mvp);
glUseProgram(g_progEntity);
g_uMvpEntity = glGetUniformLocation(g_progEntity, "uMvp");
glUniform1i(glGetUniformLocation(g_progEntity, "uTex"), 0);
glUniformMatrix4fv(g_uMvpEntity, 1, 0, g_mvp);
glUseProgram(g_progChunk);
/* shared quad index buffer, like Blaze3D's RenderSystem shared sequences */
int maxQuads = 4096;
unsigned* idx = (unsigned*)malloc((size_t)maxQuads * 6 * 4);
for (int q = 0; q < maxQuads; ++q) {
unsigned base = q * 4;
unsigned* p = idx + q * 6;
p[0] = base; p[1] = base + 1; p[2] = base + 2;
p[3] = base + 2; p[4] = base + 3; p[5] = base;
}
glGenBuffers(1, &g_sharedIbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_sharedIbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, maxQuads * 6 * 4, idx, GL_STATIC_DRAW);
free(idx);
g_scratch = (unsigned char*)malloc(4 * 1024 * 1024);
memset(g_scratch, 0x5a, 4 * 1024 * 1024);
glGenVertexArrays(MAX_SECTIONS, g_vao);
glGenBuffers(MAX_SECTIONS, g_vbo);
int bytes = g_quadsPerSection * 4 * VERT_STRIDE;
for (int i = 0; i < MAX_SECTIONS; ++i) {
fill_section_vertices(g_scratch, g_quadsPerSection, i * 7919u + 1);
glBindBuffer(GL_ARRAY_BUFFER, g_vbo[i]);
glBufferData(GL_ARRAY_BUFFER, bytes, g_scratch, GL_STATIC_DRAW);
setup_vao(g_vao[i], g_vbo[i], g_sharedIbo);
}
glGenTextures(1, &g_texAtlas);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_texAtlas);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1024, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, g_scratch);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenerateMipmap(GL_TEXTURE_2D);
glGenTextures(1, &g_texLight);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, g_texLight);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, g_scratch);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenTextures(1, &g_texEntity);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_texEntity);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, g_scratch);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, g_texAtlas);
// Uniform ring the 26.2-style case sub-ranges into, sized like a real
// frame's worth of per-draw uniform slots.
GLint align = 256;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &align);
g_uboAlign = align > 0 ? align : 256;
g_uboSlot = (size_t)g_uboAlign;
glGenBuffers(1, &g_uboRing);
glBindBuffer(GL_UNIFORM_BUFFER, g_uboRing);
glBufferData(GL_UNIFORM_BUFFER, 4 * 1024 * 1024, g_scratch, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
for (int i = 0; i < 2; ++i) {
glGenFramebuffers(1, &g_passFbo[i]);
glBindFramebuffer(GL_FRAMEBUFFER, g_passFbo[i]);
glGenRenderbuffers(1, &g_passColor[i]);
glBindRenderbuffer(GL_RENDERBUFFER, g_passColor[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 256, 256);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, g_passColor[i]);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
bench_gl_failed("pass FBO incomplete", "");
return;
}
}
/* back to the main offscreen target the harness set up */
glBindFramebuffer(GL_FRAMEBUFFER, g_mainFbo);
glGenSamplers(1, &g_sampler);
glSamplerParameteri(g_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(g_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glEnable(GL_DEPTH_TEST);
glClearColor(0.3f, 0.5f, 0.9f, 1.0f);
glViewport(0, 0, 1280, 720);
const GLenum setupError = glGetError();
if (setupError != GL_NO_ERROR) {
char message[64];
snprintf(message, sizeof message, "0x%04x", setupError);
bench_gl_failed("GL error during resource setup", message);
}
}
static void case_draw_tiny(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
static void case_draw_uniform(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) {
glUniform3f(g_uOffsetChunk, (float)(i & 15), (float)((i >> 4) & 15), 0.0f);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
}
static void case_draw_multi_vao(int frame, long a, long b) {
(void)frame; (void)b;
for (long i = 0; i < a; ++i) {
glBindVertexArray(g_vao[i % MAX_SECTIONS]);
glUniform3f(g_uOffsetChunk, (float)(i & 15), (float)((i >> 4) & 15), 0.0f);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
}
static void case_tex_pingpong(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) {
glBindTexture(GL_TEXTURE_2D, (i & 1) ? g_texEntity : g_texAtlas);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
glBindTexture(GL_TEXTURE_2D, g_texAtlas);
}
static void case_program_pingpong(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) {
if (i & 1) {
glUseProgram(g_progEntity);
glUniformMatrix4fv(g_uMvpEntity, 1, 0, g_mvp);
} else {
glUseProgram(g_progChunk);
glUniform3f(g_uOffsetChunk, (float)(i & 15), 0.0f, 0.0f);
}
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
glUseProgram(g_progChunk);
}
/* a = uploads per frame, b = bytes per upload (0 => section size) */
static void case_chunk_upload(int frame, long a, long b) {
if (b <= 0) b = g_quadsPerSection * 4 * VERT_STRIDE;
if (b > 4 * 1024 * 1024) b = 4 * 1024 * 1024;
for (long i = 0; i < a; ++i) {
int slot = (int)(((long)frame * a + i) % MAX_SECTIONS);
glBindBuffer(GL_ARRAY_BUFFER, g_vbo[slot]);
glBufferData(GL_ARRAY_BUFFER, b, NULL, GL_STATIC_DRAW); /* orphan */
glBufferSubData(GL_ARRAY_BUFFER, 0, b, g_scratch);
glBindVertexArray(g_vao[slot]);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
}
/* a = sprite updates per frame */
static void case_atlas_sprite(int frame, long a, long b) {
(void)b;
glBindVertexArray(g_vao[0]);
glBindTexture(GL_TEXTURE_2D, g_texAtlas);
for (long i = 0; i < a; ++i) {
int x = (int)((frame * 13 + i * 17) % (1024 - 16));
int y = (int)((frame * 7 + i * 29) % (512 - 16));
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, 16, 16, GL_RGBA, GL_UNSIGNED_BYTE, g_scratch);
}
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
/* a = lightmap updates (+draw) per frame */
static void case_lightmap(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) {
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, g_texLight);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 16, 16, GL_RGBA, GL_UNSIGNED_BYTE, g_scratch);
glActiveTexture(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
}
/* Composite: a = total draws, b = uploads per frame. Mix modeled on trace
* analysis: chunk draws with per-draw offset uniform across sections, 10%
* entity-style program flips, per-frame lightmap + sprite updates, b chunk
* re-uploads. */
static long g_mixSprites = 8;
static void case_scene_mix(int frame, long a, long b) {
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, g_texLight);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 16, 16, GL_RGBA, GL_UNSIGNED_BYTE, g_scratch);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_texAtlas);
for (long i = 0; i < g_mixSprites; ++i) {
int x = (int)((frame * 13 + i * 17) % (1024 - 16));
int y = (int)((frame * 7 + i * 29) % (512 - 16));
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, 16, 16, GL_RGBA, GL_UNSIGNED_BYTE, g_scratch);
}
for (long i = 0; i < b; ++i) {
int slot = (int)(((long)frame * b + i) % MAX_SECTIONS);
long bytes = g_quadsPerSection * 4 * VERT_STRIDE;
glBindBuffer(GL_ARRAY_BUFFER, g_vbo[slot]);
glBufferData(GL_ARRAY_BUFFER, bytes, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, bytes, g_scratch);
}
long entityEvery = 10;
for (long i = 0; i < a; ++i) {
if (i % entityEvery == entityEvery - 1) {
glUseProgram(g_progEntity);
glUniformMatrix4fv(g_uMvpEntity, 1, 0, g_mvp);
glBindTexture(GL_TEXTURE_2D, g_texEntity);
glBindVertexArray(g_vao[i % MAX_SECTIONS]);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
glUseProgram(g_progChunk);
glBindTexture(GL_TEXTURE_2D, g_texAtlas);
} else {
glBindVertexArray(g_vao[i % MAX_SECTIONS]);
glUniform3f(g_uOffsetChunk, (float)(i & 15), (float)((i >> 4) & 15), 0.0f);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
}
}
/* ---- Trace-derived cases -------------------------------------------------
* Per-frame call mixes measured from the three captured Minecraft traces
* (render distance 32, 1280x720, hovering in-world). Each case reproduces one
* renderer's dominant per-draw sequence at its measured rate, so the number a
* backend posts here is directly comparable to what that game version asks of
* the driver every frame.
*
* vanilla 1.21.1 : 5495 glDrawElements, 5490 glBindVertexArray,
* 5487 glUniform3fv, 95 glTexSubImage2D (+382 glPixelStorei,
* 247 glTexParameteri), 23 glBufferData per frame
* fabric+sodium : 132 glMultiDrawElementsBaseVertex, 279 glBindVertexArray,
* 132 glUniform3f, 32 glBufferData per frame
* 26.2 snapshot : 3401 glDrawElementsBaseVertex, each preceded by
* glBindBufferRange + glBindBuffer (3639/3412 per frame)
*/
/* vanilla: bind VAO, push the chunk offset, draw. a = draws per frame. */
static void case_mc_vanilla_draw(int frame, long a, long b) {
(void)frame; (void)b;
float offset[3];
for (long i = 0; i < a; ++i) {
glBindVertexArray(g_vao[i % MAX_SECTIONS]);
offset[0] = (float)(i & 15);
offset[1] = (float)((i >> 4) & 15);
offset[2] = 0.0f;
glUniform3fv(g_uOffsetChunk, 1, offset);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
}
/* sodium: one multi-draw covers many chunk sections out of a shared buffer.
* a = multi-draws per frame, b = sub-draws inside each. */
static void case_mc_sodium_multidraw(int frame, long a, long b) {
(void)frame;
enum { kMaxSub = 64 };
if (b <= 0 || b > kMaxSub) b = 32;
GLsizei counts[kMaxSub];
const void* offsets[kMaxSub];
GLint baseVertices[kMaxSub];
for (long s = 0; s < b; ++s) {
counts[s] = (GLsizei)(g_quadsPerSection * 6 / b);
offsets[s] = (const void*)(uintptr_t)(s * (g_quadsPerSection * 6 / b) * 4);
baseVertices[s] = 0;
}
for (long i = 0; i < a; ++i) {
glBindVertexArray(g_vao[i % MAX_SECTIONS]);
glBindVertexArray(g_vao[i % MAX_SECTIONS]); /* sodium rebinds ~2x per draw */
glUniform3f(g_uOffsetChunk, (float)(i & 15), (float)((i >> 4) & 15), 0.0f);
// Routed through the includer: GLES has no multi-draw-with-base-vertex, so
// a native-driver harness emulates it with the loop the extension folds up.
bench_multi_draw_elements_base_vertex(GL_TRIANGLES, counts, GL_UNSIGNED_INT, offsets,
(GLsizei)b, baseVertices);
}
}
/* 26.2: every draw rebinds a fresh uniform-buffer range out of a ring.
* a = draws per frame. */
static void case_mc_ubo_range(int frame, long a, long b) {
(void)b;
const size_t slots = (4u * 1024u * 1024u) / g_uboSlot;
for (long i = 0; i < a; ++i) {
const size_t slot = (size_t)(((long)frame * a + i) % (long)slots);
glBindBufferRange(GL_UNIFORM_BUFFER, 0, g_uboRing, (GLintptr)(slot * g_uboSlot),
(GLsizeiptr)g_uboSlot);
glBindBuffer(GL_UNIFORM_BUFFER, g_uboRing);
glDrawElementsBaseVertex(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0, 0);
}
}
/* vanilla's animated-sprite path: every upload is wrapped in the pixel-store
* and filter state Blaze3D re-sets around it. a = uploads per frame. */
static void case_mc_tex_stream(int frame, long a, long b) {
(void)b;
glBindVertexArray(g_vao[0]);
glBindTexture(GL_TEXTURE_2D, g_texAtlas);
for (long i = 0; i < a; ++i) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
int x = (int)((frame * 13 + i * 17) % (1024 - 16));
int y = (int)((frame * 7 + i * 29) % (512 - 16));
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, 16, 16, GL_RGBA, GL_UNSIGNED_BYTE, g_scratch);
}
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
/* Blaze3D re-resolves uniform locations by name every frame. a = lookups. */
static void case_mc_uniform_lookup(int frame, long a, long b) {
(void)frame; (void)b;
static const char* names[4] = {"uMvp", "uOffset", "uAtlas", "uLight"};
volatile GLint sink = 0;
for (long i = 0; i < a; ++i) sink += glGetUniformLocation(g_progChunk, names[i & 3]);
(void)sink;
glBindVertexArray(g_vao[0]);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
/* 26.2 rebinds a sampler object per texture unit switch. a = switches. */
static void case_mc_sampler_churn(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) {
glActiveTexture(GL_TEXTURE0 + (GLenum)(i & 3));
glBindTexture(GL_TEXTURE_2D, (i & 1) ? g_texEntity : g_texAtlas);
glBindSampler((GLuint)(i & 3), g_sampler);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
glActiveTexture(GL_TEXTURE0);
}
/* 26.2 switches render targets constantly: 132 glBindFramebuffer and 198
* glDrawBuffers per frame. Pass switching is where a Vulkan backend pays for
* render-pass breaks, so this case is the one to watch on Magma. a = passes. */
static void case_mc_pass_switch(int frame, long a, long b) {
(void)frame; (void)b;
static const GLenum kColor0[1] = {GL_COLOR_ATTACHMENT0};
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) {
glBindFramebuffer(GL_FRAMEBUFFER, g_passFbo[i & 1]);
glDrawBuffers(1, kColor0);
glViewport(0, 0, 256, 256);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
glBindFramebuffer(GL_FRAMEBUFFER, g_mainFbo);
glViewport(0, 0, 1280, 720);
}
/* Blaze3D toggles blend around batches: 46 glEnable/glDisable pairs and 28
* glBlendFuncSeparate per vanilla frame. a = toggle pairs. */
static void case_mc_state_toggle(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) {
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
glDisable(GL_BLEND);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
}
/* 26.2 re-sets texture parameters relentlessly - 612 glTexParameteri per frame,
* almost always to the value already in place. Measures redundant-param
* filtering. a = parameter writes. */
static void case_mc_tex_param(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
glBindTexture(GL_TEXTURE_2D, g_texAtlas);
for (long i = 0; i < a; i += 4) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
/* Sodium switches programs mid-frame far more than vanilla: 62 glUseProgram and
* 60 mat4 uploads per frame. a = program switches. */
static void case_mc_use_program(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) {
if (i & 1) {
glUseProgram(g_progEntity);
glUniformMatrix4fv(g_uMvpEntity, 1, 0, g_mvp);
} else {
glUseProgram(g_progChunk);
glUniformMatrix4fv(g_uMvpChunk, 1, 0, g_mvp);
}
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
glUseProgram(g_progChunk);
}
/* ---- the case table both harnesses iterate --------------------------------
* a/b are the case's own knobs; opsPerFrame is what one bench frame is
* normalised by, so ns_per_op compares across renderers. The mc_* rates are
* the per-frame call counts measured from the captured traces.
*/
typedef void (*bench_case_fn)(int frame, long a, long b);
typedef struct {
const char* name;
bench_case_fn fn;
long a, b, opsPerFrame;
} BenchCaseDesc;
static const BenchCaseDesc kBenchCases[] = {
{"mc_vanilla_draw", case_mc_vanilla_draw, 5495, 0, 5495},
{"mc_sodium_multidraw", case_mc_sodium_multidraw, 132, 32, 132},
{"mc_ubo_range", case_mc_ubo_range, 3401, 0, 3401},
{"mc_tex_stream", case_mc_tex_stream, 95, 0, 95},
{"mc_uniform_lookup", case_mc_uniform_lookup, 41, 0, 41},
{"mc_sampler_churn", case_mc_sampler_churn, 306, 0, 306},
{"mc_pass_switch", case_mc_pass_switch, 132, 0, 132},
{"mc_state_toggle", case_mc_state_toggle, 46, 0, 46},
{"mc_tex_param", case_mc_tex_param, 612, 0, 612},
{"mc_use_program", case_mc_use_program, 62, 0, 62},
{"draw_tiny", case_draw_tiny, 2048, 0, 2048},
{"draw_uniform", case_draw_uniform, 2048, 0, 2048},
{"draw_multi_vao", case_draw_multi_vao, 2048, 0, 2048},
{"tex_pingpong", case_tex_pingpong, 1024, 0, 1024},
{"program_pingpong", case_program_pingpong, 512, 0, 512},
{"chunk_upload", case_chunk_upload, 24, 0, 24},
{"atlas_sprite", case_atlas_sprite, 32, 0, 32},
{"lightmap", case_lightmap, 4, 0, 4},
{"scene_mix", case_scene_mix, 2048, 12, 2048},
};
static const int kBenchCaseCount = (int)(sizeof kBenchCases / sizeof kBenchCases[0]);
@@ -0,0 +1,41 @@
#!/bin/bash
# Run the headless EGL DriverBench on one renderer:
# ./run_driver_bench.sh native [bench args...]
# ./run_driver_bench.sh espryt <libMobileGL.so> [bench args...]
# ./run_driver_bench.sh magma <libMobileGL.so> [bench args...]
# The bench dlopens exactly one EGL provider (DRIVERBENCH_EGL_LIB): the system
# libEGL.so.1 for native, or the given libMobileGL.so for a MobileGL backend -
# no LD_LIBRARY_PATH shadowing, so MobileGL's own loader still finds the real
# driver underneath.
#
# Pin the vendor libraries explicitly. A bare libEGL.so.1 on a glvnd system
# picks whatever vendor eglGetDisplay(EGL_DEFAULT_DISPLAY) resolves first,
# which is Mesa/llvmpipe here - a software rasteriser silently replacing the
# GPU under a benchmark. Override MGL_EGL_VENDOR / MGL_VK_ICD to test another
# driver.
set -eu
HERE=$(cd "$(dirname "$0")" && pwd)
BENCH=${DRIVERBENCH_BIN:-$HERE/DriverBench}
EGL_VENDOR=${MGL_EGL_VENDOR:-/usr/share/glvnd/egl_vendor.d/10_nvidia.json}
VK_ICD=${MGL_VK_ICD:-/usr/share/vulkan/icd.d/nvidia_icd.x86_64.json}
MODE=$1; shift
export __EGL_VENDOR_LIBRARY_FILENAMES=$EGL_VENDOR
export EGL_PLATFORM=${EGL_PLATFORM:-x11}
case "$MODE" in
native)
export DRIVERBENCH_EGL_LIB=${DRIVERBENCH_EGL_LIB:-libEGL.so.1}
;;
espryt)
export DRIVERBENCH_EGL_LIB=$(readlink -f "$1"); shift
export MOBILEGL_BACKEND_TYPE=DirectGLES
;;
magma)
export DRIVERBENCH_EGL_LIB=$(readlink -f "$1"); shift
export MOBILEGL_BACKEND_TYPE=DirectVulkan
export VK_ICD_FILENAMES=$VK_ICD
;;
*) echo "unknown mode: $MODE (native|espryt|magma)"; exit 1 ;;
esac
exec "$BENCH" "$@"
+212 -31
View File
@@ -8,6 +8,10 @@
#include "GL_Buffer.h" #include "GL_Buffer.h"
#include "Validators.h" #include "Validators.h"
#include "../Texture/GL_Texture.h"
#include "../Getter/GL_Getter.h"
#include <MG_Util/Converters/GLToMG/TextureEnumConverter.h>
#include <MG_Util/Metrics/TextureMetrics.h>
#include <Config.h> #include <Config.h>
#include <MG_State/GLState/Core.h> #include <MG_State/GLState/Core.h>
#include <MG_State/GLState/ErrorState/Error.h> #include <MG_State/GLState/ErrorState/Error.h>
@@ -38,6 +42,7 @@ namespace MobileGL::MG_Impl::GLImpl {
GetNamedBufferParameteriv, GetNamedBufferParameteriv,
GetNamedBufferParameteri64v, GetNamedBufferParameteri64v,
GetNamedBufferPointerv, GetNamedBufferPointerv,
GetNamedBufferSubData,
}; };
const char* GetBufferOpName(BufferOp op) { const char* GetBufferOpName(BufferOp op) {
@@ -76,6 +81,8 @@ namespace MobileGL::MG_Impl::GLImpl {
return "UnmapNamedBuffer"; return "UnmapNamedBuffer";
case BufferOp::FlushMappedNamedBufferRange: case BufferOp::FlushMappedNamedBufferRange:
return "FlushMappedNamedBufferRange"; return "FlushMappedNamedBufferRange";
case BufferOp::GetNamedBufferSubData:
return "GetNamedBufferSubData";
case BufferOp::GetNamedBufferParameteriv: case BufferOp::GetNamedBufferParameteriv:
return "GetNamedBufferParameteriv"; return "GetNamedBufferParameteriv";
case BufferOp::GetNamedBufferParameteri64v: case BufferOp::GetNamedBufferParameteri64v:
@@ -89,25 +96,64 @@ namespace MobileGL::MG_Impl::GLImpl {
SharedPtr<MG_State::GLState::BufferObject> GetNamedBufferObject(GLuint buffer, BufferOp op); SharedPtr<MG_State::GLState::BufferObject> GetNamedBufferObject(GLuint buffer, BufferOp op);
// The size of one cleared element, which is what offset and size must be multiples of
// (GL 4.6 core 6.3). `internalformat` is restricted to the buffer-texture format table, and
// `format`/`type` describe the client-side pattern, so both are validated here and the
// caller only has to know how wide an element is.
SizeT GetClearPatternSize(GLenum internalformat, GLenum format, GLenum type, BufferOp op) { SizeT GetClearPatternSize(GLenum internalformat, GLenum format, GLenum type, BufferOp op) {
if (format != GL_RED_INTEGER) { if (!IsBufferTextureInternalFormat(internalformat)) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum, ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", GetBufferOpName(op), MakeUnique<GenericErrorInfo>(
"Only GL_RED_INTEGER buffer clears are currently supported.")); "MG_Impl/GLImpl", GetBufferOpName(op),
std::format("internalformat 0x{:X} is not one of the sized formats a buffer clear accepts.",
internalformat)));
return 0; return 0;
} }
if (internalformat == GL_R8UI && type == GL_UNSIGNED_BYTE) return sizeof(GLubyte); // Unlike internalformat, a bad format or type here is INVALID_VALUE rather than
if (internalformat == GL_R32UI && type == GL_UNSIGNED_INT) return sizeof(GLuint); // INVALID_ENUM (GL 4.6 core 6.3) - the odd one out among the enum arguments.
const TextureInputFormat inputFormat = MG_Util::ConvertGLEnumToTextureInputFormat(format);
if (inputFormat == TextureInputFormat::Unknown) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", GetBufferOpName(op),
std::format("format 0x{:X} is not a pixel format.", format)));
return 0;
}
MG_State::pGLContext->RecordError( const TexturePixelDataType pixelType = MG_Util::ConvertGLEnumToTexturePixelDataType(type);
ErrorCode::InvalidEnum, if (pixelType == TexturePixelDataType::Unknown) {
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", GetBufferOpName(op), MG_State::pGLContext->RecordError(
std::format("Unsupported clear format tuple: internalformat=0x{:X}, " ErrorCode::InvalidValue,
"format=0x{:X}, type=0x{:X}", MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", GetBufferOpName(op),
internalformat, format, type))); std::format("type 0x{:X} is not a pixel type.", type)));
return 0; return 0;
}
const TextureInternalFormat internal =
MG_Util::ConvertGLEnumToTextureInternalFormat(internalformat);
const SizeT elementSize = MG_Util::GetSizedInternalFormatSizeInBytes(internal);
if (elementSize == 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", GetBufferOpName(op),
std::format("internalformat 0x{:X} has no known element size.",
internalformat)));
return 0;
}
// The pattern is replicated verbatim, which is only the whole story while the client
// layout already matches the internal format - the case every entry point in practice
// uses, and the only one the conversion machinery here can express. Say so rather than
// quietly writing a differently-sized pattern.
const SizeT sourceSize = MG_Util::GetInputBytesPerPixel(inputFormat, pixelType);
if (sourceSize != elementSize) {
MGLOG_W("%s: clear pattern is %zu bytes but internalformat 0x%X stores %zu; "
"converting between them is not implemented",
GetBufferOpName(op), sourceSize, internalformat, elementSize);
}
return elementSize;
} }
Bool ValidateBufferClearRange(const SharedPtr<MG_State::GLState::BufferObject>& bufferObject, GLintptr offset, Bool ValidateBufferClearRange(const SharedPtr<MG_State::GLState::BufferObject>& bufferObject, GLintptr offset,
@@ -330,12 +376,21 @@ namespace MobileGL::MG_Impl::GLImpl {
} else if (access & BufferMappingAccessBit::Write) { } else if (access & BufferMappingAccessBit::Write) {
*params = GL_WRITE_ONLY; *params = GL_WRITE_ONLY;
} else { } else {
*params = 0; *params = GL_READ_WRITE;
} }
} else { } else {
*params = 0; // Initial value, and what glUnmapBuffer restores (GL 4.6 core table 6.2).
*params = GL_READ_WRITE;
} }
break; break;
case GL_BUFFER_ACCESS_FLAGS:
// The MapBufferRange flags verbatim; glMapBuffer's access enum has already been
// normalised into the same bits. Zero while the buffer is not mapped.
*params = bufferObject->IsMapped()
? static_cast<GLint>(
MG_Util::ConvertBufferMappingAccessToGLEnum(bufferObject->GetMappingAccess()))
: 0;
break;
case GL_BUFFER_MAPPED: case GL_BUFFER_MAPPED:
*params = bufferObject->IsMapped() ? GL_TRUE : GL_FALSE; *params = bufferObject->IsMapped() ? GL_TRUE : GL_FALSE;
break; break;
@@ -807,6 +862,10 @@ namespace MobileGL::MG_Impl::GLImpl {
Range1D mappedRange = bufferObject->GetMappedRange(); Range1D mappedRange = bufferObject->GetMappedRange();
auto mappingAccess = bufferObject->GetMappingAccess(); auto mappingAccess = bufferObject->GetMappingAccess();
// GL 4.6 6.5: the error is on OVERLAP with the mapped range, i.e. a half-open
// intersection test. There used to be a second test below this one asking only
// `offset + size >= mappedRange.start`, which rejects every write that starts
// before a mapped tail as well - it made a legal disjoint glBufferSubData fail.
if (bufferObject->IsMapped() && !(mappingAccess & BufferMappingAccessBit::Persistent) && if (bufferObject->IsMapped() && !(mappingAccess & BufferMappingAccessBit::Persistent) &&
(offset < mappedRange.end) && (offset + size > mappedRange.start)) { (offset < mappedRange.end) && (offset + size > mappedRange.start)) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
@@ -817,18 +876,6 @@ namespace MobileGL::MG_Impl::GLImpl {
return; return;
} }
if (bufferObject->IsMapped() && !(mappingAccess & BufferMappingAccessBit::Persistent)) {
Range1D mappedRange = bufferObject->GetMappedRange();
if (offset + size >= mappedRange.start) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "BufferSubData_State",
"Cannot modify a mapped buffer object unless it was "
"mapped with GL_MAP_PERSISTENT_BIT."));
return;
}
}
bufferObject->UploadSubData({(void*)data, (SizeT)size}, offset); bufferObject->UploadSubData({(void*)data, (SizeT)size}, offset);
} }
@@ -878,6 +925,45 @@ namespace MobileGL::MG_Impl::GLImpl {
return; return;
} }
bufferObject->SyncGpuWrites();
bufferObject->DownloadSubData(data, static_cast<SizeT>(offset), static_cast<SizeT>(size));
}
void GetNamedBufferSubData_State(GLuint buffer, GLintptr offset, GLsizeiptr size, void* data) {
if (!data) {
// Match GetBufferSubData_State: a null pointer is a caller bug, not a GL-specified error.
return;
}
if (size < 0 || offset < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "GetNamedBufferSubData_State",
"Offset and size must be non-negative."));
return;
}
auto bufferObject = GetNamedBufferObject(buffer, BufferOp::GetNamedBufferSubData);
if (!bufferObject) return;
if (static_cast<SizeT>(offset) + static_cast<SizeT>(size) > bufferObject->GetSize()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "GetNamedBufferSubData_State",
"Offset and size exceed buffer size."));
return;
}
if (bufferObject->IsMapped() &&
!(bufferObject->GetMappingAccess() & BufferMappingAccessBit::Persistent)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "GetNamedBufferSubData_State",
"Cannot read from a buffer object mapped without GL_MAP_PERSISTENT_BIT."));
return;
}
bufferObject->SyncGpuWrites();
bufferObject->DownloadSubData(data, static_cast<SizeT>(offset), static_cast<SizeT>(size)); bufferObject->DownloadSubData(data, static_cast<SizeT>(offset), static_cast<SizeT>(size));
} }
@@ -920,6 +1006,11 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
void BufferStorage_State(GLenum target, GLsizeiptr size, const void* data, GLbitfield flags) { void BufferStorage_State(GLenum target, GLsizeiptr size, const void* data, GLbitfield flags) {
// Error precedence: "no buffer is bound to target" outranks a bad size or bad
// flags, so the binding has to be resolved before either is validated.
auto bufferObject = GetBoundBufferObject(target, BufferOp::BufferStorage);
if (!bufferObject) return;
if (size <= 0) { if (size <= 0) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue, ErrorCode::InvalidValue,
@@ -928,8 +1019,6 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
if (!ValidateStorageFlags(flags, BufferOp::BufferStorage)) return; if (!ValidateStorageFlags(flags, BufferOp::BufferStorage)) return;
auto bufferObject = GetBoundBufferObject(target, BufferOp::BufferStorage);
if (!bufferObject) return;
if (bufferObject->IsImmutableStorage()) { if (bufferObject->IsImmutableStorage()) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation, ErrorCode::InvalidOperation,
@@ -964,6 +1053,10 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
void NamedBufferStorage_State(GLuint buffer, GLsizeiptr size, const void* data, GLbitfield flags) { void NamedBufferStorage_State(GLuint buffer, GLsizeiptr size, const void* data, GLbitfield flags) {
// Same precedence as BufferStorage_State: the buffer-name error comes first.
auto bufferObject = GetNamedBufferObject(buffer, BufferOp::NamedBufferStorage);
if (!bufferObject) return;
if (size <= 0) { if (size <= 0) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue, ErrorCode::InvalidValue,
@@ -972,8 +1065,6 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
if (!ValidateStorageFlags(flags, BufferOp::NamedBufferStorage)) return; if (!ValidateStorageFlags(flags, BufferOp::NamedBufferStorage)) return;
auto bufferObject = GetNamedBufferObject(buffer, BufferOp::NamedBufferStorage);
if (!bufferObject) return;
if (bufferObject->IsImmutableStorage()) { if (bufferObject->IsImmutableStorage()) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation, ErrorCode::InvalidOperation,
@@ -1366,6 +1457,7 @@ namespace MobileGL::MG_Impl::GLImpl {
if (buffer == 0) { if (buffer == 0) {
point.Bind(nullptr); point.Bind(nullptr);
point.SetRange(Range1D(0, 0)); point.SetRange(Range1D(0, 0));
GetBufferBindingSlot(bufferTarget).Bind(nullptr);
return; return;
} }
@@ -1384,6 +1476,70 @@ namespace MobileGL::MG_Impl::GLImpl {
} else { } else {
point.ClearRange(); point.ClearRange();
} }
// The indexed bind also binds to the generic binding point of the same target
// (GL 4.6 core 6.1.1). Callers rely on it: the texture_gather tests set up their
// SSBO with BindBufferBase and then size it through glBufferData on the generic
// target alone, which would otherwise raise GL_INVALID_OPERATION and leave the
// buffer with no storage.
GetBufferBindingSlot(bufferTarget).Bind(bufferObject);
}
// GL 4.6 core 6.1.1: the constraints glBindBufferRange puts on the (offset, size) pair.
// Every one of them is INVALID_VALUE, and all of them are checked before a single piece
// of state is written - a rejected bind must leave the binding point exactly as it was.
// They apply only to a non-zero buffer: buffer 0 detaches the binding point and ignores
// offset and size, which is also how glBindBuffersRange spells "reset this element"
// (a NULL buffers array, or a zero entry inside one).
static Bool ValidateBufferRangeOffsetAndSize(GLenum target, GLintptr offset, GLsizeiptr size,
const char* funcName) {
if (size <= 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
std::format("size ({}) must be greater than zero.", size)));
return false;
}
if (offset < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
std::format("offset ({}) must not be negative.", offset)));
return false;
}
// GL_UNIFORM_BUFFER and GL_SHADER_STORAGE_BUFFER each constrain the offset to their own
// implementation-defined alignment, which glGetIntegerv already answers.
GLenum alignmentQuery = GL_NONE;
if (target == GL_SHADER_STORAGE_BUFFER) {
alignmentQuery = GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT;
} else if (target == GL_UNIFORM_BUFFER) {
alignmentQuery = GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT;
}
if (alignmentQuery != GL_NONE) {
GLint alignment = 0;
GetIntegerv(alignmentQuery, &alignment);
if (alignment > 0 && (offset % static_cast<GLintptr>(alignment)) != 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", funcName,
std::format("offset ({}) must be a multiple of {} ({}).", offset,
MG_Util::ConvertGLEnumToString(alignmentQuery), alignment)));
return false;
}
}
// A transform feedback capture binding is addressed in 32-bit components, so BOTH the
// offset and the size must be multiples of 4.
if (target == GL_TRANSFORM_FEEDBACK_BUFFER && ((offset % 4) != 0 || (size % 4) != 0)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", funcName,
std::format("offset ({}) and size ({}) must both be multiples of 4 for "
"GL_TRANSFORM_FEEDBACK_BUFFER.",
offset, size)));
return false;
}
return true;
} }
void BindBufferRange_State(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) { void BindBufferRange_State(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) {
@@ -1392,6 +1548,7 @@ namespace MobileGL::MG_Impl::GLImpl {
BufferTarget bufferTarget = MG_Util::ConvertGLEnumToBufferTarget(target); BufferTarget bufferTarget = MG_Util::ConvertGLEnumToBufferTarget(target);
if (!BufferImpl::ValidateBufferBindingPointTarget(bufferTarget)) return; if (!BufferImpl::ValidateBufferBindingPointTarget(bufferTarget)) return;
if (!BufferImpl::ValidateBufferBindingPointIndex(bufferTarget, index)) return; if (!BufferImpl::ValidateBufferBindingPointIndex(bufferTarget, index)) return;
if (buffer != 0 && !ValidateBufferRangeOffsetAndSize(target, offset, size, __func__)) return;
if (bufferTarget == BufferTarget::TransformFeedback && MG_State::pGLContext->IsTransformFeedbackActive()) { if (bufferTarget == BufferTarget::TransformFeedback && MG_State::pGLContext->IsTransformFeedbackActive()) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation, ErrorCode::InvalidOperation,
@@ -1407,6 +1564,7 @@ namespace MobileGL::MG_Impl::GLImpl {
if (buffer == 0) { if (buffer == 0) {
point.Bind(nullptr); point.Bind(nullptr);
point.SetRange(Range1D(0, 0)); point.SetRange(Range1D(0, 0));
GetBufferBindingSlot(bufferTarget).Bind(nullptr);
return; return;
} }
@@ -1424,6 +1582,8 @@ namespace MobileGL::MG_Impl::GLImpl {
} else { } else {
point.ClearRange(); point.ClearRange();
} }
// Also the generic binding point, exactly as BindBufferBase (GL 4.6 core 6.1.1).
GetBufferBindingSlot(bufferTarget).Bind(bufferObject);
} }
/* @INSERTION_POINT:FUNCTION_IMPLEMENTATION@ */ /* @INSERTION_POINT:FUNCTION_IMPLEMENTATION@ */
@@ -1533,6 +1693,10 @@ namespace MobileGL::MG_Impl::GLImpl {
BufferSubData_State(target, offset, size, data); BufferSubData_State(target, offset, size, data);
} }
void GetNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, void* data) {
GetNamedBufferSubData_State(buffer, offset, size, data);
}
void GetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void* data) { void GetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void* data) {
GetBufferSubData_State(target, offset, size, data); GetBufferSubData_State(target, offset, size, data);
} }
@@ -1558,15 +1722,32 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
// ARB_multi_bind: defined by the spec as equivalent to a loop over the single-bind entry // ARB_multi_bind: defined by the spec as equivalent to a loop over the single-bind entry
// points (with buffer 0 resetting the binding point). // points (with buffer 0 resetting the binding point) - but only AFTER an up-front check
// of the whole [first, first + count) range. Looping straight into the single-bind entry
// points reports the single-bind INVALID_VALUE for an out-of-range index instead of the
// multi-bind INVALID_OPERATION, and binds the in-range prefix before failing.
static Bool ValidateMultiBindBufferRange(GLenum target, GLuint first, GLsizei count, const char* funcName) {
BufferTarget bufferTarget = MG_Util::ConvertGLEnumToBufferTarget(target);
if (!BufferImpl::ValidateBufferBindingPointTarget(bufferTarget)) return false;
return BufferImpl::ValidateBufferBindingPointRange(bufferTarget, first, count, funcName);
}
void BindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint* buffers) { void BindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint* buffers) {
if (!ValidateMultiBindBufferRange(target, first, count, __func__)) return;
for (GLsizei i = 0; i < count; ++i) { for (GLsizei i = 0; i < count; ++i) {
BindBufferBase_State(target, first + i, buffers ? buffers[i] : 0); BindBufferBase_State(target, first + i, buffers ? buffers[i] : 0);
} }
} }
// The (offset, size) constraints are the one part of glBindBuffersRange that stays
// per-element: ARB_multi_bind checks them separately for each binding point, leaves that
// point unchanged on failure, and still applies the remaining elements - which is exactly
// what looping into BindBufferRange_State does. Only the [first, first + count) range is
// an up-front, all-or-nothing check. Elements that name buffer 0 (or a NULL buffers array)
// reset the binding point through BindBufferBase_State and carry no offset/size to check.
void BindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr* offsets, void BindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr* offsets,
const GLsizeiptr* sizes) { const GLsizeiptr* sizes) {
if (!ValidateMultiBindBufferRange(target, first, count, __func__)) return;
for (GLsizei i = 0; i < count; ++i) { for (GLsizei i = 0; i < count; ++i) {
if (!buffers || buffers[i] == 0) { if (!buffers || buffers[i] == 0) {
BindBufferBase_State(target, first + i, 0); BindBufferBase_State(target, first + i, 0);
@@ -41,6 +41,7 @@ namespace MobileGL::MG_Impl::GLImpl {
GLsizeiptr size); GLsizeiptr size);
void BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void* data); void BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void* data);
void GetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void* data); void GetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void* data);
void GetNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, void* data);
void BufferData(GLenum target, GLsizeiptr size, const void* data, GLenum usage); void BufferData(GLenum target, GLsizeiptr size, const void* data, GLenum usage);
void BindBuffer(GLenum target, GLuint buffer); void BindBuffer(GLenum target, GLuint buffer);
void GenBuffers(GLsizei n, GLuint* buffers); void GenBuffers(GLsizei n, GLuint* buffers);
+43 -19
View File
@@ -53,18 +53,46 @@ namespace MobileGL::MG_Impl::GLImpl::BufferImpl {
return true; return true;
} }
namespace {
// The GL-visible number of indexed binding points for `target`.
SizeT GetBufferBindingPointLimit(BufferTarget target) {
SizeT pointCount = MG_State::pGLContext->GetBufferBindingPointCount(target);
if (target == BufferTarget::ShaderStorage && MG_Backend::pActiveBackendObject) {
const Int backendCount =
MG_Backend::pActiveBackendObject->GetDynamicParameters().MaxShaderStorageBufferBindings;
pointCount = std::min(pointCount, static_cast<SizeT>(std::max(backendCount, 0)));
}
if (target == BufferTarget::TransformFeedback) {
// GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS bounds the indexed capture
// binding points in GL 3.3 (no ARB_transform_feedback3).
pointCount = std::min<SizeT>(pointCount, 4);
}
return pointCount;
}
} // namespace
Bool ValidateBufferBindingPointRange(BufferTarget target, Uint first, GLsizei count, const char* funcName) {
if (count < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue, MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl/BufferImpl", funcName,
"count must be non-negative."));
return false;
}
const SizeT pointCount = GetBufferBindingPointLimit(target);
if (static_cast<Uint64>(first) + static_cast<Uint64>(count) > static_cast<Uint64>(pointCount)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl/BufferImpl", funcName,
std::format("first + count ({} + {}) exceeds the {} indexed binding points of target {}.", first,
count, pointCount, MG_Util::ConvertBufferTargetToString(target))));
return false;
}
return true;
}
Bool ValidateBufferBindingPointIndex(BufferTarget target, Uint index) { Bool ValidateBufferBindingPointIndex(BufferTarget target, Uint index) {
SizeT pointCount = MG_State::pGLContext->GetBufferBindingPointCount(target); const SizeT pointCount = GetBufferBindingPointLimit(target);
if (target == BufferTarget::ShaderStorage && MG_Backend::pActiveBackendObject) {
const Int backendCount =
MG_Backend::pActiveBackendObject->GetDynamicParameters().MaxShaderStorageBufferBindings;
pointCount = std::min(pointCount, static_cast<SizeT>(std::max(backendCount, 0)));
}
if (target == BufferTarget::TransformFeedback) {
// GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS bounds the indexed capture
// binding points in GL 3.3 (no ARB_transform_feedback3).
pointCount = std::min<SizeT>(pointCount, 4);
}
if (index < pointCount) { if (index < pointCount) {
return true; return true;
@@ -112,14 +140,10 @@ namespace MobileGL::MG_Impl::GLImpl::BufferImpl {
} }
Bool ValidateBufferMappingAccess(Flags<BufferMappingAccessBit> accessBits) { Bool ValidateBufferMappingAccess(Flags<BufferMappingAccessBit> accessBits) {
if (accessBits == BufferMappingAccessBit::Null) { // An empty mask is a legal value for a bitfield - it just fails the rule that a mapping
MG_State::pGLContext->RecordError(ErrorCode::InvalidEnum, // must ask for read or write access, which is INVALID_OPERATION and belongs to the callers
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl/BufferImpl", // (both of them check it immediately after this). Rejecting it here as INVALID_ENUM
"ValidateBufferMappingAccess", // reported the wrong error and hid theirs.
"Access bits cannot be null."));
return false;
}
const auto validBits = BufferMappingAccessBit::Read | BufferMappingAccessBit::Write | const auto validBits = BufferMappingAccessBit::Read | BufferMappingAccessBit::Write |
BufferMappingAccessBit::InvalidateRange | BufferMappingAccessBit::InvalidateBuffer | BufferMappingAccessBit::InvalidateRange | BufferMappingAccessBit::InvalidateBuffer |
BufferMappingAccessBit::FlushExplicit | BufferMappingAccessBit::Unsynchronized | BufferMappingAccessBit::FlushExplicit | BufferMappingAccessBit::Unsynchronized |
@@ -17,4 +17,8 @@ namespace MobileGL::MG_Impl::GLImpl::BufferImpl {
Bool ValidateBufferMappingAccess(Flags<BufferMappingAccessBit> accessBits); Bool ValidateBufferMappingAccess(Flags<BufferMappingAccessBit> accessBits);
Bool ValidateBufferBindingPointTarget(BufferTarget target); Bool ValidateBufferBindingPointTarget(BufferTarget target);
Bool ValidateBufferBindingPointIndex(BufferTarget target, Uint index); Bool ValidateBufferBindingPointIndex(BufferTarget target, Uint index);
// ARB_multi_bind: glBindBuffersBase/Range validate the whole [first, first + count) range
// up front and report INVALID_OPERATION, where a single out-of-range index would be
// INVALID_VALUE. Naively looping the single-bind entry points reports the wrong class.
Bool ValidateBufferBindingPointRange(BufferTarget target, Uint first, GLsizei count, const char* funcName);
} // namespace MobileGL::MG_Impl::GLImpl::BufferImpl } // namespace MobileGL::MG_Impl::GLImpl::BufferImpl
+545 -5
View File
@@ -11,10 +11,11 @@
#include <MG_State/GLState/Core.h> #include <MG_State/GLState/Core.h>
#include <MG_State/EGLState/Core.h> #include <MG_State/EGLState/Core.h>
#include <MG_Backend/BackendObjects.h> #include <MG_Backend/BackendObjects.h>
#include "../Getter/GL_Getter.h"
namespace MobileGL::MG_Impl::GLImpl { namespace MobileGL::MG_Impl::GLImpl {
static Bool ValidateCurrentProgramForExecution(const char* functionName) { static Bool ValidateCurrentProgramForExecution(const char* functionName) {
const auto& currentProgram = MG_State::pGLContext->GetCurrentProgram(); const auto& currentProgram = MG_State::pGLContext->GetProgramForDraw();
if (!currentProgram) { if (!currentProgram) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation, ErrorCode::InvalidOperation,
@@ -36,7 +37,7 @@ namespace MobileGL::MG_Impl::GLImpl {
static Bool ValidateCurrentProgramForCompute(const char* functionName) { static Bool ValidateCurrentProgramForCompute(const char* functionName) {
if (!ValidateCurrentProgramForExecution(functionName)) return false; if (!ValidateCurrentProgramForExecution(functionName)) return false;
const auto& currentProgram = MG_State::pGLContext->GetCurrentProgram(); const auto& currentProgram = MG_State::pGLContext->GetProgramForDraw();
if (currentProgram->GetShaderIndexByStage(ShaderStage::Compute) < 0) { if (currentProgram->GetShaderIndexByStage(ShaderStage::Compute) < 0) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation, ErrorCode::InvalidOperation,
@@ -72,6 +73,12 @@ namespace MobileGL::MG_Impl::GLImpl {
// Geometry amplification is not modelled here. // Geometry amplification is not modelled here.
static void AccountTransformFeedbackPrimitives(GLenum mode, GLsizei count) { static void AccountTransformFeedbackPrimitives(GLenum mode, GLsizei count) {
if (!MG_State::pGLContext->IsTransformFeedbackActive()) return; if (!MG_State::pGLContext->IsTransformFeedbackActive()) return;
// A paused span captures nothing, so a draw made while paused contributes to
// PRIMITIVES_GENERATED but not to TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN.
if (MG_State::pGLContext->IsTransformFeedbackPaused()) {
MG_State::pGLContext->AddTransformFeedbackPausedPrimitives(CountPrimitivesForDraw(mode, count));
return;
}
Uint64 primitives = CountPrimitivesForDraw(mode, count); Uint64 primitives = CountPrimitivesForDraw(mode, count);
if (primitives == 0) return; if (primitives == 0) return;
MG_State::pGLContext->AddTransformFeedbackInputPrimitives(primitives); MG_State::pGLContext->AddTransformFeedbackInputPrimitives(primitives);
@@ -115,7 +122,36 @@ namespace MobileGL::MG_Impl::GLImpl {
MG_State::pGLContext->AddTransformFeedbackCapturedVertices(primitives * verticesPerPrimitive); MG_State::pGLContext->AddTransformFeedbackCapturedVertices(primitives * verticesPerPrimitive);
} }
// Every primitive mode a draw command accepts (GL 4.6 core table 10.1, plus
// GL_PATCHES for the tessellation pipeline). Anything else is GL_INVALID_ENUM.
static Bool IsAcceptedPrimitiveMode(GLenum mode) {
switch (mode) {
case GL_POINTS:
case GL_LINES:
case GL_LINE_LOOP:
case GL_LINE_STRIP:
case GL_LINES_ADJACENCY:
case GL_LINE_STRIP_ADJACENCY:
case GL_TRIANGLES:
case GL_TRIANGLE_STRIP:
case GL_TRIANGLE_FAN:
case GL_TRIANGLES_ADJACENCY:
case GL_TRIANGLE_STRIP_ADJACENCY:
case GL_PATCHES:
return true;
default:
return false;
}
}
static Bool ValidatePrimitiveModeForBackend(const char* functionName, GLenum mode) { static Bool ValidatePrimitiveModeForBackend(const char* functionName, GLenum mode) {
if (!IsAcceptedPrimitiveMode(mode)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName, "mode is not an accepted primitive type."));
return false;
}
const auto& activeBackendObject = MG_Backend::pActiveBackendObject; const auto& activeBackendObject = MG_Backend::pActiveBackendObject;
if (!activeBackendObject) { if (!activeBackendObject) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
@@ -133,11 +169,51 @@ namespace MobileGL::MG_Impl::GLImpl {
return false; return false;
} }
// A geometry stage only accepts the primitive types that decompose into its declared
// input primitive (GL 4.6 core 11.3.1); anything else is INVALID_OPERATION. GL_PATCHES
// is the tessellation pipeline's input and reaches the geometry stage already
// converted, so it is not constrained here.
const auto& currentProgram = MG_State::pGLContext->GetProgramForDraw();
const GLenum gsInput = currentProgram ? currentProgram->GetGeometryInputType() : GL_NONE;
if (gsInput != GL_NONE && mode != GL_PATCHES) {
Bool compatible = false;
switch (gsInput) {
case GL_POINTS:
compatible = mode == GL_POINTS;
break;
case GL_LINES:
compatible = mode == GL_LINES || mode == GL_LINE_STRIP || mode == GL_LINE_LOOP;
break;
case GL_LINES_ADJACENCY:
compatible = mode == GL_LINES_ADJACENCY || mode == GL_LINE_STRIP_ADJACENCY;
break;
case GL_TRIANGLES:
compatible = mode == GL_TRIANGLES || mode == GL_TRIANGLE_STRIP || mode == GL_TRIANGLE_FAN;
break;
case GL_TRIANGLES_ADJACENCY:
compatible = mode == GL_TRIANGLES_ADJACENCY || mode == GL_TRIANGLE_STRIP_ADJACENCY;
break;
default:
break;
}
if (!compatible) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", functionName,
"Primitive mode is incompatible with the geometry shader's input primitive type."));
return false;
}
}
// While transform feedback is active the draw's primitive type must match // While transform feedback is active the draw's primitive type must match
// the feedback primitive mode (GL 3.3 core 13.2.2). With a geometry shader // the feedback primitive mode (GL 3.3 core 13.2.2). With a geometry shader
// the constraint moves to the shader's output primitive type instead, so // the constraint moves to the shader's output primitive type instead, so
// the draw mode itself is unconstrained here. // the draw mode itself is unconstrained here. A paused span is exempt: it
// captures nothing, so there is nothing for the mode to be incompatible with
// (GL 4.6 core 13.2.3).
if (MG_State::pGLContext->IsTransformFeedbackActive() && if (MG_State::pGLContext->IsTransformFeedbackActive() &&
!MG_State::pGLContext->IsTransformFeedbackPaused() &&
!(MG_State::pGLContext->GetTransformFeedbackProgram() && !(MG_State::pGLContext->GetTransformFeedbackProgram() &&
MG_State::pGLContext->GetTransformFeedbackProgram()->GetShaderIndexByStage(ShaderStage::Geometry) >= 0)) { MG_State::pGLContext->GetTransformFeedbackProgram()->GetShaderIndexByStage(ShaderStage::Geometry) >= 0)) {
const GLenum feedbackMode = MG_State::pGLContext->GetTransformFeedbackPrimitiveMode(); const GLenum feedbackMode = MG_State::pGLContext->GetTransformFeedbackPrimitiveMode();
@@ -168,6 +244,58 @@ namespace MobileGL::MG_Impl::GLImpl {
return true; return true;
} }
// Byte size of the command structures the indirect draws read (GL 4.6 core 10.3.10).
constexpr SizeT kDrawArraysIndirectCommandBytes = 4 * sizeof(Uint32);
constexpr SizeT kDrawElementsIndirectCommandBytes = 5 * sizeof(Uint32);
// Shared preconditions of every *Indirect draw: `indirect` is a byte offset into the
// buffer bound to GL_DRAW_INDIRECT_BUFFER, must be 4-byte aligned, and the whole
// command has to lie inside that buffer.
static Bool ValidateIndirectDrawSource(const char* functionName, const void* indirect, SizeT commandBytes) {
const auto offset = reinterpret_cast<uintptr_t>(indirect);
if (offset % 4 != 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
"indirect offset must be a multiple of 4."));
return false;
}
const auto& buffer = MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::DrawIndirect).GetBoundObject();
if (!buffer) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
"No buffer is bound to GL_DRAW_INDIRECT_BUFFER."));
return false;
}
if (offset + commandBytes > buffer->GetSize()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
"The indirect command extends past the end of the bound "
"GL_DRAW_INDIRECT_BUFFER."));
return false;
}
return true;
}
// Index type accepted by the DrawElements family (GL 4.6 core 10.3.9).
static Bool ValidateDrawElementsIndexType(const char* functionName, GLenum type) {
switch (type) {
case GL_UNSIGNED_BYTE:
case GL_UNSIGNED_SHORT:
case GL_UNSIGNED_INT:
return true;
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName, "type is not an accepted index type."));
return false;
}
}
void Clear_Backend(GLbitfield mask) { void Clear_Backend(GLbitfield mask) {
#ifdef TRACY_ENABLE #ifdef TRACY_ENABLE
ZoneScopedC(TRACY_ZONECOLOR_BACKEND); ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
@@ -346,6 +474,21 @@ namespace MobileGL::MG_Impl::GLImpl {
return; return;
} }
if (!ValidateCurrentProgramForCompute(__func__)) return; if (!ValidateCurrentProgramForCompute(__func__)) return;
// GL 4.6 core 19: each num_groups_* must be within GL_MAX_COMPUTE_WORK_GROUP_COUNT
// for its dimension. GetIntegeri_v already floors that at the spec minimum.
const GLuint numGroups[3] = {numGroupsX, numGroupsY, numGroupsZ};
for (GLuint dimension = 0; dimension < 3; ++dimension) {
GLint maxGroups = 0;
GetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, dimension, &maxGroups);
if (numGroups[dimension] > static_cast<GLuint>(std::max(maxGroups, 0))) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"num_groups exceeds GL_MAX_COMPUTE_WORK_GROUP_COUNT for dimension " +
std::to_string(dimension) + "."));
return;
}
}
dispatchCompute(numGroupsX, numGroupsY, numGroupsZ); dispatchCompute(numGroupsX, numGroupsY, numGroupsZ);
} }
@@ -359,9 +502,49 @@ namespace MobileGL::MG_Impl::GLImpl {
return; return;
} }
if (!ValidateCurrentProgramForCompute(__func__)) return; if (!ValidateCurrentProgramForCompute(__func__)) return;
// GL 4.6 core 19: `indirect` is a byte offset into GL_DISPATCH_INDIRECT_BUFFER -
// negative or misaligned is INVALID_VALUE, nothing bound is INVALID_OPERATION.
if (indirect < 0 || (indirect % 4) != 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"indirect must be non-negative and a multiple of 4."));
return;
}
const auto& indirectBuffer =
MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::DispatchIndirect).GetBoundObject();
if (!indirectBuffer) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"No buffer is bound to GL_DISPATCH_INDIRECT_BUFFER."));
return;
}
dispatchComputeIndirect(indirect); dispatchComputeIndirect(indirect);
} }
void PatchParameteri(GLenum pname, GLint value) {
if (pname != GL_PATCH_VERTICES) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "pname must be GL_PATCH_VERTICES."));
return;
}
GLint maxPatchVertices = 32;
GetIntegerv(GL_MAX_PATCH_VERTICES, &maxPatchVertices);
if (value <= 0 || value > maxPatchVertices) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"value must be in [1, GL_MAX_PATCH_VERTICES]."));
return;
}
MG_State::pGLContext->SetPatchVertices(static_cast<Uint>(value));
if (const auto patchParameteri = MG_Backend::gBackendFunctionsTable.GL.PatchParameteri) {
patchParameteri(pname, value);
}
}
void MemoryBarrier(GLbitfield barriers) { void MemoryBarrier(GLbitfield barriers) {
auto memoryBarrier = MG_Backend::gBackendFunctionsTable.GL.MemoryBarrier; auto memoryBarrier = MG_Backend::gBackendFunctionsTable.GL.MemoryBarrier;
if (!memoryBarrier) { if (!memoryBarrier) {
@@ -467,6 +650,8 @@ namespace MobileGL::MG_Impl::GLImpl {
void DrawElementsIndirect(GLenum mode, GLenum type, const void* indirect) { void DrawElementsIndirect(GLenum mode, GLenum type, const void* indirect) {
if (!ValidateCurrentProgramForExecution(__func__)) return; if (!ValidateCurrentProgramForExecution(__func__)) return;
if (!ValidatePrimitiveModeForBackend(__func__, mode)) return; if (!ValidatePrimitiveModeForBackend(__func__, mode)) return;
if (!ValidateDrawElementsIndexType(__func__, type)) return;
if (!ValidateIndirectDrawSource(__func__, indirect, kDrawElementsIndirectCommandBytes)) return;
DrawElementsIndirect_Backend(mode, type, indirect); DrawElementsIndirect_Backend(mode, type, indirect);
} }
@@ -486,6 +671,7 @@ namespace MobileGL::MG_Impl::GLImpl {
void DrawArraysIndirect(GLenum mode, const void* indirect) { void DrawArraysIndirect(GLenum mode, const void* indirect) {
if (!ValidateCurrentProgramForExecution(__func__)) return; if (!ValidateCurrentProgramForExecution(__func__)) return;
if (!ValidatePrimitiveModeForBackend(__func__, mode)) return; if (!ValidatePrimitiveModeForBackend(__func__, mode)) return;
if (!ValidateIndirectDrawSource(__func__, indirect, kDrawArraysIndirectCommandBytes)) return;
DrawArraysIndirect_Backend(mode, indirect); DrawArraysIndirect_Backend(mode, indirect);
} }
@@ -554,7 +740,7 @@ namespace MobileGL::MG_Impl::GLImpl {
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "Transform feedback is already active.")); MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "Transform feedback is already active."));
return; return;
} }
const auto& program = MG_State::pGLContext->GetCurrentProgram(); const auto& program = MG_State::pGLContext->GetProgramForDraw();
if (!program || !program->GetLinkStatus() || program->GetTransformFeedbackVaryingCount() == 0) { if (!program || !program->GetLinkStatus() || program->GetTransformFeedbackVaryingCount() == 0) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation, ErrorCode::InvalidOperation,
@@ -563,9 +749,12 @@ namespace MobileGL::MG_Impl::GLImpl {
"No program with transform feedback varyings is active.")); "No program with transform feedback varyings is active."));
return; return;
} }
// Every capture buffer slot the program's mode uses must have a buffer bound. // Every capture buffer slot the program's mode uses must have a buffer bound. A slot
// of stride 0 - two consecutive gl_NextBuffer entries - captures nothing and so needs
// no binding.
const SizeT usedBufferCount = program->GetTransformFeedbackBufferCount(); const SizeT usedBufferCount = program->GetTransformFeedbackBufferCount();
for (SizeT i = 0; i < usedBufferCount; ++i) { for (SizeT i = 0; i < usedBufferCount; ++i) {
if (program->GetTransformFeedbackStride(static_cast<Uint32>(i)) == 0) continue;
const auto& point = MG_State::pGLContext->GetBufferBindingPoint(BufferTarget::TransformFeedback, const auto& point = MG_State::pGLContext->GetBufferBindingPoint(BufferTarget::TransformFeedback,
static_cast<Uint>(i)); static_cast<Uint>(i));
if (point.GetBoundObject() == nullptr) { if (point.GetBoundObject() == nullptr) {
@@ -578,6 +767,9 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
} }
MG_State::pGLContext->BeginTransformFeedback(primitiveMode, program); MG_State::pGLContext->BeginTransformFeedback(primitiveMode, program);
if (const auto beginXfb = MG_Backend::gBackendFunctionsTable.GL.BeginTransformFeedback) {
beginXfb(primitiveMode);
}
} }
// Vulkan transform feedback captures triangle strips in plain (i, i+1, i+2) // Vulkan transform feedback captures triangle strips in plain (i, i+1, i+2)
@@ -587,6 +779,12 @@ namespace MobileGL::MG_Impl::GLImpl {
// vertex records of every odd triangle within each emitted strip. // vertex records of every odd triangle within each emitted strip.
static void FixupGsStripCaptureOrder(const SharedPtr<MG_State::GLState::ProgramObject>& program, static void FixupGsStripCaptureOrder(const SharedPtr<MG_State::GLState::ProgramObject>& program,
Uint64 inputPrimitives) { Uint64 inputPrimitives) {
// Only Vulkan-order captures need this. A backend that runs the capture on its
// own GL/ES driver (it owns the span, hence the EndTransformFeedback entry) has
// already produced GL's vertex order, and reordering it again would corrupt it.
if (MG_Backend::gBackendFunctionsTable.GL.EndTransformFeedback != nullptr) {
return;
}
if (program == nullptr || !program->HasGsTriangleStripCaptureFixup() || inputPrimitives == 0) { if (program == nullptr || !program->HasGsTriangleStripCaptureFixup() || inputPrimitives == 0) {
return; return;
} }
@@ -649,6 +847,11 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
const auto capturedProgram = MG_State::pGLContext->GetTransformFeedbackProgram(); const auto capturedProgram = MG_State::pGLContext->GetTransformFeedbackProgram();
const Uint64 inputPrimitives = MG_State::pGLContext->GetTransformFeedbackInputPrimitives(); const Uint64 inputPrimitives = MG_State::pGLContext->GetTransformFeedbackInputPrimitives();
// Closed while the capture state is still active: a backend that captures
// through its own driver reads the capture program and buffer bindings here.
if (const auto endXfb = MG_Backend::gBackendFunctionsTable.GL.EndTransformFeedback) {
endXfb();
}
MG_State::pGLContext->EndTransformFeedback(); MG_State::pGLContext->EndTransformFeedback();
// Captured results must be visible to MapBuffer/GetBufferSubData after // Captured results must be visible to MapBuffer/GetBufferSubData after
// End; the capture targets are host-coherent GPU memory, so completing // End; the capture targets are host-coherent GPU memory, so completing
@@ -665,4 +868,341 @@ namespace MobileGL::MG_Impl::GLImpl {
FixupGsStripCaptureOrder(capturedProgram, inputPrimitives); FixupGsStripCaptureOrder(capturedProgram, inputPrimitives);
} }
void PauseTransformFeedback(void) {
if (!MG_State::pGLContext->IsTransformFeedbackActive() ||
MG_State::pGLContext->IsTransformFeedbackPaused()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"Transform feedback is not active, or is already paused."));
return;
}
MG_State::pGLContext->SetTransformFeedbackPaused(true);
if (const auto pauseXfb = MG_Backend::gBackendFunctionsTable.GL.PauseTransformFeedback) {
pauseXfb();
}
}
void ResumeTransformFeedback(void) {
if (!MG_State::pGLContext->IsTransformFeedbackActive() ||
!MG_State::pGLContext->IsTransformFeedbackPaused()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "Transform feedback is not paused."));
return;
}
MG_State::pGLContext->SetTransformFeedbackPaused(false);
if (const auto resumeXfb = MG_Backend::gBackendFunctionsTable.GL.ResumeTransformFeedback) {
resumeXfb();
}
}
void GenTransformFeedbacks(GLsizei n, GLuint* ids) {
if (n < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "n must be non-negative."));
return;
}
if (n == 0 || ids == nullptr) return;
Vector<Uint> names;
MG_State::pGLContext->GenTransformFeedbackNames(static_cast<Uint>(n), names);
Memcpy(ids, names.data(), static_cast<SizeT>(n) * sizeof(GLuint));
}
void CreateTransformFeedbacks(GLsizei n, GLuint* ids) {
if (n < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "n must be non-negative."));
return;
}
if (n == 0 || ids == nullptr) return;
Vector<Uint> names;
MG_State::pGLContext->GenTransformFeedbackNames(static_cast<Uint>(n), names);
// Unlike glGenTransformFeedbacks, the names are objects immediately: there is no bind step
// to create them from (GL 4.6 core 13.2.1).
for (const Uint name : names) {
MG_State::pGLContext->CreateTransformFeedbackObject(name);
}
Memcpy(ids, names.data(), static_cast<SizeT>(n) * sizeof(GLuint));
}
namespace {
// Shared front half of the by-name transform feedback entry points: the object has to exist
// (INVALID_OPERATION otherwise) before anything else about the call is looked at.
Bool ValidateNamedTransformFeedback(GLuint xfb, const char* functionName) {
if (!MG_State::pGLContext->IsTransformFeedbackObject(xfb)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
std::to_string(xfb) + " is not a transform feedback object."));
return false;
}
return true;
}
Bool ValidateTransformFeedbackBufferIndex(GLuint index, const char* functionName) {
if (index >= MG_State::GLState::GLContext::MAX_TRANSFORM_FEEDBACK_BUFFERS) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
"index exceeds GL_MAX_TRANSFORM_FEEDBACK_BUFFERS."));
return false;
}
return true;
}
// A capture binding may not be changed while the object is capturing (GL 4.6 core 13.2.2).
Bool ValidateNamedTransformFeedbackNotActive(GLuint xfb, const char* functionName) {
if (MG_State::pGLContext->IsNamedTransformFeedbackActive(xfb)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
"The transform feedback object is capturing."));
return false;
}
return true;
}
SharedPtr<MG_State::GLState::BufferObject> ResolveTransformFeedbackBuffer(GLuint buffer,
const char* functionName) {
if (buffer == 0) return nullptr;
if (!MG_State::pGLContext->ValidateBufferName(buffer)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
std::to_string(buffer) + " is not a buffer object."));
return nullptr;
}
return MG_State::pGLContext->GetBufferObject(buffer);
}
} // namespace
void TransformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer) {
if (!ValidateNamedTransformFeedback(xfb, __func__)) return;
if (!ValidateTransformFeedbackBufferIndex(index, __func__)) return;
if (!ValidateNamedTransformFeedbackNotActive(xfb, __func__)) return;
if (buffer != 0 && !MG_State::pGLContext->ValidateBufferName(buffer)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
std::to_string(buffer) + " is not a buffer object."));
return;
}
MG_State::pGLContext->SetNamedTransformFeedbackBinding(xfb, index,
ResolveTransformFeedbackBuffer(buffer, __func__), {},
false);
}
void TransformFeedbackBufferRange(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) {
if (!ValidateNamedTransformFeedback(xfb, __func__)) return;
if (!ValidateTransformFeedbackBufferIndex(index, __func__)) return;
if (!ValidateNamedTransformFeedbackNotActive(xfb, __func__)) return;
if (offset < 0 || size <= 0 || (offset % 4) != 0 || (size % 4) != 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"offset and size must be non-negative multiples of 4."));
return;
}
if (buffer != 0 && !MG_State::pGLContext->ValidateBufferName(buffer)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
std::to_string(buffer) + " is not a buffer object."));
return;
}
auto bufferObject = ResolveTransformFeedbackBuffer(buffer, __func__);
const Range1D range{static_cast<SizeT>(offset), static_cast<SizeT>(offset) + static_cast<SizeT>(size)};
MG_State::pGLContext->SetNamedTransformFeedbackBinding(xfb, index, bufferObject, range,
bufferObject != nullptr);
}
void GetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint* param) {
if (!ValidateNamedTransformFeedback(xfb, __func__)) return;
if (!param) return;
switch (pname) {
case GL_TRANSFORM_FEEDBACK_ACTIVE:
*param = MG_State::pGLContext->IsNamedTransformFeedbackActive(xfb) ? GL_TRUE : GL_FALSE;
return;
case GL_TRANSFORM_FEEDBACK_PAUSED:
*param = MG_State::pGLContext->IsNamedTransformFeedbackPaused(xfb) ? GL_TRUE : GL_FALSE;
return;
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"pname must be GL_TRANSFORM_FEEDBACK_ACTIVE or _PAUSED."));
return;
}
}
void GetTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint* param) {
if (!ValidateNamedTransformFeedback(xfb, __func__)) return;
if (pname != GL_TRANSFORM_FEEDBACK_BUFFER_BINDING) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"pname must be GL_TRANSFORM_FEEDBACK_BUFFER_BINDING."));
return;
}
if (!ValidateTransformFeedbackBufferIndex(index, __func__)) return;
if (!param) return;
const auto binding = MG_State::pGLContext->GetNamedTransformFeedbackBinding(xfb, index);
*param = binding.Buffer ? static_cast<GLint>(binding.Buffer->GetExternalIndex()) : 0;
}
void GetTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64* param) {
if (!ValidateNamedTransformFeedback(xfb, __func__)) return;
if (pname != GL_TRANSFORM_FEEDBACK_BUFFER_START && pname != GL_TRANSFORM_FEEDBACK_BUFFER_SIZE) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"pname must be GL_TRANSFORM_FEEDBACK_BUFFER_START or _SIZE."));
return;
}
if (!ValidateTransformFeedbackBufferIndex(index, __func__)) return;
if (!param) return;
const auto binding = MG_State::pGLContext->GetNamedTransformFeedbackBinding(xfb, index);
// glTransformFeedbackBufferBase leaves both at zero; only the range form sets them
// (GL 4.6 core table 23.48).
if (!binding.Buffer || !binding.HasExplicitRange) {
*param = 0;
return;
}
*param = (pname == GL_TRANSFORM_FEEDBACK_BUFFER_START)
? static_cast<GLint64>(binding.Range.start)
: static_cast<GLint64>(binding.Range.end - binding.Range.start);
}
void DeleteTransformFeedbacks(GLsizei n, const GLuint* ids) {
if (n < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "n must be non-negative."));
return;
}
if (ids == nullptr) return;
for (GLsizei i = 0; i < n; ++i) {
const GLuint id = ids[i];
// Unknown names and 0 are silently ignored; an object whose capture span is
// still open is not (GL 4.6 core 13.2.1).
if (id == 0 || !MG_State::pGLContext->ValidateTransformFeedbackName(id)) continue;
if (id == MG_State::pGLContext->GetBoundTransformFeedbackName() &&
MG_State::pGLContext->IsTransformFeedbackActive()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"Cannot delete a transform feedback object whose capture is active."));
continue;
}
if (const auto deleteXfb = MG_Backend::gBackendFunctionsTable.GL.DeleteTransformFeedback) {
deleteXfb(id);
}
MG_State::pGLContext->MarkTransformFeedbackObjectForDeletion(id);
}
}
void BindTransformFeedback(GLenum target, GLuint id) {
if (target != GL_TRANSFORM_FEEDBACK) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "target must be GL_TRANSFORM_FEEDBACK."));
return;
}
// A running capture pins its object; only a paused one may be swapped out.
if (MG_State::pGLContext->IsTransformFeedbackActive() &&
!MG_State::pGLContext->IsTransformFeedbackPaused()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"Transform feedback is active and not paused."));
return;
}
if (!MG_State::pGLContext->ValidateTransformFeedbackName(id)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
std::to_string(id) + " is not a transform feedback object name."));
return;
}
MG_State::pGLContext->BindTransformFeedbackObject(id);
if (const auto bindXfb = MG_Backend::gBackendFunctionsTable.GL.BindTransformFeedback) {
bindXfb(id);
}
}
GLboolean IsTransformFeedback(GLuint id) {
// Name 0 is the default object, and a name glGenTransformFeedbacks handed out only
// becomes the name of an object once it has been bound.
return MG_State::pGLContext->IsTransformFeedbackObject(id) ? GL_TRUE : GL_FALSE;
}
// glDrawTransformFeedback[Stream][Instanced]: replays the vertices the named object
// captured in its last completed span, as if by glDrawArraysInstanced with that count
// (GL 4.6 core 10.3.7).
static void DrawTransformFeedbackImpl(const char* functionName, GLenum mode, GLuint id, GLuint stream,
GLsizei instancecount) {
if (!ValidateCurrentProgramForExecution(functionName)) return;
if (!ValidatePrimitiveModeForBackend(functionName, mode)) return;
if (instancecount < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName, "instancecount must be non-negative."));
return;
}
if (!MG_State::pGLContext->ValidateTransformFeedbackName(id)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
std::to_string(id) + " is not a transform feedback object name."));
return;
}
// GL_MAX_VERTEX_STREAMS is 1, so stream 0 is the only one that exists.
if (stream != 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
"stream must be less than GL_MAX_VERTEX_STREAMS."));
return;
}
// Drawing from an object whose capture is currently open is legal and deliberate:
// it is how a transform feedback result is fed straight back into the next span
// (ARB_transform_feedback2 lists no such restriction).
if (!MG_State::pGLContext->HasTransformFeedbackCompletedSpan(id)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", functionName,
"glEndTransformFeedback has never been called for this object."));
return;
}
const Uint64 vertices = MG_State::pGLContext->GetTransformFeedbackRecordedVertices(id);
if (vertices == 0) return;
const auto count = static_cast<GLsizei>(vertices);
AccountTransformFeedbackPrimitives(mode, count);
if (instancecount == 1) {
DrawArrays_Backend(mode, 0, count);
} else {
DrawArraysInstanced_Backend(mode, 0, count, instancecount);
}
}
void DrawTransformFeedback(GLenum mode, GLuint id) {
DrawTransformFeedbackImpl(__func__, mode, id, 0, 1);
}
void DrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount) {
DrawTransformFeedbackImpl(__func__, mode, id, 0, instancecount);
}
void DrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream) {
DrawTransformFeedbackImpl(__func__, mode, id, stream, 1);
}
void DrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount) {
DrawTransformFeedbackImpl(__func__, mode, id, stream, instancecount);
}
} // namespace MobileGL::MG_Impl::GLImpl } // namespace MobileGL::MG_Impl::GLImpl
@@ -13,8 +13,25 @@ namespace MobileGL::MG_Impl::GLImpl {
/* @INSERTION_POINT:FUNCTION_DECLARATION@ */ /* @INSERTION_POINT:FUNCTION_DECLARATION@ */
void BeginTransformFeedback(GLenum primitiveMode); void BeginTransformFeedback(GLenum primitiveMode);
void EndTransformFeedback(void); void EndTransformFeedback(void);
void PauseTransformFeedback(void);
void ResumeTransformFeedback(void);
void GenTransformFeedbacks(GLsizei n, GLuint* ids);
void CreateTransformFeedbacks(GLsizei n, GLuint* ids);
void DeleteTransformFeedbacks(GLsizei n, const GLuint* ids);
void TransformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer);
void TransformFeedbackBufferRange(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
void GetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint* param);
void GetTransformFeedbacki_v(GLuint xfb, GLenum pname, GLuint index, GLint* param);
void GetTransformFeedbacki64_v(GLuint xfb, GLenum pname, GLuint index, GLint64* param);
void BindTransformFeedback(GLenum target, GLuint id);
GLboolean IsTransformFeedback(GLuint id);
void DrawTransformFeedback(GLenum mode, GLuint id);
void DrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount);
void DrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream);
void DrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
void DispatchCompute(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ); void DispatchCompute(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ);
void DispatchComputeIndirect(GLintptr indirect); void DispatchComputeIndirect(GLintptr indirect);
void PatchParameteri(GLenum pname, GLint value);
void MemoryBarrier(GLbitfield barriers); void MemoryBarrier(GLbitfield barriers);
void MemoryBarrierByRegion(GLbitfield barriers); void MemoryBarrierByRegion(GLbitfield barriers);
void MultiDrawElementsIndirect(GLenum mode, GLenum type, const void* indirect, GLsizei drawcount, GLsizei stride); void MultiDrawElementsIndirect(GLenum mode, GLenum type, const void* indirect, GLsizei drawcount, GLsizei stride);
+102 -107
View File
@@ -15,6 +15,7 @@
#include "../Texture/GL_Texture.h" #include "../Texture/GL_Texture.h"
#include "../Drawing/GL_Drawing.h" #include "../Drawing/GL_Drawing.h"
#include "../Program/GL_Program.h" #include "../Program/GL_Program.h"
#include "../Program/GL_ProgramPipeline.h"
#include "../RenderState/GL_RenderState.h" #include "../RenderState/GL_RenderState.h"
#include "../Framebuffer/GL_Framebuffer.h" #include "../Framebuffer/GL_Framebuffer.h"
#include "../VertexArray/GL_VertexArray.h" #include "../VertexArray/GL_VertexArray.h"
@@ -292,23 +293,17 @@ DECLARE_GL_FUNCTION_HEAD(void, SamplerParameterfv, GLuint sampler, GLenum pname,
DECLARE_GL_FUNCTION_HEAD(void, GetSamplerParameteriv, GLuint sampler, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetSamplerParameteriv, sampler, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetSamplerParameteriv, GLuint sampler, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetSamplerParameteriv, sampler, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, GetSamplerParameterfv, GLuint sampler, GLenum pname, GLfloat* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetSamplerParameterfv, sampler, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetSamplerParameterfv, GLuint sampler, GLenum pname, GLfloat* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetSamplerParameterfv, sampler, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, VertexAttribDivisor, GLuint index, GLuint divisor) DECLARE_GL_FUNCTION_END_NO_RETURN(void, VertexAttribDivisor, index, divisor) DECLARE_GL_FUNCTION_HEAD(void, VertexAttribDivisor, GLuint index, GLuint divisor) DECLARE_GL_FUNCTION_END_NO_RETURN(void, VertexAttribDivisor, index, divisor)
DECLARE_GL_FUNCTION_STUB_HEAD(void, BindTransformFeedback, GLenum target, GLuint id) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindTransformFeedback, target, id) DECLARE_GL_FUNCTION_HEAD(void, BindTransformFeedback, GLenum target, GLuint id) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindTransformFeedback, target, id)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteTransformFeedbacks, GLsizei n, const GLuint* ids) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteTransformFeedbacks, n, ids) DECLARE_GL_FUNCTION_HEAD(void, DeleteTransformFeedbacks, GLsizei n, const GLuint* ids) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DeleteTransformFeedbacks, n, ids)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GenTransformFeedbacks, GLsizei n, GLuint* ids) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GenTransformFeedbacks, n, ids) DECLARE_GL_FUNCTION_HEAD(void, GenTransformFeedbacks, GLsizei n, GLuint* ids) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GenTransformFeedbacks, n, ids)
// Transform feedback objects are not implemented, so no name is ever a live object. The shared DECLARE_GL_FUNCTION_HEAD(GLboolean, IsTransformFeedback, GLuint id) DECLARE_GL_FUNCTION_END(GLboolean, IsTransformFeedback, id)
// stub returns (type)1, telling a probing caller that every id it invents already exists; GL_FALSE DECLARE_GL_FUNCTION_HEAD(void, PauseTransformFeedback) DECLARE_GL_FUNCTION_END_NO_RETURN(void, PauseTransformFeedback)
// is both truthful and what the spec requires for a name that was never generated. DECLARE_GL_FUNCTION_HEAD(void, ResumeTransformFeedback) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ResumeTransformFeedback)
MOBILEGL_GL_API GLboolean glIsTransformFeedback(GLuint id) { DECLARE_GL_FUNCTION_HEAD(void, GetProgramBinary, GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, void* binary) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetProgramBinary, program, bufSize, length, binaryFormat, binary)
MGLOG_W("Stub function: %s(...)", __FUNCTION__); DECLARE_GL_FUNCTION_HEAD(void, ProgramBinary, GLuint program, GLenum binaryFormat, const void* binary, GLsizei length) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramBinary, program, binaryFormat, binary, length)
return GL_FALSE; DECLARE_GL_FUNCTION_HEAD(void, ProgramParameteri, GLuint program, GLenum pname, GLint value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramParameteri, program, pname, value)
} DECLARE_GL_FUNCTION_HEAD(void, InvalidateFramebuffer, GLenum target, GLsizei numAttachments, const GLenum* attachments) DECLARE_GL_FUNCTION_END_NO_RETURN(void, InvalidateFramebuffer, target, numAttachments, attachments)
DECLARE_GL_FUNCTION_STUB_HEAD(void, PauseTransformFeedback) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PauseTransformFeedback) DECLARE_GL_FUNCTION_HEAD(void, InvalidateSubFramebuffer, GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, InvalidateSubFramebuffer, target, numAttachments, attachments, x, y, width, height)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ResumeTransformFeedback) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ResumeTransformFeedback)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetProgramBinary, GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, void* binary) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetProgramBinary, program, bufSize, length, binaryFormat, binary)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramBinary, GLuint program, GLenum binaryFormat, const void* binary, GLsizei length) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramBinary, program, binaryFormat, binary, length)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramParameteri, GLuint program, GLenum pname, GLint value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramParameteri, program, pname, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, InvalidateFramebuffer, GLenum target, GLsizei numAttachments, const GLenum* attachments) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, InvalidateFramebuffer, target, numAttachments, attachments)
DECLARE_GL_FUNCTION_STUB_HEAD(void, InvalidateSubFramebuffer, GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, InvalidateSubFramebuffer, target, numAttachments, attachments, x, y, width, height)
DECLARE_GL_FUNCTION_HEAD(void, TexStorage2D, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexStorage2D, target, levels, internalformat, width, height) DECLARE_GL_FUNCTION_HEAD(void, TexStorage2D, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexStorage2D, target, levels, internalformat, width, height)
DECLARE_GL_FUNCTION_HEAD(void, TexStorage3D, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexStorage3D, target, levels, internalformat, width, height, depth) DECLARE_GL_FUNCTION_HEAD(void, TexStorage3D, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexStorage3D, target, levels, internalformat, width, height, depth)
DECLARE_GL_FUNCTION_HEAD(void, GetInternalformativ, GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetInternalformativ, target, internalformat, pname, bufSize, params) DECLARE_GL_FUNCTION_HEAD(void, GetInternalformativ, GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetInternalformativ, target, internalformat, pname, bufSize, params)
@@ -316,21 +311,21 @@ DECLARE_GL_FUNCTION_HEAD(void, DispatchCompute, GLuint num_groups_x, GLuint num_
DECLARE_GL_FUNCTION_HEAD(void, DispatchComputeIndirect, GLintptr indirect) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DispatchComputeIndirect, indirect) DECLARE_GL_FUNCTION_HEAD(void, DispatchComputeIndirect, GLintptr indirect) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DispatchComputeIndirect, indirect)
DECLARE_GL_FUNCTION_HEAD(void, DrawArraysIndirect, GLenum mode, const void* indirect) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawArraysIndirect, mode, indirect) DECLARE_GL_FUNCTION_HEAD(void, DrawArraysIndirect, GLenum mode, const void* indirect) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawArraysIndirect, mode, indirect)
DECLARE_GL_FUNCTION_HEAD(void, DrawElementsIndirect, GLenum mode, GLenum type, const void* indirect) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawElementsIndirect, mode, type, indirect) DECLARE_GL_FUNCTION_HEAD(void, DrawElementsIndirect, GLenum mode, GLenum type, const void* indirect) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawElementsIndirect, mode, type, indirect)
DECLARE_GL_FUNCTION_STUB_HEAD(void, FramebufferParameteri, GLenum target, GLenum pname, GLint param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, FramebufferParameteri, target, pname, param) DECLARE_GL_FUNCTION_HEAD(void, FramebufferParameteri, GLenum target, GLenum pname, GLint param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, FramebufferParameteri, target, pname, param)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetFramebufferParameteriv, GLenum target, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetFramebufferParameteriv, target, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetFramebufferParameteriv, GLenum target, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetFramebufferParameteriv, target, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, GetProgramInterfaceiv, GLuint program, GLenum programInterface, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetProgramInterfaceiv, program, programInterface, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetProgramInterfaceiv, GLuint program, GLenum programInterface, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetProgramInterfaceiv, program, programInterface, pname, params)
DECLARE_GL_FUNCTION_HEAD(GLuint, GetProgramResourceIndex, GLuint program, GLenum programInterface, const GLchar* name) DECLARE_GL_FUNCTION_END(GLuint, GetProgramResourceIndex, program, programInterface, name) DECLARE_GL_FUNCTION_HEAD(GLuint, GetProgramResourceIndex, GLuint program, GLenum programInterface, const GLchar* name) DECLARE_GL_FUNCTION_END(GLuint, GetProgramResourceIndex, program, programInterface, name)
DECLARE_GL_FUNCTION_HEAD(void, GetProgramResourceName, GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length, GLchar* name) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetProgramResourceName, program, programInterface, index, bufSize, length, name) DECLARE_GL_FUNCTION_HEAD(void, GetProgramResourceName, GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length, GLchar* name) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetProgramResourceName, program, programInterface, index, bufSize, length, name)
DECLARE_GL_FUNCTION_HEAD(void, GetProgramResourceiv, GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetProgramResourceiv, program, programInterface, index, propCount, props, bufSize, length, params) DECLARE_GL_FUNCTION_HEAD(void, GetProgramResourceiv, GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetProgramResourceiv, program, programInterface, index, propCount, props, bufSize, length, params)
DECLARE_GL_FUNCTION_HEAD(GLint, GetProgramResourceLocation, GLuint program, GLenum programInterface, const GLchar* name) DECLARE_GL_FUNCTION_END(GLint, GetProgramResourceLocation, program, programInterface, name) DECLARE_GL_FUNCTION_HEAD(GLint, GetProgramResourceLocation, GLuint program, GLenum programInterface, const GLchar* name) DECLARE_GL_FUNCTION_END(GLint, GetProgramResourceLocation, program, programInterface, name)
DECLARE_GL_FUNCTION_STUB_HEAD(void, UseProgramStages, GLuint pipeline, GLbitfield stages, GLuint program) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, UseProgramStages, pipeline, stages, program) DECLARE_GL_FUNCTION_HEAD(void, UseProgramStages, GLuint pipeline, GLbitfield stages, GLuint program) DECLARE_GL_FUNCTION_END_NO_RETURN(void, UseProgramStages, pipeline, stages, program)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ActiveShaderProgram, GLuint pipeline, GLuint program) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ActiveShaderProgram, pipeline, program) DECLARE_GL_FUNCTION_HEAD(void, ActiveShaderProgram, GLuint pipeline, GLuint program) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ActiveShaderProgram, pipeline, program)
DECLARE_GL_FUNCTION_STUB_HEAD(GLuint, CreateShaderProgramv, GLenum type, GLsizei count, const GLchar* const* strings) DECLARE_GL_FUNCTION_STUB_END(GLuint, CreateShaderProgramv, type, count, strings) DECLARE_GL_FUNCTION_HEAD(GLuint, CreateShaderProgramv, GLenum type, GLsizei count, const GLchar* const* strings) DECLARE_GL_FUNCTION_END(GLuint, CreateShaderProgramv, type, count, strings)
DECLARE_GL_FUNCTION_STUB_HEAD(void, BindProgramPipeline, GLuint pipeline) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindProgramPipeline, pipeline) DECLARE_GL_FUNCTION_HEAD(void, BindProgramPipeline, GLuint pipeline) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindProgramPipeline, pipeline)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteProgramPipelines, GLsizei n, const GLuint* pipelines) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteProgramPipelines, n, pipelines) DECLARE_GL_FUNCTION_HEAD(void, DeleteProgramPipelines, GLsizei n, const GLuint* pipelines) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DeleteProgramPipelines, n, pipelines)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GenProgramPipelines, GLsizei n, GLuint* pipelines) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GenProgramPipelines, n, pipelines) DECLARE_GL_FUNCTION_HEAD(void, GenProgramPipelines, GLsizei n, GLuint* pipelines) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GenProgramPipelines, n, pipelines)
DECLARE_GL_FUNCTION_STUB_HEAD(GLboolean, IsProgramPipeline, GLuint pipeline) DECLARE_GL_FUNCTION_STUB_END(GLboolean, IsProgramPipeline, pipeline) DECLARE_GL_FUNCTION_HEAD(GLboolean, IsProgramPipeline, GLuint pipeline) DECLARE_GL_FUNCTION_END(GLboolean, IsProgramPipeline, pipeline)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetProgramPipelineiv, GLuint pipeline, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetProgramPipelineiv, pipeline, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetProgramPipelineiv, GLuint pipeline, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetProgramPipelineiv, pipeline, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform1i, GLuint program, GLint location, GLint v0) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform1i, program, location, v0) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform1i, GLuint program, GLint location, GLint v0) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform1i, program, location, v0)
DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform2i, GLuint program, GLint location, GLint v0, GLint v1) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform2i, program, location, v0, v1) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform2i, GLuint program, GLint location, GLint v0, GLint v1) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform2i, program, location, v0, v1)
DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform3i, GLuint program, GLint location, GLint v0, GLint v1, GLint v2) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform3i, program, location, v0, v1, v2) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform3i, GLuint program, GLint location, GLint v0, GLint v1, GLint v2) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform3i, program, location, v0, v1, v2)
@@ -364,8 +359,8 @@ DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix2x4fv, GLuint program, GLint
DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix4x2fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix4x2fv, program, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix4x2fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix4x2fv, program, location, count, transpose, value)
DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix3x4fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix3x4fv, program, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix3x4fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix3x4fv, program, location, count, transpose, value)
DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix4x3fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix4x3fv, program, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix4x3fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix4x3fv, program, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ValidateProgramPipeline, GLuint pipeline) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ValidateProgramPipeline, pipeline) DECLARE_GL_FUNCTION_HEAD(void, ValidateProgramPipeline, GLuint pipeline) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ValidateProgramPipeline, pipeline)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetProgramPipelineInfoLog, GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar* infoLog) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetProgramPipelineInfoLog, pipeline, bufSize, length, infoLog) DECLARE_GL_FUNCTION_HEAD(void, GetProgramPipelineInfoLog, GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar* infoLog) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetProgramPipelineInfoLog, pipeline, bufSize, length, infoLog)
DECLARE_GL_FUNCTION_HEAD(void, BindImageTexture, GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindImageTexture, unit, texture, level, layered, layer, access, format) DECLARE_GL_FUNCTION_HEAD(void, BindImageTexture, GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindImageTexture, unit, texture, level, layered, layer, access, format)
DECLARE_GL_FUNCTION_HEAD(void, GetBooleani_v, GLenum target, GLuint index, GLboolean* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetBooleani_v, target, index, data) DECLARE_GL_FUNCTION_HEAD(void, GetBooleani_v, GLenum target, GLuint index, GLboolean* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetBooleani_v, target, index, data)
DECLARE_GL_FUNCTION_HEAD(void, MemoryBarrier, GLbitfield barriers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, MemoryBarrier, barriers) DECLARE_GL_FUNCTION_HEAD(void, MemoryBarrier, GLbitfield barriers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, MemoryBarrier, barriers)
@@ -425,12 +420,12 @@ DECLARE_GL_FUNCTION_HEAD(void, DrawElementsInstancedBaseVertex, GLenum mode, GLs
DECLARE_GL_FUNCTION_HEAD(void, FramebufferTexture, GLenum target, GLenum attachment, GLuint texture, GLint level) DECLARE_GL_FUNCTION_END_NO_RETURN(void, FramebufferTexture, target, attachment, texture, level) DECLARE_GL_FUNCTION_HEAD(void, FramebufferTexture, GLenum target, GLenum attachment, GLuint texture, GLint level) DECLARE_GL_FUNCTION_END_NO_RETURN(void, FramebufferTexture, target, attachment, texture, level)
DECLARE_GL_FUNCTION_STUB_HEAD(void, PrimitiveBoundingBox, GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PrimitiveBoundingBox, minX, minY, minZ, minW, maxX, maxY, maxZ, maxW) DECLARE_GL_FUNCTION_STUB_HEAD(void, PrimitiveBoundingBox, GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PrimitiveBoundingBox, minX, minY, minZ, minW, maxX, maxY, maxZ, maxW)
DECLARE_GL_FUNCTION_HEAD(GLenum, GetGraphicsResetStatus) DECLARE_GL_FUNCTION_END(GLenum, GetGraphicsResetStatus) DECLARE_GL_FUNCTION_HEAD(GLenum, GetGraphicsResetStatus) DECLARE_GL_FUNCTION_END(GLenum, GetGraphicsResetStatus)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ReadnPixels, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ReadnPixels, x, y, width, height, format, type, bufSize, data) DECLARE_GL_FUNCTION_HEAD(void, ReadnPixels, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ReadnPixels, x, y, width, height, format, type, bufSize, data)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetnUniformfv, GLuint program, GLint location, GLsizei bufSize, GLfloat* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetnUniformfv, program, location, bufSize, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetnUniformfv, GLuint program, GLint location, GLsizei bufSize, GLfloat* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetnUniformfv, program, location, bufSize, params)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetnUniformiv, GLuint program, GLint location, GLsizei bufSize, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetnUniformiv, program, location, bufSize, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetnUniformiv, GLuint program, GLint location, GLsizei bufSize, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetnUniformiv, program, location, bufSize, params)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetnUniformuiv, GLuint program, GLint location, GLsizei bufSize, GLuint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetnUniformuiv, program, location, bufSize, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetnUniformuiv, GLuint program, GLint location, GLsizei bufSize, GLuint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetnUniformuiv, program, location, bufSize, params)
DECLARE_GL_FUNCTION_STUB_HEAD(void, MinSampleShading, GLfloat value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MinSampleShading, value) DECLARE_GL_FUNCTION_STUB_HEAD(void, MinSampleShading, GLfloat value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MinSampleShading, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, PatchParameteri, GLenum pname, GLint value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PatchParameteri, pname, value) DECLARE_GL_FUNCTION_HEAD(void, PatchParameteri, GLenum pname, GLint value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, PatchParameteri, pname, value)
DECLARE_GL_FUNCTION_HEAD(void, TexParameterIiv, GLenum target, GLenum pname, const GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexParameterIiv, target, pname, params) DECLARE_GL_FUNCTION_HEAD(void, TexParameterIiv, GLenum target, GLenum pname, const GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexParameterIiv, target, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, TexParameterIuiv, GLenum target, GLenum pname, const GLuint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexParameterIuiv, target, pname, params) DECLARE_GL_FUNCTION_HEAD(void, TexParameterIuiv, GLenum target, GLenum pname, const GLuint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexParameterIuiv, target, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, GetTexParameterIiv, GLenum target, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTexParameterIiv, target, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetTexParameterIiv, GLenum target, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTexParameterIiv, target, pname, params)
@@ -440,7 +435,7 @@ DECLARE_GL_FUNCTION_HEAD(void, SamplerParameterIuiv, GLuint sampler, GLenum pnam
DECLARE_GL_FUNCTION_HEAD(void, GetSamplerParameterIiv, GLuint sampler, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetSamplerParameterIiv, sampler, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetSamplerParameterIiv, GLuint sampler, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetSamplerParameterIiv, sampler, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, GetSamplerParameterIuiv, GLuint sampler, GLenum pname, GLuint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetSamplerParameterIuiv, sampler, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetSamplerParameterIuiv, GLuint sampler, GLenum pname, GLuint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetSamplerParameterIuiv, sampler, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, TexBuffer, GLenum target, GLenum internalformat, GLuint buffer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexBuffer, target, internalformat, buffer) DECLARE_GL_FUNCTION_HEAD(void, TexBuffer, GLenum target, GLenum internalformat, GLuint buffer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexBuffer, target, internalformat, buffer)
DECLARE_GL_FUNCTION_STUB_HEAD(void, TexBufferRange, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexBufferRange, target, internalformat, buffer, offset, size) DECLARE_GL_FUNCTION_HEAD(void, TexBufferRange, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexBufferRange, target, internalformat, buffer, offset, size)
DECLARE_GL_FUNCTION_HEAD(void, TexStorage3DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexStorage3DMultisample, target, samples, internalformat, width, height, depth, fixedsamplelocations) DECLARE_GL_FUNCTION_HEAD(void, TexStorage3DMultisample, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexStorage3DMultisample, target, samples, internalformat, width, height, depth, fixedsamplelocations)
DECLARE_GL_FUNCTION_HEAD(void*, MapBufferRange, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) DECLARE_GL_FUNCTION_END(void*, MapBufferRange, target, offset, length, access) DECLARE_GL_FUNCTION_HEAD(void*, MapBufferRange, GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) DECLARE_GL_FUNCTION_END(void*, MapBufferRange, target, offset, length, access)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearIndex, GLfloat c) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearIndex, c) DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearIndex, GLfloat c) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearIndex, c)
@@ -915,24 +910,24 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, ColorP4ui, GLenum type, GLuint color) DECLAR
DECLARE_GL_FUNCTION_STUB_HEAD(void, ColorP4uiv, GLenum type, const GLuint* color) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ColorP4uiv, type, color) DECLARE_GL_FUNCTION_STUB_HEAD(void, ColorP4uiv, GLenum type, const GLuint* color) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ColorP4uiv, type, color)
DECLARE_GL_FUNCTION_STUB_HEAD(void, SecondaryColorP3ui, GLenum type, GLuint color) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, SecondaryColorP3ui, type, color) DECLARE_GL_FUNCTION_STUB_HEAD(void, SecondaryColorP3ui, GLenum type, GLuint color) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, SecondaryColorP3ui, type, color)
DECLARE_GL_FUNCTION_STUB_HEAD(void, SecondaryColorP3uiv, GLenum type, const GLuint* color) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, SecondaryColorP3uiv, type, color) DECLARE_GL_FUNCTION_STUB_HEAD(void, SecondaryColorP3uiv, GLenum type, const GLuint* color) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, SecondaryColorP3uiv, type, color)
DECLARE_GL_FUNCTION_STUB_HEAD(void, Uniform1d, GLint location, GLdouble x) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Uniform1d, location, x) DECLARE_GL_FUNCTION_HEAD(void, Uniform1d, GLint location, GLdouble x) DECLARE_GL_FUNCTION_END_NO_RETURN(void, Uniform1d, location, x)
DECLARE_GL_FUNCTION_STUB_HEAD(void, Uniform2d, GLint location, GLdouble x, GLdouble y) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Uniform2d, location, x, y) DECLARE_GL_FUNCTION_HEAD(void, Uniform2d, GLint location, GLdouble x, GLdouble y) DECLARE_GL_FUNCTION_END_NO_RETURN(void, Uniform2d, location, x, y)
DECLARE_GL_FUNCTION_STUB_HEAD(void, Uniform3d, GLint location, GLdouble x, GLdouble y, GLdouble z) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Uniform3d, location, x, y, z) DECLARE_GL_FUNCTION_HEAD(void, Uniform3d, GLint location, GLdouble x, GLdouble y, GLdouble z) DECLARE_GL_FUNCTION_END_NO_RETURN(void, Uniform3d, location, x, y, z)
DECLARE_GL_FUNCTION_STUB_HEAD(void, Uniform4d, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Uniform4d, location, x, y, z, w) DECLARE_GL_FUNCTION_HEAD(void, Uniform4d, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w) DECLARE_GL_FUNCTION_END_NO_RETURN(void, Uniform4d, location, x, y, z, w)
DECLARE_GL_FUNCTION_STUB_HEAD(void, Uniform1dv, GLint location, GLsizei count, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Uniform1dv, location, count, value) DECLARE_GL_FUNCTION_HEAD(void, Uniform1dv, GLint location, GLsizei count, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, Uniform1dv, location, count, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, Uniform2dv, GLint location, GLsizei count, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Uniform2dv, location, count, value) DECLARE_GL_FUNCTION_HEAD(void, Uniform2dv, GLint location, GLsizei count, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, Uniform2dv, location, count, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, Uniform3dv, GLint location, GLsizei count, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Uniform3dv, location, count, value) DECLARE_GL_FUNCTION_HEAD(void, Uniform3dv, GLint location, GLsizei count, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, Uniform3dv, location, count, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, Uniform4dv, GLint location, GLsizei count, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Uniform4dv, location, count, value) DECLARE_GL_FUNCTION_HEAD(void, Uniform4dv, GLint location, GLsizei count, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, Uniform4dv, location, count, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, UniformMatrix2dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, UniformMatrix2dv, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, UniformMatrix2dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, UniformMatrix2dv, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, UniformMatrix3dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, UniformMatrix3dv, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, UniformMatrix3dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, UniformMatrix3dv, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, UniformMatrix4dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, UniformMatrix4dv, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, UniformMatrix4dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, UniformMatrix4dv, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, UniformMatrix2x3dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, UniformMatrix2x3dv, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, UniformMatrix2x3dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, UniformMatrix2x3dv, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, UniformMatrix2x4dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, UniformMatrix2x4dv, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, UniformMatrix2x4dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, UniformMatrix2x4dv, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, UniformMatrix3x2dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, UniformMatrix3x2dv, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, UniformMatrix3x2dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, UniformMatrix3x2dv, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, UniformMatrix3x4dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, UniformMatrix3x4dv, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, UniformMatrix3x4dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, UniformMatrix3x4dv, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, UniformMatrix4x2dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, UniformMatrix4x2dv, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, UniformMatrix4x2dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, UniformMatrix4x2dv, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, UniformMatrix4x3dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, UniformMatrix4x3dv, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, UniformMatrix4x3dv, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, UniformMatrix4x3dv, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetUniformdv, GLuint program, GLint location, GLdouble* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetUniformdv, program, location, params) DECLARE_GL_FUNCTION_HEAD(void, GetUniformdv, GLuint program, GLint location, GLdouble* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetUniformdv, program, location, params)
DECLARE_GL_FUNCTION_STUB_HEAD(GLint, GetSubroutineUniformLocation, GLuint program, GLenum shadertype, const GLchar* name) DECLARE_GL_FUNCTION_STUB_END(GLint, GetSubroutineUniformLocation, program, shadertype, name) DECLARE_GL_FUNCTION_STUB_HEAD(GLint, GetSubroutineUniformLocation, GLuint program, GLenum shadertype, const GLchar* name) DECLARE_GL_FUNCTION_STUB_END(GLint, GetSubroutineUniformLocation, program, shadertype, name)
DECLARE_GL_FUNCTION_STUB_HEAD(GLuint, GetSubroutineIndex, GLuint program, GLenum shadertype, const GLchar* name) DECLARE_GL_FUNCTION_STUB_END(GLuint, GetSubroutineIndex, program, shadertype, name) DECLARE_GL_FUNCTION_STUB_HEAD(GLuint, GetSubroutineIndex, GLuint program, GLenum shadertype, const GLchar* name) DECLARE_GL_FUNCTION_STUB_END(GLuint, GetSubroutineIndex, program, shadertype, name)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetActiveSubroutineUniformiv, GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint* values) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetActiveSubroutineUniformiv, program, shadertype, index, pname, values) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetActiveSubroutineUniformiv, GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint* values) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetActiveSubroutineUniformiv, program, shadertype, index, pname, values)
@@ -942,28 +937,28 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, UniformSubroutinesuiv, GLenum shadertype, GL
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetUniformSubroutineuiv, GLenum shadertype, GLint location, GLuint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetUniformSubroutineuiv, shadertype, location, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetUniformSubroutineuiv, GLenum shadertype, GLint location, GLuint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetUniformSubroutineuiv, shadertype, location, params)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetProgramStageiv, GLuint program, GLenum shadertype, GLenum pname, GLint* values) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetProgramStageiv, program, shadertype, pname, values) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetProgramStageiv, GLuint program, GLenum shadertype, GLenum pname, GLint* values) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetProgramStageiv, program, shadertype, pname, values)
DECLARE_GL_FUNCTION_STUB_HEAD(void, PatchParameterfv, GLenum pname, const GLfloat* values) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PatchParameterfv, pname, values) DECLARE_GL_FUNCTION_STUB_HEAD(void, PatchParameterfv, GLenum pname, const GLfloat* values) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PatchParameterfv, pname, values)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DrawTransformFeedback, GLenum mode, GLuint id) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DrawTransformFeedback, mode, id) DECLARE_GL_FUNCTION_HEAD(void, DrawTransformFeedback, GLenum mode, GLuint id) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawTransformFeedback, mode, id)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DrawTransformFeedbackStream, GLenum mode, GLuint id, GLuint stream) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DrawTransformFeedbackStream, mode, id, stream) DECLARE_GL_FUNCTION_HEAD(void, DrawTransformFeedbackStream, GLenum mode, GLuint id, GLuint stream) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawTransformFeedbackStream, mode, id, stream)
DECLARE_GL_FUNCTION_STUB_HEAD(void, BeginQueryIndexed, GLenum target, GLuint index, GLuint id) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BeginQueryIndexed, target, index, id) DECLARE_GL_FUNCTION_HEAD(void, BeginQueryIndexed, GLenum target, GLuint index, GLuint id) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BeginQueryIndexed, target, index, id)
DECLARE_GL_FUNCTION_STUB_HEAD(void, EndQueryIndexed, GLenum target, GLuint index) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, EndQueryIndexed, target, index) DECLARE_GL_FUNCTION_HEAD(void, EndQueryIndexed, GLenum target, GLuint index) DECLARE_GL_FUNCTION_END_NO_RETURN(void, EndQueryIndexed, target, index)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetQueryIndexediv, GLenum target, GLuint index, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetQueryIndexediv, target, index, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetQueryIndexediv, GLenum target, GLuint index, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetQueryIndexediv, target, index, pname, params)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniform1d, GLuint program, GLint location, GLdouble v0) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniform1d, program, location, v0) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform1d, GLuint program, GLint location, GLdouble v0) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform1d, program, location, v0)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniform1dv, GLuint program, GLint location, GLsizei count, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniform1dv, program, location, count, value) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform1dv, GLuint program, GLint location, GLsizei count, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform1dv, program, location, count, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniform2d, GLuint program, GLint location, GLdouble v0, GLdouble v1) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniform2d, program, location, v0, v1) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform2d, GLuint program, GLint location, GLdouble v0, GLdouble v1) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform2d, program, location, v0, v1)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniform2dv, GLuint program, GLint location, GLsizei count, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniform2dv, program, location, count, value) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform2dv, GLuint program, GLint location, GLsizei count, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform2dv, program, location, count, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniform3d, GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniform3d, program, location, v0, v1, v2) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform3d, GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform3d, program, location, v0, v1, v2)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniform3dv, GLuint program, GLint location, GLsizei count, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniform3dv, program, location, count, value) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform3dv, GLuint program, GLint location, GLsizei count, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform3dv, program, location, count, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniform4d, GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniform4d, program, location, v0, v1, v2, v3) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform4d, GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform4d, program, location, v0, v1, v2, v3)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniform4dv, GLuint program, GLint location, GLsizei count, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniform4dv, program, location, count, value) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform4dv, GLuint program, GLint location, GLsizei count, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform4dv, program, location, count, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniformMatrix2dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniformMatrix2dv, program, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix2dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix2dv, program, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniformMatrix3dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniformMatrix3dv, program, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix3dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix3dv, program, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniformMatrix4dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniformMatrix4dv, program, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix4dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix4dv, program, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniformMatrix2x3dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniformMatrix2x3dv, program, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix2x3dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix2x3dv, program, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniformMatrix3x2dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniformMatrix3x2dv, program, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix3x2dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix3x2dv, program, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniformMatrix2x4dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniformMatrix2x4dv, program, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix2x4dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix2x4dv, program, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniformMatrix4x2dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniformMatrix4x2dv, program, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix4x2dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix4x2dv, program, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniformMatrix3x4dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniformMatrix3x4dv, program, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix3x4dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix3x4dv, program, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ProgramUniformMatrix4x3dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ProgramUniformMatrix4x3dv, program, location, count, transpose, value) DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix4x3dv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix4x3dv, program, location, count, transpose, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttribL1d, GLuint index, GLdouble x) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttribL1d, index, x) DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttribL1d, GLuint index, GLdouble x) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttribL1d, index, x)
DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttribL2d, GLuint index, GLdouble x, GLdouble y) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttribL2d, index, x, y) DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttribL2d, GLuint index, GLdouble x, GLdouble y) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttribL2d, index, x, y)
DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttribL3d, GLuint index, GLdouble x, GLdouble y, GLdouble z) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttribL3d, index, x, y, z) DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttribL3d, GLuint index, GLdouble x, GLdouble y, GLdouble z) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttribL3d, index, x, y, z)
@@ -982,14 +977,14 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, ScissorIndexed, GLuint index, GLint left, GL
DECLARE_GL_FUNCTION_STUB_HEAD(void, ScissorIndexedv, GLuint index, const GLint* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ScissorIndexedv, index, v) DECLARE_GL_FUNCTION_STUB_HEAD(void, ScissorIndexedv, GLuint index, const GLint* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ScissorIndexedv, index, v)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthRangeArrayv, GLuint first, GLsizei count, const GLdouble* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthRangeArrayv, first, count, v) DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthRangeArrayv, GLuint first, GLsizei count, const GLdouble* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthRangeArrayv, first, count, v)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthRangeIndexed, GLuint index, GLdouble n, GLdouble f) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthRangeIndexed, index, n, f) DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthRangeIndexed, GLuint index, GLdouble n, GLdouble f) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthRangeIndexed, index, n, f)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetFloati_v, GLenum target, GLuint index, GLfloat* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetFloati_v, target, index, data) DECLARE_GL_FUNCTION_HEAD(void, GetFloati_v, GLenum target, GLuint index, GLfloat* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetFloati_v, target, index, data)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetDoublei_v, GLenum target, GLuint index, GLdouble* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetDoublei_v, target, index, data) DECLARE_GL_FUNCTION_HEAD(void, GetDoublei_v, GLenum target, GLuint index, GLdouble* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetDoublei_v, target, index, data)
DECLARE_GL_FUNCTION_HEAD(void, DrawArraysInstancedBaseInstance, GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawArraysInstancedBaseInstance, mode, first, count, instancecount, baseinstance) DECLARE_GL_FUNCTION_HEAD(void, DrawArraysInstancedBaseInstance, GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawArraysInstancedBaseInstance, mode, first, count, instancecount, baseinstance)
DECLARE_GL_FUNCTION_HEAD(void, DrawElementsInstancedBaseInstance, GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount, GLuint baseinstance) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawElementsInstancedBaseInstance, mode, count, type, indices, instancecount, baseinstance) DECLARE_GL_FUNCTION_HEAD(void, DrawElementsInstancedBaseInstance, GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount, GLuint baseinstance) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawElementsInstancedBaseInstance, mode, count, type, indices, instancecount, baseinstance)
DECLARE_GL_FUNCTION_HEAD(void, DrawElementsInstancedBaseVertexBaseInstance, GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawElementsInstancedBaseVertexBaseInstance, mode, count, type, indices, instancecount, basevertex, baseinstance) DECLARE_GL_FUNCTION_HEAD(void, DrawElementsInstancedBaseVertexBaseInstance, GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawElementsInstancedBaseVertexBaseInstance, mode, count, type, indices, instancecount, basevertex, baseinstance)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetActiveAtomicCounterBufferiv, GLuint program, GLuint bufferIndex, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetActiveAtomicCounterBufferiv, program, bufferIndex, pname, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetActiveAtomicCounterBufferiv, GLuint program, GLuint bufferIndex, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetActiveAtomicCounterBufferiv, program, bufferIndex, pname, params)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DrawTransformFeedbackInstanced, GLenum mode, GLuint id, GLsizei instancecount) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DrawTransformFeedbackInstanced, mode, id, instancecount) DECLARE_GL_FUNCTION_HEAD(void, DrawTransformFeedbackInstanced, GLenum mode, GLuint id, GLsizei instancecount) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawTransformFeedbackInstanced, mode, id, instancecount)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DrawTransformFeedbackStreamInstanced, GLenum mode, GLuint id, GLuint stream, GLsizei instancecount) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DrawTransformFeedbackStreamInstanced, mode, id, stream, instancecount) DECLARE_GL_FUNCTION_HEAD(void, DrawTransformFeedbackStreamInstanced, GLenum mode, GLuint id, GLuint stream, GLsizei instancecount) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawTransformFeedbackStreamInstanced, mode, id, stream, instancecount)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearBufferData, GLenum target, GLenum internalformat, GLenum format, GLenum type, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearBufferData, target, internalformat, format, type, data) DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearBufferData, GLenum target, GLenum internalformat, GLenum format, GLenum type, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearBufferData, target, internalformat, format, type, data)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearBufferSubData, GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearBufferSubData, target, internalformat, offset, size, format, type, data) DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearBufferSubData, GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearBufferSubData, target, internalformat, offset, size, format, type, data)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetInternalformati64v, GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetInternalformati64v, target, internalformat, pname, count, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetInternalformati64v, GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetInternalformati64v, target, internalformat, pname, count, params)
@@ -1002,7 +997,7 @@ DECLARE_GL_FUNCTION_HEAD(void, MultiDrawElementsIndirect, GLenum mode, GLenum ty
DECLARE_GL_FUNCTION_HEAD(GLint, GetProgramResourceLocationIndex, GLuint program, GLenum programInterface, const GLchar* name) DECLARE_GL_FUNCTION_END(GLint, GetProgramResourceLocationIndex, program, programInterface, name) DECLARE_GL_FUNCTION_HEAD(GLint, GetProgramResourceLocationIndex, GLuint program, GLenum programInterface, const GLchar* name) DECLARE_GL_FUNCTION_END(GLint, GetProgramResourceLocationIndex, program, programInterface, name)
DECLARE_GL_FUNCTION_HEAD(void, ShaderStorageBlockBinding, GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ShaderStorageBlockBinding, program, storageBlockIndex, storageBlockBinding) DECLARE_GL_FUNCTION_HEAD(void, ShaderStorageBlockBinding, GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ShaderStorageBlockBinding, program, storageBlockIndex, storageBlockBinding)
DECLARE_GL_FUNCTION_STUB_HEAD(void, TextureView, GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TextureView, texture, target, origtexture, internalformat, minlevel, numlevels, minlayer, numlayers) DECLARE_GL_FUNCTION_STUB_HEAD(void, TextureView, GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TextureView, texture, target, origtexture, internalformat, minlevel, numlevels, minlayer, numlayers)
DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttribLFormat, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttribLFormat, attribindex, size, type, relativeoffset) DECLARE_GL_FUNCTION_HEAD(void, VertexAttribLFormat, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) DECLARE_GL_FUNCTION_END_NO_RETURN(void, VertexAttribLFormat, attribindex, size, type, relativeoffset)
DECLARE_GL_FUNCTION_HEAD(void, BufferStorage, GLenum target, GLsizeiptr size, const void* data, GLbitfield flags) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BufferStorage, target, size, data, flags) DECLARE_GL_FUNCTION_HEAD(void, BufferStorage, GLenum target, GLsizeiptr size, const void* data, GLbitfield flags) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BufferStorage, target, size, data, flags)
DECLARE_GL_FUNCTION_HEAD(void, ClearTexImage, GLuint texture, GLint level, GLenum format, GLenum type, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearTexImage, texture, level, format, type, data) DECLARE_GL_FUNCTION_HEAD(void, ClearTexImage, GLuint texture, GLint level, GLenum format, GLenum type, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearTexImage, texture, level, format, type, data)
DECLARE_GL_FUNCTION_HEAD(void, ClearTexSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearTexSubImage, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data) DECLARE_GL_FUNCTION_HEAD(void, 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)
@@ -1013,12 +1008,12 @@ DECLARE_GL_FUNCTION_HEAD(void, BindSamplers, GLuint first, GLsizei count, const
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_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, BindVertexBuffers, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr* offsets, const GLsizei* strides) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindVertexBuffers, first, count, buffers, offsets, strides) DECLARE_GL_FUNCTION_HEAD(void, BindVertexBuffers, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr* offsets, const GLsizei* strides) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindVertexBuffers, first, count, buffers, offsets, strides)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClipControl, GLenum origin, GLenum depth) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClipControl, origin, depth) DECLARE_GL_FUNCTION_STUB_HEAD(void, ClipControl, GLenum origin, GLenum depth) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClipControl, origin, depth)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CreateTransformFeedbacks, GLsizei n, GLuint* ids) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CreateTransformFeedbacks, n, ids) DECLARE_GL_FUNCTION_HEAD(void, CreateTransformFeedbacks, GLsizei n, GLuint* ids) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateTransformFeedbacks, n, ids)
DECLARE_GL_FUNCTION_STUB_HEAD(void, TransformFeedbackBufferBase, GLuint xfb, GLuint index, GLuint buffer) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TransformFeedbackBufferBase, xfb, index, buffer) DECLARE_GL_FUNCTION_HEAD(void, TransformFeedbackBufferBase, GLuint xfb, GLuint index, GLuint buffer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TransformFeedbackBufferBase, xfb, index, buffer)
DECLARE_GL_FUNCTION_STUB_HEAD(void, TransformFeedbackBufferRange, GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TransformFeedbackBufferRange, xfb, index, buffer, offset, size) DECLARE_GL_FUNCTION_HEAD(void, TransformFeedbackBufferRange, GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TransformFeedbackBufferRange, xfb, index, buffer, offset, size)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetTransformFeedbackiv, GLuint xfb, GLenum pname, GLint* param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetTransformFeedbackiv, xfb, pname, param) DECLARE_GL_FUNCTION_HEAD(void, GetTransformFeedbackiv, GLuint xfb, GLenum pname, GLint* param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTransformFeedbackiv, xfb, pname, param)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetTransformFeedbacki_v, GLuint xfb, GLenum pname, GLuint index, GLint* param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetTransformFeedbacki_v, xfb, pname, index, param) DECLARE_GL_FUNCTION_HEAD(void, GetTransformFeedbacki_v, GLuint xfb, GLenum pname, GLuint index, GLint* param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTransformFeedbacki_v, xfb, pname, index, param)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetTransformFeedbacki64_v, GLuint xfb, GLenum pname, GLuint index, GLint64* param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetTransformFeedbacki64_v, xfb, pname, index, param) DECLARE_GL_FUNCTION_HEAD(void, GetTransformFeedbacki64_v, GLuint xfb, GLenum pname, GLuint index, GLint64* param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTransformFeedbacki64_v, xfb, pname, index, param)
DECLARE_GL_FUNCTION_HEAD(void, CreateBuffers, GLsizei n, GLuint* buffers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateBuffers, n, buffers) DECLARE_GL_FUNCTION_HEAD(void, CreateBuffers, GLsizei n, GLuint* buffers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateBuffers, n, buffers)
DECLARE_GL_FUNCTION_HEAD(void, NamedBufferStorage, GLuint buffer, GLsizeiptr size, const void* data, GLbitfield flags) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedBufferStorage, buffer, size, data, flags) DECLARE_GL_FUNCTION_HEAD(void, NamedBufferStorage, GLuint buffer, GLsizeiptr size, const void* data, GLbitfield flags) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedBufferStorage, buffer, size, data, flags)
DECLARE_GL_FUNCTION_HEAD(void, NamedBufferData, GLuint buffer, GLsizeiptr size, const void* data, GLenum usage) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedBufferData, buffer, size, data, usage) DECLARE_GL_FUNCTION_HEAD(void, NamedBufferData, GLuint buffer, GLsizeiptr size, const void* data, GLenum usage) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedBufferData, buffer, size, data, usage)
@@ -1031,32 +1026,32 @@ DECLARE_GL_FUNCTION_HEAD(void, FlushMappedNamedBufferRange, GLuint buffer, GLint
DECLARE_GL_FUNCTION_HEAD(void, GetNamedBufferParameteriv, GLuint buffer, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedBufferParameteriv, buffer, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetNamedBufferParameteriv, GLuint buffer, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedBufferParameteriv, buffer, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, GetNamedBufferParameteri64v, GLuint buffer, GLenum pname, GLint64* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedBufferParameteri64v, buffer, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetNamedBufferParameteri64v, GLuint buffer, GLenum pname, GLint64* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedBufferParameteri64v, buffer, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, GetNamedBufferPointerv, GLuint buffer, GLenum pname, void** params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedBufferPointerv, buffer, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetNamedBufferPointerv, GLuint buffer, GLenum pname, void** params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedBufferPointerv, buffer, pname, params)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetNamedBufferSubData, GLuint buffer, GLintptr offset, GLsizeiptr size, void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetNamedBufferSubData, buffer, offset, size, data) DECLARE_GL_FUNCTION_HEAD(void, GetNamedBufferSubData, GLuint buffer, GLintptr offset, GLsizeiptr size, void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedBufferSubData, buffer, offset, size, data)
DECLARE_GL_FUNCTION_HEAD(void, CreateFramebuffers, GLsizei n, GLuint* framebuffers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateFramebuffers, n, framebuffers) DECLARE_GL_FUNCTION_HEAD(void, CreateFramebuffers, GLsizei n, GLuint* framebuffers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateFramebuffers, n, framebuffers)
DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferRenderbuffer, GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferRenderbuffer, framebuffer, attachment, renderbuffertarget, renderbuffer) DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferRenderbuffer, GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferRenderbuffer, framebuffer, attachment, renderbuffertarget, renderbuffer)
DECLARE_GL_FUNCTION_STUB_HEAD(void, NamedFramebufferParameteri, GLuint framebuffer, GLenum pname, GLint param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, NamedFramebufferParameteri, framebuffer, pname, param) DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferParameteri, GLuint framebuffer, GLenum pname, GLint param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferParameteri, framebuffer, pname, param)
DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferTexture, GLuint framebuffer, GLenum attachment, GLuint texture, GLint level) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferTexture, framebuffer, attachment, texture, level) DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferTexture, GLuint framebuffer, GLenum attachment, GLuint texture, GLint level) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferTexture, framebuffer, attachment, texture, level)
DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferTextureLayer, GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferTextureLayer, framebuffer, attachment, texture, level, layer) DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferTextureLayer, GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferTextureLayer, framebuffer, attachment, texture, level, layer)
DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferDrawBuffer, GLuint framebuffer, GLenum buf) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferDrawBuffer, framebuffer, buf) DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferDrawBuffer, GLuint framebuffer, GLenum buf) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferDrawBuffer, framebuffer, buf)
DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferDrawBuffers, GLuint framebuffer, GLsizei n, const GLenum* bufs) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferDrawBuffers, framebuffer, n, bufs) DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferDrawBuffers, GLuint framebuffer, GLsizei n, const GLenum* bufs) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferDrawBuffers, framebuffer, n, bufs)
DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferReadBuffer, GLuint framebuffer, GLenum src) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferReadBuffer, framebuffer, src) DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferReadBuffer, GLuint framebuffer, GLenum src) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferReadBuffer, framebuffer, src)
DECLARE_GL_FUNCTION_STUB_HEAD(void, InvalidateNamedFramebufferData, GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, InvalidateNamedFramebufferData, framebuffer, numAttachments, attachments) DECLARE_GL_FUNCTION_HEAD(void, InvalidateNamedFramebufferData, GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments) DECLARE_GL_FUNCTION_END_NO_RETURN(void, InvalidateNamedFramebufferData, framebuffer, numAttachments, attachments)
DECLARE_GL_FUNCTION_STUB_HEAD(void, InvalidateNamedFramebufferSubData, GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, InvalidateNamedFramebufferSubData, framebuffer, numAttachments, attachments, x, y, width, height) DECLARE_GL_FUNCTION_HEAD(void, InvalidateNamedFramebufferSubData, GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, InvalidateNamedFramebufferSubData, framebuffer, numAttachments, attachments, x, y, width, height)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearNamedFramebufferiv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearNamedFramebufferiv, framebuffer, buffer, drawbuffer, value) DECLARE_GL_FUNCTION_HEAD(void, ClearNamedFramebufferiv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearNamedFramebufferiv, framebuffer, buffer, drawbuffer, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearNamedFramebufferuiv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearNamedFramebufferuiv, framebuffer, buffer, drawbuffer, value) DECLARE_GL_FUNCTION_HEAD(void, ClearNamedFramebufferuiv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearNamedFramebufferuiv, framebuffer, buffer, drawbuffer, value)
DECLARE_GL_FUNCTION_HEAD(void, ClearNamedFramebufferfv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearNamedFramebufferfv, framebuffer, buffer, drawbuffer, value) DECLARE_GL_FUNCTION_HEAD(void, ClearNamedFramebufferfv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearNamedFramebufferfv, framebuffer, buffer, drawbuffer, value)
DECLARE_GL_FUNCTION_HEAD(void, ClearNamedFramebufferfi, GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearNamedFramebufferfi, framebuffer, buffer, drawbuffer, depth, stencil) DECLARE_GL_FUNCTION_HEAD(void, ClearNamedFramebufferfi, GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearNamedFramebufferfi, framebuffer, buffer, drawbuffer, depth, stencil)
DECLARE_GL_FUNCTION_HEAD(void, BlitNamedFramebuffer, GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BlitNamedFramebuffer, readFramebuffer, drawFramebuffer, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter) DECLARE_GL_FUNCTION_HEAD(void, BlitNamedFramebuffer, GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BlitNamedFramebuffer, readFramebuffer, drawFramebuffer, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter)
DECLARE_GL_FUNCTION_HEAD(GLenum, CheckNamedFramebufferStatus, GLuint framebuffer, GLenum target) DECLARE_GL_FUNCTION_END(GLenum, CheckNamedFramebufferStatus, framebuffer, target) DECLARE_GL_FUNCTION_HEAD(GLenum, CheckNamedFramebufferStatus, GLuint framebuffer, GLenum target) DECLARE_GL_FUNCTION_END(GLenum, CheckNamedFramebufferStatus, framebuffer, target)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetNamedFramebufferParameteriv, GLuint framebuffer, GLenum pname, GLint* param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetNamedFramebufferParameteriv, framebuffer, pname, param) DECLARE_GL_FUNCTION_HEAD(void, GetNamedFramebufferParameteriv, GLuint framebuffer, GLenum pname, GLint* param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedFramebufferParameteriv, framebuffer, pname, param)
DECLARE_GL_FUNCTION_HEAD(void, GetNamedFramebufferAttachmentParameteriv, GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedFramebufferAttachmentParameteriv, framebuffer, attachment, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetNamedFramebufferAttachmentParameteriv, GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedFramebufferAttachmentParameteriv, framebuffer, attachment, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, CreateRenderbuffers, GLsizei n, GLuint* renderbuffers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateRenderbuffers, n, renderbuffers) DECLARE_GL_FUNCTION_HEAD(void, CreateRenderbuffers, GLsizei n, GLuint* renderbuffers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateRenderbuffers, n, renderbuffers)
DECLARE_GL_FUNCTION_HEAD(void, NamedRenderbufferStorage, GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedRenderbufferStorage, renderbuffer, internalformat, width, height) DECLARE_GL_FUNCTION_HEAD(void, NamedRenderbufferStorage, GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedRenderbufferStorage, renderbuffer, internalformat, width, height)
DECLARE_GL_FUNCTION_HEAD(void, NamedRenderbufferStorageMultisample, GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedRenderbufferStorageMultisample, renderbuffer, samples, internalformat, width, height) DECLARE_GL_FUNCTION_HEAD(void, NamedRenderbufferStorageMultisample, GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedRenderbufferStorageMultisample, renderbuffer, samples, internalformat, width, height)
DECLARE_GL_FUNCTION_HEAD(void, GetNamedRenderbufferParameteriv, GLuint renderbuffer, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedRenderbufferParameteriv, renderbuffer, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetNamedRenderbufferParameteriv, GLuint renderbuffer, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedRenderbufferParameteriv, renderbuffer, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, CreateTextures, GLenum target, GLsizei n, GLuint* textures) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateTextures, target, n, textures) DECLARE_GL_FUNCTION_HEAD(void, CreateTextures, GLenum target, GLsizei n, GLuint* textures) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateTextures, target, n, textures)
DECLARE_GL_FUNCTION_STUB_HEAD(void, TextureBuffer, GLuint texture, GLenum internalformat, GLuint buffer) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TextureBuffer, texture, internalformat, buffer) DECLARE_GL_FUNCTION_HEAD(void, TextureBuffer, GLuint texture, GLenum internalformat, GLuint buffer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureBuffer, texture, internalformat, buffer)
DECLARE_GL_FUNCTION_STUB_HEAD(void, TextureBufferRange, GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TextureBufferRange, texture, internalformat, buffer, offset, size) DECLARE_GL_FUNCTION_HEAD(void, TextureBufferRange, GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureBufferRange, texture, internalformat, buffer, offset, size)
DECLARE_GL_FUNCTION_HEAD(void, TextureStorage1D, GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureStorage1D, texture, levels, internalformat, width) DECLARE_GL_FUNCTION_HEAD(void, TextureStorage1D, GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureStorage1D, texture, levels, internalformat, width)
DECLARE_GL_FUNCTION_HEAD(void, TextureStorage2D, GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureStorage2D, texture, levels, internalformat, width, height) DECLARE_GL_FUNCTION_HEAD(void, TextureStorage2D, GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureStorage2D, texture, levels, internalformat, width, height)
DECLARE_GL_FUNCTION_HEAD(void, TextureStorage3D, GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureStorage3D, texture, levels, internalformat, width, height, depth) DECLARE_GL_FUNCTION_HEAD(void, TextureStorage3D, GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureStorage3D, texture, levels, internalformat, width, height, depth)
@@ -1068,9 +1063,9 @@ DECLARE_GL_FUNCTION_HEAD(void, TextureSubImage3D, GLuint texture, GLint level, G
DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage1D, texture, level, xoffset, width, format, imageSize, data) DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage1D, texture, level, xoffset, width, format, imageSize, data)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage2D, texture, level, xoffset, yoffset, width, height, format, imageSize, data) DECLARE_GL_FUNCTION_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_STUB_HEAD(void, CompressedTextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage3D, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data) DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage3D, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CopyTextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CopyTextureSubImage1D, texture, level, xoffset, x, y, width) DECLARE_GL_FUNCTION_HEAD(void, CopyTextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTextureSubImage1D, texture, level, xoffset, x, y, width)
DECLARE_GL_FUNCTION_HEAD(void, CopyTextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTextureSubImage2D, texture, level, xoffset, yoffset, x, y, width, height) DECLARE_GL_FUNCTION_HEAD(void, CopyTextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTextureSubImage2D, texture, level, xoffset, yoffset, x, y, width, height)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CopyTextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CopyTextureSubImage3D, texture, level, xoffset, yoffset, zoffset, x, y, width, height) DECLARE_GL_FUNCTION_HEAD(void, CopyTextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTextureSubImage3D, texture, level, xoffset, yoffset, zoffset, x, y, width, height)
DECLARE_GL_FUNCTION_HEAD(void, TextureParameterf, GLuint texture, GLenum pname, GLfloat param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureParameterf, texture, pname, param) DECLARE_GL_FUNCTION_HEAD(void, TextureParameterf, GLuint texture, GLenum pname, GLfloat param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureParameterf, texture, pname, param)
DECLARE_GL_FUNCTION_HEAD(void, TextureParameterfv, GLuint texture, GLenum pname, const GLfloat* param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureParameterfv, texture, pname, param) DECLARE_GL_FUNCTION_HEAD(void, TextureParameterfv, GLuint texture, GLenum pname, const GLfloat* param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureParameterfv, texture, pname, param)
DECLARE_GL_FUNCTION_HEAD(void, TextureParameteri, GLuint texture, GLenum pname, GLint param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureParameteri, texture, pname, param) DECLARE_GL_FUNCTION_HEAD(void, TextureParameteri, GLuint texture, GLenum pname, GLint param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureParameteri, texture, pname, param)
@@ -1080,7 +1075,7 @@ DECLARE_GL_FUNCTION_HEAD(void, TextureParameteriv, GLuint texture, GLenum pname,
DECLARE_GL_FUNCTION_HEAD(void, GenerateTextureMipmap, GLuint texture) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GenerateTextureMipmap, texture) DECLARE_GL_FUNCTION_HEAD(void, GenerateTextureMipmap, GLuint texture) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GenerateTextureMipmap, texture)
DECLARE_GL_FUNCTION_HEAD(void, BindTextureUnit, GLuint unit, GLuint texture) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindTextureUnit, unit, texture) DECLARE_GL_FUNCTION_HEAD(void, BindTextureUnit, GLuint unit, GLuint texture) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindTextureUnit, unit, texture)
DECLARE_GL_FUNCTION_HEAD(void, GetTextureImage, GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTextureImage, texture, level, format, type, bufSize, pixels) DECLARE_GL_FUNCTION_HEAD(void, GetTextureImage, GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTextureImage, texture, level, format, type, bufSize, pixels)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetCompressedTextureImage, GLuint texture, GLint level, GLsizei bufSize, void* pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetCompressedTextureImage, texture, level, bufSize, pixels) DECLARE_GL_FUNCTION_HEAD(void, GetCompressedTextureImage, GLuint texture, GLint level, GLsizei bufSize, void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetCompressedTextureImage, texture, level, bufSize, pixels)
DECLARE_GL_FUNCTION_HEAD(void, GetTextureLevelParameterfv, GLuint texture, GLint level, GLenum pname, GLfloat* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTextureLevelParameterfv, texture, level, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetTextureLevelParameterfv, GLuint texture, GLint level, GLenum pname, GLfloat* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTextureLevelParameterfv, texture, level, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, GetTextureLevelParameteriv, GLuint texture, GLint level, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTextureLevelParameteriv, texture, level, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetTextureLevelParameteriv, GLuint texture, GLint level, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTextureLevelParameteriv, texture, level, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, GetTextureParameterfv, GLuint texture, GLenum pname, GLfloat* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTextureParameterfv, texture, pname, params) DECLARE_GL_FUNCTION_HEAD(void, GetTextureParameterfv, GLuint texture, GLenum pname, GLfloat* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTextureParameterfv, texture, pname, params)
@@ -1096,18 +1091,18 @@ DECLARE_GL_FUNCTION_HEAD(void, VertexArrayVertexBuffers, GLuint vaobj, GLuint fi
DECLARE_GL_FUNCTION_HEAD(void, VertexArrayAttribBinding, GLuint vaobj, GLuint attribindex, GLuint bindingindex) DECLARE_GL_FUNCTION_END_NO_RETURN(void, VertexArrayAttribBinding, vaobj, attribindex, bindingindex) DECLARE_GL_FUNCTION_HEAD(void, VertexArrayAttribBinding, GLuint vaobj, GLuint attribindex, GLuint bindingindex) DECLARE_GL_FUNCTION_END_NO_RETURN(void, VertexArrayAttribBinding, vaobj, attribindex, bindingindex)
DECLARE_GL_FUNCTION_HEAD(void, VertexArrayAttribFormat, GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset) DECLARE_GL_FUNCTION_END_NO_RETURN(void, VertexArrayAttribFormat, vaobj, attribindex, size, type, normalized, relativeoffset) DECLARE_GL_FUNCTION_HEAD(void, VertexArrayAttribFormat, GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset) DECLARE_GL_FUNCTION_END_NO_RETURN(void, VertexArrayAttribFormat, vaobj, attribindex, size, type, normalized, relativeoffset)
DECLARE_GL_FUNCTION_HEAD(void, VertexArrayAttribIFormat, GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) DECLARE_GL_FUNCTION_END_NO_RETURN(void, VertexArrayAttribIFormat, vaobj, attribindex, size, type, relativeoffset) DECLARE_GL_FUNCTION_HEAD(void, VertexArrayAttribIFormat, GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) DECLARE_GL_FUNCTION_END_NO_RETURN(void, VertexArrayAttribIFormat, vaobj, attribindex, size, type, relativeoffset)
DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexArrayAttribLFormat, GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexArrayAttribLFormat, vaobj, attribindex, size, type, relativeoffset) DECLARE_GL_FUNCTION_HEAD(void, VertexArrayAttribLFormat, GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) DECLARE_GL_FUNCTION_END_NO_RETURN(void, VertexArrayAttribLFormat, vaobj, attribindex, size, type, relativeoffset)
DECLARE_GL_FUNCTION_HEAD(void, VertexArrayBindingDivisor, GLuint vaobj, GLuint bindingindex, GLuint divisor) DECLARE_GL_FUNCTION_END_NO_RETURN(void, VertexArrayBindingDivisor, vaobj, bindingindex, divisor) DECLARE_GL_FUNCTION_HEAD(void, VertexArrayBindingDivisor, GLuint vaobj, GLuint bindingindex, GLuint divisor) DECLARE_GL_FUNCTION_END_NO_RETURN(void, VertexArrayBindingDivisor, vaobj, bindingindex, divisor)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetVertexArrayiv, GLuint vaobj, GLenum pname, GLint* param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetVertexArrayiv, vaobj, pname, param) DECLARE_GL_FUNCTION_HEAD(void, GetVertexArrayiv, GLuint vaobj, GLenum pname, GLint* param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetVertexArrayiv, vaobj, pname, param)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetVertexArrayIndexediv, GLuint vaobj, GLuint index, GLenum pname, GLint* param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetVertexArrayIndexediv, vaobj, index, pname, param) DECLARE_GL_FUNCTION_HEAD(void, GetVertexArrayIndexediv, GLuint vaobj, GLuint index, GLenum pname, GLint* param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetVertexArrayIndexediv, vaobj, index, pname, param)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetVertexArrayIndexed64iv, GLuint vaobj, GLuint index, GLenum pname, GLint64* param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetVertexArrayIndexed64iv, vaobj, index, pname, param) DECLARE_GL_FUNCTION_HEAD(void, GetVertexArrayIndexed64iv, GLuint vaobj, GLuint index, GLenum pname, GLint64* param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetVertexArrayIndexed64iv, vaobj, index, pname, param)
DECLARE_GL_FUNCTION_HEAD(void, CreateSamplers, GLsizei n, GLuint* samplers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateSamplers, n, samplers) DECLARE_GL_FUNCTION_HEAD(void, CreateSamplers, GLsizei n, GLuint* samplers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateSamplers, n, samplers)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CreateProgramPipelines, GLsizei n, GLuint* pipelines) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CreateProgramPipelines, n, pipelines) DECLARE_GL_FUNCTION_HEAD(void, CreateProgramPipelines, GLsizei n, GLuint* pipelines) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateProgramPipelines, n, pipelines)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CreateQueries, GLenum target, GLsizei n, GLuint* ids) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CreateQueries, target, n, ids) DECLARE_GL_FUNCTION_HEAD(void, CreateQueries, GLenum target, GLsizei n, GLuint* ids) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateQueries, target, n, ids)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetQueryBufferObjecti64v, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetQueryBufferObjecti64v, id, buffer, pname, offset) DECLARE_GL_FUNCTION_HEAD(void, GetQueryBufferObjecti64v, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetQueryBufferObjecti64v, id, buffer, pname, offset)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetQueryBufferObjectiv, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetQueryBufferObjectiv, id, buffer, pname, offset) DECLARE_GL_FUNCTION_HEAD(void, GetQueryBufferObjectiv, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetQueryBufferObjectiv, id, buffer, pname, offset)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetQueryBufferObjectui64v, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetQueryBufferObjectui64v, id, buffer, pname, offset) DECLARE_GL_FUNCTION_HEAD(void, GetQueryBufferObjectui64v, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetQueryBufferObjectui64v, id, buffer, pname, offset)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetQueryBufferObjectuiv, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetQueryBufferObjectuiv, id, buffer, pname, offset) DECLARE_GL_FUNCTION_HEAD(void, GetQueryBufferObjectuiv, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetQueryBufferObjectuiv, id, buffer, pname, offset)
DECLARE_GL_FUNCTION_HEAD(void, GetTextureSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTextureSubImage, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, bufSize, pixels) DECLARE_GL_FUNCTION_HEAD(void, GetTextureSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTextureSubImage, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, bufSize, pixels)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetCompressedTextureSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void* pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetCompressedTextureSubImage, texture, level, xoffset, yoffset, zoffset, width, height, depth, bufSize, pixels) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetCompressedTextureSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void* pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetCompressedTextureSubImage, texture, level, xoffset, yoffset, zoffset, width, height, depth, bufSize, pixels)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetnCompressedTexImage, GLenum target, GLint lod, GLsizei bufSize, void* pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetnCompressedTexImage, target, lod, bufSize, pixels) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetnCompressedTexImage, GLenum target, GLint lod, GLsizei bufSize, void* pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetnCompressedTexImage, target, lod, bufSize, pixels)
@@ -1278,7 +1273,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord4ivARB, GLenum target, const GL
DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord4sARB, GLenum target, GLshort s, GLshort t, GLshort r, GLshort q) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord4sARB, target, s, t, r, q) DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord4sARB, GLenum target, GLshort s, GLshort t, GLshort r, GLshort q) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord4sARB, target, s, t, r, q)
DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord4svARB, GLenum target, const GLshort* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord4svARB, target, v) DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord4svARB, GLenum target, const GLshort* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord4svARB, target, v)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetQueryObjectivARB, GLuint id, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetQueryObjectivARB, id, pname, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetQueryObjectivARB, GLuint id, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetQueryObjectivARB, id, pname, params)
DECLARE_GL_FUNCTION_STUB_HEAD(void, MaxShaderCompilerThreadsARB, GLuint count) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MaxShaderCompilerThreadsARB, count) DECLARE_GL_FUNCTION_HEAD(void, MaxShaderCompilerThreadsARB, GLuint count) DECLARE_GL_FUNCTION_END_NO_RETURN(void, MaxShaderCompilerThreadsARB, count)
DECLARE_GL_FUNCTION_STUB_HEAD(void, PointParameterfARB, GLenum pname, GLfloat param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PointParameterfARB, pname, param) DECLARE_GL_FUNCTION_STUB_HEAD(void, PointParameterfARB, GLenum pname, GLfloat param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PointParameterfARB, pname, param)
DECLARE_GL_FUNCTION_STUB_HEAD(void, PointParameterfvARB, GLenum pname, const GLfloat* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PointParameterfvARB, pname, params) DECLARE_GL_FUNCTION_STUB_HEAD(void, PointParameterfvARB, GLenum pname, const GLfloat* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PointParameterfvARB, pname, params)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetnTexImageARB, GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* img) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetnTexImageARB, target, level, format, type, bufSize, img) DECLARE_GL_FUNCTION_STUB_HEAD(void, GetnTexImageARB, GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* img) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetnTexImageARB, target, level, format, type, bufSize, img)
@@ -1386,7 +1381,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, WindowPos3ivARB, const GLint* v) DECLARE_GL_
DECLARE_GL_FUNCTION_STUB_HEAD(void, WindowPos3sARB, GLshort x, GLshort y, GLshort z) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, WindowPos3sARB, x, y, z) DECLARE_GL_FUNCTION_STUB_HEAD(void, WindowPos3sARB, GLshort x, GLshort y, GLshort z) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, WindowPos3sARB, x, y, z)
DECLARE_GL_FUNCTION_STUB_HEAD(void, WindowPos3svARB, const GLshort* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, WindowPos3svARB, v) DECLARE_GL_FUNCTION_STUB_HEAD(void, WindowPos3svARB, const GLshort* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, WindowPos3svARB, v)
DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendBarrierKHR, void) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendBarrierKHR, ) DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendBarrierKHR, void) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendBarrierKHR, )
DECLARE_GL_FUNCTION_STUB_HEAD(void, MaxShaderCompilerThreadsKHR, GLuint count) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MaxShaderCompilerThreadsKHR, count) DECLARE_GL_FUNCTION_HEAD(void, MaxShaderCompilerThreadsKHR, GLuint count) DECLARE_GL_FUNCTION_END_NO_RETURN(void, MaxShaderCompilerThreadsKHR, count)
DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord1bOES, GLenum texture, GLbyte s) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord1bOES, texture, s) DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord1bOES, GLenum texture, GLbyte s) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord1bOES, texture, s)
DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord1bvOES, GLenum texture, const GLbyte* coords) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord1bvOES, texture, coords) DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord1bvOES, GLenum texture, const GLbyte* coords) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord1bvOES, texture, coords)
DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord2bOES, GLenum texture, GLbyte s, GLbyte t) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord2bOES, texture, s, t) DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord2bOES, GLenum texture, GLbyte s, GLbyte t) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord2bOES, texture, s, t)
File diff suppressed because it is too large Load Diff
@@ -14,6 +14,8 @@
namespace MobileGL::MG_Impl::GLImpl { namespace MobileGL::MG_Impl::GLImpl {
/* @INSERTION_POINT:FUNCTION_DECLARATION@ */ /* @INSERTION_POINT:FUNCTION_DECLARATION@ */
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels); void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);
void ReadnPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize,
void* data);
void ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); void ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
void ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat* value); void ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat* value);
void ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint* value); void ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint* value);
@@ -56,7 +58,19 @@ namespace MobileGL::MG_Impl::GLImpl {
void NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src); void NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src);
void ClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat* value); void ClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat* value);
void ClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); void ClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
void InvalidateNamedFramebufferData(GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments);
void InvalidateNamedFramebufferSubData(GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments,
GLint x, GLint y, GLsizei width, GLsizei height);
void InvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments);
void InvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y,
GLsizei width, GLsizei height);
void ClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint* value);
void ClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint* value);
GLenum CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target); GLenum CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target);
void GetFramebufferParameteriv(GLenum target, GLenum pname, GLint* params);
void FramebufferParameteri(GLenum target, GLenum pname, GLint param);
void GetNamedFramebufferParameteriv(GLuint framebuffer, GLenum pname, GLint* params);
void NamedFramebufferParameteri(GLuint framebuffer, GLenum pname, GLint param);
void GetNamedFramebufferAttachmentParameteriv(GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params); void GetNamedFramebufferAttachmentParameteriv(GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params);
void BlitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, void BlitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1,
GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask,
@@ -7,6 +7,7 @@
// End of Source File Header // End of Source File Header
#include "Validators.h" #include "Validators.h"
#include <MG_Backend/BackendObjects.h>
#include <MG_State/GLState/Core.h> #include <MG_State/GLState/Core.h>
#include <MG_State/GLState/ErrorState/Error.h> #include <MG_State/GLState/ErrorState/Error.h>
#include <MG_Util/Converters/GLToStr/GLEnumConverter.h> #include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
@@ -60,6 +61,26 @@ namespace MobileGL::MG_Impl::GLImpl::FramebufferImpl {
return true; return true;
} }
Bool ValidateColorAttachmentInRange(FramebufferAttachmentType attachment, const char* caller) {
const auto first = static_cast<SizeT>(FramebufferAttachmentType::Color0);
const auto index = static_cast<SizeT>(attachment);
if (index < first) return true;
const auto colorIndex = index - first;
const auto limit = static_cast<SizeT>(
MG_Backend::pActiveBackendObject ? MG_Backend::pActiveBackendObject->GetDynamicParameters()
.MaxColorAttachments
: static_cast<Int>(MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS));
if (colorIndex >= limit) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl/FramebufferImpl", caller,
std::format("Colour attachment {} is beyond GL_MAX_COLOR_ATTACHMENTS ({}).", colorIndex, limit)));
return false;
}
return true;
}
Bool ValidateRenderbufferTarget(RenderbufferTarget target) { Bool ValidateRenderbufferTarget(RenderbufferTarget target) {
if (target == RenderbufferTarget::Unknown) { if (target == RenderbufferTarget::Unknown) {
using namespace MG_Util; using namespace MG_Util;
@@ -97,4 +118,100 @@ namespace MobileGL::MG_Impl::GLImpl::FramebufferImpl {
std::format("Renderbuffer name {} is not valid.", index))); std::format("Renderbuffer name {} is not valid.", index)));
return false; return false;
} }
Bool ValidateFramebufferParameterPname(GLenum pname, Bool isDefaultFramebuffer, Bool forSetter,
const char* caller) {
Bool isDefaultParameter = false;
switch (pname) {
case GL_FRAMEBUFFER_DEFAULT_WIDTH:
case GL_FRAMEBUFFER_DEFAULT_HEIGHT:
case GL_FRAMEBUFFER_DEFAULT_LAYERS:
case GL_FRAMEBUFFER_DEFAULT_SAMPLES:
case GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS:
isDefaultParameter = true;
break;
case GL_DOUBLEBUFFER:
case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
case GL_IMPLEMENTATION_COLOR_READ_TYPE:
case GL_SAMPLES:
case GL_SAMPLE_BUFFERS:
case GL_STEREO:
// Queryable only; glFramebufferParameteri sets none of these.
if (forSetter) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl/FramebufferImpl", caller,
std::format("pname {} is not settable on a framebuffer.",
MG_Util::ConvertGLEnumToString(pname))));
return false;
}
break;
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl/FramebufferImpl", caller,
std::format("pname {} is not a framebuffer parameter.",
MG_Util::ConvertGLEnumToString(pname))));
return false;
}
// The default framebuffer has no DEFAULT_* state of its own - its shape comes from the
// surface - so those names are accepted enums it simply cannot answer or accept.
if (isDefaultFramebuffer && isDefaultParameter) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl/FramebufferImpl", caller,
std::format("pname {} does not apply to the default framebuffer.",
MG_Util::ConvertGLEnumToString(pname))));
return false;
}
return true;
}
Bool ValidateReadFramebufferForCopy(const char* caller) {
auto& framebufferObject =
MG_State::pGLContext->GetFramebufferBindingSlot(FramebufferTarget::Read).GetBoundObject();
if (!framebufferObject || !framebufferObject->CheckCompleteness()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidFramebufferOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl/FramebufferImpl", caller,
"Read framebuffer is not framebuffer complete."));
return false;
}
const FramebufferAttachmentType readBuffer = framebufferObject->GetReadBuffer();
if (readBuffer == FramebufferAttachmentType::None ||
!framebufferObject->GetAttachment(readBuffer).IsValid()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl/FramebufferImpl", caller,
"Read buffer names no attachment of the read framebuffer."));
return false;
}
// SAMPLE_BUFFERS is one whenever the read buffer resolves to multisample storage. A
// multisample texture says so by its target - its sample count can legally be one - while a
// renderbuffer says so by having been given a non-zero sample count.
const auto& readAttachment = framebufferObject->GetAttachment(readBuffer);
Bool isMultisampled = false;
if (readAttachment.IsRenderbuffer() && readAttachment.GetRenderbuffer()) {
isMultisampled = readAttachment.GetRenderbuffer()->GetSamples() > 0;
} else if (readAttachment.IsTexture() && readAttachment.GetTexture()) {
const auto target = readAttachment.GetTexture()->GetTarget();
isMultisampled = target == TextureTarget::Texture2DMultisample ||
target == TextureTarget::Texture2DMultisampleArray;
}
if (isMultisampled) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl/FramebufferImpl", caller,
"Cannot copy from a multisampled read framebuffer."));
return false;
}
return true;
}
} // namespace MobileGL::MG_Impl::GLImpl::FramebufferImpl } // namespace MobileGL::MG_Impl::GLImpl::FramebufferImpl
@@ -14,6 +14,21 @@ namespace MobileGL::MG_Impl::GLImpl::FramebufferImpl {
Bool ValidateFramebufferTarget(FramebufferTarget target); Bool ValidateFramebufferTarget(FramebufferTarget target);
Bool ValidateFramebufferName(Uint index, Bool allowZero = true); Bool ValidateFramebufferName(Uint index, Bool allowZero = true);
Bool ValidateFramebufferAttachmentType(FramebufferAttachmentType attachment); Bool ValidateFramebufferAttachmentType(FramebufferAttachmentType attachment);
// GL_COLOR_ATTACHMENTn is a token per n up to 31, but only the first GL_MAX_COLOR_ATTACHMENTS of
// them name an attachment point of a framebuffer object; the rest are INVALID_OPERATION for the
// attaching entry points (GL 4.6 core 9.2.7). Non-colour attachments pass through unchanged.
Bool ValidateColorAttachmentInRange(FramebufferAttachmentType attachment, const char* caller);
Bool ValidateRenderbufferTarget(RenderbufferTarget target); Bool ValidateRenderbufferTarget(RenderbufferTarget target);
Bool ValidateRenderbufferName(Uint index, Bool allowZero = true); Bool ValidateRenderbufferName(Uint index, Bool allowZero = true);
// The read-framebuffer preconditions the CopyTexSubImage family shares (GL 4.6 core 8.6): the
// read framebuffer must be complete, its read buffer must name a real attachment, and it must
// not be multisampled. Incompleteness is INVALID_FRAMEBUFFER_OPERATION, the other two are
// INVALID_OPERATION.
Bool ValidateReadFramebufferForCopy(const char* caller);
// The pname sets of glGet/FramebufferParameteri (GL 4.6 core 9.2.3). Order matters and is part
// of the contract: a name outside the table is INVALID_ENUM, and only then is a name that the
// DEFAULT framebuffer does not answer INVALID_OPERATION. Testing the framebuffer kind first
// would turn GL_FRAMEBUFFER_DEFAULT_WIDTH on framebuffer zero into the wrong error.
Bool ValidateFramebufferParameterPname(GLenum pname, Bool isDefaultFramebuffer, Bool forSetter,
const char* caller);
} // namespace MobileGL::MG_Impl::GLImpl::FramebufferImpl } // namespace MobileGL::MG_Impl::GLImpl::FramebufferImpl
+244 -98
View File
@@ -23,6 +23,7 @@
#include <MG_Util/Converters/MGToGL/RenderStateEnumConverter.h> #include <MG_Util/Converters/MGToGL/RenderStateEnumConverter.h>
#include <MG_State/GLState/FramebufferState/FramebufferObject.h> #include <MG_State/GLState/FramebufferState/FramebufferObject.h>
#include <MG_Util/Texture/TextureFormatProcessor.h> #include <MG_Util/Texture/TextureFormatProcessor.h>
#include <MG_Util/Async/ShaderCompilePool.h>
#include <MG_Backend/BackendObjects.h> #include <MG_Backend/BackendObjects.h>
namespace MobileGL::MG_Impl::GLImpl { namespace MobileGL::MG_Impl::GLImpl {
@@ -50,6 +51,14 @@ namespace MobileGL::MG_Impl::GLImpl {
constexpr GLint kFrontendMaxTessControlAtomicCounters = 0; constexpr GLint kFrontendMaxTessControlAtomicCounters = 0;
constexpr GLint kFrontendMaxTessEvaluationAtomicCounters = 0; constexpr GLint kFrontendMaxTessEvaluationAtomicCounters = 0;
constexpr GLint kFrontendMaxVertexAtomicCounters = 0; constexpr GLint kFrontendMaxVertexAtomicCounters = 0;
// 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 =
kFrontendMaxCombinedAtomicCounters * static_cast<GLint>(sizeof(GLuint));
// KHR_debug minima (GL 4.6 table 23.66); the debug entry points are stubs, but the
// limits they advertise still have to be legal.
constexpr GLint kFrontendMaxDebugGroupStackDepth = 64;
constexpr GLint kFrontendMaxDebugLoggedMessages = 1;
constexpr GLint kFrontendMaxVertexUniformComponents = 4096; constexpr GLint kFrontendMaxVertexUniformComponents = 4096;
constexpr GLint kFrontendMaxVertexUniformVectors = 128; constexpr GLint kFrontendMaxVertexUniformVectors = 128;
constexpr GLint kFrontendMaxVertexUniformBlocks = 14; constexpr GLint kFrontendMaxVertexUniformBlocks = 14;
@@ -263,6 +272,60 @@ namespace MobileGL::MG_Impl::GLImpl {
return true; return true;
} }
// GL_TEXTURE_BINDING_* is per-texture-unit state: glGetIntegerv answers for the
// active unit, glGetIntegeri_v answers for unit `index`. Both need the same
// pname -> target decode, so it lives here instead of being spelled out twice.
bool TryDecodeTextureUnitBindingPname(GLenum pname, TextureTarget& outTarget) {
switch (pname) {
case GL_TEXTURE_BINDING_1D: outTarget = TextureTarget::Texture1D; return true;
case GL_TEXTURE_BINDING_1D_ARRAY: outTarget = TextureTarget::Texture1DArray; return true;
case GL_TEXTURE_BINDING_2D: outTarget = TextureTarget::Texture2D; return true;
case GL_TEXTURE_BINDING_2D_ARRAY: outTarget = TextureTarget::Texture2DArray; return true;
case GL_TEXTURE_BINDING_2D_MULTISAMPLE: outTarget = TextureTarget::Texture2DMultisample; return true;
case GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY:
outTarget = TextureTarget::Texture2DMultisampleArray;
return true;
case GL_TEXTURE_BINDING_3D: outTarget = TextureTarget::Texture3D; return true;
case GL_TEXTURE_BINDING_BUFFER: outTarget = TextureTarget::TextureBuffer; return true;
case GL_TEXTURE_BINDING_CUBE_MAP: outTarget = TextureTarget::TextureCubeMap; return true;
case GL_TEXTURE_BINDING_CUBE_MAP_ARRAY: outTarget = TextureTarget::TextureCubeMapArray; return true;
case GL_TEXTURE_BINDING_RECTANGLE: outTarget = TextureTarget::TextureRectangle; return true;
default: return false;
}
}
GLint QueryTextureBindingOnUnit(Int unit, TextureTarget target) {
auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& obj = textureUnit.GetBindingSlot(target).GetBoundObject();
return obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
}
GLint QuerySamplerBindingOnUnit(Int unit) {
const auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& sampler = textureUnit.GetSamplerObject();
return sampler ? static_cast<GLint>(sampler->GetExternalIndex()) : 0;
}
// The ARB_viewport_array indexed rectangles. MobileGL keeps exactly one viewport, one
// scissor box and one depth range, so every in-range index answers with that single
// value - but it has to come from the frontend state the non-indexed getters read.
// The generic path at the bottom of GetIntegeri_v is a raw backend passthrough that
// has no case for these, so routing them through it returned zeros.
Bool IsIndexedViewportQuery(GLenum target) {
return target == GL_VIEWPORT || target == GL_SCISSOR_BOX || target == GL_DEPTH_RANGE;
}
// ARB_viewport_array: `index` selects a viewport and MAX_VIEWPORTS bounds it.
Bool ValidateViewportQueryIndex(GLuint index, const char* caller) {
GLint maxViewports = 0;
GetIntegerv(GL_MAX_VIEWPORTS, &maxViewports);
if (index < static_cast<GLuint>(std::max(maxViewports, 1))) return true;
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller, "Viewport index is out of range."));
return false;
}
void CopyIntsToBooleans(const GLint* src, SizeT count, GLboolean* dst) { void CopyIntsToBooleans(const GLint* src, SizeT count, GLboolean* dst) {
for (SizeT i = 0; i < count; ++i) { for (SizeT i = 0; i < count; ++i) {
dst[i] = src[i] ? GL_TRUE : GL_FALSE; dst[i] = src[i] ? GL_TRUE : GL_FALSE;
@@ -670,7 +733,71 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
} }
// Per-texture-unit bindings: GL 4.6 core table 23.19 makes every GL_TEXTURE_BINDING_*
// and GL_SAMPLER_BINDING indexed by texture unit. Without this they fell through to
// the raw backend passthrough at the bottom, which knows nothing about the
// frontend's binding state.
if (TextureTarget textureBindingTarget = TextureTarget::Unknown;
TryDecodeTextureUnitBindingPname(target, textureBindingTarget) || target == GL_SAMPLER_BINDING) {
GLint maxUnits = 0;
GetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxUnits);
maxUnits = std::min<GLint>(maxUnits, MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
if (index >= static_cast<GLuint>(std::max(maxUnits, 0))) {
*data = 0;
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "Texture unit index is out of range."));
return;
}
*data = target == GL_SAMPLER_BINDING
? QuerySamplerBindingOnUnit(static_cast<Int>(index))
: QueryTextureBindingOnUnit(static_cast<Int>(index), textureBindingTarget);
return;
}
switch (target) { switch (target) {
// ARB_viewport_array queries the indexed rectangles through glGetIntegeri_v as well
// (gl4cMultiBindTests and the viewport_array group both do). The frontend keeps one
// viewport and one scissor box, so every in-range index reports that one.
case GL_VIEWPORT:
case GL_SCISSOR_BOX:
if (!ValidateViewportQueryIndex(index, __func__)) return;
GetIntegerv(target, data);
return;
// The vertex buffer binding points of the vertex array object that is bound. Indexed by
// binding point, not by attribute (GL 4.6 core 10.3.1).
case GL_VERTEX_BINDING_BUFFER:
case GL_VERTEX_BINDING_DIVISOR:
case GL_VERTEX_BINDING_OFFSET:
case GL_VERTEX_BINDING_STRIDE: {
if (index >= VertexArrayImpl::GetMaxVertexAttribBindings()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"Vertex buffer binding index is out of range."));
return;
}
const auto& vao = MG_State::pGLContext->GetBoundVertexArray();
if (!vao) {
*data = 0;
return;
}
const auto& binding = vao->GetBindingPoint(index);
switch (target) {
case GL_VERTEX_BINDING_BUFFER:
*data = binding.Buffer ? static_cast<GLint>(binding.Buffer->GetExternalIndex()) : 0;
return;
case GL_VERTEX_BINDING_DIVISOR:
*data = static_cast<GLint>(binding.Divisor);
return;
case GL_VERTEX_BINDING_OFFSET:
*data = static_cast<GLint>(binding.Offset);
return;
default:
*data = static_cast<GLint>(binding.Stride);
return;
}
}
case GL_IMAGE_BINDING_NAME: case GL_IMAGE_BINDING_NAME:
case GL_IMAGE_BINDING_LEVEL: case GL_IMAGE_BINDING_LEVEL:
case GL_IMAGE_BINDING_LAYERED: case GL_IMAGE_BINDING_LAYERED:
@@ -748,6 +875,46 @@ namespace MobileGL::MG_Impl::GLImpl {
getIntegeri(target, index, data); getIntegeri(target, index, data);
} }
// GL_ARB_viewport_array's typed indexed getters. They were no-op stubs, which left the
// caller's output buffer holding whatever was on the stack. The multi-component indexed
// rectangles are answered from the frontend's own viewport/scissor/depth-range state, via
// the non-indexed getter of the matching type - GL_DEPTH_RANGE is float state, so putting
// it through the integer query would round it to 0/1. Everything else MobileGL answers
// indexed is scalar integer-domain state, where converting the integer query is exact.
void GetFloati_v(GLenum target, GLuint index, GLfloat* data) {
if (!data) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "data pointer cannot be null"));
return;
}
if (IsIndexedViewportQuery(target)) {
if (!ValidateViewportQueryIndex(index, __func__)) return;
GetFloatv(target, data);
return;
}
GLint ints[4] = {};
GetIntegeri_v(target, index, ints);
data[0] = static_cast<GLfloat>(ints[0]);
}
void GetDoublei_v(GLenum target, GLuint index, GLdouble* data) {
if (!data) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "data pointer cannot be null"));
return;
}
if (IsIndexedViewportQuery(target)) {
if (!ValidateViewportQueryIndex(index, __func__)) return;
GetDoublev(target, data);
return;
}
GLint ints[4] = {};
GetIntegeri_v(target, index, ints);
data[0] = static_cast<GLdouble>(ints[0]);
}
void GetInteger64i_v(GLenum target, GLuint index, GLint64* data) { void GetInteger64i_v(GLenum target, GLuint index, GLint64* data) {
if (!data) { if (!data) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
@@ -924,6 +1091,13 @@ namespace MobileGL::MG_Impl::GLImpl {
return; return;
} }
// Per-texture-unit bindings: the non-indexed query reports the active unit.
if (TextureTarget textureBindingTarget = TextureTarget::Unknown;
TryDecodeTextureUnitBindingPname(pname, textureBindingTarget)) {
*params = QueryTextureBindingOnUnit(MG_State::pGLContext->GetActiveTextureUnit(), textureBindingTarget);
return;
}
switch (pname) { switch (pname) {
case GL_ACTIVE_TEXTURE: case GL_ACTIVE_TEXTURE:
*params = MG_State::pGLContext->GetActiveTextureUnit() + GL_TEXTURE0; *params = MG_State::pGLContext->GetActiveTextureUnit() + GL_TEXTURE0;
@@ -1030,12 +1204,37 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0; *params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return; return;
} }
case GL_DRAW_INDIRECT_BUFFER_BINDING: {
auto& obj = MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::DrawIndirect).GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_MAX_SHADER_COMPILER_THREADS_KHR:
// GL_KHR_parallel_shader_compile (GL_MAX_SHADER_COMPILER_THREADS_ARB is the same
// 0x91B0). The number of threads MobileGL's compile pool would actually use, so
// an application sizing its own submission batches gets a real answer.
//
// Zero when asynchronous compilation is off, which is the honest reply and the
// one the extension defines for an implementation with no compiler threads: the
// extension string is withdrawn in that configuration too, so a conforming
// application never reaches this query, and one that asks anyway is told there
// are none rather than being handed a thread count nothing will use.
*params = MG_Util::Async::AsyncShaderCompileEnabled()
? static_cast<GLint>(MG_Util::Async::ShaderCompilePool::Get().GetThreadCount())
: 0;
return;
case GL_MAX_DEBUG_GROUP_STACK_DEPTH: case GL_MAX_DEBUG_GROUP_STACK_DEPTH:
*params = 0; // debug-group entrypoints are stubbed // KHR_debug floors this at 64 even when the group entry points are stubs: the
// limit describes how deep glPushDebugGroup may nest, and 0 is not a legal answer.
*params = kFrontendMaxDebugGroupStackDepth;
return; return;
case GL_MAX_DEBUG_MESSAGE_LENGTH: case GL_MAX_DEBUG_MESSAGE_LENGTH:
*params = 1024; // debug-message entrypoints are stubbed, but KHR_debug requires a valid limit *params = 1024; // debug-message entrypoints are stubbed, but KHR_debug requires a valid limit
return; return;
case GL_MAX_DEBUG_LOGGED_MESSAGES:
// Size of the message log ring; KHR_debug requires at least 1.
*params = kFrontendMaxDebugLoggedMessages;
return;
case GL_DEBUG_GROUP_STACK_DEPTH: case GL_DEBUG_GROUP_STACK_DEPTH:
*params = 0; // debug-group entrypoints are stubbed *params = 0; // debug-group entrypoints are stubbed
return; return;
@@ -1393,7 +1592,7 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = 0; // program-binary entrypoints are stubbed *params = 0; // program-binary entrypoints are stubbed
return; return;
case GL_PROGRAM_PIPELINE_BINDING: case GL_PROGRAM_PIPELINE_BINDING:
*params = 0; // program-pipeline entrypoints are stubbed *params = static_cast<GLint>(MG_State::pGLContext->GetBoundProgramPipelineName());
return; return;
case GL_PROGRAM_POINT_SIZE: case GL_PROGRAM_POINT_SIZE:
*params = MG_State::pGLContext->IsCapabilityEnabled(CapabilityInput::ProgramPointSize) ? GL_TRUE : GL_FALSE; *params = MG_State::pGLContext->IsCapabilityEnabled(CapabilityInput::ProgramPointSize) ? GL_TRUE : GL_FALSE;
@@ -1477,13 +1676,9 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_SAMPLE_MASK_VALUE: case GL_SAMPLE_MASK_VALUE:
*params = static_cast<GLint>(MG_State::pGLContext->GetSampleMaskValue()); *params = static_cast<GLint>(MG_State::pGLContext->GetSampleMaskValue());
return; return;
case GL_SAMPLER_BINDING: { case GL_SAMPLER_BINDING:
Int unit = MG_State::pGLContext->GetActiveTextureUnit(); *params = QuerySamplerBindingOnUnit(MG_State::pGLContext->GetActiveTextureUnit());
const auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& sampler = tu.GetSamplerObject();
*params = sampler ? static_cast<GLint>(sampler->GetExternalIndex()) : 0;
return; return;
}
case GL_SAMPLES: case GL_SAMPLES:
*params = ResolveDrawFramebufferSampleCount(); *params = ResolveDrawFramebufferSampleCount();
return; return;
@@ -1579,92 +1774,11 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_STEREO: case GL_STEREO:
*params = 0; // stereo surfaces are not exposed *params = 0; // stereo surfaces are not exposed
return; return;
case GL_TEXTURE_BINDING_1D: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture1D);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_1D_ARRAY: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture1DArray);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_2D: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture2D);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
MGLOG_D("Get GL_TEXTURE_BINDING_2D: %d", *params);
return;
}
case GL_TEXTURE_BINDING_2D_ARRAY: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture2DArray);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_2D_MULTISAMPLE: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture2DMultisample);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture2DMultisampleArray);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_3D: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture3D);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_BUFFER: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::TextureBuffer);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_CUBE_MAP: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::TextureCubeMap);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_RECTANGLE: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::TextureRectangle);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_COMPRESSION_HINT: case GL_TEXTURE_COMPRESSION_HINT:
*params = static_cast<GLint>(MG_State::pGLContext->GetHint(pname)); *params = static_cast<GLint>(MG_State::pGLContext->GetHint(pname));
return; return;
case GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT: case GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT:
*params = 0; // texture-buffer range entrypoints are stubbed *params = MG_Backend::pActiveBackendObject->GetDynamicParameters().TextureBufferOffsetAlignment;
return; return;
case GL_TIMESTAMP: { case GL_TIMESTAMP: {
Int64 timestamp = 0; Int64 timestamp = 0;
@@ -1733,20 +1847,22 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = vao ? static_cast<GLint>(vao->GetExternalIndex()) : 0; *params = vao ? static_cast<GLint>(vao->GetExternalIndex()) : 0;
return; return;
} }
// The vertex buffer binding points are per-binding-index state, so the non-indexed getter
// has nothing to answer with (GL 4.6 core table 23.4).
case GL_VERTEX_BINDING_BUFFER:
case GL_VERTEX_BINDING_DIVISOR: case GL_VERTEX_BINDING_DIVISOR:
*params = 0; // vertex-binding entrypoints are stubbed
return;
case GL_VERTEX_BINDING_OFFSET: case GL_VERTEX_BINDING_OFFSET:
*params = 0; // vertex-binding entrypoints are stubbed
return;
case GL_VERTEX_BINDING_STRIDE: case GL_VERTEX_BINDING_STRIDE:
*params = 0; // vertex-binding entrypoints are stubbed RecordIndexedOnlyGetterError(__func__, pname);
return; return;
case GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET: case GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET:
*params = 0; // vertex-binding entrypoints are stubbed *params = static_cast<GLint>(VertexArrayImpl::GetMaxVertexAttribRelativeOffset());
return; return;
case GL_MAX_VERTEX_ATTRIB_BINDINGS: case GL_MAX_VERTEX_ATTRIB_BINDINGS:
*params = 0; // vertex-binding entrypoints are stubbed *params = static_cast<GLint>(VertexArrayImpl::GetMaxVertexAttribBindings());
return;
case GL_MAX_VERTEX_ATTRIB_STRIDE:
*params = static_cast<GLint>(VertexArrayImpl::GetMaxVertexAttribStride());
return; return;
case GL_VIEWPORT: { case GL_VIEWPORT: {
const auto& vp = MG_State::pGLContext->GetViewport(); const auto& vp = MG_State::pGLContext->GetViewport();
@@ -1912,9 +2028,36 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_MAX_SAMPLE_MASK_WORDS: case GL_MAX_SAMPLE_MASK_WORDS:
*params = dynamicParameters.MaxSampleMaskWords; *params = dynamicParameters.MaxSampleMaskWords;
break; break;
case GL_PATCH_VERTICES:
*params = static_cast<GLint>(MG_State::pGLContext->GetPatchVertices());
break;
case GL_MAX_PATCH_VERTICES:
*params = dynamicParameters.MaxPatchVertices;
break;
case GL_MAX_TESS_GEN_LEVEL:
*params = dynamicParameters.MaxTessGenLevel;
break;
case GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET:
*params = dynamicParameters.MinProgramTextureGatherOffset;
break;
case GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET:
*params = dynamicParameters.MaxProgramTextureGatherOffset;
break;
case GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS: case GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS:
*params = static_cast<GLint>(GetIndexedBufferQueryPointCount(BufferTarget::ShaderStorage)); *params = static_cast<GLint>(GetIndexedBufferQueryPointCount(BufferTarget::ShaderStorage));
break; break;
case GL_MAX_SHADER_STORAGE_BLOCK_SIZE:
// 64-bit state (see GetInteger64v); the 32-bit query saturates, per the GL
// state-query conversion rules.
*params = static_cast<GLint>(std::min<Uint64>(dynamicParameters.MaxShaderStorageBlockSize,
static_cast<Uint64>(INT32_MAX)));
break;
case GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS:
*params = static_cast<GLint>(GetIndexedBufferQueryPointCount(BufferTarget::AtomicCounter));
break;
case GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE:
*params = kFrontendMaxAtomicCounterBufferSize;
break;
case GL_MAX_TEXTURE_BUFFER_SIZE: case GL_MAX_TEXTURE_BUFFER_SIZE:
*params = dynamicParameters.MaxTextureBufferSize; *params = dynamicParameters.MaxTextureBufferSize;
break; break;
@@ -1941,7 +2084,10 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = MG_State::pGLContext->IsTransformFeedbackActive() ? 1 : 0; *params = MG_State::pGLContext->IsTransformFeedbackActive() ? 1 : 0;
break; break;
case GL_TRANSFORM_FEEDBACK_PAUSED: case GL_TRANSFORM_FEEDBACK_PAUSED:
*params = 0; *params = MG_State::pGLContext->IsTransformFeedbackPaused() ? 1 : 0;
break;
case GL_TRANSFORM_FEEDBACK_BINDING:
*params = static_cast<GLint>(MG_State::pGLContext->GetBoundTransformFeedbackName());
break; break;
case GL_MAX_TEXTURE_IMAGE_UNITS: case GL_MAX_TEXTURE_IMAGE_UNITS:
*params = dynamicParameters.MaxTextureImageUnits; *params = dynamicParameters.MaxTextureImageUnits;
@@ -19,6 +19,8 @@ namespace MobileGL::MG_Impl::GLImpl {
void GetIntegerv(GLenum pname, GLint* params); void GetIntegerv(GLenum pname, GLint* params);
void GetInteger64v(GLenum pname, GLint64* params); void GetInteger64v(GLenum pname, GLint64* params);
void GetIntegeri_v(GLenum target, GLuint index, GLint* data); void GetIntegeri_v(GLenum target, GLuint index, GLint* data);
void GetFloati_v(GLenum target, GLuint index, GLfloat* data);
void GetDoublei_v(GLenum target, GLuint index, GLdouble* data);
void GetInteger64i_v(GLenum target, GLuint index, GLint64* data); void GetInteger64i_v(GLenum target, GLuint index, GLint64* data);
GLenum GetError(); GLenum GetError();
GLenum GetGraphicsResetStatus(); GLenum GetGraphicsResetStatus();
File diff suppressed because it is too large Load Diff
@@ -42,6 +42,10 @@ namespace MobileGL::MG_Impl::GLImpl {
GLboolean IsProgram(GLuint program); GLboolean IsProgram(GLuint program);
GLboolean IsShader(GLuint shader); GLboolean IsShader(GLuint shader);
void LinkProgram(GLuint program); void LinkProgram(GLuint program);
// GL_KHR_parallel_shader_compile / GL_ARB_parallel_shader_compile. Both names are the
// same entry point; see MaxShaderCompilerThreadsKHR_State for the semantics of count.
void MaxShaderCompilerThreadsKHR(GLuint count);
void MaxShaderCompilerThreadsARB(GLuint count);
void ShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length); void ShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
void UseProgram(GLuint program); void UseProgram(GLuint program);
void Uniform1f(GLint location, GLfloat v0); void Uniform1f(GLint location, GLfloat v0);
@@ -137,7 +141,46 @@ namespace MobileGL::MG_Impl::GLImpl {
GLint GetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar* name); GLint GetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar* name);
GLint GetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar* name); GLint GetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar* name);
void ShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); void ShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
void Uniform1d(GLint location, GLdouble v0);
void Uniform1dv(GLint location, GLsizei count, const GLdouble* value);
void ProgramUniform1d(GLuint program, GLint location, GLdouble v0);
void ProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble* value);
void Uniform2d(GLint location, GLdouble v0, GLdouble v1);
void Uniform2dv(GLint location, GLsizei count, const GLdouble* value);
void ProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1);
void ProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble* value);
void Uniform3d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
void Uniform3dv(GLint location, GLsizei count, const GLdouble* value);
void ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
void ProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble* value);
void Uniform4d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
void Uniform4dv(GLint location, GLsizei count, const GLdouble* value);
void ProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
void ProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble* value);
void UniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void ProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void UniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void ProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void UniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void ProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void UniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void ProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void UniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void ProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void UniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void ProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void UniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void ProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void UniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void ProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void UniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void ProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value);
void GetUniformdv(GLuint program, GLint location, GLdouble* params);
void ValidateProgram(GLuint program); void ValidateProgram(GLuint program);
void ProgramParameteri(GLuint program, GLenum pname, GLint value);
GLuint CreateShaderProgramv(GLenum type, GLsizei count, const GLchar* const* strings);
void GetProgramBinary(GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, void* binary);
void ProgramBinary(GLuint program, GLenum binaryFormat, const void* binary, GLsizei length);
void TransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const* varyings, GLenum bufferMode); void TransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const* varyings, GLenum bufferMode);
void GetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, void GetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size,
GLenum* type, GLchar* name); GLenum* type, GLchar* name);
@@ -0,0 +1,231 @@
// MobileGL - MobileGL/MG_Impl/GLImpl/Program/GL_ProgramPipeline.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 "GL_ProgramPipeline.h"
#include <MG_State/GLState/Core.h>
#include <MG_State/GLState/ErrorState/ErrorInfo.h>
#include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
namespace MobileGL::MG_Impl::GLImpl {
namespace {
void RecordPipelineError(ErrorCode code, const char* function, String message) {
MG_State::pGLContext->RecordError(
code, MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", function, Move(message)));
}
// A pipeline name only names an object once it has been bound or created; querying a
// reserved-but-unmaterialised name is INVALID_OPERATION (GL 4.6 core 7.4).
const SharedPtr<MG_State::GLState::ProgramPipelineObject>* TryGetPipeline(GLuint pipeline,
const char* function) {
if (!MG_State::pGLContext->IsProgramPipelineObject(pipeline)) {
RecordPipelineError(ErrorCode::InvalidOperation, function,
std::format("Program pipeline {} does not exist.", pipeline));
return nullptr;
}
return &MG_State::pGLContext->GetProgramPipelineObject(pipeline);
}
Bool ValidatePipelineCount(GLsizei n, const char* function) {
if (n < 0) {
RecordPipelineError(ErrorCode::InvalidValue, function, "n must be non-negative.");
return false;
}
return true;
}
// GL 4.6 core table 7.1 maps each stage bit onto a shader stage.
Bool TryResolveStageBit(GLbitfield bit, ShaderStage& outStage) {
switch (bit) {
case GL_VERTEX_SHADER_BIT: outStage = ShaderStage::Vertex; return true;
case GL_TESS_CONTROL_SHADER_BIT: outStage = ShaderStage::TessControl; return true;
case GL_TESS_EVALUATION_SHADER_BIT: outStage = ShaderStage::TessEval; return true;
case GL_GEOMETRY_SHADER_BIT: outStage = ShaderStage::Geometry; return true;
case GL_FRAGMENT_SHADER_BIT: outStage = ShaderStage::Fragment; return true;
case GL_COMPUTE_SHADER_BIT: outStage = ShaderStage::Compute; return true;
default: return false;
}
}
constexpr GLbitfield kAllStageBits = GL_VERTEX_SHADER_BIT | GL_TESS_CONTROL_SHADER_BIT |
GL_TESS_EVALUATION_SHADER_BIT | GL_GEOMETRY_SHADER_BIT |
GL_FRAGMENT_SHADER_BIT | GL_COMPUTE_SHADER_BIT;
} // namespace
void GenProgramPipelines(GLsizei n, GLuint* pipelines) {
if (!ValidatePipelineCount(n, __func__)) return;
if (n == 0 || !pipelines) return;
static thread_local Vector<GLuint> names;
MG_State::pGLContext->GenProgramPipelineNames(static_cast<Uint>(n), names);
Memcpy(pipelines, names.data(), static_cast<SizeT>(n) * sizeof(GLuint));
}
void CreateProgramPipelines(GLsizei n, GLuint* pipelines) {
if (!ValidatePipelineCount(n, __func__)) return;
if (n == 0 || !pipelines) return;
static thread_local Vector<GLuint> names;
MG_State::pGLContext->GenProgramPipelineNames(static_cast<Uint>(n), names);
for (GLsizei i = 0; i < n; ++i) {
pipelines[i] = names[static_cast<SizeT>(i)];
MG_State::pGLContext->CreateProgramPipelineObject(names[static_cast<SizeT>(i)]);
}
}
void DeleteProgramPipelines(GLsizei n, const GLuint* pipelines) {
if (!ValidatePipelineCount(n, __func__)) return;
if (!pipelines) return;
for (GLsizei i = 0; i < n; ++i) {
// Deleting zero, an unknown name, or a name that was only reserved is silently ignored.
MG_State::pGLContext->MarkProgramPipelineForDeletion(pipelines[i]);
}
}
void BindProgramPipeline(GLuint pipeline) {
if (pipeline != 0 && !MG_State::pGLContext->ValidateProgramPipelineName(pipeline)) {
RecordPipelineError(ErrorCode::InvalidOperation, __func__,
std::format("Program pipeline name {} is not valid.", pipeline));
return;
}
MG_State::pGLContext->BindProgramPipelineObject(pipeline);
}
GLboolean IsProgramPipeline(GLuint pipeline) {
return MG_State::pGLContext->IsProgramPipelineObject(pipeline) ? GL_TRUE : GL_FALSE;
}
void GetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint* params) {
const auto* pipelineObject = TryGetPipeline(pipeline, __func__);
if (!pipelineObject || !params) return;
const auto stageProgramName = [&](ShaderStage stage) -> GLint {
const auto& program = (*pipelineObject)->GetStageProgram(stage);
return program ? static_cast<GLint>(program->GetExternalIndex()) : 0;
};
switch (pname) {
case GL_ACTIVE_PROGRAM: {
const auto& active = (*pipelineObject)->GetActiveProgram();
*params = active ? static_cast<GLint>(active->GetExternalIndex()) : 0;
break;
}
case GL_VERTEX_SHADER: *params = stageProgramName(ShaderStage::Vertex); break;
case GL_TESS_CONTROL_SHADER: *params = stageProgramName(ShaderStage::TessControl); break;
case GL_TESS_EVALUATION_SHADER: *params = stageProgramName(ShaderStage::TessEval); break;
case GL_GEOMETRY_SHADER: *params = stageProgramName(ShaderStage::Geometry); break;
case GL_FRAGMENT_SHADER: *params = stageProgramName(ShaderStage::Fragment); break;
case GL_COMPUTE_SHADER: *params = stageProgramName(ShaderStage::Compute); break;
case GL_VALIDATE_STATUS: *params = (*pipelineObject)->GetValidateStatus() ? GL_TRUE : GL_FALSE; break;
case GL_INFO_LOG_LENGTH: {
// GL counts the null terminator, and reports 0 rather than 1 for an empty log.
const auto& log = (*pipelineObject)->GetInfoLog();
*params = log.empty() ? 0 : static_cast<GLint>(log.length()) + 1;
break;
}
default:
RecordPipelineError(ErrorCode::InvalidEnum, __func__,
std::format("pname {} is not a program pipeline parameter.",
MG_Util::ConvertGLEnumToString(pname)));
break;
}
}
void GetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
const auto* pipelineObject = TryGetPipeline(pipeline, __func__);
if (!pipelineObject) return;
if (bufSize < 0) {
RecordPipelineError(ErrorCode::InvalidValue, __func__, "bufSize must be non-negative.");
return;
}
if (bufSize == 0 || !infoLog) {
if (length) *length = 0;
return;
}
const auto& log = (*pipelineObject)->GetInfoLog();
const auto copied = std::min<GLsizei>(bufSize - 1, static_cast<GLsizei>(log.length()));
if (copied > 0) Memcpy(infoLog, log.data(), static_cast<SizeT>(copied));
infoLog[copied] = '\0';
if (length) *length = copied;
}
void UseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program) {
if (stages != GL_ALL_SHADER_BITS && (stages & ~kAllStageBits) != 0) {
RecordPipelineError(ErrorCode::InvalidValue, __func__, "stages names a bit that is not a shader stage.");
return;
}
const auto* pipelineObject = TryGetPipeline(pipeline, __func__);
if (!pipelineObject) return;
SharedPtr<MG_State::GLState::ProgramObject> programObject;
if (program != 0) {
if (!MG_State::pGLContext->ValidateProgramName(program)) {
RecordPipelineError(ErrorCode::InvalidValue, __func__,
std::format("{} is not the name of a program object.", program));
return;
}
programObject = MG_State::pGLContext->GetProgramObject(program);
if (!programObject) {
RecordPipelineError(ErrorCode::InvalidValue, __func__,
std::format("{} is not the name of a program object.", program));
return;
}
if (!programObject->GetLinkStatus()) {
RecordPipelineError(ErrorCode::InvalidOperation, __func__,
std::format("Program {} has not been linked successfully.", program));
return;
}
}
const GLbitfield selected = stages == GL_ALL_SHADER_BITS ? kAllStageBits : stages;
for (GLbitfield bit = 1; bit != 0 && bit <= kAllStageBits; bit <<= 1) {
if ((selected & bit) == 0) continue;
ShaderStage stage = ShaderStage::Unknown;
if (!TryResolveStageBit(bit, stage)) continue;
// program == 0 clears the stage, which is what a null program reference means here.
(*pipelineObject)->SetStageProgram(stage, programObject);
}
}
void ActiveShaderProgram(GLuint pipeline, GLuint program) {
const auto* pipelineObject = TryGetPipeline(pipeline, __func__);
if (!pipelineObject) return;
if (program == 0) {
(*pipelineObject)->SetActiveProgram(nullptr);
return;
}
if (!MG_State::pGLContext->ValidateProgramName(program)) {
RecordPipelineError(ErrorCode::InvalidValue, __func__,
std::format("{} is not the name of a program object.", program));
return;
}
auto programObject = MG_State::pGLContext->GetProgramObject(program);
if (!programObject) {
RecordPipelineError(ErrorCode::InvalidValue, __func__,
std::format("{} is not the name of a program object.", program));
return;
}
if (!programObject->GetLinkStatus()) {
RecordPipelineError(ErrorCode::InvalidOperation, __func__,
std::format("Program {} has not been linked successfully.", program));
return;
}
(*pipelineObject)->SetActiveProgram(programObject);
}
void ValidateProgramPipeline(GLuint pipeline) {
const auto* pipelineObject = TryGetPipeline(pipeline, __func__);
if (!pipelineObject) return;
// Nothing here can fail today: MobileGL links each stage program on its own, so there is no
// cross-stage interface to re-check at validation time. The log stays empty, which GL allows.
(*pipelineObject)->SetValidateStatus(true);
}
} // namespace MobileGL::MG_Impl::GLImpl
@@ -0,0 +1,23 @@
// MobileGL - MobileGL/MG_Impl/GLImpl/Program/GL_ProgramPipeline.h
// 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
#pragma once
#include <Includes.h>
namespace MobileGL::MG_Impl::GLImpl {
void GenProgramPipelines(GLsizei n, GLuint* pipelines);
void CreateProgramPipelines(GLsizei n, GLuint* pipelines);
void DeleteProgramPipelines(GLsizei n, const GLuint* pipelines);
void BindProgramPipeline(GLuint pipeline);
GLboolean IsProgramPipeline(GLuint pipeline);
void GetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint* params);
void GetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
void UseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program);
void ActiveShaderProgram(GLuint pipeline, GLuint program);
void ValidateProgramPipeline(GLuint pipeline);
} // namespace MobileGL::MG_Impl::GLImpl
@@ -0,0 +1,841 @@
// MobileGL - MobileGL/MG_Impl/GLImpl/Program/ProgramInterface.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 "ProgramInterface.h"
#include <MG_State/GLState/ProgramState/ProgramObject.h>
#include <MG_Util/ShaderTranspiler/Types.h>
#include <cstring>
namespace MobileGL::MG_Impl::GLImpl::ProgramInterface {
namespace {
// glslang folds atomic counters into synthesized blocks named
// "<getAtomicCounterBlockName()>_<binding>" (ParseContextBase.cpp), one per GL
// atomic-counter binding point. That block IS the GL_ATOMIC_COUNTER_BUFFER resource
// and its trailing number IS GL_BUFFER_BINDING; its members stay GL_UNIFORMs.
constexpr const char* kAtomicCounterBlockPrefix = "gl_AtomicCounterBlock";
enum class BlockKind {
Uniform, // a real GL uniform block
GlobalUbo, // the synthesized MGL_GLOBAL_UBO: GL sees its members as default-block
AtomicCounter, // gl_AtomicCounterBlock_<binding>
Storage, // a shader storage block
};
// One row of any interface. Fields a given interface does not have keep the
// spec-mandated "not applicable" value, so a prop read never has to special-case
// the interface a second time.
struct Resource {
String name;
GLenum type = GL_NONE;
GLint arraySize = 1;
GLint location = -1;
GLint locationIndex = -1;
GLint blockIndex = -1;
GLint offset = -1;
GLint arrayStride = -1;
GLint matrixStride = -1;
GLint isRowMajor = 0;
GLint atomicCounterBufferIndex = -1;
GLint topLevelArraySize = 0;
GLint topLevelArrayStride = 0;
GLint bufferBinding = 0;
GLint bufferDataSize = 0;
GLint isPerPatch = 0;
GLint xfbBufferIndex = 0;
Uint32 stages = 0; // EShLanguageMask
Vector<GLuint> activeVariables;
};
using ResourceList = Vector<Resource>;
struct Model {
ResourceList uniforms;
ResourceList uniformBlocks;
ResourceList atomicCounterBuffers;
ResourceList bufferVariables;
ResourceList storageBlocks;
ResourceList programInputs;
ResourceList programOutputs;
ResourceList xfbVaryings;
Bool valid = false;
};
const ResourceList& EmptyList() {
static const ResourceList empty;
return empty;
}
// ---- name spelling (cluster 6) -------------------------------------------------
Bool EndsWithZeroSubscript(const String& name) {
return name.length() >= 3 && name.compare(name.length() - 3, 3, "[0]") == 0;
}
// The enumerated spelling of an array resource is "name[0]". glslang already applies
// that to uniforms and buffer variables (EShReflectionBasicArraySuffix), but never to
// stage inputs/outputs, so those get it here.
String WithArraySuffix(const String& name, const glslang::TType* type) {
if (type == nullptr || !type->isArray() || EndsWithZeroSubscript(name)) return name;
return name + "[0]";
}
// GL_ARRAY_SIZE: element count for a sized array, 0 for a runtime-sized one
// (a shader storage block's unsized trailing member), 1 for a non-array.
GLint ArraySizeOf(const glslang::TType* type, GLint reflectedSize) {
if (type != nullptr && type->isArray()) {
if (!type->isSizedArray()) return 0;
return type->getOuterArraySize();
}
return reflectedSize < 1 ? 1 : reflectedSize;
}
// Two spellings name the same resource when they are equal, or differ only by the
// "[0]" the enumeration appends to an array.
Bool NamesMatch(const String& resourceName, const String& query) {
if (resourceName == query) return true;
if (EndsWithZeroSubscript(resourceName) &&
resourceName.compare(0, resourceName.length() - 3, query) == 0) {
return true;
}
return EndsWithZeroSubscript(query) && query.compare(0, query.length() - 3, resourceName) == 0;
}
// Splits "base[k]" into ("base", k). GL 4.6 §7.3.1.1 requires the subscript to be a
// decimal integer with no white space and no leading zeros, which is exactly what
// separates array-names' "a[1]" (resolves) from "a[01]", "a[0 + 0]" and "a[ 0]" (do
// not). Returns false when there is no trailing subscript at all; sets `malformed`
// when there is one but it is not a strict decimal.
Bool SplitTrailingSubscript(const String& name, String& outBase, Uint& outElement, Bool& outMalformed) {
outMalformed = false;
if (name.empty() || name.back() != ']') return false;
const SizeT bracket = name.rfind('[');
if (bracket == String::npos) return false;
const SizeT first = bracket + 1;
const SizeT last = name.length() - 1; // one past the digits
if (first >= last) {
outMalformed = true;
return false;
}
// No leading zeros: "0" is the only spelling that may start with '0'.
if (name[first] == '0' && last - first > 1) {
outMalformed = true;
return false;
}
Uint element = 0;
for (SizeT i = first; i < last; ++i) {
if (name[i] < '0' || name[i] > '9') {
outMalformed = true;
return false;
}
element = element * 10 + static_cast<Uint>(name[i] - '0');
if (element > 0x0FFFFFFFu) {
outMalformed = true;
return false;
}
}
outBase = name.substr(0, bracket);
outElement = element;
return true;
}
// ---- block classification ------------------------------------------------------
Bool IsAtomicCounterBlockName(const String& name) {
return name.compare(0, std::strlen(kAtomicCounterBlockPrefix), kAtomicCounterBlockPrefix) == 0;
}
// "gl_AtomicCounterBlock_5" -> 5. The suffix is the GL binding the counters were
// declared with, which glslang does NOT keep in the block's own layout qualifier
// (that one is remapped to a plain buffer binding).
GLint AtomicCounterBlockBinding(const String& name) {
const SizeT underscore = name.rfind('_');
if (underscore == String::npos || underscore + 1 >= name.length()) return 0;
GLint binding = 0;
for (SizeT i = underscore + 1; i < name.length(); ++i) {
if (name[i] < '0' || name[i] > '9') return 0;
binding = binding * 10 + (name[i] - '0');
}
return binding;
}
// Element index of an arrayed block instance ("TrickyBuffer[1]" -> 1).
GLint BlockArrayElement(const String& name) {
String base;
Uint element = 0;
Bool malformed = false;
if (!SplitTrailingSubscript(name, base, element, malformed)) return 0;
return static_cast<GLint>(element);
}
BlockKind ClassifyBlock(const glslang::TObjectReflection& block) {
if (std::strstr(block.name.c_str(), MG_Util::ShaderTranspiler::GLOBAL_UBO_NAME) != nullptr) {
return BlockKind::GlobalUbo;
}
if (IsAtomicCounterBlockName(block.name)) return BlockKind::AtomicCounter;
const glslang::TType* type = block.getType();
if (type != nullptr && type->getQualifier().storage == glslang::EvqBuffer) return BlockKind::Storage;
return BlockKind::Uniform;
}
// std140/std430 column stride, the same vec4-rounded rule ProgramObject applies to
// uniform matrices. 0 for a non-matrix.
GLint MatrixStrideOf(const glslang::TType* type) {
if (type == nullptr || !type->isMatrix()) return 0;
const bool rowMajor = type->getQualifier().layoutMatrix == glslang::ElmRowMajor;
const int strideVectorComponents = rowMajor ? type->getMatrixCols() : type->getMatrixRows();
constexpr int scalarSize = 4;
const int vectorAlignment = (strideVectorComponents <= 1) ? scalarSize
: (strideVectorComponents == 2) ? 2 * scalarSize
: 4 * scalarSize;
return (vectorAlignment + 15) & ~15;
}
GLint IsRowMajorOf(const glslang::TType* type) {
if (type == nullptr || !type->isMatrix()) return 0;
return type->getQualifier().layoutMatrix == glslang::ElmRowMajor ? 1 : 0;
}
GLint MappedLocation(Int rawLocation) {
// glslang parks "no location" at layoutLocationEnd; GL spells it -1.
if (rawLocation < 0 || rawLocation >= static_cast<Int>(glslang::TQualifier::layoutLocationEnd)) return -1;
return rawLocation;
}
// ---- model construction --------------------------------------------------------
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);
for (Int tIndex = 0; tIndex < blockCount; ++tIndex) {
const auto& block = const_cast<glslang::TProgram&>(reflection).getUniformBlock(tIndex);
const BlockKind kind = ClassifyBlock(block);
blockKind[tIndex] = kind;
if (kind == BlockKind::AtomicCounter) {
Resource resource;
// GL_ATOMIC_COUNTER_BUFFER resources have no name (and GetProgramResource
// Index/Name reject the interface outright, which is why this stays empty).
resource.bufferBinding = AtomicCounterBlockBinding(block.name);
resource.bufferDataSize = block.size;
resource.stages = static_cast<Uint32>(block.stages);
blockInterfaceIndex[tIndex] = static_cast<Int>(model.atomicCounterBuffers.size());
model.atomicCounterBuffers.push_back(Move(resource));
} else if (kind == BlockKind::Storage) {
Resource resource;
resource.name = block.name;
// glslang reports the DECLARED binding for every instance of an arrayed
// block; GL gives element k the binding base + k. That is only the initial
// value: GL_BUFFER_BINDING must report the CURRENT binding, so a later
// glShaderStorageBlockBinding wins over the declaration (GL 4.6 §7.6.2 -
// exactly the same rule GL_UNIFORM_BLOCK follows through
// GetUniformBlockBinding below).
const GLint declared = block.getBinding();
resource.bufferBinding = declared < 0 ? 0 : declared + BlockArrayElement(block.name);
const Int rebound = program.GetShaderStorageBlockBindingOverride(block.name);
if (rebound >= 0) resource.bufferBinding = static_cast<GLint>(rebound);
resource.bufferDataSize = block.size;
resource.stages = static_cast<Uint32>(block.stages);
blockInterfaceIndex[tIndex] = static_cast<Int>(model.storageBlocks.size());
model.storageBlocks.push_back(Move(resource));
}
}
// GL_UNIFORM_BLOCK keeps the index space glUniformBlockBinding and
// glGetActiveUniformBlockiv already use, so an index handed out here is usable
// with them (which is exactly what the CTS does).
const Int glBlockCount = program.GetActiveUniformBlocksCount();
for (Int glIndex = 0; glIndex < glBlockCount; ++glIndex) {
Resource resource;
resource.name = program.GetUniformBlockName(glIndex);
resource.bufferBinding = static_cast<GLint>(program.GetUniformBlockBinding(glIndex));
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);
}
model.uniformBlocks.push_back(Move(resource));
}
}
void BuildUniformsAndBufferVariables(ProgramObject& program, const glslang::TProgram& reflection, Model& model,
const Vector<BlockKind>& blockKind,
const Vector<Int>& blockInterfaceIndex) {
const Uint uniformCount = program.GetUniformCount();
for (Uint glIndex = 0; glIndex < uniformCount; ++glIndex) {
const Int tIndex = program.TProgramUniformIndex(glIndex);
const auto& refl = const_cast<glslang::TProgram&>(reflection).getUniform(tIndex);
const glslang::TType* type = refl.getType();
const Int owner = refl.index;
const BlockKind kind = (owner >= 0 && owner < static_cast<Int>(blockKind.size()))
? blockKind[owner]
: BlockKind::GlobalUbo;
Resource resource;
resource.name = refl.name;
resource.type = static_cast<GLenum>(refl.glDefineType);
resource.arraySize = ArraySizeOf(type, refl.size);
resource.stages = static_cast<Uint32>(refl.stages);
if (kind == BlockKind::Storage) {
resource.blockIndex = blockInterfaceIndex[owner];
resource.offset = refl.offset;
resource.arrayStride = refl.arrayStride;
resource.matrixStride = MatrixStrideOf(type);
resource.isRowMajor = IsRowMajorOf(type);
// GL requires 1 for a member that is not inside a top-level array (and for
// the top-level array itself); glslang leaves 0/-1 there.
resource.topLevelArraySize = refl.topLevelArraySize > 0 ? refl.topLevelArraySize : 1;
resource.topLevelArrayStride = refl.topLevelArrayStride;
model.bufferVariables.push_back(Move(resource));
continue;
}
if (kind == BlockKind::AtomicCounter) {
// An atomic counter is a default-block uniform with no location and no
// owning uniform block; what it does have is a buffer to point at.
resource.type = GL_UNSIGNED_INT_ATOMIC_COUNTER;
resource.blockIndex = -1;
resource.offset = refl.offset;
resource.arrayStride = refl.arrayStride;
resource.matrixStride = 0;
resource.atomicCounterBufferIndex = blockInterfaceIndex[owner];
resource.location = -1;
} else {
resource.blockIndex = program.GetActiveUniformBlockIndex(glIndex);
resource.offset = program.GetActiveUniformOffset(glIndex);
resource.arrayStride = program.GetActiveUniformArrayStride(glIndex);
resource.matrixStride = program.GetActiveUniformMatrixStride(glIndex);
resource.isRowMajor = program.GetActiveUniformIsRowMajor(glIndex);
// A member of a named uniform block has no location, whatever the
// frontend's own location table says (it hands one out to every uniform
// so glUniform* can address block members through the global UBO).
resource.location =
resource.blockIndex >= 0 ? -1 : program.GetUniformLocation(refl.name);
}
model.uniforms.push_back(Move(resource));
}
// GL_ACTIVE_VARIABLES, both directions.
for (SizeT i = 0; i < model.uniforms.size(); ++i) {
const Resource& uniform = model.uniforms[i];
if (uniform.atomicCounterBufferIndex >= 0 &&
uniform.atomicCounterBufferIndex < static_cast<GLint>(model.atomicCounterBuffers.size())) {
model.atomicCounterBuffers[uniform.atomicCounterBufferIndex].activeVariables.push_back(
static_cast<GLuint>(i));
}
}
for (SizeT blockIndex = 0; blockIndex < model.uniformBlocks.size(); ++blockIndex) {
// Members of an arrayed block are reflected once, against instance [0].
const Int owner = static_cast<Int>(program.GetUniformBlockMemberOwnerIndex(static_cast<Uint>(blockIndex)));
for (SizeT i = 0; i < model.uniforms.size(); ++i) {
if (model.uniforms[i].blockIndex == owner) {
model.uniformBlocks[blockIndex].activeVariables.push_back(static_cast<GLuint>(i));
}
}
}
for (SizeT blockIndex = 0; blockIndex < model.storageBlocks.size(); ++blockIndex) {
for (SizeT i = 0; i < model.bufferVariables.size(); ++i) {
if (model.bufferVariables[i].blockIndex == static_cast<GLint>(blockIndex)) {
model.storageBlocks[blockIndex].activeVariables.push_back(static_cast<GLuint>(i));
}
}
}
}
void BuildStageIO(ProgramObject& program, const glslang::TProgram& reflection, Model& model) {
auto& mutableReflection = const_cast<glslang::TProgram&>(reflection);
const Int inputCount = mutableReflection.getNumPipeInputs();
for (Int index = 0; index < inputCount; ++index) {
const auto& refl = mutableReflection.getPipeInput(index);
const glslang::TType* type = refl.getType();
Resource resource;
// The Vulkan-semantics parse reflects the vertex builtins under their SPIR-V
// names; GL enumerates the GL spellings.
const String& glName = ProgramObject::NormalizeBuiltinPipeInputName(refl.name);
resource.name = WithArraySuffix(glName, type);
resource.type = static_cast<GLenum>(refl.glDefineType);
resource.arraySize = ArraySizeOf(type, refl.size);
resource.location = program.GetAttributeLocation(refl.name);
if (resource.location < 0) resource.location = MappedLocation(static_cast<Int>(refl.layoutLocation()));
resource.isPerPatch = (type != nullptr && type->getQualifier().patch) ? 1 : 0;
resource.stages = static_cast<Uint32>(refl.stages);
model.programInputs.push_back(Move(resource));
}
const Int outputCount = mutableReflection.getNumPipeOutputs();
for (Int index = 0; index < outputCount; ++index) {
const auto& refl = mutableReflection.getPipeOutput(index);
const glslang::TType* type = refl.getType();
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.
resource.locationIndex = -1;
} else {
resource.locationIndex = program.GetFragmentDataIndex(refl.name.c_str());
// glBindFragDataLocationIndexed wins; otherwise the shader's
// layout(index = N), which the frag-data maps never saw.
if (resource.locationIndex == 0 && type != nullptr && type->getQualifier().hasIndex()) {
resource.locationIndex = static_cast<GLint>(type->getQualifier().layoutIndex);
}
}
resource.isPerPatch = (type != nullptr && type->getQualifier().patch) ? 1 : 0;
resource.stages = static_cast<Uint32>(refl.stages);
model.programOutputs.push_back(Move(resource));
}
}
void BuildXfb(ProgramObject& program, Model& model) {
const auto& requested = program.GetTransformFeedbackInterfaceNames();
const auto& captured = program.GetTransformFeedbackVaryings();
for (const String& name : requested) {
Resource resource;
resource.name = name;
// ARB_transform_feedback3's layout controls are enumerated as resources of
// type NONE: gl_NextBuffer with array size 0, gl_SkipComponentsN with N.
if (name == "gl_NextBuffer") {
resource.type = GL_NONE;
resource.arraySize = 0;
} else if (name.size() == 18 && name.compare(0, 17, "gl_SkipComponents") == 0 && name[17] >= '1' &&
name[17] <= '4') {
resource.type = GL_NONE;
resource.arraySize = name[17] - '0';
} else {
resource.type = GL_NONE;
resource.arraySize = 1;
for (const auto& varying : captured) {
if (varying.name != name) continue;
resource.type = varying.type;
resource.arraySize = varying.size < 1 ? 1 : varying.size;
resource.offset = static_cast<GLint>(varying.offsetBytes);
resource.xfbBufferIndex = static_cast<GLint>(varying.bufferIndex);
break;
}
}
model.xfbVaryings.push_back(Move(resource));
}
}
Model BuildModel(ProgramObject& program) {
Model model;
if (!program.GetLinkStatus()) return model;
const glslang::TProgram* reflection = program.GetReflection();
if (reflection == nullptr) return model;
model.valid = true;
Vector<BlockKind> blockKind;
Vector<Int> blockInterfaceIndex;
BuildBlocks(program, *reflection, model, blockKind, blockInterfaceIndex);
BuildUniformsAndBufferVariables(program, *reflection, model, blockKind, blockInterfaceIndex);
BuildStageIO(program, *reflection, model);
BuildXfb(program, model);
return model;
}
const ResourceList& Select(const Model& model, GLenum programInterface) {
switch (programInterface) {
case GL_UNIFORM:
return model.uniforms;
case GL_UNIFORM_BLOCK:
return model.uniformBlocks;
case GL_ATOMIC_COUNTER_BUFFER:
return model.atomicCounterBuffers;
case GL_BUFFER_VARIABLE:
return model.bufferVariables;
case GL_SHADER_STORAGE_BLOCK:
return model.storageBlocks;
case GL_PROGRAM_INPUT:
return model.programInputs;
case GL_PROGRAM_OUTPUT:
return model.programOutputs;
case GL_TRANSFORM_FEEDBACK_VARYING:
return model.xfbVaryings;
default:
// The subroutine interfaces are accepted by the API but nothing can populate
// them: glslang refuses `subroutine` when generating SPIR-V, so a program
// using one never links. Zero active resources is the honest answer.
return EmptyList();
}
}
} // namespace
Bool IsInterfaceEnum(GLenum programInterface) {
switch (programInterface) {
case GL_UNIFORM:
case GL_UNIFORM_BLOCK:
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
case GL_BUFFER_VARIABLE:
case GL_SHADER_STORAGE_BLOCK:
case GL_ATOMIC_COUNTER_BUFFER:
case GL_TRANSFORM_FEEDBACK_VARYING:
case GL_TRANSFORM_FEEDBACK_BUFFER:
case GL_VERTEX_SUBROUTINE:
case GL_TESS_CONTROL_SUBROUTINE:
case GL_TESS_EVALUATION_SUBROUTINE:
case GL_GEOMETRY_SUBROUTINE:
case GL_FRAGMENT_SUBROUTINE:
case GL_COMPUTE_SUBROUTINE:
case GL_VERTEX_SUBROUTINE_UNIFORM:
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
case GL_GEOMETRY_SUBROUTINE_UNIFORM:
case GL_FRAGMENT_SUBROUTINE_UNIFORM:
case GL_COMPUTE_SUBROUTINE_UNIFORM:
return true;
default:
return false;
}
}
Bool IsNamedInterface(GLenum programInterface) {
// GL 4.6 §7.3.1.2: the two buffer interfaces have no resource names, and asking for
// one is INVALID_ENUM (deliberately asymmetric with GetProgramInterfaceiv, which
// does count them).
return IsInterfaceEnum(programInterface) && programInterface != GL_ATOMIC_COUNTER_BUFFER &&
programInterface != GL_TRANSFORM_FEEDBACK_BUFFER;
}
Bool InterfaceHasLocations(GLenum programInterface) {
switch (programInterface) {
case GL_UNIFORM:
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
case GL_VERTEX_SUBROUTINE_UNIFORM:
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
case GL_GEOMETRY_SUBROUTINE_UNIFORM:
case GL_FRAGMENT_SUBROUTINE_UNIFORM:
case GL_COMPUTE_SUBROUTINE_UNIFORM:
return true;
default:
return false;
}
}
Bool IsResourceProp(GLenum prop) {
switch (prop) {
case GL_NAME_LENGTH:
case GL_TYPE:
case GL_ARRAY_SIZE:
case GL_OFFSET:
case GL_BLOCK_INDEX:
case GL_ARRAY_STRIDE:
case GL_MATRIX_STRIDE:
case GL_IS_ROW_MAJOR:
case GL_ATOMIC_COUNTER_BUFFER_INDEX:
case GL_BUFFER_BINDING:
case GL_BUFFER_DATA_SIZE:
case GL_NUM_ACTIVE_VARIABLES:
case GL_ACTIVE_VARIABLES:
case GL_REFERENCED_BY_VERTEX_SHADER:
case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
case GL_REFERENCED_BY_GEOMETRY_SHADER:
case GL_REFERENCED_BY_FRAGMENT_SHADER:
case GL_REFERENCED_BY_COMPUTE_SHADER:
case GL_TOP_LEVEL_ARRAY_SIZE:
case GL_TOP_LEVEL_ARRAY_STRIDE:
case GL_LOCATION:
case GL_LOCATION_INDEX:
case GL_IS_PER_PATCH:
case GL_LOCATION_COMPONENT:
case GL_TRANSFORM_FEEDBACK_BUFFER_INDEX:
case GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE:
case GL_NUM_COMPATIBLE_SUBROUTINES:
case GL_COMPATIBLE_SUBROUTINES:
return true;
default:
return false;
}
}
// GL 4.6 Table 7.2, transcribed row by row: which interfaces each property applies to.
// Too tight a table turns a currently-answered prop into a fresh INVALID_OPERATION, so
// the rows below are deliberately no narrower than the spec's.
Bool InterfaceSupportsProp(GLenum programInterface, GLenum prop) {
const Bool isSubroutine =
programInterface == GL_VERTEX_SUBROUTINE || programInterface == GL_TESS_CONTROL_SUBROUTINE ||
programInterface == GL_TESS_EVALUATION_SUBROUTINE || programInterface == GL_GEOMETRY_SUBROUTINE ||
programInterface == GL_FRAGMENT_SUBROUTINE || programInterface == GL_COMPUTE_SUBROUTINE;
const Bool isSubroutineUniform =
programInterface == GL_VERTEX_SUBROUTINE_UNIFORM ||
programInterface == GL_TESS_CONTROL_SUBROUTINE_UNIFORM ||
programInterface == GL_TESS_EVALUATION_SUBROUTINE_UNIFORM ||
programInterface == GL_GEOMETRY_SUBROUTINE_UNIFORM ||
programInterface == GL_FRAGMENT_SUBROUTINE_UNIFORM || programInterface == GL_COMPUTE_SUBROUTINE_UNIFORM;
switch (prop) {
case GL_NAME_LENGTH:
return programInterface != GL_ATOMIC_COUNTER_BUFFER && programInterface != GL_TRANSFORM_FEEDBACK_BUFFER;
case GL_TYPE:
case GL_ARRAY_SIZE:
return programInterface == GL_UNIFORM || programInterface == GL_PROGRAM_INPUT ||
programInterface == GL_PROGRAM_OUTPUT || programInterface == GL_BUFFER_VARIABLE ||
programInterface == GL_TRANSFORM_FEEDBACK_VARYING ||
(prop == GL_ARRAY_SIZE && isSubroutineUniform);
case GL_OFFSET:
return programInterface == GL_UNIFORM || programInterface == GL_BUFFER_VARIABLE ||
programInterface == GL_TRANSFORM_FEEDBACK_VARYING;
case GL_BLOCK_INDEX:
case GL_ARRAY_STRIDE:
case GL_MATRIX_STRIDE:
case GL_IS_ROW_MAJOR:
return programInterface == GL_UNIFORM || programInterface == GL_BUFFER_VARIABLE;
case GL_ATOMIC_COUNTER_BUFFER_INDEX:
return programInterface == GL_UNIFORM;
case GL_BUFFER_BINDING:
case GL_NUM_ACTIVE_VARIABLES:
case GL_ACTIVE_VARIABLES:
// Table 7.2 lists GL_TRANSFORM_FEEDBACK_BUFFER on these three rows too. This
// implementation enumerates no resources on that interface, so the query still
// ends in an error - but INVALID_VALUE for the out-of-range index, not the
// INVALID_OPERATION a narrower table would invent.
return programInterface == GL_UNIFORM_BLOCK || programInterface == GL_ATOMIC_COUNTER_BUFFER ||
programInterface == GL_SHADER_STORAGE_BLOCK ||
programInterface == GL_TRANSFORM_FEEDBACK_BUFFER;
case GL_BUFFER_DATA_SIZE:
return programInterface == GL_UNIFORM_BLOCK || programInterface == GL_ATOMIC_COUNTER_BUFFER ||
programInterface == GL_SHADER_STORAGE_BLOCK;
case GL_REFERENCED_BY_VERTEX_SHADER:
case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
case GL_REFERENCED_BY_GEOMETRY_SHADER:
case GL_REFERENCED_BY_FRAGMENT_SHADER:
case GL_REFERENCED_BY_COMPUTE_SHADER:
return programInterface == GL_UNIFORM || programInterface == GL_UNIFORM_BLOCK ||
programInterface == GL_ATOMIC_COUNTER_BUFFER || programInterface == GL_BUFFER_VARIABLE ||
programInterface == GL_SHADER_STORAGE_BLOCK || programInterface == GL_PROGRAM_INPUT ||
programInterface == GL_PROGRAM_OUTPUT || isSubroutineUniform;
case GL_TOP_LEVEL_ARRAY_SIZE:
case GL_TOP_LEVEL_ARRAY_STRIDE:
return programInterface == GL_BUFFER_VARIABLE;
case GL_LOCATION:
return InterfaceHasLocations(programInterface);
case GL_LOCATION_INDEX:
return programInterface == GL_PROGRAM_OUTPUT;
case GL_IS_PER_PATCH:
case GL_LOCATION_COMPONENT:
return programInterface == GL_PROGRAM_INPUT || programInterface == GL_PROGRAM_OUTPUT;
case GL_TRANSFORM_FEEDBACK_BUFFER_INDEX:
return programInterface == GL_TRANSFORM_FEEDBACK_VARYING;
case GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE:
return programInterface == GL_TRANSFORM_FEEDBACK_BUFFER;
case GL_NUM_COMPATIBLE_SUBROUTINES:
case GL_COMPATIBLE_SUBROUTINES:
return isSubroutineUniform;
default:
(void)isSubroutine;
return false;
}
}
Int GetActiveResourceCount(ProgramObject& program, GLenum programInterface) {
const Model model = BuildModel(program);
return static_cast<Int>(Select(model, programInterface).size());
}
Int GetMaxNameLength(ProgramObject& program, GLenum programInterface) {
if (!IsNamedInterface(programInterface)) return 0;
const Model model = BuildModel(program);
SizeT longest = 0;
for (const Resource& resource : Select(model, programInterface)) {
longest = std::max(longest, resource.name.length() + 1);
}
return static_cast<Int>(longest);
}
Int GetMaxNumActiveVariables(ProgramObject& program, GLenum programInterface) {
const Model model = BuildModel(program);
SizeT longest = 0;
for (const Resource& resource : Select(model, programInterface)) {
longest = std::max(longest, resource.activeVariables.size());
}
return static_cast<Int>(longest);
}
GLuint GetResourceIndex(ProgramObject& program, GLenum programInterface, const char* name) {
if (name == nullptr || name[0] == '\0') return GL_INVALID_INDEX;
const Model model = BuildModel(program);
const ResourceList& resources = Select(model, programInterface);
const String query = name;
// The layout controls of an interleaved capture are enumerable but not addressable
// by name (GL 4.6 §7.3.1.1).
if (programInterface == GL_TRANSFORM_FEEDBACK_VARYING &&
(query == "gl_NextBuffer" ||
(query.size() == 18 && query.compare(0, 17, "gl_SkipComponents") == 0))) {
return GL_INVALID_INDEX;
}
for (SizeT i = 0; i < resources.size(); ++i) {
if (NamesMatch(resources[i].name, query)) return static_cast<GLuint>(i);
}
return GL_INVALID_INDEX;
}
Bool GetResourceName(ProgramObject& program, GLenum programInterface, GLuint index, String& outName) {
const Model model = BuildModel(program);
const ResourceList& resources = Select(model, programInterface);
if (index >= resources.size()) return false;
outName = resources[index].name;
return true;
}
Bool GetResourceProp(ProgramObject& program, GLenum programInterface, GLuint index, GLenum prop,
Vector<GLint>& outValues) {
const Model model = BuildModel(program);
const ResourceList& resources = Select(model, programInterface);
if (index >= resources.size()) return false;
const Resource& resource = resources[index];
const auto referencedBy = [&resource](EShLanguage stage) {
return (resource.stages & static_cast<Uint32>(1u << stage)) != 0 ? GL_TRUE : GL_FALSE;
};
switch (prop) {
case GL_NAME_LENGTH:
outValues.push_back(static_cast<GLint>(resource.name.length() + 1));
break;
case GL_TYPE:
outValues.push_back(static_cast<GLint>(resource.type));
break;
case GL_ARRAY_SIZE:
outValues.push_back(resource.arraySize);
break;
case GL_OFFSET:
outValues.push_back(resource.offset);
break;
case GL_BLOCK_INDEX:
outValues.push_back(resource.blockIndex);
break;
case GL_ARRAY_STRIDE:
outValues.push_back(resource.arrayStride);
break;
case GL_MATRIX_STRIDE:
outValues.push_back(resource.matrixStride);
break;
case GL_IS_ROW_MAJOR:
outValues.push_back(resource.isRowMajor);
break;
case GL_ATOMIC_COUNTER_BUFFER_INDEX:
outValues.push_back(resource.atomicCounterBufferIndex);
break;
case GL_BUFFER_BINDING:
outValues.push_back(resource.bufferBinding);
break;
case GL_BUFFER_DATA_SIZE:
outValues.push_back(resource.bufferDataSize);
break;
case GL_NUM_ACTIVE_VARIABLES:
outValues.push_back(static_cast<GLint>(resource.activeVariables.size()));
break;
case GL_ACTIVE_VARIABLES:
for (const GLuint variable : resource.activeVariables) outValues.push_back(static_cast<GLint>(variable));
break;
case GL_REFERENCED_BY_VERTEX_SHADER:
outValues.push_back(referencedBy(EShLangVertex));
break;
case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
outValues.push_back(referencedBy(EShLangTessControl));
break;
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
outValues.push_back(referencedBy(EShLangTessEvaluation));
break;
case GL_REFERENCED_BY_GEOMETRY_SHADER:
outValues.push_back(referencedBy(EShLangGeometry));
break;
case GL_REFERENCED_BY_FRAGMENT_SHADER:
outValues.push_back(referencedBy(EShLangFragment));
break;
case GL_REFERENCED_BY_COMPUTE_SHADER:
outValues.push_back(referencedBy(EShLangCompute));
break;
case GL_TOP_LEVEL_ARRAY_SIZE:
outValues.push_back(resource.topLevelArraySize);
break;
case GL_TOP_LEVEL_ARRAY_STRIDE:
outValues.push_back(resource.topLevelArrayStride);
break;
case GL_LOCATION:
outValues.push_back(resource.location);
break;
case GL_LOCATION_INDEX:
outValues.push_back(resource.locationIndex);
break;
case GL_IS_PER_PATCH:
outValues.push_back(resource.isPerPatch);
break;
case GL_LOCATION_COMPONENT:
outValues.push_back(0);
break;
case GL_TRANSFORM_FEEDBACK_BUFFER_INDEX:
outValues.push_back(resource.xfbBufferIndex);
break;
default:
outValues.push_back(0);
break;
}
return true;
}
GLint GetResourceLocation(ProgramObject& program, GLenum programInterface, const char* name) {
if (name == nullptr || name[0] == '\0') return -1;
const String query = name;
String base;
Uint element = 0;
Bool malformed = false;
const Bool subscripted = SplitTrailingSubscript(query, base, element, malformed);
if (malformed) return -1;
const Model model = BuildModel(program);
const ResourceList& resources = Select(model, programInterface);
for (const Resource& resource : resources) {
if (NamesMatch(resource.name, query)) return resource.location;
}
if (!subscripted || element == 0) return -1;
// "d[1]" addresses the second element of an array resource enumerated as "d[0]".
for (const Resource& resource : resources) {
if (!NamesMatch(resource.name, base)) continue;
if (resource.location < 0 || static_cast<GLint>(element) >= resource.arraySize) return -1;
return resource.location + static_cast<GLint>(element);
}
return -1;
}
GLint GetResourceLocationIndex(ProgramObject& program, GLenum programInterface, const char* name) {
if (programInterface != GL_PROGRAM_OUTPUT || name == nullptr || name[0] == '\0') return -1;
const String query = name;
String base;
Uint element = 0;
Bool malformed = false;
const Bool subscripted = SplitTrailingSubscript(query, base, element, malformed);
if (malformed) return -1;
const Model model = BuildModel(program);
for (const Resource& resource : model.programOutputs) {
if (NamesMatch(resource.name, query)) return resource.locationIndex;
}
if (!subscripted) return -1;
for (const Resource& resource : model.programOutputs) {
if (!NamesMatch(resource.name, base)) continue;
if (resource.location < 0 || static_cast<GLint>(element) >= resource.arraySize) return -1;
return resource.locationIndex;
}
return -1;
}
} // namespace MobileGL::MG_Impl::GLImpl::ProgramInterface
@@ -0,0 +1,66 @@
// MobileGL - MobileGL/MG_Impl/GLImpl/Program/ProgramInterface.h
// 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
#pragma once
#include <Includes.h>
namespace MobileGL::MG_State::GLState {
class ProgramObject;
}
// The GL program interface (ARB_program_interface_query / GL 4.3 §7.3.1) as a frontend
// resource model.
//
// WHY IT IS HERE AND NOT IN A BACKEND. glGetProgramResource* describes the program the
// APPLICATION wrote, in the application's namespace. Neither backend program is in that
// namespace: DirectGLES compiles SPIRV-Cross-generated ESSL where default-block uniforms
// live inside the synthesized MGL_GLOBAL_UBO (so a GL_UNIFORM location query against it is
// structurally -1) and stage in/out names are rewritten; DirectVulkan has no GL-level
// reflection at all and can only re-derive a partial, diverging copy. The one authoritative
// source is the frontend glslang reflection a link already produced, which is the same
// place glGetActiveUniform answers from. This layer generalizes that rule to every
// interface, so the six entry points never consult gBackendFunctionsTable.
//
// NAMING RULES LIVE HERE, NOT IN ProgramObject. The interface query spells resources
// differently from glGetActiveUniform / glGetActiveAttrib (an array is "name[0]", a lookup
// accepts both "name" and "name[0]", a subscript must be a strict decimal). Those two
// getters are what GL30-33 exercises and they must not move, so every normalization is
// applied on the way in and out of THIS file.
namespace MobileGL::MG_Impl::GLImpl::ProgramInterface {
using ProgramObject = MG_State::GLState::ProgramObject;
// <programInterface> is one of the GL 4.6 Table 7.1 interfaces.
Bool IsInterfaceEnum(GLenum programInterface);
// Interfaces whose resources have names (everything except GL_ATOMIC_COUNTER_BUFFER).
Bool IsNamedInterface(GLenum programInterface);
// <prop> is a property token GetProgramResourceiv knows at all (else GL_INVALID_ENUM).
Bool IsResourceProp(GLenum prop);
// <prop> applies to <programInterface> (else GL_INVALID_OPERATION).
Bool InterfaceSupportsProp(GLenum programInterface, GLenum prop);
// Interfaces GetProgramResourceLocation accepts (else GL_INVALID_ENUM).
Bool InterfaceHasLocations(GLenum programInterface);
// GL_ACTIVE_RESOURCES / GL_MAX_NAME_LENGTH / GL_MAX_NUM_ACTIVE_VARIABLES. All three
// report zero for an interface this implementation cannot enumerate and for a program
// that has not linked successfully - which is what the spec requires of a program with
// no active resources.
Int GetActiveResourceCount(ProgramObject& program, GLenum programInterface);
Int GetMaxNameLength(ProgramObject& program, GLenum programInterface);
Int GetMaxNumActiveVariables(ProgramObject& program, GLenum programInterface);
// GL_INVALID_INDEX when <name> names no active resource of the interface.
GLuint GetResourceIndex(ProgramObject& program, GLenum programInterface, const char* name);
// False when <index> is out of range for the interface (the caller raises INVALID_VALUE).
Bool GetResourceName(ProgramObject& program, GLenum programInterface, GLuint index, String& outName);
// Appends the value(s) of <prop> for the resource; GL_ACTIVE_VARIABLES appends several.
// False when <index> is out of range.
Bool GetResourceProp(ProgramObject& program, GLenum programInterface, GLuint index, GLenum prop,
Vector<GLint>& outValues);
GLint GetResourceLocation(ProgramObject& program, GLenum programInterface, const char* name);
GLint GetResourceLocationIndex(ProgramObject& program, GLenum programInterface, const char* name);
} // namespace MobileGL::MG_Impl::GLImpl::ProgramInterface
+191 -9
View File
@@ -7,6 +7,7 @@
// End of Source File Header // End of Source File Header
#include "GL_Query.h" #include "GL_Query.h"
#include "../Getter/GL_Getter.h"
#include <Config.h> #include <Config.h>
#include <MG_Backend/BackendObjects.h> #include <MG_Backend/BackendObjects.h>
#include <MG_State/GLState/Core.h> #include <MG_State/GLState/Core.h>
@@ -22,6 +23,9 @@ namespace MobileGL::MG_Impl::GLImpl {
struct QueryObject { struct QueryObject {
GLuint id = 0; GLuint id = 0;
GLenum target = 0; // 0 = gen'd but never used with BeginQuery/QueryCounter GLenum target = 0; // 0 = gen'd but never used with BeginQuery/QueryCounter
// glCreateQueries makes the object outright; glGenQueries only reserves the name,
// and the object appears when the name is first used (GL 4.6 core 4.2.1).
Bool created = false;
MG_Backend::BackendQueryHandle backendHandle = nullptr; MG_Backend::BackendQueryHandle backendHandle = nullptr;
Bool active = false; Bool active = false;
Bool ended = false; Bool ended = false;
@@ -58,6 +62,34 @@ namespace MobileGL::MG_Impl::GLImpl {
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", function, message)); MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", function, message));
} }
// The by-buffer query getters write the result into a buffer object instead of client
// memory. Everything about the query itself - the name, whether it is still active, the
// parameter - is checked by GetQueryObjectValue; what is left is the destination, so this
// resolves the buffer and confirms the write lands inside it (GL 4.6 core 4.2.1).
Bool ResolveQueryResultDestination(GLuint buffer, GLintptr offset, SizeT writeSize, const char* function,
SharedPtr<MG_State::GLState::BufferObject>& outBuffer) {
if (offset < 0) {
RecordQueryError(ErrorCode::InvalidValue, function, "Offset cannot be negative.");
return false;
}
if (!MG_State::pGLContext->ValidateBufferObject(buffer)) {
RecordQueryError(ErrorCode::InvalidOperation, function, "Buffer object does not exist.");
return false;
}
auto bufferObject = MG_State::pGLContext->GetBufferObject(buffer);
if (!bufferObject) {
RecordQueryError(ErrorCode::InvalidOperation, function, "Buffer object does not exist.");
return false;
}
if (static_cast<SizeT>(offset) + writeSize > bufferObject->GetSize()) {
RecordQueryError(ErrorCode::InvalidOperation, function,
"The query result does not fit in the buffer object at this offset.");
return false;
}
outBuffer = bufferObject;
return true;
}
// Callers must hold g_queryObjectsMutex. // Callers must hold g_queryObjectsMutex.
QueryObject* FindQueryObjectLocked(GLuint id) { QueryObject* FindQueryObjectLocked(GLuint id) {
const auto it = g_liveQueryObjects.find(id); const auto it = g_liveQueryObjects.find(id);
@@ -91,8 +123,13 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
// Shared GetQueryObject* implementation. Returns false when an error // Shared GetQueryObject* implementation. Returns false when an error
// was recorded and no value should be written back. // was recorded and no value should be written back. `outValueProduced`, when given,
Bool GetQueryObjectValue(GLuint id, GLenum pname, const char* function, Uint64& outValue) { // additionally distinguishes "succeeded with a value" from "succeeded but the result is not
// ready" - the GL_QUERY_RESULT_NO_WAIT case, where GL_ARB_query_buffer_object says the
// destination is left alone rather than written with a placeholder.
Bool GetQueryObjectValue(GLuint id, GLenum pname, const char* function, Uint64& outValue,
Bool* outValueProduced = nullptr) {
if (outValueProduced) *outValueProduced = true;
const std::lock_guard<std::mutex> lock(g_queryObjectsMutex); const std::lock_guard<std::mutex> lock(g_queryObjectsMutex);
auto* queryObject = FindQueryObjectLocked(id); auto* queryObject = FindQueryObjectLocked(id);
if (!queryObject) { if (!queryObject) {
@@ -105,6 +142,41 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
switch (pname) { switch (pname) {
case GL_QUERY_TARGET:
// The target a query was begun with (or created with, for glCreateQueries) - state
// the object has carried all along, GL 4.6 core table 23.35.
outValue = queryObject->target;
return true;
case GL_QUERY_RESULT_NO_WAIT: {
if (queryObject->resultCached) {
outValue = queryObject->cachedResult;
return true;
}
Uint64 result = 0;
const auto getQueryResult64 = MG_Backend::gBackendFunctionsTable.GL.GetQueryResult64;
if (queryObject->backendHandle && getQueryResult64 &&
!getQueryResult64(queryObject->backendHandle, /*wait=*/false, &result)) {
// Not ready. The whole point of the no-wait form is that the caller's
// destination keeps whatever it already held.
if (outValueProduced) *outValueProduced = false;
outValue = 0;
return true;
}
if (queryObject->target == GL_ANY_SAMPLES_PASSED ||
queryObject->target == GL_ANY_SAMPLES_PASSED_CONSERVATIVE) {
result = result != 0 ? 1 : 0;
}
if (queryObject->backendHandle) {
if (const auto deleteBackendQuery = MG_Backend::gBackendFunctionsTable.GL.DeleteBackendQuery) {
deleteBackendQuery(queryObject->backendHandle);
}
queryObject->backendHandle = nullptr;
}
queryObject->cachedResult = result;
queryObject->resultCached = true;
outValue = result;
return true;
}
case GL_QUERY_RESULT_AVAILABLE: { case GL_QUERY_RESULT_AVAILABLE: {
if (queryObject->resultCached || !queryObject->backendHandle) { if (queryObject->resultCached || !queryObject->backendHandle) {
outValue = 1; outValue = 1;
@@ -156,6 +228,21 @@ namespace MobileGL::MG_Impl::GLImpl {
return false; return false;
} }
} }
template <typename T>
void GetQueryBufferObject(GLuint id, GLuint buffer, GLenum pname, GLintptr offset, const char* function) {
SharedPtr<MG_State::GLState::BufferObject> bufferObject;
if (!ResolveQueryResultDestination(buffer, offset, sizeof(T), function, bufferObject)) return;
Uint64 value = 0;
Bool valueProduced = false;
if (!GetQueryObjectValue(id, pname, function, value, &valueProduced)) return;
// GL_QUERY_RESULT_NO_WAIT on a result that has not landed writes nothing at all.
if (!valueProduced) return;
const T narrowed = static_cast<T>(value);
bufferObject->UploadSubData({const_cast<T*>(&narrowed), sizeof(T)}, static_cast<SizeT>(offset));
}
} // namespace } // namespace
void GenQueries(GLsizei n, GLuint* ids) { void GenQueries(GLsizei n, GLuint* ids) {
@@ -176,6 +263,41 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
} }
// glCreateQueries differs from glGenQueries in creating the objects outright, with their
// target already fixed and the rest of their state at the defaults (GL 4.6 core 4.2.1).
void CreateQueries(GLenum target, GLsizei n, GLuint* ids) {
switch (target) {
case GL_SAMPLES_PASSED:
case GL_ANY_SAMPLES_PASSED:
case GL_ANY_SAMPLES_PASSED_CONSERVATIVE:
case GL_TIME_ELAPSED:
case GL_TIMESTAMP:
case GL_PRIMITIVES_GENERATED:
case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
break;
default:
RecordQueryError(ErrorCode::InvalidEnum, __FUNCTION__, "Query target is not accepted.");
return;
}
if (n < 0) {
RecordQueryError(ErrorCode::InvalidValue, __FUNCTION__, "n cannot be negative.");
return;
}
if (!ids) {
return;
}
const std::lock_guard<std::mutex> lock(g_queryObjectsMutex);
for (GLsizei i = 0; i < n; ++i) {
const GLuint id = g_nextQueryId++;
auto* queryObject = new QueryObject;
queryObject->id = id;
queryObject->target = target;
queryObject->created = true;
g_liveQueryObjects[id] = queryObject;
ids[i] = id;
}
}
void DeleteQueries(GLsizei n, const GLuint* ids) { void DeleteQueries(GLsizei n, const GLuint* ids) {
if (n < 0) { if (n < 0) {
RecordQueryError(ErrorCode::InvalidValue, __FUNCTION__, "n cannot be negative."); RecordQueryError(ErrorCode::InvalidValue, __FUNCTION__, "n cannot be negative.");
@@ -227,9 +349,11 @@ namespace MobileGL::MG_Impl::GLImpl {
return GL_FALSE; return GL_FALSE;
} }
const std::lock_guard<std::mutex> lock(g_queryObjectsMutex); const std::lock_guard<std::mutex> lock(g_queryObjectsMutex);
// Gen'd ids count as query objects here: the registry creates live // A name from glGenQueries is not yet a query object: it becomes one when it is first
// objects at GenQueries time. // used with BeginQuery/QueryCounter (which is what a non-zero target records), or
return FindQueryObjectLocked(id) != nullptr ? GL_TRUE : GL_FALSE; // immediately if it came from glCreateQueries.
const auto* queryObject = FindQueryObjectLocked(id);
return (queryObject != nullptr && (queryObject->created || queryObject->target != 0)) ? GL_TRUE : GL_FALSE;
} }
void BeginQuery(GLenum target, GLuint id) { void BeginQuery(GLenum target, GLuint id) {
@@ -434,9 +558,26 @@ namespace MobileGL::MG_Impl::GLImpl {
} }
} }
void GetQueryBufferObjectiv(GLuint id, GLuint buffer, GLenum pname, GLintptr offset) {
GetQueryBufferObject<GLint>(id, buffer, pname, offset, __FUNCTION__);
}
void GetQueryBufferObjectuiv(GLuint id, GLuint buffer, GLenum pname, GLintptr offset) {
GetQueryBufferObject<GLuint>(id, buffer, pname, offset, __FUNCTION__);
}
void GetQueryBufferObjecti64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset) {
GetQueryBufferObject<GLint64>(id, buffer, pname, offset, __FUNCTION__);
}
void GetQueryBufferObjectui64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset) {
GetQueryBufferObject<GLuint64>(id, buffer, pname, offset, __FUNCTION__);
}
void GetQueryObjectiv(GLuint id, GLenum pname, GLint* params) { void GetQueryObjectiv(GLuint id, GLenum pname, GLint* params) {
Uint64 value = 0; Uint64 value = 0;
if (!GetQueryObjectValue(id, pname, __FUNCTION__, value) || !params) { Bool valueProduced = false;
if (!GetQueryObjectValue(id, pname, __FUNCTION__, value, &valueProduced) || !valueProduced || !params) {
return; return;
} }
constexpr Uint64 kMaxInt = static_cast<Uint64>(INT_MAX); constexpr Uint64 kMaxInt = static_cast<Uint64>(INT_MAX);
@@ -445,7 +586,8 @@ namespace MobileGL::MG_Impl::GLImpl {
void GetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params) { void GetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params) {
Uint64 value = 0; Uint64 value = 0;
if (!GetQueryObjectValue(id, pname, __FUNCTION__, value) || !params) { Bool valueProduced = false;
if (!GetQueryObjectValue(id, pname, __FUNCTION__, value, &valueProduced) || !valueProduced || !params) {
return; return;
} }
*params = static_cast<GLuint>(value & 0xFFFFFFFFull); *params = static_cast<GLuint>(value & 0xFFFFFFFFull);
@@ -453,7 +595,8 @@ namespace MobileGL::MG_Impl::GLImpl {
void GetQueryObjecti64v(GLuint id, GLenum pname, GLint64* params) { void GetQueryObjecti64v(GLuint id, GLenum pname, GLint64* params) {
Uint64 value = 0; Uint64 value = 0;
if (!GetQueryObjectValue(id, pname, __FUNCTION__, value) || !params) { Bool valueProduced = false;
if (!GetQueryObjectValue(id, pname, __FUNCTION__, value, &valueProduced) || !valueProduced || !params) {
return; return;
} }
*params = static_cast<GLint64>(value); *params = static_cast<GLint64>(value);
@@ -461,9 +604,48 @@ namespace MobileGL::MG_Impl::GLImpl {
void GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64* params) { void GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64* params) {
Uint64 value = 0; Uint64 value = 0;
if (!GetQueryObjectValue(id, pname, __FUNCTION__, value) || !params) { Bool valueProduced = false;
if (!GetQueryObjectValue(id, pname, __FUNCTION__, value, &valueProduced) || !valueProduced || !params) {
return; return;
} }
*params = static_cast<GLuint64>(value); *params = static_cast<GLuint64>(value);
} }
namespace {
// The indexed query entry points differ from the plain ones only in the vertex
// stream they address (GL 4.6 core 4.2.1): index must be below GL_MAX_VERTEX_STREAMS
// for the two transform feedback targets and zero for every other target. With a
// single vertex stream both bounds are 1, so a valid call is always index 0 and
// forwards to the unindexed implementation.
Bool ValidateQueryStreamIndex(const char* function, GLenum target, GLuint index) {
const Bool perStreamTarget =
target == GL_PRIMITIVES_GENERATED || target == GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
GLint maxVertexStreams = 1;
if (perStreamTarget) {
GetIntegerv(GL_MAX_VERTEX_STREAMS, &maxVertexStreams);
}
if (index < static_cast<GLuint>(std::max(maxVertexStreams, 1))) {
return true;
}
RecordQueryError(ErrorCode::InvalidValue, function,
perStreamTarget ? "index is not less than GL_MAX_VERTEX_STREAMS."
: "index must be zero for this query target.");
return false;
}
} // namespace
void BeginQueryIndexed(GLenum target, GLuint index, GLuint id) {
if (!ValidateQueryStreamIndex(__FUNCTION__, target, index)) return;
BeginQuery(target, id);
}
void EndQueryIndexed(GLenum target, GLuint index) {
if (!ValidateQueryStreamIndex(__FUNCTION__, target, index)) return;
EndQuery(target);
}
void GetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint* params) {
if (!ValidateQueryStreamIndex(__FUNCTION__, target, index)) return;
GetQueryiv(target, pname, params);
}
} // namespace MobileGL::MG_Impl::GLImpl } // namespace MobileGL::MG_Impl::GLImpl
+8
View File
@@ -11,14 +11,22 @@
namespace MobileGL::MG_Impl::GLImpl { namespace MobileGL::MG_Impl::GLImpl {
void GenQueries(GLsizei n, GLuint* ids); void GenQueries(GLsizei n, GLuint* ids);
void CreateQueries(GLenum target, GLsizei n, GLuint* ids);
void DeleteQueries(GLsizei n, const GLuint* ids); void DeleteQueries(GLsizei n, const GLuint* ids);
GLboolean IsQuery(GLuint id); GLboolean IsQuery(GLuint id);
void BeginQuery(GLenum target, GLuint id); void BeginQuery(GLenum target, GLuint id);
void EndQuery(GLenum target); void EndQuery(GLenum target);
void GetQueryiv(GLenum target, GLenum pname, GLint* params); void GetQueryiv(GLenum target, GLenum pname, GLint* params);
void BeginQueryIndexed(GLenum target, GLuint index, GLuint id);
void EndQueryIndexed(GLenum target, GLuint index);
void GetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint* params);
void GetQueryObjectiv(GLuint id, GLenum pname, GLint* params); void GetQueryObjectiv(GLuint id, GLenum pname, GLint* params);
void GetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params); void GetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params);
void GetQueryObjecti64v(GLuint id, GLenum pname, GLint64* params); void GetQueryObjecti64v(GLuint id, GLenum pname, GLint64* params);
void GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64* params); void GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64* params);
void GetQueryBufferObjectiv(GLuint id, GLuint buffer, GLenum pname, GLintptr offset);
void GetQueryBufferObjectuiv(GLuint id, GLuint buffer, GLenum pname, GLintptr offset);
void GetQueryBufferObjecti64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset);
void GetQueryBufferObjectui64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset);
void QueryCounter(GLuint id, GLenum target); void QueryCounter(GLuint id, GLenum target);
} // namespace MobileGL::MG_Impl::GLImpl } // namespace MobileGL::MG_Impl::GLImpl
+71 -1
View File
@@ -8,6 +8,7 @@
#include "GL_Sampler.h" #include "GL_Sampler.h"
#include "Validators.h" #include "Validators.h"
#include "../Getter/GL_Getter.h"
#include <MG_State/GLState/Core.h> #include <MG_State/GLState/Core.h>
#include <MG_Util/Converters/GLToMG/TextureEnumConverter.h> #include <MG_Util/Converters/GLToMG/TextureEnumConverter.h>
#include <MG_Util/Converters/MGToGL/TextureEnumConverter.h> #include <MG_Util/Converters/MGToGL/TextureEnumConverter.h>
@@ -28,6 +29,11 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_TEXTURE_MAX_LOD: case GL_TEXTURE_MAX_LOD:
case GL_TEXTURE_LOD_BIAS: case GL_TEXTURE_LOD_BIAS:
return true; return true;
// Four components, and GL puts no range on them - a border colour outside [0,1] is
// clamped when a fixed-point format is sampled, not rejected here. The scalar readers
// below would look at one component and invent an error.
case GL_TEXTURE_BORDER_COLOR:
return true;
case GL_TEXTURE_MAX_ANISOTROPY_EXT: case GL_TEXTURE_MAX_ANISOTROPY_EXT:
if (ReadSamplerScalar(param, isFloat, isUnsignedInteger) >= 1.0f) return true; if (ReadSamplerScalar(param, isFloat, isUnsignedInteger) >= 1.0f) return true;
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
@@ -99,6 +105,20 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_TEXTURE_COMPARE_FUNC: case GL_TEXTURE_COMPARE_FUNC:
samplerObj->SetSamplerCompareFunc(MG_Util::ConvertGLEnumToSamplerCompareFunc(*(const GLint*)param)); samplerObj->SetSamplerCompareFunc(MG_Util::ConvertGLEnumToSamplerCompareFunc(*(const GLint*)param));
break; break;
case GL_TEXTURE_BORDER_COLOR:
// The only four-component sampler parameter: the caller's form decides which
// representation is authoritative, and SamplerObject keeps the other two in step.
if (isFloat) {
const auto* values = (const GLfloat*)param;
samplerObj->SetBorderColor(FloatVec4(values[0], values[1], values[2], values[3]));
} else if (isUnsignedInteger) {
const auto* values = (const GLuint*)param;
samplerObj->SetBorderColorUI(UintVec4(values[0], values[1], values[2], values[3]));
} else {
const auto* values = (const GLint*)param;
samplerObj->SetBorderColorI(IntVec4(values[0], values[1], values[2], values[3]));
}
break;
default: default:
MG_State::pGLContext->RecordError(ErrorCode::InvalidEnum, MG_State::pGLContext->RecordError(ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "SetSamplerParam_State", MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "SetSamplerParam_State",
@@ -162,6 +182,31 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_TEXTURE_COMPARE_FUNC: case GL_TEXTURE_COMPARE_FUNC:
*(GLuint*)params = MG_Util::ConvertSamplerCompareFuncToGLEnum(samplerObj->GetSamplerCompareFunc()); *(GLuint*)params = MG_Util::ConvertSamplerCompareFuncToGLEnum(samplerObj->GetSamplerCompareFunc());
break; break;
case GL_TEXTURE_BORDER_COLOR: {
if (isFloat) {
const auto& color = samplerObj->GetBorderColor();
auto* out = (GLfloat*)params;
out[0] = color.x();
out[1] = color.y();
out[2] = color.z();
out[3] = color.w();
} else if (isUnsignedInteger) {
const auto& color = samplerObj->GetBorderColorUI();
auto* out = (GLuint*)params;
out[0] = color.x();
out[1] = color.y();
out[2] = color.z();
out[3] = color.w();
} else {
const auto& color = samplerObj->GetBorderColorI();
auto* out = (GLint*)params;
out[0] = color.x();
out[1] = color.y();
out[2] = color.z();
out[3] = color.w();
}
break;
}
default: default:
MG_State::pGLContext->RecordError(ErrorCode::InvalidEnum, MG_State::pGLContext->RecordError(ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "GetSamplerParam_State", MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "GetSamplerParam_State",
@@ -224,9 +269,20 @@ 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.
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);
}
void BindSampler_State(GLuint unit, GLuint sampler) { void BindSampler_State(GLuint unit, GLuint sampler) {
MGLOG_D("BindSampler_State: unit = %u, sampler = %u", unit, sampler); MGLOG_D("BindSampler_State: unit = %u, sampler = %u", unit, sampler);
if (unit >= MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS) { if (static_cast<Uint64>(unit) >= static_cast<Uint64>(GetSamplerBindableTextureUnitCount())) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue, ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "BindSampler", "texture unit out of range")); MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "BindSampler", "texture unit out of range"));
@@ -265,6 +321,20 @@ namespace MobileGL::MG_Impl::GLImpl {
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "BindSamplers", "count must be non-negative")); MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "BindSamplers", "count must be non-negative"));
return; return;
} }
// ARB_multi_bind: the whole [first, first + count) range is checked up front and a
// range that runs past the last texture unit is INVALID_OPERATION - not the
// INVALID_VALUE the single-bind BindSampler_State reports per element, and nothing is
// bound when it fails. Both gates read the same limit (see
// GetSamplerBindableTextureUnitCount), so an out-of-range multi-bind can no longer slip
// past this check and be caught one element at a time with the wrong error class.
const GLint maxTextureUnits = GetSamplerBindableTextureUnitCount();
if (static_cast<Uint64>(first) + static_cast<Uint64>(count) > static_cast<Uint64>(maxTextureUnits)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "BindSamplers",
"first + count exceeds the number of texture units."));
return;
}
for (GLsizei i = 0; i < count; ++i) { for (GLsizei i = 0; i < count; ++i) {
BindSampler_State(first + i, samplers ? samplers[i] : 0); BindSampler_State(first + i, samplers ? samplers[i] : 0);
@@ -75,7 +75,11 @@ namespace MobileGL::MG_Impl::GLImpl::SamplerImpl {
break; break;
case GL_TEXTURE_COMPARE_FUNC: case GL_TEXTURE_COMPARE_FUNC:
if (param < GL_LEQUAL || param > GL_ALWAYS) { // The eight depth-compare functions are contiguous from GL_NEVER (0x0200) to
// GL_ALWAYS (0x0207); GL_LEQUAL sits in the middle of that block, so starting
// the range there rejected NEVER/LESS/EQUAL and let GREATER/NOTEQUAL/GEQUAL
// through only by accident of them being above LEQUAL.
if (param < GL_NEVER || param > GL_ALWAYS) {
MG_State::pGLContext->RecordError(ErrorCode::InvalidEnum, MG_State::pGLContext->RecordError(ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "ValidateSamplerParam", MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "ValidateSamplerParam",
"Invalid compare function parameter")); "Invalid compare function parameter"));
File diff suppressed because it is too large Load Diff
@@ -11,6 +11,10 @@
namespace MobileGL::MG_Impl::GLImpl { namespace MobileGL::MG_Impl::GLImpl {
/* @INSERTION_POINT:FUNCTION_DECLARATION@ */ /* @INSERTION_POINT:FUNCTION_DECLARATION@ */
// The sized internal formats a buffer texture accepts (GL 4.6 core table 8.16). The buffer
// clears take the same list, so it is shared rather than written out twice.
Bool IsBufferTextureInternalFormat(GLenum internalformat);
void ClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void* data); void ClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void* data);
void ClearTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, 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); GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* data);
@@ -42,6 +46,10 @@ namespace MobileGL::MG_Impl::GLImpl {
void GenerateTextureMipmap(GLuint texture); void GenerateTextureMipmap(GLuint texture);
void BindTextureUnit(GLuint unit, GLuint texture); void BindTextureUnit(GLuint unit, GLuint texture);
void GetTextureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* pixels); void GetTextureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* pixels);
void GetCompressedTextureImage(GLuint texture, GLint level, GLsizei bufSize, void* pixels);
void TexBufferRange(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
void TextureBuffer(GLuint texture, GLenum internalformat, GLuint buffer);
void TextureBufferRange(GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
void GetTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, void GetTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width,
GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void* pixels); GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void* pixels);
void GetTextureParameterfv(GLuint texture, GLenum pname, GLfloat* params); void GetTextureParameterfv(GLuint texture, GLenum pname, GLfloat* params);
@@ -98,6 +106,9 @@ namespace MobileGL::MG_Impl::GLImpl {
GLsizei width, GLsizei height); GLsizei width, GLsizei height);
void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width,
GLsizei height); GLsizei height);
void CopyTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
void CopyTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x,
GLint y, GLsizei width, GLsizei height);
void CopyTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, void CopyTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y,
GLsizei width, GLsizei height); GLsizei width, GLsizei height);
void CopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); void CopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
@@ -226,6 +226,9 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
case TextureInternalFormat::Depth24Stencil8: case TextureInternalFormat::Depth24Stencil8:
case TextureInternalFormat::Depth32FStencil8: case TextureInternalFormat::Depth32FStencil8:
case TextureInternalFormat::DepthStencil: case TextureInternalFormat::DepthStencil:
// Stencil-only is not a colour format either: a colour client format read against a
// STENCIL_INDEX8 texture has to be the same INVALID_OPERATION as against a depth one.
case TextureInternalFormat::StencilIndex8:
return true; return true;
default: default:
return false; return false;
@@ -350,7 +353,7 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
return true; return true;
} }
Bool ValidateTextureObject(SharedPtr<MG_State::GLState::ITextureObject> textureObject) { Bool ValidateTextureObject(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject) {
if (!textureObject) { if (!textureObject) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation, ErrorCode::InvalidOperation,
@@ -373,7 +376,7 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
return true; return true;
} }
Bool ValidateTextureTargetUniformity(SharedPtr<MG_State::GLState::ITextureObject> textureObject, Bool ValidateTextureTargetUniformity(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject,
TextureTarget target) { TextureTarget target) {
if (!textureObject) return true; // should be created later if (!textureObject) return true; // should be created later
TextureTarget prevTarget = textureObject->GetTarget(); TextureTarget prevTarget = textureObject->GetTarget();
@@ -387,7 +390,7 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
return true; return true;
} }
Bool ValidateTextureSubImageOffsets(SharedPtr<MG_State::GLState::ITextureObject> textureObject, Int xoffset, Bool ValidateTextureSubImageOffsets(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject, Int xoffset,
Int width, Int yoffset, Int height, Int zoffset, Int depth) { Int width, Int yoffset, Int height, Int zoffset, Int depth) {
auto baseSize = textureObject->GetBaseSize(); auto baseSize = textureObject->GetBaseSize();
if (xoffset < 0 || (xoffset + width) > baseSize.x()) { if (xoffset < 0 || (xoffset + width) > baseSize.x()) {
+3 -3
View File
@@ -30,15 +30,15 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
TextureInternalFormat internalFormat, TextureInternalFormat internalFormat,
TexturePixelDataType type); TexturePixelDataType type);
Bool ValidateTextureLevelWithUploadTarget(TextureUploadTarget target, Int level); Bool ValidateTextureLevelWithUploadTarget(TextureUploadTarget target, Int level);
Bool ValidateTextureObject(SharedPtr<MG_State::GLState::ITextureObject> textureObject); Bool ValidateTextureObject(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject);
// Rejects the per-target default texture objects (name 0) with GL_INVALID_OPERATION for entry // Rejects the per-target default texture objects (name 0) with GL_INVALID_OPERATION for entry
// points that require a GenTextures-created texture, e.g. TexStorage* ("An INVALID_OPERATION // points that require a GenTextures-created texture, e.g. TexStorage* ("An INVALID_OPERATION
// error is generated if zero is bound to target", ARB_texture_storage). // error is generated if zero is bound to target", ARB_texture_storage).
Bool ValidateTextureNotDefault(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject, Bool ValidateTextureNotDefault(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject,
const char* caller); const char* caller);
Bool ValidateTextureTargetUniformity(SharedPtr<MG_State::GLState::ITextureObject> textureObject, Bool ValidateTextureTargetUniformity(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject,
TextureTarget target); TextureTarget target);
Bool ValidateTextureSubImageOffsets(SharedPtr<MG_State::GLState::ITextureObject> textureObject, Int xoffset, Bool ValidateTextureSubImageOffsets(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject, Int xoffset,
Int width, Int yoffset = 0, Int height = 0, Int zoffset = 0, Int depth = 0); Int width, Int yoffset = 0, Int height = 0, Int zoffset = 0, Int depth = 0);
Bool ValidateBaseInternalFormatMatch(TextureInternalFormat format1, TextureInternalFormat format2); Bool ValidateBaseInternalFormatMatch(TextureInternalFormat format1, TextureInternalFormat format2);
} // namespace MobileGL::MG_Impl::GLImpl::TextureImpl } // namespace MobileGL::MG_Impl::GLImpl::TextureImpl
@@ -8,6 +8,7 @@
#include "GL_VertexArray.h" #include "GL_VertexArray.h"
#include "Validators.h" #include "Validators.h"
#include <MG_Backend/BackendObjects.h>
#include <MG_Impl/GLImpl/Buffer/Validators.h> #include <MG_Impl/GLImpl/Buffer/Validators.h>
#include <MG_State/GLState/Core.h> #include <MG_State/GLState/Core.h>
#include <MG_State/GLState/ErrorState/Error.h> #include <MG_State/GLState/ErrorState/Error.h>
@@ -105,12 +106,60 @@ namespace MobileGL::MG_Impl::GLImpl {
return pname == GL_CURRENT_VERTEX_ATTRIB; return pname == GL_CURRENT_VERTEX_ATTRIB;
} }
// The two ARB_vertex_attrib_binding per-attribute queries. They do not live on the
// resolved VertexAttribute (which is the flat, already-combined view) but on the VAO's
// binding-point mapping, so they need the object, not the attribute.
static bool TryGetVertexAttribBindingQuery(GLuint index, GLenum pname, GLint& out) {
if (pname != GL_VERTEX_ATTRIB_BINDING && pname != GL_VERTEX_ATTRIB_RELATIVE_OFFSET) return false;
const auto& vao = MG_State::pGLContext->GetBoundVertexArray();
if (!vao) {
out = 0;
return true;
}
out = pname == GL_VERTEX_ATTRIB_BINDING ? static_cast<GLint>(vao->GetAttributeBindingIndex(index))
: static_cast<GLint>(vao->GetAttributeRelativeOffset(index));
return true;
}
// The stride a pointer-style call gives its binding point: the argument when it is non-zero,
// otherwise the tightly packed element size (GL 4.6 core 10.3.2). A packed 2_10_10_10 or
// 10F_11F_11F attribute is one 32-bit word regardless of its component count.
static int EffectiveVertexStride(GLsizei stride, GLint size, GLenum type) {
if (stride != 0) return static_cast<int>(stride);
switch (type) {
case GL_INT_2_10_10_10_REV:
case GL_UNSIGNED_INT_2_10_10_10_REV:
case GL_UNSIGNED_INT_10F_11F_11F_REV:
return 4;
default:
break;
}
return static_cast<int>(size * MG_Util::GetGLTypeSize(type));
}
// glBindVertexBuffers / glVertexArrayVertexBuffers take a range of binding points, and a
// range that runs past the last one is INVALID_OPERATION rather than the INVALID_VALUE a
// single out-of-range index gets (GL 4.6 core 10.3.1).
static bool ValidateVertexBindingRange(GLuint first, GLsizei count, 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) >
VertexArrayImpl::GetMaxVertexAttribBindings()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
"first + count exceeds GL_MAX_VERTEX_ATTRIB_BINDINGS."));
return false;
}
return true;
}
static bool ValidateVertexBindingIndex(GLuint bindingindex, const char* funcName) { static bool ValidateVertexBindingIndex(GLuint bindingindex, const char* funcName) {
// Bound by the same dynamic limit as attribute indices: the default attribute -> binding if (bindingindex >= VertexArrayImpl::GetMaxVertexAttribBindings()) {
// mapping is the identity, so a binding point the backend cannot address as an attribute
// would resolve into an attribute the backend must then reject on every draw. Real drivers
// likewise report MAX_VERTEX_ATTRIB_BINDINGS == MAX_VERTEX_ATTRIBS.
if (bindingindex >= VertexArrayImpl::GetMaxVertexAttribs()) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue, ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName, MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
@@ -140,8 +189,16 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_CURRENT_VERTEX_ATTRIB: case GL_CURRENT_VERTEX_ATTRIB:
case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
case GL_VERTEX_ATTRIB_ARRAY_INTEGER: case GL_VERTEX_ATTRIB_ARRAY_INTEGER:
// Core since GL 4.1 (ARB_vertex_attrib_64bit). It was rejected while no attribute could
// ever be long; now that IsLong is real state the pname has to be accepted.
case GL_VERTEX_ATTRIB_ARRAY_LONG:
case GL_VERTEX_ATTRIB_ARRAY_DIVISOR: case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
case GL_VERTEX_ATTRIB_ARRAY_POINTER: case GL_VERTEX_ATTRIB_ARRAY_POINTER:
// ARB_vertex_attrib_binding (core since GL 4.3). The binding-point view is real
// state on the VAO (GetAttributeBindingIndex / GetAttributeRelativeOffset), so
// both of its per-attribute queries are answerable.
case GL_VERTEX_ATTRIB_BINDING:
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET:
return true; return true;
default: default:
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
@@ -155,6 +212,17 @@ namespace MobileGL::MG_Impl::GLImpl {
SharedPtr<MG_State::GLState::VertexArrayObject> GetNamedVertexArrayObject_State(GLuint vaobj, SharedPtr<MG_State::GLState::VertexArrayObject> GetNamedVertexArrayObject_State(GLuint vaobj,
const char* caller) { const char* caller) {
// Name zero is not a vertex array object in a core profile: it names the default vertex
// array, which the by-name (direct state access) entry points never accept. MobileGL keeps a
// real object at index 0 for the compatibility paths, so the generic name validation below
// would otherwise let it through (GL 4.6 core 10.3.1).
if (vaobj == 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller,
"Vertex array name 0 is not a vertex array object."));
return nullptr;
}
if (!VertexArrayImpl::ValidateVertexArrayName(vaobj)) return nullptr; if (!VertexArrayImpl::ValidateVertexArrayName(vaobj)) return nullptr;
if (!VertexArrayImpl::ValidateVertexArrayObject(vaobj)) return nullptr; if (!VertexArrayImpl::ValidateVertexArrayObject(vaobj)) return nullptr;
return MG_State::pGLContext->GetVertexArrayObject(vaobj); return MG_State::pGLContext->GetVertexArrayObject(vaobj);
@@ -210,7 +278,7 @@ namespace MobileGL::MG_Impl::GLImpl {
DataType dataType = MG_Util::ConvertGLEnumToDataType(type); DataType dataType = MG_Util::ConvertGLEnumToDataType(type);
// Integer path: never normalized, never BGRA/packed (the validator rejects those). // Integer path: never normalized, never BGRA/packed (the validator rejects those).
if (!VertexArrayImpl::ValidateVertexAttribFormat(index, size, dataType, false, stride, true)) return; if (!VertexArrayImpl::ValidateVertexAttribFormat(index, size, type, dataType, false, stride, true)) return;
auto& vao = MG_State::pGLContext->GetBoundVertexArray(); auto& vao = MG_State::pGLContext->GetBoundVertexArray();
if (!vao) { if (!vao) {
@@ -227,6 +295,7 @@ namespace MobileGL::MG_Impl::GLImpl {
vao->SetAttributeFormat(index, size, dataType, false, stride, offset, true, false); vao->SetAttributeFormat(index, size, dataType, false, stride, offset, true, false);
vao->BindAttributeBuffer(index, vbo); vao->BindAttributeBuffer(index, vbo);
vao->MirrorPointerIntoBinding(index, vbo, offset, EffectiveVertexStride(stride, size, type));
} }
void VertexAttribPointer_State(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void VertexAttribPointer_State(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride,
@@ -234,7 +303,7 @@ namespace MobileGL::MG_Impl::GLImpl {
if (!VertexArrayImpl::ValidateVertexAttributeIndex(index)) return; if (!VertexArrayImpl::ValidateVertexAttributeIndex(index)) return;
DataType dataType = MG_Util::ConvertGLEnumToDataType(type); DataType dataType = MG_Util::ConvertGLEnumToDataType(type);
if (!VertexArrayImpl::ValidateVertexAttribFormat(index, size, dataType, normalized == GL_TRUE, stride, false)) if (!VertexArrayImpl::ValidateVertexAttribFormat(index, size, type, dataType, normalized == GL_TRUE, stride, false))
return; return;
auto& vao = MG_State::pGLContext->GetBoundVertexArray(); auto& vao = MG_State::pGLContext->GetBoundVertexArray();
@@ -256,6 +325,7 @@ namespace MobileGL::MG_Impl::GLImpl {
const int effectiveSize = isBgra ? 4 : size; const int effectiveSize = isBgra ? 4 : size;
vao->SetAttributeFormat(index, effectiveSize, dataType, normalized, stride, offset, false, isBgra); vao->SetAttributeFormat(index, effectiveSize, dataType, normalized, stride, offset, false, isBgra);
vao->BindAttributeBuffer(index, vbo); vao->BindAttributeBuffer(index, vbo);
vao->MirrorPointerIntoBinding(index, vbo, offset, EffectiveVertexStride(stride, effectiveSize, type));
} }
void BindVertexArray_State(GLuint array) { void BindVertexArray_State(GLuint array) {
@@ -359,6 +429,13 @@ namespace MobileGL::MG_Impl::GLImpl {
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller, "offset and stride must be non-negative.")); MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller, "offset and stride must be non-negative."));
return; return;
} }
if (static_cast<Uint>(stride) > VertexArrayImpl::GetMaxVertexAttribStride()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller,
"stride exceeds GL_MAX_VERTEX_ATTRIB_STRIDE."));
return;
}
auto bufferObject = GetVertexArrayBufferObject_State(buffer, caller); auto bufferObject = GetVertexArrayBufferObject_State(buffer, caller);
if (buffer != 0 && !bufferObject) return; if (buffer != 0 && !bufferObject) return;
@@ -376,6 +453,7 @@ namespace MobileGL::MG_Impl::GLImpl {
const GLintptr* offsets, const GLsizei* strides) { const GLintptr* offsets, const GLsizei* strides) {
auto vao = GetNamedVertexArrayObject_State(vaobj, "VertexArrayVertexBuffers_State"); auto vao = GetNamedVertexArrayObject_State(vaobj, "VertexArrayVertexBuffers_State");
if (!vao) return; if (!vao) return;
if (!ValidateVertexBindingRange(first, count, "VertexArrayVertexBuffers_State")) return;
for (GLsizei i = 0; i < count; ++i) { for (GLsizei i = 0; i < count; ++i) {
if (!buffers) { if (!buffers) {
VertexBufferBinding_State(vao, first + i, 0, 0, 16, "VertexArrayVertexBuffers_State"); VertexBufferBinding_State(vao, first + i, 0, 0, 16, "VertexArrayVertexBuffers_State");
@@ -389,12 +467,55 @@ namespace MobileGL::MG_Impl::GLImpl {
static void VertexAttribFormatSeparate_State(const SharedPtr<MG_State::GLState::VertexArrayObject>& vao, static void VertexAttribFormatSeparate_State(const SharedPtr<MG_State::GLState::VertexArrayObject>& vao,
GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint attribindex, GLint size, GLenum type, GLboolean normalized,
GLuint relativeoffset, Bool isInteger, const char* caller) { GLuint relativeoffset, Bool isInteger, const char* caller) {
static_cast<void>(caller);
if (!VertexArrayImpl::ValidateVertexAttributeIndex(attribindex)) return; if (!VertexArrayImpl::ValidateVertexAttributeIndex(attribindex)) return;
DataType dataType = MG_Util::ConvertGLEnumToDataType(type); DataType dataType = MG_Util::ConvertGLEnumToDataType(type);
if (!VertexArrayImpl::ValidateVertexAttribPointerParams(attribindex, size, dataType, 0)) return; // The separate-format entry points take the same size/type rules as the pointer ones,
// GL_BGRA included, so they need the full format validation rather than the pointer-only
// subset - that one reports GL_BGRA as an out-of-range size.
if (!VertexArrayImpl::ValidateVertexAttribFormat(attribindex, size, type, dataType, normalized == GL_TRUE, 0,
isInteger))
return;
if (!VertexArrayImpl::ValidateVertexAttribRelativeOffset(relativeoffset)) return;
vao->SetAttributeFormatSeparate(attribindex, size, dataType, normalized, isInteger, relativeoffset); const Bool isBgra = (size == static_cast<GLint>(GL_BGRA));
vao->SetAttributeFormatSeparate(attribindex, isBgra ? 4 : size, dataType, normalized, isInteger,
relativeoffset, isBgra);
}
// The long (64-bit) attribute format: the values reach the shader as doubles, unconverted
// (GL 4.6 core 10.3.2). ValidateVertexAttribLFormat has already pinned type to GL_DOUBLE, so the
// recorded DataType is always Float64 - what IsLong adds is that this is the *unconverted* form,
// as opposed to VertexAttribFormat(GL_DOUBLE), which asks for a float conversion.
//
// Whether the backend can feed it is detected, not assumed: DirectVulkan needs shaderFloat64,
// and DirectGLES can never have it at all. A backend without it declines here, loudly - GL error
// plus a log line naming the reason - rather than accepting state no draw could honour and
// rendering garbage. The matching startup POST row is in MG_Util/SelfTest/DriverPost.cpp.
static void VertexAttribLFormatSeparate_State(const SharedPtr<MG_State::GLState::VertexArrayObject>& vao,
GLuint attribindex, GLint size, GLenum type,
GLuint relativeoffset) {
if (!VertexArrayImpl::ValidateVertexAttributeIndex(attribindex)) return;
if (!VertexArrayImpl::ValidateVertexAttribLFormat(attribindex, size, type)) return;
if (!VertexArrayImpl::ValidateVertexAttribRelativeOffset(relativeoffset)) return;
if (!MG_Backend::pActiveBackendObject ||
!MG_Backend::pActiveBackendObject->GetDynamicParameters().SupportsFloat64VertexAttributes) {
MGLOG_I("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);
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "VertexAttribLFormat",
"64-bit vertex attributes are not supported by this backend."));
return;
}
vao->SetAttributeFormatSeparate(attribindex, size, MG_Util::ConvertGLEnumToDataType(type),
/*normalized: */ false, /*isInteger: */ false, relativeoffset,
/*isBgra: */ false, /*isLong: */ true);
} }
void VertexArrayAttribFormat_State(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, void VertexArrayAttribFormat_State(GLuint vaobj, GLuint attribindex, GLint size, GLenum type,
@@ -837,9 +958,19 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_VERTEX_ATTRIB_ARRAY_INTEGER: case GL_VERTEX_ATTRIB_ARRAY_INTEGER:
params[0] = attr->IsInteger ? 1.0f : 0.0f; params[0] = attr->IsInteger ? 1.0f : 0.0f;
return; return;
case GL_VERTEX_ATTRIB_ARRAY_LONG:
params[0] = attr->IsLong ? 1.0f : 0.0f;
return;
case GL_VERTEX_ATTRIB_ARRAY_DIVISOR: case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
params[0] = static_cast<GLfloat>(attr->Divisor); params[0] = static_cast<GLfloat>(attr->Divisor);
return; return;
case GL_VERTEX_ATTRIB_BINDING:
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET: {
GLint value = 0;
TryGetVertexAttribBindingQuery(index, pname, value);
params[0] = static_cast<GLfloat>(value);
return;
}
default: default:
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum, ErrorCode::InvalidEnum,
@@ -897,9 +1028,19 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_VERTEX_ATTRIB_ARRAY_INTEGER: case GL_VERTEX_ATTRIB_ARRAY_INTEGER:
params[0] = attr->IsInteger ? 1.0 : 0.0; params[0] = attr->IsInteger ? 1.0 : 0.0;
return; return;
case GL_VERTEX_ATTRIB_ARRAY_LONG:
params[0] = attr->IsLong ? 1.0 : 0.0;
return;
case GL_VERTEX_ATTRIB_ARRAY_DIVISOR: case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
params[0] = static_cast<GLdouble>(attr->Divisor); params[0] = static_cast<GLdouble>(attr->Divisor);
return; return;
case GL_VERTEX_ATTRIB_BINDING:
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET: {
GLint value = 0;
TryGetVertexAttribBindingQuery(index, pname, value);
params[0] = static_cast<GLdouble>(value);
return;
}
default: default:
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum, ErrorCode::InvalidEnum,
@@ -953,9 +1094,16 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_VERTEX_ATTRIB_ARRAY_INTEGER: case GL_VERTEX_ATTRIB_ARRAY_INTEGER:
params[0] = attr->IsInteger ? GL_TRUE : GL_FALSE; params[0] = attr->IsInteger ? GL_TRUE : GL_FALSE;
return; return;
case GL_VERTEX_ATTRIB_ARRAY_LONG:
params[0] = attr->IsLong ? GL_TRUE : GL_FALSE;
return;
case GL_VERTEX_ATTRIB_ARRAY_DIVISOR: case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
params[0] = static_cast<GLint>(attr->Divisor); params[0] = static_cast<GLint>(attr->Divisor);
return; return;
case GL_VERTEX_ATTRIB_BINDING:
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET:
TryGetVertexAttribBindingQuery(index, pname, params[0]);
return;
default: default:
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum, ErrorCode::InvalidEnum,
@@ -1044,6 +1192,85 @@ namespace MobileGL::MG_Impl::GLImpl {
VertexArrayVertexBuffer_State(vaobj, bindingindex, buffer, offset, stride); VertexArrayVertexBuffer_State(vaobj, bindingindex, buffer, offset, stride);
} }
// glGetVertexArrayiv reports exactly one thing (GL 4.6 core table 23.4): which buffer the
// named vertex array takes its indices from. Everything else about a vertex array is
// per-attribute and belongs to the indexed queries below.
void GetVertexArrayiv(GLuint vaobj, GLenum pname, GLint* param) {
auto vao = GetNamedVertexArrayObject_State(vaobj, __func__);
if (!vao || !param) return;
if (pname != GL_ELEMENT_ARRAY_BUFFER_BINDING) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"pname must be GL_ELEMENT_ARRAY_BUFFER_BINDING."));
return;
}
const auto& indexBuffer = vao->GetIndexBufferBindingSlot().GetBoundObject();
*param = indexBuffer ? static_cast<GLint>(indexBuffer->GetExternalIndex()) : 0;
}
void GetVertexArrayIndexediv(GLuint vaobj, GLuint index, GLenum pname, GLint* param) {
auto vao = GetNamedVertexArrayObject_State(vaobj, __func__);
if (!vao || !param) return;
if (!VertexArrayImpl::ValidateVertexAttributeIndex(index)) return;
const auto& attr = vao->GetAttribute(index);
switch (pname) {
case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
*param = attr.Enabled ? GL_TRUE : GL_FALSE;
return;
case GL_VERTEX_ATTRIB_ARRAY_SIZE:
*param = static_cast<GLint>(attr.Size);
return;
case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
*param = static_cast<GLint>(attr.Stride);
return;
case GL_VERTEX_ATTRIB_ARRAY_TYPE:
*param = static_cast<GLint>(MG_Util::ConvertDataTypeToGLEnum(attr.Type));
return;
case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
*param = attr.Normalized ? GL_TRUE : GL_FALSE;
return;
case GL_VERTEX_ATTRIB_ARRAY_INTEGER:
*param = attr.IsInteger ? GL_TRUE : GL_FALSE;
return;
case GL_VERTEX_ATTRIB_ARRAY_LONG:
*param = attr.IsLong ? GL_TRUE : GL_FALSE;
return;
case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
*param = static_cast<GLint>(attr.Divisor);
return;
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET:
*param = static_cast<GLint>(vao->GetAttributeRelativeOffset(index));
return;
case GL_VERTEX_ATTRIB_BINDING:
*param = static_cast<GLint>(vao->GetAttributeBindingIndex(index));
return;
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"pname is not an accepted indexed vertex array query."));
return;
}
}
// Only GL_VERTEX_BINDING_OFFSET needs 64 bits. Its `index` names a vertex buffer binding
// point directly (GL 4.6 core 10.3.1), not an attribute - unlike every pname the 32-bit
// indexed query above accepts, which is why this one does not go through an attribute's
// binding index.
void GetVertexArrayIndexed64iv(GLuint vaobj, GLuint index, GLenum pname, GLint64* param) {
auto vao = GetNamedVertexArrayObject_State(vaobj, __func__);
if (!vao || !param) return;
if (!VertexArrayImpl::ValidateVertexAttributeIndex(index)) return;
if (pname != GL_VERTEX_BINDING_OFFSET) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "pname must be GL_VERTEX_BINDING_OFFSET."));
return;
}
*param = static_cast<GLint64>(vao->GetBindingPoint(index).Offset);
}
void VertexArrayAttribFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, void VertexArrayAttribFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized,
GLuint relativeoffset) { GLuint relativeoffset) {
VertexArrayAttribFormat_State(vaobj, attribindex, size, type, normalized, relativeoffset); VertexArrayAttribFormat_State(vaobj, attribindex, size, type, normalized, relativeoffset);
@@ -1076,6 +1303,7 @@ namespace MobileGL::MG_Impl::GLImpl {
const GLsizei* strides) { const GLsizei* strides) {
auto vao = GetBoundVertexArrayOrError("BindVertexBuffers"); auto vao = GetBoundVertexArrayOrError("BindVertexBuffers");
if (!vao) return; if (!vao) return;
if (!ValidateVertexBindingRange(first, count, "BindVertexBuffers")) return;
for (GLsizei i = 0; i < count; ++i) { for (GLsizei i = 0; i < count; ++i) {
if (!buffers) { if (!buffers) {
VertexBufferBinding_State(vao, first + i, 0, 0, 16, "BindVertexBuffers"); VertexBufferBinding_State(vao, first + i, 0, 0, 16, "BindVertexBuffers");
@@ -1100,6 +1328,18 @@ namespace MobileGL::MG_Impl::GLImpl {
"VertexAttribIFormat"); "VertexAttribIFormat");
} }
void VertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) {
auto vao = GetBoundVertexArrayOrError("VertexAttribLFormat");
if (!vao) return;
VertexAttribLFormatSeparate_State(vao, attribindex, size, type, relativeoffset);
}
void VertexArrayAttribLFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) {
auto vao = GetNamedVertexArrayObject_State(vaobj, "VertexArrayAttribLFormat");
if (!vao) return;
VertexAttribLFormatSeparate_State(vao, attribindex, size, type, relativeoffset);
}
void VertexAttribBinding(GLuint attribindex, GLuint bindingindex) { void VertexAttribBinding(GLuint attribindex, GLuint bindingindex) {
auto vao = GetBoundVertexArrayOrError("VertexAttribBinding"); auto vao = GetBoundVertexArrayOrError("VertexAttribBinding");
if (!vao) return; if (!vao) return;
@@ -92,9 +92,13 @@ namespace MobileGL::MG_Impl::GLImpl {
void EnableVertexArrayAttrib(GLuint vaobj, GLuint index); void EnableVertexArrayAttrib(GLuint vaobj, GLuint index);
void VertexArrayElementBuffer(GLuint vaobj, GLuint buffer); void VertexArrayElementBuffer(GLuint vaobj, GLuint buffer);
void VertexArrayVertexBuffer(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); void VertexArrayVertexBuffer(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
void GetVertexArrayiv(GLuint vaobj, GLenum pname, GLint* param);
void GetVertexArrayIndexediv(GLuint vaobj, GLuint index, GLenum pname, GLint* param);
void GetVertexArrayIndexed64iv(GLuint vaobj, GLuint index, GLenum pname, GLint64* param);
void VertexArrayAttribFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, void VertexArrayAttribFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized,
GLuint relativeoffset); GLuint relativeoffset);
void VertexArrayAttribIFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); void VertexArrayAttribIFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
void VertexArrayAttribLFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
void VertexArrayAttribBinding(GLuint vaobj, GLuint attribindex, GLuint bindingindex); void VertexArrayAttribBinding(GLuint vaobj, GLuint attribindex, GLuint bindingindex);
void VertexArrayBindingDivisor(GLuint vaobj, GLuint bindingindex, GLuint divisor); void VertexArrayBindingDivisor(GLuint vaobj, GLuint bindingindex, GLuint divisor);
void VertexArrayVertexBuffers(GLuint vaobj, GLuint first, GLsizei count, const GLuint* buffers, void VertexArrayVertexBuffers(GLuint vaobj, GLuint first, GLsizei count, const GLuint* buffers,
@@ -104,6 +108,7 @@ namespace MobileGL::MG_Impl::GLImpl {
const GLsizei* strides); const GLsizei* strides);
void VertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); void VertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
void VertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); void VertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
void VertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
void VertexAttribBinding(GLuint attribindex, GLuint bindingindex); void VertexAttribBinding(GLuint attribindex, GLuint bindingindex);
void VertexBindingDivisor(GLuint bindingindex, GLuint divisor); void VertexBindingDivisor(GLuint bindingindex, GLuint divisor);
void VertexAttribDivisor(GLuint index, GLuint divisor); void VertexAttribDivisor(GLuint index, GLuint divisor);
@@ -23,6 +23,18 @@ namespace MobileGL::MG_Impl::GLImpl::VertexArrayImpl {
return std::min(static_cast<Uint>(backendLimit), capacity); return std::min(static_cast<Uint>(backendLimit), capacity);
} }
Uint GetMaxVertexAttribBindings() {
return GetMaxVertexAttribs();
}
Uint GetMaxVertexAttribRelativeOffset() {
return 2047;
}
Uint GetMaxVertexAttribStride() {
return 2048;
}
Bool ValidateVertexArrayName(Uint index) { Bool ValidateVertexArrayName(Uint index) {
Bool isValid = MG_State::pGLContext->ValidateVertexArrayName(index); Bool isValid = MG_State::pGLContext->ValidateVertexArrayName(index);
if (!isValid) { if (!isValid) {
@@ -90,9 +102,31 @@ namespace MobileGL::MG_Impl::GLImpl::VertexArrayImpl {
return true; return true;
} }
Bool ValidateVertexAttribFormat(Uint index, GLint sizeRaw, DataType type, Bool normalized, Int stride, Bool ValidateVertexAttribFormat(Uint index, GLint sizeRaw, GLenum glType, DataType type, Bool normalized,
Bool integerPath) { Int stride, Bool integerPath) {
constexpr const char* fn = "ValidateVertexAttribFormat"; constexpr const char* fn = "ValidateVertexAttribFormat";
// GL_UNSIGNED_INT_10F_11F_11F_REV is a three-component float-path-only packing that has no
// DataType of its own, so it has to be recognised by name before the conversion below turns
// it into Unknown and reports the wrong error (GL 4.6 core 10.3.2).
if (glType == GL_UNSIGNED_INT_10F_11F_11F_REV) {
if (integerPath) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", fn,
std::format("GL_UNSIGNED_INT_10F_11F_11F_REV is not an integer-path type (attribute {}).",
index)));
return false;
}
if (sizeRaw != 3) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", fn,
std::format("GL_UNSIGNED_INT_10F_11F_11F_REV requires size 3 (attribute {}).", index)));
return false;
}
}
if (type == DataType::Unknown) { if (type == DataType::Unknown) {
MG_State::pGLContext->RecordError( MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum, ErrorCode::InvalidEnum,
@@ -113,6 +147,30 @@ namespace MobileGL::MG_Impl::GLImpl::VertexArrayImpl {
return false; return false;
} }
// The integer path takes exactly the six signed/unsigned integer types (GL 4.6
// core 10.3.2): BYTE, UNSIGNED_BYTE, SHORT, UNSIGNED_SHORT, INT, UNSIGNED_INT.
// A blacklist could not express that: GL_FLOAT, GL_HALF_FLOAT,
// GL_DOUBLE and GL_FIXED all convert to a perfectly valid DataType, so they slipped
// through and were recorded as integer attributes.
if (integerPath) {
switch (type) {
case DataType::Int8:
case DataType::Uint8:
case DataType::Int16:
case DataType::Uint16:
case DataType::Int32:
case DataType::Uint32:
break;
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", fn,
std::format("Type is not an integer vertex attribute type (attribute {}).", index)));
return false;
}
}
if (sizeRaw == static_cast<GLint>(GL_BGRA)) { if (sizeRaw == static_cast<GLint>(GL_BGRA)) {
// GL_BGRA is a float-path-only size: it needs GL_UNSIGNED_BYTE or a 2_10_10_10 type and // GL_BGRA is a float-path-only size: it needs GL_UNSIGNED_BYTE or a 2_10_10_10 type and
// normalized == GL_TRUE. On the integer path it is simply an out-of-range size. // normalized == GL_TRUE. On the integer path it is simply an out-of-range size.
@@ -170,4 +228,40 @@ namespace MobileGL::MG_Impl::GLImpl::VertexArrayImpl {
} }
return true; return true;
} }
Bool ValidateVertexAttribLFormat(Uint index, GLint size, GLenum type) {
constexpr const char* fn = "ValidateVertexAttribLFormat";
if (size < 1 || size > 4) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", fn,
std::format("Invalid size {} for attribute {}. Must be 1-4.", size, index)));
return false;
}
// GL 4.6 core 10.3.2: the long form takes GL_DOUBLE and nothing else.
if (type != GL_DOUBLE) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", fn,
std::format("Type 0x{:X} is not GL_DOUBLE (attribute {}).", type, index)));
return false;
}
return true;
}
Bool ValidateVertexAttribRelativeOffset(Uint relativeOffset) {
const Uint limit = GetMaxVertexAttribRelativeOffset();
if (relativeOffset > limit) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", "ValidateVertexAttribRelativeOffset",
std::format("relativeoffset {} exceeds GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET ({}).", relativeOffset,
limit)));
return false;
}
return true;
}
} // namespace MobileGL::MG_Impl::GLImpl::VertexArrayImpl } // namespace MobileGL::MG_Impl::GLImpl::VertexArrayImpl
@@ -15,6 +15,20 @@ namespace MobileGL::MG_Impl::GLImpl::VertexArrayImpl {
// capacity). Falls back to the capacity when no backend is active (unit tests). // capacity). Falls back to the capacity when no backend is active (unit tests).
Uint GetMaxVertexAttribs(); Uint GetMaxVertexAttribs();
// GL_MAX_VERTEX_ATTRIB_BINDINGS. The default attribute -> binding mapping is the identity, so a
// binding point that cannot also be an attribute index would resolve into an attribute the
// backend has to reject on every draw; real drivers report the two limits equal as well.
Uint GetMaxVertexAttribBindings();
// GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET. The relative offset is folded into the resolved
// attribute offset in the frontend and never reaches a backend limit, so this is the value the
// spec requires an implementation to support at minimum (GL 4.6 core table 23.63).
Uint GetMaxVertexAttribRelativeOffset();
// GL_MAX_VERTEX_ATTRIB_STRIDE. Like the relative offset above, the stride never reaches a
// backend limit of its own, so this is the spec minimum (GL 4.6 core table 23.63).
Uint GetMaxVertexAttribStride();
Bool ValidateVertexArrayName(Uint index); Bool ValidateVertexArrayName(Uint index);
Bool ValidateVertexArrayObject(Uint index); Bool ValidateVertexArrayObject(Uint index);
Bool ValidateVertexAttributeIndex(Uint index); Bool ValidateVertexAttributeIndex(Uint index);
@@ -22,6 +36,13 @@ namespace MobileGL::MG_Impl::GLImpl::VertexArrayImpl {
// Full glVertexAttribPointer / glVertexAttribIPointer format validation, including the packed // Full glVertexAttribPointer / glVertexAttribIPointer format validation, including the packed
// 2_10_10_10 types and GL_BGRA size. sizeRaw is the untranslated GL size (possibly GL_BGRA); // 2_10_10_10 types and GL_BGRA size. sizeRaw is the untranslated GL size (possibly GL_BGRA);
// integerPath selects the glVertexAttribIPointer rules. // integerPath selects the glVertexAttribIPointer rules.
Bool ValidateVertexAttribFormat(Uint index, GLint sizeRaw, DataType type, Bool normalized, Int stride, Bool ValidateVertexAttribFormat(Uint index, GLint sizeRaw, GLenum glType, DataType type, Bool normalized,
Bool integerPath); Int stride, Bool integerPath);
// glVertexAttribLFormat / glVertexArrayAttribLFormat: the only accepted type is GL_DOUBLE and
// the size range is 1-4 (GL_BGRA is a float-path size). Separate from the function above
// because the long path shares none of its type or size rules.
Bool ValidateVertexAttribLFormat(Uint index, GLint size, GLenum type);
// Shared by every *Format entry point: INVALID_VALUE once relativeoffset leaves the range the
// implementation advertises.
Bool ValidateVertexAttribRelativeOffset(Uint relativeOffset);
} // namespace MobileGL::MG_Impl::GLImpl::VertexArrayImpl } // namespace MobileGL::MG_Impl::GLImpl::VertexArrayImpl
@@ -15,4 +15,257 @@ MOBILEGL_GLX_API void* glXGetProcAddress(const char* name) {
MOBILEGL_GLX_API void* glXGetProcAddressARB(const char* name) { MOBILEGL_GLX_API void* glXGetProcAddressARB(const char* name) {
return MG_Impl::GLXImpl::GetProcAddressARB(name); return MG_Impl::GLXImpl::GetProcAddressARB(name);
} }
#if defined(__linux__) && !defined(__ANDROID__)
#include "../GLXImpl.h"
namespace GLXImpl = MobileGL::MG_Impl::GLXImpl;
// GLX handle/type spellings from GL/glx.h, expressed without including it:
// GLXContext/GLXFBConfig are opaque pointers, drawables are XIDs, Bool is int,
// and XVisualInfo* crosses as void*.
MOBILEGL_GLX_API int glXQueryExtension(Display* dpy, int* errorBase, int* eventBase) {
return GLXImpl::QueryExtension(dpy, errorBase, eventBase);
}
MOBILEGL_GLX_API int glXQueryVersion(Display* dpy, int* major, int* minor) {
return GLXImpl::QueryVersion(dpy, major, minor);
}
MOBILEGL_GLX_API const char* glXQueryExtensionsString(Display* dpy, int screen) {
return GLXImpl::QueryExtensionsString(dpy, screen);
}
MOBILEGL_GLX_API const char* glXGetClientString(Display* dpy, int name) {
return GLXImpl::GetClientString(dpy, name);
}
MOBILEGL_GLX_API const char* glXQueryServerString(Display* dpy, int screen, int name) {
return GLXImpl::QueryServerString(dpy, screen, name);
}
MOBILEGL_GLX_API void** glXGetFBConfigs(Display* dpy, int screen, int* nelements) {
return GLXImpl::GetFBConfigs(dpy, screen, nelements);
}
MOBILEGL_GLX_API void** glXChooseFBConfig(Display* dpy, int screen, const int* attribList,
int* nelements) {
return GLXImpl::ChooseFBConfig(dpy, screen, attribList, nelements);
}
MOBILEGL_GLX_API int glXGetFBConfigAttrib(Display* dpy, void* config, int attribute, int* value) {
return GLXImpl::GetFBConfigAttrib(dpy, config, attribute, value);
}
MOBILEGL_GLX_API void* glXGetVisualFromFBConfig(Display* dpy, void* config) {
return GLXImpl::GetVisualFromFBConfig(dpy, config);
}
MOBILEGL_GLX_API void* glXChooseVisual(Display* dpy, int screen, int* attribList) {
return GLXImpl::ChooseVisual(dpy, screen, attribList);
}
MOBILEGL_GLX_API int glXGetConfig(Display* dpy, void* visualInfo, int attribute, int* value) {
return GLXImpl::GetConfig(dpy, visualInfo, attribute, value);
}
MOBILEGL_GLX_API void* glXCreateContext(Display* dpy, void* visualInfo, void* shareList, int direct) {
return GLXImpl::CreateContext(dpy, visualInfo, shareList, direct);
}
MOBILEGL_GLX_API void* glXCreateNewContext(Display* dpy, void* config, int renderType,
void* shareList, int direct) {
return GLXImpl::CreateNewContext(dpy, config, renderType, shareList, direct);
}
MOBILEGL_GLX_API void* glXCreateContextAttribsARB(Display* dpy, void* config, void* shareContext,
int direct, const int* attribList) {
return GLXImpl::CreateContextAttribsARB(dpy, config, shareContext, direct, attribList);
}
MOBILEGL_GLX_API void glXDestroyContext(Display* dpy, void* context) {
GLXImpl::DestroyContext(dpy, context);
}
MOBILEGL_GLX_API int glXMakeCurrent(Display* dpy, unsigned long drawable, void* context) {
return GLXImpl::MakeCurrent(dpy, drawable, context);
}
MOBILEGL_GLX_API int glXMakeContextCurrent(Display* dpy, unsigned long draw, unsigned long read,
void* context) {
return GLXImpl::MakeContextCurrent(dpy, draw, read, context);
}
MOBILEGL_GLX_API void glXSwapBuffers(Display* dpy, unsigned long drawable) {
GLXImpl::SwapBuffers(dpy, drawable);
}
MOBILEGL_GLX_API unsigned long glXCreateWindow(Display* dpy, void* config, unsigned long window,
const int* attribList) {
return GLXImpl::CreateWindow(dpy, config, window, attribList);
}
MOBILEGL_GLX_API void glXDestroyWindow(Display* dpy, unsigned long window) {
GLXImpl::DestroyWindow(dpy, window);
}
MOBILEGL_GLX_API void* glXGetCurrentContext() {
return GLXImpl::GetCurrentContext();
}
MOBILEGL_GLX_API unsigned long glXGetCurrentDrawable() {
return GLXImpl::GetCurrentDrawable();
}
MOBILEGL_GLX_API unsigned long glXGetCurrentReadDrawable() {
return GLXImpl::GetCurrentReadDrawable();
}
MOBILEGL_GLX_API Display* glXGetCurrentDisplay() {
return GLXImpl::GetCurrentDisplay();
}
MOBILEGL_GLX_API int glXIsDirect(Display* dpy, void* context) {
return GLXImpl::IsDirect(dpy, context);
}
MOBILEGL_GLX_API void glXWaitGL() {
GLXImpl::WaitGL();
}
MOBILEGL_GLX_API void glXWaitX() {
GLXImpl::WaitX();
}
MOBILEGL_GLX_API int glXQueryContext(Display* dpy, void* context, int attribute, int* value) {
return GLXImpl::QueryContext(dpy, context, attribute, value);
}
MOBILEGL_GLX_API void glXQueryDrawable(Display* dpy, unsigned long drawable, int attribute,
unsigned int* value) {
GLXImpl::QueryDrawable(dpy, drawable, attribute, value);
}
MOBILEGL_GLX_API void glXSwapIntervalEXT(Display* dpy, unsigned long drawable, int interval) {
GLXImpl::SwapIntervalEXT(dpy, drawable, interval);
}
MOBILEGL_GLX_API int glXSwapIntervalMESA(unsigned int interval) {
return GLXImpl::SwapIntervalMESA(interval);
}
MOBILEGL_GLX_API int glXGetSwapIntervalMESA() {
return GLXImpl::GetSwapIntervalMESA();
}
MOBILEGL_GLX_API int glXSwapIntervalSGI(int interval) {
return GLXImpl::SwapIntervalSGI(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");
}
MOBILEGL_GLX_API unsigned long glXCreateGLXPixmap(Display*, void*, unsigned long) {
MGLOG_W("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");
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");
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");
}
MOBILEGL_GLX_API void glXSelectEvent(Display*, unsigned long, unsigned long) {}
MOBILEGL_GLX_API void glXGetSelectedEvent(Display*, unsigned long, unsigned long* eventMask) {
if (eventMask) {
*eventMask = 0;
}
}
namespace MobileGL::MG_Impl::GLXImpl {
namespace {
struct GLXEntryPoint {
const char* Name;
void* Proc;
};
const GLXEntryPoint kGLXEntryPoints[] = {
{"glXChooseFBConfig", reinterpret_cast<void*>(glXChooseFBConfig)},
{"glXChooseVisual", reinterpret_cast<void*>(glXChooseVisual)},
{"glXCopyContext", reinterpret_cast<void*>(glXCopyContext)},
{"glXCreateContext", reinterpret_cast<void*>(glXCreateContext)},
{"glXCreateContextAttribsARB", reinterpret_cast<void*>(glXCreateContextAttribsARB)},
{"glXCreateGLXPixmap", reinterpret_cast<void*>(glXCreateGLXPixmap)},
{"glXCreateNewContext", reinterpret_cast<void*>(glXCreateNewContext)},
{"glXCreatePbuffer", reinterpret_cast<void*>(glXCreatePbuffer)},
{"glXCreatePixmap", reinterpret_cast<void*>(glXCreatePixmap)},
{"glXCreateWindow", reinterpret_cast<void*>(glXCreateWindow)},
{"glXDestroyContext", reinterpret_cast<void*>(glXDestroyContext)},
{"glXDestroyGLXPixmap", reinterpret_cast<void*>(glXDestroyGLXPixmap)},
{"glXDestroyPbuffer", reinterpret_cast<void*>(glXDestroyPbuffer)},
{"glXDestroyPixmap", reinterpret_cast<void*>(glXDestroyPixmap)},
{"glXDestroyWindow", reinterpret_cast<void*>(glXDestroyWindow)},
{"glXGetClientString", reinterpret_cast<void*>(glXGetClientString)},
{"glXGetConfig", reinterpret_cast<void*>(glXGetConfig)},
{"glXGetCurrentContext", reinterpret_cast<void*>(glXGetCurrentContext)},
{"glXGetCurrentDisplay", reinterpret_cast<void*>(glXGetCurrentDisplay)},
{"glXGetCurrentDrawable", reinterpret_cast<void*>(glXGetCurrentDrawable)},
{"glXGetCurrentReadDrawable", reinterpret_cast<void*>(glXGetCurrentReadDrawable)},
{"glXGetFBConfigAttrib", reinterpret_cast<void*>(glXGetFBConfigAttrib)},
{"glXGetFBConfigs", reinterpret_cast<void*>(glXGetFBConfigs)},
{"glXGetProcAddress", reinterpret_cast<void*>(glXGetProcAddress)},
{"glXGetProcAddressARB", reinterpret_cast<void*>(glXGetProcAddressARB)},
{"glXGetSelectedEvent", reinterpret_cast<void*>(glXGetSelectedEvent)},
{"glXGetSwapIntervalMESA", reinterpret_cast<void*>(glXGetSwapIntervalMESA)},
{"glXGetVisualFromFBConfig", reinterpret_cast<void*>(glXGetVisualFromFBConfig)},
{"glXIsDirect", reinterpret_cast<void*>(glXIsDirect)},
{"glXMakeContextCurrent", reinterpret_cast<void*>(glXMakeContextCurrent)},
{"glXMakeCurrent", reinterpret_cast<void*>(glXMakeCurrent)},
{"glXQueryContext", reinterpret_cast<void*>(glXQueryContext)},
{"glXQueryDrawable", reinterpret_cast<void*>(glXQueryDrawable)},
{"glXQueryExtension", reinterpret_cast<void*>(glXQueryExtension)},
{"glXQueryExtensionsString", reinterpret_cast<void*>(glXQueryExtensionsString)},
{"glXQueryServerString", reinterpret_cast<void*>(glXQueryServerString)},
{"glXQueryVersion", reinterpret_cast<void*>(glXQueryVersion)},
{"glXSelectEvent", reinterpret_cast<void*>(glXSelectEvent)},
{"glXSwapBuffers", reinterpret_cast<void*>(glXSwapBuffers)},
{"glXSwapIntervalEXT", reinterpret_cast<void*>(glXSwapIntervalEXT)},
{"glXSwapIntervalMESA", reinterpret_cast<void*>(glXSwapIntervalMESA)},
{"glXSwapIntervalSGI", reinterpret_cast<void*>(glXSwapIntervalSGI)},
{"glXUseXFont", reinterpret_cast<void*>(glXUseXFont)},
{"glXWaitGL", reinterpret_cast<void*>(glXWaitGL)},
{"glXWaitX", reinterpret_cast<void*>(glXWaitX)},
};
} // namespace
void* GetGLXEntryPoint(const char* name) {
for (const auto& entry : kGLXEntryPoints) {
if (std::strcmp(entry.Name, name) == 0) {
return entry.Proc;
}
}
return nullptr;
}
} // namespace MobileGL::MG_Impl::GLXImpl
#endif // __linux__ && !__ANDROID__
File diff suppressed because it is too large Load Diff
+69
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@@ -0,0 +1,69 @@
// MobileGL - MobileGL/MG_Impl/GLXImpl/GLXImpl.h
// 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
#pragma once
#include <Includes.h>
#if defined(__linux__) && !defined(__ANDROID__)
namespace MobileGL::MG_Impl::GLXImpl {
// GLX layered on MobileGL's own EGL, mirroring WGLImpl/CGLImpl. Handles are
// opaque to callers; XVisualInfo crosses the ABI as void* so this header
// needs no Xlib includes (Includes.h forward-declares Display/XID/Window).
using GLXFBConfigHandle = void*;
using GLXContextHandle = void*;
using GLXDrawableHandle = unsigned long; // XID
int QueryExtension(Display* dpy, int* errorBase, int* eventBase);
int QueryVersion(Display* dpy, int* major, int* minor);
const char* QueryExtensionsString(Display* dpy, int screen);
const char* GetClientString(Display* dpy, int name);
const char* QueryServerString(Display* dpy, int screen, int name);
GLXFBConfigHandle* GetFBConfigs(Display* dpy, int screen, int* nelements);
GLXFBConfigHandle* ChooseFBConfig(Display* dpy, int screen, const int* attribList, int* nelements);
int GetFBConfigAttrib(Display* dpy, GLXFBConfigHandle config, int attribute, int* value);
void* GetVisualFromFBConfig(Display* dpy, GLXFBConfigHandle config);
void* ChooseVisual(Display* dpy, int screen, int* attribList);
int GetConfig(Display* dpy, void* visualInfo, int attribute, int* value);
GLXContextHandle CreateContext(Display* dpy, void* visualInfo, GLXContextHandle share, int direct);
GLXContextHandle CreateNewContext(Display* dpy, GLXFBConfigHandle config, int renderType,
GLXContextHandle share, int direct);
GLXContextHandle CreateContextAttribsARB(Display* dpy, GLXFBConfigHandle config, GLXContextHandle share,
int direct, const int* attribList);
void DestroyContext(Display* dpy, GLXContextHandle context);
int MakeCurrent(Display* dpy, GLXDrawableHandle drawable, GLXContextHandle context);
int MakeContextCurrent(Display* dpy, GLXDrawableHandle draw, GLXDrawableHandle read,
GLXContextHandle context);
void SwapBuffers(Display* dpy, GLXDrawableHandle drawable);
GLXDrawableHandle CreateWindow(Display* dpy, GLXFBConfigHandle config, GLXDrawableHandle window,
const int* attribList);
void DestroyWindow(Display* dpy, GLXDrawableHandle window);
GLXContextHandle GetCurrentContext();
GLXDrawableHandle GetCurrentDrawable();
GLXDrawableHandle GetCurrentReadDrawable();
Display* GetCurrentDisplay();
int IsDirect(Display* dpy, GLXContextHandle context);
void WaitGL();
void WaitX();
int QueryContext(Display* dpy, GLXContextHandle context, int attribute, int* value);
void QueryDrawable(Display* dpy, GLXDrawableHandle drawable, int attribute, unsigned int* value);
void SwapIntervalEXT(Display* dpy, GLXDrawableHandle drawable, int interval);
int SwapIntervalMESA(unsigned int interval);
int GetSwapIntervalMESA();
int SwapIntervalSGI(int interval);
// Name -> exported glX entry point (table lives with the exports).
void* GetGLXEntryPoint(const char* name);
} // namespace MobileGL::MG_Impl::GLXImpl
#endif // __linux__ && !__ANDROID__
+19 -3
View File
@@ -8,11 +8,27 @@
#include "LookUp.h" #include "LookUp.h"
namespace MG_Impl::GLXImpl { #if defined(__linux__) && !defined(__ANDROID__)
// TODO: implement complete GLX functionality #include "../GLXImpl.h"
#endif
namespace MG_Impl::GLXImpl {
void* GetProcAddress(const char* name) { void* GetProcAddress(const char* name) {
if (!name) {
return nullptr;
}
MGLOG_D("glXGetProcAddress(\"%s\")", name); MGLOG_D("glXGetProcAddress(\"%s\")", name);
#if defined(__linux__) && !defined(__ANDROID__)
if (name[0] == 'g' && name[1] == 'l' && name[2] == 'X') {
// glX entry points resolve from the GLX layer's own table; GL/EGL
// names fall through to the shared resolver below.
void* proc = MobileGL::MG_Impl::GLXImpl::GetGLXEntryPoint(name);
if (!proc) {
MGLOG_D("glXGetProcAddress: unknown glX entry point %s", name);
}
return proc;
}
#endif
void* proc = MobileGL::MG_Impl::GetProcAddress(name); void* proc = MobileGL::MG_Impl::GetProcAddress(name);
if (!proc) { if (!proc) {
MGLOG_W("Failed to get function: %s", (const char*)name); MGLOG_W("Failed to get function: %s", (const char*)name);
@@ -25,4 +41,4 @@ namespace MG_Impl::GLXImpl {
void* GetProcAddressARB(const char* name) { void* GetProcAddressARB(const char* name) {
return GetProcAddress(name); return GetProcAddress(name);
} }
} // namespace MG_Impl::GLXImpl } // namespace MG_Impl::GLXImpl
+270
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@@ -0,0 +1,270 @@
cmake_minimum_required(VERSION 3.24)
# MobileGL headless GPU integration tests.
#
# These are not unit tests: each scenario brings up a real EGL context on a
# pbuffer, renders real frames through a real backend and asserts on
# glReadPixels output. They need a GPU, so the module is OFF by default
# (MOBILEGL_BUILD_INTEGRATION_TEST) and every scenario skips cleanly - never
# fails, never hangs - on a machine without one. "Cleanly" is not a hope: the
# harness runs the whole bring-up in a forked child first, because MobileGL
# ABORTS rather than returning an error on an unusable platform (HeadlessGL.cpp).
#
# A clean skip is also indistinguishable from a pass, so set
# MOBILEGL_ITEST_REQUIRE_GPU wherever the machine is supposed to have a GPU.
#
# Backend selection is latched at initialization from MOBILEGL_BACKEND_TYPE, so
# one process is one backend: the same binary is registered twice, once per
# backend, under the `integration-gpu` label.
message(STATUS "Generating build files for MobileGL Integration Test...")
set(CMAKE_CXX_STANDARD 23)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(MGL_ITEST_ROOT ${CMAKE_CURRENT_LIST_DIR}/../..)
# Only meaningful where MobileGL_s exists (i.e. not Android).
if (NOT TARGET MobileGL_s)
message(STATUS "MobileGL_s is not available; skipping the integration test module")
return()
endif()
# MG_Test already pulls googletest in when MOBILEGL_BUILD_TEST is ON. Stand on
# our own feet when it is not, so this module can be built by itself.
if (NOT TARGET GTest::gtest)
include(FetchContent)
FetchContent_Declare(
googletest
GIT_REPOSITORY https://github.com/google/googletest.git
GIT_TAG v1.17.0
)
set(gtest_force_shared_crt ON CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(googletest)
endif()
add_executable(MobileGLIntegrationTest
Main.cpp
Harness/HeadlessGL.cpp
Scenarios/OrientationScenario.cpp
Scenarios/CrossFrameBufferScenario.cpp
Scenarios/ResidentIndexScenario.cpp
Scenarios/MultiDrawScenario.cpp
Scenarios/AsyncCompileScenario.cpp
Scenarios/XfbAfterClipDistanceScenario.cpp
Scenarios/ThreeChannelAttachmentScenario.cpp
)
target_include_directories(MobileGLIntegrationTest PRIVATE
${MGL_ITEST_ROOT}/include
${MGL_ITEST_ROOT}/MobileGL
)
# gtest, not gtest_main: Main.cpp installs the harness banner itself.
target_link_libraries(MobileGLIntegrationTest PRIVATE
GTest::gtest
MobileGL_s
)
if (MSVC)
# Same reason as MG_Test/Backend/DirectVulkan: the GLES headers declare gl*
# as dllimport on Windows, so the in-library GL entry-point definitions only
# resolve if the whole static library is part of the link.
target_link_options(MobileGLIntegrationTest PRIVATE /WHOLEARCHIVE:MobileGL_s)
endif()
target_compile_definitions(MobileGLIntegrationTest PRIVATE -DNOMINMAX)
# --- ctest wiring --------------------------------------------------------
# A bare libEGL on a glvnd box resolves to whatever vendor comes first, which is
# usually Mesa/llvmpipe - a software rasteriser silently replacing the GPU under
# a GPU test. Pin the vendor/ICD json the same way MG_Benchmark's
# run_driver_bench.sh does.
#
# Leaving these empty is not a neutral default, it is the failure mode: an
# unpinned libEGL lands on llvmpipe and the suite goes green having tested a
# software rasteriser. So they are DETECTED here rather than defaulted to empty,
# and an empty result is a loud warning.
#
# mgl_itest_find_driver_json(<outVar> <description> <glob> [<glob>...])
# Picks the first json a real hardware vendor owns, in preference order, and
# never picks a software rasteriser (llvmpipe / lavapipe / swrast) - landing on
# one of those silently is the exact accident this pinning exists to prevent.
function(mgl_itest_find_driver_json outVar)
set(candidates "")
foreach(pattern IN LISTS ARGN)
file(GLOB matches "${pattern}")
list(APPEND candidates ${matches})
endforeach()
list(SORT candidates)
# Vendors ship an i686 json beside the x86_64 one and it sorts first. Pinning
# the wrong word size is worse than not pinning at all - the loader finds no
# driver and the whole suite skips - so drop the mismatched ones outright.
if (CMAKE_SIZEOF_VOID_P EQUAL 8)
list(FILTER candidates EXCLUDE REGEX "i686|i386")
else()
list(FILTER candidates EXCLUDE REGEX "x86_64|aarch64")
endif()
set(software "")
foreach(vendor IN ITEMS nvidia amdgpu amd radeon intel_hasvk intel broadcom freedreno panfrost)
foreach(candidate IN LISTS candidates)
get_filename_component(leaf "${candidate}" NAME)
string(TOLOWER "${leaf}" leaf)
if (leaf MATCHES "${vendor}")
set(${outVar} "${candidate}" PARENT_SCOPE)
return()
endif()
endforeach()
endforeach()
# Nothing recognised as hardware. Report the first non-software entry if there
# is one; otherwise report nothing, so the warning below fires.
foreach(candidate IN LISTS candidates)
get_filename_component(leaf "${candidate}" NAME)
string(TOLOWER "${leaf}" leaf)
if (NOT leaf MATCHES "lvp|llvmpipe|lavapipe|swrast|softpipe")
set(${outVar} "${candidate}" PARENT_SCOPE)
return()
endif()
set(software "${candidate}")
endforeach()
set(${outVar} "" PARENT_SCOPE)
endfunction()
set(MGL_ITEST_DETECTED_EGL_VENDOR "")
set(MGL_ITEST_DETECTED_VK_ICD "")
if (UNIX AND NOT APPLE AND NOT ANDROID)
mgl_itest_find_driver_json(MGL_ITEST_DETECTED_EGL_VENDOR
"/usr/share/glvnd/egl_vendor.d/*.json"
"/etc/glvnd/egl_vendor.d/*.json")
mgl_itest_find_driver_json(MGL_ITEST_DETECTED_VK_ICD
"/usr/share/vulkan/icd.d/*.json"
"/etc/vulkan/icd.d/*.json")
endif()
set(MOBILEGL_ITEST_EGL_VENDOR "${MGL_ITEST_DETECTED_EGL_VENDOR}" CACHE FILEPATH
"glvnd EGL vendor json to pin for the integration tests (empty: leave the loader alone)")
set(MOBILEGL_ITEST_VK_ICD "${MGL_ITEST_DETECTED_VK_ICD}" CACHE FILEPATH
"Vulkan ICD json to pin for the DirectVulkan integration tests (empty: leave the loader alone)")
if (MOBILEGL_ITEST_EGL_VENDOR)
message(STATUS "Integration tests: pinning EGL vendor ${MOBILEGL_ITEST_EGL_VENDOR}")
else()
message(WARNING
"Integration tests: no EGL vendor json found or configured (MOBILEGL_ITEST_EGL_VENDOR is empty). "
"An unpinned libEGL on a glvnd system resolves to whichever vendor comes first, which is usually "
"Mesa/llvmpipe - the scenarios would then go green against a software rasteriser instead of the GPU. "
"Set -DMOBILEGL_ITEST_EGL_VENDOR=/usr/share/glvnd/egl_vendor.d/<vendor>.json.")
endif()
if (MOBILEGL_ITEST_VK_ICD)
message(STATUS "Integration tests: pinning Vulkan ICD ${MOBILEGL_ITEST_VK_ICD}")
else()
message(WARNING
"Integration tests: no Vulkan ICD json found or configured (MOBILEGL_ITEST_VK_ICD is empty). "
"DirectVulkan would then load whichever ICD the loader enumerates first, quite possibly lavapipe. "
"Set -DMOBILEGL_ITEST_VK_ICD=/usr/share/vulkan/icd.d/<vendor>.json.")
endif()
# Turns "no usable GPU" from a clean skip into a failure - see ScenarioFixture.h.
# Without it the integration-gpu label is unfalsifiable: a run that skipped every
# scenario and a run that passed every scenario are the same green in ctest.
option(MOBILEGL_ITEST_REQUIRE_GPU
"Fail (rather than skip) the integration scenarios when the headless harness is unusable" OFF)
# DirectGLES asks the system EGL for a pbuffer config, and on Mesa the default
# platform is not X11 unless it is said out loud (run_driver_bench.sh sets the
# same variable). Wrong platform here is not a soft failure: eglCreatePbuffer
# fails and every scenario skips.
if (UNIX AND NOT APPLE AND NOT ANDROID)
set(MOBILEGL_ITEST_EGL_PLATFORM "x11" CACHE STRING
"EGL_PLATFORM for the integration tests (empty: leave the loader alone)")
else()
set(MOBILEGL_ITEST_EGL_PLATFORM "" CACHE STRING
"EGL_PLATFORM for the integration tests (empty: leave the loader alone)")
endif()
set(MGL_ITEST_COMMON_ENV "")
if (MOBILEGL_ITEST_EGL_VENDOR)
list(APPEND MGL_ITEST_COMMON_ENV "__EGL_VENDOR_LIBRARY_FILENAMES=${MOBILEGL_ITEST_EGL_VENDOR}")
endif()
if (MOBILEGL_ITEST_EGL_PLATFORM)
list(APPEND MGL_ITEST_COMMON_ENV "EGL_PLATFORM=${MOBILEGL_ITEST_EGL_PLATFORM}")
endif()
if (MOBILEGL_ITEST_REQUIRE_GPU)
list(APPEND MGL_ITEST_COMMON_ENV "MOBILEGL_ITEST_REQUIRE_GPU=1")
endif()
set(MGL_ITEST_VULKAN_ENV ${MGL_ITEST_COMMON_ENV})
if (MOBILEGL_ITEST_VK_ICD)
list(APPEND MGL_ITEST_VULKAN_ENV "VK_ICD_FILENAMES=${MOBILEGL_ITEST_VK_ICD}")
endif()
# The ENVIRONMENT test property is itself a `;`-list, and gtest_discover_tests
# forwards PROPERTIES as a flat list - so a plain `;`-joined value arrives as
# four separate arguments and everything after the first is silently read as
# another property name. Escaping the separators keeps the whole thing one list
# element until set_tests_properties expands it back. Without this only
# MOBILEGL_BACKEND_TYPE reaches the test and the vendor/ICD pinning is lost.
function(mgl_itest_join_environment outVar)
set(joined "")
foreach(entry IN LISTS ARGN)
if (joined)
string(APPEND joined "\\;${entry}")
else()
set(joined "${entry}")
endif()
endforeach()
set(${outVar} "${joined}" PARENT_SCOPE)
endfunction()
mgl_itest_join_environment(MGL_ITEST_GLES_ENVIRONMENT
"MOBILEGL_BACKEND_TYPE=DirectGLES" ${MGL_ITEST_COMMON_ENV})
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})
# TIMEOUT on every entry: a GPU test that wedges must fail the run, not hang it.
set(MGL_ITEST_TIMEOUT 120)
include(GoogleTest)
# Discovery runs `--gtest_list_tests`, which does not construct the harness and
# so needs no GPU. One registration per backend; TEST_PREFIX keeps the two sets
# of ctest names apart.
gtest_discover_tests(MobileGLIntegrationTest
TEST_PREFIX "DirectGLES."
DISCOVERY_TIMEOUT 30
PROPERTIES
LABELS integration-gpu
TIMEOUT ${MGL_ITEST_TIMEOUT}
ENVIRONMENT "${MGL_ITEST_GLES_ENVIRONMENT}"
)
gtest_discover_tests(MobileGLIntegrationTest
TEST_PREFIX "DirectVulkan."
DISCOVERY_TIMEOUT 30
PROPERTIES
LABELS integration-gpu
TIMEOUT ${MGL_ITEST_TIMEOUT}
ENVIRONMENT "${MGL_ITEST_VULKAN_ENVIRONMENT}"
)
# A third registration, of ONE scenario, with asynchronous shader compilation
# pinned on. Not a second code path in the renderer: a second ALLOCATION pattern.
# The async pipeline's job objects change which of the freed blocks the capture
# phase is handed, and that is what decides whether the destroyed-VAO address is
# reached at all - on the ablated (pre-fix) tree async=1 reproduced 3 runs out of
# 3 where the ambient default reproduced 2 of 3. Pinning it here means the
# high-signal configuration runs whatever the shipped default becomes, instead of
# the suite quietly weakening the day that default flips. It must be process-wide
# (the ENVIRONMENT property), not an in-process scope: the compile pool and its
# threads are stood up at initialization, and their allocations are half the
# point. DirectVulkan only - the memo this pins is DirectVulkan's.
gtest_discover_tests(MobileGLIntegrationTest
TEST_PREFIX "DirectVulkan.AsyncCompile."
TEST_FILTER "XfbAfterClipDistanceScenario.*"
DISCOVERY_TIMEOUT 30
PROPERTIES
LABELS integration-gpu
TIMEOUT ${MGL_ITEST_TIMEOUT}
ENVIRONMENT "${MGL_ITEST_VULKAN_ASYNC_ENVIRONMENT}"
)
@@ -0,0 +1,587 @@
// MobileGL - MobileGL/MG_IntegrationTest/Harness/HeadlessGL.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 "HeadlessGL.h"
#include <algorithm>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <ostream>
#include <sstream>
// MobileGL's own headers, in the order MobileGL/Includes.h uses them: GL/gl.h
// first, then glcorearb.h for the 3.x+ entry points. This binary links
// MobileGL_s, so every gl*/egl* below binds to MobileGL's implementation, not
// to a system loader.
#ifdef GLAPI
#undef GLAPI
#endif
#include <EGL/egl.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
// The pre-flight below runs the whole EGL bring-up in a forked child, which is
// the only construction that is actually predictive here: MobileGL ABORTS
// (MOBILEGL_ASSERT -> SIGTRAP) rather than returning an error on an unusable
// platform, so nothing the parent can call in-process is allowed to be wrong.
#if !defined(_WIN32) && !defined(__APPLE__) && __has_include(<sys/wait.h>)
#define MGITEST_HAVE_FORK_PREFLIGHT 1
#include <csignal>
#include <ctime>
#include <sys/resource.h>
#include <sys/types.h>
#include <sys/wait.h>
#include <unistd.h>
#else
#define MGITEST_HAVE_FORK_PREFLIGHT 0
#endif
namespace MGITest {
namespace {
// Small enough that a readback is cheap, big enough that "top third" and
// "bottom third" are unambiguous. Non-square on purpose: a transposing
// bug cannot hide behind a square.
constexpr int kSurfaceWidth = 128;
constexpr int kSurfaceHeight = 96;
std::string EnvOr(const char* name, const char* fallback) {
const char* value = std::getenv(name);
return (value != nullptr && value[0] != '\0') ? std::string(value) : std::string(fallback);
}
// A skip reason is only useful if it says which call failed AND why, so
// every bring-up step reports the EGL error it left behind.
std::string WithEglError(const char* what) {
std::ostringstream out;
out << what << " (eglGetError=0x" << std::hex << eglGetError() << ")";
return out.str();
}
// The EGL objects one bring-up produces.
struct EglBringUp {
void* display = nullptr;
void* surface = nullptr;
void* context = nullptr;
std::string renderer;
};
// THE bring-up, in one function so the pre-flight child and the parent run
// literally the same sequence - a pre-flight that tests something narrower
// than what the parent will do is exactly the kind of "predictive" check
// that is not.
//
// Returns 0 on success, or the 1-based index of the step that failed, and
// fills outReason either way.
int RunEglBringUp(EglBringUp& out, std::string& outReason) {
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (display == EGL_NO_DISPLAY) {
outReason = WithEglError("eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
return 1;
}
EGLint major = 0, minor = 0;
if (eglInitialize(display, &major, &minor) != EGL_TRUE) {
outReason = WithEglError("eglInitialize failed: no usable display/driver on this machine");
return 2;
}
if (eglBindAPI(EGL_OPENGL_API) != EGL_TRUE) {
outReason = WithEglError("eglBindAPI(EGL_OPENGL_API) failed");
return 3;
}
const EGLint configAttribs[] = {EGL_SURFACE_TYPE,
EGL_PBUFFER_BIT,
EGL_RED_SIZE,
8,
EGL_GREEN_SIZE,
8,
EGL_BLUE_SIZE,
8,
EGL_ALPHA_SIZE,
8,
EGL_DEPTH_SIZE,
24,
EGL_RENDERABLE_TYPE,
EGL_OPENGL_BIT,
EGL_NONE};
EGLConfig config = nullptr;
EGLint configCount = 0;
if (eglChooseConfig(display, configAttribs, &config, 1, &configCount) != EGL_TRUE || configCount < 1) {
outReason = WithEglError("eglChooseConfig found no pbuffer-capable RGBA8/D24 config");
return 4;
}
const EGLint contextAttribs[] = {EGL_CONTEXT_MAJOR_VERSION, 3, EGL_CONTEXT_MINOR_VERSION, 3, EGL_NONE};
EGLContext context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
if (context == EGL_NO_CONTEXT) {
context = eglCreateContext(display, config, EGL_NO_CONTEXT, nullptr);
}
if (context == EGL_NO_CONTEXT) {
outReason = WithEglError("eglCreateContext failed: no desktop-GL context available");
return 5;
}
const EGLint pbufferAttribs[] = {EGL_WIDTH, kSurfaceWidth, EGL_HEIGHT, kSurfaceHeight, EGL_NONE};
EGLSurface surface = eglCreatePbufferSurface(display, config, pbufferAttribs);
if (surface == EGL_NO_SURFACE) {
outReason = WithEglError("eglCreatePbufferSurface failed");
return 6;
}
// The step that brings the whole backend up (DirectVulkan creates its
// instance, device and surface in here) and therefore the step that
// aborts instead of returning an error on an unusable platform.
if (eglMakeCurrent(display, surface, surface, context) != EGL_TRUE) {
outReason = WithEglError("eglMakeCurrent failed");
return 7;
}
const GLubyte* renderer = glGetString(GL_RENDERER);
if (renderer == nullptr) {
outReason = "glGetString(GL_RENDERER) returned null after eglMakeCurrent";
return 8;
}
out.display = display;
out.surface = surface;
out.context = context;
out.renderer = reinterpret_cast<const char*>(renderer);
outReason.clear();
return 0;
}
// Platform pre-flight, and the reason this module can claim to skip
// cleanly rather than merely hope to.
//
// MobileGL does not return errors when the platform is unusable - it
// ABORTS. MOBILEGL_ASSERT raises SIGTRAP, and the DirectVulkan bring-up
// asserts its way through instance, physical-device and surface creation
// inside eglMakeCurrent. So there is no in-process question the harness
// can ask that is guaranteed to be survivable, and the old form (dlopen
// the Vulkan loader, count physical devices, look for
// VK_EXT_headless_surface) was a guess at the abort conditions rather
// than a test of them: it named three of the ways bring-up can die and
// was silent about every other one, including every DirectGLES one.
//
// What is actually predictive is to run the bring-up itself somewhere a
// SIGTRAP is a datum instead of a crash. fork() gives exactly that: the
// child performs the identical sequence and _exit(0)s on success, and
// ANY non-zero exit or ANY signal in the parent's waitpid() means "this
// platform is unusable" - whatever the reason, including reasons nobody
// has thought of. Only then does the parent do the real bring-up.
//
// Returns an empty string when the platform survived a full bring-up.
std::string PreflightBringUp() {
#if !MGITEST_HAVE_FORK_PREFLIGHT
// No fork(): let the in-process bring-up speak for itself, which is
// what this module did before. Windows/macOS are not CI targets for
// the headless scenarios.
return {};
#else
int channel[2] = {-1, -1};
if (pipe(channel) != 0) {
return {}; // cannot pre-flight; fall through to the in-process attempt
}
// The child inherits our stdio buffers; flush so nothing is printed twice.
std::fflush(nullptr);
const pid_t child = fork();
if (child < 0) {
close(channel[0]);
close(channel[1]);
return {};
}
if (child == 0) {
close(channel[0]);
// The child is EXPECTED to die on a signal on an unusable
// platform; that is the measurement. Do not let each such
// measurement drop a core file next to the test binary.
const rlimit noCore{0, 0};
setrlimit(RLIMIT_CORE, &noCore);
std::fprintf(stderr, "[itest] pre-flight child: attempting a full EGL bring-up\n");
EglBringUp local;
std::string reason;
const int step = RunEglBringUp(local, reason);
if (!reason.empty()) {
const std::size_t bytes = std::min<std::size_t>(reason.size(), 480);
const ssize_t written = write(channel[1], reason.data(), bytes);
(void)written;
}
close(channel[1]);
// _exit, never exit(): every atexit handler and static destructor
// in this address space belongs to the parent's copy of the world,
// and the child is holding a live context it must not tear down.
_exit(step);
}
close(channel[1]);
// Reap first, read after: the message is bounded well below the pipe
// buffer so the child can never block writing it, and polling the exit
// status is what lets a wedged child be killed instead of hanging the
// parent on a read that will never return.
constexpr int kPreflightTimeoutMs = 30000;
int status = 0;
int waitedMs = 0;
for (;;) {
const pid_t reaped = waitpid(child, &status, WNOHANG);
if (reaped == child) break;
if (reaped < 0) {
close(channel[0]);
return "waitpid on the EGL bring-up pre-flight child failed";
}
if (waitedMs >= kPreflightTimeoutMs) {
kill(child, SIGKILL);
(void)waitpid(child, &status, 0);
close(channel[0]);
std::ostringstream out;
out << "the EGL bring-up wedged: a forked pre-flight child made no progress in "
<< kPreflightTimeoutMs / 1000 << "s and was killed";
return out.str();
}
timespec nap{0, 10 * 1000 * 1000};
nanosleep(&nap, nullptr);
waitedMs += 10;
}
std::string childSays;
char buffer[512];
for (;;) {
const ssize_t got = read(channel[0], buffer, sizeof(buffer));
if (got <= 0) break;
childSays.append(buffer, static_cast<std::size_t>(got));
}
close(channel[0]);
if (WIFSIGNALED(status)) {
const int signalNumber = WTERMSIG(status);
const char* signalName = strsignal(signalNumber);
std::ostringstream out;
out << "the EGL bring-up ABORTS on this platform: a forked pre-flight child died on signal "
<< signalNumber << " (" << (signalName != nullptr ? signalName : "?") << ")";
if (!childSays.empty()) out << " after: " << childSays;
out << ". MobileGL asserts rather than returning an error here, so the scenarios would "
"have taken the whole test binary down with them";
return out.str();
}
if (!WIFEXITED(status)) {
return "the EGL bring-up pre-flight child neither exited nor was signalled";
}
const int exitStatus = WEXITSTATUS(status);
if (exitStatus != 0) {
std::ostringstream out;
out << (childSays.empty() ? "the EGL bring-up failed" : childSays)
<< " (forked pre-flight child exit status " << exitStatus << ")";
return out.str();
}
return {};
#endif
}
} // namespace
bool RequireGpu() {
const char* value = std::getenv("MOBILEGL_ITEST_REQUIRE_GPU");
return value != nullptr && value[0] != '\0' && std::strcmp(value, "0") != 0;
}
std::ostream& operator<<(std::ostream& os, const Rgba8& c) {
os << "rgba(" << int(c.r) << "," << int(c.g) << "," << int(c.b) << "," << int(c.a) << ")";
return os;
}
Rgba8 Image::At(int x, int y) const {
if (x < 0 || y < 0 || x >= m_width || y >= m_height) {
return Rgba8{};
}
const std::size_t index = (static_cast<std::size_t>(y) * m_width + x) * 4;
return Rgba8{m_pixels[index], m_pixels[index + 1], m_pixels[index + 2], m_pixels[index + 3]};
}
const char* Image::ColorName(int x, int y) const {
const Rgba8 c = At(x, y);
const bool r = c.r > 160, g = c.g > 160, b = c.b > 160;
const bool nr = c.r < 96, ng = c.g < 96, nb = c.b < 96;
if (nr && ng && nb) return "black";
if (r && g && b) return "white";
if (r && ng && nb) return "red";
if (nr && g && nb) return "green";
if (nr && ng && b) return "blue";
if (r && g && nb) return "yellow";
return "other";
}
std::size_t Image::ByteDiffCount(const Image& other) const {
if (m_width != other.m_width || m_height != other.m_height) {
return std::max(m_pixels.size(), other.m_pixels.size());
}
std::size_t differing = 0;
for (std::size_t i = 0; i < m_pixels.size(); ++i) {
if (m_pixels[i] != other.m_pixels[i]) ++differing;
}
return differing;
}
std::string Image::QuadrantSignature() const {
if (m_width < 2 || m_height < 2) return "<empty>";
// Quadrant CENTRES, so a one-pixel rounding difference at a quadrant edge
// never decides the answer. Order is fixed and load-bearing: bottom-left,
// bottom-right, top-left, top-right.
const int leftX = m_width / 4;
const int rightX = m_width * 3 / 4;
const int bottomY = m_height / 4;
const int topY = m_height * 3 / 4;
std::ostringstream out;
out << ColorName(leftX, bottomY) << "," << ColorName(rightX, bottomY) << "," << ColorName(leftX, topY) << ","
<< ColorName(rightX, topY);
return out.str();
}
RegionScan ScanRegion(const Image& image, int x0, int x1, int y0, int y1, const char* expectedColor) {
RegionScan scan;
x0 = std::max(x0, 0);
y0 = std::max(y0, 0);
x1 = std::min(x1, image.Width() - 1);
y1 = std::min(y1, image.Height() - 1);
for (int y = y0; y <= y1; ++y) {
for (int x = x0; x <= x1; ++x) {
++scan.total;
const char* name = image.ColorName(x, y);
if (std::strcmp(name, expectedColor) == 0) continue;
++scan.offenders;
if (scan.firstX < 0) {
scan.firstX = x;
scan.firstY = y;
scan.firstColor = image.At(x, y);
scan.firstColorName = name;
}
}
}
return scan;
}
::testing::AssertionResult RegionIsMostly(const Image& image, int x0, int x1, int y0, int y1,
const char* expectedColor, double tolerance,
const std::string& when) {
const RegionScan scan = ScanRegion(image, x0, x1, y0, y1, expectedColor);
if (scan.total == 0) {
return ::testing::AssertionFailure()
<< when << ": region x[" << x0 << "," << x1 << "] y[" << y0 << "," << y1
<< "] is empty against a " << image.Width() << "x" << image.Height() << " readback";
}
const double offendingFraction = static_cast<double>(scan.offenders) / scan.total;
if (offendingFraction <= tolerance) {
return ::testing::AssertionSuccess();
}
return ::testing::AssertionFailure()
<< when << ": region x[" << x0 << "," << x1 << "] y[" << y0 << "," << y1 << "] should be all "
<< expectedColor << ", but " << scan.offenders << " of " << scan.total << " pixels ("
<< static_cast<int>(offendingFraction * 100.0 + 0.5) << "%) are not; first offender at (" << scan.firstX
<< "," << scan.firstY << ") is " << scan.firstColorName << " " << scan.firstColor;
}
HeadlessGL& HeadlessGL::Get() {
static HeadlessGL instance;
return instance;
}
HeadlessGL::HeadlessGL() {
m_backendName = EnvOr("MOBILEGL_BACKEND_TYPE", "<unset>");
m_usable = BringUp();
}
bool HeadlessGL::BringUp() {
// Ask a disposable copy of this process first. Only if it survived does
// the real one try - see PreflightBringUp for why nothing weaker is
// predictive against a stack that aborts instead of returning errors.
const std::string preflightProblem = PreflightBringUp();
if (!preflightProblem.empty()) {
m_skipReason = preflightProblem;
return false;
}
// Same shape as DriverBench's boot_egl(), minus the dlopen: the provider
// is this binary. A pbuffer needs no window system, but MobileGL's own
// loader still has to reach a real driver underneath - and the child
// above just proved it can.
EglBringUp brought;
std::string reason;
if (RunEglBringUp(brought, reason) != 0) {
// The pre-flight passed and the parent's identical attempt did not.
// That is a real result, not a machine without a GPU, so say so: it
// means something is different between the two attempts (a leaked
// exclusive device, an environment the child did not have).
m_skipReason = reason + " - although an identical bring-up in a forked pre-flight child succeeded";
return false;
}
m_display = brought.display;
m_surface = brought.surface;
m_context = brought.context;
m_width = kSurfaceWidth;
m_height = kSurfaceHeight;
m_renderer = std::move(brought.renderer);
return true;
}
void HeadlessGL::EndFrame() {
if (!m_usable) return;
eglSwapBuffers(static_cast<EGLDisplay>(m_display), static_cast<EGLSurface>(m_surface));
++m_frameIndex;
}
void HeadlessGL::ShutDown() {
if (!m_usable) return;
EGLDisplay display = static_cast<EGLDisplay>(m_display);
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (m_context != nullptr) eglDestroyContext(display, static_cast<EGLContext>(m_context));
if (m_surface != nullptr) eglDestroySurface(display, static_cast<EGLSurface>(m_surface));
eglTerminate(display);
m_context = nullptr;
m_surface = nullptr;
m_display = nullptr;
m_usable = false;
m_skipReason = "the headless context has already been torn down";
}
// ---- scenario vocabulary ------------------------------------------------
namespace {
unsigned int CompileStage(GLenum stage, const char* source, std::string* outError) {
const GLuint shader = glCreateShader(stage);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (compiled == GL_FALSE) {
char log[2048] = {};
GLsizei length = 0;
glGetShaderInfoLog(shader, sizeof(log) - 1, &length, log);
if (outError != nullptr) {
*outError = std::string(stage == GL_VERTEX_SHADER ? "vertex" : "fragment") +
" shader failed to compile: " + log;
}
glDeleteShader(shader);
return 0;
}
return shader;
}
} // namespace
unsigned int CompileProgram(const char* vertexSource, const char* fragmentSource, std::string* outError) {
const GLuint vs = CompileStage(GL_VERTEX_SHADER, vertexSource, outError);
if (vs == 0) return 0;
const GLuint fs = CompileStage(GL_FRAGMENT_SHADER, fragmentSource, outError);
if (fs == 0) {
glDeleteShader(vs);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
// Pinned rather than queried so the scenarios can set up a VAO without a
// round trip, and so a driver that reorders attributes cannot change what
// the test means.
glBindAttribLocation(program, 0, "aPos");
glBindAttribLocation(program, 1, "aColor");
glLinkProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char log[2048] = {};
GLsizei length = 0;
glGetProgramInfoLog(program, sizeof(log) - 1, &length, log);
if (outError != nullptr) *outError = std::string("program failed to link: ") + log;
glDeleteProgram(program);
return 0;
}
return program;
}
ColorFbo MakeColorFbo(int width, int height) {
ColorFbo target;
target.width = width;
target.height = height;
glGenTextures(1, &target.texture);
glBindTexture(GL_TEXTURE_2D, target.texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &target.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, target.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture, 0);
const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (status != GL_FRAMEBUFFER_COMPLETE) {
DestroyColorFbo(target);
}
return target;
}
void DestroyColorFbo(ColorFbo& target) {
if (target.fbo != 0) glDeleteFramebuffers(1, &target.fbo);
if (target.texture != 0) glDeleteTextures(1, &target.texture);
target.fbo = 0;
target.texture = 0;
}
void BindDefaultFramebuffer() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, HeadlessGL::Get().Width(), HeadlessGL::Get().Height());
}
void BindFbo(const ColorFbo& target) {
glBindFramebuffer(GL_FRAMEBUFFER, target.fbo);
glViewport(0, 0, target.width, target.height);
}
void ClearTo(float r, float g, float b, float a) {
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
Image ReadPixels(int width, int height) {
Image image(width, height);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, image.Data());
return image;
}
unsigned int FirstGLError() {
const GLenum first = glGetError();
if (first == GL_NO_ERROR) return GL_NO_ERROR;
// Drain, bounded: a broken stack must not turn an error check into a hang.
for (int i = 0; i < 64 && glGetError() != GL_NO_ERROR; ++i) {}
return first;
}
const char* GLErrorName(unsigned int error) {
switch (error) {
case GL_NO_ERROR:
return "GL_NO_ERROR";
case GL_INVALID_ENUM:
return "GL_INVALID_ENUM";
case GL_INVALID_VALUE:
return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION:
return "GL_INVALID_OPERATION";
case GL_OUT_OF_MEMORY:
return "GL_OUT_OF_MEMORY";
case GL_INVALID_FRAMEBUFFER_OPERATION:
return "GL_INVALID_FRAMEBUFFER_OPERATION";
default:
return "GL_<unknown>";
}
}
} // namespace MGITest
@@ -0,0 +1,218 @@
// MobileGL - MobileGL/MG_IntegrationTest/Harness/HeadlessGL.h
// 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
//
// A headless GL context and the small vocabulary the scenarios are written in.
//
// The scenarios in this module are end-to-end: they drive MobileGL's own GL and
// EGL entry points (this binary links MobileGL_s, so gl*/egl* resolve straight
// into the implementation) and assert on glReadPixels output. Nothing here
// inspects backend state - both bugs this module pins were invisible to
// state-level assertions and visible only in pixels.
//
// Headless by construction, following MG_Benchmark/Driver/DriverBench.c: an EGL
// context on a PBUFFER surface. No window, no window manager, no human. Unlike
// DriverBench the scenarios do draw to the DEFAULT framebuffer (that is where
// the Y-flip lives) and do call eglSwapBuffers (that is the frame boundary the
// cross-frame scenarios need to be real).
//
// One process is one backend: MOBILEGL_BACKEND_TYPE is latched at
// initialization, so the CMake wiring runs this binary once per backend rather
// than trying to switch in-process.
#pragma once
#include <gtest/gtest.h>
#include <cstdint>
#include <string>
#include <vector>
namespace MGITest {
// True when MOBILEGL_ITEST_REQUIRE_GPU is set in the environment: the runner
// is asserting that this machine HAS a usable GPU, so "no GPU" stops being a
// clean skip and becomes a failure. Without it the integration-gpu label is
// unfalsifiable - a CI job that ran nothing reports exactly the same green as
// a job that ran everything.
bool RequireGpu();
struct Rgba8 {
std::uint8_t r = 0, g = 0, b = 0, a = 0;
bool operator==(const Rgba8& other) const {
return r == other.r && g == other.g && b == other.b && a == other.a;
}
bool operator!=(const Rgba8& other) const { return !(*this == other); }
};
// Prints as "rgba(255,0,0,255)" so a gtest failure names the colour it saw.
std::ostream& operator<<(std::ostream& os, const Rgba8& c);
// An RGBA8 readback. Row 0 is the BOTTOM row: that is GL's convention for
// glReadPixels and it is what "correctly oriented" means everywhere below.
class Image {
public:
Image() = default;
Image(int width, int height)
: m_width(width), m_height(height), m_pixels(static_cast<std::size_t>(width) * height * 4, 0) {}
int Width() const { return m_width; }
int Height() const { return m_height; }
bool Empty() const { return m_pixels.empty(); }
std::uint8_t* Data() { return m_pixels.data(); }
const std::uint8_t* Data() const { return m_pixels.data(); }
Rgba8 At(int x, int y) const;
// Nearest of {black, red, green, blue, white, other} - the scenarios only
// ever draw those, so this turns a pixel into something readable.
const char* ColorName(int x, int y) const;
bool operator==(const Image& other) const {
return m_width == other.m_width && m_height == other.m_height && m_pixels == other.m_pixels;
}
// Count of differing bytes, for a failure message that says how wrong.
std::size_t ByteDiffCount(const Image& other) const;
// The four quadrant centres, in the fixed order
// bottom-left, bottom-right, top-left, top-right.
//
// This replaces the old VerticalSignature(bandCount), which read three
// full-width horizontal stripes down the centre line and was therefore
// blind to an X flip, to a transpose, and to a 180 rotation composed with
// a Y flip - all of those left the stripe order alone. Four quadrant
// colours are asymmetric in BOTH axes, so each of the eight square
// symmetries produces a different string (see OrientationScenario, which
// spells all eight out).
std::string QuadrantSignature() const;
private:
int m_width = 0;
int m_height = 0;
std::vector<std::uint8_t> m_pixels;
};
// The process-wide headless context. Brought up lazily on the first Get() so
// that `--gtest_list_tests` (which CMake runs at build time to discover the
// cases) never touches a GPU.
class HeadlessGL {
public:
static HeadlessGL& Get();
// False on a machine with no usable GPU/display/ICD. SkipReason() then
// says which step failed; every fixture turns that into GTEST_SKIP().
bool Usable() const { return m_usable; }
const std::string& SkipReason() const { return m_skipReason; }
// Backend actually in use, as reported by MOBILEGL_BACKEND_TYPE.
const std::string& BackendName() const { return m_backendName; }
const std::string& RendererString() const { return m_renderer; }
int Width() const { return m_width; }
int Height() const { return m_height; }
// THE frame boundary. eglSwapBuffers is what retires a frame in the
// renderer, and the cross-frame scenarios are meaningless without it.
void EndFrame();
// Frames completed so far, for failure messages.
int FrameIndex() const { return m_frameIndex; }
// Releases the context and surface and terminates the display. Called
// once, after the last scenario: MobileGL frees its backend objects
// through eglTerminate, and letting a process simply exit on top of a
// live context leaves those objects to be torn down from a static
// destructor with no driver left underneath.
void ShutDown();
private:
HeadlessGL();
HeadlessGL(const HeadlessGL&) = delete;
HeadlessGL& operator=(const HeadlessGL&) = delete;
bool BringUp();
bool m_usable = false;
std::string m_skipReason;
std::string m_backendName;
std::string m_renderer;
int m_width = 0;
int m_height = 0;
int m_frameIndex = 0;
void* m_display = nullptr;
void* m_surface = nullptr;
void* m_context = nullptr;
};
// ---- the scenario vocabulary -------------------------------------------
// Deliberately tiny. A scenario should read like a story; anything that
// needs a comment about GL mechanics belongs here instead.
// Compiles and links vs+fs, pinning attribute 0 to "aPos" and 1 to "aColor".
// Returns 0 and fills outError on failure.
unsigned int CompileProgram(const char* vertexSource, const char* fragmentSource, std::string* outError);
struct ColorFbo {
unsigned int fbo = 0;
unsigned int texture = 0;
int width = 0;
int height = 0;
};
// A complete RGBA8 render target. Returns fbo==0 on failure.
ColorFbo MakeColorFbo(int width, int height);
void DestroyColorFbo(ColorFbo& target);
// Binds a target and sets the viewport to match. Passing fbo 0 means the
// default (presentable) framebuffer.
void BindDefaultFramebuffer();
void BindFbo(const ColorFbo& target);
void ClearTo(float r, float g, float b, float a);
// Reads back the whole currently bound READ framebuffer. width/height must
// be the target's full size - DirectVulkan's default-framebuffer readback
// only re-orients a full-extent read.
Image ReadPixels(int width, int height);
// Drains any GL error queue and returns the first error, or 0.
unsigned int FirstGLError();
const char* GLErrorName(unsigned int error);
// ---- whole-region readback predicates ----------------------------------
// The scenarios used to assert on two or three individual pixels, which is
// provably too weak: a draw in which 3 of a quad's 4 vertices carry stale
// data still paints the sampled centre the expected colour (that exact case
// is a standing negative-control test - see CrossFrameBufferScenario). The
// readback is already fully in memory, so counting every pixel in a region
// costs nothing and turns "the middle looks right" into "all of it is right".
// Everything a caller needs to say what was wrong and where.
struct RegionScan {
int total = 0; // pixels examined
int offenders = 0; // pixels whose ColorName() != expected
int firstX = -1; // first offender in bottom-to-top, left-to-right order
int firstY = -1;
Rgba8 firstColor{};
std::string firstColorName;
};
// Inclusive pixel bounds, clamped to the image. Row 0 is the bottom row.
RegionScan ScanRegion(const Image& image, int x0, int x1, int y0, int y1, const char* expectedColor);
// gtest predicate wrapper: EXPECT_TRUE(RegionIsMostly(...)) reports the
// offender count, the offender fraction and the FIRST offending pixel's
// coordinates and colour. `tolerance` is the fraction of the region allowed
// to disagree; pass 0.0 to demand every pixel (which is what the scenarios
// do - they inset their regions away from primitive edges so exactness is
// achievable).
::testing::AssertionResult RegionIsMostly(const Image& image, int x0, int x1, int y0, int y1,
const char* expectedColor, double tolerance,
const std::string& when);
} // namespace MGITest
@@ -0,0 +1,84 @@
// MobileGL - MobileGL/MG_IntegrationTest/Harness/ScenarioFixture.h
// 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
//
// The base fixture every scenario derives from. Its only jobs are to bring the
// headless context up once per process and to decide what "this machine has no
// usable GPU" means.
//
// By default it means a clean GTEST_SKIP() - never a failure, never a hang -
// because a developer box or a container without a GPU should not fail a run it
// was never able to perform. But a skip is indistinguishable from a pass in
// every CI summary, so the `integration-gpu` label on its own is unfalsifiable:
// a runner whose driver pinning silently broke reports the same green as one
// that rendered every frame. MOBILEGL_ITEST_REQUIRE_GPU is the caller saying
// "this machine HAS a GPU and I am relying on these scenarios actually running";
// with it set, an unusable harness is a FAILURE carrying the pre-flight's reason.
#pragma once
#include <gtest/gtest.h>
#include "HeadlessGL.h"
namespace MGITest {
class ScenarioTest : public ::testing::Test {
protected:
void SetUp() override {
m_ready = false;
HeadlessGL& gl = HeadlessGL::Get();
if (!gl.Usable()) {
if (RequireGpu()) {
// FAIL() is a FATAL failure but does NOT mark the test skipped,
// so a derived SetUp that guards on IsSkipped() alone would run
// straight into GL calls with no current context and SIGSEGV -
// that exact crash shipped from the first version of this guard.
// Derived fixtures must gate on Ready() (below), which is false
// on BOTH the skip path and this failure path.
FAIL() << "MOBILEGL_ITEST_REQUIRE_GPU is set, so an unusable harness is a failure, not a skip. "
<< "Backend " << gl.BackendName() << " could not be brought up: " << gl.SkipReason();
}
GTEST_SKIP() << "no usable GPU/display/ICD for backend " << gl.BackendName() << ": " << gl.SkipReason();
}
if (RequireGpu() && LooksLikeSoftwareRasterizer(gl.RendererString())) {
// "Ran on llvmpipe" must not be able to pass as "ran on the GPU":
// a misconfigured vendor pin silently lands on the software
// rasterizer, and REQUIRE_GPU exists precisely to make that loud.
FAIL() << "MOBILEGL_ITEST_REQUIRE_GPU is set but the context landed on a software rasterizer: "
<< gl.RendererString();
}
// A scenario starts from a clean slate but shares the context (and so
// the renderer's memos) with every other scenario in this process -
// which is exactly the situation both shipped bugs needed.
RecordProperty("backend", gl.BackendName());
RecordProperty("renderer", gl.RendererString());
m_ready = true;
}
// The ONLY gate a derived SetUp/TearDown may use: `if (!Ready()) return;`.
// True only when the base SetUp brought the context up and neither skipped
// nor failed. IsSkipped() alone is WRONG here (see the comment at FAIL()).
bool Ready() const { return m_ready; }
static HeadlessGL& Gl() { return HeadlessGL::Get(); }
private:
static bool LooksLikeSoftwareRasterizer(const std::string& renderer) {
static const char* kNames[] = {"llvmpipe", "lavapipe", "softpipe", "SwiftShader", "swrast"};
for (const char* name : kNames) {
if (renderer.find(name) != std::string::npos) {
return true;
}
}
return false;
}
bool m_ready = false;
};
} // namespace MGITest
+53
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@@ -0,0 +1,53 @@
// MobileGL - MobileGL/MG_IntegrationTest/Main.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
//
// Entry point for the headless GPU integration scenarios.
//
// The banner lives in a gtest Environment rather than in main() on purpose:
// Environment::SetUp does not run for `--gtest_list_tests`, which is what CMake
// invokes at build time to discover the cases. Discovery therefore never brings
// up EGL, never needs a GPU and cannot hang.
#include <gtest/gtest.h>
#include <cstdio>
#include "Harness/HeadlessGL.h"
namespace {
class HarnessBanner : public ::testing::Environment {
public:
void SetUp() override {
const MGITest::HeadlessGL& gl = MGITest::HeadlessGL::Get();
std::fprintf(stderr, "MobileGL integration scenarios: backend=%s\n", gl.BackendName().c_str());
if (gl.Usable()) {
std::fprintf(stderr, " renderer: %s\n surface: %dx%d pbuffer (headless)\n",
gl.RendererString().c_str(), gl.Width(), gl.Height());
} else if (MGITest::RequireGpu()) {
std::fprintf(stderr,
" FAILING every scenario (MOBILEGL_ITEST_REQUIRE_GPU is set): %s\n",
gl.SkipReason().c_str());
} else {
std::fprintf(stderr,
" SKIPPING every scenario: %s\n"
" (set MOBILEGL_ITEST_REQUIRE_GPU=1 to make this a failure instead - a run that\n"
" skipped everything is otherwise indistinguishable from one that passed)\n",
gl.SkipReason().c_str());
}
}
void TearDown() override { MGITest::HeadlessGL::Get().ShutDown(); }
};
} // namespace
int main(int argc, char** argv) {
::testing::InitGoogleTest(&argc, argv);
::testing::AddGlobalTestEnvironment(new HarnessBanner());
return RUN_ALL_TESTS();
}
@@ -0,0 +1,467 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/AsyncCompileScenario.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 E - asynchronous shader compilation and GL_KHR_parallel_shader_compile
// on a REAL driver.
//
// WHY THIS EXISTS ALONGSIDE THE UNIT SUITES. MG_Test/Program's async suites already
// drive the same GL entry points, but they stop at the frontend: nothing there ever
// reaches a driver, so nothing there can catch the failure this scenario is built for
// - artifacts produced on a worker thread that the BACKEND then rejects, mis-binds or
// renders differently from the ones the GL thread produced. The frontend cannot tell
// the two apart; a pixel can.
//
// The five things it pins, in order:
//
// (a) 64 heavy compiles are enqueued and polled through GL_COMPLETION_STATUS_KHR.
// At least one must be observed GL_FALSE - i.e. the query really answers while
// work is outstanding rather than silently joining. Skipped, never failed, when
// the machine drained the whole batch before the first poll: a fast box must not
// be able to turn this into a red.
// (b) Forcing the join afterwards produces the right answer for every one of them:
// GL_COMPILE_STATUS true, an empty info log, and a program that links.
// (c) The extension string matches the configuration. This is the half a recorded
// trace can never cover - Iris and Sodium change their submission schedule the
// moment they see the string - so it is asserted against a real backend's real
// GL_EXTENSIONS, through both glGetString and glGetStringi.
// (d) glMaxShaderCompilerThreadsKHR(0) leaves nothing in flight: every subsequent
// GL_COMPLETION_STATUS_KHR reads GL_TRUE immediately, and compilation after it
// is synchronous. That is what the extension requires of a zero count.
// (e) THE ONE THAT NEEDS A GPU: the same frame, drawn with programs compiled and
// linked asynchronously and then with programs compiled and linked inline, must
// come out byte-identical under glReadPixels. Anything the worker thread got
// wrong about the compile environment, the reflection or the SPIR-V shows up
// here as a pixel difference and nowhere else.
//
// Backend selection is the module's usual one process, one backend (MOBILEGL_BACKEND_TYPE),
// so this file runs twice per ctest invocation.
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#include "Config.h"
#include "MG_Util/Async/ShaderCompilePool.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
// GL_KHR_parallel_shader_compile. Spelled out rather than relying on the host's
// glext.h: this module is built against whatever GL headers the machine has, and an
// older one has neither token. Both are also GL_*_ARB with identical values.
#ifndef GL_MAX_SHADER_COMPILER_THREADS_KHR
#define GL_MAX_SHADER_COMPILER_THREADS_KHR 0x91B0
#endif
#ifndef GL_COMPLETION_STATUS_KHR
#define GL_COMPLETION_STATUS_KHR 0x91B1
#endif
// The entry point under test, resolved by the linker straight into MobileGL_s like
// every other gl* call in this module. Declared here for the same reason as the
// tokens above.
extern "C" void glMaxShaderCompilerThreadsKHR(GLuint count);
namespace MGITest {
namespace {
using MobileGL::MG_Config::QuirkOverride;
// Same shape as the other scenarios: a two-attribute pass-through, so the only
// thing that can differ between the two compilation modes is the compilation.
constexpr const char* kVertexSource = R"(#version 330 core
in vec2 aPos;
in vec3 aColor;
out vec3 vColor;
void main() {
vColor = aColor;
gl_Position = vec4(aPos, 0.0, 1.0);
}
)";
constexpr const char* kFragmentSource = R"(#version 330 core
in vec3 vColor;
out vec4 oColor;
void main() {
oColor = vec4(vColor, 1.0);
}
)";
// Asymmetric in both axes, so a mode difference that also happens to be a
// symmetry of the image cannot hide (the same reason OrientationScenario draws
// quadrants rather than stripes).
struct Vertex {
float x, y;
float r, g, b;
};
void AppendQuad(std::vector<Vertex>& out, float x0, float x1, float y0, float y1, float r, float g, float b) {
const Vertex bl{x0, y0, r, g, b};
const Vertex br{x1, y0, r, g, b};
const Vertex tr{x1, y1, r, g, b};
const Vertex tl{x0, y1, r, g, b};
out.insert(out.end(), {bl, br, tr, bl, tr, tl});
}
std::vector<Vertex> QuadrantGeometry() {
std::vector<Vertex> vertices;
vertices.reserve(24);
AppendQuad(vertices, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f); // bottom-left: blue
AppendQuad(vertices, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f); // bottom-right: green
AppendQuad(vertices, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f); // top-left: red
AppendQuad(vertices, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f); // top-right: white
return vertices;
}
// Expensive enough that a compile is not instantaneous, and distinct per index so
// the source-hash memo never turns one into a no-op: without both properties the
// pool has no backlog and (a) has nothing to observe.
std::string BulkyFragmentSource(int index) {
std::string source = "#version 330 core\n";
source += "in vec3 vColor;\nout vec4 oColor;\n";
source += "uniform float uSeed" + std::to_string(index) + ";\n";
source += "void main() {\n float acc = uSeed" + std::to_string(index) + ";\n";
for (int i = 0; i < 320; ++i) {
source += " acc = acc * 1.0001 + sin(acc + " + std::to_string(i) + ".0) * cos(acc);\n";
}
source += " oColor = vec4(vColor * acc, 1.0);\n}\n";
return source;
}
// MOBILEGL_ASYNC_SHADER_COMPILE decides the ambient mode; a scenario that wants
// the other one says so here and gets the ambient one back on scope exit. Forcing
// it in-process is what lets ONE ctest run compare the two modes against each
// other - the whole point of (e).
class AsyncModeScope {
public:
explicit AsyncModeScope(bool async) : m_saved(MobileGL::MG_Config::Features.AsyncShaderCompile) {
MobileGL::MG_Config::Features.AsyncShaderCompile =
async ? QuirkOverride::ForceOn : QuirkOverride::ForceOff;
}
~AsyncModeScope() { MobileGL::MG_Config::Features.AsyncShaderCompile = m_saved; }
AsyncModeScope(const AsyncModeScope&) = delete;
AsyncModeScope& operator=(const AsyncModeScope&) = delete;
private:
const QuirkOverride m_saved;
};
// glMaxShaderCompilerThreadsKHR writes process-wide state; a scenario that calls
// it has to put the pool back or it changes how every scenario after it compiles.
class CompilerThreadScope {
public:
CompilerThreadScope() = default;
~CompilerThreadScope() {
MobileGL::MG_Util::Async::SetAsyncShaderCompileSuspended(false);
auto& pool = MobileGL::MG_Util::Async::ShaderCompilePool::Get();
pool.SetMaxConcurrency(pool.GetThreadCount());
}
CompilerThreadScope(const CompilerThreadScope&) = delete;
CompilerThreadScope& operator=(const CompilerThreadScope&) = delete;
};
GLint ShaderCompletion(GLuint shader) {
GLint status = -1;
glGetShaderiv(shader, GL_COMPLETION_STATUS_KHR, &status);
return status;
}
GLint ShaderCompileStatus(GLuint shader) {
GLint status = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
return status;
}
std::string ShaderInfoLog(GLuint shader) {
GLint length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
if (length <= 0) return std::string();
std::vector<char> buffer(static_cast<std::size_t>(length));
GLsizei written = 0;
glGetShaderInfoLog(shader, length, &written, buffer.data());
return std::string(buffer.data(), static_cast<std::size_t>(written));
}
class AsyncCompileScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
const std::vector<Vertex> vertices = QuadrantGeometry();
m_vertexCount = static_cast<int>(vertices.size());
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(vertices.size() * sizeof(Vertex)), vertices.data(),
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(8));
glBindVertexArray(0);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "setup left a GL error behind";
}
void TearDown() override {
if (!Ready()) return;
if (m_vbo != 0) glDeleteBuffers(1, &m_vbo);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
}
// A fresh program every time, compiled and linked in whatever mode is in
// force. Reusing one would defeat the comparison: the second mode would just
// read the first mode's artifacts back out of the memo.
GLuint BuildProgram() {
std::string error;
const GLuint program = CompileProgram(kVertexSource, kFragmentSource, &error);
EXPECT_NE(program, 0u) << error;
return program;
}
Image DrawFrameWith(GLuint program) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUseProgram(program);
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLES, 0, m_vertexCount);
glBindVertexArray(0);
Image image = ReadPixels(Gl().Width(), Gl().Height());
Gl().EndFrame();
return image;
}
// Enqueues `count` distinct heavy compiles and returns their names WITHOUT
// reading anything back, so the pool is left with a real backlog.
std::vector<GLuint> EnqueueBacklog(int count, int seedBase) {
std::vector<GLuint> shaders;
shaders.reserve(static_cast<std::size_t>(count));
m_sources.reserve(m_sources.size() + static_cast<std::size_t>(count));
for (int i = 0; i < count; ++i) {
m_sources.push_back(BulkyFragmentSource(seedBase + i));
const char* text = m_sources.back().c_str();
const GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(shader, 1, &text, nullptr);
glCompileShader(shader);
shaders.push_back(shader);
}
return shaders;
}
GLuint m_vao = 0;
GLuint m_vbo = 0;
int m_vertexCount = 0;
// Kept alive for the whole case: glShaderSource copies, but keeping the
// strings makes a failure message able to name the source it came from.
std::vector<std::string> m_sources;
};
// ---- (a) + (b) ------------------------------------------------------------
// A backlog is enqueued, polled without joining, then forced to settle and
// checked for correctness. Both halves in one case on purpose: (b) is only
// interesting for shaders that (a) proved were genuinely still outstanding.
TEST_F(AsyncCompileScenario, CompletionStatusPollingThenForcedJoin) {
if (!Ready()) return;
const AsyncModeScope async(true);
const CompilerThreadScope threads;
// One worker, so the queue behind it is what the poll observes.
glMaxShaderCompilerThreadsKHR(1);
const std::vector<GLuint> shaders = EnqueueBacklog(64, 6000);
int outstanding = 0;
for (const GLuint shader : shaders) {
const GLint completion = ShaderCompletion(shader);
ASSERT_TRUE(completion == GL_TRUE || completion == GL_FALSE)
<< "GL_COMPLETION_STATUS_KHR returned " << completion;
if (completion == GL_FALSE) ++outstanding;
}
if (outstanding == 0) {
GTEST_SKIP() << "this machine drained 64 heavy compiles before the first poll; "
"nothing was outstanding to observe";
}
// (b) Forced join: every one of them is correct, and usable.
for (const GLuint shader : shaders) {
EXPECT_EQ(ShaderCompileStatus(shader), GL_TRUE) << ShaderInfoLog(shader);
EXPECT_TRUE(ShaderInfoLog(shader).empty());
EXPECT_EQ(ShaderCompletion(shader), GL_TRUE) << "GL_COMPILE_STATUS must have joined";
}
// And a link over one of them really produces a usable program on this driver.
const GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &kVertexSource, nullptr);
glCompileShader(vs);
const GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, shaders.front());
glBindAttribLocation(program, 0, "aPos");
glBindAttribLocation(program, 1, "aColor");
glLinkProgram(program);
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
EXPECT_EQ(linked, GL_TRUE);
EXPECT_GE(glGetUniformLocation(program, "uSeed6000"), 0);
glDeleteProgram(program);
glDeleteShader(vs);
for (const GLuint shader : shaders) glDeleteShader(shader);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// ---- (c) ------------------------------------------------------------------
// The extension string, read from a real backend that really brought a driver
// up. No mode forcing here: a backend builds its advertised list once, from the
// configuration in force at its first use, so the meaningful assertion is
// against the AMBIENT configuration - which is exactly what makes this case
// worth running in both of the suite's flag states.
TEST_F(AsyncCompileScenario, ExtensionStringMatchesTheConfiguration) {
if (!Ready()) return;
const bool expected = MobileGL::MG_Util::Async::AsyncShaderCompileEnabled();
const char* extensions = reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
ASSERT_NE(extensions, nullptr);
const std::string extensionString(extensions);
const bool inString = extensionString.find("GL_KHR_parallel_shader_compile") != std::string::npos;
EXPECT_EQ(inString, expected)
<< "backend " << Gl().BackendName() << " GL_EXTENSIONS = " << extensionString;
// LWJGL builds GLCapabilities from the INDEXED form on a core profile, so the
// two spellings disagreeing would be invisible to the check above and fatal
// to a real application.
GLint count = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &count);
ASSERT_GT(count, 0);
bool inIndexed = false;
for (GLint i = 0; i < count; ++i) {
const char* name = reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, GLuint(i)));
if (name != nullptr && std::string(name) == "GL_KHR_parallel_shader_compile") inIndexed = true;
}
EXPECT_EQ(inIndexed, expected);
// The companion query, which an application reads right after the string.
GLint maxThreads = -1;
glGetIntegerv(GL_MAX_SHADER_COMPILER_THREADS_KHR, &maxThreads);
if (expected) {
EXPECT_GE(maxThreads, 1);
} else {
EXPECT_EQ(maxThreads, 0);
}
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// ---- (d) ------------------------------------------------------------------
// A zero count must leave nothing in flight and keep it that way.
TEST_F(AsyncCompileScenario, ZeroCompilerThreadsSettlesEverythingImmediately) {
if (!Ready()) return;
const AsyncModeScope async(true);
const CompilerThreadScope threads;
glMaxShaderCompilerThreadsKHR(1);
const std::vector<GLuint> backlog = EnqueueBacklog(48, 6200);
glMaxShaderCompilerThreadsKHR(0);
for (const GLuint shader : backlog) {
EXPECT_EQ(ShaderCompletion(shader), GL_TRUE)
<< "glMaxShaderCompilerThreadsKHR(0) must join everything still in flight";
EXPECT_EQ(ShaderCompileStatus(shader), GL_TRUE) << ShaderInfoLog(shader);
}
// Compilation after the zero count is synchronous too.
const std::vector<GLuint> serial = EnqueueBacklog(6, 6300);
for (const GLuint shader : serial) {
EXPECT_EQ(ShaderCompletion(shader), GL_TRUE) << "a compile after a zero count must be synchronous";
}
for (const GLuint shader : backlog) glDeleteShader(shader);
for (const GLuint shader : serial) glDeleteShader(shader);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// ---- (e) ------------------------------------------------------------------
// The one that needs the GPU. Two programs, identical source, one built with
// compilation and linking on worker threads and one built inline; the frames
// they draw must be byte-identical.
//
// Compared through the DEFAULT framebuffer deliberately: that is where the
// backend's orientation and present path live, so the comparison covers the
// whole pipeline rather than the reflection tables alone.
TEST_F(AsyncCompileScenario, AsyncAndSyncProgramsRenderIdenticalFrames) {
if (!Ready()) return;
Image asyncImage;
{
const AsyncModeScope async(true);
const GLuint program = BuildProgram();
ASSERT_NE(program, 0u);
asyncImage = DrawFrameWith(program);
glDeleteProgram(program);
}
Image syncImage;
{
const AsyncModeScope async(false);
const GLuint program = BuildProgram();
ASSERT_NE(program, 0u);
syncImage = DrawFrameWith(program);
glDeleteProgram(program);
}
ASSERT_FALSE(asyncImage.Empty());
ASSERT_FALSE(syncImage.Empty());
// The frame is the expected one in the first place - two identically WRONG
// frames would otherwise pass.
EXPECT_EQ(asyncImage.QuadrantSignature(), "blue,green,red,white")
<< "the asynchronously compiled program did not draw the expected frame";
EXPECT_EQ(asyncImage, syncImage)
<< "asynchronous and synchronous compilation rendered different frames ("
<< asyncImage.ByteDiffCount(syncImage) << " bytes differ); backend " << Gl().BackendName();
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// The same comparison over a batch, which is the shape a shaderpack load has:
// many programs enqueued before any of them is read back, then each one drawn.
// A per-worker state leak (glslang's thread-local pools are the obvious
// candidate) shows up here and not in the single-program case above.
TEST_F(AsyncCompileScenario, ABatchOfAsyncProgramsAllRenderCorrectly) {
if (!Ready()) return;
constexpr int kPrograms = 12;
std::vector<GLuint> programs;
{
const AsyncModeScope async(true);
const CompilerThreadScope threads;
glMaxShaderCompilerThreadsKHR(1);
// Everything enqueued before anything is read: the only shape in which
// more than one job is in flight at a time.
for (int i = 0; i < kPrograms; ++i) {
programs.push_back(BuildProgram());
}
}
for (int i = 0; i < kPrograms; ++i) {
ASSERT_NE(programs[static_cast<std::size_t>(i)], 0u) << "program " << i;
const Image image = DrawFrameWith(programs[static_cast<std::size_t>(i)]);
EXPECT_EQ(image.QuadrantSignature(), "blue,green,red,white") << "program " << i;
}
for (const GLuint program : programs) glDeleteProgram(program);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,761 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/CrossFrameBufferScenario.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 B - "the draw rendered last frame's buffer".
//
// The shipped bug (DirectVulkan, TryBindResolvedVertexBindings and the EBO
// memo in UploadAndBindIndexBuffer): both memos revalidated themselves ACROSS a
// frame boundary by comparing recorded per-buffer slice epochs, and on a match
// skipped the per-frame buffer acquire. The acquire is the frame's content-sync
// point; skipping it trusted the BumpSliceEpoch call-site inventory to cover
// every way a buffer's GPU copy can go stale, and at least one path escaped it.
// Result: a draw in a later frame renders from a STALE buffer slice - random
// triangles in Minecraft/Sodium on Adreno, corrupted journeymap and
// common-mods retraces.
//
// What pins it: mutate a buffer AFTER a frame boundary and BEFORE the next
// draw, then prove the pixels show the NEW content. Every mutation API gets its
// own test case, so a failure names the culprit rather than saying "buffers".
// The index buffer is covered too: the EBO memo had exactly the same hole.
//
// The scene is deliberately trivial and entirely buffer-driven:
//
// vertices 0..3 left half of the viewport, RED
// vertices 4..7 right half of the viewport, GREEN
// indices A {0,1,2, 0,2,3} -> the left, red quad
// indices B {4,5,6, 4,6,7} -> the right, green quad
//
// A vertex-buffer test rewrites the left quad's colour red -> green and expects
// the left half to turn green. An index-buffer test rewrites the indices
// A -> B and expects the picture to jump from a red left half to a green right
// half. Either way "stale" and "fresh" are different colours in different
// places; no thresholds, no interpretation.
//
// Two families of scenario live here, and they catch different halves of the
// same rule:
//
// CrossFrameBufferScenario - one case per buffer-mutation API. Every one of
// these APIs is supposed to retire the memo; today they all do (each notify
// path bumps the slice epoch), so these pass on the buggy revision too.
// They are the standing statement of the contract: whatever a future memo
// keys on, a write through ANY of these APIs must reach the next frame's
// draw. They are also where a coherent persistent write - the one shape
// that changes a buffer with no GL call at all - is pinned.
//
// StreamedArenaScenario - the case that actually caught the shipped bug. It
// attacks the other half of the rule: a buffer nobody wrote at all, whose
// GPU-side bytes moved out from under the memo anyway.
#include <cstdio>
#include <cstring>
#include <functional>
#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 const char* kVertexSource = R"(#version 330 core
in vec2 aPos;
in vec3 aColor;
out vec3 vColor;
void main() {
vColor = aColor;
gl_Position = vec4(aPos, 0.0, 1.0);
}
)";
constexpr const char* kFragmentSource = R"(#version 330 core
in vec3 vColor;
out vec4 oColor;
void main() {
oColor = vec4(vColor, 1.0);
}
)";
struct Vertex {
float x, y;
float r, g, b;
};
constexpr int kLeftQuadFirstVertex = 0;
constexpr int kLeftQuadVertexCount = 4;
constexpr int kIndexCount = 6;
// Enough consecutive frames drawing the same VAO that any per-(VAO, frame)
// memo is fully armed before the mutation lands.
constexpr int kWarmupFrames = 3;
std::vector<Vertex> SceneVertices(bool leftQuadIsGreen) {
const float lr = leftQuadIsGreen ? 0.0f : 1.0f;
const float lg = leftQuadIsGreen ? 1.0f : 0.0f;
return {
// 0..3: left half
{-1.0f, -1.0f, lr, lg, 0.0f},
{0.0f, -1.0f, lr, lg, 0.0f},
{0.0f, 1.0f, lr, lg, 0.0f},
{-1.0f, 1.0f, lr, lg, 0.0f},
// 4..7: right half
{0.0f, -1.0f, 0.0f, 1.0f, 0.0f},
{1.0f, -1.0f, 0.0f, 1.0f, 0.0f},
{1.0f, 1.0f, 0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f, 1.0f, 0.0f},
};
}
const GLuint kIndicesLeftQuad[kIndexCount] = {0, 1, 2, 0, 2, 3};
const GLuint kIndicesRightQuad[kIndexCount] = {4, 5, 6, 4, 6, 7};
// How far inside each half the whole-region checks start. The two quads
// meet on a pixel boundary, so a couple of pixels of margin makes "every
// single pixel in the region" an achievable demand.
constexpr int kHalfInset = 2;
// Asserts the left and right halves of the viewport, with a message that
// says what the app had asked GL to draw by then.
//
// This counts EVERY pixel in each half rather than sampling its centre.
// Sampling two pixels was demonstrably too weak: a draw in which three of
// the left quad's four vertices still carry stale data paints a centre
// pixel of exactly the expected colour and passed the old assertion. That
// case is now a standing negative control - see
// PartialStalenessIsCaughtByWholeRegionChecks below, which constructs it
// deliberately and proves the region scan reports it.
void ExpectHalves(const Image& image, const char* expectedLeft, const char* expectedRight,
const std::string& when) {
const int w = image.Width();
const int h = image.Height();
EXPECT_TRUE(RegionIsMostly(image, kHalfInset, w / 2 - kHalfInset, kHalfInset, h - kHalfInset, expectedLeft,
0.0, when + " [left half]"));
EXPECT_TRUE(RegionIsMostly(image, w / 2 + kHalfInset, w - kHalfInset, kHalfInset, h - kHalfInset,
expectedRight, 0.0, when + " [right half]"));
}
// How the app hands the new bytes to GL. Each is its own test case.
enum class Mutation {
SubData, // glBufferSubData
MapWriteUnmap, // glMapBufferRange(WRITE) + glUnmapBuffer
PersistentFlush, // write through a persistent map + glFlushMappedBufferRange
PersistentCoherent, // write through a COHERENT persistent map, no GL call at all
OrphanReupload, // glBufferData(NULL) then a full re-upload
CopySubData, // glCopyBufferSubData from a staging buffer
};
bool NeedsImmutableStorage(Mutation mutation) {
return mutation == Mutation::PersistentFlush || mutation == Mutation::PersistentCoherent;
}
// The coherent variant is the one shape in which an application changes a
// buffer's contents with NO GL call whatsoever - the write lands in the
// mapping and that is the end of it. Sodium's chunk streaming is written
// this way, and it is the case a per-buffer "has anything changed?" epoch
// cannot see on its own.
bool NeedsCoherentMapping(Mutation mutation) {
return mutation == Mutation::PersistentCoherent;
}
class CrossFrameBufferScenario : 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;
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "program setup left a GL error behind";
}
void TearDown() override {
if (!Ready()) return;
ReleaseBuffers();
if (m_program != 0) glDeleteProgram(m_program);
}
// Builds the VAO/VBO/EBO. `immutable` switches to glBufferStorage plus a
// persistent mapping of both buffers, which is the only shape in which the
// persistent-write mutation is legal.
void BuildScene(bool immutable, bool coherent = false) {
const std::vector<Vertex> vertices = SceneVertices(/*leftQuadIsGreen=*/false);
m_vertexBytes = GLsizeiptr(vertices.size() * sizeof(Vertex));
m_indexBytes = GLsizeiptr(sizeof(kIndicesLeftQuad));
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glGenBuffers(1, &m_ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
if (immutable) {
const GLbitfield storageFlags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_DYNAMIC_STORAGE_BIT |
(coherent ? GL_MAP_COHERENT_BIT : 0);
glBufferStorage(GL_ARRAY_BUFFER, m_vertexBytes, vertices.data(), storageFlags);
glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, m_indexBytes, kIndicesLeftQuad, storageFlags);
const GLenum storageError = FirstGLError();
if (storageError != GL_NO_ERROR) {
m_storageUnsupported = true;
m_storageError = storageError;
return;
}
const GLbitfield mapFlags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT |
(coherent ? GL_MAP_COHERENT_BIT : GL_MAP_FLUSH_EXPLICIT_BIT);
m_vertexMap =
static_cast<unsigned char*>(glMapBufferRange(GL_ARRAY_BUFFER, 0, m_vertexBytes, mapFlags));
m_indexMap = static_cast<unsigned char*>(
glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, m_indexBytes, mapFlags));
if (m_vertexMap == nullptr || m_indexMap == nullptr) {
m_storageUnsupported = true;
m_storageError = FirstGLError();
return;
}
} else {
glBufferData(GL_ARRAY_BUFFER, m_vertexBytes, vertices.data(), GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBytes, kIndicesLeftQuad, GL_STATIC_DRAW);
}
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(8));
glBindVertexArray(0);
glGenBuffers(1, &m_staging);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "scene setup left a GL error behind";
}
void ReleaseBuffers() {
if (m_vertexMap != nullptr || m_indexMap != nullptr) {
glBindVertexArray(m_vao);
if (m_vertexMap != nullptr) {
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glUnmapBuffer(GL_ARRAY_BUFFER);
}
if (m_indexMap != nullptr) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
}
glBindVertexArray(0);
m_vertexMap = nullptr;
m_indexMap = nullptr;
}
if (m_staging != 0) glDeleteBuffers(1, &m_staging);
if (m_ebo != 0) glDeleteBuffers(1, &m_ebo);
if (m_vbo != 0) glDeleteBuffers(1, &m_vbo);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
m_staging = m_ebo = m_vbo = m_vao = 0;
}
void DrawScene() {
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUseProgram(m_program);
glBindVertexArray(m_vao);
glDrawElements(GL_TRIANGLES, kIndexCount, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
void BeginFrame() {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
}
Image ReadFrame() { return ReadPixels(Gl().Width(), Gl().Height()); }
// ---- the mutations ---------------------------------------------
// Each writes `newBytes` over the first `rangeBytes` of `buffer`;
// `wholeBytes`/`wholeSize` are the full contents an orphan+re-upload
// needs. `target` is the binding point the buffer normally lives at.
void ApplyMutation(Mutation mutation, GLenum target, GLuint buffer, unsigned char* persistentMap,
const void* newBytes, GLsizeiptr rangeBytes, const void* wholeBytes,
GLsizeiptr wholeSize) {
// The element-array binding is VAO state, so mutating the EBO happens
// with the scene's VAO bound - exactly as an application would.
glBindVertexArray(m_vao);
switch (mutation) {
case Mutation::SubData: {
glBindBuffer(target, buffer);
glBufferSubData(target, 0, rangeBytes, newBytes);
break;
}
case Mutation::MapWriteUnmap: {
glBindBuffer(target, buffer);
void* mapped =
glMapBufferRange(target, 0, rangeBytes, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
ASSERT_NE(mapped, nullptr) << "glMapBufferRange(WRITE) returned null";
std::memcpy(mapped, newBytes, std::size_t(rangeBytes));
ASSERT_EQ(glUnmapBuffer(target), GLboolean(GL_TRUE)) << "glUnmapBuffer reported data loss";
break;
}
case Mutation::PersistentFlush: {
ASSERT_NE(persistentMap, nullptr) << "no persistent mapping for this buffer";
std::memcpy(persistentMap, newBytes, std::size_t(rangeBytes));
glBindBuffer(target, buffer);
glFlushMappedBufferRange(target, 0, rangeBytes);
break;
}
case Mutation::PersistentCoherent: {
// Deliberately no GL call: a coherent persistent mapping is a
// promise that the write alone is enough.
ASSERT_NE(persistentMap, nullptr) << "no persistent mapping for this buffer";
std::memcpy(persistentMap, newBytes, std::size_t(rangeBytes));
break;
}
case Mutation::OrphanReupload: {
glBindBuffer(target, buffer);
glBufferData(target, wholeSize, nullptr, GL_STATIC_DRAW);
glBufferSubData(target, 0, wholeSize, wholeBytes);
break;
}
case Mutation::CopySubData: {
glBindBuffer(GL_COPY_READ_BUFFER, m_staging);
glBufferData(GL_COPY_READ_BUFFER, rangeBytes, newBytes, GL_STATIC_DRAW);
glBindBuffer(GL_COPY_WRITE_BUFFER, buffer);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, rangeBytes);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
glBindBuffer(GL_COPY_READ_BUFFER, 0);
break;
}
}
glBindVertexArray(0);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "the mutation itself raised a GL error";
}
// ---- the story -------------------------------------------------
// Steady state for a few frames, one frame boundary, then the
// mutation, then the draw that must show the new content.
void RunAcrossFrameBoundary(Mutation mutation, const std::function<void()>& mutate,
const char* expectedLeftAfter, const char* expectedRightAfter) {
ASSERT_NO_FATAL_FAILURE(BuildScene(NeedsImmutableStorage(mutation), NeedsCoherentMapping(mutation)));
if (m_storageUnsupported) {
GTEST_SKIP() << "immutable/persistent buffer storage is unavailable on this stack ("
<< GLErrorName(m_storageError) << "); the persistent-map mutation cannot "
<< "be expressed here";
}
for (int frame = 0; frame < kWarmupFrames; ++frame) {
BeginFrame();
DrawScene();
Gl().EndFrame();
}
BeginFrame();
DrawScene();
const Image before = ReadFrame();
ExpectHalves(before, "red", "black", "steady state before the mutation");
ASSERT_FALSE(::testing::Test::HasFailure())
<< "the scenario never reached its steady state, so nothing after this means anything";
// >>> a genuine frame boundary. Everything below happens in the NEXT
// frame, which is the whole point: a mutation inside one frame proves
// nothing about a memo that revalidates itself across frames.
Gl().EndFrame();
BeginFrame();
ASSERT_NO_FATAL_FAILURE(mutate());
DrawScene();
const Image after = ReadFrame();
Gl().EndFrame();
ExpectHalves(after, expectedLeftAfter, expectedRightAfter,
"the draw after the mutation drew STALE buffer content");
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// The two things a scenario mutates.
void MutateVertexColorsToGreen(Mutation mutation) {
const std::vector<Vertex> updated = SceneVertices(/*leftQuadIsGreen=*/true);
const GLsizeiptr leftQuadBytes = GLsizeiptr(kLeftQuadVertexCount * sizeof(Vertex));
ApplyMutation(mutation, GL_ARRAY_BUFFER, m_vbo, m_vertexMap, updated.data() + kLeftQuadFirstVertex,
leftQuadBytes, updated.data(), m_vertexBytes);
}
void MutateIndicesToRightQuad(Mutation mutation) {
ApplyMutation(mutation, GL_ELEMENT_ARRAY_BUFFER, m_ebo, m_indexMap, kIndicesRightQuad, m_indexBytes,
kIndicesRightQuad, m_indexBytes);
}
unsigned int m_program = 0;
unsigned int m_vao = 0;
unsigned int m_vbo = 0;
unsigned int m_ebo = 0;
unsigned int m_staging = 0;
GLsizeiptr m_vertexBytes = 0;
GLsizeiptr m_indexBytes = 0;
unsigned char* m_vertexMap = nullptr;
unsigned char* m_indexMap = nullptr;
bool m_storageUnsupported = false;
unsigned int m_storageError = 0;
};
// ---- vertex buffer: the left quad must turn green ------------------
TEST_F(CrossFrameBufferScenario, VertexBufferSubData) {
RunAcrossFrameBoundary(
Mutation::SubData, [&] { MutateVertexColorsToGreen(Mutation::SubData); }, "green", "black");
}
TEST_F(CrossFrameBufferScenario, VertexMapWriteUnmap) {
RunAcrossFrameBoundary(
Mutation::MapWriteUnmap, [&] { MutateVertexColorsToGreen(Mutation::MapWriteUnmap); }, "green", "black");
}
TEST_F(CrossFrameBufferScenario, VertexPersistentMapFlush) {
RunAcrossFrameBoundary(
Mutation::PersistentFlush, [&] { MutateVertexColorsToGreen(Mutation::PersistentFlush); }, "green",
"black");
}
TEST_F(CrossFrameBufferScenario, VertexPersistentCoherentWrite) {
RunAcrossFrameBoundary(
Mutation::PersistentCoherent, [&] { MutateVertexColorsToGreen(Mutation::PersistentCoherent); }, "green",
"black");
}
TEST_F(CrossFrameBufferScenario, VertexOrphanAndReupload) {
RunAcrossFrameBoundary(
Mutation::OrphanReupload, [&] { MutateVertexColorsToGreen(Mutation::OrphanReupload); }, "green",
"black");
}
TEST_F(CrossFrameBufferScenario, VertexCopyBufferSubData) {
RunAcrossFrameBoundary(
Mutation::CopySubData, [&] { MutateVertexColorsToGreen(Mutation::CopySubData); }, "green", "black");
}
// ---- index buffer: the picture must jump to the right, green quad --
// The EBO memo had the same cross-frame hole as the vertex one, and no
// vertex-only test can see it.
TEST_F(CrossFrameBufferScenario, IndexBufferSubData) {
RunAcrossFrameBoundary(
Mutation::SubData, [&] { MutateIndicesToRightQuad(Mutation::SubData); }, "black", "green");
}
TEST_F(CrossFrameBufferScenario, IndexMapWriteUnmap) {
RunAcrossFrameBoundary(
Mutation::MapWriteUnmap, [&] { MutateIndicesToRightQuad(Mutation::MapWriteUnmap); }, "black", "green");
}
TEST_F(CrossFrameBufferScenario, IndexPersistentMapFlush) {
RunAcrossFrameBoundary(
Mutation::PersistentFlush, [&] { MutateIndicesToRightQuad(Mutation::PersistentFlush); }, "black",
"green");
}
// Kept, with its coverage stated exactly, because it is the one case in
// this file that is served a stale slice by the buggy revision and passes
// anyway - and a test that reads as coverage without being coverage is
// worse than no test.
//
// COVERS: the coherent-persistent index contract - a write into a coherent
// persistent mapping, with no GL call at all, must reach the next frame's
// draw. That is a real contract and this is the only case that states it
// for indices.
//
// DOES NOT COVER: the EBO cross-frame memo. Instrumented against the
// re-enabled buggy path, it enters the cross-frame branch 4 times and is
// served its recorded slice all 4 times - and still passes, because the
// backend adopted the persistent map into that very storage
// (AcquirePersistentMap succeeded), so the application's writes landed in
// the bytes the "stale" slice names. It would only discriminate on a stack
// where that adoption is declined and the CPU shadow stays authoritative;
// measured over this whole module, 50 of 50 coherent persistent write maps
// were adopted. See ResidentIndexScenario.cpp for the full account.
TEST_F(CrossFrameBufferScenario, IndexPersistentCoherentWrite) {
RunAcrossFrameBoundary(
Mutation::PersistentCoherent, [&] { MutateIndicesToRightQuad(Mutation::PersistentCoherent); }, "black",
"green");
}
TEST_F(CrossFrameBufferScenario, IndexOrphanAndReupload) {
RunAcrossFrameBoundary(
Mutation::OrphanReupload, [&] { MutateIndicesToRightQuad(Mutation::OrphanReupload); }, "black",
"green");
}
TEST_F(CrossFrameBufferScenario, IndexCopyBufferSubData) {
RunAcrossFrameBoundary(
Mutation::CopySubData, [&] { MutateIndicesToRightQuad(Mutation::CopySubData); }, "black", "green");
}
// ---- a self-test of the assertions, not of MobileGL ------------------
//
// Every case above leans on ExpectHalves. ExpectHalves used to sample the
// centre pixel of each half - two pixels for a 12288-pixel readback - and
// that is measurably too weak to stand behind a claim about buffer
// freshness: a quad whose four vertices are only PARTLY updated still
// paints a sampled centre the expected colour, because the centre is a
// barycentric blend dominated by the vertices that DID update.
//
// So construct that case on purpose. Update the left quad's colour to
// green in the buffer but leave exactly one of its four vertices holding
// the old red, once for each vertex, and check two things:
//
// - the whole-region scan reports every one of the four (the tightening
// is real, and this test fails the moment someone loosens it back to
// sampling);
// - at least one of the four is invisible to a single centre sample
// (the blind spot was real, and this records which vertices it hid).
//
// Nothing here calls a memo path; it is the assertion itself under test.
TEST_F(CrossFrameBufferScenario, PartialStalenessIsCaughtByWholeRegionChecks) {
ASSERT_NO_FATAL_FAILURE(BuildScene(/*immutable=*/false));
const std::vector<Vertex> allGreen = SceneVertices(/*leftQuadIsGreen=*/true);
const std::vector<Vertex> allRed = SceneVertices(/*leftQuadIsGreen=*/false);
const GLsizeiptr leftQuadBytes = GLsizeiptr(kLeftQuadVertexCount * sizeof(Vertex));
int centreSampleMissed = 0;
std::string missedVertices;
for (int staleVertex = 0; staleVertex < kLeftQuadVertexCount; ++staleVertex) {
// Every left-quad vertex turns green except this one.
std::vector<Vertex> partial(allGreen.begin(), allGreen.begin() + kLeftQuadVertexCount);
partial[std::size_t(staleVertex)] = allRed[std::size_t(staleVertex)];
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, leftQuadBytes, partial.data());
glBindVertexArray(0);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "the partial update itself raised a GL error";
BeginFrame();
DrawScene();
const Image image = ReadFrame();
Gl().EndFrame();
const int w = image.Width();
const int h = image.Height();
const RegionScan scan =
ScanRegion(image, kHalfInset, w / 2 - kHalfInset, kHalfInset, h - kHalfInset, "green");
EXPECT_GT(scan.offenders, 0)
<< "vertex " << staleVertex << " of the left quad kept its stale red colour and the "
<< "whole-region scan saw nothing wrong across " << scan.total << " pixels - the assertion "
<< "is not tight enough to stand behind any freshness claim in this file";
// What the old two-pixel form of ExpectHalves would have concluded.
if (std::strcmp(image.ColorName(w / 4, h / 2), "green") == 0) {
++centreSampleMissed;
if (!missedVertices.empty()) missedVertices += ",";
missedVertices += std::to_string(staleVertex);
}
}
EXPECT_GT(centreSampleMissed, 0)
<< "no single-vertex staleness was invisible to a centre sample, so this negative control "
<< "is no longer demonstrating anything - re-derive it before trusting it";
if (centreSampleMissed > 0) {
RecordProperty("centre_sample_blind_to_stale_vertices", missedVertices);
std::fprintf(stderr,
"[itest] whole-region scan caught all %d single-stale-vertex cases; a centre "
"sample alone was blind to %d of them (vertices %s)\n",
kLeftQuadVertexCount, centreSampleMissed, missedVertices.c_str());
}
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// ---- the same bug, seen from the other side --------------------------
//
// The mutation cases above ask "did the new bytes reach the GPU?". This
// one asks the question a STREAMED buffer forces: "do the old bytes even
// still exist?".
//
// A GL_STREAM_DRAW / GL_DYNAMIC_DRAW buffer is not given permanent GPU
// storage. Every frame its contents are copied into that frame's
// transient upload arena, which is a bump allocator reset at the start of
// each frame slot - so a slice handed out in frame N names bytes that
// frame N+frames-in-flight hands to whoever uploads first. A memo that
// revalidates across a frame boundary and skips the acquire never
// re-uploads, so it keeps binding an offset the arena has since given
// away: the draw reads whatever the next tenant put there. That is the
// "random triangles" shape of this bug - the buffer nobody touched is the
// one that renders wrong.
//
// The scene makes the next tenant deterministic instead of arbitrary: a
// second streamed object of exactly the same size is uploaded and drawn
// FIRST in every frame, so it lands on precisely the bytes the memo still
// points at. A draw that renders the decoy's geometry instead of its own
// is unmissable.
class StreamedArenaScenario : public ScenarioTest {
protected:
static constexpr int kQuietFrames = 2; // frames in which only the subject draws
static constexpr int kChurnFrames = 8; // > frames-in-flight, so the ring wraps
struct StreamedObject {
unsigned int vao = 0;
unsigned int vbo = 0;
unsigned int ebo = 0;
};
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
std::string error;
m_program = CompileProgram(kVertexSource, kFragmentSource, &error);
ASSERT_NE(m_program, 0u) << error;
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
void TearDown() override {
if (!Ready()) return;
for (StreamedObject* object : {&m_subject, &m_decoy}) {
if (object->ebo != 0) glDeleteBuffers(1, &object->ebo);
if (object->vbo != 0) glDeleteBuffers(1, &object->vbo);
if (object->vao != 0) glDeleteVertexArrays(1, &object->vao);
*object = StreamedObject{};
}
if (m_program != 0) glDeleteProgram(m_program);
}
// GL_STREAM_DRAW is what puts a buffer on the transient arena
// (ShouldUseTransientVertexIndexBuffer) - and what Minecraft uses for
// exactly this kind of geometry.
void BuildStreamedObject(StreamedObject& object, const std::vector<Vertex>& vertices,
const GLuint (&indices)[kIndexCount]) {
glGenVertexArrays(1, &object.vao);
glBindVertexArray(object.vao);
glGenBuffers(1, &object.vbo);
glBindBuffer(GL_ARRAY_BUFFER, object.vbo);
glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(vertices.size() * sizeof(Vertex)), vertices.data(),
GL_STREAM_DRAW);
glGenBuffers(1, &object.ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object.ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(indices)), indices, GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(8));
glBindVertexArray(0);
}
void Draw(const StreamedObject& object) {
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUseProgram(m_program);
glBindVertexArray(object.vao);
glDrawElements(GL_TRIANGLES, kIndexCount, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
// Re-uploading the decoy is what forces it onto a fresh arena slice
// this frame - i.e. what makes it the arena's next tenant.
void RestreamDecoy(const std::vector<Vertex>& vertices, const GLuint (&indices)[kIndexCount]) {
glBindVertexArray(m_decoy.vao);
glBindBuffer(GL_ARRAY_BUFFER, m_decoy.vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, GLsizeiptr(vertices.size() * sizeof(Vertex)), vertices.data());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_decoy.ebo);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, GLsizeiptr(sizeof(indices)), indices);
glBindVertexArray(0);
}
unsigned int m_program = 0;
StreamedObject m_subject;
StreamedObject m_decoy;
};
// Vertex data. Subject and decoy differ in geometry AND colour, so a
// subject draw that reads the decoy's arena bytes paints the decoy's quad.
TEST_F(StreamedArenaScenario, StreamedVertexDataSurvivesArenaRecycling) {
const std::vector<Vertex> full = SceneVertices(/*leftQuadIsGreen=*/false);
const std::vector<Vertex> subjectVertices(full.begin(), full.begin() + 4); // left, red
const std::vector<Vertex> decoyVertices(full.begin() + 4, full.begin() + 8); // right, green
ASSERT_EQ(subjectVertices.size(), decoyVertices.size()); // same arena footprint
BuildStreamedObject(m_subject, subjectVertices, kIndicesLeftQuad);
BuildStreamedObject(m_decoy, decoyVertices, kIndicesLeftQuad);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "scene setup left a GL error behind";
// Quiet frames: the subject is the only thing uploading, so its data
// sits at the head of the arena and its memo records that offset.
for (int frame = 0; frame < kQuietFrames; ++frame) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
Draw(m_subject);
Gl().EndFrame();
}
// Churn frames: the decoy re-streams and draws first every frame. The
// subject is never touched again - it must still render itself.
for (int frame = 0; frame < kChurnFrames; ++frame) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
RestreamDecoy(decoyVertices, kIndicesLeftQuad);
Draw(m_decoy);
Draw(m_subject);
const Image image = ReadPixels(Gl().Width(), Gl().Height());
ExpectHalves(image, "red", "green",
"churn frame " + std::to_string(frame) +
": the untouched streamed vertex buffer rendered someone else's arena bytes");
Gl().EndFrame();
}
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// Index data. Both objects carry the SAME eight vertices, so only the
// element buffer can decide which half is drawn - this isolates the EBO
// memo, which had its own copy of the cross-frame hole.
//
// COVERS: that an untouched streamed index buffer still renders its own
// geometry after the arena it lives in has been recycled by another
// object - the index-side statement of the invariant the vertex case
// above actually catches.
//
// DOES NOT COVER: the EBO cross-frame memo. Instrumented against the
// re-enabled buggy path this case reaches that branch ZERO times: the memo
// is recorded only on the RESIDENT index path (UploadAndBindIndexBuffer
// stores it in the arm after AcquireResidentSlice), and a streamed EBO
// never gets there. So it passes on the buggy revision exactly as it does
// on the fixed one, and it is not evidence about the fix.
//
// It stays because it is the tripwire for the change that would make the
// EBO memo dangerous: memoise the streamed index path - the obvious next
// step for the same optimisation - and the reach stops being zero and this
// test fails on the first churn frame. See ResidentIndexScenario.cpp.
TEST_F(StreamedArenaScenario, StreamedIndexDataSurvivesArenaRecycling) {
const std::vector<Vertex> shared = SceneVertices(/*leftQuadIsGreen=*/false);
BuildStreamedObject(m_subject, shared, kIndicesLeftQuad); // draws the left, red quad
BuildStreamedObject(m_decoy, shared, kIndicesRightQuad); // draws the right, green quad
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "scene setup left a GL error behind";
for (int frame = 0; frame < kQuietFrames; ++frame) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
Draw(m_subject);
Gl().EndFrame();
}
for (int frame = 0; frame < kChurnFrames; ++frame) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
RestreamDecoy(shared, kIndicesRightQuad);
Draw(m_decoy);
Draw(m_subject);
const Image image = ReadPixels(Gl().Width(), Gl().Height());
ExpectHalves(image, "red", "green",
"churn frame " + std::to_string(frame) +
": the untouched streamed index buffer rendered someone else's arena bytes");
Gl().EndFrame();
}
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,522 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/MultiDrawScenario.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 D - glMultiDrawElements(BaseVertex) against the draws it stands for.
//
// Neither entry point exists in OpenGL ES, so DirectGLES emulates both through a
// ladder of tiers (MG_Backend/DirectGLES/MultiDraw.cpp): a native
// glMultiDrawElementsBaseVertexEXT, synthesized indirect commands drawn one at a
// time or in one batch, a per-sub-draw replay, a CPU rewrite of the index stream,
// and a compute shader that flattens the whole batch into a single draw. They
// share nothing but their contract, which is the one thing asserted here:
//
// a multi-draw must paint exactly what the unrolled single draws paint.
//
// The reference side never enters the emulation - it is a loop of
// glDrawElementsBaseVertex / glDrawElements - so a tier cannot make itself look
// right by breaking both sides the same way.
//
// The Minecraft retraces already cover the common shape (GL_UNSIGNED_INT indices
// in a bound element array buffer, small base vertices, GL_TRIANGLES) on every
// tier. What they contain none of, and what these cases are for, is the set of
// shapes where a tier has to decline or compensate rather than replay:
//
// * narrow index types, where a rewritten stream has to widen (BYTE/SHORT);
// * a base vertex past the index type's range, where folding it into the
// indices at the source width silently wraps - GL adds base vertices at full
// precision, so `ushort index 10 + baseVertex 70000` is vertex 70010 and not
// vertex 4474;
// * primitive restart, where a rewritten stream must carry the sentinel across
// unrebased or the restart is lost and the strip welds shut;
// * client-memory index arrays, which have no buffer for the indirect tiers to
// address or for the compute tier to read;
// * a strip mode, which the flattening tier must decline outright because
// concatenation would weld one sub-draw's last primitive to the next
// sub-draw's first.
//
// One process is one tier (MOBILEGL_ESPRYT_MULTIDRAW_MODE is read once at
// startup), so a single run exercises whichever tier this driver resolved to.
// Running the binary once per mode is what covers the ladder; each run is a
// complete, self-contained proof for the tier it landed on.
#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 {
constexpr const char* kVertexSource = R"(#version 330 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec3 aColor;
out vec3 vColor;
void main() {
vColor = aColor;
gl_Position = vec4(aPos, 0.0, 1.0);
}
)";
constexpr const char* kFragmentSource = R"(#version 330 core
in vec3 vColor;
out vec4 oColor;
void main() {
oColor = vec4(vColor, 1.0);
}
)";
struct Vertex {
float x, y;
float r, g, b;
};
// Four column quads spanning the viewport left to right, in four colours,
// so a sub-draw that lands in the wrong place, draws the wrong vertices or
// does not draw at all changes the picture rather than hiding inside it.
constexpr int kColumns = 4;
const Rgba8 kColumnColors[kColumns] = {
{255, 0, 0, 255},
{0, 255, 0, 255},
{0, 0, 255, 255},
{255, 255, 255, 255},
};
// `padVertices` leading dummies force every sub-draw to need its own base
// vertex: without one applied, a draw reads the padding and paints black.
std::vector<Vertex> ColumnVertices(int padVertices) {
std::vector<Vertex> vertices(static_cast<std::size_t>(padVertices), Vertex{0.0f, 0.0f, 0.0f, 0.0f, 0.0f});
for (int column = 0; column < kColumns; ++column) {
const float x0 = -1.0f + 2.0f * static_cast<float>(column) / kColumns;
const float x1 = -1.0f + 2.0f * static_cast<float>(column + 1) / kColumns;
const Rgba8 color = kColumnColors[column];
const float r = color.r / 255.0f;
const float g = color.g / 255.0f;
const float b = color.b / 255.0f;
vertices.push_back({x0, -1.0f, r, g, b});
vertices.push_back({x1, -1.0f, r, g, b});
vertices.push_back({x1, 1.0f, r, g, b});
vertices.push_back({x0, 1.0f, r, g, b});
}
return vertices;
}
// Every sub-draw uses the SAME six indices, 0..3 relative to its own quad;
// only the base vertex tells the columns apart. That makes the base vertex
// the load-bearing part of the batch.
const std::uint32_t kQuadIndices[6] = {0, 1, 2, 0, 2, 3};
// One column, as a restart-separated pair of triangle strips. Two strips in
// one sub-draw means the sentinel is genuinely interior: drop it and the two
// halves weld into a single strip that paints across the gap between them.
// Indices are relative to the sub-draw's own quad, like kQuadIndices.
template <typename Index>
std::vector<Index> RestartStripIndices(Index restartSentinel) {
// 3,0,2,1 is the strip winding of the quad; splitting it around the
// sentinel gives two degenerate-free halves that redraw the same area.
return {Index{3}, Index{0}, Index{2}, restartSentinel, Index{0}, Index{2}, Index{1}};
}
class MultiDrawScenario : 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;
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "program setup left a GL error behind";
}
void TearDown() override {
if (!Ready()) return;
ReleaseBuffers();
if (m_program != 0) glDeleteProgram(m_program);
}
// VAO + VBO, and an EBO only when `indexBytes` is non-null: a null one
// leaves GL_ELEMENT_ARRAY_BUFFER unbound so the sub-draws address client
// memory, which is the shape that forces the buffer-reading tiers out.
void BuildScene(int padVertices, const void* indexBytes, std::size_t indexByteCount) {
ReleaseBuffers();
const std::vector<Vertex> vertices = ColumnVertices(padVertices);
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));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const void*>(sizeof(float) * 2));
if (indexBytes != nullptr) {
glGenBuffers(1, &m_ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLsizeiptr>(indexByteCount), indexBytes,
GL_STATIC_DRAW);
}
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "scene setup left a GL error behind";
}
void ReleaseBuffers() {
if (m_ebo != 0) glDeleteBuffers(1, &m_ebo);
if (m_vbo != 0) glDeleteBuffers(1, &m_vbo);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
m_ebo = 0;
m_vbo = 0;
m_vao = 0;
}
GLuint m_program = 0;
GLuint m_vao = 0;
GLuint m_vbo = 0;
GLuint m_ebo = 0;
};
// Runs `draw`, reads the default framebuffer back and returns the image.
template <typename DrawFn>
Image RenderPass(GLuint program, GLuint vao, DrawFn&& draw) {
BindDefaultFramebuffer();
glViewport(0, 0, HeadlessGL::Get().Width(), HeadlessGL::Get().Height());
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glUseProgram(program);
glBindVertexArray(vao);
draw();
return ReadPixels(HeadlessGL::Get().Width(), HeadlessGL::Get().Height());
}
// The whole point of the file: two renderings of the same geometry, one
// through the multi-draw emulation and one through the single-draw entry
// points it stands for, must be identical to the byte.
void ExpectSameImage(const Image& multiDraw, const Image& unrolled, const std::string& what) {
ASSERT_FALSE(multiDraw.Empty()) << what << ": multi-draw readback was empty";
ASSERT_FALSE(unrolled.Empty()) << what << ": reference readback was empty";
EXPECT_EQ(multiDraw, unrolled)
<< what << ": glMultiDraw* painted something else than the draws it stands for ("
<< multiDraw.ByteDiffCount(unrolled) << " bytes differ; multi-draw quadrants "
<< multiDraw.QuadrantSignature() << ", unrolled quadrants " << unrolled.QuadrantSignature() << ")";
// A pair of blank frames would satisfy the comparison above and prove
// nothing at all - the failure mode a multi-draw path most often has is
// drawing NOTHING (see the shipped glMultiDrawElementsBaseVertexEXT stub
// that silently dropped every draw). Demand the columns really landed.
EXPECT_NE(multiDraw.QuadrantSignature(), "black,black,black,black") << what << ": nothing was drawn at all";
}
// ---- GL_UNSIGNED_INT indices in a buffer, per-sub-draw base vertices ----
TEST_F(MultiDrawScenario, BaseVertexBatchMatchesUnrolledDraws) {
if (!Ready()) return;
constexpr int kPad = 5; // odd, so nothing lines up by accident
BuildScene(kPad, kQuadIndices, sizeof(kQuadIndices));
GLsizei counts[kColumns];
const void* offsets[kColumns];
GLint baseVertices[kColumns];
for (int i = 0; i < kColumns; ++i) {
counts[i] = 6;
offsets[i] = reinterpret_cast<const void*>(0);
baseVertices[i] = kPad + i * 4;
}
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElementsBaseVertex(GL_TRIANGLES, counts, GL_UNSIGNED_INT, offsets, kColumns, baseVertices);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
glDrawElementsBaseVertex(GL_TRIANGLES, counts[i], GL_UNSIGNED_INT, offsets[i], baseVertices[i]);
}
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "GL_UNSIGNED_INT indices, per-sub-draw base vertices");
}
// ---- glMultiDrawElements: no base vertices, distinct index offsets ----
TEST_F(MultiDrawScenario, PlainBatchMatchesUnrolledDraws) {
if (!Ready()) return;
// No padding and no base vertices: each sub-draw reaches its own column
// through its index offset instead.
std::vector<std::uint32_t> indices;
for (int column = 0; column < kColumns; ++column) {
for (const std::uint32_t index : kQuadIndices) {
indices.push_back(index + static_cast<std::uint32_t>(column * 4));
}
}
BuildScene(0, indices.data(), indices.size() * sizeof(std::uint32_t));
GLsizei counts[kColumns];
const void* offsets[kColumns];
for (int i = 0; i < kColumns; ++i) {
counts[i] = 6;
offsets[i] = reinterpret_cast<const void*>(static_cast<std::uintptr_t>(i * 6 * sizeof(std::uint32_t)));
}
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElements(GL_TRIANGLES, counts, GL_UNSIGNED_INT, offsets, kColumns);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
glDrawElements(GL_TRIANGLES, counts[i], GL_UNSIGNED_INT, offsets[i]);
}
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "glMultiDrawElements with no base vertices");
}
// ---- narrow index types ----
// A tier that rewrites the stream emits GL_UNSIGNED_INT whatever came in,
// so these two say the widening reproduces the original draw exactly.
TEST_F(MultiDrawScenario, UnsignedShortBatchMatchesUnrolledDraws) {
if (!Ready()) return;
constexpr int kPad = 3;
std::uint16_t indices[6];
for (int i = 0; i < 6; ++i)
indices[i] = static_cast<std::uint16_t>(kQuadIndices[i]);
BuildScene(kPad, indices, sizeof(indices));
GLsizei counts[kColumns];
const void* offsets[kColumns];
GLint baseVertices[kColumns];
for (int i = 0; i < kColumns; ++i) {
counts[i] = 6;
offsets[i] = reinterpret_cast<const void*>(0);
baseVertices[i] = kPad + i * 4;
}
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElementsBaseVertex(GL_TRIANGLES, counts, GL_UNSIGNED_SHORT, offsets, kColumns, baseVertices);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
glDrawElementsBaseVertex(GL_TRIANGLES, counts[i], GL_UNSIGNED_SHORT, offsets[i], baseVertices[i]);
}
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "GL_UNSIGNED_SHORT indices");
}
TEST_F(MultiDrawScenario, UnsignedByteBatchMatchesUnrolledDraws) {
if (!Ready()) return;
constexpr int kPad = 3;
std::uint8_t indices[6];
for (int i = 0; i < 6; ++i)
indices[i] = static_cast<std::uint8_t>(kQuadIndices[i]);
// 24 bytes: a word multiple, which the compute tier needs of the source
// buffer when the index type is narrower than a word.
std::uint8_t padded[24] = {};
for (int i = 0; i < 6; ++i)
padded[i] = indices[i];
BuildScene(kPad, padded, sizeof(padded));
GLsizei counts[kColumns];
const void* offsets[kColumns];
GLint baseVertices[kColumns];
for (int i = 0; i < kColumns; ++i) {
counts[i] = 6;
offsets[i] = reinterpret_cast<const void*>(0);
baseVertices[i] = kPad + i * 4;
}
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElementsBaseVertex(GL_TRIANGLES, counts, GL_UNSIGNED_BYTE, offsets, kColumns, baseVertices);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
glDrawElementsBaseVertex(GL_TRIANGLES, counts[i], GL_UNSIGNED_BYTE, offsets[i], baseVertices[i]);
}
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "GL_UNSIGNED_BYTE indices");
}
// ---- a base vertex the index type cannot spell ----
// GL adds the base vertex at full precision, so folding it into a
// GL_UNSIGNED_SHORT index stream at the source width wraps and addresses the
// wrong vertex. The columns here start past 65535, which no ushort index can
// reach on its own.
TEST_F(MultiDrawScenario, BaseVertexBeyondIndexTypeRangeMatchesUnrolledDraws) {
if (!Ready()) return;
constexpr int kPad = 70000; // > 0xFFFF
std::uint16_t indices[6];
for (int i = 0; i < 6; ++i)
indices[i] = static_cast<std::uint16_t>(kQuadIndices[i]);
BuildScene(kPad, indices, sizeof(indices));
GLsizei counts[kColumns];
const void* offsets[kColumns];
GLint baseVertices[kColumns];
for (int i = 0; i < kColumns; ++i) {
counts[i] = 6;
offsets[i] = reinterpret_cast<const void*>(0);
baseVertices[i] = kPad + i * 4;
}
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElementsBaseVertex(GL_TRIANGLES, counts, GL_UNSIGNED_SHORT, offsets, kColumns, baseVertices);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
glDrawElementsBaseVertex(GL_TRIANGLES, counts[i], GL_UNSIGNED_SHORT, offsets[i], baseVertices[i]);
}
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "base vertex past the GL_UNSIGNED_SHORT range");
}
// ---- client-memory index arrays ----
// No element array buffer, so the indirect tiers have nothing to address and
// the compute tier nothing to read; both must decline and hand the batch to
// a tier that can replay it.
TEST_F(MultiDrawScenario, ClientSideIndicesBatchMatchesUnrolledDraws) {
if (!Ready()) return;
constexpr int kPad = 5;
BuildScene(kPad, nullptr, 0);
GLsizei counts[kColumns];
const void* offsets[kColumns];
GLint baseVertices[kColumns];
for (int i = 0; i < kColumns; ++i) {
counts[i] = 6;
offsets[i] = kQuadIndices;
baseVertices[i] = kPad + i * 4;
}
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElementsBaseVertex(GL_TRIANGLES, counts, GL_UNSIGNED_INT, offsets, kColumns, baseVertices);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
glDrawElementsBaseVertex(GL_TRIANGLES, counts[i], GL_UNSIGNED_INT, offsets[i], baseVertices[i]);
}
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "client-memory index arrays");
}
// ---- primitive restart inside a strip ----
// Two things at once: a strip mode, which the flattening tier must decline
// because concatenation would weld sub-draws together, and a restart
// sentinel, which any tier that rewrites indices must carry across without
// adding the base vertex to it.
TEST_F(MultiDrawScenario, PrimitiveRestartStripBatchMatchesUnrolledDraws) {
if (!Ready()) return;
constexpr int kPad = 5;
const std::vector<std::uint32_t> indices = RestartStripIndices<std::uint32_t>(0xFFFFFFFFu);
BuildScene(kPad, indices.data(), indices.size() * sizeof(std::uint32_t));
GLsizei counts[kColumns];
const void* offsets[kColumns];
GLint baseVertices[kColumns];
for (int i = 0; i < kColumns; ++i) {
counts[i] = static_cast<GLsizei>(indices.size());
offsets[i] = reinterpret_cast<const void*>(0);
baseVertices[i] = kPad + i * 4;
}
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElementsBaseVertex(GL_TRIANGLE_STRIP, counts, GL_UNSIGNED_INT, offsets, kColumns,
baseVertices);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
glDrawElementsBaseVertex(GL_TRIANGLE_STRIP, counts[i], GL_UNSIGNED_INT, offsets[i],
baseVertices[i]);
}
});
glDisable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "GL_TRIANGLE_STRIP with primitive restart");
}
// Same, with GL_UNSIGNED_SHORT: the sentinel a rewritten stream has to
// recognise is the index TYPE's all-ones value, not the rewritten stream's.
TEST_F(MultiDrawScenario, PrimitiveRestartUnsignedShortBatchMatchesUnrolledDraws) {
if (!Ready()) return;
constexpr int kPad = 5;
const std::vector<std::uint16_t> indices = RestartStripIndices<std::uint16_t>(0xFFFFu);
BuildScene(kPad, indices.data(), indices.size() * sizeof(std::uint16_t));
GLsizei counts[kColumns];
const void* offsets[kColumns];
GLint baseVertices[kColumns];
for (int i = 0; i < kColumns; ++i) {
counts[i] = static_cast<GLsizei>(indices.size());
offsets[i] = reinterpret_cast<const void*>(0);
baseVertices[i] = kPad + i * 4;
}
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElementsBaseVertex(GL_TRIANGLE_STRIP, counts, GL_UNSIGNED_SHORT, offsets, kColumns,
baseVertices);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
glDrawElementsBaseVertex(GL_TRIANGLE_STRIP, counts[i], GL_UNSIGNED_SHORT, offsets[i],
baseVertices[i]);
}
});
glDisable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "GL_TRIANGLE_STRIP with GL_UNSIGNED_SHORT primitive restart");
}
// ---- a batch with holes ----
// Zero-count sub-draws draw nothing. The flattening tier's binary search
// finds a sub-draw by prefix sum, and a zero-count entry repeats the
// previous sum - so a search that resolves ties the other way would attribute
// indices to the empty draw and paint the wrong column.
TEST_F(MultiDrawScenario, ZeroCountSubDrawsMatchUnrolledDraws) {
if (!Ready()) return;
constexpr int kPad = 5;
BuildScene(kPad, kQuadIndices, sizeof(kQuadIndices));
GLsizei counts[kColumns];
const void* offsets[kColumns];
GLint baseVertices[kColumns];
for (int i = 0; i < kColumns; ++i) {
// Columns 1 and 2 are skipped, leaving the outer two painted.
counts[i] = (i == 1 || i == 2) ? 0 : 6;
offsets[i] = reinterpret_cast<const void*>(0);
baseVertices[i] = kPad + i * 4;
}
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElementsBaseVertex(GL_TRIANGLES, counts, GL_UNSIGNED_INT, offsets, kColumns, baseVertices);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
if (counts[i] == 0) continue;
glDrawElementsBaseVertex(GL_TRIANGLES, counts[i], GL_UNSIGNED_INT, offsets[i], baseVertices[i]);
}
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "a batch with zero-count sub-draws");
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,381 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/OrientationScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario A - "the frame came out upside down".
//
// The shipped bug (DirectVulkan, GetBaseTransformFlagsRaw): the shader
// transform flags - the Y-flip and surface-rotation bits that apply ONLY when
// the bound draw framebuffer is the default one - were memoized on the
// swapchain pre-transform alone. The is-default-framebuffer input was not part
// of the key, so whichever kind of pass evaluated the memo first decided the
// orientation of every pass after it. In a real frame that meant: after any
// render-to-texture pass, the next default-framebuffer pass inherited the FBO's
// unflipped flags and the whole frame rendered upside down (retrace SSIM 0.052,
// deterministic; flickering clouds on device).
//
// What pins it: a pattern asymmetric in BOTH axes - four quadrants, coloured
//
// top-left RED | WHITE top-right
// bottom-left BLUE | GREEN bottom-right
//
// - drawn to a target, read back with glReadPixels, and reduced to the four
// quadrant-centre colours in the fixed order bottom-left, bottom-right,
// top-left, top-right.
//
// Four quadrants rather than the three horizontal stripes this scenario used to
// draw, because stripes only pin ONE axis. Stripes read down the centre line
// are unchanged by an X flip, by a transpose, and by a 180 rotation composed
// with a Y flip: all three of those bugs would have rendered a green stripe
// between a blue one and a red one and passed. Every one of the eight
// symmetries of the square now produces a different string:
//
// identity blue,green,red,white <- correct
// Y flip red,white,blue,green <- the shipped bug
// X flip green,blue,white,red
// 180 rotation white,red,green,blue
// transpose blue,red,green,white
// anti-transpose white,green,red,blue
// rotate 90 CCW red,blue,white,green
// rotate 90 CW green,white,blue,red
//
// The assertions then go further than the signature: every quadrant is checked
// pixel by pixel over its whole area (RegionIsMostly), so a partial or torn
// draw cannot pass by having the four sampled centres come out right.
//
// Both orderings are covered, because the memo is poisoned by whichever pass
// runs first and these tests share one process:
// - default -> FBO -> default (the FBO pass inherits the default's flip)
// - FBO -> default (the shipped symptom: the default pass
// inherits the FBO's lack of flip)
#include <algorithm>
#include <cstdint>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
constexpr const char* kVertexSource = R"(#version 330 core
in vec2 aPos;
in vec3 aColor;
out vec3 vColor;
void main() {
vColor = aColor;
gl_Position = vec4(aPos, 0.0, 1.0);
}
)";
constexpr const char* kFragmentSource = R"(#version 330 core
in vec3 vColor;
out vec4 oColor;
void main() {
oColor = vec4(vColor, 1.0);
}
)";
// The correctly-oriented answer, in glReadPixels order (row 0 is the
// bottom row) and in QuadrantSignature's order: bottom-left, bottom-right,
// top-left, top-right. Plain GL semantics; holds for every framebuffer,
// default or not.
constexpr const char* kUprightSignature = "blue,green,red,white";
// How far inside each quadrant the whole-region checks start. The quadrant
// seam sits on a pixel boundary, so one pixel of margin is enough to make
// "every single pixel" an achievable (and therefore useful) demand.
constexpr int kQuadrantInset = 2;
struct Vertex {
float x, y;
float r, g, b;
};
void AppendQuad(std::vector<Vertex>& out, float x0, float x1, float y0, float y1, float r, float g, float b) {
const Vertex bl{x0, y0, r, g, b};
const Vertex br{x1, y0, r, g, b};
const Vertex tr{x1, y1, r, g, b};
const Vertex tl{x0, y1, r, g, b};
out.insert(out.end(), {bl, br, tr, bl, tr, tl});
}
std::vector<Vertex> QuadrantGeometry() {
std::vector<Vertex> vertices;
vertices.reserve(24);
AppendQuad(vertices, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f); // bottom-left: blue
AppendQuad(vertices, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f); // bottom-right: green
AppendQuad(vertices, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f); // top-left: red
AppendQuad(vertices, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f); // top-right: white
return vertices;
}
class OrientationScenario : 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 = QuadrantGeometry();
m_vertexCount = static_cast<int>(vertices.size());
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(vertices.size() * sizeof(Vertex)), vertices.data(),
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(8));
glBindVertexArray(0);
m_offscreen = MakeColorFbo(Gl().Width(), Gl().Height());
ASSERT_NE(m_offscreen.fbo, 0u) << "offscreen FBO is not framebuffer-complete";
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "setup left a GL error behind";
}
void TearDown() override {
if (!Ready()) return;
DestroyColorFbo(m_offscreen);
if (m_vbo != 0) glDeleteBuffers(1, &m_vbo);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
if (m_program != 0) glDeleteProgram(m_program);
}
void DrawQuadrants() {
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUseProgram(m_program);
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLES, 0, m_vertexCount);
glBindVertexArray(0);
}
// One pass to the default (presentable) framebuffer.
Image DefaultFramebufferPass() {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
DrawQuadrants();
return ReadPixels(Gl().Width(), Gl().Height());
}
// One render-to-texture pass. Real frames do this constantly
// (shadow maps, post-processing, Minecraft's main render target).
Image OffscreenPass() {
BindFbo(m_offscreen);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
DrawQuadrants();
return ReadPixels(m_offscreen.width, m_offscreen.height);
}
// The signature says WHICH transform went wrong; this says the whole
// image is right, not merely its four sampled centres.
void ExpectUprightQuadrants(const Image& image, const std::string& when) {
const int w = image.Width();
const int h = image.Height();
const int inset = kQuadrantInset;
EXPECT_TRUE(RegionIsMostly(image, inset, w / 2 - inset, inset, h / 2 - inset, "blue", 0.0, when));
EXPECT_TRUE(RegionIsMostly(image, w / 2 + inset, w - inset, inset, h / 2 - inset, "green", 0.0, when));
EXPECT_TRUE(RegionIsMostly(image, inset, w / 2 - inset, h / 2 + inset, h - inset, "red", 0.0, when));
EXPECT_TRUE(RegionIsMostly(image, w / 2 + inset, w - inset, h / 2 + inset, h - inset, "white", 0.0,
when));
}
unsigned int m_program = 0;
unsigned int m_vao = 0;
unsigned int m_vbo = 0;
int m_vertexCount = 0;
ColorFbo m_offscreen;
};
// The plain statement of GL semantics that everything else leans on: an
// FBO pass is never flipped.
TEST_F(OrientationScenario, OffscreenPassRendersUpright) {
const Image offscreen = OffscreenPass();
EXPECT_EQ(offscreen.QuadrantSignature(), kUprightSignature)
<< "a render-to-texture pass must render unflipped";
ExpectUprightQuadrants(offscreen, "render-to-texture pass");
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// The same for the default framebuffer: whatever the backend does with
// the swapchain internally, glReadPixels owes the caller GL orientation.
TEST_F(OrientationScenario, DefaultFramebufferPassRendersUpright) {
const Image presented = DefaultFramebufferPass();
EXPECT_EQ(presented.QuadrantSignature(), kUprightSignature)
<< "a default-framebuffer pass must read back in GL orientation";
ExpectUprightQuadrants(presented, "default-framebuffer pass");
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// Scenario A proper: default -> FBO -> default in one frame. The third
// pass must be pixel-identical to the first; the FBO pass in between
// must not have moved anything.
TEST_F(OrientationScenario, DefaultFramebufferSurvivesAnOffscreenPass) {
const Image before = DefaultFramebufferPass();
const Image offscreen = OffscreenPass();
const Image after = DefaultFramebufferPass();
EXPECT_EQ(before.QuadrantSignature(), kUprightSignature)
<< "first default-framebuffer pass is already misoriented";
EXPECT_EQ(offscreen.QuadrantSignature(), kUprightSignature)
<< "the render-to-texture pass in the middle rendered flipped - the "
"default framebuffer's transform flags leaked into it";
EXPECT_EQ(after.QuadrantSignature(), kUprightSignature)
<< "the default-framebuffer pass AFTER a render-to-texture pass is "
"misoriented - it inherited the FBO's transform flags";
ExpectUprightQuadrants(after, "default-framebuffer pass after a render-to-texture pass");
EXPECT_TRUE(after == before) << "the third pass differs from the first in " << after.ByteDiffCount(before)
<< " bytes; first=" << before.QuadrantSignature()
<< " third=" << after.QuadrantSignature();
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// The shipped symptom, in its shipped order: an FBO pass, then the
// default framebuffer. This is the one that flipped whole Minecraft
// frames.
TEST_F(OrientationScenario, DefaultFramebufferAfterOffscreenIsNotFlipped) {
const Image offscreen = OffscreenPass();
const Image presented = DefaultFramebufferPass();
EXPECT_EQ(offscreen.QuadrantSignature(), kUprightSignature)
<< "render-to-texture pass rendered flipped";
EXPECT_EQ(presented.QuadrantSignature(), kUprightSignature)
<< "the default-framebuffer pass that follows a render-to-texture pass "
"rendered upside down";
ExpectUprightQuadrants(presented, "default-framebuffer pass following a render-to-texture pass");
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// And across a real frame boundary, which is how a game actually
// alternates the two kinds of pass.
TEST_F(OrientationScenario, OrientationIsStableAcrossFrames) {
const Image firstFrame = DefaultFramebufferPass();
ExpectUprightQuadrants(firstFrame, "frame 0");
Gl().EndFrame();
for (int frame = 0; frame < 3; ++frame) {
const Image offscreen = OffscreenPass();
EXPECT_EQ(offscreen.QuadrantSignature(), kUprightSignature)
<< "frame " << frame + 1 << "'s render-to-texture pass is misoriented";
const Image presented = DefaultFramebufferPass();
EXPECT_EQ(presented.QuadrantSignature(), kUprightSignature)
<< "frame " << frame + 1 << " of the alternating FBO/default loop is misoriented";
ExpectUprightQuadrants(presented, "frame " + std::to_string(frame + 1));
EXPECT_TRUE(presented == firstFrame) << "frame " << frame + 1 << " differs from frame 0 in "
<< presented.ByteDiffCount(firstFrame) << " bytes";
Gl().EndFrame();
}
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// A standing self-test of the signature, not of MobileGL: it proves the
// four-quadrant reduction really does separate all eight symmetries of
// the square, so a future "simplify the pattern" change cannot quietly
// reintroduce the blind spot the three-stripe version had (X flip,
// transpose and 180+Y-flip all left the stripe signature alone).
TEST_F(OrientationScenario, QuadrantSignatureSeparatesEverySquareSymmetry) {
const Image upright = OffscreenPass();
ASSERT_EQ(upright.QuadrantSignature(), kUprightSignature) << "the reference image is not upright";
const int w = upright.Width();
const int h = upright.Height();
// Transposes are expressed on the largest centred square the readback
// contains, which is enough for the four quadrant centres to move.
const int side = std::min(w, h);
const int ox = (w - side) / 2;
const int oy = (h - side) / 2;
struct Symmetry {
const char* name;
const char* expected;
int (*mapX)(int x, int y, int w, int h);
int (*mapY)(int x, int y, int w, int h);
};
const Symmetry symmetries[] = {
{"Y flip", "red,white,blue,green", [](int x, int, int, int) { return x; },
[](int, int y, int, int hh) { return hh - 1 - y; }},
{"X flip", "green,blue,white,red", [](int x, int, int ww, int) { return ww - 1 - x; },
[](int, int y, int, int) { return y; }},
{"180 rotation", "white,red,green,blue", [](int x, int, int ww, int) { return ww - 1 - x; },
[](int, int y, int, int hh) { return hh - 1 - y; }},
};
for (const Symmetry& symmetry : symmetries) {
Image transformed(w, h);
for (int y = 0; y < h; ++y) {
for (int x = 0; x < w; ++x) {
const Rgba8 source = upright.At(symmetry.mapX(x, y, w, h), symmetry.mapY(x, y, w, h));
std::uint8_t* out = transformed.Data() + (std::size_t(y) * w + x) * 4;
out[0] = source.r;
out[1] = source.g;
out[2] = source.b;
out[3] = source.a;
}
}
EXPECT_EQ(transformed.QuadrantSignature(), symmetry.expected)
<< symmetry.name << " must produce its own signature, or the pattern cannot see it";
EXPECT_NE(transformed.QuadrantSignature(), kUprightSignature)
<< symmetry.name << " is INDISTINGUISHABLE from an upright frame - the pattern is too symmetric";
}
// The four symmetries that move the axes into each other. They only
// make sense on a square, so they run on the largest centred one.
struct SquareSymmetry {
const char* name;
const char* expected;
int (*sourceX)(int x, int y, int side);
int (*sourceY)(int x, int y, int side);
};
const SquareSymmetry squareSymmetries[] = {
{"transpose", "blue,red,green,white", [](int, int y, int) { return y; },
[](int x, int, int) { return x; }},
{"anti-transpose", "white,green,red,blue", [](int, int y, int s) { return s - 1 - y; },
[](int x, int, int s) { return s - 1 - x; }},
{"rotate 90 CCW", "red,blue,white,green", [](int, int y, int) { return y; },
[](int x, int, int s) { return s - 1 - x; }},
{"rotate 90 CW", "green,white,blue,red", [](int, int y, int s) { return s - 1 - y; },
[](int x, int, int) { return x; }},
};
for (const SquareSymmetry& symmetry : squareSymmetries) {
Image square(side, side);
for (int y = 0; y < side; ++y) {
for (int x = 0; x < side; ++x) {
const Rgba8 source =
upright.At(ox + symmetry.sourceX(x, y, side), oy + symmetry.sourceY(x, y, side));
std::uint8_t* out = square.Data() + (std::size_t(y) * side + x) * 4;
out[0] = source.r;
out[1] = source.g;
out[2] = source.b;
out[3] = source.a;
}
}
EXPECT_EQ(square.QuadrantSignature(), symmetry.expected)
<< symmetry.name << " must produce its own signature, or the pattern cannot see it";
EXPECT_NE(square.QuadrantSignature(), kUprightSignature)
<< symmetry.name << " is INDISTINGUISHABLE from an upright frame";
}
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,383 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ResidentIndexScenario.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 C - RESIDENT index buffers across frame boundaries.
//
// WHAT THIS FILE DOES AND DOES NOT COVER, stated plainly because the answer is
// not the one it was written to find.
//
// The shipped fix (d7976326) removed cross-frame slice trust from TWO memos: the
// vertex-binding one and the EBO one. StreamedArenaScenario pins the vertex
// half - re-enable that half alone and it fails. Nothing pinned the EBO half,
// and these cases are the result of trying to build something that does.
//
// The EBO memo lives in UploadAndBindIndexBuffer and is recorded ONLY on the
// resident branch, keyed on (BufferObject*, VkBufferResource::sliceEpoch,
// frame serial). To fail with only the EBO revalidation re-enabled, a scenario
// needs a RESIDENT index buffer whose recorded slice stops describing the right
// bytes while the pointer and the epoch still match. Every case below is an
// attempt at that, run against the re-enabled buggy path with the branch
// instrumented to count reaches, acceptances, and - critically - what the
// skipped AcquireResidentSlice WOULD have done. The measurement, over this file
// plus every other scenario in the module:
//
// reached=89 accepted=81 sliceMoved=0 bytesChanged=0 epochBumped=0
//
// The buggy branch is entered 89 times and serves its recorded slice 81 times,
// and in NOT ONE of those 81 would the acquire have moved the slice, changed a
// byte of it, or bumped the epoch. The skipped work was a no-op every time.
//
// That is not luck, it is the shape of the code. A resident slice is
// `resource->buffer.GetSlice(0, size)` of a dedicated VkBuffer, so it can only
// move when CreateResidentStorage mints new storage - which bumps the epoch. Its
// bytes can only change through Respecify / SubData / FlushMappedRange - each of
// which bumps the epoch as its first act - or through
// BufferObject::SyncPersistentMappedRange, which the acquire calls and the memo
// skips. That last one is the real escape, and it is dead here: it early-outs
// when the backend has adopted the map into coherent GPU storage, and
// AcquirePersistentMap only declines when a host-visible coherent allocation
// FAILS. Instrumented across the whole module: 50 persistent coherent write
// maps, 50 adopted, 0 dispatches. A 96 MiB EBO did not change that either.
//
// So on DirectVulkan as it stands, the EBO half of the fix is not reachable from
// a GL-level test - not because the guard is sound in principle (it is the same
// unsound idea the vertex half shipped corruption with) but because the two
// mechanisms that made the vertex half observable are both absent for indices:
//
// 1. ARENA RELOCATION. The vertex memo records STREAMED slices too, and a
// streamed slice moves to a new arena block every frame BY DESIGN - the
// epoch that catches it is bumped inside the very acquire the memo skips.
// That is what StreamedVertexDataSurvivesArenaRecycling exploits. The index
// memo is never recorded on the streamed branch, so no index memo ever
// names an arena offset. Measured: StreamedIndexDataSurvivesArenaRecycling
// reaches the branch 0 times, and so does PromotedDynamicEbo below (a
// promoted DYNAMIC_DRAW buffer is SERVED by AcquireResidentSlice but still
// ROUTED as streamed, so it is not memoised either).
// 2. HOST-MAP SYNC. Dead, as above.
//
// These cases therefore stay as what they honestly are: end-to-end regression
// tests for resident index-buffer freshness across frame boundaries, and the
// standing tripwire for change (1). The moment anyone memoises the streamed or
// promoted index path - the natural next step for the same optimisation - these
// stop being redundant and start failing. Each case says below what it covers.
#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 const char* kVS = R"(#version 330 core
in vec2 aPos;
in vec3 aColor;
out vec3 vColor;
void main() { vColor = aColor; gl_Position = vec4(aPos, 0.0, 1.0); }
)";
constexpr const char* kFS = R"(#version 330 core
in vec3 vColor;
out vec4 oColor;
void main() { oColor = vec4(vColor, 1.0); }
)";
struct V {
float x, y, r, g, b;
};
constexpr int kIdx = 6;
const GLuint kLeft[kIdx] = {0, 1, 2, 0, 2, 3};
const GLuint kRight[kIdx] = {4, 5, 6, 4, 6, 7};
std::vector<V> Scene() {
return {{-1, -1, 1, 0, 0}, {0, -1, 1, 0, 0}, {0, 1, 1, 0, 0}, {-1, 1, 1, 0, 0},
{0, -1, 0, 1, 0}, {1, -1, 0, 1, 0}, {1, 1, 0, 1, 0}, {0, 1, 0, 1, 0}};
}
class ResidentIndexScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
std::string err;
m_program = CompileProgram(kVS, kFS, &err);
ASSERT_NE(m_program, 0u) << err;
}
void TearDown() override {
if (!Ready()) return;
if (m_program != 0) glDeleteProgram(m_program);
}
// A VAO whose VBO is STATIC_DRAW (so it resolves resident and the
// vertex memo is recorded) and whose EBO is `eboName`.
unsigned int MakeVao(unsigned int vbo, unsigned int ebo) {
unsigned int vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(V), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(V), reinterpret_cast<void*>(8));
glBindVertexArray(0);
return vao;
}
unsigned int MakeStaticVbo() {
const std::vector<V> vertices = Scene();
unsigned int vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(vertices.size() * sizeof(V)), vertices.data(),
GL_STATIC_DRAW);
return vbo;
}
void Draw(unsigned int vao) {
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUseProgram(m_program);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, kIdx, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
void Begin() {
BindDefaultFramebuffer();
ClearTo(0, 0, 0, 1);
}
Image Read() { return ReadPixels(Gl().Width(), Gl().Height()); }
void Halves(const Image& image, const char* left, const char* right, const std::string& when) {
const int w = image.Width(), h = image.Height();
EXPECT_TRUE(RegionIsMostly(image, 2, w / 2 - 2, 2, h - 2, left, 0.0, when + " [left]"));
EXPECT_TRUE(RegionIsMostly(image, w / 2 + 2, w - 2, 2, h - 2, right, 0.0, when + " [right]"));
}
unsigned int m_program = 0;
};
// A: a coherent persistent EBO rewritten on EVERY frame, with no GL call
// between the write and the draw. This is the only shape in which an
// application changes index data with nothing for the backend to notice.
//
// COVERS: the coherent-persistent index contract end to end.
// DOES NOT COVER: the EBO memo. Instrumented it reaches the cross-frame
// branch 11 times and is served its recorded slice all 11 - but the
// backend adopted the map into that same storage, so the "stale" slice IS
// where the application's writes landed. It would only discriminate on a
// stack where AcquirePersistentMap declines (see the file header). A
// 96 MiB variant was tried to force that and did not: it cost 40s and
// measured the same zero, so it is not kept.
TEST_F(ResidentIndexScenario, PersistentCoherentEboWrittenEveryFrame) {
const unsigned int vbo = MakeStaticVbo();
unsigned int ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
const GLbitfield storageFlags =
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_DYNAMIC_STORAGE_BIT;
glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(kLeft)), kLeft, storageFlags);
if (FirstGLError() != GL_NO_ERROR) GTEST_SKIP() << "no immutable storage";
auto* map = static_cast<unsigned char*>(glMapBufferRange(
GL_ELEMENT_ARRAY_BUFFER, 0, GLsizeiptr(sizeof(kLeft)),
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT));
ASSERT_NE(map, nullptr);
const unsigned int vao = MakeVao(vbo, ebo);
for (int frame = 0; frame < 12; ++frame) {
Begin();
const bool wantRight = (frame % 2) == 1;
std::memcpy(map, wantRight ? kRight : kLeft, sizeof(kLeft));
Draw(vao);
const Image image = Read();
Halves(image, wantRight ? "black" : "red", wantRight ? "green" : "black",
"frame " + std::to_string(frame) + " of a per-frame coherent EBO rewrite");
Gl().EndFrame();
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
}
// B: usage escalation. The EBO is memoised as an index buffer, then bound
// as a VERTEX buffer in a later frame, which forces the backend to
// recreate its resident storage carrying the extra usage bit. A memo that
// survived that recreate would name a destroyed VkBuffer.
//
// COVERS: that a storage recreate driven by a DIFFERENT binding point
// retires the index memo. Reaches the branch 5 times.
TEST_F(ResidentIndexScenario, EboAlsoBoundAsVertexBufferLater) {
const unsigned int vbo = MakeStaticVbo();
unsigned int ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
// Big enough to be a legal (if nonsensical) vertex source too.
std::vector<GLuint> indices(64, 0);
std::memcpy(indices.data(), kLeft, sizeof(kLeft));
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(indices.size() * 4), indices.data(), GL_STATIC_DRAW);
const unsigned int vao = MakeVao(vbo, ebo);
unsigned int vertexUseVao = 0;
glGenVertexArrays(1, &vertexUseVao);
glBindVertexArray(vertexUseVao);
glBindBuffer(GL_ARRAY_BUFFER, ebo); // the EBO, as a vertex source
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(V), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(V), reinterpret_cast<void*>(8));
glBindVertexArray(0);
for (int frame = 0; frame < 6; ++frame) {
Begin();
Draw(vao);
if (frame == 2) Draw(vertexUseVao); // forces the usage escalation
const Image image = Read();
if (frame != 2) {
Halves(image, "red", "black", "frame " + std::to_string(frame) + " around a usage escalation");
}
Gl().EndFrame();
}
glDeleteVertexArrays(1, &vertexUseVao);
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
}
// C: delete the EBO and immediately recreate it, so the frontend
// BufferObject may well land at the same address - which is all the memo's
// identity check compares. What stops it is that a fresh resource cannot
// reproduce an epoch from the process-lifetime counter; this is the test
// that says so out loud.
//
// COVERS: address reuse of a deleted index buffer. Reaches 7, accepts 6 -
// the one decline is the post-recreate draw.
TEST_F(ResidentIndexScenario, EboDeletedAndRecreatedAtTheSameName) {
const unsigned int vbo = MakeStaticVbo();
unsigned int ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(kLeft)), kLeft, GL_STATIC_DRAW);
unsigned int vao = MakeVao(vbo, ebo);
for (int frame = 0; frame < 4; ++frame) {
Begin();
Draw(vao);
Halves(Read(), "red", "black", "warmup frame " + std::to_string(frame));
Gl().EndFrame();
}
// Same VAO, same GL name, different contents.
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &ebo);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(kRight)), kRight, GL_STATIC_DRAW);
vao = MakeVao(vbo, ebo);
for (int frame = 0; frame < 4; ++frame) {
Begin();
Draw(vao);
Halves(Read(), "black", "green", "post-recreate frame " + std::to_string(frame));
Gl().EndFrame();
}
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
}
// D: one resident EBO shared by two VAOs, so two independent memo entries
// hold the same recorded slice, mutated through one of them and drawn
// through both across frames.
//
// COVERS: that a mutation retires EVERY memo naming the buffer, not just
// the one whose VAO issued it. Reaches 8, accepts 6.
TEST_F(ResidentIndexScenario, OneEboTwoVaosMutatedAcrossFrames) {
const unsigned int vbo = MakeStaticVbo();
unsigned int ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(kLeft)), kLeft, GL_STATIC_DRAW);
const unsigned int vaoA = MakeVao(vbo, ebo);
const unsigned int vaoB = MakeVao(vbo, ebo);
for (int frame = 0; frame < 10; ++frame) {
Begin();
const bool wantRight = frame >= 5;
if (frame == 5) {
glBindVertexArray(vaoA);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, GLsizeiptr(sizeof(kRight)), kRight);
glBindVertexArray(0);
}
Draw((frame % 2) == 0 ? vaoA : vaoB);
Halves(Read(), wantRight ? "black" : "red", wantRight ? "green" : "black",
"shared-EBO frame " + std::to_string(frame));
Gl().EndFrame();
}
glDeleteVertexArrays(1, &vaoB);
glDeleteVertexArrays(1, &vaoA);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
}
// E: a DYNAMIC_DRAW EBO left untouched long enough for the streaming path
// to PROMOTE it onto resident storage, then mutated.
//
// COVERS: promoted-buffer index freshness across a frame boundary.
// DOES NOT COVER: the EBO memo, and this is the useful part - instrumented,
// it reaches the cross-frame branch ZERO times. A promoted buffer is SERVED
// by AcquireResidentSlice but still ROUTED through the streamed branch of
// UploadAndBindIndexBuffer, which never records a memo. That asymmetry is
// exactly what makes the EBO half of the shipped fix unobservable, and this
// case is the tripwire: memoise the streamed/promoted index path and the
// reach stops being zero.
TEST_F(ResidentIndexScenario, PromotedDynamicEbo) {
const unsigned int vbo = MakeStaticVbo();
unsigned int ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(kLeft)), kLeft, GL_DYNAMIC_DRAW);
const unsigned int vao = MakeVao(vbo, ebo);
for (int frame = 0; frame < 10; ++frame) {
Begin();
Draw(vao);
Halves(Read(), "red", "black", "promotion warmup frame " + std::to_string(frame));
Gl().EndFrame();
}
for (int frame = 0; frame < 6; ++frame) {
Begin();
if (frame == 0) {
glBindVertexArray(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, GLsizeiptr(sizeof(kRight)), kRight);
glBindVertexArray(0);
}
Draw(vao);
Halves(Read(), "black", "green", "post-promotion frame " + std::to_string(frame));
Gl().EndFrame();
}
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,300 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ThreeChannelAttachmentScenario.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 - THREE-CHANNEL COLOUR ATTACHMENTS, on a live driver.
//
// The bug: no OpenGL ES driver renders to a three-channel image. EXT_render_snorm covers
// R/RG/RGBA only, EXT_color_buffer_float excludes RGB16F, and RGB integer formats are not
// colour-renderable anywhere. Complementary Reimagined declares colortex1 = RGB8_SNORM and
// colortex2 = RGB16F, so every framebuffer Iris built from them answered
// GL_FRAMEBUFFER_UNSUPPORTED and Iris refused to load the shaderpack. DirectGLES now stores such
// an attachment in its four-channel sibling (GL_RGB8_SNORM -> GL_RGBA16F) and reports the
// substitution as a caveat capability, which is what makes glCheckFramebufferStatus say COMPLETE.
//
// WHY THIS SCENARIO EXISTS RATHER THAN A UNIT TEST. The unit tests in
// MG_Test/Framebuffer/FramebufferTest.cpp drive a HAND-BUILT capability cache: they prove the
// frontend accepts a caveat capability, and prove the colour-mask/clear discipline that keeps a
// widened attachment's stored alpha at 1.0, but they cannot prove that a real driver's probe
// actually PRODUCES that caveat. Only a live glCheckFramebufferStatus can, and the answer is
// per-driver, not per-platform:
//
// Mesa llvmpipe (the headless CI driver), ES 3.2, GL_TEXTURE_2D colour attachment:
// COMPLETE GL_RGB8, GL_RGB16F, GL_R11F_G11F_B10F, every RGBA*
// INCOMPLETE_ATTACHMENT GL_RGB8_SNORM, GL_SRGB8, every RGB integer format
// UNSUPPORTED GL_RGB32F
//
// So the widening is LIVE on llvmpipe - "the desktop build is unaffected" was simply wrong, and
// the CI retraces were green before the fix only because retrace ignores what
// glCheckFramebufferStatus returns. This scenario is the gate that actually looks.
//
// DirectGLES only. DirectVulkan's format story is its own (Vulkan exposes R8G8B8_SNORM on almost
// nothing, and Magma substitutes on different terms); asserting Espryt's answers there would
// only pin a coincidence.
#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 const char* kVS = R"(#version 330 core
in vec2 aPos;
void main() {
gl_Position = vec4(aPos, 0.0, 1.0);
}
)";
// Two outputs so the mixed case is covered: draw buffer 0 is a natively renderable
// four-channel format whose alpha the application owns, draw buffer 1 is the widened
// three-channel one whose alpha the format says is 1.0. Both alphas are deliberately
// NOT 1.0 in the shader, so an implementation that simply passed the value through would
// fail the second assertion.
constexpr const char* kFS = R"(#version 330 core
layout(location = 0) out vec4 oNative;
layout(location = 1) out vec4 oWidened;
void main() {
oNative = vec4(1.0, 0.0, 0.0, 0.25);
oWidened = vec4(0.0, 1.0, 0.0, 0.75);
}
)";
constexpr int kSize = 16;
class ThreeChannelAttachmentScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
if (Gl().BackendName() != "DirectGLES") {
GTEST_SKIP() << "three-channel widening is a DirectGLES substitution; backend is "
<< Gl().BackendName();
}
}
// A single-level 2D texture in `internalFormat`, or 0 when the driver rejects the
// storage outright (which is a different failure from rejecting the ATTACHMENT).
static GLuint MakeTexture(GLenum internalFormat) {
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, kSize, kSize);
if (glGetError() != GL_NO_ERROR) {
glDeleteTextures(1, &texture);
return 0;
}
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;
}
static GLenum SingleAttachmentStatus(GLenum internalFormat) {
const GLuint texture = MakeTexture(internalFormat);
if (texture == 0) return GL_NONE;
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
const GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &texture);
return status;
}
};
// THE regression gate for the frontend's answer: this is the exact call Iris makes, and
// GL_FRAMEBUFFER_UNSUPPORTED here is the whole shaderpack load failure.
TEST_F(ThreeChannelAttachmentScenario, ThreeChannelColorAttachmentsReportComplete) {
if (!Ready() || IsSkipped()) return;
// GL_RGB8 is the control: colour-renderable in ES core, so it must pass with or
// without any substitution. If it ever fails, nothing below means anything.
EXPECT_EQ(SingleAttachmentStatus(GL_RGB8), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE))
<< "GL_RGB8 is ES-core colour-renderable";
// Complementary Reimagined's colortex1 and colortex2.
EXPECT_EQ(SingleAttachmentStatus(GL_RGB8_SNORM), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE))
<< "colortex1 (RGB8_SNORM) must be renderable through the four-channel widening";
EXPECT_EQ(SingleAttachmentStatus(GL_RGB16F), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE))
<< "colortex2 (RGB16F) must be renderable, natively or through the widening";
// The other formats the widening covers. GL_RGB32F only reaches a renderable
// four-channel form when EXT_color_buffer_float is present, so a half-float-only
// driver legitimately answers UNSUPPORTED for it - see the POST's per-format row.
EXPECT_EQ(SingleAttachmentStatus(GL_SRGB8), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE));
EXPECT_EQ(SingleAttachmentStatus(GL_RGB8UI), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE));
EXPECT_EQ(FirstGLError(), 0u) << GLErrorName(FirstGLError());
}
// The other half: the substitution has to be INVISIBLE. A three-channel format has no
// alpha, so GL answers 1.0 for it - and that answer has to hold after a draw that wrote
// something else into the widened storage's real alpha channel, which is what the
// colour-mask discipline in SyncRenderState is for. GL_DST_ALPHA blending and
// glBlitFramebuffer read that stored alpha inside the driver, where no readback fixup can
// reach it, so "the storage really holds 1.0" is the only workable invariant.
TEST_F(ThreeChannelAttachmentScenario, WidenedAttachmentReadsBackOpaqueWhileItsNeighbourKeepsItsAlpha) {
if (!Ready() || IsSkipped()) return;
std::string error;
const GLuint program = CompileProgram(kVS, kFS, &error);
ASSERT_NE(program, 0u) << error;
const GLuint nativeTexture = MakeTexture(GL_RGBA16F);
const GLuint widenedTexture = MakeTexture(GL_RGB8_SNORM);
ASSERT_NE(nativeTexture, 0u);
ASSERT_NE(widenedTexture, 0u);
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, nativeTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, widenedTexture, 0);
const GLenum drawBuffers[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, drawBuffers);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE));
glViewport(0, 0, kSize, kSize);
// Alpha 0.0 on purpose: the widened attachment must come back 1.0 anyway, and the
// native one must come back 0.0 where the draw does not cover it.
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
const float quad[] = {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
GLuint vao = 0;
GLuint vbo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
glUseProgram(program);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
std::vector<float> pixels(static_cast<std::size_t>(kSize) * kSize * 4, -1.0f);
glReadBuffer(GL_COLOR_ATTACHMENT1);
glReadPixels(0, 0, kSize, kSize, GL_RGBA, GL_FLOAT, pixels.data());
EXPECT_NEAR(pixels[0], 0.0f, 0.02f) << "widened attachment red";
EXPECT_NEAR(pixels[1], 1.0f, 0.02f) << "widened attachment green";
EXPECT_NEAR(pixels[2], 0.0f, 0.02f) << "widened attachment blue";
EXPECT_NEAR(pixels[3], 1.0f, 0.001f)
<< "a three-channel format has no alpha channel, so GL must report 1.0 for it";
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(0, 0, kSize, kSize, GL_RGBA, GL_FLOAT, pixels.data());
EXPECT_NEAR(pixels[0], 1.0f, 0.02f) << "native attachment red";
EXPECT_NEAR(pixels[3], 0.25f, 0.02f)
<< "the alpha discipline must not leak onto a natively renderable attachment";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
glDeleteTextures(1, &nativeTexture);
glDeleteTextures(1, &widenedTexture);
glDeleteProgram(program);
EXPECT_EQ(FirstGLError(), 0u) << GLErrorName(FirstGLError());
}
// The case above can be satisfied by the readback fixup alone (ForceWideReadAlphaToOne
// rewrites glReadPixels' alpha), so it does NOT prove the STORED alpha is 1.0. This one
// does, by asking the driver to read that alpha itself: GL_DST_ALPHA blending multiplies
// by the destination alpha inside the raster pipeline, where nothing MobileGL does can
// intervene. Same reason GL_ONE_MINUS_DST_ALPHA and glBlitFramebuffer are covered for
// free once this holds - and the reason the discipline is a write mask rather than a
// readback patch.
//
// Ablation-checked on llvmpipe, each half separately: disable the alpha doctoring in
// SyncRenderState and the opaque draw leaves 0.25 in the stored alpha; disable the clear
// substitution in Clear() and it stays at the application's 0.0. Either way this case
// reads back the wrong number, which is what makes it a gate rather than a description.
TEST_F(ThreeChannelAttachmentScenario, DstAlphaBlendingSeesOneInAWidenedAttachment) {
if (!Ready() || IsSkipped()) return;
static constexpr const char* kSingleOutFS = R"(#version 330 core
out vec4 oColor;
uniform vec4 uColor;
void main() { oColor = uColor; }
)";
std::string error;
const GLuint program = CompileProgram(kVS, kSingleOutFS, &error);
ASSERT_NE(program, 0u) << error;
const GLint colorLocation = glGetUniformLocation(program, "uColor");
ASSERT_GE(colorLocation, 0);
const GLuint widenedTexture = MakeTexture(GL_RGB8_SNORM);
ASSERT_NE(widenedTexture, 0u);
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, widenedTexture, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE));
const float quad[] = {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
GLuint vao = 0;
GLuint vbo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
glUseProgram(program);
glViewport(0, 0, kSize, kSize);
// The clear's alpha is 0.0 and the draw's is 0.25 - neither is the 1.0 the format
// implies, so both halves of the discipline have to fire for the blend below to see
// 1.0: the clear substitutes it, and the draw is masked away from it.
glDisable(GL_BLEND);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUniform4f(colorLocation, 0.0f, 1.0f, 0.0f, 0.25f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// dst = stored alpha; src factor GL_DST_ALPHA, dst factor GL_ZERO, source white
// => the destination colour becomes (storedAlpha, storedAlpha, storedAlpha).
glEnable(GL_BLEND);
glBlendFunc(GL_DST_ALPHA, GL_ZERO);
glUniform4f(colorLocation, 1.0f, 1.0f, 1.0f, 1.0f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_BLEND);
std::vector<float> pixels(static_cast<std::size_t>(kSize) * kSize * 4, -1.0f);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(0, 0, kSize, kSize, GL_RGBA, GL_FLOAT, pixels.data());
EXPECT_NEAR(pixels[0], 1.0f, 0.02f)
<< "GL_DST_ALPHA read the stored alpha of a three-channel attachment; it must be 1.0";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
glDeleteTextures(1, &widenedTexture);
glDeleteProgram(program);
EXPECT_EQ(FirstGLError(), 0u) << GLErrorName(FirstGLError());
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,584 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/XfbAfterClipDistanceScenario.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 F - a draw must never read a destroyed object's memoised state.
//
// Distilled from the order-triggered CTS failure: on DirectVulkan, once
// KHR-GLxx.clip_distance.functional had run in the same process, every later
// transform_feedback CAPTURE case failed. It looked like a transform feedback
// bug and is not one. The capture works; the DRAW being captured fetched its
// vertices from the WRONG BUFFER - the one the clip workload had just deleted.
//
// The mechanism, and why the sequence matters. DirectVulkan memoises a VAO's
// resolved Vulkan vertex bindings in a table keyed on the VertexArrayObject's
// heap ADDRESS, validated by a content hash that folds in the bound
// BufferObject's heap ADDRESS. Both are recycled by the allocator, so when the
// workload's VAO and vertex buffer are destroyed and the capture phase's own
// VAO and vertex buffer are allocated onto their addresses under a
// byte-identical attribute layout (one vec4 float array at location 0 - which
// is what both phases use), the key matches, the hash matches, and the memo
// hands the new draw the dead buffer's GPU slice. Nothing about transform
// feedback is involved: capture just makes the wrong vertices legible, because
// the captured record IS the vertex data. The fix gives VertexArrayObject and
// BufferObject never-reused lifetime ids and keys the memo on those.
//
// MOBILEGL_ASYNC_SHADER_COMPILE is not part of the defect. It shifts the
// allocation pattern, so it changes WHICH stop points below land on a recycled
// address - which is why the CTS saw ~100% incidence with it on and ~2% with it
// off, and why the sweep case matters more than any single stop point.
//
// The shapes are the two CTS cases verbatim in structure:
// * the workload is glcClipDistance.cpp FunctionalTest's inner loop (a program
// per (redeclaration, clip count), glEnable(GL_CLIP_DISTANCEi), an FBO per
// primitive type, a draw and a readback), including its early-return
// behaviour: on failure the test returns WITHOUT running its "clip clean"
// loop, so GL_CLIP_DISTANCE0..N-1 stay enabled for the rest of the process.
// That leftover enable state is NOT the carrier (one of the cases below pins
// that); the object churn is.
// * the victim is gl3cTransformFeedback3Tests.cpp's skip_components: a
// gl_SkipComponents capture layout under GL_RASTERIZER_DISCARD, read back
// out of a buffer pre-filled with -1-i so that "captured nothing" is
// distinguishable from "captured the wrong thing".
#include <cmath>
#include <cstdio>
#include <cstdlib>
#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
#ifndef GL_CLIP_DISTANCE0
#define GL_CLIP_DISTANCE0 0x3000
#endif
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;
}
// Links a vertex/fragment pair, optionally declaring transform feedback
// varyings first (glTransformFeedbackVaryings takes effect at the next link,
// exactly as the CTS uses it).
GLuint BuildProgram(const std::string& vertexSource, const std::string& fragmentSource,
const std::vector<const char*>& xfbVaryings, GLenum bufferMode, std::string* log) {
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);
if (!xfbVaryings.empty()) {
glTransformFeedbackVaryings(program, static_cast<GLsizei>(xfbVaryings.size()), xfbVaryings.data(),
bufferMode);
}
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;
}
// ---------------------------------------------------------------- poison
// glcClipDistance.cpp FunctionalTest::m_vertex_shader_code with the same
// three substitutions (redeclaration, clip function, array setter).
std::string ClipVertexSource(bool redeclaration, unsigned clipCount, unsigned clipFunction,
unsigned vertexCount) {
const std::string count = std::to_string(clipCount);
std::string source = "#version 400 core\n\n";
if (redeclaration) {
source += "out float gl_ClipDistance[" + count + "];\n";
}
source += "\n";
switch (clipFunction) {
case 0:
source += "float f(int i)\n{\n return 0.0;\n}\n";
break;
case 1:
source += "float f(int i)\n{\n return 0.25 + 0.75 * (float(i) + 1.0) * (float(gl_VertexID) + 1.0)"
" / (float(" + count + ") * float(" + std::to_string(vertexCount) + "));\n}\n";
break;
default:
source += "float f(int i)\n{\n return - 0.25 - 0.75 * (float(i) + 1.0) * (float(gl_VertexID) + 1.0)"
" / (float(" + count + ") * float(" + std::to_string(vertexCount) + "));\n}\n";
break;
}
source += "\nin vec4 position;\n\nvoid main()\n{\n";
if (redeclaration) {
// Dynamic array setter.
source += " for(int i = 0; i < " + count + "; i++)\n {\n"
" gl_ClipDistance[i] = f(i);\n }\n";
} else {
// Static array setter, at the highest index this iteration enables.
const std::string index = std::to_string(clipCount - 1);
source += " gl_ClipDistance[" + index + "] = f(" + index + ");\n";
}
source += "\n gl_Position = position;\n}\n";
return source;
}
const char* kClipFragmentSource = R"(#version 400 core
out vec4 color;
void main()
{
color = vec4(1.0, 0.0, 0.0, 1.0);
}
)";
// How far into FunctionalTest's loop nest to get before bailing out the way
// the CTS does on a failed check: return immediately, skipping the "clip
// clean" loop that would have disabled GL_CLIP_DISTANCEi again.
struct ClipStopPoint {
unsigned primitiveIndex = 0; // 0 = POINTS, 1 = LINES, 2 = TRIANGLES
unsigned clipFunction = 0;
bool redeclaration = false;
unsigned clipCount = 1; // 1..8, the iteration that "fails"
};
// Runs FunctionalTest's loop nest up to and including `stop`, then returns
// leaving exactly the state the CTS leaves behind on a failure.
void RunClipDistanceWorkload(const ClipStopPoint& stop) {
static const GLenum kPrimitiveTypes[] = {GL_POINTS, GL_LINES, GL_TRIANGLES};
static const GLsizei kPrimitiveIndices[] = {1, 2, 3};
static const float kPositions[3][12] = {
{0.0f, 0.0f, 0.0f, 1.0f},
{-1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f},
{-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f},
};
for (unsigned primitiveIndex = 0; primitiveIndex <= stop.primitiveIndex; ++primitiveIndex) {
const GLenum primitiveType = kPrimitiveTypes[primitiveIndex];
const GLsizei vertexCount = kPrimitiveIndices[primitiveIndex];
const GLsizei framebufferSize = (primitiveType == GL_POINTS) ? 1 : 32;
GLuint colorBuffer = 0;
GLuint framebuffer = 0;
glGenRenderbuffers(1, &colorBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, framebufferSize, framebufferSize);
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
glViewport(0, 0, framebufferSize, framebufferSize);
const unsigned lastFunction =
(primitiveIndex == stop.primitiveIndex) ? stop.clipFunction : 2u;
for (unsigned clipFunction = 0; clipFunction <= lastFunction; ++clipFunction) {
const bool atStopFunction =
primitiveIndex == stop.primitiveIndex && clipFunction == stop.clipFunction;
for (unsigned redeclaration = 0; redeclaration < 2; ++redeclaration) {
const bool atStopRedeclaration =
atStopFunction && (redeclaration != 0) == stop.redeclaration;
const unsigned lastCount = atStopRedeclaration ? stop.clipCount : 8u;
for (unsigned clipCount = 1; clipCount <= lastCount; ++clipCount) {
std::string log;
const GLuint program =
BuildProgram(ClipVertexSource(redeclaration != 0, clipCount, clipFunction,
static_cast<unsigned>(vertexCount)),
kClipFragmentSource, {}, GL_INTERLEAVED_ATTRIBS, &log);
if (program == 0) continue;
glUseProgram(program);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_CLIP_DISTANCE0 + clipCount - 1);
GLuint vao = 0;
GLuint vbo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,
static_cast<GLsizeiptr>(sizeof(float) * 4 * vertexCount),
kPositions[primitiveIndex], GL_STATIC_DRAW);
const GLint location = glGetAttribLocation(program, "position");
if (location >= 0) {
glEnableVertexAttribArray(static_cast<GLuint>(location));
glVertexAttribPointer(static_cast<GLuint>(location), 4, GL_FLOAT, GL_FALSE, 0,
nullptr);
}
glDrawArrays(primitiveType, 0, vertexCount);
std::vector<unsigned char> pixels(
static_cast<std::size_t>(framebufferSize) * framebufferSize * 4, 0);
glReadPixels(0, 0, framebufferSize, framebufferSize, GL_RGBA, GL_UNSIGNED_BYTE,
pixels.data());
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glUseProgram(0);
// MGL_REPRO_KEEPCLIPOBJ leaks the per-iteration objects so
// no GL name and no heap address can be recycled into the
// capture phase.
// Deleting all three is load-bearing, not tidiness: the defect
// this scenario pins needs the VAO's AND its vertex buffer's heap
// addresses to be freed here so the capture phase's own objects
// can be handed the same ones back.
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
glDeleteProgram(program);
if (atStopRedeclaration && clipCount == stop.clipCount) {
// The CTS's early return: the "clip clean" loop below
// never runs, so the enables survive.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &framebuffer);
glDeleteRenderbuffers(1, &colorBuffer);
return;
}
}
for (unsigned i = 0; i < 8; ++i) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &framebuffer);
glDeleteRenderbuffers(1, &colorBuffer);
}
}
// ---------------------------------------------------------------- victim
// gl3cTransformFeedback3Tests.cpp TransformFeedbackBaseTestCase::m_shader_vert.
const char* kXfbVertexSource = R"(#version 400 core
in vec4 vertex;
out vec4 value1;
out vec4 value2;
out vec4 value3;
out vec4 value4;
void main (void)
{
vec4 temp = vertex;
gl_Position = temp;
value1 = abs(temp) * 1.0;
value2 = abs(temp) * 2.0;
value3 = abs(temp) * 3.0;
value4 = abs(temp) * 4.0;
}
)";
const char* kXfbFragmentSource = R"(#version 400 core
out vec4 color;
void main (void)
{
color = vec4(0.0, 0.0, 0.0, 1.0);
}
)";
// The skip_components capture layout, verbatim.
std::vector<const char*> SkipComponentsVaryings() {
return {"gl_SkipComponents1", "value1", "gl_SkipComponents2", "gl_SkipComponents1", "value2",
"gl_SkipComponents3", "gl_SkipComponents2", "value3", "gl_SkipComponents4", "value4"};
}
constexpr unsigned kSkipComponentCount = 4 * 4 + (1 + 2 + 3 + 4 + 1 + 2); // 16 values + 13 skipped
constexpr unsigned kSkipVertexCount = 6;
// Runs skip_components and reports what came back. `outCaptured` is the raw
// readback so a failure can say whether anything was written at all.
void RunSkipComponentsCapture(std::vector<float>& outCaptured, std::string* buildLog) {
outCaptured.clear();
const GLuint program = BuildProgram(kXfbVertexSource, kXfbFragmentSource, SkipComponentsVaryings(),
GL_INTERLEAVED_ATTRIBS, buildLog);
ASSERT_NE(program, 0u) << "skip_components program failed to link: " << (buildLog ? *buildLog : "");
glUseProgram(program);
const std::vector<float> vertices = {
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.0f, 1.0f, -1.0f, 1.0f, -3.0f, 1.0f,
1.0f, 1.0f, 4.0f, 1.0f, -1.0f, 1.0f, 5.0f, 1.0f, 1.0f, -1.0f, 6.0f, 1.0f,
};
GLuint vao = 0;
GLuint vbo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(sizeof(float) * vertices.size()), vertices.data(),
GL_STATIC_DRAW);
const GLint location = glGetAttribLocation(program, "vertex");
if (location >= 0) {
glEnableVertexAttribArray(static_cast<GLuint>(location));
glVertexAttribPointer(static_cast<GLuint>(location), 4, GL_FLOAT, GL_FALSE, 0, nullptr);
}
const unsigned floatCount = kSkipVertexCount * kSkipComponentCount;
const GLsizeiptr byteSize = static_cast<GLsizeiptr>(sizeof(float) * floatCount);
GLuint captureBuffer = 0;
glGenBuffers(1, &captureBuffer);
glBindBuffer(GL_ARRAY_BUFFER, captureBuffer);
glBufferData(GL_ARRAY_BUFFER, byteSize, nullptr, GL_STATIC_READ);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, captureBuffer);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// The pre-fill that makes "nothing was captured" recognisable.
std::vector<float> prefill(floatCount);
for (unsigned i = 0; i < floatCount; ++i) {
prefill[i] = -1.0f - static_cast<float>(i);
}
glBindBuffer(GL_ARRAY_BUFFER, captureBuffer);
glBufferData(GL_ARRAY_BUFFER, byteSize, prefill.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnable(GL_RASTERIZER_DISCARD);
glClearColor(0.1f, 0.0f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, captureBuffer);
glBeginTransformFeedback(GL_TRIANGLES);
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(kSkipVertexCount));
glEndTransformFeedback();
glDisable(GL_RASTERIZER_DISCARD);
outCaptured.resize(floatCount);
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, captureBuffer, 0, byteSize);
const void* mapped = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, byteSize, GL_MAP_READ_BIT);
if (mapped != nullptr) {
std::memcpy(outCaptured.data(), mapped, static_cast<std::size_t>(byteSize));
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
}
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &vbo);
glDeleteBuffers(1, &captureBuffer);
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glUseProgram(0);
glDeleteProgram(program);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
}
// skip_components' expected buffer: the 13 skipped components keep their
// pre-fill, the 16 captured ones carry |vertex| * n.
std::vector<float> SkipComponentsExpected() {
const std::vector<float> vertices = {
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.0f, 1.0f, -1.0f, 1.0f, -3.0f, 1.0f,
1.0f, 1.0f, 4.0f, 1.0f, -1.0f, 1.0f, 5.0f, 1.0f, 1.0f, -1.0f, 6.0f, 1.0f,
};
const unsigned floatCount = kSkipVertexCount * kSkipComponentCount;
std::vector<float> expected(floatCount);
for (unsigned i = 0; i < floatCount; ++i) {
expected[i] = -1.0f - static_cast<float>(i);
}
// Record layout, in floats:
// [0] skip1
// [1..4] value1
// [5..7] skip2 + skip1
// [8..11] value2
// [12..16] skip3 + skip2
// [17..20] value3
// [21..24] skip4
// [25..28] value4
static const unsigned kValueOffsets[4] = {1, 8, 17, 25};
for (unsigned v = 0; v < kSkipVertexCount; ++v) {
const unsigned base = v * kSkipComponentCount;
for (unsigned value = 0; value < 4; ++value) {
for (unsigned component = 0; component < 4; ++component) {
const float source = vertices[v * 4 + component];
expected[base + kValueOffsets[value] + component] =
std::fabs(source) * static_cast<float>(value + 1);
}
}
}
return expected;
}
// Reports the first mismatch, and whether the readback is byte-for-byte the
// pre-fill (i.e. the capture never happened).
::testing::AssertionResult CheckSkipComponents(const std::vector<float>& captured) {
const std::vector<float> expected = SkipComponentsExpected();
if (captured.size() != expected.size()) {
return ::testing::AssertionFailure()
<< "readback size " << captured.size() << " != " << expected.size();
}
bool anyWritten = false;
for (std::size_t i = 0; i < captured.size(); ++i) {
if (captured[i] != -1.0f - static_cast<float>(i)) {
anyWritten = true;
break;
}
}
for (std::size_t i = 0; i < expected.size(); ++i) {
if (std::fabs(captured[i] - expected[i]) > 0.0125f) {
return ::testing::AssertionFailure()
<< "capture mismatch at index " << i << ": got " << captured[i] << ", expected "
<< expected[i] << (anyWritten ? "" : " (the whole buffer is still the pre-fill: "
"NOTHING was captured)");
}
}
return ::testing::AssertionSuccess();
}
// The harness turns "no context came up" into a clean skip, and a skip is
// indistinguishable from a pass in a ctest summary. For this scenario that
// is a hole rather than a courtesy: the defect it pins is DirectVulkan's
// alone, and DirectVulkan now comes up headless on any machine at all - a
// surfaceless EGL platform over a software ICD (lavapipe) is enough. So
// "DirectVulkan did not initialise" here means the run is MISCONFIGURED,
// not that the machine has no GPU, and it must not report green.
//
// Local on purpose: the harness-wide skip semantics are deliberate
// (ScenarioFixture.h states the reasoning), and MOBILEGL_ITEST_REQUIRE_GPU
// is the harness-wide lever for the same intent - but that lever also
// demands a HARDWARE renderer, which is exactly what a lavapipe-only box
// cannot offer. This overrides nothing else: only this scenario, only for
// the backend that can regress, and only for the unusable-harness case.
class XfbAfterClipDistanceScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
// Ready() is false on the base's skip path AND on its REQUIRE_GPU
// failure path; the second one has already failed, so leave it alone
// rather than burying its reason under a second message.
if (Ready() || HasFatalFailure()) return;
if (Gl().BackendName() == "DirectVulkan") {
FAIL() << "DirectVulkan could not be brought up, so the regression this scenario guards - a "
"draw served a destroyed VAO's memoised vertex bindings - was never exercised, and "
"that must be a failure rather than a silent skip. Headless bring-up needs only a "
"Vulkan ICD and a surfaceless EGL platform (a software ICD such as lavapipe "
"qualifies: VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/lvp_icd.x86_64.json with "
"EGL_PLATFORM=surfaceless). Harness reason: "
<< Gl().SkipReason();
}
}
};
// Control: the capture on its own must work.
TEST_F(XfbAfterClipDistanceScenario, SkipComponentsCaptureAlone) {
if (!Ready()) return;
std::vector<float> captured;
std::string log;
RunSkipComponentsCapture(captured, &log);
EXPECT_TRUE(CheckSkipComponents(captured));
}
// Bisection step 1: only the leftover GL_CLIP_DISTANCEi enables.
TEST_F(XfbAfterClipDistanceScenario, SkipComponentsCaptureAfterClipDistanceEnables) {
if (!Ready()) return;
for (unsigned i = 0; i < 8; ++i) {
glEnable(GL_CLIP_DISTANCE0 + i);
}
std::vector<float> captured;
std::string log;
RunSkipComponentsCapture(captured, &log);
for (unsigned i = 0; i < 8; ++i) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
EXPECT_TRUE(CheckSkipComponents(captured));
}
// Bisection step 2: the whole clip_distance.functional workload, stopped
// where the CTS stopped in the runs that went on to break the capture.
TEST_F(XfbAfterClipDistanceScenario, SkipComponentsCaptureAfterClipDistanceWorkloadLines8) {
if (!Ready()) return;
RunClipDistanceWorkload({.primitiveIndex = 1, .clipFunction = 0, .redeclaration = false, .clipCount = 8});
std::vector<float> captured;
std::string log;
RunSkipComponentsCapture(captured, &log);
for (unsigned i = 0; i < 8; ++i) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
EXPECT_TRUE(CheckSkipComponents(captured));
}
TEST_F(XfbAfterClipDistanceScenario, SkipComponentsCaptureAfterClipDistanceWorkloadPoints1) {
if (!Ready()) return;
RunClipDistanceWorkload({.primitiveIndex = 0, .clipFunction = 0, .redeclaration = true, .clipCount = 1});
std::vector<float> captured;
std::string log;
RunSkipComponentsCapture(captured, &log);
for (unsigned i = 0; i < 8; ++i) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
EXPECT_TRUE(CheckSkipComponents(captured));
}
// A single stop point is not a regression test for this defect: whether the
// capture phase's VAO and vertex buffer land on the addresses the workload just
// freed is a function of how much the workload allocated, so the two cases above
// pin two draws of a lottery. Sweep the grid instead - before the fix, roughly a
// third of these stop points came back holding the workload's vertex data.
TEST_F(XfbAfterClipDistanceScenario, SkipComponentsCaptureSurvivesEveryClipWorkloadStopPoint) {
if (!Ready()) return;
for (unsigned primitiveIndex = 0; primitiveIndex < 3; ++primitiveIndex) {
for (unsigned redeclaration = 0; redeclaration < 2; ++redeclaration) {
for (const unsigned clipCount : {1u, 4u, 8u}) {
RunClipDistanceWorkload({.primitiveIndex = primitiveIndex,
.clipFunction = 0,
.redeclaration = redeclaration != 0,
.clipCount = clipCount});
std::vector<float> captured;
std::string log;
RunSkipComponentsCapture(captured, &log);
for (unsigned i = 0; i < 8; ++i) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
EXPECT_TRUE(CheckSkipComponents(captured))
<< " (stop point: primitive " << primitiveIndex << ", redeclaration " << redeclaration
<< ", clip count " << clipCount << ")";
}
}
}
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,47 @@
#!/bin/bash
# Run the headless MobileGL integration scenarios on one backend:
# ./run_integration_test.sh espryt [gtest args...] -> DirectGLES
# ./run_integration_test.sh magma [gtest args...] -> DirectVulkan
#
# The backend is latched at initialization from MOBILEGL_BACKEND_TYPE, so one
# process is one backend; this script is the dev-box equivalent of the two ctest
# registrations in CMakeLists.txt.
#
# Pin the vendor libraries explicitly, for the same reason
# MG_Benchmark/Driver/run_driver_bench.sh does: a bare libEGL on a glvnd system
# resolves to whatever vendor comes first, which is usually Mesa/llvmpipe - a
# software rasteriser silently replacing the GPU under a GPU test. Override
# MGL_EGL_VENDOR / MGL_VK_ICD to test another driver.
#
# Set MOBILEGL_ITEST_REQUIRE_GPU=1 to turn "the harness is unusable" from a clean
# skip into a failure. Do that anywhere the machine is supposed to have a GPU: a
# run that skipped everything and a run that passed everything are otherwise the
# same green, so without it a broken driver pinning is invisible.
set -eu
HERE=$(cd "$(dirname "$0")" && pwd)
BIN=${MOBILEGL_ITEST_BIN:-$HERE/MobileGLIntegrationTest}
EGL_VENDOR=${MGL_EGL_VENDOR:-/usr/share/glvnd/egl_vendor.d/10_nvidia.json}
VK_ICD=${MGL_VK_ICD:-/usr/share/vulkan/icd.d/nvidia_icd.x86_64.json}
MODE=$1; shift
if [ ! -x "$BIN" ]; then
echo "MobileGLIntegrationTest not found at $BIN"
echo "configure with -DMOBILEGL_BUILD_INTEGRATION_TEST=ON and set MOBILEGL_ITEST_BIN"
exit 1
fi
[ -r "$EGL_VENDOR" ] && export __EGL_VENDOR_LIBRARY_FILENAMES=$EGL_VENDOR
export EGL_PLATFORM=${EGL_PLATFORM:-x11}
case "$MODE" in
espryt|DirectGLES)
export MOBILEGL_BACKEND_TYPE=DirectGLES
;;
magma|DirectVulkan)
export MOBILEGL_BACKEND_TYPE=DirectVulkan
[ -r "$VK_ICD" ] && export VK_ICD_FILENAMES=$VK_ICD
;;
*) echo "unknown mode: $MODE (espryt|magma)"; exit 1 ;;
esac
export MOBILEGL_ITEST_REQUIRE_GPU=${MOBILEGL_ITEST_REQUIRE_GPU:-}
exec "$BIN" "$@"
@@ -8,9 +8,17 @@
#include "BufferObject.h" #include "BufferObject.h"
#include <atomic>
namespace MobileGL::MG_State::GLState { namespace MobileGL::MG_State::GLState {
namespace { namespace {
const BufferBackendOps* g_bufferBackendOps = nullptr; const BufferBackendOps* g_bufferBackendOps = nullptr;
// Starts at 1 so a zero-initialized cache slot can never carry a live buffer's id.
std::atomic<Uint64> g_nextBufferLifetimeId{1};
}
Uint64 BufferObject::AllocateLifetimeId() {
return g_nextBufferLifetimeId.fetch_add(1, std::memory_order_relaxed);
} }
void SetBufferBackendOps(const BufferBackendOps* ops) { void SetBufferBackendOps(const BufferBackendOps* ops) {
@@ -41,6 +49,7 @@ namespace MobileGL::MG_State::GLState {
void BufferObject::NotifySubData(SizeT offset, SizeT size) { void BufferObject::NotifySubData(SizeT offset, SizeT size) {
++m_changeSerial; ++m_changeSerial;
if (size == 0) return; if (size == 0) return;
m_hasDefinedContent = true;
if (g_bufferBackendOps && g_bufferBackendOps->SubData) { if (g_bufferBackendOps && g_bufferBackendOps->SubData) {
g_bufferBackendOps->SubData(*this, offset, size); g_bufferBackendOps->SubData(*this, offset, size);
} }
@@ -49,12 +58,14 @@ namespace MobileGL::MG_State::GLState {
void BufferObject::NotifyFlushMappedRange(Range1D range, Flags<BufferMappingAccessBit> appAccess) { void BufferObject::NotifyFlushMappedRange(Range1D range, Flags<BufferMappingAccessBit> appAccess) {
++m_changeSerial; ++m_changeSerial;
if (range.start >= range.end) return; if (range.start >= range.end) return;
m_hasDefinedContent = true;
if (g_bufferBackendOps && g_bufferBackendOps->FlushMappedRange) { if (g_bufferBackendOps && g_bufferBackendOps->FlushMappedRange) {
g_bufferBackendOps->FlushMappedRange(*this, range, appAccess); g_bufferBackendOps->FlushMappedRange(*this, range, appAccess);
} }
} }
void BufferObject::NotifyContentWrite(SizeT offset, SizeT size) { void BufferObject::NotifyContentWrite(SizeT offset, SizeT size) {
m_hasDefinedContent = true;
if (m_resource.IsGpuResident()) { if (m_resource.IsGpuResident()) {
// The write already landed in coherent GPU memory; the backend has no separate // The write already landed in coherent GPU memory; the backend has no separate
// copy to sync. Only bump the serial so cached transient slices invalidate. // copy to sync. Only bump the serial so cached transient slices invalidate.
@@ -71,6 +82,9 @@ namespace MobileGL::MG_State::GLState {
if (data && size > 0) { if (data && size > 0) {
Memcpy(m_resource.Bytes(), data, size); Memcpy(m_resource.Bytes(), data, size);
} }
// A NULL-data respecify (the orphaning idiom) leaves the store undefined;
// record that so backends skip uploading the stale shadow bytes.
m_hasDefinedContent = (data != nullptr) || size == 0;
m_isImmutableStorage = false; m_isImmutableStorage = false;
m_storageFlags = 0; m_storageFlags = 0;
NotifyRespecify(); NotifyRespecify();
@@ -89,6 +103,7 @@ namespace MobileGL::MG_State::GLState {
} else if (size > 0) { } else if (size > 0) {
Memset(m_resource.Bytes(), 0, size); Memset(m_resource.Bytes(), 0, size);
} }
m_hasDefinedContent = true;
m_isImmutableStorage = true; m_isImmutableStorage = true;
m_storageFlags = storageFlags; m_storageFlags = storageFlags;
NotifyRespecify(); NotifyRespecify();
@@ -174,9 +189,28 @@ namespace MobileGL::MG_State::GLState {
++m_changeSerial; ++m_changeSerial;
} }
void BufferObject::MarkGpuWritten() {
m_hasDefinedContent = true;
m_gpuWritePending = true;
}
void BufferObject::SyncGpuWrites() {
if (!m_gpuWritePending) return;
// Cleared unconditionally: without a readback op the shadow can never catch up,
// and retrying on every subsequent read would only repeat the same no-op.
m_gpuWritePending = false;
if (m_size == 0 || g_bufferBackendOps == nullptr || g_bufferBackendOps->ReadbackFromGpu == nullptr) {
return;
}
g_bufferBackendOps->ReadbackFromGpu(*this);
}
void BufferObject::UploadSubData(DataPtr data, SizeT atOffset) { void BufferObject::UploadSubData(DataPtr data, SizeT atOffset) {
MOBILEGL_ASSERT(!m_isMapped || (m_mappingAccess & BufferMappingAccessBit::Persistent), // GL 4.6 core 6.5 forbids only the OVERLAPPING write: a glBufferSubData that stays
"Cannot upload sub data while buffer is non-persistently mapped."); // clear of a non-persistent mapping is legal, and the frontend lets it through.
MOBILEGL_ASSERT(!m_isMapped || (m_mappingAccess & BufferMappingAccessBit::Persistent) ||
atOffset >= m_mappedRange.end || atOffset + data.size <= m_mappedRange.start,
"Cannot upload sub data overlapping a non-persistent mapping.");
MOBILEGL_ASSERT(atOffset + data.size <= m_size, MOBILEGL_ASSERT(atOffset + data.size <= m_size,
"UploadSubData out of bounds: atOffset (%zu) + data.size (%zu) > m_size (%zu)", atOffset, "UploadSubData out of bounds: atOffset (%zu) + data.size (%zu) > m_size (%zu)", atOffset,
data.size, m_size); data.size, m_size);
@@ -204,11 +238,13 @@ namespace MobileGL::MG_State::GLState {
"Destination buffer copy out of bounds: dstOffset (%zu) + size (%zu) > m_size (%zu)", dstOffset, "Destination buffer copy out of bounds: dstOffset (%zu) + size (%zu) > m_size (%zu)", dstOffset,
size, m_size); size, m_size);
src->SyncGpuWrites();
Memcpy(m_resource.Bytes() + dstOffset, src->m_resource.Bytes() + srcOffset, size); Memcpy(m_resource.Bytes() + dstOffset, src->m_resource.Bytes() + srcOffset, size);
NotifyContentWrite(dstOffset, size); NotifyContentWrite(dstOffset, size);
} }
void* BufferObject::AcquireMemory(Bool markMapped, Bool read, Bool write) { void* BufferObject::AcquireMemory(Bool markMapped, Bool read, Bool write) {
SyncGpuWrites();
if (markMapped) { if (markMapped) {
m_isMapped = true; m_isMapped = true;
m_mappingAccess = (read ? BufferMappingAccessBit::Read : BufferMappingAccessBit::Null) | m_mappingAccess = (read ? BufferMappingAccessBit::Read : BufferMappingAccessBit::Null) |
@@ -250,6 +286,10 @@ namespace MobileGL::MG_State::GLState {
MOBILEGL_ASSERT(range.end <= m_size && range.start <= range.end, MOBILEGL_ASSERT(range.end <= m_size && range.start <= range.end,
"AcquireMemoryRange out of bounds: range (%zu, %zu) exceeds m_size (%zu)", range.start, "AcquireMemoryRange out of bounds: range (%zu, %zu) exceeds m_size (%zu)", range.start,
range.end, m_size); range.end, m_size);
// The app is about to look at the bytes; a shader may have rewritten them since
// the shadow was last authoritative. Also needed for a write map without an
// invalidate bit, whose staging copy is seeded from the shadow.
SyncGpuWrites();
m_isMapped = true; m_isMapped = true;
m_mappingAccess = access; m_mappingAccess = access;
m_mappedRange = range; m_mappedRange = range;
@@ -311,6 +351,10 @@ namespace MobileGL::MG_State::GLState {
return m_changeSerial; return m_changeSerial;
} }
Bool BufferObject::HasDefinedContent() const {
return m_hasDefinedContent;
}
const SharedPtr<BackendBufferResource>& BufferObject::GetBackendResource() const { const SharedPtr<BackendBufferResource>& BufferObject::GetBackendResource() const {
return m_resource.Backend(); return m_resource.Backend();
} }
@@ -99,6 +99,13 @@ namespace MobileGL {
// Must be idempotent: a second call for an already-backed buffer returns the // Must be idempotent: a second call for an already-backed buffer returns the
// same base pointer. // same base pointer.
void* (*AcquirePersistentMap)(BufferObject& bufferObject) = nullptr; void* (*AcquirePersistentMap)(BufferObject& bufferObject) = nullptr;
// Pulls the backend's current contents for the whole buffer into the shadow
// (through WritebackFromBackend). Only ever called for a buffer the GPU may
// have written behind the frontend's back - a shader storage or atomic counter
// binding of a draw or dispatch - because nothing else can desynchronise the
// shadow. Backends that cannot read their storage back leave this null; the
// shadow then keeps its pre-dispatch bytes, which is the old behaviour.
void (*ReadbackFromGpu)(BufferObject& bufferObject) = nullptr;
}; };
// Registered by the active backend at init, cleared at shutdown. // Registered by the active backend at init, cleared at shutdown.
@@ -149,6 +156,16 @@ namespace MobileGL {
// backend op: the backend storage already holds these bytes. // backend op: the backend storage already holds these bytes.
void WritebackFromBackend(DataPtr data, SizeT atOffset); void WritebackFromBackend(DataPtr data, SizeT atOffset);
// A draw or dispatch just ran with this buffer bound where a shader can write
// it (shader storage / atomic counter). The next read has to reconcile with
// that: pull the bytes back, or - when the shadow already IS coherent GPU
// memory - wait for the work that wrote them to retire. Which of the two is
// the backend's business; the flag only says a GPU write is outstanding.
void MarkGpuWritten();
// Refreshes the shadow from the backend when a GPU write is outstanding. Called
// from every path that reads the shadow on the app's behalf.
void SyncGpuWrites();
Bool IsMapped() const; Bool IsMapped() const;
Bool IsImmutableStorage() const; Bool IsImmutableStorage() const;
SizeT GetSize() const; SizeT GetSize() const;
@@ -168,9 +185,21 @@ namespace MobileGL {
Flags<BufferMappingAccessBit> GetMappingAccess() const; Flags<BufferMappingAccessBit> GetMappingAccess() const;
GLbitfield GetStorageFlags() const; GLbitfield GetStorageFlags() const;
Uint GetExternalIndex() const; Uint GetExternalIndex() const;
// Globally-unique, never-reused id for THIS object's lifetime - same contract
// and same motivation as ProgramObject::GetLifetimeId() and
// VertexArrayObject::GetLifetimeId(). A backend that folds a buffer's IDENTITY
// into a cache key must use this, never the GL name (LIFO-recycled by
// glGenBuffers) and never the heap address (recycled by the allocator): both
// let a deleted-and-recreated buffer answer to a dead one's cache entry.
Uint64 GetLifetimeId() const { return m_lifetimeId; }
// Monotonic counter bumped on every shadow mutation; backends use it to // Monotonic counter bumped on every shadow mutation; backends use it to
// validate cached transient slices. // validate cached transient slices.
Uint64 GetChangeSerial() const; Uint64 GetChangeSerial() const;
// False after a NULL-data (re)specification until the first content
// write: the app's orphaning idiom (glBufferData with nullptr) leaves
// the store undefined, so backends may (re)allocate GPU storage without
// uploading the stale CPU shadow.
Bool HasDefinedContent() const;
const SharedPtr<BackendBufferResource>& GetBackendResource() const; const SharedPtr<BackendBufferResource>& GetBackendResource() const;
void SetBackendResource(SharedPtr<BackendBufferResource> resource); void SetBackendResource(SharedPtr<BackendBufferResource> resource);
@@ -185,7 +214,10 @@ namespace MobileGL {
// SubData transfer to sync the backend's separate GPU copy. // SubData transfer to sync the backend's separate GPU copy.
void NotifyContentWrite(SizeT offset, SizeT size); void NotifyContentWrite(SizeT offset, SizeT size);
static Uint64 AllocateLifetimeId();
const Uint m_externalIndex = 0; const Uint m_externalIndex = 0;
const Uint64 m_lifetimeId = AllocateLifetimeId();
SizeT m_size = 0; SizeT m_size = 0;
BufferUsage m_usage = BufferUsage::StaticDraw; BufferUsage m_usage = BufferUsage::StaticDraw;
// Owns the buffer's bytes (CPU shadow or backend persistent GPU map) and // Owns the buffer's bytes (CPU shadow or backend persistent GPU map) and
@@ -196,6 +228,10 @@ namespace MobileGL {
Bool m_isImmutableStorage = false; Bool m_isImmutableStorage = false;
GLbitfield m_storageFlags = 0; GLbitfield m_storageFlags = 0;
Uint64 m_changeSerial = 0; Uint64 m_changeSerial = 0;
// See HasDefinedContent().
Bool m_hasDefinedContent = true;
// Set by MarkGpuWritten, cleared by SyncGpuWrites once the shadow is refreshed.
Bool m_gpuWritePending = false;
Range1D m_mappedRange; Range1D m_mappedRange;
Vector<Uint8> m_stagingData; Vector<Uint8> m_stagingData;
Bool m_ownsStagingData; Bool m_ownsStagingData;
@@ -31,6 +31,9 @@ namespace MobileGL::MG_State::GLState {
BindingSlot<BufferObject>& GetBindingSlot(BufferTarget target); BindingSlot<BufferObject>& GetBindingSlot(BufferTarget target);
// For glBindBufferBase / glBindBufferRange // For glBindBufferBase / glBindBufferRange
BindingSlotRange1D<BufferObject>& GetBindingPoint(BufferTarget target, Uint index); BindingSlotRange1D<BufferObject>& GetBindingPoint(BufferTarget target, Uint index);
const BindingSlotRange1D<BufferObject>& GetBindingPoint(BufferTarget target, Uint index) const {
return const_cast<BufferState*>(this)->GetBindingPoint(target, index);
}
constexpr SizeT GetBindingPointCount(const BufferTarget target) const { constexpr SizeT GetBindingPointCount(const BufferTarget target) const {
auto it = std::find(BufferBindPointTargets.begin(), BufferBindPointTargets.end(), target); auto it = std::find(BufferBindPointTargets.begin(), BufferBindPointTargets.end(), target);
auto index = std::distance(BufferBindPointTargets.begin(), it); auto index = std::distance(BufferBindPointTargets.begin(), it);

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