Compare commits

..
Author SHA1 Message Date
swung0x48 64a0ea397c [Perf] (CI): rewrite one rolling ccache entry per job on the default branch instead of saving one per run 2026-08-12 01:56:17 -04:00
swung0x48 205d837942 [Fix, Test] (MG_Backend/DirectGLES, MG_Util, CI): keep an explicit LOD constant under a new avoid flag - folding the bias uniform into it kills the ANGLE llvmpipe JIT 2026-08-12 01:42:55 -04:00
swung0x48 b5e9339c66 [Fix] (MG_Util): the unsupported-buffer-textures log tells a too-old driver apart from one whose entry point failed to resolve 2026-08-12 01:24:41 -04:00
swung0x48 e310e3e9ff [Fix, Test] (MG_Util, MG_Backend/DirectGLES, MG_Test): resolve buffer textures through the entry point the tier ships, not the ES 3.2 core name; bound the OES retarget to an exact extension name 2026-08-12 01:24:40 -04:00
swung0x48 a0bf4a83bc [Fix, Test] (MG_Util, MG_Backend/DirectGLES, MG_Test, MG_IntegrationTest): detect buffer-texture support, emit the directive the driver advertises, and name the capability when it is missing 2026-08-12 01:24:40 -04:00
swung0x48 97facf777b [Fix] (MG_Backend/DirectVulkan): act on a failed binding remap, bound the storage-block array count, and correct the decline rationale review found describing the reverted mechanism 2026-08-12 01:09:56 -04:00
swung0x48 5cfbb716c0 Merge remote-tracking branch 'origin/dev' into feat/sampler-array-descriptors 2026-08-12 00:58:20 -04:00
swung0x48 64c3411d70 [Perf] (CI): restore unchanged trace fixtures from the Actions cache keyed on their Git LFS pointer oid, downloading only on a miss 2026-08-12 00:49:47 -04:00
swung0x48 f3a0d9e0a3 [Refactor] (CI): move the trace fixture LFS pointer and verification helpers into a shared library 2026-08-12 00:49:47 -04:00
swung0x48 068786e812 [Fix, Test] (MG_Backend/DirectVulkan, MG_IntegrationTest): a declined descriptor must refuse the draw, not just leave the layout - a multi-dimensional sampler array otherwise faulted in the shader 2026-08-12 00:45:36 -04:00
swung0x48 8e7cc62c24 [Test] (MG_Benchmark): a standing UnorderedMap observatory - the container's own shapes, measured through the alias so a future swap re-runs the same suite 2026-08-12 00:40:57 -04:00
swung0x48 d2a36d65a3 [Fix, Test] (MG_Backend/DirectVulkan, MG_IntegrationTest): a sampler uniform array is one binding with many descriptors too - Magma wrote only element zero, and declines the multi-dimensional shape loudly 2026-08-12 00:31:37 -04:00
swung0x48 a020de76e3 Merge remote-tracking branch 'origin/dev' into feat/sampler-array-descriptors 2026-08-12 00:18:51 -04:00
swung0x48 574634adfa [Fix, Test] (MG_Backend/DirectVulkan, MG_IntegrationTest): let the binding remap accept the descriptor arrays that now have per-element paths, and reserve image-info scratch for them 2026-08-12 00:14:18 -04:00
swung0x48 e71d715e1a [Fix, Test] (MG_Backend/DirectVulkan, MG_Util, MG_Test): VkProgramObject move dropped stageSpirvDigests - a robin-hood swap would pair one program's modules with another's digests; sanity tests assert key identity, not iteration counts 2026-08-12 00:11:56 -04:00
swung0x48 7b946fd527 [Fix] (MG_Backend/DirectVulkan, MG_Util): RenderPassEntry needs move assignment - robin-hood probing swaps entries, so mapped types must be swappable 2026-08-12 00:11:55 -04:00
swung0x48 8f3ce5f5b7 [Fix] (MG_Backend/DirectGLES, MG_State, Docs): CopyImageSubData held a registry reference across a re-entrant sync; retarget container rationales at the new erase contract 2026-08-12 00:11:54 -04:00
swung0x48 21ec744ef2 [Refactor] (MG_Util, MG_Test): retire FastSTL for ska::flat_hash_map, the table MobileGlues settled on 2026-08-12 00:11:54 -04:00
swung0x48 faa7b17da3 [Test] (tools/trace_replay): drop the minecraft-26.2-in-world fixture 2026-08-12 00:03:03 -04:00
swung0x48 f6849fc0b3 [Fix, Test] (MG_Backend/DirectVulkan, MG_IntegrationTest): an image uniform array is one binding with many descriptors, not one - Magma wrote only element zero and left the rest undefined 2026-08-11 23:49:31 -04:00
swung0x48 4d1d4f6225 [Fix] (DirectGLES): report a rejected shader and a failed link at MGLOG_I - MGLOG_E is compiled out of every INFO build, which is why the retrace artifact could not say which shader the driver refused 2026-08-11 23:39:48 -04:00
swung0x48 cef81df73f [Fix, Test] (ShaderTranspiler, DirectGLES): fold or lower dynamically indexed fragment outputs before ESSL emission - GLSL ES requires constant integral indices, so the OIT coefficient shader linked nothing on ANGLE and every translucent draw was a silent no-op 2026-08-11 23:39:03 -04:00
swung0x48 c4e6ea1f23 [Docs] (tools/trace_replay): strip investigation logs from the README - usage and procedures only 2026-08-11 23:25:20 -04:00
swung0x48 b4e07ce651 [Fix, Test] (MG_State, MG_Backend/DirectGLES, MG_Test): close three holes review found in the composite uniform mirror - unrecorded stage programs, byte-identical writes, and Espryt's baked image units 2026-08-11 23:19:22 -04:00
swung0x48 ff324057ad [Fix, Perf, Test] (MG_State, MG_Impl/GLImpl, MG_Test, MG_IntegrationTest): a pipeline composite mirrors only the uniforms a stage was written to, and survives a sampler or block rebinding 2026-08-11 23:11:13 -04:00
swung0x48 ef4c6dbe0a Merge branch 'feat/cts-420pack-wave' into dev 2026-08-11 23:07:45 -04:00
swung0x48 19fc7346c5 [Fix] (MG_Backend/DirectVulkan): a re-entrant cache lookup dangled the reference glShaderStorageBlockBinding then wrote through 2026-08-11 23:05:21 -04:00
swung0x48 bcb0e894ef [Fix, Test] (MG_State, MG_Backend/DirectGLES, MG_Util, MG_IntegrationTest, MG_Test): array layout(binding=N) elements bind consecutively, a read+write image reaches ESSL legally, compute local_size comes from the linked intermediate, and glShaderStorageBlockBinding is baked into the generated source 2026-08-11 23:05:21 -04:00
swung0x48 794c10e56c [Fix] (3rdparty/glslang): bump the fork to the invariant-placement and atomic-counter-lowering patches 2026-08-11 23:05:20 -04:00
swung0x48 28390667d7 [Docs] (tools/trace_replay): sundial-lite's sampler state is identical on both stacks - the crash is a driver defect, not a dangling binding 2026-08-11 23:04:25 -04:00
swung0x48 90dd9bec77 [Docs] (tools/trace_replay): sundial-lite crashes in llvmpipe's JIT on a NULL per-texture-unit descriptor 2026-08-11 22:54:50 -04:00
swung0x48 7994ca31d3 [Docs] (tools/trace_replay): sundial-lite has no output-array indexing - separate cause from improved-transparency, and it reproduces locally 2026-08-11 22:48:51 -04:00
swung0x48 5705e05156 [Docs] (tools/trace_replay): sundial-lite kills the emulator via a host llvmpipe segfault, not OOM 2026-08-11 22:38:14 -04:00
swung0x48 ab62f81545 [Docs] (tools/trace_replay): the local farm ANGLE is not the CI ANGLE - re-attribute the improved-transparency causes 2026-08-11 22:32:14 -04:00
swung0x48 f6cf04d6d7 [Docs] (tools/trace_replay): name the two generated-ESSL defects that empty the improved-transparency lane on ANGLE 2026-08-11 22:25:57 -04:00
swung0x48 38eb9589f9 [Test] (tools/trace_replay): dump every live framebuffer attachment at a call boundary 2026-08-11 22:25:57 -04:00
swung0x48 99ebf67a3d [Fix] (CMake): the Android API guard holds a floor of 26, not an exact pin - higher platforms may configure, the minSdk-26 gradle build enforces API usage 2026-08-11 22:08:54 -04:00
swung0x48 2292e99476 Merge remote-tracking branch 'origin/dev' into dev 2026-08-11 21:59:25 -04:00
swung0x48 4c5afecc71 Merge branch 'fix/drop-android-api-pin' into dev 2026-08-11 21:59:05 -04:00
swung0x48 1c5744f2be [Fix] (MobileGL, Build): drop the __ANDROID_API__ source pin; hold API 26 in CMake instead 2026-08-11 21:58:30 -04:00
swung0x48 22859b0958 [Docs] (tools/trace_replay): localise the improved-transparency ANGLE divergence to the OIT composite 2026-08-11 21:55:40 -04:00
swung0x48 7aa958fbc9 [Docs] (tools/trace_replay): reproduce the Android DirectGLES lane on Linux, and pin improved-transparency below MobileGL 2026-08-11 21:43:56 -04:00
swung0x48 a4bd4e04a1 Merge branch 'fix/ssbo-rc13' into dev 2026-08-11 21:11:38 -04:00
swung0x48 09459edb6b [Fix] (CI, android-plugin): an ANGLE window surface lost before init finishes is infrastructure, not a trace failure 2026-08-11 21:00:31 -04:00
swung0x48 8af6ebc174 [Fix] (MG_State): seed uniform initializers through the phase-A gate, not off the raw artifact block 2026-08-11 20:59:25 -04:00
swung0x48 577cd8c670 [Fix] (3rdparty/glslang): bump the fork to the uniform-initializer preservation patch 2026-08-11 20:56:59 -04:00
swung0x48 5267243404 [Test] (MG_IntegrationTest): pin declared uniform initializers end to end, on both backends 2026-08-11 20:56:07 -04:00
swung0x48 33c2715912 [Fix] (MG_State, MG_Util): a default-block uniform starts at its declared initializer instead of zero 2026-08-11 20:54:14 -04:00
swung0x48 3068cdadf8 [Test] (CI): keep the emulator log of the attempt that lost the emulator, and record host memory pressure 2026-08-11 20:51:54 -04:00
swung0x48 6dd0201bf2 [Fix, Test] (MG_Impl/GLImpl): an indexed buffer SIZE query reports the range that was asked for, not what the buffer currently holds 2026-08-11 20:43:28 -04:00
swung0x48 05bef7118b [Fix, Test] (MG_State): a pipeline draw uses the block bindings its stage programs were given, not the ones their shaders declared 2026-08-11 20:23:06 -04:00
swung0x48 94e75fef79 [Fix, Test] (MG_State, MG_Impl): glIsProgramPipeline answers for the first bind, not for the materialization every pipeline command now does 2026-08-11 20:10:18 -04:00
swung0x48 43bcd03dca [Fix] (MG_Backend/DirectVulkan, MG_Impl): a malformed graphics pipeline shape skips the draw instead of faulting inside the driver 2026-08-11 20:10:18 -04:00
swung0x48 2ce0595fab [Fix, Test] (MG_State, MG_Impl, MG_Backend): a program pipeline's compute stage is dispatched on its own, and the graphics composite draws its stage programs' uniform values 2026-08-11 20:10:17 -04:00
swung0x48 ba9af18033 [Test] (MG_IntegrationTest): park the two program-pipeline cases whose mechanisms are still open 2026-08-11 20:10:17 -04:00
swung0x48 f7d63f88fa [Fix, Test] (MG_State, MG_Impl): a reserved program-pipeline name takes state from UseProgramStages and its siblings instead of rejecting them 2026-08-11 20:10:16 -04:00
swung0x48 6cf5a7744e [Test] (MG_IntegrationTest): separable programs drawn through a program pipeline object 2026-08-11 20:10:16 -04:00
swung0x48 ca3d24f5ea [Fix] (CI, android-plugin): keep a failed Android retrace's result artifact, and echo the logs a failed replay already wrote 2026-08-11 19:30:38 -04:00
swung0x48 cc34d34706 [Fix, Test] (MG_Backend/DirectGLES): hand every compiled shader's lifetime to its program - glDeleteShader was never called, so each program build leaked its driver shader objects 2026-08-11 11:11:28 -04:00
swung0x48 757b31592d [Fix, Test] (MG_Backend/DirectVulkan): a multisample resolve that must also change orientation resolves through a pooled scratch image, then blits 2026-08-11 10:49:58 -04:00
swung0x48 dbae4eda10 [Fix, Test] (MG_Backend/DirectVulkan): depth blits to or from the default framebuffer convert their rect out of GL's bottom-origin space, like the colour blit does 2026-08-11 10:24:59 -04:00
swung0x48 fa5ff5d168 [Test] (MG_IntegrationTest): every texture access routine must read the same texel out of a usampler2DArray 2026-08-11 10:21:38 -04:00
swung0x48 994ae372f8 [Fix, Test] (MG_Backend/DirectVulkan): an SSBO block instance array is one binding of N descriptors, so bind every element from its own GL binding point 2026-08-11 10:11:23 -04:00
swung0x48 7ba012adf9 [Test] (MG_IntegrationTest): SSBO runtime-array length across preambles, block arrays and bound ranges 2026-08-11 10:11:23 -04:00
swung0x48 b1fdffd767 [Fix, Test] (MG_Backend/DirectVulkan): read the default framebuffer's depth and stencil back instead of leaving the caller's buffer untouched 2026-08-11 10:11:22 -04:00
swung0x48 18c17ae5ca [Fix, Test] (MG_Backend/DirectVulkan): a blit into the default framebuffer must execute the clear parked before it, not leave it for the readback 2026-08-11 10:08:25 -04:00
swung0x48 16c010985f [Fix, Test] (MG_Impl): multi-bind name rejection is per element, and only transform feedback constrains the range size to a multiple of four 2026-08-11 09:17:51 -04:00
swung0x48 6f64ec0f51 [Fix, Test] (MG_Impl): validate indirect-dispatch and indirect-count arguments before the backend-availability check 2026-08-11 09:12:49 -04:00
swung0x48 5d47698349 [Fix, Test] (MG_Backend/DirectVulkan): materialize the default framebuffer's pending clear before a readback, alpha included 2026-08-11 09:09:31 -04:00
swung0x48 7b593e39ef [Fix, Test] (MG_Impl, MG_State): negative-path GL errors for multi_bind, indirect_parameters, texture_storage, compute dispatch/link and buffer-range alignment; indexed getters answer the full pname table 2026-08-11 09:02:22 -04:00
swung0x48 d83b4dbbb5 [Fix, Test] (MG_State, MG_Impl): ARB_vertex_attrib_binding state model - spec stride default, legacy stride/pointer shadows, divisor re-binds, core-profile VAO-0 rejection 2026-08-11 08:49:37 -04:00
swung0x48 964a7fcc92 [Fix, Test] (MG_State, MG_Backend/DirectVulkan): resolve transform-feedback captures that name a member of an output interface block 2026-08-11 08:39:39 -04:00
swung0x48 5a7bd9942d [Fix] (MG_Backend/DirectVulkan): print VkShaderModule as a 64-bit value - the const void* cast is ill-formed on 32-bit ABIs where the handle is a plain uint64_t 2026-08-11 08:19:31 -04:00
swung0x48 21a43bf6a4 [Fix, Test] (MG_Backend/DirectVulkan): re-land the gl_FragCoord default-framebuffer origin fix - the suspected slowdown was a mismeasurement, paired timings are within 1% 2026-08-11 07:54:24 -04:00
swung0x48 5b6dec2d81 [Revert] (MG_Backend/DirectVulkan): back out the gl_FragCoord default-framebuffer origin fix - correct, but it costs DirectVulkan a large order-dependent slowdown that is not yet root-caused 2026-08-11 06:30:30 -04:00
swung0x48 543c29bf86 [Fix, Test] (MG_Backend/DirectVulkan): gl_FragCoord on the default framebuffer reports GL's window origin - the stored row is not the window row once the viewport rect is converted 2026-08-11 05:25:32 -04:00
swung0x48 ef562ee9b5 [Fix, Test] (MG_Backend/DirectGLES): backend framebuffer, renderbuffer and sampler twins release their driver ids - a framebuffer per readback leaked the driver into stale pixels 2026-08-11 03:54:05 -04:00
swung0x48 fa0f6693d0 [Fix, Test] (MG_State, MG_Impl): reflection-backed glGetProgramiv queries answer zero instead of dereferencing a null TProgram 2026-08-11 02:59:10 -04:00
swung0x48 a6c362c6ce [Fix, Test] (MG_Backend/DirectVulkan): convert every default-framebuffer rectangle between GL and display Y origins - viewport, scissor, ReadPixels offset, rect-capable readback remap, blit source 2026-08-11 02:51:22 -04:00
swung0x48 921504eccf [Fix, Test] (MG_Backend/DirectVulkan, MG_Util): clamp Vulkan-derived GL buffer limits and saturate the uint32 to Int casts 2026-08-11 02:38:51 -04:00
swung0x48 7c5fc03b26 [Fix, Test] (MG_Backend/DirectVulkan): never bind or cache a null pipeline, and name the modules a failed vkCreateGraphicsPipelines rejected 2026-08-11 02:33:32 -04:00
swung0x48 ed29e63543 [Fix, Test] (MG_Impl): glGetProgramResourceiv reports a written length on every exit path 2026-08-11 02:27:26 -04:00
swung0x48 5c8a9c41d6 [Fix, Test] (MG_Impl, MG_State): GL entry points record errors instead of throwing through the C ABI - CopyTexImage superset rule, TEXTURE_BUFFER level queries, indexed cap toggles 2026-08-11 02:24:41 -04:00
swung0x48 efa0345c36 [Fix] (MG_Backend/DirectVulkan): offscreen surfaces never touch a window system - delete the hidden-Xlib fallback, make surface and device-enumeration failures loud, guard zero devices 2026-08-11 00:58:24 -04:00
swung0x48 ce0f18969c [Fix] (MG_Util): dlopen the versioned libEGL.so.1 first - the unversioned name is a dev-package symlink absent on runtime-only systems, and its silent failure nulled every EGL entry point 2026-08-11 00:58:23 -04:00
swung0x48 7ce0966e7d [Fix, Test] (MG_IntegrationTest): the harness is surfaceless by construction - never binds a window system, hardware demand split out of REQUIRE_GPU, pre-flight crashes keep their cores 2026-08-11 00:58:22 -04:00
swung0x48 1c6ca2753f [Test] (CI): wire the integration-gpu lane into the Test workflow - lavapipe ICD pinned at configure time, REQUIRE_GPU armed, failure-only core-dump artifacts in every native lane 2026-08-11 00:58:21 -04:00
swung0x48 61b0532865 [Fix] (MG_Backend/DirectVulkan): replay client-memory multi-draw through the single-draw path - the batched shared index view cannot express per-draw client pointers and dropped the whole batch 2026-08-10 21:58:06 -04:00
swung0x48 f5b8a505ed [Fix] (MG_Backend/DirectVulkan): keep the transient arena's outgrown buffers alive until frame rewind - the transient drain freed them while frame-serial memos still bound them 2026-08-10 21:47:28 -04:00
swung0x48 8371365db5 [Fix] (MG_Backend/DirectVulkan): include the texture enum converter the WARN-level log line needs - VulkanRenderer.cpp did not compile below INFO log level 2026-08-10 21:47:27 -04:00
swung0x48 b219992ee3 [Feat, Perf, Test] (MG_Util, MG_Backend, MG_Test): test-lane SPIR-V validation latch; entry-local Private rewrite, in-chain rect lowering and uniform-Location strip 2026-08-10 13:00:20 -04:00
swung0x48 94233ef928 [Fix] (MG_Backend/DirectVulkan): drop draws and dispatches when a program has no optimized SPIR-V - a phase-B failure left raw glslang words in GetGeneratedSpirv 2026-08-10 13:00:11 -04:00
swung0x48 0827d7a539 [Fix] (MobileGL): define the numeric log levels in Defines.h - the MOBILEGL_ASSERT gate compared undefined tokens in TUs that never include Log.h 2026-08-10 13:00:10 -04:00
swung0x48 5248b8b746 [Test] (MG_Test): replay a real Iris shader pair through the whole async frontend, both phases and both quirk states 2026-08-10 10:06:26 -04:00
swung0x48 d868e1c476 [Test] (MG_Util, MG_State): remove the TEMP stage-timing probes - the async-compile measurement campaign is done 2026-08-10 09:56:05 -04:00
swung0x48 c3412ca394 [Fix, Test] (MG_Util): give inactive vertex inputs a Location - undecorated inputs are invalid SPIR-V and Adreno rejects the whole pipeline 2026-08-10 09:27:01 -04:00
swung0x48 5ccaff37af [Fix] (MG_State): revert the Cut A-prime reorder - device dumps prove the ordering is not the pipeline failure, and record the third measurement 2026-08-10 08:58:38 -04:00
swung0x48 71e29f9d58 [Fix] (MG_State): keep GlslangToSpv ahead of buildReflection - reflection-first drops a vertex input's Location decoration and Adreno rejects the pipeline 2026-08-10 08:33:47 -04:00
swung0x48 8ad07c222c [Test] (MG_Test): cover the cancelled-SPIR-V program, the buffered-write valve and drop, the delete-does-not-block bound and the zero-thread join 2026-08-10 07:31:58 -04:00
swung0x48 5722094d6f [Docs] (MG_State): the early AST drop frees only the re-parsed shaders - the compile node co-owns the rest 2026-08-10 07:31:58 -04:00
swung0x48 4831387cf0 [Fix] (MG_State, MG_Backend/DirectVulkan): a program whose SPIR-V job was cancelled faulted on the first glUniform - bounds-check the shadow lookup 2026-08-10 07:31:57 -04:00
swung0x48 d03b72267a [Perf] (MG_State): drop the parsed ASTs as soon as the SPIR-V job has generated its modules 2026-08-10 06:37:49 -04:00
swung0x48 847ec74f48 [Test] (MG_Test): AsyncSpirvPhaseTest - phase-A completeness, buffered-uniform replay, version bumps and the cancel matrix 2026-08-10 06:12:39 -04:00
swung0x48 e02e5caa17 [Fix] (MG_State, MG_Backend/DirectGLES): join both link phases on the draw and drain paths, and refuse to bind a program whose SPIR-V never arrived 2026-08-10 06:08:30 -04:00
swung0x48 1958934594 [Feat] (MG_State, MG_Impl): buffer non-opaque glUniform writes across the SPIR-V window and replay them at its publish 2026-08-10 06:05:37 -04:00
swung0x48 dec0c5eaff [Refactor, Test] (MG_State, MG_Util): split the link into ProgramLinkTask (query surface) and a chained ProgramSpirvTask behind its own join gate 2026-08-10 06:02:52 -04:00
swung0x48 b6a44cd1e2 [Refactor] (MG_State): run reflection and link validation before SPIR-V generation - the ordering constraint retested byte-identical 2026-08-10 05:50:20 -04:00
swung0x48 85f45d0e44 [Test] (MG_Util, MG_State): TEMP spirv-null plumbing probe for the allocator-pathology discriminator 2026-08-10 05:42:23 -04:00
swung0x48 404236d337 [Test] (MG_Util, MG_State): TEMP stage-timing probes for the async-compile campaign - remove before merge 2026-08-10 05:16:24 -04:00
swung0x48 6ea948779e [Feat, Test] (MG_Impl, MG_State, MG_Util): opt-in MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS - shader compile status/log answer without joining, latched per compile 2026-08-10 02:06:17 -04:00
151 changed files with 20302 additions and 2431 deletions
+4 -51
View File
@@ -1,6 +1,10 @@
#!/usr/bin/env bash
set -euo pipefail
script_dir="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
# shellcheck source=trace-fixture-lib.sh
. "${script_dir}/trace-fixture-lib.sh"
if [ "$#" -lt 1 ] || [ "$#" -gt 2 ]; then
echo "usage: $0 <trace-case> [fixture-dir]" >&2
exit 2
@@ -62,57 +66,6 @@ if [ "${case_name}" = "OpenRA" ]; then
exit 0
fi
get_lfs_metadata() {
local file="$1"
local pointer
local expected_oid
local expected_size
if ! pointer="$(git show "HEAD:${file}" 2>/dev/null)"; then
echo "failed to read tracked fixture metadata: ${file}" >&2
return 1
fi
if ! grep -q '^version https://git-lfs.github.com/spec/v1$' <<< "${pointer}"; then
echo "tracked fixture is not a Git LFS pointer: ${file}" >&2
return 1
fi
expected_oid="$(awk '$1 == "oid" && $2 ~ /^sha256:/ { sub(/^sha256:/, "", $2); print $2 }' <<< "${pointer}")"
expected_size="$(awk '$1 == "size" { print $2 }' <<< "${pointer}")"
if ! [[ "${expected_oid}" =~ ^[0-9a-f]{64}$ ]] || ! [[ "${expected_size}" =~ ^[0-9]+$ ]]; then
echo "invalid Git LFS pointer metadata: ${file}" >&2
return 1
fi
printf '%s %s\n' "${expected_oid}" "${expected_size}"
}
verify_fixture_file() {
local downloaded_file="$1"
local display_name="$2"
local expected_oid="$3"
local expected_size="$4"
local actual_oid
local actual_size
if [ ! -f "${downloaded_file}" ]; then
echo "fixture file is missing: ${display_name}" >&2
return 1
fi
actual_size="$(wc -c < "${downloaded_file}" | tr -d '[:space:]')"
if [ "${actual_size}" != "${expected_size}" ]; then
echo "fixture size mismatch for ${display_name}: expected ${expected_size}, got ${actual_size}" >&2
return 1
fi
actual_oid="$(sha256sum "${downloaded_file}" | awk '{ print $1 }')"
if [ "${actual_oid}" != "${expected_oid}" ]; then
echo "fixture SHA-256 mismatch for ${display_name}: expected ${expected_oid}, got ${actual_oid}" >&2
return 1
fi
}
fetch_file_from_mirror() {
local file="$1"
local url="$2"
+117
View File
@@ -0,0 +1,117 @@
#!/usr/bin/env bash
# Cache-side helper for trace fixtures.
#
# key <case> [fixture-dir] derive the actions/cache key and path list
# verify <case> [fixture-dir] check restored fixtures against their pointers
# reset <case> [fixture-dir] drop restored fixtures, leaving the pointers
#
# The cache key is content-addressed on the Git LFS pointer oids tracked at
# HEAD, which are readable from a plain checkout without smudging. Fixture
# content therefore maps 1:1 onto a key: unchanged content hits, changed
# content is a new key and thus a miss, and the download path handles it. The
# key deliberately carries no restore-keys prefix in the workflow - a fixture
# that does not match the pointer exactly must never be restored.
set -euo pipefail
script_dir="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
# shellcheck source=trace-fixture-lib.sh
. "${script_dir}/trace-fixture-lib.sh"
# Bump when the key derivation changes in a way that must invalidate old
# entries; the content digest alone would not notice a format change.
key_schema="v1"
if [ "$#" -lt 2 ] || [ "$#" -gt 3 ]; then
echo "usage: $0 <key|verify|reset> <trace-case> [fixture-dir]" >&2
exit 2
fi
command_name="$1"
case_name="$2"
fixture_dir="${3:-tools/trace_replay/fixtures}"
python_bin="${PYTHON:-python3}"
if ! command -v "${python_bin}" >/dev/null 2>&1 && command -v python >/dev/null 2>&1; then
python_bin=python
fi
mapfile -t files < <(trace_fixture_files "${case_name}" "${fixture_dir}" "${python_bin}")
if [ "${#files[@]}" -eq 0 ]; then
echo "no fixture files declared for trace case: ${case_name}" >&2
exit 1
fi
# Writes "name=value" to $GITHUB_OUTPUT when running under Actions, and to
# stdout otherwise so the script stays runnable (and testable) off-CI.
emit_output() {
local name="$1"
local value="$2"
if [ -n "${GITHUB_OUTPUT:-}" ]; then
if [[ "${value}" == *$'\n'* ]]; then
local delimiter="ghadelim_$(date +%s%N)_$$"
{
printf '%s<<%s\n' "${name}" "${delimiter}"
printf '%s\n' "${value}"
printf '%s\n' "${delimiter}"
} >> "${GITHUB_OUTPUT}"
else
printf '%s=%s\n' "${name}" "${value}" >> "${GITHUB_OUTPUT}"
fi
fi
printf '%s=%s\n' "${name}" "${value}"
}
sanitize_case() {
printf '%s' "$1" | sed 's/[^A-Za-z0-9._-]/_/g'
}
case "${command_name}" in
key)
manifest=""
for file in "${files[@]}"; do
# A case whose fixtures are committed directly rather than through Git LFS
# (OpenRA) has no pointer oid to key on, and nothing to download either.
# Report it as uncacheable so the workflow skips the cache entirely.
if ! metadata="$(get_lfs_metadata "${file}" 2>/dev/null)"; then
echo "trace case ${case_name} is not stored in Git LFS; skipping fixture cache" >&2
emit_output "cacheable" "false"
emit_output "key" ""
exit 0
fi
read -r expected_oid expected_size <<< "${metadata}"
manifest+="$(basename "${file}") ${expected_oid} ${expected_size}"$'\n'
done
digest="$(printf '%s' "${manifest}" | sha256sum | awk '{ print substr($1, 1, 16) }')"
safe_case="$(sanitize_case "${case_name}")"
emit_output "cacheable" "true"
emit_output "key" "trace-fixture-${key_schema}-${safe_case}-${digest}"
emit_output "paths" "$(printf '%s\n' "${files[@]}")"
;;
verify)
for file in "${files[@]}"; do
metadata="$(get_lfs_metadata "${file}")"
read -r expected_oid expected_size <<< "${metadata}"
verify_fixture_file "${file}" "${file}" "${expected_oid}" "${expected_size}"
done
echo "Verified ${#files[@]} fixture file(s) for ${case_name} against the tracked Git LFS pointers."
;;
reset)
# Put the working tree back to the pointer files a fresh checkout would
# have, so that a rejected cache entry falls through to exactly the same
# download path a cache miss takes.
for file in "${files[@]}"; do
rm -f "${file}" "${file}.tmp"
done
git checkout -- "${files[@]}"
echo "Reset ${#files[@]} fixture file(s) for ${case_name} to their tracked Git LFS pointers."
;;
*)
echo "unknown command: ${command_name}" >&2
exit 2
;;
esac
+73
View File
@@ -0,0 +1,73 @@
#!/usr/bin/env bash
# Shared helpers for trace-fixture handling: reading the in-tree Git LFS pointer
# metadata and verifying a fixture file against it. Sourced by
# fetch-trace-fixture-lfs.sh (verify after download) and by
# trace-fixture-cache.sh (cache key derivation and verify after cache restore),
# so both paths agree on what a valid fixture is.
# Reads the Git LFS pointer tracked at HEAD for a fixture path and prints
# "<oid> <size>". Fails if the tracked blob is not a well-formed LFS pointer.
get_lfs_metadata() {
local file="$1"
local pointer
local expected_oid
local expected_size
if ! pointer="$(git show "HEAD:${file}" 2>/dev/null)"; then
echo "failed to read tracked fixture metadata: ${file}" >&2
return 1
fi
if ! grep -q '^version https://git-lfs.github.com/spec/v1$' <<< "${pointer}"; then
echo "tracked fixture is not a Git LFS pointer: ${file}" >&2
return 1
fi
expected_oid="$(awk '$1 == "oid" && $2 ~ /^sha256:/ { sub(/^sha256:/, "", $2); print $2 }' <<< "${pointer}")"
expected_size="$(awk '$1 == "size" { print $2 }' <<< "${pointer}")"
if ! [[ "${expected_oid}" =~ ^[0-9a-f]{64}$ ]] || ! [[ "${expected_size}" =~ ^[0-9]+$ ]]; then
echo "invalid Git LFS pointer metadata: ${file}" >&2
return 1
fi
printf '%s %s\n' "${expected_oid}" "${expected_size}"
}
# Checks an on-disk fixture against the size and SHA-256 from its LFS pointer.
verify_fixture_file() {
local downloaded_file="$1"
local display_name="$2"
local expected_oid="$3"
local expected_size="$4"
local actual_oid
local actual_size
if [ ! -f "${downloaded_file}" ]; then
echo "fixture file is missing: ${display_name}" >&2
return 1
fi
actual_size="$(wc -c < "${downloaded_file}" | tr -d '[:space:]')"
if [ "${actual_size}" != "${expected_size}" ]; then
echo "fixture size mismatch for ${display_name}: expected ${expected_size}, got ${actual_size}" >&2
return 1
fi
actual_oid="$(sha256sum "${downloaded_file}" | awk '{ print $1 }')"
if [ "${actual_oid}" != "${expected_oid}" ]; then
echo "fixture SHA-256 mismatch for ${display_name}: expected ${expected_oid}, got ${actual_oid}" >&2
return 1
fi
}
# Prints the fixture file paths of a trace case, one per line. Strips CR so the
# result is usable when python emits CRLF (Git Bash on Windows).
trace_fixture_files() {
local case_name="$1"
local fixture_dir="$2"
local python_bin="${3:-python3}"
"${python_bin}" tools/trace_replay/trace_cases.py \
--format fixture-files \
--case "${case_name}" \
--fixture-root "${fixture_dir}" | tr -d '\r'
}
+111 -8
View File
@@ -11,6 +11,9 @@ on:
jobs:
build:
runs-on: ubuntu-latest
permissions:
actions: write
contents: read
env:
CCACHE_BASEDIR: ${{ github.workspace }}
CCACHE_COMPRESS: "true"
@@ -41,12 +44,11 @@ jobs:
gradle-version: 8.10.2
- name: Restore ccache
uses: actions/cache@v5
uses: actions/cache/restore@v5
with:
path: .ccache
key: ${{ runner.os }}-apk-${{ github.job }}-ccache-${{ github.ref_name }}-${{ github.run_id }}
key: ${{ runner.os }}-apk-${{ github.job }}-ccache-v1
restore-keys: |
${{ runner.os }}-apk-${{ github.job }}-ccache-${{ github.ref_name }}-
${{ runner.os }}-apk-${{ github.job }}-ccache-
- name: Install ccache
@@ -125,6 +127,28 @@ jobs:
if: always()
run: ccache --show-stats
# Rewrite one rolling entry per job on the default branch. The upload stays
# cumulative - it carries every object restored at the top of this run plus
# the few TUs that actually changed - but Actions cache keys are immutable,
# so the superseded blob has to be released before the same key can be
# re-uploaded. Running after the build means a failed build leaves the
# existing entry untouched. The other trigger branches restore this entry
# rather than each writing a ~4 GB one of their own.
- name: Release superseded ccache entry
if: github.ref_name == github.event.repository.default_branch
env:
GH_TOKEN: ${{ github.token }}
CACHE_KEY: ${{ runner.os }}-apk-${{ github.job }}-ccache-v1
run: gh cache delete "${CACHE_KEY}" || true
- name: Save ccache
if: github.ref_name == github.event.repository.default_branch
continue-on-error: true
uses: actions/cache/save@v5
with:
path: .ccache
key: ${{ runner.os }}-apk-${{ github.job }}-ccache-v1
- name: Verify APK metadata and packaging
run: |
AAPT2="$(find "$ANDROID_HOME/build-tools" -name aapt2 -type f | sort -V | tail -n 1)"
@@ -201,9 +225,41 @@ jobs:
- name: Checkout repo
uses: actions/checkout@v6
- name: Derive trace fixture cache key
id: fixture-key
run: bash .github/scripts/trace-fixture-cache.sh key '${{ matrix.case }}'
- name: Restore trace fixture cache
id: fixture-cache
if: steps.fixture-key.outputs.cacheable == 'true'
uses: actions/cache/restore@v5
with:
path: ${{ steps.fixture-key.outputs.paths }}
key: ${{ steps.fixture-key.outputs.key }}
- name: Verify restored trace fixture
id: fixture-verify
if: steps.fixture-cache.outputs.cache-hit == 'true'
run: |
if bash .github/scripts/trace-fixture-cache.sh verify '${{ matrix.case }}'; then
echo "ok=true" >> "$GITHUB_OUTPUT"
else
echo "ok=false" >> "$GITHUB_OUTPUT"
echo "::warning::Cached fixture for ${{ matrix.case }} failed verification; falling back to the download path"
bash .github/scripts/trace-fixture-cache.sh reset '${{ matrix.case }}'
fi
- name: Fetch trace fixture
if: steps.fixture-verify.outputs.ok != 'true'
run: bash .github/scripts/fetch-trace-fixture-lfs.sh '${{ matrix.case }}'
- name: Save trace fixture cache
if: steps.fixture-key.outputs.cacheable == 'true' && steps.fixture-cache.outputs.cache-hit != 'true'
uses: actions/cache/save@v5
with:
path: ${{ steps.fixture-key.outputs.paths }}
key: ${{ steps.fixture-key.outputs.key }}
- name: Stage trace fixture
run: |
safe_case="$(printf '%s' '${{ matrix.case }}' | sed 's/[^A-Za-z0-9._-]/_/g')"
@@ -379,6 +435,9 @@ jobs:
if [ "${{ matrix.backend.name }}" = "DirectGLES" ] && [ "${{ matrix.case.name }}" = "minecraft-1.21.4-fabric-iris-bliss-in-world" ]; then
extra_retrace_args+=(--avoid-angle-llvmpipe-sampler-mipmap-min-filter)
fi
if [ "${{ matrix.backend.name }}" = "DirectGLES" ] && [ "${{ matrix.case.avoid_angle_llvmpipe_explicit_lod_bias || false }}" = "true" ]; then
extra_retrace_args+=(--avoid-angle-llvmpipe-explicit-lod-bias)
fi
if [ "${{ matrix.case.coherent_as_flush || false }}" = "true" ]; then
extra_retrace_args+=(--coherent-as-flush)
fi
@@ -411,6 +470,24 @@ jobs:
run_retrace || retrace_status=$?
if [ "${retrace_status}" -eq 75 ]; then
echo "::warning::Android emulator infrastructure failed; restarting it and retrying this retrace once."
# Surface-lost is retried rather than failed, so it would otherwise
# be invisible. Report it per job - a healthy run prints nothing and
# a rate spike shows up as a row per affected case.
reason_file="android-retrace-result/infrastructure-failure-reason.txt"
surface_lost_retries=0
if [ -f "${reason_file}" ]; then
surface_lost_retries="$(grep -c 'angle-surface-lost' "${reason_file}" || true)"
fi
if [ "${surface_lost_retries}" -gt 0 ]; then
echo "surface-lost retries: ${surface_lost_retries} (${{ matrix.backend.name }}, ${{ matrix.case.name }})" \
>> "${GITHUB_STEP_SUMMARY}"
fi
# The restart truncates EMULATOR_LOG, and the attempt that lost the
# emulator is the one worth reading - the retry usually only shows
# the wreckage. Keep the first attempt's log before it is clobbered.
if [ -f "${EMULATOR_LOG}" ]; then
cp "${EMULATOR_LOG}" "${EMULATOR_LOG}.first-attempt" || true
fi
sh android-plugin/run-avd-ci.sh stop \
--avd-name "${AVD_NAME}" \
--emulator-log "${EMULATOR_LOG}" \
@@ -450,6 +527,13 @@ jobs:
if [ -f "${EMULATOR_LOG}" ]; then
cp "${EMULATOR_LOG}" android-retrace-result/diagnostics/emulator.log
fi
if [ -f "${EMULATOR_LOG}.first-attempt" ]; then
cp "${EMULATOR_LOG}.first-attempt" android-retrace-result/diagnostics/emulator-first-attempt.log
fi
# A vanished emulator looks identical whether the host OOM killer took
# qemu or the renderer faulted. These two say which.
free -h > android-retrace-result/diagnostics/host-memory.txt 2>&1 || true
sudo dmesg -T 2>/dev/null | tail -300 > android-retrace-result/diagnostics/host-dmesg.txt || true
- name: Stop Emulator
if: always()
@@ -531,22 +615,41 @@ jobs:
)
if ((${#failed_cases[@]})); then
echo "Retaining fixtures for failed retrace case(s):"
echo "Retaining fixtures and results for failed retrace case(s):"
printf ' %s\n' "${!failed_cases[@]}"
else
echo "All retrace jobs succeeded; no fixtures need to be retained."
echo "All retrace jobs succeeded; nothing needs to be retained."
fi
deleted=0
retained=0
while IFS=$'\t' read -r artifact_id artifact_name; do
keep=0
if [[ "${artifact_name}" == MobileGL-trace-fixture-* ]]; then
case_name="${artifact_name#MobileGL-trace-fixture-}"
if [[ -v "failed_cases[${case_name}]" ]]; then
echo "Retaining ${artifact_name} (${artifact_id}) for failed retrace."
((retained += 1))
continue
keep=1
fi
elif [[ "${artifact_name}" == MobileGL-android-retrace-result-* ]]; then
# The result artifact carries mobilegl.log, retrace.log, logcat,
# the emulator log and the actual/diff images - the only record of
# why a retrace failed. Its name ends in -<backend>-<case>, so a
# suffix match on the case name keeps both backends' results for a
# case that failed on either of them, which is what a comparison
# needs. The match is anchored at the end, so a case name that is a
# prefix of a longer one does not retain the longer one's results.
for case_name in "${!failed_cases[@]}"; do
if [[ "${artifact_name}" == *-"${case_name}" ]]; then
keep=1
break
fi
done
fi
if ((keep)); then
echo "Retaining ${artifact_name} (${artifact_id}) for failed retrace."
((retained += 1))
continue
fi
echo "Deleting ${artifact_name} (${artifact_id})"
+195 -8
View File
@@ -1,4 +1,4 @@
name: Test
name: Test
on:
push:
@@ -11,6 +11,9 @@ on:
jobs:
build-linux:
runs-on: ubuntu-latest
permissions:
actions: write
contents: read
env:
BUILD_DIR: build-linux
CCACHE_BASEDIR: ${{ github.workspace }}
@@ -34,12 +37,11 @@ jobs:
uses: lukka/get-cmake@v4.3.3
- name: Restore ccache
uses: actions/cache@v5
uses: actions/cache/restore@v5
with:
path: .ccache
key: ${{ runner.os }}-test-${{ github.job }}-ccache-${{ github.ref_name }}-${{ github.run_id }}
key: ${{ runner.os }}-test-${{ github.job }}-ccache-v1
restore-keys: |
${{ runner.os }}-test-${{ github.job }}-ccache-${{ github.ref_name }}-
${{ runner.os }}-test-${{ github.job }}-ccache-
- name: Prepare Vulkan SDK
@@ -83,6 +85,8 @@ jobs:
-DMOBILEGL_LOG_ACTIVE_LEVEL=MOBILEGL_LOG_LEVEL_INFO \
-DMOBILEGL_BUILD_TEST=ON \
-DMOBILEGL_BUILD_BENCHMARK=ON \
-DMOBILEGL_BUILD_INTEGRATION_TEST=ON \
-DMOBILEGL_ITEST_VK_ICD=/usr/share/vulkan/icd.d/lvp_icd.json \
-DMOBILEGL_BUILD_TRACE_REPLAY=OFF \
-DBENCHMARK_DOWNLOAD_DEPENDENCIES=ON \
-DBENCHMARK_ENABLE_TESTING=OFF \
@@ -95,6 +99,28 @@ jobs:
if: always()
run: ccache --show-stats
# Rewrite one rolling entry per job on the default branch. The upload stays
# cumulative - it carries every object restored at the top of this run plus
# the few TUs that actually changed - but Actions cache keys are immutable,
# so the superseded blob has to be released before the same key can be
# re-uploaded. Running after the build means a failed build leaves the
# existing entry untouched. The other trigger branches restore this entry
# rather than each writing one of their own.
- name: Release superseded ccache entry
if: github.ref_name == github.event.repository.default_branch
env:
GH_TOKEN: ${{ github.token }}
CACHE_KEY: ${{ runner.os }}-test-${{ github.job }}-ccache-v1
run: gh cache delete "${CACHE_KEY}" || true
- name: Save ccache
if: github.ref_name == github.event.repository.default_branch
continue-on-error: true
uses: actions/cache/save@v5
with:
path: .ccache
key: ${{ runner.os }}-test-${{ github.job }}-ccache-v1
- name: Package Linux runtime
run: |
mkdir -p ci-artifacts
@@ -110,6 +136,7 @@ jobs:
"${BUILD_DIR}/CTestTestfile.cmake" \
"${BUILD_DIR}/MobileGL/MG_Test" \
"${BUILD_DIR}/MobileGL/MG_Benchmark" \
"${BUILD_DIR}/MobileGL/MG_IntegrationTest" \
"${SHARED_LIBS[@]}"
- name: Upload Linux runtime
@@ -159,12 +186,102 @@ jobs:
- name: Test
working-directory: build-linux
run: |
ulimit -c unlimited
sudo sysctl -w kernel.core_pattern='/tmp/core.%e.%p'
if [ "${{ secrets.ACTIONS_STEP_DEBUG }}" = "true" ]; then
ctest -V -L unit --no-tests=error
else
ctest --output-on-failure -L unit --no-tests=error
fi
- name: Upload core dumps
if: failure()
uses: actions/upload-artifact@v7
with:
name: unit-core-dumps
path: /tmp/core.*
if-no-files-found: ignore
integration:
runs-on: ubuntu-latest
needs: build-linux
steps:
- name: Checkout repo
uses: actions/checkout@v6
- name: Get CMake
uses: lukka/get-cmake@v4.3.3
- name: Install runtime dependencies
# Same set as the benchmark job, for the same reason: the scenarios bring
# up real headless EGL (llvmpipe) and Vulkan (lavapipe) contexts, and
# libegl-mesa0 - the EGL vendor library behind glvnd's libegl1 dispatch -
# only arrives as a Recommends.
run: |
sudo apt-get update
sudo apt-get install -y libvulkan1 libegl1 libegl-mesa0 libgles2 libgl1-mesa-dri mesa-vulkan-drivers
- name: Download Linux runtime
uses: actions/download-artifact@v8
with:
name: mobilegl-linux-runtime
path: .
- name: Unpack Linux runtime
run: tar -xzf mobilegl-linux-runtime.tgz
- name: Normalize CTest command paths
run: |
python - <<'PY'
from pathlib import Path
import re
for path in Path('build-linux').rglob('CTestTestfile.cmake'):
text = path.read_text()
text = re.sub(r'"[^"]*/cmake-[^"]*/bin/cmake"', '"cmake"', text)
path.write_text(text)
PY
- name: Integration scenarios
working-directory: build-linux
# REQUIRE_GPU makes a driverless runner FAIL instead of skipping every
# scenario - an all-skip run is otherwise indistinguishable from a pass,
# which is how a five-month-old draw-dropping bug survived unseen until
# this lane existed.
#
# The lavapipe ICD pin lives in the build-linux configure
# (-DMOBILEGL_ITEST_VK_ICD), NOT here: the configure bakes it into each
# test's ctest ENVIRONMENT property, and a property entry OVERRIDES the
# job environment - a VK_ICD_FILENAMES exported here would be silently
# ignored while looking like it works. This lane runs on lavapipe
# deterministically, not on whichever of the eight Mesa ICDs a GPU-less
# runner enumerates first.
#
# Cores are armed so that any crash - the harness pre-flight child's
# included - leaves /tmp/core.*, which the failure-only step below ships
# as an artifact. Analyzing a downloaded core against the runtime
# artifact's binary in an ubuntu-24.04 userspace reproduces the exact
# crash stack without burning a CI round on an in-workflow debugger.
env:
MOBILEGL_ITEST_REQUIRE_GPU: "1"
run: |
ulimit -c unlimited
sudo sysctl -w kernel.core_pattern='/tmp/core.%e.%p'
if [ "${{ secrets.ACTIONS_STEP_DEBUG }}" = "true" ]; then
ctest -V -L integration-gpu --no-tests=error
else
ctest --output-on-failure -L integration-gpu --no-tests=error
fi
- name: Upload core dumps
if: failure()
uses: actions/upload-artifact@v7
with:
name: integration-core-dumps
path: /tmp/core.*
if-no-files-found: ignore
benchmark:
runs-on: ubuntu-latest
needs: build-linux
@@ -208,7 +325,18 @@ jobs:
- name: Benchmark
working-directory: build-linux
run: ctest -V -C Release -L benchmark --no-tests=error
run: |
ulimit -c unlimited
sudo sysctl -w kernel.core_pattern='/tmp/core.%e.%p'
ctest -V -C Release -L benchmark --no-tests=error
- name: Upload core dumps
if: failure()
uses: actions/upload-artifact@v7
with:
name: benchmark-core-dumps
path: /tmp/core.*
if-no-files-found: ignore
build-retrace:
runs-on: ubuntu-latest
@@ -216,6 +344,9 @@ jobs:
- build-linux
- test
- benchmark
permissions:
actions: write
contents: read
env:
BUILD_DIR: build-retrace
CCACHE_BASEDIR: ${{ github.workspace }}
@@ -240,12 +371,11 @@ jobs:
uses: lukka/get-cmake@v4.3.3
- name: Restore ccache
uses: actions/cache@v5
uses: actions/cache/restore@v5
with:
path: .ccache
key: ${{ runner.os }}-test-${{ github.job }}-ccache-${{ github.ref_name }}-${{ github.run_id }}
key: ${{ runner.os }}-test-${{ github.job }}-ccache-v1
restore-keys: |
${{ runner.os }}-test-${{ github.job }}-ccache-${{ github.ref_name }}-
${{ runner.os }}-test-${{ github.job }}-ccache-
- name: Prepare Vulkan SDK
@@ -311,6 +441,21 @@ jobs:
if: always()
run: ccache --show-stats
- name: Release superseded ccache entry
if: github.ref_name == github.event.repository.default_branch
env:
GH_TOKEN: ${{ github.token }}
CACHE_KEY: ${{ runner.os }}-test-${{ github.job }}-ccache-v1
run: gh cache delete "${CACHE_KEY}" || true
- name: Save ccache
if: github.ref_name == github.event.repository.default_branch
continue-on-error: true
uses: actions/cache/save@v5
with:
path: .ccache
key: ${{ runner.os }}-test-${{ github.job }}-ccache-v1
- name: Normalize CTest command paths
run: |
python - <<'PY'
@@ -366,9 +511,41 @@ jobs:
- name: Checkout repo
uses: actions/checkout@v6
- name: Derive trace fixture cache key
id: fixture-key
run: bash .github/scripts/trace-fixture-cache.sh key '${{ matrix.case }}'
- name: Restore trace fixture cache
id: fixture-cache
if: steps.fixture-key.outputs.cacheable == 'true'
uses: actions/cache/restore@v5
with:
path: ${{ steps.fixture-key.outputs.paths }}
key: ${{ steps.fixture-key.outputs.key }}
- name: Verify restored trace fixture
id: fixture-verify
if: steps.fixture-cache.outputs.cache-hit == 'true'
run: |
if bash .github/scripts/trace-fixture-cache.sh verify '${{ matrix.case }}'; then
echo "ok=true" >> "$GITHUB_OUTPUT"
else
echo "ok=false" >> "$GITHUB_OUTPUT"
echo "::warning::Cached fixture for ${{ matrix.case }} failed verification; falling back to the download path"
bash .github/scripts/trace-fixture-cache.sh reset '${{ matrix.case }}'
fi
- name: Fetch trace fixture
if: steps.fixture-verify.outputs.ok != 'true'
run: bash .github/scripts/fetch-trace-fixture-lfs.sh '${{ matrix.case }}'
- name: Save trace fixture cache
if: steps.fixture-key.outputs.cacheable == 'true' && steps.fixture-cache.outputs.cache-hit != 'true'
uses: actions/cache/save@v5
with:
path: ${{ steps.fixture-key.outputs.paths }}
key: ${{ steps.fixture-key.outputs.key }}
- name: Stage trace fixture
run: |
safe_case="$(printf '%s' '${{ matrix.case }}' | sed 's/[^A-Za-z0-9._-]/_/g')"
@@ -456,6 +633,8 @@ jobs:
- name: Retrace and validate
working-directory: build-retrace/tools/trace_replay
run: |
ulimit -c unlimited
sudo sysctl -w kernel.core_pattern='/tmp/core.%e.%p'
if [ '${{ matrix.backend }}' = 'DirectVulkan' ]; then
export MOBILEGL_MAGMA_R11G11B10F_FALLBACK=1
fi
@@ -470,6 +649,14 @@ jobs:
fi
ctest -V --no-tests=error -R '^MobileGLTraceReplay\.${{ matrix.case }}\.${{ matrix.backend }}$'
- name: Upload core dumps
if: failure()
uses: actions/upload-artifact@v7
with:
name: retrace-core-dumps-${{ matrix.backend }}-${{ matrix.case }}
path: /tmp/core.*
if-no-files-found: ignore
- name: Upload actual image
if: always()
uses: actions/upload-artifact@v7
+3 -6
View File
@@ -7,9 +7,6 @@
[submodule "3rdparty/SPIRV-Cross"]
path = 3rdparty/SPIRV-Cross
url = https://github.com/KhronosGroup/SPIRV-Cross.git
[submodule "include/FastSTL"]
path = include/FastSTL
url = https://github.com/MobileGL-Dev/FastSTL.git
[submodule "3rdparty/tracy"]
path = 3rdparty/tracy
url = https://github.com/wolfpld/tracy.git
@@ -34,6 +31,6 @@
[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
[submodule "include/ska"]
path = include/ska
url = https://github.com/MobileGL-Dev/flat_hash_map.git
-1
Submodule 3rdparty/libfork deleted from 9b2b844a5f
+79 -7
View File
@@ -20,6 +20,81 @@ set(MOBILEGL_VULKAN_LIBRARY "" CACHE FILEPATH "Vulkan loader/MoltenVK library to
if (ANDROID)
set(MOBILEGL_BUILD_TEST OFF CACHE BOOL "Build MobileGL tests" FORCE)
set(MOBILEGL_BUILD_BENCHMARK OFF CACHE BOOL "Build MobileGL benchmarks" FORCE)
# ------- Android API level policy: minimum 26, decided here and only here -------
# MobileGL ships against API 26: the codebase must not use any API introduced
# after 26. That usage constraint is enforced where it is real - the shipping
# gradle build compiles at minSdk 26, where a newer API is simply undeclared
# and fails to compile. Configuring at a HIGHER level is therefore allowed
# (nothing in the tree may rely on it), but a LOWER level would change the
# libc contract underneath the shipped library and is refused.
#
# This has to live at configure time because the level cannot be corrected
# from a source header. A `#define __ANDROID_API__ 26` in a common header
# only rewrites the macro for the bionic headers that happen to be included
# after it; any libc++ header pulled in earlier has already latched its
# feature macros at the real configure-time level. libc++ and bionic then
# disagree about which symbols exist - libc++ calls e.g.
# pthread_cond_clockwait while bionic, re-read at the lowered level, has
# hidden its declaration. MobileGL/Defines.h carried exactly that pin from
# the first commit until it was removed; this guard is what replaces it.
#
# Read the level back from the compiler target triple first. Its trailing
# number (aarch64-none-linux-android26) is precisely what clang turns into
# __ANDROID_API__, so it cannot disagree with the compile itself, and it is
# already past every NDK normalisation step - codename aliases, "latest",
# and per-ABI minimum pull-ups. ANDROID_PLATFORM_LEVEL is the fallback for
# generators/languages where the triple variable is not populated.
#
# Note CMAKE_SYSTEM_VERSION is deliberately NOT consulted: it holds the API
# level only under the NDK's newer toolchain path, and is a meaningless 1
# when ANDROID_USE_LEGACY_TOOLCHAIN_FILE is on (which is what AGP has been
# defaulting to). Reading it would fail every legacy-mode build.
set(MOBILEGL_ANDROID_API_LEVEL 26)
set(_mobilegl_android_api "")
foreach (_mobilegl_api_triple "${CMAKE_CXX_COMPILER_TARGET}"
"${CMAKE_C_COMPILER_TARGET}")
if (NOT _mobilegl_android_api AND
_mobilegl_api_triple MATCHES "-android([0-9]+)$")
set(_mobilegl_android_api "${CMAKE_MATCH_1}")
endif()
endforeach()
foreach (_mobilegl_api_var ANDROID_PLATFORM_LEVEL ANDROID_NATIVE_API_LEVEL
ANDROID_PLATFORM)
if (NOT _mobilegl_android_api AND ${_mobilegl_api_var})
string(REGEX REPLACE "^android-" ""
_mobilegl_android_api "${${_mobilegl_api_var}}")
endif()
endforeach()
if (NOT _mobilegl_android_api MATCHES "^[0-9]+$")
message(FATAL_ERROR
"MobileGL: could not determine the Android API level (got "
"\"${_mobilegl_android_api}\"). Configure with the NDK toolchain "
"file and -DANDROID_PLATFORM=android-${MOBILEGL_ANDROID_API_LEVEL}.")
elseif (_mobilegl_android_api LESS MOBILEGL_ANDROID_API_LEVEL)
message(FATAL_ERROR
"MobileGL requires at least Android API ${MOBILEGL_ANDROID_API_LEVEL}, "
"but this build resolved to API ${_mobilegl_android_api}.\n"
"Configure with -DANDROID_PLATFORM=android-${MOBILEGL_ANDROID_API_LEVEL} "
"(gradle builds get this from minSdk ${MOBILEGL_ANDROID_API_LEVEL}, so "
"check that minSdk instead of adding an override).")
elseif (_mobilegl_android_api GREATER MOBILEGL_ANDROID_API_LEVEL)
message(STATUS
"MobileGL: configuring at Android API ${_mobilegl_android_api} "
"(> shipping minimum ${MOBILEGL_ANDROID_API_LEVEL}). Allowed, but the "
"tree must not use post-${MOBILEGL_ANDROID_API_LEVEL} APIs - the "
"minSdk-${MOBILEGL_ANDROID_API_LEVEL} gradle build is the enforcing "
"compile.")
endif()
message(STATUS "MobileGL: Android API level ${_mobilegl_android_api}")
unset(_mobilegl_android_api)
unset(_mobilegl_api_var)
unset(_mobilegl_api_triple)
endif()
option(MOBILEGL_ENABLE_LTO "Build with ThinLTO/IPO" OFF)
@@ -205,9 +280,12 @@ set(SOURCE_FILES
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/PackDoubleVertexInputsPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RebaseInstanceIndexPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/NormalizeRectCoordinatesPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/PrivateToEntryLocalPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUniformLocationsPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUboMemberRelaxedPrecisionPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripNoPerspectivePass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/EmulateNoPerspectivePass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/LegalizeFragmentOutputIndexPass.cpp
MobileGL/MG_Util/BackendLoaders/OpenGL/Loader.cpp
MobileGL/MG_Util/BackendLoaders/Vulkan/Loader.cpp
@@ -296,6 +374,7 @@ set(SOURCE_FILES
MobileGL/MG_State/GLState/TextureState/TextureState.cpp
MobileGL/MG_State/GLState/ProgramState/ProgramObject.cpp
MobileGL/MG_State/GLState/ProgramState/ProgramLinkTask.cpp
MobileGL/MG_State/GLState/ProgramState/ProgramSpirvTask.cpp
MobileGL/MG_State/GLState/ProgramState/ShaderCompileTask.cpp
MobileGL/MG_State/GLState/ProgramState/ShaderObject.cpp
MobileGL/MG_State/GLState/ProgramState/ShaderPreprocessCache.cpp
@@ -373,13 +452,6 @@ set(MOBILEGL_INCLUDE_DIR
# 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
+25 -6
View File
@@ -66,12 +66,11 @@ namespace MobileGL::MG_Config {
// - DISPLAY: X11 session variable, not MobileGL configuration.
// - MOBILEGL_LOG_FILE_PATH: log-file init runs before MG_ConfigLoader::Init
// (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).
// - MOBILEGL_VALIDATE_SPIRV: test suites like SpirvPassTest exercise
// ShaderCompiler without ever running MobileGL::Initialize(), and every
// Initialize() re-runs MG_ConfigLoader::Init, which would clobber a
// programmatic override stored here (see ShaderCompiler.cpp,
// SpirvValidationEnabled).
struct FeaturesTable {
// MOBILEGL_DISABLE_TIMERQUERY: do not advertise or use GPU timer queries.
Bool DisableTimerQuery = false;
@@ -90,6 +89,13 @@ namespace MobileGL::MG_Config {
// MOBILEGL_AVOID_SAMPLER_MIPMAP_MIN_FILTER: avoid mipmap min filters in samplers,
// resolves certain rendering bugs on ANGLE + llvmpipe.
Bool AvoidSamplerMipmapMinFilter = false;
// MOBILEGL_AVOID_EXPLICIT_LOD_BIAS: leave an already-explicit LOD argument alone when
// emulating GL_TEXTURE_LOD_BIAS, instead of adding the bias uniform to it. Injecting
// the uniform turns a compile-time-constant LOD into a runtime expression, which
// sends ANGLE + llvmpipe down a mip-selection path that dereferences a NULL
// descriptor and kills the process. Deviates from spec (Vulkan adds the bias to
// OpImageSampleExplicitLod), so it is an avoidance for that stack only.
Bool AvoidExplicitLodBias = false;
// MOBILEGL_COHERENT_AS_FLUSH: app-compat for engines (e.g. Flywheel) that write
// GPU-read data through persistent GL_MAP_FLUSH_EXPLICIT_BIT maps they never
// flush. Persistent FLUSH_EXPLICIT map requests are rewritten to coherent
@@ -142,6 +148,19 @@ namespace MobileGL::MG_Config {
// 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;
// MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS: while a compile job is still in flight,
// glGetShaderiv(GL_COMPILE_STATUS) answers GL_TRUE and the shader info log reads
// empty, WITHOUT joining the job (latched per compile - see
// ShaderObject::TakeOptimisticCompileAnswer). A deliberate, bounded spec violation:
// a real failure still fails the program link with the compile log quoted. It
// exists for applications that compile hundreds of shaders serially and read the
// status right after each glCompileShader - Iris's shader-pack load - where those
// per-shader joins are what serializes the batch on its main path (Iris's gbuffer
// phase issues no program-level query between programs; program-level LINK_STATUS
// and the program info log still join truthfully, so paths that check each link
// immediately stay serial by their own construction). Off by default; never
// advertise it.
QuirkOverride AsyncOptimisticShaderStatus = QuirkOverride::Auto;
};
extern FeaturesTable Features;
} // namespace MobileGL::MG_Config
+3
View File
@@ -171,6 +171,7 @@ namespace MobileGL::MG_ConfigLoader {
features.MagmaFramesInFlight = QueryEnvUint32("MOBILEGL_MAGMA_FRAMESINFLIGHT", 3, 1, 64);
features.AvoidSamplerMipmapMinFilter =
QueryEnvFlag("MOBILEGL_AVOID_SAMPLER_MIPMAP_MIN_FILTER");
features.AvoidExplicitLodBias = QueryEnvFlag("MOBILEGL_AVOID_EXPLICIT_LOD_BIAS");
features.CoherentAsFlush = QueryEnvFlag("MOBILEGL_COHERENT_AS_FLUSH");
features.TraceSkipAutodestroy = QueryEnvFlag("MOBILEGL_TRACE_SKIP_AUTODESTROY");
features.DisableUboRing = QueryEnvFlag("MOBILEGL_DISABLE_UBO_RING");
@@ -183,6 +184,8 @@ namespace MobileGL::MG_ConfigLoader {
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);
features.AsyncOptimisticShaderStatus =
QueryEnvQuirkOverride("MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS");
}
inline void InitBackendType() {
+27 -4
View File
@@ -9,10 +9,20 @@
#pragma once
// ============== Platform-specific definitions and macros ============== //
#ifdef __ANDROID__
#undef __ANDROID_API__
#define __ANDROID_API__ 26 // force Android API level to 26 for compatibility
#endif
// No __ANDROID_API__ pin here on purpose. The effective API level is owned by
// the build system (gradle minSdk 26 -> -DANDROID_PLATFORM=android-26, enforced
// by the configure-time guard in CMakeLists.txt), not by a macro.
//
// History: this used to `#define __ANDROID_API__ 26` to *raise* the level back
// when the build configured something lower, so that pthread_getname_np (which
// bionic guards with __INTRODUCED_IN(26)) would be declared. Once a later
// change added an `#undef` in front of it, the same line started *lowering* the
// level whenever the build configured higher than 26 - and that is an
// include-order split-brain, not a compatibility knob: a TU that includes any
// libc++ header before Includes.h latches libc++'s feature macros at the
// configure-time level, and only the bionic headers pulled in afterwards see
// the lowered value. The two halves then disagree (e.g. libc++ believes
// pthread_cond_clockwait exists while bionic has since hidden its declaration).
#ifdef _WIN32
#ifndef NOMINMAX
@@ -37,6 +47,19 @@
#define MOBILEGL_WGL_API MOBILEGL_API
// ====================== MobileGL configurations ======================= //
// The numeric log levels live here, not only in Log.h: MOBILEGL_ASSERT below compares
// MOBILEGL_LOG_ACTIVE_LEVEL against MOBILEGL_LOG_LEVEL_DEBUG, and in a translation unit
// that includes Defines.h without Log.h both tokens would silently evaluate to 0 in the
// preprocessor conditional - enabling the assert in exactly the INFO-level builds it is
// documented to be compiled out of. Log.h redefines them identically, which is legal.
#ifndef MOBILEGL_LOG_LEVEL_DEBUG
#define MOBILEGL_LOG_LEVEL_DEBUG 0
#define MOBILEGL_LOG_LEVEL_WARN 1
#define MOBILEGL_LOG_LEVEL_ERROR 2
#define MOBILEGL_LOG_LEVEL_INFO 3
#define MOBILEGL_LOG_LEVEL_FATAL 4
#endif
#ifndef MOBILEGL_LOG_ACTIVE_LEVEL
#define MOBILEGL_LOG_ACTIVE_LEVEL MOBILEGL_LOG_LEVEL_INFO
#endif
+2 -2
View File
@@ -49,8 +49,8 @@
#include <stacktrace>
#endif
// Include FastSTL
#include <FastSTL/UnorderedMap.h>
// Include ska::flat_hash_map
#include <ska/flat_hash_map.hpp>
// Include xxHash
#include <xxhash.h>
@@ -1151,6 +1151,16 @@ namespace MobileGL::MG_Backend::DirectGLES {
m_dynamicParameters.MaxComputeUniformBlocks = m_GLESCapabilities.MaxComputeUniformBlocks;
m_dynamicParameters.MaxComputeWorkGroupInvocations = m_GLESCapabilities.MaxComputeWorkGroupInvocations;
m_dynamicParameters.MaxShaderStorageBufferBindings = m_GLESCapabilities.MaxShaderStorageBufferBindings;
// This is the number glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE) hands the application, and
// on a host without buffer textures it is knowingly a floor MobileGL cannot honour rather
// than a driver answer (m_GLESCapabilities.MaxTextureBufferSizeIsDriverReported says
// which). Reporting 0 instead was considered and rejected: MobileGL advertises an OpenGL
// 4.x context, where buffer textures are core and the limit has a spec minimum of 65536,
// so 0 is not a legal answer and applications are not written to survive it. GL offers no
// way to say "this core feature is missing", so the honesty is carried outside the limit:
// FillInGLESCapabilities logs the tier, glTexBuffer and the program build each name the
// missing capability at MGLOG_I, and the driver POST carries a "Buffer textures" row that
// FAILs on this tier.
m_dynamicParameters.MaxTextureBufferSize = m_GLESCapabilities.MaxTextureBufferSize;
m_dynamicParameters.TextureBufferOffsetAlignment = m_GLESCapabilities.TextureBufferOffsetAlignment;
m_dynamicParameters.MaxUniformBufferBindings = m_GLESCapabilities.MaxUniformBufferBindings;
+141 -29
View File
@@ -605,10 +605,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
// Cached address of g_xfbObjects[g_currentXfbName]: PrepareForDraw consults
// CurrentXfb on EVERY draw (StartPendingTransformFeedback) and the map
// lookup was pure per-draw overhead for the overwhelmingly common no-capture
// case. FastSTL's open addressing keeps values in the bucket array, so ANY
// insert can rehash and move them (and erase/clear can too): every site that
// mutates the map or rebinds the current name resets this to null instead of
// reasoning about stability, and CurrentXfb re-resolves lazily.
// case. Open addressing keeps values in the bucket array, so ANY insert can
// rehash and move them - and erase moves them too, by shifting the rest of the
// probe cluster into the hole, which reaches entries other than the erased one.
// Every site that mutates the map or rebinds the current name resets this to
// null instead of reasoning about stability, and CurrentXfb re-resolves lazily.
XfbObjectState* g_currentXfbState = nullptr;
XfbObjectState& CurrentXfb() {
@@ -883,7 +884,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
if (it->second.esId != 0 && g_GLESFuncs.glDeleteTransformFeedbacks != nullptr) {
g_GLESFuncs.glDeleteTransformFeedbacks(1, &it->second.esId);
}
g_currentXfbState = nullptr; // erase can move values (open addressing)
g_currentXfbState = nullptr; // erase shifts the probe cluster, moving other entries
g_xfbObjects.erase(it);
// The frontend reverts to the default object when the bound one is deleted.
if (g_currentXfbName == name) {
@@ -1214,7 +1215,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
if (g_unitTextureSyncListValid &&
g_unitTextureSyncListContextId == keys.contextId &&
g_unitTextureSyncListMaxUnit == maxTouchedUnit &&
g_unitTextureSyncListContextGeneration == g_textureContextGeneration &&
g_unitTextureSyncListContextGeneration == g_backendContextGeneration &&
g_unitTextureSyncListEpoch == unitBindingsEpoch &&
g_unitTextureSyncListSamplingGeneration == samplingGeneration &&
PairingsIntact(g_unitTextureSyncList)) {
@@ -1246,7 +1247,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
g_unitTextureSyncListContextId = keys.contextId;
g_unitTextureSyncListMaxUnit = maxTouchedUnit;
g_unitTextureSyncListContextGeneration = g_textureContextGeneration;
g_unitTextureSyncListContextGeneration = g_backendContextGeneration;
g_unitTextureSyncListEpoch = unitBindingsEpoch;
g_unitTextureSyncListSamplingGeneration = samplingGeneration;
g_unitTextureSyncListValid = true;
@@ -1274,7 +1275,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
g_fboTextureSyncListSlotVersion == fboSlotVersion &&
g_fboTextureSyncListObjectVersion == fboObjectVersion &&
g_fboTextureSyncListContextId == keys.contextId &&
g_fboTextureSyncListContextGeneration == g_textureContextGeneration &&
g_fboTextureSyncListContextGeneration == g_backendContextGeneration &&
PairingsIntact(g_fboTextureSyncList);
if (fboListValid) {
for (const auto& entry : g_fboTextureSyncList) {
@@ -1302,7 +1303,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
g_fboTextureSyncListSlotVersion = fboSlotVersion;
g_fboTextureSyncListObjectVersion = fboObjectVersion;
g_fboTextureSyncListContextId = keys.contextId;
g_fboTextureSyncListContextGeneration = g_textureContextGeneration;
g_fboTextureSyncListContextGeneration = g_backendContextGeneration;
}
} else {
g_fboTextureSyncListFbo = nullptr;
@@ -2028,7 +2029,9 @@ namespace MobileGL::MG_Backend::DirectGLES {
g_currentDrawFrontendProgram = nullptr;
g_currentDrawBackendProgram = nullptr;
if (!currentProgram || !currentProgram->GetLinkStatus()) {
// ... || !GetSpirvStatus(): see BackendProgramObjectImpl::SyncToBackend - a
// program whose SPIR-V never arrived is linked but not drawable.
if (!currentProgram || !currentProgram->GetLinkStatus() || !currentProgram->GetSpirvStatus()) {
g_GLESFuncs.glUseProgram(0);
g_lastUsedBackendProgramId = 0;
return;
@@ -2075,11 +2078,30 @@ namespace MobileGL::MG_Backend::DirectGLES {
// A link-version mismatch means the program was relinked: the backend
// shaders and every cache built by CacheResourceLocations (block
// indices, sampler locations, UBO upload gate) are stale.
//
// The storage-block signature is the same shape of condition: ES cannot move a
// storage block's binding after link, so glShaderStorageBlockBinding is honoured by
// baking the effective binding into the generated ESSL - which makes a program built
// against a different override set stale. It is compared HERE rather than acted on in
// the entry point because that one must never trigger a build (see
// ShaderStorageBlockBinding below). The signature is over the values, so an
// application that re-sets the same bindings every frame rebuilds nothing.
//
// The image-unit generation is a third of the same shape, and it used to be
// carried by accident: glUniform1i on an image uniform bumped the program's backend
// state version, which was in the program-pipeline composite's cache key, so a
// pipeline draw got a whole NEW composite object and therefore a fresh twin. Keying
// that cache on the link version instead (ProgramPipelineObject) removed the
// accident - and it never covered the monolithic glUseProgram path at all - so the
// dependency is stated here instead.
if (!twin->GetBackendProgramId() ||
twin->GetSyncedLinkVersion() != currentProgram->GetLinkVersion() ||
twin->GetSyncedImageUnitVersion() != currentProgram->GetImageUnitVersion() ||
twin->GetSnormFallbackClampOutputMask() != g_snormFallbackClampOutputMask ||
twin->GetUnormFallbackClampOutputMask() != g_unormFallbackClampOutputMask ||
twin->GetFragColorBroadcastCount() != g_fragColorBroadcastCount) {
twin->GetFragColorBroadcastCount() != g_fragColorBroadcastCount ||
twin->GetShaderStorageBlockBindingSignature() !=
ComputeShaderStorageBlockBindingSignature(*currentProgram)) {
twin->SyncToBackend(currentProgram);
}
g_currentDrawFrontendProgram = currentProgram.get();
@@ -2421,7 +2443,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
static_cast<SizeT>(maxTouchedUnit + 1) * sizeof(SamplerImpl::g_boundSamplersCache[0]);
if (g_unitSamplerWalkValid && g_unitSamplerWalkContextId == keys.contextId &&
g_unitSamplerWalkEpoch == keys.unitBindingsEpoch && g_unitSamplerWalkMaxUnit == maxTouchedUnit &&
g_unitSamplerWalkContextGeneration == TextureImpl::g_textureContextGeneration &&
g_unitSamplerWalkContextGeneration == g_backendContextGeneration &&
std::memcmp(g_unitSamplerWalkRows.data(), SamplerImpl::g_boundSamplersCache.data(), rowBytes) == 0) {
return;
}
@@ -2442,7 +2464,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
g_unitSamplerWalkContextId = keys.contextId;
g_unitSamplerWalkEpoch = keys.unitBindingsEpoch;
g_unitSamplerWalkMaxUnit = maxTouchedUnit;
g_unitSamplerWalkContextGeneration = TextureImpl::g_textureContextGeneration;
g_unitSamplerWalkContextGeneration = g_backendContextGeneration;
std::memcpy(g_unitSamplerWalkRows.data(), SamplerImpl::g_boundSamplersCache.data(), rowBytes);
g_unitSamplerWalkValid = true;
}
@@ -2552,7 +2574,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
memo.programBackendStateVersion ==
(currentProgram ? currentProgram->GetBackendStateVersion() : 0) &&
memo.programLinked == (currentProgram && currentProgram->GetLinkStatus()) &&
memo.contextGeneration == TextureImpl::g_textureContextGeneration;
memo.contextGeneration == g_backendContextGeneration;
// Short-circuited: the shadow compare is only meaningful once the key (and with it the
// snapshotted row count) matches.
if (!keysMatch || std::memcmp(memo.boundTextures.data(), TextureImpl::g_boundTexturesCache.data(),
@@ -2567,7 +2589,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
memo.programLifetimeId = currentProgram ? currentProgram->GetLifetimeId() : 0;
memo.programBackendStateVersion = currentProgram ? currentProgram->GetBackendStateVersion() : 0;
memo.programLinked = currentProgram && currentProgram->GetLinkStatus();
memo.contextGeneration = TextureImpl::g_textureContextGeneration;
memo.contextGeneration = g_backendContextGeneration;
std::memcpy(memo.boundTextures.data(), TextureImpl::g_boundTexturesCache.data(), shadowBytes);
memo.valid = true;
}
@@ -2589,7 +2611,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
static void BindCurrentProgramWithResources(
const SharedPtr<MG_State::GLState::ProgramObject>& currentProgram,
const TextureImpl::DrawTextureSyncKeys& keys) {
if (currentProgram && currentProgram->GetLinkStatus()) {
if (currentProgram && currentProgram->GetLinkStatus() && currentProgram->GetSpirvStatus()) {
#ifdef TRACY_ENABLE
ZoneScopedNC("BindCurrentProgram", TRACY_ZONECOLOR_BACKEND);
#endif
@@ -2742,7 +2764,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
samplerPassMemo.unitBindingsEpoch == keys.unitBindingsEpoch &&
samplerPassMemo.samplingGeneration == keys.samplingGeneration &&
samplerPassMemo.backendStateVersion == programBackendStateVersion &&
samplerPassMemo.textureContextGeneration == TextureImpl::g_textureContextGeneration;
samplerPassMemo.textureContextGeneration == g_backendContextGeneration;
if (samplerPassClean) {
for (Uint i = 0; i < samplerPassMemo.count; ++i) {
if (SamplerImpl::g_boundSamplersCache[samplerPassMemo.units[i]] !=
@@ -2841,7 +2863,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
samplerPassMemo.unitBindingsEpoch = keys.unitBindingsEpoch;
samplerPassMemo.samplingGeneration = keys.samplingGeneration;
samplerPassMemo.backendStateVersion = programBackendStateVersion;
samplerPassMemo.textureContextGeneration = TextureImpl::g_textureContextGeneration;
samplerPassMemo.textureContextGeneration = g_backendContextGeneration;
samplerPassMemo.valid = true;
}
}
@@ -2859,7 +2881,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
// is pinned for the duration. Prefers the per-draw stash those preparations wrote.
static PrgramImpl::BackendProgramObjectImpl* GetCurrentBackendProgram() {
const auto& currentProgram = MG_State::pGLContext->GetProgramForDraw();
if (!currentProgram || !currentProgram->GetLinkStatus()) {
if (!currentProgram || !currentProgram->GetLinkStatus() || !currentProgram->GetSpirvStatus()) {
return nullptr;
}
if (PrgramImpl::g_currentDrawFrontendProgram == currentProgram.get()) {
@@ -3008,8 +3030,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
#endif
// Single per-dispatch program resolve and texture-key capture, as in
// PrepareForDraw (nothing below can move either).
const auto& currentProgram = MG_State::pGLContext->GetProgramForDraw();
// PrepareForDraw (nothing below can move either). The DISPATCH accessor: with a
// pipeline bound this is its compute stage program, which is a whole program on its
// own - the graphics composite a draw builds carries no compute stage.
const auto& currentProgram = MG_State::pGLContext->GetProgramForDispatch();
const TextureImpl::DrawTextureSyncKeys textureKeys = TextureImpl::CaptureDrawTextureSyncKeys();
BufferImpl::SyncComputeBuffers(includeDispatchIndirectBuffer);
@@ -3017,7 +3041,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
TextureImpl::SyncImageTextureBindings();
PrgramImpl::SyncCurrentProgram(currentProgram);
if (!currentProgram || !currentProgram->GetLinkStatus()) {
if (!currentProgram || !currentProgram->GetLinkStatus() || !currentProgram->GetSpirvStatus()) {
g_GLESFuncs.glUseProgram(0);
PrgramImpl::g_lastUsedBackendProgramId = 0;
return;
@@ -3603,12 +3627,12 @@ namespace MobileGL::MG_Backend::DirectGLES {
return false;
}
if (s_resolveContextGeneration != TextureImpl::g_textureContextGeneration) {
if (s_resolveContextGeneration != g_backendContextGeneration) {
// The ids belonged to a dead context; the context reclaimed them with it.
s_resolveFramebuffer = 0;
s_resolveRenderbuffer = 0;
s_resolveFormat = 0;
s_resolveContextGeneration = TextureImpl::g_textureContextGeneration;
s_resolveContextGeneration = g_backendContextGeneration;
}
if (s_resolveFramebuffer == 0) {
g_GLESFuncs.glGenFramebuffers(1, &s_resolveFramebuffer);
@@ -3756,7 +3780,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
static Bool EnsureResources() {
if (s_contextGeneration != TextureImpl::g_textureContextGeneration) {
if (s_contextGeneration != g_backendContextGeneration) {
// The ids belonged to a dead context; the context reclaimed them with it.
s_framebuffer = 0;
s_texture = 0;
@@ -3767,7 +3791,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
s_depthProgram = 0;
s_stencilProgram = 0;
s_programsFailed = false;
s_contextGeneration = TextureImpl::g_textureContextGeneration;
s_contextGeneration = g_backendContextGeneration;
}
if (s_programsFailed) {
return false;
@@ -5149,8 +5173,19 @@ namespace MobileGL::MG_Backend::DirectGLES {
const SharedPtr<MG_State::GLState::ITextureObject>& dstTexture,
GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ,
GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth) {
auto& srcBackendTexture = TextureImpl::SyncTextureObjectToBackend(srcTexture);
auto& dstBackendTexture = TextureImpl::SyncTextureObjectToBackend(dstTexture);
// BY VALUE, not by reference. SyncTextureObjectToBackend hands back a reference to a
// slot inside the backend texture registry, and the second call mutates that very map:
// GetOrCreate indexes it (an insert relocates entries - by rehashing, and also by
// robin-hood displacement well under the load factor), and Find drops any
// entry whose state object has expired - which, with the map open-addressed and erasing
// by shifting the probe cluster backwards, relocates entries other than the erased one.
// Either way a reference taken by the first call is stale by the time the second returns,
// and it is read four more times below. Copying the SharedPtr costs two refcount bumps on
// a path that is already doing a texture copy.
const SharedPtr<TextureImpl::BackendTextureObject> srcBackendTexture =
TextureImpl::SyncTextureObjectToBackend(srcTexture);
const SharedPtr<TextureImpl::BackendTextureObject> dstBackendTexture =
TextureImpl::SyncTextureObjectToBackend(dstTexture);
const Bool srcIsDepth = MG_Util::IsDepthFormatInternalFormat(srcTexture->GetFormat());
const Bool dstIsDepth = MG_Util::IsDepthFormatInternalFormat(dstTexture->GetFormat());
@@ -7198,6 +7233,83 @@ namespace MobileGL::MG_Backend::DirectGLES {
g_GLESFuncs.glGetQueryObjectui64vEXT;
}
namespace {
// The entry point the resolved tier's support ships, or null when there is none.
MG_External::GLES::glTexBuffer_PTR ResolveTexBufferEntryPoint() {
using Tier = MG_External::GLESCapabilities::TextureBufferTier;
switch (g_GLESCapabilities.TextureBufferSupport) {
case Tier::ExtensionEXT:
return g_GLESFuncs.glTexBufferEXT ? g_GLESFuncs.glTexBufferEXT : g_GLESFuncs.glTexBuffer;
case Tier::ExtensionOES:
return g_GLESFuncs.glTexBufferOES ? g_GLESFuncs.glTexBufferOES : g_GLESFuncs.glTexBuffer;
case Tier::CoreEs32:
return g_GLESFuncs.glTexBuffer;
case Tier::None:
default:
return nullptr;
}
}
MG_External::GLES::glTexBufferRange_PTR ResolveTexBufferRangeEntryPoint() {
using Tier = MG_External::GLESCapabilities::TextureBufferTier;
switch (g_GLESCapabilities.TextureBufferSupport) {
case Tier::ExtensionEXT:
return g_GLESFuncs.glTexBufferRangeEXT ? g_GLESFuncs.glTexBufferRangeEXT
: g_GLESFuncs.glTexBufferRange;
case Tier::ExtensionOES:
return g_GLESFuncs.glTexBufferRangeOES ? g_GLESFuncs.glTexBufferRangeOES
: g_GLESFuncs.glTexBufferRange;
case Tier::CoreEs32:
return g_GLESFuncs.glTexBufferRange;
case Tier::None:
default:
return nullptr;
}
}
} // namespace
Bool AreBufferTexturesSupported() {
// Both halves matter. The tier is what the driver ADVERTISES, and it is only meaningful
// once the capabilities have been filled in; the resolved pointer is what MobileGL can
// actually call, through the spelling that tier's support ships. Gating on the
// unsuffixed name alone would call an entry point an EXT/OES driver never exported.
return g_GLESCapabilities.TextureBufferSupport !=
MG_External::GLESCapabilities::TextureBufferTier::None &&
ResolveTexBufferEntryPoint() != nullptr;
}
void CallTexBuffer(GLenum target, GLenum internalFormat, GLuint buffer) {
MG_External::GLES::glTexBuffer_PTR entryPoint = ResolveTexBufferEntryPoint();
if (entryPoint == nullptr) {
return;
}
entryPoint(target, internalFormat, buffer);
}
Bool CallTexBufferRange(GLenum target, GLenum internalFormat, GLuint buffer, GLintptr offset, GLsizeiptr size) {
MG_External::GLES::glTexBufferRange_PTR entryPoint = ResolveTexBufferRangeEntryPoint();
if (entryPoint == nullptr) {
return false;
}
entryPoint(target, internalFormat, buffer, offset, size);
return true;
}
const char* GetBufferTextureTierName() {
using Tier = MG_External::GLESCapabilities::TextureBufferTier;
switch (g_GLESCapabilities.TextureBufferSupport) {
case Tier::CoreEs32:
return "core (ES 3.2)";
case Tier::ExtensionEXT:
return "GL_EXT_texture_buffer";
case Tier::ExtensionOES:
return "GL_OES_texture_buffer";
case Tier::None:
default:
return "unsupported";
}
}
BackendQueryHandle BeginTimeElapsedQuery() {
// Query objects can only be created on the thread that owns the ES
// context (MC's F3 profiler queries on the render thread, which
@@ -7480,7 +7592,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
PixelStoreImpl::InvalidatePackStateCache();
// Texture ids belong to the dying context; wrappers destroyed later must
// not glDeleteTextures a recycled name in a successor context.
++TextureImpl::g_textureContextGeneration;
++g_backendContextGeneration;
g_backendContextOwnerThread.store(std::thread::id{}, std::memory_order_release);
// Outstanding fence handles now refer to a dead context; treat them as
// signaled from here on.
@@ -117,6 +117,24 @@ namespace MobileGL::MG_Backend::DirectGLES {
// capability read needs no current ES context, and it stays false until
// the ES capabilities have been filled in.
Bool AreTimerQueriesSupported();
// True when the host ES driver can back a GL_TEXTURE_BUFFER at all - ES 3.2 core, or
// EXT/OES_texture_buffer, with glTexBuffer resolved. Desktop GL has had buffer textures as
// core since 3.1, so the frontend advertises them unconditionally and an app may call
// glTexBuffer whenever it likes; this is the only thing standing between that call and a
// null entry point. False also means every shader declaring a samplerBuffer is
// uncompilable on this driver, which the program build reports by name.
Bool AreBufferTexturesSupported();
// Human-readable name of the buffer-texture tier for diagnostics and the driver POST:
// "core (ES 3.2)", "GL_EXT_texture_buffer", "GL_OES_texture_buffer" or "unsupported".
const char* GetBufferTextureTierName();
// glTexBuffer / glTexBufferRange through whichever spelling this driver's buffer-texture
// support actually ships: the unsuffixed names are ES 3.2 core, while an EXT/OES driver
// exports glTexBuffer{,Range}EXT / OES. Callers must have checked
// AreBufferTexturesSupported() first. CallTexBufferRange reports whether it could honour
// the range - no tier is required to expose the range form, and the whole-buffer form is
// the documented fallback.
void CallTexBuffer(GLenum target, GLenum internalFormat, GLuint buffer);
Bool CallTexBufferRange(GLenum target, GLenum internalFormat, GLuint buffer, GLintptr offset, GLsizeiptr size);
// GL timer-query objects, backed by GL_EXT_disjoint_timer_query. The
// creators return null (the frontend then falls back to an immediately
// available zero result) when the calling thread does not own the ES
+305 -28
View File
@@ -33,6 +33,8 @@
#include <regex>
namespace MobileGL::MG_Backend::DirectGLES {
Uint g_backendContextGeneration = 1;
constexpr Bool PREFER_MAP_BUFFER_RANGE_FOR_BUFFER_SYNC = false;
constexpr const char* BASE_INSTANCE_UNIFORM_NAME = "mg_BaseInstance";
constexpr const char* DRAW_ID_UNIFORM_NAME = "mg_DrawID";
@@ -53,6 +55,12 @@ namespace MobileGL::MG_Backend::DirectGLES {
return g_GLESCapabilities.AvoidSamplerMipmapMinFilter;
}
static Bool ShouldAvoidExplicitLodBiasOnAngleLlvmpipe() {
// IsAngleLlvmpipeRenderer combined with the MOBILEGL_AVOID_EXPLICIT_LOD_BIAS
// feature toggle, both resolved in FillInGLESCapabilities.
return g_GLESCapabilities.AvoidExplicitLodBias;
}
static GLenum ResolveBackendMinFilter(const SamplerParameters& samplerParams,
Bool avoidMipmapMinFilter) {
GLenum filter = MG_Util::ConvertSamplerFilterModeToGLEnum(samplerParams.minFilter,
@@ -1646,7 +1654,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
#endif
g_GLESFuncs.glGenTextures(1, &m_backendTextureId);
m_contextGeneration = g_textureContextGeneration;
m_contextGeneration = g_backendContextGeneration;
if (m_backendTextureId == 0) {
MGLOG_E("Failed to generate texture object.");
MGLOG_E("ES glGetError(): %s", MG_Util::ConvertGLEnumToString(g_GLESFuncs.glGetError()).c_str());
@@ -1673,7 +1681,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
}
}
if (m_contextGeneration == g_textureContextGeneration && g_GLESFuncs.glDeleteTextures) {
if (m_contextGeneration == g_backendContextGeneration && g_GLESFuncs.glDeleteTextures) {
g_GLESFuncs.glDeleteTextures(1, &m_backendTextureId);
}
m_backendTextureId = 0;
@@ -1712,7 +1720,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
void BackendTextureObject::RecreateBackendTexture() {
if (m_backendTextureId != 0) {
ScratchFBOImpl::NoteTextureIdDeleted(m_backendTextureId);
if (m_contextGeneration == g_textureContextGeneration) {
if (m_contextGeneration == g_backendContextGeneration) {
g_GLESFuncs.glDeleteTextures(1, &m_backendTextureId);
}
for (auto& unitCache : g_boundTexturesCache) {
@@ -1725,7 +1733,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
g_GLESFuncs.glGenTextures(1, &m_backendTextureId);
m_contextGeneration = g_textureContextGeneration;
m_contextGeneration = g_backendContextGeneration;
if (m_backendTextureId == 0) {
MGLOG_E("Failed to regenerate texture object.");
MGLOG_E("ES glGetError(): %s", MG_Util::ConvertGLEnumToString(g_GLESFuncs.glGetError()).c_str());
@@ -2777,6 +2785,29 @@ namespace MobileGL::MG_Backend::DirectGLES {
&glType, TextureTarget::TextureBuffer);
if (needsRegeneration) {
// Desktop GL has had buffer textures core since 3.1 and MobileGL advertises a
// 4.x context, so glTexBuffer is a legal call the app may make on any driver -
// but ES only gained them in 3.2, and g_GLESFuncs.glTexBuffer is simply null
// below that without EXT/OES_texture_buffer. Calling it was an unconditional
// null dereference. There is no conformant way to refuse the call (it is valid
// in the context MobileGL claims), so the texture is left unbacked and the
// reason is stated once per respecify at a level that survives the shipped
// INFO build - MGLOG_E is compiled out there, which is exactly how this class
// of defect stays invisible.
if (!AreBufferTexturesSupported()) {
if (m_bufferTextureUnsupportedReported) {
break;
}
m_bufferTextureUnsupportedReported = true;
MGLOG_I("Texture buffer %u cannot be backed: this ES driver has no buffer "
"textures (%s). Every draw sampling it will read zero and every "
"shader declaring a samplerBuffer will fail to compile. MobileGL "
"still advertises GL_MAX_TEXTURE_BUFFER_SIZE = %d because an "
"OpenGL 4.x context may not report 0.",
stateTextureObject->GetExternalIndex(), GetBufferTextureTierName(),
g_GLESCapabilities.MaxTextureBufferSize);
break;
}
MGLOG_D("Texture state changed significantly or not initialized, regenerating texture buffer with "
"ID: %u, buffer ID: %u, buffer size: %zu, format: %s",
m_backendTextureId, backendId, buffer->GetSize(),
@@ -2787,17 +2818,19 @@ namespace MobileGL::MG_Backend::DirectGLES {
// is absent).
const SizeT rangeOffset = textureBufferObject->GetBufferRangeOffset();
const SizeT rangeSize = textureBufferObject->GetBufferRangeSizeInBytes();
// Through CallTexBuffer/CallTexBufferRange rather than g_GLESFuncs directly:
// the unsuffixed entry points are the ES 3.2 core spelling, and a driver
// whose buffer textures come from EXT/OES_texture_buffer exports the
// suffixed ones instead. The dispatchers pick whichever this tier ships.
if (rangeOffset == 0 && rangeSize == buffer->GetSize()) {
g_GLESFuncs.glTexBuffer(GL_TEXTURE_BUFFER, glInternalFormat, backendId);
} else if (g_GLESFuncs.glTexBufferRange != nullptr) {
g_GLESFuncs.glTexBufferRange(GL_TEXTURE_BUFFER, glInternalFormat, backendId,
static_cast<GLintptr>(rangeOffset),
static_cast<GLsizeiptr>(rangeSize));
} else {
MGLOG_E("Texture buffer %u names a sub-range but the driver has no "
CallTexBuffer(GL_TEXTURE_BUFFER, glInternalFormat, backendId);
} else if (!CallTexBufferRange(GL_TEXTURE_BUFFER, glInternalFormat, backendId,
static_cast<GLintptr>(rangeOffset),
static_cast<GLsizeiptr>(rangeSize))) {
MGLOG_I("Texture buffer %u names a sub-range but the driver has no "
"glTexBufferRange; binding the whole buffer instead",
stateTextureObject->GetExternalIndex());
g_GLESFuncs.glTexBuffer(GL_TEXTURE_BUFFER, glInternalFormat, backendId);
CallTexBuffer(GL_TEXTURE_BUFFER, glInternalFormat, backendId);
}
DebugImpl::ErrorLopper::Loop(
[file = __FILE__, line = __LINE__, func = __func__, glInternalFormat, backendId](GLenum err) {
@@ -2809,7 +2842,14 @@ namespace MobileGL::MG_Backend::DirectGLES {
break;
}
default:
THROW_UNIMPL_EXCEPTION;
// TextureStorageType is {Mipmap, Buffer}, both handled above, so this is a
// backstop for a state object that grew a new storage kind. Skipping the upload
// renders wrong; throwing unwinds through the C GL ABI and kills the process.
MGLOG_I("DirectGLES texture sync: no upload path for storage type %d on texture %u; "
"skipping this sync",
static_cast<int>(stateTextureObject->GetStorageType()),
stateTextureObject->GetExternalIndex());
break;
}
DebugImpl::ErrorLopper::Loop([file = __FILE__, line = __LINE__, func = __func__](GLenum err) {
@@ -3074,7 +3114,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
Uint g_activeTextureUnit = 0;
Uint g_textureContextGeneration = 1;
Array<Array<BackendTextureObject*, (SizeT)TextureTarget::TextureTargetCount>,
MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS>
g_boundTexturesCache;
@@ -3093,6 +3132,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
m_backendColorSlots[i] = GL_COLOR_ATTACHMENT0 + i;
}
g_GLESFuncs.glGenFramebuffers(1, &m_backendFBOId);
m_contextGeneration = g_backendContextGeneration;
if (m_backendFBOId == 0) {
MGLOG_E("Failed to generate framebuffer object.");
MGLOG_E("ES glGetError(): %s", MG_Util::ConvertGLEnumToString(g_GLESFuncs.glGetError()).c_str());
@@ -3101,6 +3141,22 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
}
BackendFramebufferObject::~BackendFramebufferObject() {
if (InProcessTeardown()) {
return; // see InProcessTeardown(): the driver may be unloaded already
}
if (m_backendFBOId == 0) {
return;
}
// Scrub the binding shadow whether or not the id can still be deleted: a
// recycled name must never satisfy the shadow's dedup.
NoteFramebufferIdDeleted(m_backendFBOId);
if (m_contextGeneration == g_backendContextGeneration && g_GLESFuncs.glDeleteFramebuffers) {
g_GLESFuncs.glDeleteFramebuffers(1, &m_backendFBOId);
}
m_backendFBOId = 0;
}
void BackendFramebufferObject::Bind(FramebufferTarget target) const {
#ifdef TRACY_ENABLE
ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
@@ -3156,6 +3212,17 @@ namespace MobileGL::MG_Backend::DirectGLES {
return g_driverFBOBindings[idx];
}
void NoteFramebufferIdDeleted(Uint id) {
if (id == 0) {
return;
}
for (SizeT idx = 0; idx < g_driverFBOBindings.size(); ++idx) {
if (g_driverFBOBindingKnown[idx] && g_driverFBOBindings[idx] == id) {
g_driverFBOBindings[idx] = 0; // glDeleteFramebuffers reverts a bound FBO to 0
}
}
}
void InvalidateFramebufferBindingCache() {
g_driverFBOBindings = {0, 0};
g_driverFBOBindingKnown = {false, false};
@@ -4146,6 +4213,31 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
}
Uint64 ComputeShaderStorageBlockBindingSignature(
const MG_State::GLState::ProgramObject& stateProgramObject) {
const auto& overrides = stateProgramObject.GetShaderStorageBlockBindingOverrides();
if (overrides.empty()) return 0; // the overwhelming majority of programs
// Order-independent on purpose: the source is an UnorderedMap, so any signature that
// depended on iteration order would differ between two identical override sets and
// rebuild the program for nothing.
//
// Built from the VALUES, not from a change counter, so re-setting a block to the
// binding it already carries produces the same signature and forces no rebuild - an
// application that calls glShaderStorageBlockBinding every frame with unchanged
// arguments must not retranspile every frame.
Uint64 signature = 0;
for (const auto& [blockName, binding] : overrides) {
if (binding < 0) continue; // never rebound; the declared qualifier still stands
Uint64 entry = std::hash<String>{}(blockName);
// Mixed rather than merely summed with the name hash: name and binding must not
// be able to trade places between two entries and cancel out.
entry ^= (static_cast<Uint64>(static_cast<Uint32>(binding)) + 0x9e3779b97f4a7c15ull +
(entry << 6) + (entry >> 2));
signature += entry; // commutative combine
}
return signature;
}
void BackendProgramObjectImpl::SyncToBackend(
const SharedPtr<MG_State::GLState::ProgramObject>& stateProgramObject) {
#ifdef TRACY_ENABLE
@@ -4155,9 +4247,18 @@ namespace MobileGL::MG_Backend::DirectGLES {
MGLOG_E("State program object is null, skipping backend sync.");
return;
}
// Recorded before either early return below, so Use() can always name the GL
// program a no-op draw belongs to - including the "linked but not drawable" exit.
m_frontendProgramId = stateProgramObject->GetExternalIndex();
if (!stateProgramObject->GetLinkStatus()) {
MGLOG_E("Program object is not linked, skipping backend sync. State program ID: %u",
// GetSpirvStatus() as well as GetLinkStatus(): a program whose phase-B job was
// cancelled (teardown) or whose optimizer run failed is fully linked and fully
// queryable, but has no SPIR-V to build a driver program out of. GL cannot retract
// a LINK_STATUS it already reported true, so "linked but not drawable" is the
// answer, and this is where the ES backend expresses it.
if (!stateProgramObject->GetLinkStatus() || !stateProgramObject->GetSpirvStatus()) {
MGLOG_E("Program object is not linked or has no generated SPIR-V, skipping backend sync. State "
"program ID: %u",
stateProgramObject->GetExternalIndex());
return;
}
@@ -4172,6 +4273,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
m_snormFallbackClampOutputMask = g_snormFallbackClampOutputMask;
m_unormFallbackClampOutputMask = g_unormFallbackClampOutputMask;
m_fragColorBroadcastCount = g_fragColorBroadcastCount;
// The generated ESSL bakes these in (see the SetShaderStorageBlockBinding call in the
// transpile loop below), so the set they were generated against is part of what makes
// this build current - the draw path compares the signature and rebuilds on a change.
const auto& storageBlockBindingOverrides = stateProgramObject->GetShaderStorageBlockBindingOverrides();
m_shaderStorageBlockBindingSignature = ComputeShaderStorageBlockBindingSignature(*stateProgramObject);
// Detach all existing shaders
GLint attachedCount = 0;
@@ -4222,6 +4328,26 @@ namespace MobileGL::MG_Backend::DirectGLES {
String source;
auto& spirvCode = shaderSpirvs[index];
// A samplerBuffer is core in the OpenGL 3.1+ context MobileGL advertises but needs
// ES 3.2 or EXT/OES_texture_buffer on the host. Without it SPIRV-Cross emits
// `#extension GL_EXT_texture_buffer : require` and the driver rejects both that
// and the isamplerBuffer keyword - the program never links and every draw using it
// becomes a silent no-op. Say so here, naming the stage, instead of leaving a
// driver info log the shipped INFO build compiles out (MGLOG_E is inactive there).
// Gated on the capability so the module walk never runs on a healthy driver.
if (!AreBufferTexturesSupported() &&
MG_Util::ShaderTranspiler::ShaderCompiler::ModuleDeclaresBufferTextureSampler(spirvCode)) {
MGLOG_I("Program %u stage %s samples a buffer texture, which this ES driver "
"cannot provide (%s). The shader will not compile and the program will "
"not link; every draw using it is a no-op.",
m_backendProgramId,
MG_Util::ConvertGLEnumToString(glShaderType).c_str(),
GetBufferTextureTierName());
m_backendProgramUsable = false;
g_GLESFuncs.glDeleteShader(backendShaderId);
continue;
}
// ESSL cannot express gl_DrawID/gl_BaseInstance/gl_BaseVertex; demote them to
// plain globals (mg_*) before handing the module to SPIRV-Cross.
Vector<unsigned int> loweredSpirv;
@@ -4271,6 +4397,22 @@ namespace MobileGL::MG_Backend::DirectGLES {
effectiveSpirv = &rectLoweredSpirv;
}
// GLSL ES demands a constant integral expression to index a fragment output
// array; SPIR-V does not, so a shader that writes coeff[i] from a loop
// reaches SPIRV-Cross intact and comes out as ESSL a strict driver rejects
// outright ("array indexes for fragment outputs must be constant integral
// expressions"), linking no program and silently no-oping every draw that
// uses it. Mesa accepts it, ANGLE does not - which is the whole of the
// improved-transparency-minecraft-26.3 failure. Fold or lower the index here,
// on the ESSL path only: the same module is legal for DirectVulkan.
Vector<unsigned int> outputIndexSpirv;
if (glShaderType == GL_FRAGMENT_SHADER &&
MG_Util::ShaderTranspiler::ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(
*effectiveSpirv, outputIndexSpirv) &&
!outputIndexSpirv.empty()) {
effectiveSpirv = &outputIndexSpirv;
}
MG_Util::ShaderTranspiler::SpvcSession spvcSession(*effectiveSpirv,
MG_Util::ShaderTranspiler::SessionUsageBit::Transpile);
@@ -4284,6 +4426,15 @@ namespace MobileGL::MG_Backend::DirectGLES {
spvcSession.SetOptions(options);
// ES fixes a storage block's binding at link from its layout(binding=) qualifier
// and has no glShaderStorageBlockBinding to move it afterwards, so a rebinding
// can only be honoured by printing it INTO the qualifier. Rewriting the Binding
// decoration before SPIRV-Cross emits is what does that; RemoveLayoutBinding
// then deliberately preserves the qualifier for `buffer` declarations.
if (!storageBlockBindingOverrides.empty()) { // empty for almost every program
spvcSession.SetShaderStorageBlockBinding(storageBlockBindingOverrides);
}
const char* result = nullptr;
spvcSession.Compile(&result);
@@ -4299,12 +4450,29 @@ namespace MobileGL::MG_Backend::DirectGLES {
source = result;
// Position in the chain is arbitrary: this is the only header-level rewrite, it
// edits #extension directives and never the body, and the replacement is the
// same length and stays an #extension line - so it commutes with every pass
// below, including ForceSupporterOutput's scan for the last directive. First,
// because a header concern reads better before the body ones.
source = RetargetTextureBufferExtension(std::move(source),
g_GLESCapabilities.TextureBufferSupport);
source = RebindImageUniformsToFrontendUnits(std::move(source), stateProgramObject);
// Wedged between those two on purpose:
// * AFTER RebindImageUniformsToFrontendUnits, so the binding it copies onto
// both halves of a split image is already the frontend texture unit (and so
// that pass never has to reason about the alias it introduces);
// * BEFORE RemoveLayoutBinding, whose keepBindingRegex recognises an image
// declaration and preserves its binding - an image unit cannot be set from
// the API in ES, so the qualifier is the only binding mechanism there is,
// and both halves of the pair have to still be carrying theirs when it runs.
source = SplitReadWriteImageUniforms(source);
source = RemoveLayoutBinding(source);
source = ProcessOutColorLocations(source);
source = ForceFlatIntegerVaryings(source, glShaderType);
source = BroadcastLegacyFragColor(std::move(source), glShaderType, m_fragColorBroadcastCount);
source = EmulateTextureLodBias(source);
source = EmulateTextureLodBias(source, ShouldAvoidExplicitLodBiasOnAngleLlvmpipe());
source = EmulateBaseInstanceInVertexShader(std::move(source), glShaderType);
source = PromoteDrawParameterGlobalsToUniforms(std::move(source), glShaderType);
source = ForceSupporterOutput(source);
@@ -4342,13 +4510,41 @@ namespace MobileGL::MG_Backend::DirectGLES {
Vector<GLchar> log(static_cast<SizeT>(logLength) + 1, '\0');
g_GLESFuncs.glGetShaderInfoLog(backendShaderId, logLength, nullptr, log.data());
log.back() = '\0';
MGLOG_E("Shader compilation failed for backend ID %u: %s", backendShaderId, log.data());
// MGLOG_I, deliberately. Every CI, retrace and release build compiles at
// MOBILEGL_LOG_LEVEL_INFO, where MGLOG_E and MGLOG_W expand to nothing
// (Log.h orders DEBUG < WARN < ERROR < INFO), so this diagnostic used to
// exist only in debug builds: the Android retrace artifact carried 294
// INFO lines and zero ERROR lines while two generated shaders were being
// rejected outright, and the lane could not say why it was rendering an
// empty translucent layer. A shader the driver refuses is never noise.
MGLOG_I("Shader compilation failed. State program ID: %u, stage: %s, backend shader ID: "
"%u, driver log: %s",
stateProgramObject->GetExternalIndex(),
MG_Util::ConvertGLEnumToString(glShaderType).c_str(), backendShaderId,
log.data());
m_backendProgramUsable = false;
// Nothing will ever attach this one, so nothing else can free it.
g_GLESFuncs.glDeleteShader(backendShaderId);
continue;
}
MGLOG_D("Attaching shader ID: %u to program %u", backendShaderId, m_backendProgramId);
g_GLESFuncs.glAttachShader(m_backendProgramId, backendShaderId);
// Hand the shader's lifetime to the program, immediately and unconditionally.
//
// glDeleteShader only FLAGS a shader; the driver frees it when it is attached to
// nothing. Flagging it here is what makes the program own it, so deleting the
// program (or the detach loop above, on a relink) is what actually frees it.
// Without this call every program build leaked its shader objects for the process
// lifetime, and a relink leaked them twice - the detach loop above dropped the
// program's reference to shaders nothing had flagged, so they became unreachable
// AND undeletable. The GL swizzle conformance test builds 1,296 programs per case,
// so a handful of cases left tens of thousands of live driver shaders behind and
// the driver started mis-serving them (KHR-GL33/GL40.texture_swizzle.smoke_*).
// Same class of defect as the missing framebuffer/renderbuffer/sampler destructors
// fixed in Wave 1, and the last of that family: this is the one backend GL object
// MobileGL creates without an owning wrapper to destroy it.
g_GLESFuncs.glDeleteShader(backendShaderId);
MGLOG_D("Processed shader source length: %zu", source.length());
}
@@ -4387,8 +4583,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
Vector<GLchar> log(static_cast<SizeT>(logLength) + 1, '\0');
g_GLESFuncs.glGetProgramInfoLog(m_backendProgramId, logLength, nullptr, log.data());
log.back() = '\0';
MGLOG_E("Program %u linking failed for %u: %s", stateProgramObject->GetExternalIndex(),
m_backendProgramId, log.data());
// MGLOG_I for the same reason as the compile failure above: a program that
// links nothing no-ops every draw that uses it, and that has to be readable
// in an INFO-level artifact.
MGLOG_I("Program linking failed. State program ID: %u, backend program ID: %u, driver log: %s",
stateProgramObject->GetExternalIndex(), m_backendProgramId, log.data());
} else {
MGLOG_D("Program linked successfully. ID: %u", m_backendProgramId);
}
@@ -4419,18 +4618,38 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
CacheResourceLocations(stateProgramObject);
// AFTER the link, because glShaderStorageBlockBinding needs the driver's linked
// interface. This is the only place Espryt applies a rebinding: the frontend
// record is authoritative and the glShaderStorageBlockBinding entry point itself
// deliberately never forces a program build (see DirectGLES.cpp), so a rebinding
// requested while no backend program existed yet arrives here instead.
// NOT the mechanism that makes a rebinding work - the transpiled qualifier above is.
// glShaderStorageBlockBinding is a GL 4.3 entry point that no real ES driver exposes,
// so this replay is a no-op almost everywhere; it stays because it is still correct
// (and cheaper than a rebuild) on a driver that does expose it, e.g. a desktop GL
// driver used as the ES backend. AFTER the link either way, because it needs the
// driver's linked interface.
ReseedShaderStorageBlockBindings(m_backendProgramId, *stateProgramObject);
m_syncedLinkVersion = stateProgramObject->GetLinkVersion();
m_syncedImageUnitVersion = stateProgramObject->GetImageUnitVersion();
m_isInitialized = true;
MGLOG_D("Program sync completed. backend ID %u", m_backendProgramId);
}
namespace {
// The GL name of the array element that lives at `location`, given the reflection
// name reported for it. Reflection reports one name per UNIFORM ("goku[0]") but
// one location per ELEMENT, so a caller walking locations sees the same name
// repeatedly; this turns it back into "goku[k]". Anything that is not an array
// (or whose base location cannot be resolved) comes back unchanged, so the only
// behaviour that moves is the array case.
String SubscriptUniformNameForElement(const MG_State::GLState::ProgramObject& program, const String& name,
Uint location) {
if (name.size() < 3 || name.compare(name.size() - 3, 3, "[0]") != 0) return name;
const Int base = program.GetUniformLocation(name);
if (base < 0 || static_cast<Uint>(base) > location) return name;
const Uint element = location - static_cast<Uint>(base);
if (element == 0) return name;
return name.substr(0, name.size() - 3) + "[" + std::to_string(element) + "]";
}
} // namespace
// Resolves every name-based resource lookup once per link so the per-draw path
// (BindCurrentProgramWithResources) never issues glGetUniformBlockIndex /
// glGetUniformLocation string queries; block-to-binding-point assignments are
@@ -4493,7 +4712,17 @@ namespace MobileGL::MG_Backend::DirectGLES {
// is an INVALID_OPERATION.
continue;
}
const Int backendLoc = g_GLESFuncs.glGetUniformLocation(m_backendProgramId, name.c_str());
// Reflection names an array uniform after its FIRST element ("goku[0]") at
// every location the array spans, so asking the driver for that one name
// once per location hands back the same backend location N times. The
// per-draw pass then issues N glUniform1i calls against it and only the
// last element's unit survives - "layout(binding = 1) uniform sampler2D
// goku[7]" ended up with goku[0] on unit 7 and goku[1..6] still on 0.
// Address each element by its own name instead; the frontend already
// reserves one location per element, so the element index is the distance
// from the array's base location.
const String elementName = SubscriptUniformNameForElement(*stateProgramObject, name, loc);
const Int backendLoc = g_GLESFuncs.glGetUniformLocation(m_backendProgramId, elementName.c_str());
if (backendLoc < 0) continue;
SamplerUniformBinding binding;
binding.frontendLocation = loc;
@@ -4502,8 +4731,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
binding.lastAssignedUnit = -1;
// Present only for the samplers EmulateTextureLodBias actually rewrote; the
// pass names it after the sampler, which SPIRV-Cross preserves verbatim.
binding.lodBiasLocation =
g_GLESFuncs.glGetUniformLocation(m_backendProgramId, (String(LOD_BIAS_UNIFORM_PREFIX) + name).c_str());
binding.lodBiasLocation = g_GLESFuncs.glGetUniformLocation(
m_backendProgramId, (String(LOD_BIAS_UNIFORM_PREFIX) + elementName).c_str());
binding.lastAssignedLodBias = 0.0f;
m_samplerUniformBindings.push_back(binding);
}
@@ -4522,6 +4751,17 @@ namespace MobileGL::MG_Backend::DirectGLES {
if (g_lastUsedBackendProgramId == programToBind) {
return;
}
if (!m_backendProgramUsable) {
// MGLOG_I, not MGLOG_W: at MOBILEGL_LOG_LEVEL_INFO - the level the shipped
// fordebug builds compile at - only I and F survive, and this is precisely the
// line those builds need. Every draw made with this program renders nothing and
// raises no GL error, so without it the only symptom is a framebuffer that kept
// its clear colour. The early return above keeps it to at most one line per
// program state change, not one per draw.
MGLOG_I("Backend program for GL program %u is unusable (a shader failed to transpile, "
"compile or link); binding program 0 - draws with it will render nothing",
m_frontendProgramId);
}
MGLOG_D("Using program %u", programToBind);
g_GLESFuncs.glUseProgram(programToBind);
g_lastUsedBackendProgramId = programToBind;
@@ -4557,6 +4797,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
#endif
g_GLESFuncs.glGenSamplers(1, &m_backendSamplerId);
m_contextGeneration = g_backendContextGeneration;
if (m_backendSamplerId == 0) {
MGLOG_E("Failed to generate sampler object.");
MGLOG_E("ES glGetError(): %s", MG_Util::ConvertGLEnumToString(g_GLESFuncs.glGetError()).c_str());
@@ -4565,6 +4806,26 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
}
BackendSamplerObject::~BackendSamplerObject() {
if (InProcessTeardown()) {
return; // see InProcessTeardown(): the driver may be unloaded already
}
if (m_backendSamplerId == 0) {
return;
}
// Scrub the unit shadow whether or not the id can still be deleted - the next
// twin can land on this heap address and would otherwise false-skip its Bind.
for (auto& boundSampler : g_boundSamplersCache) {
if (boundSampler == this) {
boundSampler = nullptr; // glDeleteSamplers unbinds from every unit
}
}
if (m_contextGeneration == g_backendContextGeneration && g_GLESFuncs.glDeleteSamplers) {
g_GLESFuncs.glDeleteSamplers(1, &m_backendSamplerId);
}
m_backendSamplerId = 0;
}
void BackendSamplerObject::SyncToBackend(
const SharedPtr<MG_State::GLState::SamplerObject>& stateSamplerObject) {
#ifdef TRACY_ENABLE
@@ -4680,12 +4941,28 @@ namespace MobileGL::MG_Backend::DirectGLES {
ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
#endif
g_GLESFuncs.glGenRenderbuffers(1, &m_backendRBOId);
m_contextGeneration = g_backendContextGeneration;
if (m_backendRBOId == 0) {
MGLOG_E("Failed to generate renderbuffer object.");
MGLOG_E("ES glGetError(): %s", MG_Util::ConvertGLEnumToString(g_GLESFuncs.glGetError()).c_str());
}
}
BackendRenderbufferObject::~BackendRenderbufferObject() {
if (InProcessTeardown()) {
return; // see InProcessTeardown(): the driver may be unloaded already
}
if (m_backendRBOId == 0) {
return;
}
// No driver-level renderbuffer-binding shadow exists (Bind() always issues the
// call), so there is nothing to scrub here - only the id to release.
if (m_contextGeneration == g_backendContextGeneration && g_GLESFuncs.glDeleteRenderbuffers) {
g_GLESFuncs.glDeleteRenderbuffers(1, &m_backendRBOId);
}
m_backendRBOId = 0;
}
void BackendRenderbufferObject::Bind() const {
#ifdef TRACY_ENABLE
ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
+79 -7
View File
@@ -36,6 +36,14 @@ namespace MobileGL::MG_Backend::DirectGLES {
Bool InProcessTeardown();
void EnsureProcessTeardownSentinel();
// Generation of the backend ES context that owns the driver ids currently handed
// out. Bumped exactly once per DestroyEGLContext. Every backend twin that owns a
// driver name (texture, framebuffer, renderbuffer, sampler) stamps this at
// construction and compares it in its destructor: a twin outliving its context
// must NOT glDelete* its id, because a successor context may already have recycled
// that name and the delete would take out a live object of the new context.
extern Uint g_backendContextGeneration;
// 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.
@@ -121,6 +129,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
// Null when no live state object owns this key. The result points into the map, so
// it stays valid only until the next GetOrCreate/Find/CollectGarbage on this registry.
// Take that literally, including for Find: the map is open-addressed and erases by
// shifting the rest of the probe cluster into the hole, so an erase relocates entries
// OTHER than the erased one - and Find erases, whenever it lands on a key whose state
// object has expired. Callers that need the twin across another registry call must copy
// the BackendPtr out (or keep only the pointee, which is heap-allocated and never moves).
BackendPtr* Find(StateObject* stateObj) {
const auto entryIt = m_entries.find(stateObj);
if (entryIt == m_entries.end()) {
@@ -613,6 +626,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
Bool m_isInitialized = false;
Bool m_imageBindableStorageRequired = false;
Bool m_backendStorageImmutable = false;
// Latches the "this driver has no buffer textures" report to once per texture. The
// report is emitted from the respecify path, which bails before recording the state
// it was asked to apply - so without the latch the texture stays permanently dirty
// and every draw of every frame logs the same line.
Bool m_bufferTextureUnsupportedReported = false;
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
@@ -657,15 +675,20 @@ namespace MobileGL::MG_Backend::DirectGLES {
MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS>
g_boundTexturesCache;
extern Uint g_activeTextureUnit;
// Bumped when the backend ES context is destroyed; texture ids stamped with
// an older generation belong to a dead context and must not be deleted.
extern Uint g_textureContextGeneration;
} // namespace TextureImpl
namespace FramebufferImpl {
class BackendFramebufferObject {
public:
BackendFramebufferObject();
// Deletes the driver framebuffer and scrubs the binding shadow. Without it every
// frontend glDeleteFramebuffers leaked one ES framebuffer for the process lifetime;
// an app that creates a framebuffer per readback (GL CTS packed_pixels does ~3300
// per case) walked the driver into hundreds of megabytes of dead framebuffers and
// out of the resources a later attachment needs.
~BackendFramebufferObject();
BackendFramebufferObject(const BackendFramebufferObject&) = delete;
BackendFramebufferObject& operator=(const BackendFramebufferObject&) = delete;
void SyncToBackend(const SharedPtr<MG_State::GLState::FramebufferObject>& stateFBOObject,
FramebufferTarget asTarget);
// Apply only this FBO's read buffer (glReadBuffer) to the backend. Split out so it can
@@ -680,6 +703,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
private:
Uint m_backendFBOId = 0;
Uint m_contextGeneration = 0;
/* this will save buffers in its original form,
reversion, absence or not consecutive are all allowed, as long as GL spec allows it
@@ -821,6 +845,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
void BindFramebufferId(GLenum fbTarget, Uint id);
Uint CurrentFramebufferBinding(FramebufferTarget target);
void InvalidateFramebufferBindingCache();
// A driver framebuffer id is about to be deleted: ES reverts every target that
// currently binds it to 0, so the binding shadow has to follow or the next
// BindFramebufferId(0) would be deduped away and leave the deleted name bound.
void NoteFramebufferIdDeleted(Uint id);
} // namespace FramebufferImpl
// Shared scratch framebuffers for the readback/copy/blit emulation paths, with a
@@ -1010,6 +1038,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
Uint32 GetSnormFallbackClampOutputMask() const { return m_snormFallbackClampOutputMask; }
Uint32 GetUnormFallbackClampOutputMask() const { return m_unormFallbackClampOutputMask; }
Uint GetFragColorBroadcastCount() const { return m_fragColorBroadcastCount; }
// Signature of the glShaderStorageBlockBinding override set the generated ESSL was
// transpiled against (ES can only express a storage-block binding as the declared
// qualifier, so the overrides are baked into the source). A mismatch means the
// program is stale exactly like the clamp masks above.
Uint64 GetShaderStorageBlockBindingSignature() const { return m_shaderStorageBlockBindingSignature; }
Bool HasGlobalUboBlock() const { return m_globalUboBackendBlockIndex >= 0; }
const Vector<Int>& GetUniformBlockBackendIndices() const { return m_uniformBlockBackendIndices; }
@@ -1025,11 +1058,22 @@ namespace MobileGL::MG_Backend::DirectGLES {
// Frontend link version this backend program (and its resource caches) was
// built from; a mismatch means every link-derived cache here is stale.
Uint32 GetSyncedLinkVersion() const { return m_syncedLinkVersion; }
// Image-uniform unit generation this backend program was GENERATED against.
// Separate from the link version because it is not link state: ES forbids
// glUniform1i on an image uniform, so RebindImageUniformsToFrontendUnits bakes the
// unit into the ESSL, and a program built before glUniform1i moved that unit is as
// stale as one built before a relink - while the sampler half, which really is
// re-issued per draw, needs nothing of the sort.
Uint32 GetSyncedImageUnitVersion() const { return m_syncedImageUnitVersion; }
private:
void CacheResourceLocations(const SharedPtr<MG_State::GLState::ProgramObject>& stateProgramObject);
Uint m_backendProgramId = 0;
// GL name of the frontend program this was last synced from; diagnostics only, so
// an unusable backend program can be traced back to the glCreateProgram id the app
// knows it by.
Uint m_frontendProgramId = 0;
Uint m_backendGlobalUBOId = 0;
Int m_baseInstanceUniformLocation = -1;
Int m_drawIdUniformLocation = -1;
@@ -1040,6 +1084,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
// Draw buffers a legacy gl_FragColor write has to reach (see
// PrgramImpl::BroadcastLegacyFragColor); 1 keeps the plain single-output shader.
Uint m_fragColorBroadcastCount = 1;
// 0 is the signature of an empty override set, i.e. what almost every program has.
Uint64 m_shaderStorageBlockBindingSignature = 0;
Bool m_isInitialized = false;
Bool m_backendProgramUsable = false;
@@ -1050,6 +1096,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
Uint32 m_lastUploadedGlobalUboVersion = ~0u;
BufferImpl::UboRingAllocation m_globalUboRingAllocation;
Uint32 m_syncedLinkVersion = ~0u;
Uint32 m_syncedImageUnitVersion = ~0u;
SamplerPassMemo m_samplerPassMemo;
};
@@ -1073,26 +1120,45 @@ namespace MobileGL::MG_Backend::DirectGLES {
// 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.
//
// NOT how a rebinding reaches the shader. glShaderStorageBlockBinding has no ES
// equivalent and is absent from every real ES driver, so this is a no-op there;
// SyncToBackend bakes the effective binding into the ESSL it generates instead
// (SpvcSession::SetShaderStorageBlockBinding). This is kept as the cheaper path on
// a driver that does happen to expose the entry point.
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.
// program that was just built - best effort, on the same "only where the driver has
// the entry point" terms as ApplyShaderStorageBlockBinding above. Mirrors
// DirectVulkan's reseed-on-rebuild in BuildProgramResourceCache.
void ReseedShaderStorageBlockBindings(Uint backendProgramId,
const MG_State::GLState::ProgramObject& stateProgramObject);
// Order-independent digest of the program's glShaderStorageBlockBinding overrides.
// The generated ESSL carries them (ES has no way to move a storage block's binding
// after link), so a program built against a different set is stale and the draw path
// has to rebuild it. Computed from the values, so re-setting a block to the binding it
// already has costs nothing. 0 when nothing was ever rebound.
Uint64 ComputeShaderStorageBlockBindingSignature(
const MG_State::GLState::ProgramObject& stateProgramObject);
} // namespace PrgramImpl
namespace SamplerImpl {
class BackendSamplerObject {
public:
BackendSamplerObject();
// Deletes the driver sampler and clears the units whose binding shadow still names
// this twin (a recycled heap address would otherwise false-skip a later Bind).
// Frontend glDeleteSamplers used to leak the backend id for the process lifetime.
~BackendSamplerObject();
BackendSamplerObject(const BackendSamplerObject&) = delete;
BackendSamplerObject& operator=(const BackendSamplerObject&) = delete;
void SyncToBackend(const SharedPtr<MG_State::GLState::SamplerObject>& stateSamplerObject);
void Bind(Uint unit);
Uint GetBackendSamplerId() const;
private:
Uint m_backendSamplerId = 0;
Uint m_contextGeneration = 0;
Bool m_isInitialized = false;
SamplerParameters m_cacheSamplerParameters;
Uint16 m_syncedSamplerVersion = 0;
@@ -1110,12 +1176,18 @@ namespace MobileGL::MG_Backend::DirectGLES {
class BackendRenderbufferObject {
public:
BackendRenderbufferObject();
// Deletes the driver renderbuffer; frontend glDeleteRenderbuffers used to leak it
// (with its whole image allocation) for the process lifetime.
~BackendRenderbufferObject();
BackendRenderbufferObject(const BackendRenderbufferObject&) = delete;
BackendRenderbufferObject& operator=(const BackendRenderbufferObject&) = delete;
void SyncToBackend(const SharedPtr<MG_State::GLState::RenderbufferObject>& stateRBOObject);
Uint GetBackendRenderbufferId() const { return m_backendRBOId; }
void Bind() const;
private:
Uint m_backendRBOId = 0;
Uint m_contextGeneration = 0;
Bool m_isInitialized = false;
TextureInternalFormat m_cacheInternalFormat = TextureInternalFormat::Unknown;
Int m_cacheWidth = 0;
+436 -1
View File
@@ -21,6 +21,7 @@
#include <MG_Util/Math/HalfFloat.h>
#include <MG_Util/Math/SmallFloat.h>
#include <algorithm>
#include <cmath>
#include <cctype>
#include <cstring>
@@ -434,6 +435,89 @@ namespace MobileGL::MG_Backend::DirectGLES {
return result;
}
String RetargetTextureBufferExtension(String glslCode,
MG_External::GLESCapabilities::TextureBufferTier tier) {
#ifdef TRACY_ENABLE
ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
#endif
// SPIRV-Cross hardcodes the EXT spelling: CompilerGLSL::type_to_glsl emits
// require_extension_internal("GL_EXT_texture_buffer") for any Dim=Buffer image
// whenever it targets ESSL below 320, with no OES alternative and no way to
// configure it. GL_OES_texture_buffer is functionally identical but is a separate
// directive, and `#extension <name> : require` on a name the driver does not
// advertise is a hard compile error - so on an OES-only driver the emitted shader
// fails to compile for the sake of one token.
//
// Line comments are excluded by the directive check below; a `#extension` line inside
// a /* */ block is not, and would be rewritten. That is harmless (it stays a comment)
// and is not worth a preprocessor-aware scan here.
//
// Deliberately a directive rewrite and nothing more. The alternative - teaching the
// SPIR-V to stop asking for the extension - is not available: the requirement is
// synthesized by SPIRV-Cross from the image type itself, not carried in the module,
// so there is nothing upstream to strip. Everything about the shader body that
// actually uses the buffer texture is identical between the two extensions.
using Tier = MG_External::GLESCapabilities::TextureBufferTier;
if (tier != Tier::ExtensionOES) {
return glslCode;
}
static constexpr const char* kExtName = "GL_EXT_texture_buffer";
static constexpr const char* kOesName = "GL_OES_texture_buffer";
constexpr SizeT kExtNameLength = 21; // strlen("GL_EXT_texture_buffer")
static_assert(sizeof("GL_EXT_texture_buffer") - 1 == kExtNameLength, "name length drifted");
static_assert(sizeof("GL_OES_texture_buffer") - 1 == kExtNameLength,
"the two spellings must be the same length for the in-place replace");
// Only rewrite the name where it is the whole subject of an #extension directive.
// Two separate guards, both load-bearing:
// * the directive check, so a line-comment mentioning the name is left alone;
// * the identifier-boundary check, because GL_EXT_texture_buffer is a PREFIX of
// GL_EXT_texture_buffer_object - a different, real extension that SPIRV-Cross
// emits from the same `case DimBuffer:` on its legacy-desktop branch. Without
// the boundary this pass would silently rewrite a request for that extension
// into a request for a GL_OES_texture_buffer_object that does not exist.
const auto isIdentifierChar = [](char c) {
return std::isalnum(static_cast<unsigned char>(c)) != 0 || c == '_';
};
SizeT searchFrom = 0;
while (true) {
const SizeT hit = glslCode.find(kExtName, searchFrom);
if (hit == String::npos) {
break;
}
searchFrom = hit + kExtNameLength;
// Identifier boundary on both sides, so the name is not a fragment of a longer one.
if (hit > 0 && isIdentifierChar(glslCode[hit - 1])) {
continue;
}
if (hit + kExtNameLength < glslCode.size() && isIdentifierChar(glslCode[hit + kExtNameLength])) {
continue;
}
// Walk back to the start of the line and require that it is an #extension
// directive, allowing whitespace between '#' and the keyword.
SizeT lineStart = glslCode.rfind('\n', hit);
lineStart = (lineStart == String::npos) ? 0 : lineStart + 1;
SizeT cursor = lineStart;
while (cursor < hit && std::isspace(static_cast<unsigned char>(glslCode[cursor]))) {
++cursor;
}
if (cursor >= hit || glslCode[cursor] != '#') {
continue;
}
++cursor;
while (cursor < hit && std::isspace(static_cast<unsigned char>(glslCode[cursor]))) {
++cursor;
}
if (glslCode.compare(cursor, 9, "extension") != 0) {
continue;
}
glslCode.replace(hit, kExtNameLength, kOesName);
}
return glslCode;
}
String RemoveLayoutBinding(const String& glslCode) {
#ifdef TRACY_ENABLE
ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
@@ -470,6 +554,352 @@ namespace MobileGL::MG_Backend::DirectGLES {
return result;
}
namespace {
Bool IsImagePassIdentifierChar(char c) {
return std::isalnum(static_cast<unsigned char>(c)) || c == '_';
}
// Occurrences of `identifier` in `code` that are whole identifiers, i.e. not the
// tail or head of a longer one. "goku" must not find "goku_hd" or "my_goku".
SizeT CountIdentifierOccurrences(const String& code, const String& identifier) {
if (identifier.empty()) return 0;
SizeT count = 0;
for (SizeT pos = code.find(identifier); pos != String::npos;
pos = code.find(identifier, pos + 1)) {
if (pos > 0 && IsImagePassIdentifierChar(code[pos - 1])) continue;
const SizeT after = pos + identifier.size();
if (after < code.size() && IsImagePassIdentifierChar(code[after])) continue;
++count;
}
return count;
}
Bool ContainsIdentifier(const String& code, const String& identifier) {
return CountIdentifierOccurrences(code, identifier) > 0;
}
// The image format layout qualifiers ESSL accepts (GLSL ES 3.20 4.4.7 table 4.6 -
// the ES-legal subset of what SPIRV-Cross's format_to_glsl can print). The
// readonly/writeonly rule only applies to a declaration that carries one of them.
Bool IsImageFormatQualifier(const String& token) {
static constexpr StringView FORMATS[] = {
"rgba32f", "rgba16f", "rg32f", "rg16f", "r11f_g11f_b10f",
"r32f", "r16f", "rgba16", "rgb10_a2", "rgba8",
"rg16", "rg8", "r16", "r8", "rgba16_snorm",
"rgba8_snorm", "rg16_snorm", "rg8_snorm", "r16_snorm", "r8_snorm",
"rgba32i", "rgba16i", "rgba8i", "rg32i", "rg16i",
"rg8i", "r32i", "r16i", "r8i", "rgba32ui",
"rgba16ui", "rgb10_a2ui", "rgba8ui", "rg32ui", "rg16ui",
"rg8ui", "r32ui", "r16ui", "r8ui",
};
for (const StringView format : FORMATS) {
if (token == format) return true;
}
return false;
}
// "Except for image variables qualified with the format qualifiers r32f, r32i, and
// r32ui, image variables must specify either memory qualifier readonly or the
// memory qualifier writeonly." (GLSL ES 3.20 4.10)
Bool IsMemoryQualifierExemptImageFormat(const String& token) {
return token == "r32f" || token == "r32i" || token == "r32ui";
}
// Comma-separated contents of a layout(...) list, each entry trimmed.
Vector<String> SplitLayoutQualifierList(const String& layout) {
Vector<String> tokens;
SizeT start = 0;
while (start <= layout.size()) {
SizeT comma = layout.find(',', start);
const Bool last = comma == String::npos;
String token = layout.substr(start, last ? String::npos : comma - start);
const SizeT first = token.find_first_not_of(" \t\r\n");
if (first == String::npos) {
token.clear();
} else {
token = token.substr(first, token.find_last_not_of(" \t\r\n") - first + 1);
}
if (!token.empty()) tokens.push_back(Move(token));
if (last) break;
start = comma + 1;
}
return tokens;
}
// Trims both ends and collapses every internal whitespace run to one space, so a
// qualifier list or array suffix can be spliced back into a rebuilt declaration
// whatever the original spacing was.
String NormalizeDeclarationSpacing(const String& text) {
String out;
out.reserve(text.size());
Bool pendingSpace = false;
for (const char c : text) {
if (std::isspace(static_cast<unsigned char>(c))) {
pendingSpace = !out.empty();
continue;
}
if (pendingSpace) out += ' ';
pendingSpace = false;
out += c;
}
return out;
}
// How an image builtin touches the image it is handed.
enum class ImageBuiltinAccess { None, Load, Store, Unknown };
ImageBuiltinAccess ClassifyImageBuiltin(const String& name) {
if (name == "imageStore") return ImageBuiltinAccess::Store;
if (name == "imageLoad") return ImageBuiltinAccess::Load;
// imageAtomic* both reads and writes, but ES only defines the atomics on
// r32i/r32ui/r32f images - exactly the formats the rule above exempts - so this
// pass has already skipped any declaration they can legally appear on. Load is
// enough to keep the classification total without ever being acted upon.
if (name.compare(0, 11, "imageAtomic") == 0) return ImageBuiltinAccess::Load;
if (name == "imageSize" || name == "imageSamples") return ImageBuiltinAccess::None;
// Some other identifier that starts with "image" and is being called: not a
// shape this pass can reason about, so it poisons the declaration instead of
// being guessed at.
return ImageBuiltinAccess::Unknown;
}
struct ImageUniformDecl {
String name;
String writeName; // the writeonly half's name, when split
String layout; // raw contents of layout(...)
String qualifiers; // memory/precision qualifiers, normalized, no trailing space
String type; // image2D, uimage2DArray, ...
String arraySuffix; // "" or "[7]"
SizeT declStart = 0;
SizeT declLength = 0;
SizeT referenceCount = 0; // uses this pass recognized and accounted for
Bool loaded = false;
Bool stored = false;
Bool unknownUse = false;
Bool split = false;
};
// A rebuilt declaration. Keeps SPIRV-Cross's own word order (`uniform readonly
// highp image2D`) so the image-rebinding regex in Managers.cpp still matches what
// comes out of here, whichever order the two passes end up running in.
String BuildImageDeclaration(const ImageUniformDecl& decl, const char* memoryQualifier,
const String& variableName) {
String out = "layout(" + decl.layout + ") uniform ";
out += memoryQualifier;
out += ' ';
if (!decl.qualifiers.empty()) {
out += decl.qualifiers;
out += ' ';
}
out += decl.type;
out += ' ';
out += variableName;
out += decl.arraySuffix;
out += ';';
return out;
}
// A name for the writeonly half that no identifier in the shader (and no other
// half already minted) can collide with.
String MakeImageWriteAliasName(const String& name, const String& source,
const Vector<String>& taken) {
String candidate = String(IMAGE_WRITE_ALIAS_PREFIX) + name;
// "__" anywhere in an identifier is reserved (GLSL ES 3.20 3.7), which a name
// that already starts with '_' would otherwise produce.
for (SizeT doubled = candidate.find("__"); doubled != String::npos;
doubled = candidate.find("__", doubled)) {
candidate.erase(doubled, 1);
}
auto isTaken = [&](const String& identifier) {
if (ContainsIdentifier(source, identifier)) return true;
for (const auto& other : taken) {
if (other == identifier) return true;
}
return false;
};
while (isTaken(candidate)) candidate += 'X';
return candidate;
}
struct ImageSourceEdit {
SizeT start;
SizeT length;
String text;
};
} // namespace
String SplitReadWriteImageUniforms(const String& glslCode) {
#ifdef TRACY_ENABLE
ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
#endif
if (glslCode.find("image") == String::npos) {
return glslCode;
}
// layout(...) uniform <memory/precision qualifiers> <image type> <name>[array];
// The qualifier alternation is order-free even though SPIRV-Cross emits a fixed
// order (to_qualifiers_glsl: storage, then coherent/restrict/readonly/writeonly,
// then precision), and the array group is repeated so a hypothetical multi-
// dimensional image array survives the round trip intact.
static const std::regex imageDeclRegex(
R"(layout\s*\(([^)]*)\)\s*uniform\s+)"
R"(((?:(?:readonly|writeonly|coherent|volatile|restrict|highp|mediump|lowp)\s+)*))"
R"(([iu]?image[A-Za-z0-9_]*)\s+([A-Za-z_][A-Za-z0-9_]*)\s*((?:\[[^\]]*\]\s*)*);)");
Vector<ImageUniformDecl> decls;
for (std::sregex_iterator it(glslCode.begin(), glslCode.end(), imageDeclRegex), last; it != last; ++it) {
const std::smatch& match = *it;
const String qualifiers = match[2].str();
// Already legal: SPIRV-Cross decided one way, leave it alone.
if (ContainsIdentifier(qualifiers, "readonly") || ContainsIdentifier(qualifiers, "writeonly")) {
continue;
}
Bool hasFormat = false;
Bool exemptFormat = false;
for (const String& token : SplitLayoutQualifierList(match[1].str())) {
if (!IsImageFormatQualifier(token)) continue;
hasFormat = true;
exemptFormat = IsMemoryQualifierExemptImageFormat(token);
}
// No format qualifier at all is a different (and, in ES, unconditionally
// illegal) shape that GL_EXT_shader_image_load_formatted would be needed for;
// SPIRV-Cross refuses to emit it for an ES target, so nothing to do here.
if (!hasFormat || exemptFormat) continue;
ImageUniformDecl decl;
decl.layout = match[1].str();
decl.qualifiers = NormalizeDeclarationSpacing(qualifiers);
decl.type = match[3].str();
decl.name = match[4].str();
decl.arraySuffix = NormalizeDeclarationSpacing(match[5].str());
decl.declStart = static_cast<SizeT>(match.position(0));
decl.declLength = match[0].str().size();
decls.push_back(Move(decl));
}
if (decls.empty()) {
return glslCode;
}
auto findDecl = [&decls](const String& name) -> SizeT {
for (SizeT i = 0; i < decls.size(); ++i) {
if (decls[i].name == name) return i;
}
return decls.size();
};
// Walk every `image*(` call and attribute its first argument to a declaration.
struct StoreSite {
SizeT declIndex;
SizeT start;
SizeT length;
};
Vector<StoreSite> storeSites;
for (SizeT pos = glslCode.find("image"); pos != String::npos; pos = glslCode.find("image", pos + 1)) {
if (pos > 0 && IsImagePassIdentifierChar(glslCode[pos - 1])) continue; // uimage2D, myimageFoo
SizeT tokenEnd = pos;
while (tokenEnd < glslCode.size() && IsImagePassIdentifierChar(glslCode[tokenEnd])) ++tokenEnd;
const String builtin = glslCode.substr(pos, tokenEnd - pos);
const SizeT openParen = glslCode.find_first_not_of(" \t\r\n", tokenEnd);
if (openParen == String::npos || glslCode[openParen] != '(') continue; // a type, not a call
const SizeT argStart = glslCode.find_first_not_of(" \t\r\n", openParen + 1);
if (argStart == String::npos) continue;
if (!std::isalpha(static_cast<unsigned char>(glslCode[argStart])) && glslCode[argStart] != '_') {
continue; // an expression, not a bare variable - it names no image of ours
}
SizeT argEnd = argStart;
while (argEnd < glslCode.size() && IsImagePassIdentifierChar(glslCode[argEnd])) ++argEnd;
const SizeT declIndex = findDecl(glslCode.substr(argStart, argEnd - argStart));
if (declIndex == decls.size()) continue;
ImageUniformDecl& decl = decls[declIndex];
++decl.referenceCount;
// The operand has to be the bare variable, optionally subscripted. Anything
// else (a member access, a call result) is a shape this pass cannot rewrite.
SizeT after = glslCode.find_first_not_of(" \t\r\n", argEnd);
if (after != String::npos && glslCode[after] == '[') {
Int depth = 0;
SizeT scan = after;
for (; scan < glslCode.size(); ++scan) {
if (glslCode[scan] == '[') ++depth;
else if (glslCode[scan] == ']' && --depth == 0) break;
}
after = scan >= glslCode.size() ? String::npos
: glslCode.find_first_not_of(" \t\r\n", scan + 1);
}
const char nextChar = after == String::npos ? '\0' : glslCode[after];
if (nextChar != ',' && nextChar != ')') {
decl.unknownUse = true;
continue;
}
switch (ClassifyImageBuiltin(builtin)) {
case ImageBuiltinAccess::Load:
decl.loaded = true;
break;
case ImageBuiltinAccess::Store:
decl.stored = true;
storeSites.push_back({declIndex, argStart, argEnd - argStart});
break;
case ImageBuiltinAccess::None:
break;
default:
decl.unknownUse = true;
break;
}
}
// Every mention of the name has to be one this pass saw, or the split would leave
// a store pointing at the readonly half. One occurrence is the declaration itself.
for (auto& decl : decls) {
if (CountIdentifierOccurrences(glslCode, decl.name) != decl.referenceCount + 1) {
decl.unknownUse = true;
}
}
Vector<ImageSourceEdit> edits;
Vector<String> takenAliases;
for (auto& decl : decls) {
if (decl.unknownUse) continue; // leave it exactly as it was; no guessing
if (decl.loaded && decl.stored) {
decl.writeName = MakeImageWriteAliasName(decl.name, glslCode, takenAliases);
takenAliases.push_back(decl.writeName);
decl.split = true;
edits.push_back({decl.declStart, decl.declLength,
BuildImageDeclaration(decl, "readonly", decl.name) + "\n" +
BuildImageDeclaration(decl, "writeonly", decl.writeName)});
} else if (decl.stored) {
edits.push_back({decl.declStart, decl.declLength,
BuildImageDeclaration(decl, "writeonly", decl.name)});
} else {
// Loaded only, or only ever handed to imageSize (or unused): readonly is
// the qualifier that keeps every one of those legal.
edits.push_back({decl.declStart, decl.declLength,
BuildImageDeclaration(decl, "readonly", decl.name)});
}
}
for (const StoreSite& site : storeSites) {
const ImageUniformDecl& decl = decls[site.declIndex];
if (!decl.split) continue;
edits.push_back({site.start, site.length, decl.writeName});
}
if (edits.empty()) {
return glslCode;
}
// Back to front, so an earlier edit's offsets stay valid.
std::sort(edits.begin(), edits.end(),
[](const ImageSourceEdit& a, const ImageSourceEdit& b) { return a.start > b.start; });
String result = glslCode;
for (const ImageSourceEdit& edit : edits) {
result.replace(edit.start, edit.length, edit.text);
}
return result;
}
namespace {
// How a lookup carries its level of detail, and how many arguments it takes
// before the optional bias.
@@ -527,7 +957,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
} // namespace
String EmulateTextureLodBias(const String& glslCode) {
String EmulateTextureLodBias(const String& glslCode, Bool avoidExplicitLodBias) {
#ifdef TRACY_ENABLE
ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
#endif
@@ -588,6 +1018,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
if (samplerIt == samplerNames.end()) continue;
const String& biasName = samplerIt->second;
if (form->explicitLodArg >= 0 && avoidExplicitLodBias) {
// The lookup already names its level; leaving it alone keeps a constant
// LOD constant. Costs the bias on explicit-LOD lookups only.
continue;
}
if (form->explicitLodArg >= 0) {
// Explicit LOD: the bias adds to it, as Vulkan does for
// OpImageSampleExplicitLod and as the CTS reference expects.
+47 -1
View File
@@ -130,7 +130,48 @@ namespace MobileGL::MG_Backend::DirectGLES {
// 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);
// SPIRV-Cross emits `#extension GL_EXT_texture_buffer : require` for every buffer-texture
// sampler when it targets ESSL below 320, and offers no way to ask for the OES spelling.
// On a driver that advertises only GL_OES_texture_buffer that directive is a compile
// error, so the name is retargeted in the emitted source. A no-op on every other tier:
// ES 3.2 needs no directive at all and an EXT driver already has the right one.
String RetargetTextureBufferExtension(String glslCode,
MG_External::GLESCapabilities::TextureBufferTier tier);
String RemoveLayoutBinding(const String& glslCode);
// Prefix of the writeonly half a read+write image uniform is split into (see
// SplitReadWriteImageUniforms); the suffix is the image's own name.
constexpr const char* IMAGE_WRITE_ALIAS_PREFIX = "mg_imageWrite_";
// ESSL refuses an image variable that carries a format qualifier other than r32f /
// r32i / r32ui unless it also carries `readonly` or `writeonly` (GLSL ES 3.10 4.9 /
// 3.20 4.10; glslang enforces it verbatim in ParseHelper.cpp's layoutObjectCheck).
// SPIRV-Cross emits NEITHER for an image the shader both reads and writes: it
// speculatively decorates every storage image NonWritable+NonReadable
// (fixup_image_load_store_access), then OpImageRead clears NonReadable and
// OpImageWrite clears NonWritable, and to_qualifiers_glsl only prints `readonly`
// from NonWritable and `writeonly` from NonReadable. Desktop GLSL is happy with the
// bare declaration, so the frontend raises no error and the illegal ESSL only shows
// up as a device compile failure - and then as a silently no-op draw.
//
// Restores a legal declaration:
// * loaded only -> add `readonly`
// * stored only -> add `writeonly`
// * both -> emit TWO declarations on the same binding and of the
// same type, `readonly <name>` and `writeonly
// <IMAGE_WRITE_ALIAS_PREFIX><name>`, and point every
// imageStore at the second one. Several image variables
// may share an image unit as long as they have the same
// type and format, which is exactly what the pair is.
//
// Budget note: the split DOUBLES the image-uniform count of the stage it fires in, so
// a driver advertising a tight GL_MAX_{FRAGMENT,VERTEX,...}_IMAGE_UNIFORMS can turn a
// shader that used to compile into a link failure. ES only guarantees 4 fragment image
// uniforms, so a shader with more than half the limit in read+write images is the case
// to watch.
//
// Runs on the transpiled ESSL, so it must see the bindings the frontend units were
// already rewritten to and must run before those bindings are stripped - see the call
// site in Managers.cpp.
String SplitReadWriteImageUniforms(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_";
@@ -142,7 +183,12 @@ namespace MobileGL::MG_Backend::DirectGLES {
// 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);
//
// avoidExplicitLodBias leaves lookups that already carry an explicit LOD untouched,
// so their constant level stays constant; only the implicit-LOD forms take the bias.
// Off by default and only ever set on ANGLE + llvmpipe, where injecting the uniform
// into a constant LOD crashes the driver (MOBILEGL_AVOID_EXPLICIT_LOD_BIAS).
String EmulateTextureLodBias(const String& glslCode, Bool avoidExplicitLodBias = false);
} // namespace PrgramImpl
namespace Utils {
@@ -768,14 +768,48 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// the Uint32 attribute masks the draw path passes around are both bounded by MAX_VERTEX_ATTRIBS.
m_dynamicParameters.MaxVertexAttribs = std::min(
m_vulkanCaps.MaxVertexAttribs, static_cast<Int>(MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS));
m_dynamicParameters.MaxComputeShaderStorageBlocks = m_vulkanCaps.MaxComputeShaderStorageBlocks;
m_dynamicParameters.MaxCombinedShaderStorageBlocks = m_vulkanCaps.MaxCombinedShaderStorageBlocks;
m_dynamicParameters.MaxComputeUniformBlocks = m_vulkanCaps.MaxComputeUniformBlocks;
// Vulkan descriptor limits are not GL limits, and a GL application reads an advertised
// limit as an amount it may actually USE. Adreno answers the per-stage/per-set descriptor
// queries at descriptor-indexing scale - the same driver whose
// GL_MAX_SHADER_STORAGE_BLOCK_SIZE is clamped from 2147483647 further down - so
// KHR-GL44.multi_bind.dispatch_bind_buffers_base read GL_MAX_COMPUTE_UNIFORM_BLOCKS,
// created that many buffers and spliced that many UBO declarations into a single compute
// shader: ~14 s of allocation, then death on std::bad_alloc. Its sibling
// dispatch_bind_buffers_range hard-codes 4 buffers and passes, which is the clean
// discriminator. Every ceiling below is far above what any desktop driver advertises for
// these (84-96 for the binding families) and far below a descriptor-indexing count, so it
// can only lower a limit that was never usable in the first place. The zero floor is not
// decoration: a driver reporting UINT32_MAX used to arrive here as -1.
const auto clampLimit = [](const char* name, Int reported, Int ceiling) {
const Int clamped = std::min(std::max(reported, 0), ceiling);
if (clamped != reported) {
MGLOG_I("DirectVulkan: clamped %s from %d to %d", name, reported, clamped);
}
return clamped;
};
// GL 4.6 required minimums, for the record: MAX_COMPUTE_UNIFORM_BLOCKS 12,
// MAX_COMPUTE/COMBINED_SHADER_STORAGE_BLOCKS 8, MAX_SHADER_STORAGE_BUFFER_BINDINGS 8,
// MAX_UNIFORM_BUFFER_BINDINGS 84, MAX_TEXTURE_BUFFER_SIZE 65536.
constexpr Int kMaxAdvertisedBufferBlocks = 256;
constexpr Int kMaxAdvertisedTextureBufferSize = 1 << 27; // texels; what desktop GL reports
m_dynamicParameters.MaxComputeShaderStorageBlocks =
clampLimit("GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS", m_vulkanCaps.MaxComputeShaderStorageBlocks,
kMaxAdvertisedBufferBlocks);
m_dynamicParameters.MaxCombinedShaderStorageBlocks =
clampLimit("GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS", m_vulkanCaps.MaxCombinedShaderStorageBlocks,
kMaxAdvertisedBufferBlocks);
m_dynamicParameters.MaxComputeUniformBlocks =
clampLimit("GL_MAX_COMPUTE_UNIFORM_BLOCKS", m_vulkanCaps.MaxComputeUniformBlocks,
kMaxAdvertisedBufferBlocks);
m_dynamicParameters.MaxComputeWorkGroupInvocations = m_vulkanCaps.MaxComputeWorkGroupInvocations;
m_dynamicParameters.MaxShaderStorageBufferBindings = m_vulkanCaps.MaxShaderStorageBufferBindings;
m_dynamicParameters.MaxTextureBufferSize = m_vulkanCaps.MaxTextureBufferSize;
m_dynamicParameters.MaxShaderStorageBufferBindings =
clampLimit("GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS", m_vulkanCaps.MaxShaderStorageBufferBindings,
kMaxAdvertisedBufferBlocks);
m_dynamicParameters.MaxTextureBufferSize = clampLimit(
"GL_MAX_TEXTURE_BUFFER_SIZE", m_vulkanCaps.MaxTextureBufferSize, kMaxAdvertisedTextureBufferSize);
m_dynamicParameters.TextureBufferOffsetAlignment = m_vulkanCaps.TextureBufferOffsetAlignment;
m_dynamicParameters.MaxUniformBufferBindings = m_vulkanCaps.MaxUniformBufferBindings;
m_dynamicParameters.MaxUniformBufferBindings = clampLimit(
"GL_MAX_UNIFORM_BUFFER_BINDINGS", m_vulkanCaps.MaxUniformBufferBindings, kMaxAdvertisedBufferBlocks);
m_dynamicParameters.MaxUniformBlockSize = m_vulkanCaps.MaxUniformBlockSize;
m_dynamicParameters.MaxImageUnits = std::max(std::min(m_vulkanCaps.MaxImageUnits, maxSupportedTextureUnits), 0);
m_dynamicParameters.MaxCombinedImageUniforms = std::max(m_vulkanCaps.MaxCombinedImageUniforms, 0);
@@ -801,9 +801,18 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// already recorded the new binding on the program - which is what reseeds this cache
// whenever it is rebuilt. Writing the entry here as well keeps an ALREADY-BUILT cache
// (the common case: the very next draw reads it) from having to be thrown away.
auto& cache = GetProgramResourceCache(*programObject);
//
// Resolve the index BEFORE taking the reference, and bounds-check the way the
// sibling getter does. GetShaderStorageBlockIndex re-enters GetProgramResourceCache,
// which indexes g_programResourceCaches and can therefore insert - and that map is
// open-addressed, so a rehash MOVES its entries and a reference taken before the
// call is left dangling. Binding a program's storage block
// while another program's entry was still absent from the cache was a reproducible
// segfault (ProgramPipelineScenario's two storage-block cases, in one process).
const GLuint blockIndex = GetShaderStorageBlockIndex(*programObject, storageBlockName);
if (blockIndex == GL_INVALID_INDEX) return;
auto& cache = GetProgramResourceCache(*programObject);
if (blockIndex >= cache.storageBlocks.size()) return;
cache.storageBlocks[blockIndex].binding = storageBlockBinding;
}
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) {
@@ -966,6 +975,29 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (drawcount <= 0) {
return;
}
// With no element-array buffer bound, every indices[i] is a client pointer into a
// separate CPU allocation, not an offset into one shared buffer. The batched payload
// below cannot express that: it carries ONE index-buffer view for the whole batch and
// turns each pointer into a firstIndex relative to it. Replay the sub-draws through
// the single-draw entry point instead - it snapshots each client range into its own
// transient slice, which is exactly what the unrolled draws this must match do.
// (The batch used to be built this way; the shared-view rewrite that added
// MultiDrawIndexedCmd left the client-memory shape addressing a view whose byte
// offset is a hardcoded 0, so UploadAndBindIndexBuffer saw a null client pointer,
// declined the whole batch and painted nothing.)
const auto& vao = *MG_State::pGLContext->GetBoundVertexArray();
if (vao.GetIndexBufferBindingSlot().GetBoundObject() == nullptr) {
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] <= 0) {
continue;
}
DrawElementsBaseVertex(mode, count[i], type, indices[i],
basevertex != nullptr ? basevertex[i] : 0);
}
return;
}
MultiDrawIndexedCmd payload{};
payload.mode = mode;
payload.indexBufferView.indexType = type;
@@ -111,6 +111,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
if (buffer.IsValid()) {
// Outgrown, not dead: every BufferSlice handed out from this frame's arena so far
// still names it, and those slices stay in service until the frame slot is rewound
// (VkBufferResource::transientSlice, the converted-vertex-stream cache, the draw
// memos). The release therefore has to survive every mid-frame reclaim and land on
// the next ResetFrame of this slot - see VkBufferManager::CollectAllDeferredReleases.
m_deferredReleases[frameIndex].push_back(std::move(buffer));
}
@@ -252,6 +252,19 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
VkPipeline pipeline = CreatePipeline(payload);
// A failed creation must never be memoized. Caching VK_NULL_HANDLE served the null back for
// the rest of the process, so one transient driver rejection turned every later draw with
// the same state into a vkCmdBindPipeline(VK_NULL_HANDLE) - the SIGSEGV behind 9 of the 15
// CTS process deaths. Retrying costs one failed vkCreateGraphicsPipelines per draw, which
// is the correct price for a broken pipeline and is bounded by the draw itself being
// skipped.
if (pipeline == VK_NULL_HANDLE) {
MGLOG_I("PipelineFactory::GetOrCreatePipeline: creation failed for hash=0x%llx "
"programHash=0x%llx; not caching the failure",
static_cast<unsigned long long>(hash),
static_cast<unsigned long long>(payload.programHash));
return VK_NULL_HANDLE;
}
m_cache.emplace(hash, PipelineCacheEntry{pipeline, payload.programHash, payload.renderPass,
m_frameCounter});
return pipeline;
@@ -507,6 +520,35 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MGLOG_F("PipelineFactory::CreatePipeline vertex input: bindingCount=%u attributeCount=%u",
payload.vertexInputState->vertexBindingDescriptionCount,
payload.vertexInputState->vertexAttributeDescriptionCount);
// The driver's own answer is VK_ERROR_UNKNOWN, i.e. no information at all, so the only
// way to work out WHICH shader it choked on (the open sampler-array-in-struct
// investigation) is to name the modules. MGLOG_I, not _D/_E: this must survive in the
// INFO-level builds that CTS actually runs against.
if (payload.stageSpirvDigests) {
for (SizeT i = 0; i < payload.stageSpirvDigests->size(); ++i) {
const auto& digest = (*payload.stageSpirvDigests)[i];
MGLOG_I("PipelineFactory::CreatePipeline spirv[%zu]: stage=0x%x words=%u bytes=%zu "
"hash=0x%llx",
i, digest.stage, digest.wordCount,
static_cast<SizeT>(digest.wordCount) * sizeof(Uint32),
static_cast<unsigned long long>(digest.hash));
}
} else {
MGLOG_I("PipelineFactory::CreatePipeline: no SPIR-V digests attached to the payload");
}
if (payload.stages) {
for (SizeT i = 0; i < payload.stages->size(); ++i) {
const auto& stage = (*payload.stages)[i];
// VkShaderModule is a non-dispatchable handle: a pointer on 64-bit but a
// plain uint64_t on 32-bit ABIs, where a cast to const void* is ill-formed
// (broke the armeabi-v7a build). Print it as the 64-bit value it is.
MGLOG_I("PipelineFactory::CreatePipeline stage[%zu]: stage=0x%x module=0x%llx entry=%s "
"specialization=%d",
i, static_cast<Uint32>(stage.stage),
static_cast<unsigned long long>(reinterpret_cast<Uint64>(stage.module)),
stage.pName ? stage.pName : "(null)", stage.pSpecializationInfo ? 1 : 0);
}
}
for (Uint32 i = 0; i < payload.colorAttachmentCount; ++i) {
const auto& attachment = payload.colorBlendAttachments[i];
MGLOG_F("PipelineFactory::CreatePipeline colorAttachment[%u]: blend=%d colorWriteMask=0x%x srcColor=%d dstColor=%d colorOp=%d srcAlpha=%d dstAlpha=%d alphaOp=%d",
@@ -14,6 +14,16 @@
#include <Includes.h>
namespace MobileGL::MG_Backend::DirectVulkan {
// Enough of a fingerprint to identify the exact module the driver rejected without keeping the
// SPIR-V alive for every program in the cache: a driver that answers VK_ERROR_UNKNOWN tells us
// nothing, so the log has to carry the shader's identity itself. Diagnostic only - never part
// of any pipeline or program hash.
struct ShaderStageSpirvDigest {
Uint32 stage = 0; // VkShaderStageFlagBits
Uint32 wordCount = 0;
Uint64 hash = 0;
};
class PipelineFactory {
public:
using HashType = Uint64;
@@ -62,6 +72,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Array<VkPipelineColorBlendAttachmentState, kMaxColorAttachments> colorBlendAttachments{};
const Vector<VkPipelineShaderStageCreateInfo>* stages = nullptr;
const VkPipelineVertexInputStateCreateInfo* vertexInputState = nullptr;
// Diagnostic only; may be null. Read solely from the pipeline-creation failure path.
const Vector<ShaderStageSpirvDigest>* stageSpirvDigests = nullptr;
};
explicit PipelineFactory(VkDevice device, const VulkanRendererConfig& config);
@@ -12,7 +12,10 @@
#include "MG_Util/ShaderTranspiler/ShaderCompiler.h"
#include "MG_Util/ShaderTranspiler/SpvcSession.h"
#include "MG_Util/ShaderTranspiler/Types.h"
#include <algorithm>
#include <cstring>
#include <map>
#include <utility>
#include <spirv-tools/libspirv.h>
#include <spirv-tools/optimizer.hpp>
#include <source/opt/build_module.h>
@@ -372,6 +375,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
spv_diagnostic diagnostic = nullptr;
const spv_result_t result = spvValidateWithOptions(context, options, &binary, &diagnostic);
if (result != SPV_SUCCESS) {
// MGLOG_I, not E: at the INFO compile level of the CI/test lanes that arm
// the validation switch, MGLOG_E is compiled out (Log.h orders
// DEBUG < WARN < ERROR < INFO) and the VUID would never reach a log. The
// latch is what a test harness asserts on.
MG_Util::ShaderTranspiler::ShaderCompiler::NoteSpirvValidationFailure();
MGLOG_I(
"ProgramFactory::ValidateTransformedSpirv: validation failed for stage=%d program=%u result=%d index=%zu msg=%s",
static_cast<Int>(shaderStage),
programExternalIndex,
static_cast<Int>(result),
diagnostic != nullptr ? diagnostic->position.index : 0,
diagnostic != nullptr && diagnostic->error != nullptr ? diagnostic->error : "<null>");
}
MOBILEGL_ASSERT(
result == SPV_SUCCESS,
"ProgramFactory::ValidateTransformedSpirv: validation failed for stage=%d program=%u result=%d line=%zu column=%zu index=%zu msg=%s",
@@ -923,6 +940,189 @@ namespace MobileGL::MG_Backend::DirectVulkan {
ProgramFactory::CompileOptionFlags m_transformFlags;
};
// gl_FragCoord back into GL's window space, for default-framebuffer draws only.
//
// Vulkan's gl_FragCoord.y is the framebuffer ROW being written - not a value the
// viewport rect can move independently of placement. The default framebuffer's image is
// stored display-side-up and the vertex stage compensates by negating gl_Position.y, so
// for every default-FBO draw the framebuffer row of a fragment is exactly
// `height - y_GL` (the viewport terms cancel: yf_VK = H - yf_GL for any viewport rect).
// A shader that reads gl_FragCoord therefore sees a flipped Y, and once the viewport
// rect started being converted to the stored orientation it also sees a Y that is
// OUTSIDE the range GL promises - a 32-pixel-tall viewport at GL y=0 reports 224..255 on
// a 256-tall surface. GL CTS shader_image_load_store writes imageStore(image,
// ivec2(gl_FragCoord.xy)) into an image exactly the size of that viewport, so every
// store fell outside the image and the test read back zeroes.
//
// The rewrite redirects every read of the builtin to a Private copy initialised once at
// entry, which is exact for all access forms (whole-vector loads, `.y` access chains,
// OpCopyMemory) and leaves the builtin itself - and its decorations - untouched.
class GlFragCoordYFlipPass final : public spvtools::opt::Pass {
public:
const char* name() const override { return "mobilegl-fragcoord-y-flip"; }
explicit GlFragCoordYFlipPass(Uint32 framebufferHeight) : m_framebufferHeight(framebufferHeight) {}
Status Process() override {
using namespace spvtools::opt;
if (m_framebufferHeight == 0) return Status::SuccessWithoutChange;
Instruction* entryPoint = nullptr;
for (auto& candidate : get_module()->entry_points()) {
if (candidate.NumInOperands() >= 2 &&
static_cast<spv::ExecutionModel>(candidate.GetSingleWordInOperand(0)) ==
spv::ExecutionModel::Fragment) {
entryPoint = &candidate;
break;
}
}
if (!entryPoint) return Status::SuccessWithoutChange;
const Uint32 builtinVarId = FindFragCoordVariable();
if (builtinVarId == 0) return Status::SuccessWithoutChange;
Instruction* builtinVar = context()->get_def_use_mgr()->GetDef(builtinVarId);
if (!builtinVar || builtinVar->opcode() != spv::Op::OpVariable) return Status::SuccessWithoutChange;
// The builtin is `Input vec4`; take the vector and component types from its own
// pointer type rather than assuming float32x4, so a module that spells it
// differently declines instead of miscompiling.
Instruction* inputPtrType = context()->get_def_use_mgr()->GetDef(builtinVar->type_id());
if (!inputPtrType || inputPtrType->opcode() != spv::Op::OpTypePointer) {
return Status::SuccessWithoutChange;
}
const Uint32 vectorTypeId = inputPtrType->GetSingleWordInOperand(1);
Instruction* vectorType = context()->get_def_use_mgr()->GetDef(vectorTypeId);
if (!vectorType || vectorType->opcode() != spv::Op::OpTypeVector ||
vectorType->GetSingleWordInOperand(1) != 4) {
return Status::SuccessWithoutChange;
}
const Uint32 floatTypeId = vectorType->GetSingleWordInOperand(0);
auto* floatType = context()->get_type_mgr()->GetType(floatTypeId);
if (!floatType || !floatType->AsFloat() || floatType->AsFloat()->width() != 32) {
return Status::SuccessWithoutChange;
}
const auto heightBits = std::bit_cast<Uint32>(static_cast<float>(m_framebufferHeight));
const auto* heightConst = context()->get_constant_mgr()->GetConstant(floatType, {heightBits});
auto* heightInst = context()->get_constant_mgr()->GetDefiningInstruction(heightConst);
if (!heightInst) return Status::SuccessWithoutChange;
auto* function = context()->GetFunction(entryPoint->GetSingleWordInOperand(1));
if (!function || function->begin() == function->end()) return Status::SuccessWithoutChange;
const Uint32 privatePtrTypeId =
context()->get_type_mgr()->FindPointerToType(vectorTypeId, spv::StorageClass::Private);
if (privatePtrTypeId == 0) return Status::SuccessWithoutChange;
const Uint32 copyVarId = context()->TakeNextId();
if (copyVarId == 0) return Status::SuccessWithoutChange;
auto copyVar = std::make_unique<Instruction>(
context(), spv::Op::OpVariable, privatePtrTypeId, copyVarId,
std::initializer_list<Operand>{
{SPV_OPERAND_TYPE_STORAGE_CLASS, {static_cast<Uint32>(spv::StorageClass::Private)}}});
context()->AddGlobalValue(std::move(copyVar));
// Redirect the reads BEFORE emitting the initialiser, so the initialiser's own
// load of the builtin is not rewritten into a load of the (still empty) copy.
if (!RedirectReads(builtinVarId, copyVarId)) return Status::SuccessWithoutChange;
auto& entryBlock = *function->begin();
auto insertPoint = entryBlock.begin();
while (insertPoint != entryBlock.end() && insertPoint->opcode() == spv::Op::OpVariable) {
++insertPoint;
}
if (insertPoint == entryBlock.end()) return Status::SuccessWithoutChange;
InstructionBuilder builder(context(), &*insertPoint,
IRContext::kAnalysisDefUse | IRContext::kAnalysisInstrToBlockMapping);
auto* raw = builder.AddLoad(vectorTypeId, builtinVarId);
if (!raw) return Status::SuccessWithoutChange;
auto* x = builder.AddCompositeExtract(floatTypeId, raw->result_id(), {0});
auto* y = builder.AddCompositeExtract(floatTypeId, raw->result_id(), {1});
auto* z = builder.AddCompositeExtract(floatTypeId, raw->result_id(), {2});
auto* w = builder.AddCompositeExtract(floatTypeId, raw->result_id(), {3});
if (!x || !y || !z || !w) return Status::SuccessWithoutChange;
auto* flippedY =
builder.AddBinaryOp(floatTypeId, spv::Op::OpFSub, heightInst->result_id(), y->result_id());
if (!flippedY) return Status::SuccessWithoutChange;
auto* corrected = builder.AddCompositeConstruct(
vectorTypeId, {x->result_id(), flippedY->result_id(), z->result_id(), w->result_id()});
if (!corrected) return Status::SuccessWithoutChange;
if (!builder.AddStore(copyVarId, corrected->result_id())) return Status::SuccessWithoutChange;
// SPIR-V 1.4 widened the entry-point interface to every global the entry point
// statically uses, Private included; earlier versions accept Input/Output only,
// so listing it there would be invalid.
if (get_module()->version() >= 0x00010400u) {
entryPoint->AddOperand({SPV_OPERAND_TYPE_ID, {copyVarId}});
context()->AnalyzeUses(entryPoint);
}
context()->InvalidateAnalysesExceptFor(spvtools::opt::IRContext::kAnalysisDefUse |
spvtools::opt::IRContext::kAnalysisInstrToBlockMapping);
return Status::SuccessWithChange;
}
private:
Uint32 FindFragCoordVariable() const {
for (const auto& annotation : get_module()->annotations()) {
if (annotation.opcode() != spv::Op::OpDecorate) continue;
if (annotation.NumInOperands() < 3) continue;
if (static_cast<spv::Decoration>(annotation.GetSingleWordInOperand(1)) !=
spv::Decoration::BuiltIn) {
continue;
}
if (static_cast<spv::BuiltIn>(annotation.GetSingleWordInOperand(2)) != spv::BuiltIn::FragCoord) {
continue;
}
return annotation.GetSingleWordInOperand(0);
}
return 0;
}
// Every instruction that reads through the builtin's POINTER gets the copy instead.
// Decorations, names and the entry-point interface keep naming the builtin.
Bool RedirectReads(Uint32 builtinVarId, Uint32 copyVarId) {
using namespace spvtools::opt;
Bool ok = true;
Vector<Instruction*> users;
context()->get_def_use_mgr()->ForEachUser(builtinVarId, [&](Instruction* user) {
switch (user->opcode()) {
case spv::Op::OpLoad:
case spv::Op::OpAccessChain:
case spv::Op::OpInBoundsAccessChain:
case spv::Op::OpPtrAccessChain:
case spv::Op::OpInBoundsPtrAccessChain:
case spv::Op::OpCopyMemory:
case spv::Op::OpCopyMemorySized:
users.push_back(user);
break;
case spv::Op::OpStore:
// gl_FragCoord is read-only; a store through it means this is not the
// module we think it is.
ok = false;
break;
default:
break;
}
});
if (!ok) return false;
for (Instruction* user : users) {
for (Uint32 i = 0; i < user->NumInOperands(); ++i) {
auto& operand = user->GetInOperand(i);
if (operand.type == SPV_OPERAND_TYPE_ID && !operand.words.empty() &&
operand.words[0] == builtinVarId) {
operand.words[0] = copyVarId;
}
}
context()->AnalyzeUses(user);
}
return true;
}
Uint32 m_framebufferHeight = 0;
};
// Decorates the module's captured varyings for VK_EXT_transform_feedback:
// user outputs get XfbBuffer/XfbStride/Offset directly; a captured
// gl_Position (a gl_PerVertex member) is mirrored into a dedicated output
@@ -934,6 +1134,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
std::string name;
Uint32 bufferIndex = 0;
Uint32 offsetBytes = 0;
// Set when the capture names a member of an output interface block
// ("Block.member"): the decoration target is then the block's struct TYPE,
// decorated per member, not the variable. `name` keeps the GL spelling and
// is useless for the id lookup, so the instance name is carried separately.
std::string blockInstanceName;
std::string blockName;
Int blockMemberIndex = -1;
Int blockMemberElement = -1; // array element of that member, -1 = the whole member
Uint32 byteSize = 0;
};
const char* name() const override { return "mobilegl-xfb-capture-decorate"; }
XfbCaptureDecoratePass(Vector<CapturedVarying> varyings, Vector<Uint32> strides)
@@ -965,6 +1174,33 @@ namespace MobileGL::MG_Backend::DirectVulkan {
decorationManager->AddDecorationVal(targetId, static_cast<Uint32>(spv::Decoration::Offset),
offsetBytes);
};
// SPIR-V puts XfbBuffer/XfbStride/Offset on the struct MEMBER when the
// captured varying lives in an interface block (SPIR-V 1.6 §3.20 lists all
// three as member-decoratable); Offset in particular is illegal on the block
// variable once the type is decorated Block.
const auto decorateMemberForXfb = [&](Uint32 structTypeId, Uint32 memberIndex, Uint32 bufferIndex,
Uint32 offsetBytes) {
const Uint32 stride = bufferIndex < m_strides.size() ? m_strides[bufferIndex] : 0;
decorationManager->AddMemberDecoration(structTypeId, memberIndex,
static_cast<Uint32>(spv::Decoration::XfbBuffer),
bufferIndex);
decorationManager->AddMemberDecoration(structTypeId, memberIndex,
static_cast<Uint32>(spv::Decoration::XfbStride), stride);
decorationManager->AddMemberDecoration(structTypeId, memberIndex,
static_cast<Uint32>(spv::Decoration::Offset), offsetBytes);
};
// A member array captured element by element ("Block.attrib[0]" .. "[15]")
// is one SPIR-V member, so its captures collapse into a single decoration
// placed at the first element's offset - the rest follow from the member's
// own layout. Collected first so the group is complete before it decorates.
struct MemberGroup {
Uint32 bufferIndex = 0;
Uint32 minOffset = 0;
Uint32 elementBytes = 0;
Vector<Uint32> offsets;
};
std::map<std::pair<Uint32, Uint32>, MemberGroup> memberGroups;
Bool modified = false;
Bool needsPositionMirror = false;
@@ -977,6 +1213,41 @@ namespace MobileGL::MG_Backend::DirectVulkan {
positionOffset = varying.offsetBytes;
continue;
}
if (varying.blockMemberIndex >= 0) {
// glslang names the block's instance variable and its struct type
// separately; an anonymous instance leaves only the type named, so
// both spellings are tried before giving up.
Uint32 structTypeId = 0;
if (const auto it = idsByName.find(varying.blockInstanceName); it != idsByName.end()) {
structTypeId = BlockStructTypeOf(it->second);
}
if (structTypeId == 0) {
if (const auto it = idsByName.find(varying.blockName); it != idsByName.end()) {
const spvtools::opt::Instruction* def = context()->get_def_use_mgr()->GetDef(it->second);
if (def != nullptr && def->opcode() == spv::Op::OpTypeStruct) {
structTypeId = it->second;
} else if (def != nullptr && def->opcode() == spv::Op::OpVariable) {
structTypeId = BlockStructTypeOf(it->second);
}
}
}
if (structTypeId == 0) {
MGLOG_E("XfbCaptureDecoratePass: no SPIR-V interface block '%s' (instance '%s') for "
"capture '%s'",
varying.blockName.c_str(), varying.blockInstanceName.c_str(),
varying.name.c_str());
continue;
}
auto& group =
memberGroups[{structTypeId, static_cast<Uint32>(varying.blockMemberIndex)}];
if (group.offsets.empty() || varying.offsetBytes < group.minOffset) {
group.minOffset = varying.offsetBytes;
}
group.bufferIndex = varying.bufferIndex;
group.elementBytes = varying.byteSize;
group.offsets.push_back(varying.offsetBytes);
continue;
}
const auto idIt = idsByName.find(varying.name);
if (idIt == idsByName.end()) {
MGLOG_E("XfbCaptureDecoratePass: no SPIR-V variable named '%s'", varying.name.c_str());
@@ -986,6 +1257,25 @@ namespace MobileGL::MG_Backend::DirectVulkan {
modified = true;
}
for (auto& [key, group] : memberGroups) {
// The single Offset can only stand for the whole group when the group's
// captures are a gap-free ascending run - that is what SPIR-V lays the
// member's elements out as. Anything else still gets a best-effort
// decoration, but say so, because the capture layout will not match GL.
std::sort(group.offsets.begin(), group.offsets.end());
for (SizeT i = 1; i < group.offsets.size(); ++i) {
if (group.elementBytes == 0 ||
group.offsets[i] != group.offsets[i - 1] + group.elementBytes) {
MGLOG_I("XfbCaptureDecoratePass: block member %u of type %%%u is captured with a "
"non-contiguous element set; the capture layout will differ from GL's",
key.second, key.first);
break;
}
}
decorateMemberForXfb(key.first, key.second, group.bufferIndex, group.minOffset);
modified = true;
}
if (needsPositionMirror) {
modified |= MirrorPositionForCapture(entryFunctionId, *entryPoint, positionBufferIndex,
positionOffset, decorateForXfb);
@@ -1007,6 +1297,27 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
private:
// The struct type an interface-block variable points at, peeling an array of
// block instances on the way. 0 when the id is not a block variable at all.
Uint32 BlockStructTypeOf(Uint32 variableId) {
auto* defUse = context()->get_def_use_mgr();
const spvtools::opt::Instruction* variable = defUse->GetDef(variableId);
if (variable == nullptr || variable->opcode() != spv::Op::OpVariable) return 0;
const spvtools::opt::Instruction* pointer = defUse->GetDef(variable->type_id());
if (pointer == nullptr || pointer->opcode() != spv::Op::OpTypePointer) return 0;
Uint32 pointeeId = pointer->GetSingleWordInOperand(1);
for (const spvtools::opt::Instruction* pointee = defUse->GetDef(pointeeId); pointee != nullptr;
pointee = defUse->GetDef(pointeeId)) {
if (pointee->opcode() == spv::Op::OpTypeStruct) return pointeeId;
if (pointee->opcode() != spv::Op::OpTypeArray &&
pointee->opcode() != spv::Op::OpTypeRuntimeArray) {
return 0;
}
pointeeId = pointee->GetSingleWordInOperand(0);
}
return 0;
}
template <typename DecorateFn>
Bool MirrorPositionForCapture(Uint32 entryFunctionId, spvtools::opt::Instruction& entryPoint,
Uint32 bufferIndex, Uint32 offsetBytes, const DecorateFn& decorateForXfb) {
@@ -1263,8 +1574,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
spvtools::Optimizer optimizer(SPV_ENV_VULKAN_1_3);
spvtools::OptimizerOptions options;
// Matches the position-fix pass: this build of spirv-tools asserts rather than
// reporting, so validation stays off in the shipping path.
// Always off: the optimizer's input validator conflates "input invalid" with
// "transform failed", and this call site fails open. Validating lanes check the
// FINAL module via ValidateTransformedSpirv, which latches instead of rerouting
// control flow.
options.set_run_validator(false);
optimizer.SetMessageConsumer([](spv_message_level_t, const char*, const spv_position_t&,
const char* message) {
@@ -1285,6 +1598,35 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return spvtools::Optimizer::PassToken(MakeUnique<GlToVulkanPositionFixPass>(transformFlags));
}
Bool TransformSpirvForFragCoordYFlip(const Vector<Uint>& input, Vector<Uint>& output,
Uint32 framebufferHeight) {
if (input.empty()) {
output.clear();
return true;
}
if (framebufferHeight == 0) {
output = input;
return true;
}
spvtools::Optimizer optimizer(SPV_ENV_VULKAN_1_3);
spvtools::OptimizerOptions options;
options.set_run_validator(false); // see TransformSpirvForExplicitLod0Sampling
optimizer.SetMessageConsumer([](spv_message_level_t, const char*, const spv_position_t&,
const char* message) {
MGLOG_E("Vulkan: fragcoord y-flip pass: %s", message != nullptr ? message : "");
});
optimizer.RegisterPass(
spvtools::Optimizer::PassToken(MakeUnique<GlFragCoordYFlipPass>(framebufferHeight)));
const Bool success = optimizer.Run(input.data(), input.size(), &output, options);
if (!success) {
MGLOG_E("Vulkan: failed to run the gl_FragCoord y-flip pass; keeping the original module");
output = input;
}
return success;
}
Bool TransformSpirvForXfbCapture(const Vector<Uint>& input, Vector<Uint>& output,
const MG_State::GLState::ProgramObject& program) {
if (input.empty()) {
@@ -1294,7 +1636,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Vector<XfbCaptureDecoratePass::CapturedVarying> varyings;
varyings.reserve(program.GetTransformFeedbackVaryingCount());
for (const auto& varying : program.GetTransformFeedbackVaryings()) {
varyings.push_back({varying.name, varying.bufferIndex, varying.offsetBytes});
varyings.push_back({varying.name, varying.bufferIndex, varying.offsetBytes,
varying.blockInstanceName, varying.blockName, varying.blockMemberIndex,
varying.blockMemberElement, varying.byteSize});
}
Vector<Uint32> strides;
strides.reserve(program.GetTransformFeedbackBufferCount());
@@ -1304,7 +1648,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
spvtools::Optimizer optimizer(SPV_ENV_VULKAN_1_3);
spvtools::OptimizerOptions options;
options.set_run_validator(false);
options.set_run_validator(false); // see TransformSpirvForExplicitLod0Sampling
optimizer.SetMessageConsumer([](spv_message_level_t, const char*, const spv_position_t&,
const char* message) {
MGLOG_E("Vulkan: xfb capture pass: %s", message != nullptr ? message : "");
@@ -1334,7 +1678,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
spvtools::Optimizer optimizer(SPV_ENV_VULKAN_1_3);
spvtools::OptimizerOptions options;
options.set_run_validator(false);
options.set_run_validator(false); // see TransformSpirvForExplicitLod0Sampling
optimizer.SetMessageConsumer([](spv_message_level_t, const char*, const spv_position_t&,
const char* message) {
MGLOG_E("Vulkan: position fix pass: %s", message != nullptr ? message : "");
});
optimizer.RegisterPass(CreateGlToVulkanPositionFixPass(transformFlags));
const Bool success = optimizer.Run(input.data(), input.size(), &output, options);
@@ -1486,11 +1834,31 @@ namespace MobileGL::MG_Backend::DirectVulkan {
for (auto* binding : bindings) {
MOBILEGL_ASSERT(binding != nullptr, "ProgramFactory: null descriptor binding reflection record");
const auto kind = ReflectDescriptorTypeToBindingKind(binding->descriptor_type);
// UBO instance arrays (uniform Block {...} b[N];) occupy one binding with
// descriptorCount = N; other descriptor arrays stay unsupported and must
// fail program creation cleanly rather than continue with corrupt state.
if (binding->count != 1 && kind != ProgramFactory::DescriptorBindingKind::UniformBufferDynamic) {
MGLOG_E("ProgramFactory: descriptor arrays are unsupported for this descriptor "
// A descriptor ARRAY occupies one binding with descriptorCount = N, and is
// supported for exactly the kinds that have a per-element resolve path in
// UniformManager::BindProgramUniformBuffers: UBO instance arrays
// (uniform Block {...} b[N];), storage-block instance arrays, image uniform
// arrays, and combined-image-sampler arrays (uniform sampler2D s[N];).
// Anything else - a uniform TEXEL buffer array is the one remaining kind -
// must fail program creation cleanly rather than continue with corrupt state.
//
// Getting listed here is not cosmetic: a kind that is rejected leaves
// GetOrCreateProgram's MOBILEGL_ASSERT(remapOk) as the only complaint, and
// that assert compiles out above DEBUG - so a release build SILENTLY kept
// glslang's per-stage auto-mapped binding numbers, skipping the cross-stage
// unification and the set->0 normalisation this function exists to do. A
// program with an image array plus any second descriptor got aliased
// bindings out of that, and a DEBUG build trapped on the same program.
// Which is also why the message below is MGLOG_I: MGLOG_E is compiled out
// of an INFO build, so a refusal that only said MGLOG_E said nothing at all
// in the builds that ship.
const Bool arraySupportedForKind =
kind == ProgramFactory::DescriptorBindingKind::UniformBufferDynamic ||
kind == ProgramFactory::DescriptorBindingKind::StorageBuffer ||
kind == ProgramFactory::DescriptorBindingKind::StorageImage ||
kind == ProgramFactory::DescriptorBindingKind::CombinedImageSampler;
if (binding->count != 1 && !arraySupportedForKind) {
MGLOG_I("ProgramFactory: descriptor arrays are unsupported for this descriptor "
"kind (name='%s' count=%u type=%d)",
binding->name ? binding->name : "<null>", binding->count,
static_cast<Int>(binding->descriptor_type));
@@ -1752,6 +2120,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
XXHASH_VERIFY(XXH64_update(m_hashState, spv.data(), spv.size() * sizeof(Uint)));
}
XXHASH_VERIFY(XXH64_update(m_hashState, &flags, sizeof(CompileOptionFlags)));
// Only FragCoordYFlip variants bake the height in, so mixing it unconditionally would
// re-key every program in the cache on a resize for no reason.
if (flags & CompileOptionBit::FragCoordYFlip) {
XXHASH_VERIFY(XXH64_update(m_hashState, &m_defaultFramebufferHeight,
sizeof(m_defaultFramebufferHeight)));
}
// Include UBO block bindings in hash so different binding configurations produce different entries
const Uint32 blockCount = static_cast<Uint32>(program.GetActiveUniformBlocksCount());
@@ -2017,6 +2391,78 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
// How many descriptors to declare for an ARRAY of opaque uniforms (samplers, images) at one
// binding. A returned count is always DECLARED in the descriptor set layout; `outDeclined`
// says whether the binding can also be RESOLVED at draw time, or whether the program has to
// be refused instead.
//
// Those are deliberately two different things. The layout must keep describing what the
// shader declares even for a binding MobileGL cannot resolve: a descriptor the shader reads
// and the layout omits is not a missing draw, it is an undefined descriptor access, and
// lavapipe segfaults on it inside pipeline creation - in a JIT worker thread, before any
// draw runs, which is why removing the binding produced a flaky crash rather than a clean
// refusal. Declining is done by refusing the draw (VkProgramObject::declinedDescriptors),
// not by shrinking the layout.
//
// Two separate things have to hold, and neither is checkable from the SPIR-V alone:
//
// * the count has to fit a VkDescriptorSetLayoutBinding this device will accept, and fit
// the Uint16 it is stored in (65536 would narrow to 0) and the scratch the bind path
// reserves from it;
// * the frontend reflection has to have RESERVED that many consecutive uniform locations
// for this uniform, because the per-element resolve paths address element k as
// baseLocation + k. SPIRV-Reflect's `count` is the FLATTENED element count, while GL
// locations follow the OUTER dimension only (ProgramObject::GetUniformArraySizeByTIndex
// answers TType::getOuterArraySize()). For a one-dimensional array the two agree; for
// `uniform sampler2D g[2][3]` SPIR-V says 6 where the reflection reserved 2, and
// elements 2..5 would silently resolve onto whichever uniform got the next locations.
//
// Asking the reflection whether baseLocation and baseLocation + count - 1 are slots of the
// SAME uniform tests exactly that precondition, without this code having to model how
// glslang chooses to lay an array of arrays out.
//
// That is NOT on its own enough to start supporting the shape, though, and this check must
// not be relaxed alone: the binding-qualifier unit seeding in ProgramLinkTask looks an
// opaque uniform up by its name minus a trailing "[0]", so `goku[0][0]` misses the `goku`
// key and every element of an array of arrays seeds texture unit 0. Resolving those elements
// would then paint silently-wrong pixels with no diagnostic at all - strictly worse than
// declining. The decline goes away together with the seeding fix, not before it.
static Uint32 DescriptorCountForOpaqueUniformArray(const MG_State::GLState::ProgramObject& program,
const String& uniformName, Uint32 binding, Int baseLocation,
Uint32 reflectedCount, Uint32 maxBindings,
const char* kindLabel, Bool& outDeclined) {
const Uint32 count = std::max<Uint32>(1u, reflectedCount);
if (count == 1) {
return 1u;
}
if (count > maxBindings) {
// Nothing legal to declare: the count would not fit a VkDescriptorSetLayoutBinding
// this device accepts, and it would narrow badly into the Uint16 that carries it
// (65536 becomes 0). Unlike the extent case below, this one CANNOT keep the layout
// consistent with the shader, so refusing the draw does not fully protect it - the
// driver still JITs a shader indexing past the declared count. Declaring as many as
// the device allows keeps vkCreateDescriptorSetLayout succeeding and the program
// inert; a device whose binding cap is smaller than a shader's array is not a
// configuration MobileGL can serve at all. Needs a >maxBindings-element array to
// reach (256 on desktop, ~16 on mobile).
MGLOG_I("ProgramFactory::ReflectLayout: %s array '%s' at binding %u has %u elements, past the %u "
"this device can describe - declining the program",
kindLabel, uniformName.c_str(), binding, count, maxBindings);
outDeclined = true;
return maxBindings;
}
if (baseLocation < 0 ||
!program.UniformLocationsAliasSameUniform(baseLocation, baseLocation + static_cast<Int>(count - 1u))) {
MGLOG_I("ProgramFactory::ReflectLayout: %s array '%s' at binding %u spans %u descriptors but the "
"reflection reserved fewer uniform locations for it (base=%d) - a multi-dimensional array "
"is the usual cause, and MobileGL declines it rather than resolve elements onto a "
"neighbouring uniform",
kindLabel, uniformName.c_str(), binding, count, baseLocation);
outDeclined = true;
}
return count;
}
void ProgramFactory::ReflectLayout(const MG_State::GLState::ProgramObject& program,
const Vector<Vector<Uint>>& spirv, VkProgramObject& entry) const {
// Initialize layout vectors
@@ -2034,6 +2480,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
entry.dynamicBindings.clear();
entry.bindingDescriptorCounts.assign(m_maxBindings, 1);
entry.arrayedUniformBlockIndicesByBinding.clear();
entry.declinedDescriptors = false;
// Use SpvcSession (Reflection mode) to reflect all SPIR-V modules in a single pass per module
for (const auto& module : spirv) {
@@ -2224,11 +2671,58 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
entry.storageBlockNameByBinding[binding] = uniformName;
entry.storageBlockIndexByBinding[binding] = static_cast<Int>(blockIndex);
// A block INSTANCE array is ONE Vulkan binding carrying `count`
// descriptors, while GL assigns its elements consecutive binding points
// starting at the declared one (GL 4.6 core 7.8). Recording only element 0 -
// which is all this used to do - left the layout claiming descriptorCount 1,
// so every element past the first read a descriptor nobody wrote and
// `b[1].data.length()` answered from an unconstrained buffer instead of its
// own bound range (KHR-GL43.shader_storage_buffer_object.-
// advanced-unsizedArrayLength-*).
//
// Bounds-checked like every other array kind. The EXTENT rule differs - a
// block array's elements take consecutive GL binding points rather than
// consecutive uniform locations, so DescriptorCountForOpaqueUniformArray's
// location test does not apply here - but the size rule is identical: this
// count goes straight into a VkDescriptorSetLayoutBinding and is narrowed to
// a Uint16 on the way, where 65536 would silently become 0.
const Uint32 storageArrayCount = std::max<Uint32>(1u, sampler->count);
if (storageArrayCount > m_maxBindings) {
MGLOG_I("ProgramFactory::ReflectLayout: storage block array '%s' at binding %u has %u "
"elements, past the %u this device can describe - declining the program",
uniformName.c_str(), binding, storageArrayCount, m_maxBindings);
entry.declinedDescriptors = true;
entry.bindingDescriptorCounts[binding] = static_cast<Uint16>(m_maxBindings);
continue;
}
entry.bindingDescriptorCounts[binding] = static_cast<Uint16>(storageArrayCount);
continue;
}
const Int location = program.GetUniformLocation(uniformName);
if (location < 0) {
// A uniform with no location is ordinarily one GL never made active, and
// dropping it is routine. An ARRAY reaching here is not routine: it is the
// multi-dimensional case. `uniform sampler2D g[2][3]` arrives from
// SPIRV-Reflect as one binding of 6 descriptors named "g", while the frontend
// reflection keys an array of arrays by its full "[0]"-terminated spelling
// ("g[0][0]"), so no base location resolves and the per-element paths have
// nothing to count from. Declining is the honest answer - but it has to SAY
// so at a level that survives a release build, because dropping the binding
// leaves the shader reading a descriptor the layout never declared.
if (sampler->count > 1) {
MGLOG_I("ProgramFactory::ReflectLayout: declining '%s' at binding %u - a %u-element "
"descriptor array with no frontend uniform location (a multi-dimensional array "
"of samplers or images is the known cause)",
uniformName.c_str(), binding, sampler->count);
entry.declinedDescriptors = true;
// Declared, not resolved - see DescriptorCountForOpaqueUniformArray for
// why the layout keeps describing a binding the draw path will refuse.
entry.bindingDescriptorCounts[binding] =
static_cast<Uint16>(std::min<Uint32>(sampler->count, m_maxBindings));
continue;
}
entry.bindingKinds[binding] = DescriptorBindingKind::None;
continue;
}
@@ -2236,6 +2730,24 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const GLenum uniformType = program.GetUniformType(static_cast<Uint>(location));
if (descriptorKind == DescriptorBindingKind::StorageImage) {
// An ARRAY of image uniforms is ONE binding carrying `count` descriptors,
// and the layout has to say so. Leaving it at the default 1 declared
// `uniform image2D g_image[4]` as a single-descriptor binding while the
// shader indexed descriptors 1..3 of it - an out-of-bounds descriptor
// access that lavapipe SIGSEGVs inside the JIT-ed shader thread rather than
// reporting (KHR-GL42.shader_image_load_store.advanced-sso-simple). Unlike
// a storage BLOCK array, whose elements take consecutive GL binding points
// from the declared one, each element of an image array carries its own
// independently assigned image unit - see ResolveStorageImageDescriptor.
// Bounds- and extent-checked like the UBO array path above; see
// DescriptorCountForOpaqueUniformArray for what "declined" costs and why
// the reflection's reserved extent - not SPIRV-Reflect's flattened count -
// is what the per-element resolve can actually address.
const Uint32 imageArrayCount =
DescriptorCountForOpaqueUniformArray(program, uniformName, binding, location, sampler->count,
m_maxBindings, "image", entry.declinedDescriptors);
entry.bindingDescriptorCounts[binding] = static_cast<Uint16>(imageArrayCount);
const VkFormat reflectedFormat =
ConvertSpirvImageFormatToVkFormat(sampler->image.image_format);
VkFormat& existingFormat = entry.storageImageFormatByBinding[binding];
@@ -2266,6 +2778,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
"ProgramFactory::ReflectLayout: failed to resolve texture target for '%s'",
uniformName.c_str());
if (descriptorKind == DescriptorBindingKind::CombinedImageSampler) {
// An ARRAY of sampler uniforms is ONE binding carrying `count` descriptors,
// exactly like the image array above, and for the same reason: GLSL 4.20
// gives `layout(binding = 1) uniform sampler2D goku[4]` one declaration
// spanning texture units 1..4, each element with its own glUniform1i-assigned
// unit. Leaving descriptorCount at 1 declared a single-descriptor binding
// while the shader indexed descriptors 1..3 of it, and the bind path wrote
// only element 0 - so elements 1..N read a descriptor nobody had written
// (KHR-GL42.shading_language_420pack.binding_sampler_array; lavapipe faults
// inside the JIT-ed shader rather than reporting).
const Uint32 samplerArrayCount =
DescriptorCountForOpaqueUniformArray(program, uniformName, binding, location, sampler->count,
m_maxBindings, "sampler", entry.declinedDescriptors);
entry.bindingDescriptorCounts[binding] = static_cast<Uint16>(samplerArrayCount);
const SamplerNumericDomain numericDomain = UniformTypeToSamplerNumericDomain(uniformType);
MOBILEGL_ASSERT(numericDomain != SamplerNumericDomain::Unknown,
"ProgramFactory::ReflectLayout: failed to resolve sampler numeric domain "
@@ -2360,14 +2886,36 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
void ProgramFactory::SetDefaultFramebufferHeight(Uint32 height) {
if (m_defaultFramebufferHeight == height) {
return;
}
m_defaultFramebufferHeight = height;
// Both memos key on (program, flags) alone, so neither can tell the two heights apart:
// drop the lookup memo, and bump the structure epoch so every caller holding a
// VkProgramObject* re-runs GetOrCreateProgram and lands on the new hash. The cached
// entries themselves stay - they are keyed by a hash that now includes the old height,
// so they can only be reached again if that height comes back, and the frame-boundary
// sweep retires them otherwise.
m_lastLookup = {};
++m_cacheStructureEpoch;
}
const ProgramFactory::VkProgramObject& ProgramFactory::GetOrCreateProgram(
const MG_State::GLState::ProgramObject& program, CompileOptionFlags flags) {
// Hashing the full SPIR-V of every stage is far too expensive to repeat per draw;
// reuse the program's memoized hash while its backend state version is unchanged.
// The memo keys on the flags word, which ComputeHash is no longer a pure function of:
// a FragCoordYFlip variant also depends on the baked default-framebuffer height, so
// that height rides in the free high half of the key. Flags occupy the low bits, and a
// height cannot exceed the 16 bits a swapchain extent fits in.
const Uint memoKey = (flags & CompileOptionBit::FragCoordYFlip)
? (flags.GetRaw() | (m_defaultFramebufferHeight << 16))
: flags.GetRaw();
HashType hash = 0;
if (!program.GetBackendHashMemo(flags.GetRaw(), hash)) {
if (!program.GetBackendHashMemo(memoKey, hash)) {
hash = ComputeHash(program, flags);
program.SetBackendHashMemo(flags.GetRaw(), hash);
program.SetBackendHashMemo(memoKey, hash);
}
auto it = m_cache.find(hash);
if (it != m_cache.end()) {
@@ -2420,6 +2968,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
if ((flags & ProgramFactory::CompileOptionBit::FragCoordYFlip) && shaders[i] &&
shaders[i]->GetShaderStage() == ShaderStage::Fragment) {
Vector<Uint> fragCoordSpirv;
if (TransformSpirvForFragCoordYFlip(moduleSpirvs[i], fragCoordSpirv, m_defaultFramebufferHeight)) {
moduleSpirvs[i] = Move(fragCoordSpirv);
}
}
// 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.
@@ -2525,6 +3081,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
#if MOBILEGL_LOG_ACTIVE_LEVEL <= MOBILEGL_LOG_LEVEL_DEBUG
ValidateTransformedSpirv(moduleSpv, shaders[i]->GetShaderStage(), program.GetExternalIndex());
#else
// Final module the driver receives; also checked in the INFO-level CI/test
// lanes, where the DEBUG gate above is compiled out.
if (MG_Util::ShaderTranspiler::ShaderCompiler::SpirvValidationEnabled()) {
ValidateTransformedSpirv(moduleSpv, shaders[i]->GetShaderStage(), program.GetExternalIndex());
}
#endif
VkShaderModuleCreateInfo smci{VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO};
@@ -2542,6 +3104,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
entry.modules.push_back(module);
entry.stages.push_back(stage);
entry.stageSpirvDigests.push_back(ShaderStageSpirvDigest{
static_cast<Uint32>(stage.stage), static_cast<Uint32>(moduleSpv.size()),
XXH64(moduleSpv.data(), moduleSpv.size() * sizeof(Uint), 0)});
}
// Reflect and create layout as part of the program object
@@ -2551,6 +3116,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
ReflectVertexInputs(shaders, moduleSpirvs, entry);
ReflectFragmentOutputs(shaders, moduleSpirvs, entry);
ReflectLayout(program, moduleSpirvs, entry);
// A failed remap means the modules kept glslang's per-stage auto-mapped binding numbers -
// no cross-stage unification, no set->0 normalisation - so the bindings this layout
// describes are not the bindings the shader reads. That has to stop the program from
// drawing, and until now nothing did: the MOBILEGL_ASSERT above compiles out of every
// build past DEBUG, and RemapDescriptorBindingsForVulkan's own refusal message said so at
// a level an INFO build also drops. Declining is the mechanism that already exists for
// "the layout and the shader disagree", so route it through that. Set AFTER ReflectLayout,
// which clears the flag.
if (!remapOk) {
MGLOG_I("ProgramFactory::GetOrCreateProgram: declining program %u - its descriptor bindings could not "
"be remapped, so the layout does not describe what the shader reads",
program.GetExternalIndex());
entry.declinedDescriptors = true;
}
return entry;
}
@@ -9,6 +9,7 @@
#pragma once
#include "../VkIncludes.h"
#include "PipelineFactory.h"
#include "MG_State/GLState/ProgramState/ProgramObject.h"
#include "MG_State/GLState/ProgramState/ShaderObject.h"
#include "MG_State/GLState/TextureState/TextureEnum.h"
@@ -52,6 +53,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// recorded while GL transform feedback is active, so plain draws keep the
// undecorated variant.
XfbCapture = 1 << 6,
// Rewrites the fragment stage's gl_FragCoord reads to GL's bottom-left window
// origin. Vulkan's gl_FragCoord.y IS the framebuffer row being written, and the
// default framebuffer's image is stored in display (top-left) order, so a shader
// that reads gl_FragCoord there sees `height - y_GL`. Set together with
// PositionYFlip (the two are the same fact about the same draws) except under a
// quarter turn, which this renderer does not convert rectangles for either.
FragCoordYFlip = 1 << 7,
};
using CompileOptionFlags = Flags<CompileOptionBit>;
using HashType = Uint64;
@@ -62,6 +70,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
HashType hash = 0;
Vector<VkPipelineShaderStageCreateInfo> stages;
Vector<VkShaderModule> modules;
// Parallel to stages; identifies the exact module bytes handed to the driver when a
// pipeline creation fails. Sixteen bytes per stage instead of keeping the SPIR-V.
Vector<ShaderStageSpirvDigest> stageSpirvDigests;
// Layout data (previously in separate VkProgramLayout)
VkDescriptorSetLayout descriptorSetLayout = VK_NULL_HANDLE;
@@ -75,8 +86,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Vector<Uint32> activeBindings;
Vector<Uint32> dynamicBindings;
Vector<Int> uniformBlockIndexByBinding;
// Descriptor count per binding (1 except for UBO instance arrays, which occupy one
// binding with descriptorCount = N).
// Descriptor count per binding (1 except for a descriptor ARRAY - a UBO or storage
// block instance array, an image uniform array or a sampler uniform array - each of
// which occupies one binding with descriptorCount = N).
Vector<Uint16> bindingDescriptorCounts;
// Per-element GL uniform block indices for arrayed UBO bindings (count > 1);
// element 0 of a non-arrayed binding stays in uniformBlockIndexByBinding.
@@ -92,6 +104,19 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Set once during ReflectLayout so the per-draw path can skip the whole
// storage-image preparation for the overwhelming majority of programs.
Bool hasStorageImages = false;
// Something about this program's descriptors could not be resolved - an opaque
// uniform array whose elements have no addressable uniform locations (the
// multi-dimensional case), or a binding remap that failed outright. The binding
// STAYS DECLARED in the descriptor set layout; declining is done here, by refusing
// every draw, and BindProgramUniformBuffers returns false so the draw setup skips
// the draw exactly as it does for any other bind failure.
//
// Keeping the layout intact is the load-bearing half. Shrinking it instead - which
// is what the first cut of this did - leaves the shader reading a descriptor the
// layout never declared, and lavapipe segfaults on that inside PIPELINE CREATION,
// in a JIT worker thread, before any draw runs where a refusal could help. The
// reason was logged once at MGLOG_I when the descriptor was declined.
Bool declinedDescriptors = false;
Int globalUboBinding = -1;
Uint32 activeVertexInputLocationMask = 0;
Array<GLenum, kMaxVertexInputLocations> vertexInputTypes{};
@@ -118,6 +143,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
hash = other.hash;
stages = std::move(other.stages);
modules = std::move(other.modules);
// Must travel with `modules`: these digests name the SPIR-V those exact
// shader modules were built from, and the pipeline-failure diagnostics
// print the two together. Leaving it behind used to merely lose the
// digests on a rehash; now that the cache is a robin-hood table, insertion
// SWAPS two entries, and a field that no move touches stays behind in the
// slot - pairing one program's modules with another program's digests, so
// a pipeline failure would be reported against the wrong SPIR-V.
stageSpirvDigests = std::move(other.stageSpirvDigests);
descriptorSetLayout = other.descriptorSetLayout;
pipelineLayout = other.pipelineLayout;
bindingKinds = std::move(other.bindingKinds);
@@ -136,6 +169,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
storageBlockNameByBinding = std::move(other.storageBlockNameByBinding);
storageBlockIndexByBinding = std::move(other.storageBlockIndexByBinding);
hasStorageImages = other.hasStorageImages;
declinedDescriptors = other.declinedDescriptors;
globalUboBinding = other.globalUboBinding;
activeVertexInputLocationMask = other.activeVertexInputLocationMask;
vertexInputTypes = other.vertexInputTypes;
@@ -150,6 +184,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
other.descriptorSetLayout = VK_NULL_HANDLE;
other.pipelineLayout = VK_NULL_HANDLE;
other.hasStorageImages = false;
other.declinedDescriptors = false;
other.globalUboBinding = -1;
other.activeVertexInputLocationMask = 0;
other.activeFragmentOutputLocationMask = 0;
@@ -167,6 +202,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
hash = other.hash;
stages = std::move(other.stages);
modules = std::move(other.modules);
stageSpirvDigests = std::move(other.stageSpirvDigests); // travels with `modules` - see the move ctor
descriptorSetLayout = other.descriptorSetLayout;
pipelineLayout = other.pipelineLayout;
bindingKinds = std::move(other.bindingKinds);
@@ -185,6 +221,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
storageBlockNameByBinding = std::move(other.storageBlockNameByBinding);
storageBlockIndexByBinding = std::move(other.storageBlockIndexByBinding);
hasStorageImages = other.hasStorageImages;
declinedDescriptors = other.declinedDescriptors;
globalUboBinding = other.globalUboBinding;
activeVertexInputLocationMask = other.activeVertexInputLocationMask;
vertexInputTypes = other.vertexInputTypes;
@@ -199,6 +236,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
other.descriptorSetLayout = VK_NULL_HANDLE;
other.pipelineLayout = VK_NULL_HANDLE;
other.hasStorageImages = false;
other.declinedDescriptors = false;
other.globalUboBinding = -1;
other.activeVertexInputLocationMask = 0;
other.activeFragmentOutputLocationMask = 0;
@@ -233,6 +271,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
modules.clear();
stages.clear();
stageSpirvDigests.clear(); // the modules they describe are gone
}
};
@@ -263,6 +302,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkProgramObject& GetOrCreateProgram(
const MG_State::GLState::ProgramObject& program, CompileOptionFlags flags);
// The default framebuffer's current image height, baked as a literal into every
// FragCoordYFlip variant (there is no push-constant or specialization channel here, and
// adding one for a value that changes only on swapchain recreation would cost the draw
// path more than a recompile costs a resize). It is therefore part of those variants'
// identity: ComputeHash mixes it in when the bit is set, so a height change re-keys them
// and leaves every other program's hash untouched. Setting a NEW height also bumps the
// cache-structure epoch, because a caller holding a memoised VkProgramObject* would
// otherwise keep using a module compiled against the old height.
void SetDefaultFramebufferHeight(Uint32 height);
Uint32 GetDefaultFramebufferHeight() const { return m_defaultFramebufferHeight; }
// 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
@@ -320,6 +370,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// True only when the logical device enabled both
// shaderStorageImageReadWithoutFormat and shaderStorageImageWriteWithoutFormat.
Bool m_unformattedFloatStorageImagesEnabled = false;
// See SetDefaultFramebufferHeight. 0 means "not known yet"; the FragCoordYFlip bit is
// never set before the swapchain exists, so no variant can be compiled against it.
Uint32 m_defaultFramebufferHeight = 0;
mutable ProgramLookupCache m_lastLookup;
// Monotonic frame-boundary counter (bumped in OnFrameBoundary) for cache aging.
Uint64 m_frameCounter = 0;
@@ -68,6 +68,29 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
// Uniform location of ELEMENT `element` of the opaque-uniform array at `baseLocation`, or
// -1 when the reflection did not reserve that element. DoReflection hands out one location
// per array element, so the element's location is the base plus its index - bounded by the
// array's real extent so a descriptorCount that outran the reflection cannot walk onto the
// next uniform. Element 0 is the ordinary non-array case and costs nothing extra.
static Int ResolveDescriptorElementLocation(const MG_State::GLState::ProgramObject& program, Int baseLocation,
Uint32 element) {
if (baseLocation < 0 || element == 0) {
return baseLocation;
}
const Int location = baseLocation + static_cast<Int>(element);
return program.UniformLocationsAliasSameUniform(baseLocation, location) ? location : -1;
}
// descriptorCount this binding declares in the descriptor set layout (1 for everything that
// is not an array). Kept in one place because the layout, the scratch reservation and the
// per-element write loops must all agree on it.
static Uint32 BindingDescriptorCount(const ProgramFactory::VkProgramObject& programObj, Uint32 binding) {
return binding < programObj.bindingDescriptorCounts.size()
? std::max<Uint32>(1u, programObj.bindingDescriptorCounts[binding])
: 1u;
}
static Int ResolveSamplerUnitIndex(const MG_State::GLState::ProgramObject& program, Int location, Uint32 binding) {
MOBILEGL_ASSERT(location >= -1, "ResolveSamplerUnitIndex: invalid sampler location for binding %u", binding);
if (location < 0) {
@@ -268,28 +291,44 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool UniformManager::ResolveSamplerDescriptor(VkCommandBuffer commandBuffer,
const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Uint32 binding, VkDescriptorImageInfo& outImageInfo,
Uint32 binding, Uint32 element,
VkDescriptorImageInfo& outImageInfo,
Bool trustUnchangedHint) const {
MOBILEGL_ASSERT(m_textureManager != nullptr, "ResolveSamplerDescriptor: texture manager is null");
MOBILEGL_ASSERT(m_samplerManager != nullptr, "ResolveSamplerDescriptor: sampler manager is null");
// The whole-descriptor memo below is keyed by binding alone, so it describes a binding
// that carries exactly one descriptor. An arrayed binding's elements would overwrite
// each other in it (see SamplerResolveMemo::info); they re-resolve instead.
const Bool descriptorMemoUsable = BindingDescriptorCount(programObj, binding) == 1u;
// 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() &&
if (trustUnchangedHint && descriptorMemoUsable && binding < m_samplerResolveMemo.size() &&
m_samplerResolveMemo[binding].infoValid) {
outImageInfo = m_samplerResolveMemo[binding].info;
return true;
}
MOBILEGL_ASSERT(binding < programObj.samplerNameByBinding.size(),
"ResolveSamplerDescriptor: sampler binding %u name lookup out of range", binding);
// Per ELEMENT, and resolved BEFORE anything is looked up through it: GLSL 4.20 gives every
// element of `uniform sampler2D goku[4]` its own texture unit (consecutive from the
// declared binding, but glUniform1i may scatter them afterwards), so the unit - and with
// it the bound texture, the unit's sampler override and the fallback decision - is the
// element's, not the binding's. An element past the array's reserved extent has no unit
// at all, and must not fall back to resolving unit 0's texture.
const Int location =
ResolveDescriptorElementLocation(program, programObj.samplerUniformLocationByBinding[binding], element);
if (location < 0 && element > 0) {
MGLOG_D("ResolveSamplerDescriptor: binding %u element %u is past the end of its sampler array", binding,
element);
return false;
}
const Int unit = ResolveSamplerUnitIndex(program, location, binding);
// Raw-pointer resolve to skip the SharedPtr atomic refcount churn: the bound texture stays
// alive through the draw via GL binding state. Only the fallback path needs a SharedPtr to
// keep the fallback texture alive for the rest of this call.
MG_State::GLState::ITextureObject* texture = ResolveSamplerTextureRaw(program, programObj, binding);
const Int location = programObj.samplerUniformLocationByBinding[binding];
const Int unit = ResolveSamplerUnitIndex(program, location, binding);
MG_State::GLState::ITextureObject* texture = ResolveSamplerTextureRaw(program, programObj, binding, element);
auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& samplerOverride = textureUnit.GetSamplerObject();
const auto preferredTarget = programObj.samplerTextureTargetByBinding[binding];
@@ -459,9 +498,21 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (outImageInfo.sampler == VK_NULL_HANDLE) {
return false;
}
// Only for a binding that carries a single descriptor - an array's elements would
// publish each other's descriptors here, and the next hinted draw would hand element
// N-1's texture to element 0.
if (binding < m_samplerResolveMemo.size()) {
m_samplerResolveMemo[binding].info = outImageInfo;
m_samplerResolveMemo[binding].infoValid = true;
if (descriptorMemoUsable) {
m_samplerResolveMemo[binding].info = outImageInfo;
m_samplerResolveMemo[binding].infoValid = true;
} else {
// An arrayed binding publishes nothing here, and clears what a previous program
// published at this index. Not strictly required - the hint's proof obligations
// are program-scoped and the entry is reset every frame - but leaving another
// program's descriptor sitting in a slot this one never refreshes is the kind of
// thing the next reader has to re-derive is safe.
m_samplerResolveMemo[binding].infoValid = false;
}
NoteSamplerResolveMemoTouched(binding);
}
return true;
@@ -500,42 +551,58 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool UniformManager::ProgramSamplesOnlySingleLevelTextures(
const MG_State::GLState::ProgramObject& program, const ProgramFactory::VkProgramObject& programObj) {
// A declined program never draws (see VkProgramObject::declinedDescriptors), and its
// declined binding has no resolvable uniform location - so there is nothing to prove
// about the textures it would have sampled.
if (programObj.declinedDescriptors) {
return false;
}
Bool sawSampler = false;
for (Uint32 binding = 0; binding < programObj.bindingKinds.size(); ++binding) {
if (programObj.bindingKinds[binding] != ProgramFactory::DescriptorBindingKind::CombinedImageSampler) {
continue;
}
const auto* texture = ResolveSamplerTextureRaw(program, programObj, binding);
if (texture == nullptr) return false;
const auto& levelRange = texture->GetLevelRange();
if (levelRange.x() != levelRange.y()) return false;
// The rewrite this gates is program-wide, so EVERY sampler the program can read has
// to qualify - including every element of a sampler array, each of which reaches a
// different texture through its own unit.
const Uint32 descriptorCount = BindingDescriptorCount(programObj, binding);
for (Uint32 element = 0; element < descriptorCount; ++element) {
// The element's own location first, exactly as ResolveSamplerDescriptor resolves
// it - an element with no location would otherwise be judged on unit 0's texture.
const Int location = ResolveDescriptorElementLocation(
program, programObj.samplerUniformLocationByBinding[binding], element);
if (location < 0 && element > 0) return false;
const auto* texture = ResolveSamplerTextureRaw(program, programObj, binding, element);
if (texture == nullptr) return false;
const auto& levelRange = texture->GetLevelRange();
if (levelRange.x() != levelRange.y()) return false;
// An explicit-LOD sample is a single filtered tap, so it also gives up anisotropic
// filtering - which a single-level view can still have. Resolve the sampler exactly
// the way ResolveSamplerDescriptor does and bail if anisotropy would apply.
const Int location = programObj.samplerUniformLocationByBinding[binding];
const Int unit = ResolveSamplerUnitIndex(program, location, binding);
const auto& samplerOverride = MG_State::pGLContext->GetTextureUnitObject(unit).GetSamplerObject();
const auto* effectiveSampler =
samplerOverride ? samplerOverride.get() : texture->GetSamplerObject().get();
if (effectiveSampler == nullptr) return false;
if (effectiveSampler->GetMaxAnisotropy() > 1.0f &&
effectiveSampler->GetMinFilter() == SamplerFilterMode::Linear &&
effectiveSampler->GetMagFilter() == SamplerFilterMode::Linear) {
return false;
}
// An explicit-LOD sample is a single filtered tap, so it also gives up anisotropic
// filtering - which a single-level view can still have. Resolve the sampler exactly
// the way ResolveSamplerDescriptor does and bail if anisotropy would apply.
const Int unit = ResolveSamplerUnitIndex(program, location, binding);
const auto& samplerOverride = MG_State::pGLContext->GetTextureUnitObject(unit).GetSamplerObject();
const auto* effectiveSampler =
samplerOverride ? samplerOverride.get() : texture->GetSamplerObject().get();
if (effectiveSampler == nullptr) return false;
if (effectiveSampler->GetMaxAnisotropy() > 1.0f &&
effectiveSampler->GetMinFilter() == SamplerFilterMode::Linear &&
effectiveSampler->GetMagFilter() == SamplerFilterMode::Linear) {
return false;
}
// An explicit LOD 0 makes lambda exactly 0, which is the magnification side of the
// min/mag decision. That only matches the implicit form when lambda could not have been
// positive anyway (the LOD clamp already pins it at or below 0), or when the two
// filters are the same and the choice cannot be observed.
const Float effectiveMaxLod = effectiveSampler->GetMipmapMode() == SamplerMipmapMode::None
? 0.0f
: effectiveSampler->GetMaxLod();
if (effectiveMaxLod > 0.0f && effectiveSampler->GetMinFilter() != effectiveSampler->GetMagFilter()) {
return false;
// An explicit LOD 0 makes lambda exactly 0, which is the magnification side of the
// min/mag decision. That only matches the implicit form when lambda could not have been
// positive anyway (the LOD clamp already pins it at or below 0), or when the two
// filters are the same and the choice cannot be observed.
const Float effectiveMaxLod = effectiveSampler->GetMipmapMode() == SamplerMipmapMode::None
? 0.0f
: effectiveSampler->GetMaxLod();
if (effectiveMaxLod > 0.0f && effectiveSampler->GetMinFilter() != effectiveSampler->GetMagFilter()) {
return false;
}
sawSampler = true;
}
sawSampler = true;
}
return sawSampler;
}
@@ -568,14 +635,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MG_State::GLState::ITextureObject* UniformManager::ResolveSamplerTextureRaw(
const MG_State::GLState::ProgramObject& program, const ProgramFactory::VkProgramObject& programObj,
Uint32 binding) {
Uint32 binding, Uint32 element) {
MOBILEGL_ASSERT(MG_State::pGLContext != nullptr, "ResolveSamplerTextureRaw: GL context is null");
MOBILEGL_ASSERT(binding < programObj.samplerUniformLocationByBinding.size(),
"ResolveSamplerTextureRaw: sampler location binding %u out of range", binding);
MOBILEGL_ASSERT(binding < programObj.samplerTextureTargetByBinding.size(),
"ResolveSamplerTextureRaw: sampler target binding %u out of range", binding);
const Int location = programObj.samplerUniformLocationByBinding[binding];
const Int location =
ResolveDescriptorElementLocation(program, programObj.samplerUniformLocationByBinding[binding], element);
const Int unit = ResolveSamplerUnitIndex(program, location, binding);
auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
@@ -677,7 +745,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool UniformManager::ResolveStorageBufferDescriptor(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Uint32 binding,
Uint32 binding, Uint32 element,
VkDescriptorBufferInfo& outBufferInfo) const {
outBufferInfo = {};
MOBILEGL_ASSERT(m_bufferManager != nullptr, "ResolveStorageBufferDescriptor: buffer manager is null");
@@ -688,8 +756,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Int blockIndex = programObj.storageBlockIndexByBinding[binding];
MOBILEGL_ASSERT(blockIndex >= 0, "ResolveStorageBufferDescriptor: no SSBO block mapped to binding %u",
binding);
// A block instance array declares one block whose elements take consecutive GL binding
// points from the declared one (GL 4.6 core 7.8), and the reflection collapses the whole
// array to that one block - so the element index IS the offset from its binding.
const GLuint frontendBinding =
GetShaderStorageBlockBinding(program, static_cast<GLuint>(blockIndex));
GetShaderStorageBlockBinding(program, static_cast<GLuint>(blockIndex)) + element;
const Uint32 bindingPointCount =
static_cast<Uint32>(MG_State::pGLContext->GetBufferBindingPointCount(BufferTarget::ShaderStorage));
MOBILEGL_ASSERT(frontendBinding < bindingPointCount,
@@ -742,7 +813,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool UniformManager::ResolveStorageImageDescriptor(VkCommandBuffer commandBuffer,
const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Uint32 binding,
Uint32 binding, Uint32 element,
VkDescriptorImageInfo& outImageInfo) const {
outImageInfo = {};
MOBILEGL_ASSERT(m_textureManager != nullptr, "ResolveStorageImageDescriptor: texture manager is null");
@@ -750,11 +821,24 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MOBILEGL_ASSERT(binding < programObj.samplerUniformLocationByBinding.size(),
"ResolveStorageImageDescriptor: binding %u out of range", binding);
const Int location = programObj.samplerUniformLocationByBinding[binding];
if (location < 0) {
const Int baseLocation = programObj.samplerUniformLocationByBinding[binding];
if (baseLocation < 0) {
MGLOG_E("ResolveStorageImageDescriptor: storage image binding %u has no uniform location", binding);
return false;
}
// Per ELEMENT, and this is where an image array differs from a storage-block array: GL
// gives every element of `uniform image2D g_image[4]` its own glUniform1i-assigned image
// unit, and the four units need not be consecutive or even ordered (the conformance case
// uses 0, 2, 4, 6). DoReflection reserves one uniform location per array element, so the
// element's location is the base plus its index - checked against the array's real
// extent so a descriptorCount that outran the reflection cannot walk onto the next
// uniform.
const Int location = baseLocation + static_cast<Int>(element);
if (!program.UniformLocationsAliasSameUniform(baseLocation, location)) {
MGLOG_E("ResolveStorageImageDescriptor: binding %u element %u is past the end of its image array",
binding, element);
return false;
}
const Int imageUnit = program.GetUniformSamplerOrImageUnitIndex(static_cast<Uint>(location));
if (imageUnit < 0 || imageUnit >= MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS) {
MGLOG_E("ResolveStorageImageDescriptor: image unit %d out of range for binding %u",
@@ -844,7 +928,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool UniformManager::ResolveSampledBinding(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Uint32 binding,
Uint32 binding, Uint32 element,
MG_State::GLState::ITextureObject*& outTexture,
const MG_State::GLState::SamplerObject*& outSampler) const {
// Open-coded ResolveSamplerTextureRaw so the unit is resolved once for both the
@@ -855,7 +939,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
"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 location =
ResolveDescriptorElementLocation(program, programObj.samplerUniformLocationByBinding[binding], element);
if (location < 0 && element > 0) {
return false;
}
const Int unit = ResolveSamplerUnitIndex(program, location, binding);
auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
const TextureTarget preferredTarget = programObj.samplerTextureTargetByBinding[binding];
@@ -891,6 +979,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (outBindingRecords != nullptr) {
outBindingRecords->clear();
}
// Nothing to prepare for a program the bind path is going to refuse; its declined
// binding has no uniform location to resolve a texture through either.
if (programObj.declinedDescriptors) {
return true;
}
const Uint32 bindingCount =
std::min<Uint32>(m_maxBindings, static_cast<Uint32>(programObj.bindingKinds.size()));
@@ -899,19 +992,27 @@ namespace MobileGL::MG_Backend::DirectVulkan {
continue;
}
MG_State::GLState::ITextureObject* texture = nullptr;
const MG_State::GLState::SamplerObject* sampler = nullptr;
if (!ResolveSampledBinding(program, programObj, binding, texture, sampler)) {
continue;
}
if (outBindingRecords != nullptr) {
outBindingRecords->push_back({texture != nullptr ? texture->GetLifetimeId() : 0,
sampler != nullptr ? sampler->GetLifetimeId() : 0});
}
// Every ELEMENT of a sampler array reaches its own texture through its own unit,
// so every element has to be in the sampled set: this walk is what gets those
// textures synced and transitioned to a sampled layout BEFORE the render pass
// opens, and a missed element would first be touched by the descriptor resolve
// inside an active pass.
const Uint32 descriptorCount = BindingDescriptorCount(programObj, binding);
for (Uint32 element = 0; element < descriptorCount; ++element) {
MG_State::GLState::ITextureObject* texture = nullptr;
const MG_State::GLState::SamplerObject* sampler = nullptr;
if (!ResolveSampledBinding(program, programObj, binding, element, texture, sampler)) {
continue;
}
if (outBindingRecords != nullptr) {
outBindingRecords->push_back({texture != nullptr ? texture->GetLifetimeId() : 0,
sampler != nullptr ? sampler->GetLifetimeId() : 0});
}
auto found = std::find(outTextures.begin(), outTextures.end(), texture);
if (found == outTextures.end()) {
outTextures.push_back(texture);
auto found = std::find(outTextures.begin(), outTextures.end(), texture);
if (found == outTextures.end()) {
outTextures.push_back(texture);
}
}
}
return true;
@@ -920,6 +1021,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool UniformManager::SampledBindingsUnchanged(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
const Vector<SampledBindingRecord>& previousRecords) const {
// A declined program takes the full path every time and is refused there.
if (programObj.declinedDescriptors) {
return false;
}
SizeT recordIndex = 0;
// Iterate only the bindings this program declares (ascending), exactly like
// BindProgramUniformBuffers: this runs per draw whenever the texture bind
@@ -932,18 +1037,24 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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;
// Element-for-element, in the same order CollectSampledTextures recorded them -
// the two walks have to visit the identical descriptor sequence or the positional
// comparison below drifts.
const Uint32 descriptorCount = BindingDescriptorCount(programObj, binding);
for (Uint32 element = 0; element < descriptorCount; ++element) {
MG_State::GLState::ITextureObject* texture = nullptr;
const MG_State::GLState::SamplerObject* sampler = nullptr;
if (!ResolveSampledBinding(program, programObj, binding, element, 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();
@@ -956,6 +1067,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
outTextures.clear();
MOBILEGL_ASSERT(MG_State::pGLContext != nullptr,
"CollectStorageImageTextures: GL context is null");
// Same as the sampled walk: a declined program is refused at bind time, and its declined
// binding has no uniform location to reach an image unit through.
if (programObj.declinedDescriptors) {
return true;
}
const Uint32 bindingCount =
std::min<Uint32>(m_maxBindings, static_cast<Uint32>(programObj.bindingKinds.size()));
@@ -968,26 +1084,40 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return false;
}
const Int location = programObj.samplerUniformLocationByBinding[binding];
if (location < 0) {
const Int baseLocation = programObj.samplerUniformLocationByBinding[binding];
if (baseLocation < 0) {
MGLOG_E("CollectStorageImageTextures: binding %u has no image uniform location", binding);
return false;
}
const Int imageUnit = program.GetUniformSamplerOrImageUnitIndex(static_cast<Uint>(location));
if (imageUnit < 0 || imageUnit >= MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS) {
MGLOG_E("CollectStorageImageTextures: image unit %d is invalid for binding %u",
imageUnit, binding);
return false;
}
// Per ELEMENT, for the same reason the sampled walk above is: an image ARRAY is one
// binding whose elements each carry their own image unit, so each reaches its own
// texture. This walk is what puts those textures into the pre-pass sync and layout
// transition; collecting only element 0 left elements 1..N to be first touched by
// the descriptor resolve, which happens with a render pass already open.
const Uint32 descriptorCount = BindingDescriptorCount(programObj, binding);
for (Uint32 element = 0; element < descriptorCount; ++element) {
const Int location = ResolveDescriptorElementLocation(program, baseLocation, element);
if (location < 0) {
MGLOG_E("CollectStorageImageTextures: binding %u element %u is past the end of its image array",
binding, element);
return false;
}
const Int imageUnit = program.GetUniformSamplerOrImageUnitIndex(static_cast<Uint>(location));
if (imageUnit < 0 || imageUnit >= MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS) {
MGLOG_E("CollectStorageImageTextures: image unit %d is invalid for binding %u element %u",
imageUnit, binding, element);
return false;
}
auto* texture = MG_State::pGLContext->GetImageTextureBinding(imageUnit).Texture.get();
if (texture == nullptr) {
MGLOG_E("CollectStorageImageTextures: image unit %d is unbound for binding %u",
imageUnit, binding);
return false;
}
if (std::find(outTextures.begin(), outTextures.end(), texture) == outTextures.end()) {
outTextures.push_back(texture);
auto* texture = MG_State::pGLContext->GetImageTextureBinding(imageUnit).Texture.get();
if (texture == nullptr) {
MGLOG_E("CollectStorageImageTextures: image unit %d is unbound for binding %u element %u",
imageUnit, binding, element);
return false;
}
if (std::find(outTextures.begin(), outTextures.end(), texture) == outTextures.end()) {
outTextures.push_back(texture);
}
}
}
return true;
@@ -1358,6 +1488,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkPipelineBindPoint bindPoint,
const SamplerBindingOverride* samplerBindingOverride,
Bool samplerDescriptorsUnchangedHint) {
// This program has a descriptor MobileGL could not resolve (see
// VkProgramObject::declinedDescriptors). Refusing here is the whole of the decline: the
// binding is still declared in the layout, so the pipeline is consistent with the shader
// and creating it is safe - what must not happen is the draw, because the descriptor
// behind that binding can never be written. The draw setup skips the draw on a false
// return. ReflectLayout already said why, once, at MGLOG_I.
if (programObj.declinedDescriptors) {
MGLOG_D("UniformDescriptorBinder::BindProgramUniformBuffers: refusing a program whose descriptor layout "
"was declined at reflection");
return false;
}
auto& frame = m_frames[frameIndex];
if (frame.descriptorPools.empty()) {
MGLOG_E("UniformDescriptorBinder::BindProgramUniformBuffers failed: frame descriptor pools are invalid");
@@ -1416,13 +1557,27 @@ namespace MobileGL::MG_Backend::DirectVulkan {
dynamicOffsets.clear();
// Arrayed UBO bindings contribute extra buffer infos and dynamic offsets; reserve for
// the worst case so the pBufferInfo pointers taken below never dangle on reallocation.
// Arrayed SSBO bindings contribute extra buffer infos too (but no dynamic offsets).
Uint32 uboArrayExtra = 0;
for (const auto& arrayEntry : programObj.arrayedUniformBlockIndicesByBinding) {
uboArrayExtra += static_cast<Uint32>(arrayEntry.second.size()) - 1u;
}
// Surplus descriptors over "one per binding", summed across EVERY arrayed binding
// whatever its kind - storage blocks, image arrays and sampler arrays all land here.
// One number for all of them because each container below is bounded by the same total.
Uint32 arrayDescriptorExtra = 0;
for (const Uint16 count : programObj.bindingDescriptorCounts) {
if (count > 1) arrayDescriptorExtra += static_cast<Uint32>(count) - 1u;
}
writes.reserve(m_maxBindings);
bufferInfos.reserve(m_maxBindings + uboArrayExtra);
imageInfos.reserve(m_maxBindings);
bufferInfos.reserve(m_maxBindings + uboArrayExtra + arrayDescriptorExtra);
// Every binding pushes at most descriptorCount image infos, so bindings + surplus is the
// worst case. Reserving only m_maxBindings here was exact while every binding pushed
// exactly one - and reallocates under an image or sampler array, dangling every
// pImageInfo already recorded in `writes` before vkUpdateDescriptorSets reads them. That
// is reachable wherever m_maxBindings is small (it clamps to ~16 on Adreno and Mali),
// which is exactly where a 7-element CTS sampler array does not fit the slack.
imageInfos.reserve(m_maxBindings + arrayDescriptorExtra);
texelBufferViews.reserve(m_maxBindings);
dynamicOffsets.reserve(programObj.dynamicBindings.size() + uboArrayExtra);
@@ -1450,10 +1605,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
write.descriptorCount = 1;
if (kind == ProgramFactory::DescriptorBindingKind::UniformBufferDynamic) {
const Uint32 descriptorCount =
binding < programObj.bindingDescriptorCounts.size()
? std::max<Uint32>(1, programObj.bindingDescriptorCounts[binding])
: 1u;
const Uint32 descriptorCount = BindingDescriptorCount(programObj, binding);
dynamicUboDescriptorCount += descriptorCount;
fastRebindUboBinding = binding;
const SizeT firstBufferInfoIndex = bufferInfos.size();
@@ -1493,59 +1645,109 @@ namespace MobileGL::MG_Backend::DirectVulkan {
write.pTexelBufferView = &texelBufferViews.back();
writes.push_back(write);
} else if (kind == ProgramFactory::DescriptorBindingKind::StorageBuffer) {
VkDescriptorBufferInfo bufferInfo{};
if (!ResolveStorageBufferDescriptor(program, programObj, binding, bufferInfo)) {
MGLOG_E(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: storage buffer binding %u has no valid descriptor",
binding);
return false;
// One write per binding, but `descriptorCount` buffer infos: a GLSL block
// instance array occupies a single binding whose elements each come from their
// own GL binding point.
const Uint32 descriptorCount = BindingDescriptorCount(programObj, binding);
const SizeT firstBufferInfoIndex = bufferInfos.size();
for (Uint32 element = 0; element < descriptorCount; ++element) {
VkDescriptorBufferInfo bufferInfo{};
if (!ResolveStorageBufferDescriptor(program, programObj, binding, element, bufferInfo)) {
MGLOG_E(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: storage buffer binding %u "
"element %u has no valid descriptor",
binding, element);
return false;
}
bufferInfos.push_back(bufferInfo);
}
bufferInfos.push_back(bufferInfo);
fastRebindKindsEligible = false;
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
write.pBufferInfo = &bufferInfos.back();
write.descriptorCount = descriptorCount;
write.pBufferInfo = &bufferInfos[firstBufferInfoIndex];
writes.push_back(write);
} else if (kind == ProgramFactory::DescriptorBindingKind::StorageImage) {
VkDescriptorImageInfo imageInfo{};
if (!ResolveStorageImageDescriptor(commandBuffer, program, programObj, binding, imageInfo)) {
MGLOG_E(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: storage image binding %u has no valid descriptor",
binding);
return false;
// One write per binding, but `descriptorCount` image infos: an ARRAY of image
// uniforms is a single binding whose elements each carry their own image unit.
// Writing only element 0 - which is all this used to do - left elements 1..N
// never written at all, and a shader that indexes them reads an undefined
// descriptor (lavapipe faults inside the shader; a real driver is free to do
// anything).
const Uint32 descriptorCount = BindingDescriptorCount(programObj, binding);
const SizeT firstImageInfoIndex = imageInfos.size();
for (Uint32 element = 0; element < descriptorCount; ++element) {
VkDescriptorImageInfo imageInfo{};
if (!ResolveStorageImageDescriptor(commandBuffer, program, programObj, binding, element,
imageInfo)) {
MGLOG_E(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: storage image binding %u "
"element %u has no valid descriptor",
binding, element);
return false;
}
imageInfos.push_back(imageInfo);
}
imageInfos.push_back(imageInfo);
fastRebindKindsEligible = false;
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
write.pImageInfo = &imageInfos.back();
write.descriptorCount = descriptorCount;
write.pImageInfo = &imageInfos[firstImageInfoIndex];
writes.push_back(write);
} else {
VkDescriptorImageInfo imageInfo{};
Bool hasImage = false;
if (samplerBindingOverride != nullptr &&
samplerBindingOverride->binding == binding &&
samplerBindingOverride->texture != nullptr &&
samplerBindingOverride->sampler != nullptr) {
hasImage = ResolveSamplerDescriptorOverride(*samplerBindingOverride, imageInfo);
} else {
hasImage = ResolveSamplerDescriptor(commandBuffer, program, programObj, binding, imageInfo,
samplerDescriptorsUnchangedHint);
// One write per binding, but `descriptorCount` image infos: a sampler ARRAY is a
// single binding whose elements each carry their own texture unit. Writing only
// element 0 - which is all this used to do - left elements 1..N never written,
// so a shader indexing them sampled a descriptor nobody had filled in
// (KHR-GL42.shading_language_420pack.binding_sampler_array).
const Uint32 descriptorCount = BindingDescriptorCount(programObj, binding);
// Overrides come only from MobileGL's own blit and depth-mipmap programs, whose
// samplers are scalars; the override replaces THE descriptor at its binding, so
// there is no element for it to mean on an arrayed one.
const Bool overrideThisBinding = samplerBindingOverride != nullptr &&
samplerBindingOverride->binding == binding &&
samplerBindingOverride->texture != nullptr &&
samplerBindingOverride->sampler != nullptr;
MOBILEGL_ASSERT(
!overrideThisBinding || descriptorCount == 1,
"BindProgramUniformBuffers: sampler override targets arrayed binding %u (%u descriptors)",
binding, descriptorCount);
const SizeT firstImageInfoIndex = imageInfos.size();
for (Uint32 element = 0; element < descriptorCount; ++element) {
VkDescriptorImageInfo imageInfo{};
Bool hasImage = false;
if (overrideThisBinding && element == 0) {
hasImage = ResolveSamplerDescriptorOverride(*samplerBindingOverride, imageInfo);
} else {
hasImage = ResolveSamplerDescriptor(commandBuffer, program, programObj, binding, element,
imageInfo, samplerDescriptorsUnchangedHint);
}
if (!hasImage) {
MGLOG_E(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: sampler binding %u element %u "
"has no valid texture descriptor",
binding, element);
return false;
}
if (imageInfo.sampler == VK_NULL_HANDLE || imageInfo.imageView == VK_NULL_HANDLE) {
MGLOG_E(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: sampler binding %u element %u "
"has null sampler or imageView",
binding, element);
return false;
}
imageInfos.push_back(imageInfo);
}
if (!hasImage) {
MGLOG_E(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: sampler binding %u has no valid texture descriptor",
binding);
return false;
if (descriptorCount > 1) {
// The dynamic-offset-only rebind replays a whole descriptor set on the
// strength of the sampler hint alone, and its eligibility probe was written
// for bindings that carry one descriptor each. An arrayed sampler binding
// also bypasses the per-binding descriptor memo, so there is nothing for it
// to win here either.
fastRebindKindsEligible = false;
}
if (imageInfo.sampler == VK_NULL_HANDLE || imageInfo.imageView == VK_NULL_HANDLE) {
MGLOG_E(
"UniformDescriptorBinder::BindProgramUniformBuffers failed: sampler binding %u has null sampler or imageView",
binding);
return false;
}
imageInfos.push_back(imageInfo);
write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
write.pImageInfo = &imageInfos.back();
write.descriptorCount = descriptorCount;
write.pImageInfo = &imageInfos[firstImageInfoIndex];
writes.push_back(write);
}
}
@@ -53,10 +53,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// 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.
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).
// One record per visited CombinedImageSampler DESCRIPTOR (post fallback substitution,
// in binding order, and within a binding in array-element 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). An arrayed binding contributes one record per element -
// element granularity is required, or swapping the textures of two elements of the same
// array would leave the record list identical and the fast path would keep a stale set.
struct SampledBindingRecord {
Uint64 textureLifetimeId = 0;
Uint64 samplerLifetimeId = 0;
@@ -143,8 +146,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// 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).
// `element` indexes a sampler array inside the binding; see ResolveSamplerDescriptor.
Bool ResolveSampledBinding(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding, Uint32 element,
MG_State::GLState::ITextureObject*& outTexture,
const MG_State::GLState::SamplerObject*& outSampler) const;
// Raw-pointer variant for the per-draw sampled-texture walk (CollectSampledTextures):
@@ -152,27 +156,37 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// only need the pointer skip the SharedPtr copy's atomic refcount churn.
static MG_State::GLState::ITextureObject* ResolveSamplerTextureRaw(
const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding);
const ProgramFactory::VkProgramObject& programObj, Uint32 binding, Uint32 element);
SharedPtr<MG_State::GLState::ITextureObject> GetFallbackTexture(TextureTarget target) const;
// `element` indexes a sampler ARRAY inside one binding; each element carries its own
// independently assigned GL texture unit, so it selects the texture, the sampler
// override and the fallback separately from its neighbours.
//
// trustUnchangedHint: reuse this binding's cached VkDescriptorImageInfo outright
// (see BindProgramUniformBuffers' samplerDescriptorsUnchangedHint for the proof
// obligations the caller carries).
// obligations the caller carries). The cache is keyed by binding alone, so it is
// used ONLY for single-descriptor bindings - see m_samplerResolveMemo.
Bool ResolveSamplerDescriptor(VkCommandBuffer commandBuffer, const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
VkDescriptorImageInfo& outImageInfo,
Uint32 element, VkDescriptorImageInfo& outImageInfo,
Bool trustUnchangedHint = false) const;
Bool ResolveSamplerDescriptorOverride(const SamplerBindingOverride& samplerBindingOverride,
VkDescriptorImageInfo& outImageInfo) const;
Bool ResolveTexelBufferDescriptor(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
Uint32 frameIndex, VkBufferView& outBufferView);
// `element` indexes a block INSTANCE array's descriptors; it is 0 for every ordinary
// block. Each element resolves through its own GL storage block, and so its own GL
// binding point, buffer and glBindBufferRange window.
Bool ResolveStorageBufferDescriptor(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
VkDescriptorBufferInfo& outBufferInfo) const;
Uint32 element, VkDescriptorBufferInfo& outBufferInfo) const;
// `element` indexes an image ARRAY inside one binding; each element carries its own
// independently assigned GL image unit.
Bool ResolveStorageImageDescriptor(VkCommandBuffer commandBuffer,
const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
VkDescriptorImageInfo& outImageInfo) const;
Uint32 element, VkDescriptorImageInfo& outImageInfo) const;
// Result of resolving a UBO binding: either a zero-copy direct bind to the app's resident
// VkBuffer (the GLES backend's approach - no per-draw copy) or the CPU payload to upload.
struct UboBindResult {
@@ -341,6 +355,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// 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).
//
// This one field is keyed by binding but describes ONE descriptor, so it is
// written and read only for single-descriptor bindings. A sampler ARRAY's
// elements share the binding and would overwrite each other here - the last
// element resolved would then be handed to element 0 on the next hinted draw.
// Every other field above is self-validating (each compares its full key
// before reuse, and the view-format entry is a pure function of format and
// numeric domain), so an arrayed binding may keep using those.
VkDescriptorImageInfo info{};
Bool infoValid = false;
};
@@ -111,10 +111,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VulkanRendererConfig& m_config;
VkPhysicalDevice m_physicalDevice = VK_NULL_HANDLE;
// Values are heap-allocated: FastSTL::unordered_map is open-addressing,
// so INSERT invalidates references to stored values. The draw path (and
// the VAOs' state-pointer memos) hold entry pointers across inserts;
// only the unique_ptr cell moves, never the pointee.
// Values are heap-allocated: UnorderedMap is open-addressing, so INSERT
// invalidates references to stored values - and so does ERASE, which shifts
// the rest of the probe cluster into the hole and therefore moves entries
// other than the erased one. The draw path (and the VAOs' state-pointer
// memos) hold entry pointers across both; only the unique_ptr cell moves,
// never the pointee.
UnorderedMap<HashType, UniquePtr<BackendVertexInputState>> m_cache;
// Monotonic frame-boundary counter (bumped in OnFrameBoundary) for cache aging.
Uint64 m_frameBoundaryCounter = 0;
@@ -161,12 +161,23 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
void VkBufferManager::CollectAllDeferredReleases() {
// Per-resource releases only. Every one of them was deferred behind a BumpSliceEpoch,
// so no memo can still name the handle, and the caller has proved the GPU is idle.
//
// The transient arena's releases are deliberately NOT collected here. A buffer lands
// there when the arena outgrows it mid-frame (BufferArena::EnsureCapacity), and at
// that moment every slice already handed out from this frame's arena still names it -
// VkBufferResource::transientSlice above all, which AcquireStreamedSlice keeps
// serving for the whole frame serial on the strength of transientFrameSerial alone.
// Nothing bumps the slice epoch for those other resources, so freeing the buffer
// here left the streamed memo handing a destroyed VkBuffer to vkCmdBindIndexBuffer
// (llvmpipe then faulted inside the draw; the Create/Flywheel indirect retrace died
// exactly this way). Mid-frame drains do not advance m_frameSerial, so they must not
// free arena storage either: the arena's own ResetFrame/BeginFrame is the point where
// the slot's slices stop being reachable, and that is where these releases land.
for (Uint32 frameIndex = 0; frameIndex < m_deferredBufferReleases.size(); ++frameIndex) {
CollectDeferredReleases(frameIndex);
}
for (Uint32 frameIndex = 0; frameIndex < m_transientUploadArena.GetFrameCount(); ++frameIndex) {
m_transientUploadArena.CollectDeferredReleases(frameIndex);
}
}
void VkBufferManager::NotifyDeviceIdle() {
@@ -102,10 +102,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Recreate all per-frame transient arenas
Bool RecreateTransientArenas(Uint32 frameCount);
void BeginFrame(Uint32 frameIndex);
// Drains every frame slot's deferred buffer/resource releases (and the
// transient arena's parked superseded blocks). Only valid when the
// caller has proven every queue submission complete; used by the
// present-less frame-boundary drain.
// Drains every frame slot's deferred buffer/resource releases. Only valid when
// the caller has proven every queue submission complete; used by the present-less
// frame-boundary drain. Deliberately does NOT touch the transient arena's parked
// superseded blocks: those are still named by this frame's slices (see the
// definition), and only a frame rewind retires them.
void CollectAllDeferredReleases();
// All previously submitted GPU work has completed (vkDeviceWaitIdle).
void NotifyDeviceIdle();
@@ -101,6 +101,42 @@ namespace MobileGL::MG_Backend::DirectVulkan {
std::swap(layers, that.layers);
std::swap(lastUsedFrame, that.lastUsedFrame);
}
// Move ASSIGNMENT, not just construction. The move constructor above and the
// destructor below each independently suppress the implicit one, which left the
// type move-constructible but not move-assignable - and therefore not swappable,
// which std::swap(pair&, pair&) requires. That was invisible while UnorderedMap
// only ever move-CONSTRUCTED an element into a fresh slot. ska::flat_hash_map
// probes robin-hood: inserting swaps the entry being placed against the one
// already sitting in the slot whenever it has travelled further from its desired
// position, so the mapped type has to be swappable or the table fails to
// instantiate at all.
//
// SWAP SEMANTICS, exactly like the move constructor: this does not release the
// destination's handles, it parks them in `that`, which destroys them when it
// dies. That is correct for the only caller - std::swap, whose temporary expires
// immediately - and it is what keeps the three-move sequence from destroying a
// live render pass. It is NOT correct for a hand-written `a = std::move(b)` where
// `a` held live handles and `b` outlives the statement: those handles would then
// survive until `b` dies. There is no such caller; add a destroy-then-steal
// assignment before writing one.
RenderPassEntry& operator=(RenderPassEntry&& that) noexcept {
if (this != &that) {
std::swap(hash, that.hash);
std::swap(renderPass, that.renderPass);
std::swap(framebuffer, that.framebuffer);
std::swap(compatibilityHash, that.compatibilityHash);
std::swap(pendingClearAttachments, that.pendingClearAttachments);
std::swap(trackedAttachmentLayouts, that.trackedAttachmentLayouts);
std::swap(attachmentCount, that.attachmentCount);
std::swap(colorAttachmentCount, that.colorAttachmentCount);
std::swap(hasDepthStencilAttachment, that.hasDepthStencilAttachment);
std::swap(sampleCount, that.sampleCount);
std::swap(extent, that.extent);
std::swap(layers, that.layers);
std::swap(lastUsedFrame, that.lastUsedFrame);
}
return *this;
}
RenderPassEntry(
Uint64 hash,
VkRenderPass renderpass,
@@ -315,26 +351,30 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint64 deferredAtFrame = 0;
};
// Node-based std::unordered_map, deliberately not FastSTL's open-addressing UnorderedMap:
// Node-based std::unordered_map, deliberately NOT the 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.
// materializes the source's pending clear, which looks that same resource up again. Growing
// an open-addressed table relocates every element, so the cached pointer went on to name
// freed storage still holding the pre-clear VK_IMAGE_LAYOUT_UNDEFINED; BlitFramebuffer bailed
// 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.
// ordering rule. m_textureResources is node-based for the same reason.
//
// The case for keeping this node-based got STRONGER with ska::flat_hash_map, so do not read
// the paragraph above as merely historical: ska erases by shifting the rest of the probe
// cluster backwards into the hole, so erasing one renderbuffer relocates OTHER renderbuffers'
// entries - a cached pointer can now be invalidated by a key it has nothing to do with, which
// no call-site ordering rule can defend against. (What did change: ska's operator[] returns on
// a hit before it runs its grow check, so a plain lookup of a PRESENT key no longer relocates.
// That narrows the insert hazard; it does not touch the erase one.)
std::unordered_map<MG_State::GLState::RenderbufferObject*, RenderbufferResource> m_renderbufferResources;
UnorderedMap<MG_State::GLState::RenderbufferObject*, PendingRenderbufferClear> m_pendingRenderbufferClears;
Vector<DeferredRenderbufferRelease> m_deferredRenderbufferReleases;
File diff suppressed because it is too large Load Diff
@@ -211,10 +211,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
GLsizei height, GLenum format, GLenum type, void* pixels);
// Copy-and-repack core shared by depth-stencil ReadPixels and GetTexImage;
// expects command recording to be active and any render pass already ended.
//
// `defaultFramebufferOrientation` is set only when the source is the swapchain's
// depth/stencil image, which this renderer stores display-side-up: the copy rect then
// has to be mapped out of GL's bottom-origin space and the copied rows re-oriented on
// the way back, exactly as the colour ReadPixels path does.
void ReadDepthStencilImageToClient(VkImage image, VkFormat vkFormat, VkImageLayout* trackedLayout,
VkImageAspectFlags imageAspect, Uint32 mipLevel, Uint32 baseArrayLayer,
GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
void* pixels);
void* pixels, Bool defaultFramebufferOrientation = false);
// Same-extent depth blit between images of different depth formats: host
// round-trip with a per-texel re-encode (see BlitNamedFramebuffer).
Bool BlitDepthAcrossFormats(FrameContext::FrameData& frame, VkImage srcImage, VkFormat srcFormat,
@@ -363,6 +368,31 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint32 samplerBinding = 0;
};
// A single-sample staging image for multisample-resolve blits that also have to change
// orientation. vkCmdResolveImage cannot flip (it takes one offset per side, not the
// invertible pair vkCmdBlitImage takes), so a resolve into or out of the default
// framebuffer used to land the mirrored band. Resolving here first and then blitting from
// here separates the two operations, and each one then does only what it can express.
//
// Pooled rather than created per blit: the CTS runs hundreds of these back to back, and
// create-destroy per call would both cost allocations and, worse, need per-call deferred
// destruction to outlive the recording. It grows to the largest extent asked for and is
// reused; format changes recreate it.
struct MultisampleResolveScratchImage {
VkImage image = VK_NULL_HANDLE;
VmaAllocation allocation = VK_NULL_HANDLE;
VkFormat format = VK_FORMAT_UNDEFINED;
VkExtent2D extent = {0, 0};
VkImageLayout layout = VK_IMAGE_LAYOUT_UNDEFINED;
};
MultisampleResolveScratchImage m_msResolveScratch;
// Returns a scratch image at least `extent` in size with exactly `format`, transitioned to
// TRANSFER_DST and ready to be resolved into. Null image on failure (the caller then falls
// back to the direct resolve).
Bool AcquireMultisampleResolveScratchImage(VkCommandBuffer commandBuffer, VkFormat format,
VkExtent2D extent);
void DestroyMultisampleResolveScratchImage();
struct DeferredDepthMipmapCleanup {
Vector<VkImageView> imageViews;
Vector<VkFramebuffer> framebuffers;
@@ -445,15 +475,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void* m_platformDisplay = nullptr;
void* m_platformLibrary = nullptr;
void* m_platformCloseDisplay = nullptr;
// Some real ICDs (e.g. NVIDIA's proprietary Linux driver) don't implement
// VK_EXT_headless_surface at all. Detected once in CreateInstance() from the
// enumerated instance extensions; when false, CreateSurface() falls back to a
// hidden Xlib window instead of vkCreateHeadlessSurfaceEXT.
// Whether the loader exposes VK_EXT_headless_surface, detected once in
// CreateInstance() from the enumerated instance extensions. On desktop an
// offscreen surface REQUIRES it: false is a clean, loud bring-up failure, never
// a substituted window. (Android is the one exception and has its own path -
// no Mali/Adreno driver seen so far exposes the extension, so a windowless
// context is given an AImageReader ANativeWindow that is never displayed.)
Bool m_headlessSurfaceSupported = true;
// Set when CreateSurface() had to create its own Xlib window for the fallback
// above (rather than being handed one by the caller), so Shutdown() knows it
// owns that window and must destroy it.
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
@@ -1120,6 +1148,18 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool MaterializePendingClearForRenderbuffer(
VkCommandBuffer commandBuffer,
const SharedPtr<MG_State::GLState::RenderbufferObject>& renderbuffer);
// The default framebuffer's twin of the two above. It cannot go through
// MaterializePendingClearForTexture: the default FBO's colour attachment is a
// placeholder texture object, and syncing THAT would clear a texture image nobody
// presents instead of the acquired swapchain image.
Bool MaterializePendingClearForDefaultFramebuffer(VkCommandBuffer commandBuffer,
MG_State::GLState::FramebufferObject& fbo,
FramebufferAttachmentType attachmentType);
// Its depth/stencil half: a different image (the swapchain's depth/stencil twin), a
// different clear command and per-aspect masking.
Bool MaterializePendingDepthStencilClearForDefaultFramebuffer(
VkCommandBuffer commandBuffer, const MG_State::GLState::FramebufferAttachmentObject& attachment,
const ClearAttachmentPayload& payload);
VkPipeline GetOrCreateBlitPipeline(const RenderPassEntry& renderPassEntry);
Bool GenerateDepthMipmapWithShader(FrameContext::FrameData& frame,
MG_State::GLState::ITextureObject& texture,
+1
View File
@@ -43,3 +43,4 @@ set_tests_properties(SanityBench PROPERTIES LABELS benchmark)
add_subdirectory(Program)
add_subdirectory(Buffer)
add_subdirectory(Driver)
add_subdirectory(Container)
@@ -0,0 +1,20 @@
cmake_minimum_required(VERSION 3.24)
add_executable(
UnorderedMapBench
UnorderedMapBench.cpp
)
target_include_directories(UnorderedMapBench PRIVATE
${MGL_ROOT}/include
${MGL_ROOT}/MobileGL
)
target_link_libraries(
UnorderedMapBench PRIVATE
benchmark::benchmark
${LINK_LIBRARIES}
)
add_test(NAME UnorderedMapBench COMMAND UnorderedMapBench --benchmark_counters_tabular=true)
set_tests_properties(UnorderedMapBench PROPERTIES LABELS benchmark)
@@ -0,0 +1,248 @@
// MobileGL - MobileGL/MG_Benchmark/Container/UnorderedMapBench.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
//
// The standing performance observatory for MobileGL::UnorderedMap.
//
// This benchmarks the ALIAS, never a concrete table, so whatever UnorderedMap
// names today is what gets measured - swap the container in MG_Util/Types.h and
// re-run this same binary to get a directly comparable set of numbers. That is
// the point of it: the container sits on per-draw paths, so a change to it needs
// evidence, and the evidence should be produced the same way every time.
//
// The workloads are the shapes the tree actually exercises, not generic hash-map
// microbenchmarks. Four key shapes, because they stress a hash function very
// differently:
// * SEQUENTIAL dense small integers - GL object names from the index generator
// (buffer/texture/framebuffer/sampler registries).
// * POINTER real heap addresses - StateBackendObjectRegistry keys on
// StateObject*. These are aligned, so their low bits are the
// least random part of the key; a table that indexes on raw low
// bits clusters badly here and one that mixes first does not.
// Taken from the real allocator rather than a synthetic stride,
// which would flatter whichever table mixes its bits.
// * DIGEST already well-mixed 64-bit values - the XXH64 pipeline,
// vertex-input-state and program memos.
// * NAME short strings - uniform/attribute name to location maps.
//
// Sizes sweep from 8 upward because the per-draw memos are usually SMALL; a table
// that only wins at 4096 entries has not won anything that matters here.
//
// Run: build-linux/MobileGL/MG_Benchmark/Container/UnorderedMapBench
// or: ctest -R UnorderedMapBench (label: benchmark)
#include <cstdint>
#include <memory>
#include <random>
#include <string>
#include <vector>
#include <benchmark/benchmark.h>
#include "MG_Util/Types.h"
using namespace MobileGL;
namespace {
constexpr Int64 kMinSize = 8;
constexpr Int64 kMaxSize = 4096;
// Keep the real allocations alive for the whole process: the POINTER shape is
// only honest if the keys are addresses the allocator actually handed out, and
// they have to stay unique (a freed address can be handed out twice).
std::vector<std::unique_ptr<char[]>>& PointerKeyStorage() {
static std::vector<std::unique_ptr<char[]>> storage;
return storage;
}
Vector<Uint64> SequentialKeys(SizeT n) {
Vector<Uint64> keys;
keys.reserve(n);
for (SizeT i = 0; i < n; ++i) keys.push_back(static_cast<Uint64>(i) + 1);
return keys;
}
Vector<Uint64> PointerKeys(SizeT n) {
auto& storage = PointerKeyStorage();
Vector<Uint64> keys;
keys.reserve(n);
std::mt19937_64 rng(0xBEEF);
std::vector<std::unique_ptr<char[]>> churn;
for (SizeT i = 0; i < n; ++i) {
// State objects are not all one size, and the allocator sees other
// traffic between them - a single uniform stride is not what this
// registry ever sees.
const SizeT sz = 96 + (rng() % 192);
auto p = std::make_unique<char[]>(sz);
keys.push_back(reinterpret_cast<Uint64>(p.get()));
storage.push_back(std::move(p));
if ((rng() & 3) == 0) churn.push_back(std::make_unique<char[]>(32 + (rng() % 128)));
}
return keys;
}
Vector<Uint64> DigestKeys(SizeT n) {
Vector<Uint64> keys;
keys.reserve(n);
std::mt19937_64 rng(0xC0FFEE);
for (SizeT i = 0; i < n; ++i) keys.push_back(rng());
return keys;
}
Vector<String> NameKeys(SizeT n) {
static const char* kPrefixes[] = {"u_", "a_", "mc_", "iris_", "gl_", "v_"};
Vector<String> keys;
keys.reserve(n);
for (SizeT i = 0; i < n; ++i) {
keys.push_back(String(kPrefixes[i % 6]) + "Uniform" + std::to_string(i) + "_xyz");
}
return keys;
}
// Key sets are built once per size and shared: generating them inside the timed
// loop would measure the generator (and, for POINTER, the allocator) instead of
// the table.
template <typename KeyVec, KeyVec (*Make)(SizeT)>
const KeyVec& CachedKeys(SizeT n) {
static UnorderedMap<SizeT, KeyVec> cache;
auto it = cache.find(n);
if (it != cache.end()) return it->second;
return cache.emplace(n, Make(n)).first->second;
}
template <typename Key>
UnorderedMap<Key, Uint64> Populated(const Vector<Key>& keys) {
UnorderedMap<Key, Uint64> map;
for (SizeT i = 0; i < keys.size(); ++i) map[keys[i]] = i;
return map;
}
// ---- the workloads ----------------------------------------------------
// The dominant per-draw operation by a wide margin: a populated cache that is
// read far more often than it is written.
template <typename KeyVec, KeyVec (*Make)(SizeT)>
void LookupHit(benchmark::State& state) {
const auto& keys = CachedKeys<KeyVec, Make>(static_cast<SizeT>(state.range(0)));
auto map = Populated(keys);
for (auto _ : state) {
for (const auto& k : keys) {
auto it = map.find(k);
benchmark::DoNotOptimize(it->second);
}
}
state.SetItemsProcessed(state.iterations() * static_cast<Int64>(keys.size()));
}
// "Is this resource cached yet?" answered NO - the probe length on a miss is a
// different cost from a hit, and resource caches ask this constantly.
template <typename KeyVec, KeyVec (*Make)(SizeT)>
void LookupMiss(benchmark::State& state) {
const SizeT n = static_cast<SizeT>(state.range(0));
const auto& keys = CachedKeys<KeyVec, Make>(n);
auto map = Populated(keys);
const KeyVec absent = Make(n); // same shape, never inserted
for (auto _ : state) {
for (const auto& k : absent) {
benchmark::DoNotOptimize(map.find(k) != map.end());
}
}
state.SetItemsProcessed(state.iterations() * static_cast<Int64>(absent.size()));
}
// Building a cache from empty, rehashes included.
template <typename KeyVec, KeyVec (*Make)(SizeT)>
void InsertGrow(benchmark::State& state) {
const auto& keys = CachedKeys<KeyVec, Make>(static_cast<SizeT>(state.range(0)));
for (auto _ : state) {
UnorderedMap<typename KeyVec::value_type, Uint64> map;
for (SizeT i = 0; i < keys.size(); ++i) map[keys[i]] = i;
benchmark::DoNotOptimize(map.size());
}
state.SetItemsProcessed(state.iterations() * static_cast<Int64>(keys.size()));
}
// Cache eviction and refill: erase half by key, put them back. This is the
// aged-out-entry sweep the pipeline and vertex-input caches do.
template <typename KeyVec, KeyVec (*Make)(SizeT)>
void EraseChurn(benchmark::State& state) {
const auto& keys = CachedKeys<KeyVec, Make>(static_cast<SizeT>(state.range(0)));
for (auto _ : state) {
state.PauseTiming();
auto map = Populated(keys);
state.ResumeTiming();
for (SizeT i = 0; i < keys.size(); i += 2) benchmark::DoNotOptimize(map.erase(keys[i]));
for (SizeT i = 0; i < keys.size(); i += 2) map[keys[i]] = i;
benchmark::DoNotOptimize(map.size());
}
state.SetItemsProcessed(state.iterations() * static_cast<Int64>(keys.size()));
}
// Mass eviction: erase-while-iterating across the whole table. This is the loop
// shape that a container's erase()-return contract can get wrong, and the one
// that fed garbage handles to vkDestroyPipeline when it was wrong before.
template <typename KeyVec, KeyVec (*Make)(SizeT)>
void EraseSweep(benchmark::State& state) {
const auto& keys = CachedKeys<KeyVec, Make>(static_cast<SizeT>(state.range(0)));
for (auto _ : state) {
state.PauseTiming();
auto map = Populated(keys);
state.ResumeTiming();
for (auto it = map.begin(); it != map.end();) it = map.erase(it);
benchmark::DoNotOptimize(map.size());
}
state.SetItemsProcessed(state.iterations() * static_cast<Int64>(keys.size()));
}
// Whole-table walks: the per-frame sweeps that age entries out, and the
// teardown loops that destroy every Vulkan object a cache owns.
template <typename KeyVec, KeyVec (*Make)(SizeT)>
void Iterate(benchmark::State& state) {
const auto& keys = CachedKeys<KeyVec, Make>(static_cast<SizeT>(state.range(0)));
auto map = Populated(keys);
for (auto _ : state) {
Uint64 acc = 0;
for (const auto& entry : map) acc += entry.second;
benchmark::DoNotOptimize(acc);
}
state.SetItemsProcessed(state.iterations() * static_cast<Int64>(keys.size()));
}
} // namespace
#define MGL_MAP_BENCH(WORKLOAD, SHAPE, VEC, MAKER) \
BENCHMARK_TEMPLATE(WORKLOAD, VEC, MAKER) \
->Name(#WORKLOAD "/" #SHAPE) \
->RangeMultiplier(8) \
->Range(kMinSize, kMaxSize)
MGL_MAP_BENCH(LookupHit, sequential, Vector<Uint64>, SequentialKeys);
MGL_MAP_BENCH(LookupHit, pointer, Vector<Uint64>, PointerKeys);
MGL_MAP_BENCH(LookupHit, digest, Vector<Uint64>, DigestKeys);
MGL_MAP_BENCH(LookupHit, name, Vector<String>, NameKeys);
MGL_MAP_BENCH(LookupMiss, sequential, Vector<Uint64>, SequentialKeys);
MGL_MAP_BENCH(LookupMiss, pointer, Vector<Uint64>, PointerKeys);
MGL_MAP_BENCH(LookupMiss, digest, Vector<Uint64>, DigestKeys);
MGL_MAP_BENCH(LookupMiss, name, Vector<String>, NameKeys);
MGL_MAP_BENCH(InsertGrow, sequential, Vector<Uint64>, SequentialKeys);
MGL_MAP_BENCH(InsertGrow, pointer, Vector<Uint64>, PointerKeys);
MGL_MAP_BENCH(InsertGrow, digest, Vector<Uint64>, DigestKeys);
MGL_MAP_BENCH(InsertGrow, name, Vector<String>, NameKeys);
MGL_MAP_BENCH(EraseChurn, sequential, Vector<Uint64>, SequentialKeys);
MGL_MAP_BENCH(EraseChurn, digest, Vector<Uint64>, DigestKeys);
MGL_MAP_BENCH(EraseChurn, name, Vector<String>, NameKeys);
MGL_MAP_BENCH(EraseSweep, sequential, Vector<Uint64>, SequentialKeys);
MGL_MAP_BENCH(EraseSweep, digest, Vector<Uint64>, DigestKeys);
MGL_MAP_BENCH(Iterate, sequential, Vector<Uint64>, SequentialKeys);
MGL_MAP_BENCH(Iterate, digest, Vector<Uint64>, DigestKeys);
BENCHMARK_MAIN();
+47 -10
View File
@@ -1491,8 +1491,8 @@ namespace MobileGL::MG_Impl::GLImpl {
// 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) {
const char* funcName, Bool hasBuffer = true) {
if (hasBuffer && size <= 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
@@ -1527,16 +1527,27 @@ namespace MobileGL::MG_Impl::GLImpl {
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)) {
// GL 4.6 core 6.1.1 constrains the OFFSET to a multiple of four for both
// TRANSFORM_FEEDBACK_BUFFER and ATOMIC_COUNTER_BUFFER (the atomic-counter one has no
// queryable alignment pname, which is why it was missing here), and the SIZE only for
// transform feedback, whose capture is written in whole 32-bit components. Extending the
// size rule to atomic counters as well breaks a legal bind: the conformance suite splits
// MAX_ATOMIC_COUNTER_BUFFER_SIZE evenly across the binding points and that quotient is
// not required to land on four.
if ((target == GL_TRANSFORM_FEEDBACK_BUFFER || target == GL_ATOMIC_COUNTER_BUFFER) && (offset % 4) != 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
std::format("offset ({}) must be a multiple of 4 for {}.", offset,
MG_Util::ConvertGLEnumToString(target))));
return false;
}
if (target == GL_TRANSFORM_FEEDBACK_BUFFER && hasBuffer && (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)));
std::format("size ({}) must be a multiple of 4 for GL_TRANSFORM_FEEDBACK_BUFFER.", size)));
return false;
}
return true;
@@ -1548,7 +1559,12 @@ namespace MobileGL::MG_Impl::GLImpl {
BufferTarget bufferTarget = MG_Util::ConvertGLEnumToBufferTarget(target);
if (!BufferImpl::ValidateBufferBindingPointTarget(bufferTarget)) return;
if (!BufferImpl::ValidateBufferBindingPointIndex(bufferTarget, index)) return;
if (buffer != 0 && !ValidateBufferRangeOffsetAndSize(target, offset, size, __func__)) return;
// The target's alignment rules are a property of the BINDING POINT, not of the buffer,
// so they apply even when buffer is zero - which is exactly how
// KHR-GL43.shader_storage_buffer_object.negative-api-bind probes the SSBO alignment
// (glBindBufferRange(SHADER_STORAGE_BUFFER, 0, 0, alignment - 1, 0)). Only the size
// rules need a buffer, since buffer 0 detaches the binding point and ignores size.
if (!ValidateBufferRangeOffsetAndSize(target, offset, size, __func__, /*hasBuffer: */ buffer != 0)) return;
if (bufferTarget == BufferTarget::TransformFeedback && MG_State::pGLContext->IsTransformFeedbackActive()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
@@ -1732,10 +1748,30 @@ namespace MobileGL::MG_Impl::GLImpl {
return BufferImpl::ValidateBufferBindingPointRange(bufferTarget, first, count, funcName);
}
// ARB_multi_bind states the equivalence to a loop of single binds "except that ... buffers
// will not be created if they do not exist": glBindBuffer instantiates a name glGenBuffers
// merely reserved, glBindBuffers* must refuse it and raise INVALID_OPERATION instead
// (KHR-GL44.multi_bind.errors_bind_buffers).
//
// Deliberately PER ELEMENT, not all-or-nothing: the equivalence the extension defines is a
// loop, so a bad entry costs its own binding point and nothing else. Rejecting the whole
// call instead cost multi_bind.functional_bind_buffers_base its bindings.
static Bool IsExistingBufferForMultiBind(GLuint buffer, GLsizei index, const char* funcName) {
if (buffer == 0 || MG_State::pGLContext->ValidateBufferObject(buffer)) return true;
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", funcName,
std::format("buffers[{}] ({}) is not the name of an existing buffer object.", index, buffer)));
return false;
}
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) {
BindBufferBase_State(target, first + i, buffers ? buffers[i] : 0);
const GLuint buffer = buffers ? buffers[i] : 0;
if (!IsExistingBufferForMultiBind(buffer, i, __func__)) continue;
BindBufferBase_State(target, first + i, buffer);
}
}
@@ -1749,6 +1785,7 @@ namespace MobileGL::MG_Impl::GLImpl {
const GLsizeiptr* sizes) {
if (!ValidateMultiBindBufferRange(target, first, count, __func__)) return;
for (GLsizei i = 0; i < count; ++i) {
if (buffers && !IsExistingBufferForMultiBind(buffers[i], i, __func__)) continue;
if (!buffers || buffers[i] == 0) {
BindBufferBase_State(target, first + i, 0);
} else {
+120 -13
View File
@@ -14,8 +14,8 @@
#include "../Getter/GL_Getter.h"
namespace MobileGL::MG_Impl::GLImpl {
static Bool ValidateCurrentProgramForExecution(const char* functionName) {
const auto& currentProgram = MG_State::pGLContext->GetProgramForDraw();
static Bool ValidateProgramForExecution(const SharedPtr<MG_State::GLState::ProgramObject>& currentProgram,
const char* functionName) {
if (!currentProgram) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
@@ -34,10 +34,17 @@ namespace MobileGL::MG_Impl::GLImpl {
return true;
}
static Bool ValidateCurrentProgramForExecution(const char* functionName) {
return ValidateProgramForExecution(MG_State::pGLContext->GetProgramForDraw(), functionName);
}
// A dispatch resolves its program through the DISPATCH accessor: with a pipeline bound
// that is the pipeline's compute stage program, not the graphics composite a draw would
// build - which no longer contains a compute stage to find at all.
static Bool ValidateCurrentProgramForCompute(const char* functionName) {
if (!ValidateCurrentProgramForExecution(functionName)) return false;
const auto& currentProgram = MG_State::pGLContext->GetProgramForDispatch();
if (!ValidateProgramForExecution(currentProgram, functionName)) return false;
const auto& currentProgram = MG_State::pGLContext->GetProgramForDraw();
if (currentProgram->GetShaderIndexByStage(ShaderStage::Compute) < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
@@ -493,15 +500,12 @@ namespace MobileGL::MG_Impl::GLImpl {
}
void DispatchComputeIndirect(GLintptr indirect) {
auto dispatchComputeIndirect = MG_Backend::gBackendFunctionsTable.GL.DispatchComputeIndirect;
if (!dispatchComputeIndirect) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"Backend does not support indirect compute dispatch."));
return;
}
if (!ValidateCurrentProgramForCompute(__func__)) return;
// Argument and binding validation runs FIRST. Both are properties of the call and of GL
// state, so a context whose backend cannot dispatch at all must still report the
// argument error the spec names rather than masking every one of them with
// "unsupported" - which is what put GL_INVALID_OPERATION where
// KHR-GL43.compute_shader.api-indirect expects GL_INVALID_VALUE.
//
// 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) {
@@ -520,6 +524,29 @@ namespace MobileGL::MG_Impl::GLImpl {
"No buffer is bound to GL_DISPATCH_INDIRECT_BUFFER."));
return;
}
// ...and the same INVALID_OPERATION covers "the command would source data beyond the end
// of the bound buffer object" (GL 4.6 core 19): the dispatch reads three uints starting
// at `indirect`.
constexpr SizeT kDispatchIndirectCommandSize = 3 * sizeof(Uint32);
if (static_cast<SizeT>(indirect) + kDispatchIndirectCommandSize > indirectBuffer->GetSize()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", __func__,
std::format("indirect ({}) + 12 bytes runs past the end of the {}-byte buffer bound to "
"GL_DISPATCH_INDIRECT_BUFFER.",
indirect, indirectBuffer->GetSize())));
return;
}
auto dispatchComputeIndirect = MG_Backend::gBackendFunctionsTable.GL.DispatchComputeIndirect;
if (!dispatchComputeIndirect) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"Backend does not support indirect compute dispatch."));
return;
}
if (!ValidateCurrentProgramForCompute(__func__)) return;
dispatchComputeIndirect(indirect);
}
@@ -580,8 +607,80 @@ namespace MobileGL::MG_Impl::GLImpl {
MultiDrawArraysIndirect_Backend(mode, indirect, drawcount, stride);
}
// ARB_indirect_parameters / GL 4.6 core 10.4: `drawcount` is a byte offset into the buffer
// bound to PARAMETER_BUFFER and holds one uint draw count. Three errors have to be raised
// before the call reaches a backend, and none of them was
// (KHR-GL46.indirect_parameters_tests.MultiDraw{Arrays,Elements}IndirectCount):
// * drawcount not a multiple of four INVALID_VALUE
// * nothing bound to PARAMETER_BUFFER, or the uint at `drawcount`
// lies past its end INVALID_OPERATION
// * maxdrawcount commands from `indirect` run past the end of the
// buffer bound to DRAW_INDIRECT_BUFFER INVALID_OPERATION
static Bool ValidateIndirectCountDraw(GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount,
GLsizei stride, SizeT commandSize, const char* funcName) {
if (drawcount < 0 || (drawcount % 4) != 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
"drawcount must be non-negative and a multiple of four."));
return false;
}
const auto& parameterBuffer =
MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::Parameter).GetBoundObject();
if (!parameterBuffer ||
static_cast<SizeT>(drawcount) + sizeof(Uint32) > parameterBuffer->GetSize()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
"No buffer is bound to GL_PARAMETER_BUFFER, or drawcount runs past "
"the end of the one that is."));
return false;
}
if (maxdrawcount < 0 || stride < 0 || indirect < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
"indirect, maxdrawcount and stride must all be non-negative."));
return false;
}
const SizeT effectiveStride = stride != 0 ? static_cast<SizeT>(stride) : commandSize;
const auto& indirectBuffer =
MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::DrawIndirect).GetBoundObject();
// A zero maxdrawcount sources nothing, so it cannot run past anything.
const SizeT requiredBytes =
maxdrawcount == 0 ? 0
: static_cast<SizeT>(indirect) +
static_cast<SizeT>(maxdrawcount - 1) * effectiveStride + commandSize;
if (!indirectBuffer || requiredBytes > indirectBuffer->GetSize()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
"maxdrawcount commands would be sourced from beyond the end of the "
"buffer bound to GL_DRAW_INDIRECT_BUFFER."));
return false;
}
return true;
}
void MultiDrawElementsIndirectCount(GLenum mode, GLenum type, const void* indirect, GLintptr drawcount,
GLsizei maxdrawcount, GLsizei stride) {
// Argument validation before the backend-availability check: see DispatchComputeIndirect.
// DrawElementsIndirectCommand: count, instanceCount, firstIndex, baseVertex, baseInstance.
if (!ValidateIndirectCountDraw(reinterpret_cast<GLintptr>(indirect), drawcount, maxdrawcount, stride,
5 * sizeof(Uint32), __func__)) {
return;
}
// The only two draw entry points that were missing this. Every backend draw path
// dereferences GetProgramForDraw() unconditionally, so "no current program" has to be
// stopped here or it is a null dereference rather than the INVALID_OPERATION the spec
// asks for - reachable through a bound pipeline that supplies no graphics stage.
//
// AFTER the argument checks, unlike the sibling draw entry points, and deliberately:
// the argument rules here are properties of the call rather than of GL state, and
// NegativeApiErrorsTest.IndirectParameterDrawsCheckBothBuffers pins the INVALID_VALUE
// they produce for a call made with no program bound. Same precedence decision, and
// the same reason, as DispatchComputeIndirect above.
if (!ValidateCurrentProgramForExecution(__func__)) return;
auto multiDrawElementsIndirectCount = MG_Backend::gBackendFunctionsTable.GL.MultiDrawElementsIndirectCount;
if (!multiDrawElementsIndirectCount) {
MG_State::pGLContext->RecordError(
@@ -595,6 +694,14 @@ namespace MobileGL::MG_Impl::GLImpl {
void MultiDrawArraysIndirectCount(GLenum mode, const void* indirect, GLintptr drawcount,
GLsizei maxdrawcount, GLsizei stride) {
// Argument validation before the backend-availability check: see DispatchComputeIndirect.
// DrawArraysIndirectCommand: count, instanceCount, first, baseInstance.
if (!ValidateIndirectCountDraw(reinterpret_cast<GLintptr>(indirect), drawcount, maxdrawcount, stride,
4 * sizeof(Uint32), __func__)) {
return;
}
// See MultiDrawElementsIndirectCount, including why this one goes last.
if (!ValidateCurrentProgramForExecution(__func__)) return;
auto multiDrawArraysIndirectCount = MG_Backend::gBackendFunctionsTable.GL.MultiDrawArraysIndirectCount;
if (!multiDrawArraysIndirectCount) {
MG_State::pGLContext->RecordError(
+31 -13
View File
@@ -722,10 +722,14 @@ namespace MobileGL::MG_Impl::GLImpl {
*data = 0;
return;
}
// GL 4.6 core table 23.4/23.5: *_BUFFER_SIZE reports the size glBindBufferRange
// was ASKED for, verbatim. It is not clamped to the buffer's storage, and it does
// not follow the buffer when a later glBufferData resizes it - a range may legally
// name bytes the buffer does not have yet. Clamping it here answered 0 for the
// common conformance shape of binding a range on a buffer that has no storage
// yet (KHR-GL43.shader_storage_buffer_object.basic-binding).
const Range1D range = bindingPoint.GetRange();
const auto start = std::min(range.start, bufferObject->GetSize());
const auto end = std::min(range.end, bufferObject->GetSize());
*data = static_cast<GLint>(end - start);
*data = static_cast<GLint>(range.end - range.start);
return;
}
default:
@@ -951,9 +955,8 @@ namespace MobileGL::MG_Impl::GLImpl {
*data = 0;
return;
}
const auto start = std::min(range.start, bufferObject->GetSize());
const auto end = std::min(range.end, bufferObject->GetSize());
*data = static_cast<GLint64>(end - start);
// Verbatim, unclamped - see the GetIntegeri_v arm.
*data = static_cast<GLint64>(range.end - range.start);
return;
}
default:
@@ -961,15 +964,30 @@ namespace MobileGL::MG_Impl::GLImpl {
}
}
auto getInteger64i = MG_Backend::gBackendFunctionsTable.GL.GetInteger64i_v;
if (!getInteger64i) {
*data = 0;
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "Backend does not support indexed integer queries."));
// The one indexed pname whose value genuinely needs 64 bits: a vertex buffer binding
// offset is an intptr, so taking the 32-bit route below would truncate it.
if (target == GL_VERTEX_BINDING_OFFSET) {
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();
*data = vao ? static_cast<GLint64>(vao->GetBindingPoint(index).Offset) : 0;
return;
}
getInteger64i(target, index, data);
// Everything else is 32-bit indexed state that the glGetIntegeri_v pname table already
// owns, and GL 4.6 core 22.1 says every indexed query answers every indexed pname.
// Handing the leftovers straight to the backend instead made glGetInteger64i_v disagree
// with glGetIntegeri_v on the very same pname - GL_MAX_COMPUTE_WORK_GROUP_COUNT read
// back 0 while the 32-bit view said 65535 (KHR-GL43.compute_shader.max), because a
// frontend-only value simply is not in the driver's table.
GLint values[4] = {};
GetIntegeri_v(target, index, values);
*data = static_cast<GLint64>(values[0]);
}
void GetInteger64v(GLenum pname, GLint64* params) {
+73 -8
View File
@@ -744,6 +744,21 @@ namespace MobileGL::MG_Impl::GLImpl {
CopyStr(bufSize, length, infoLog, log.c_str(), (GLsizei)log.length());
}
// MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS: while the compile job is still in flight -
// and, via the latch below, for the rest of that node's life once any query was
// answered this way - GL_COMPILE_STATUS reads GL_TRUE and the info log reads empty,
// WITHOUT joining. The latch (TakeOptimisticCompileAnswer) is what makes the three
// sites tell ONE story: without it, a job settling between an application's info-log
// read and its status read would produce the torn pair "GL_FALSE with an empty log",
// and an application that aborts on that never reaches the link join that carries the
// real diagnostic. A failure hidden here still fails the program link, with the
// compile log quoted in the program info log (ProgramLinkTask::ConsumeShaders), which
// is where the serial compile-then-check applications this exists for do their error
// handling.
static Bool AnswerCompileOptimistically(const SharedPtr<MG_State::GLState::ShaderObject>& shaderObject) {
return MG_Util::Async::OptimisticShaderStatusActive() && shaderObject->TakeOptimisticCompileAnswer();
}
void GetShaderiv_State(GLuint shader, GLenum pname, GLint* params) {
auto& shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return;
@@ -756,9 +771,20 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = shaderObject->GetDeleteStatus();
break;
case GL_COMPILE_STATUS:
if (AnswerCompileOptimistically(shaderObject)) {
*params = GL_TRUE;
break;
}
*params = shaderObject->GetCompileStatus();
break;
case GL_INFO_LOG_LENGTH:
// Not cosmetic: LWJGL's one-argument glGetShaderInfoLog convenience overload
// sizes its buffer from this query, so a joining answer here would defeat the
// non-joining GetShaderInfoLog below.
if (AnswerCompileOptimistically(shaderObject)) {
*params = 0;
break;
}
*params = shaderObject->GetInfoLog().empty() ? 0 : (GLint)shaderObject->GetInfoLog().length() + 1;
break;
case GL_SHADER_SOURCE_LENGTH:
@@ -784,6 +810,15 @@ namespace MobileGL::MG_Impl::GLImpl {
auto& shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return;
// See AnswerCompileOptimistically: an in-flight compile reads as an empty log. The
// cost is a lost compile WARNING (a successful compile whose log the application
// reads exactly once, now, and never after the join) - accepted as part of the
// opt-in.
if (AnswerCompileOptimistically(shaderObject)) {
CopyStr(bufSize, length, infoLog, "", 0);
return;
}
const auto& log = shaderObject->GetInfoLog();
CopyStr(bufSize, length, infoLog, log.c_str(), (GLsizei)log.length());
}
@@ -828,12 +863,11 @@ namespace MobileGL::MG_Impl::GLImpl {
}
// Bytes a uniform actually occupies in the global UBO. It is the tight GL type size for
// everything except a float matrix, whose padded columns make it wider.
// everything except a float matrix, whose padded columns make it wider. The rule itself
// lives on ProgramObject, because the pipeline composite's uniform refresh needs the same
// one and two copies of a layout rule is one too many.
SizeT UniformStorageSpanInBytes(const glslang::TType* ttype, SizeT tightSize) {
if (ttype != nullptr && ttype->isMatrix() && ttype->getBasicType() != glslang::EbtDouble) {
return static_cast<SizeT>(ttype->getMatrixCols()) * 4 * sizeof(GLfloat);
}
return tightSize;
return MG_State::GLState::ProgramObject::UniformStorageSpanInBytes(ttype, tightSize);
}
void GetUniform_State(GLuint program, GLint location, void* params) {
@@ -1085,10 +1119,20 @@ namespace MobileGL::MG_Impl::GLImpl {
if (!programObject.IsUniformOpaqueAtLocation(location)) {
MGLOG_D("%s: program = %d, location = %d, maxLocation = %d", __func__, programObject.GetExternalIndex(),
location, programObject.GetMaxUniformLocation());
// Record the write for the pipeline composite's uniform mirror, which copies only
// the locations a stage program has actually been written to (see
// ProgramObject::MarkUniformWrittenAtLocation). Here rather than further down
// because every exit below is still a write as far as GL is concerned: the
// buffered-write detour returns early, the bytes-equal dedupe returns early, and
// even the no-backing-storage bail is a uniform the application addressed. This is
// the funnel EVERY glUniform* and glProgramUniform* entry point reaches, once per
// LOCATION - so an array element write marks that element and nothing else. On a
// program that can never be a pipeline stage - the monolithic glUseProgram path,
// which is where the thousands of calls per frame are - this is one bool branch.
programObject.MarkUniformWrittenAtLocation(location);
// Everything up to and including the clamp is phase-A data (the uniform's GL type
// decides its size), so it is answered without joining anything.
const SizeT size = programObject.GetUniformSizesInBytes(location);
const Uint offset = programObject.GetUniformOffset(location);
char* pUBO = static_cast<char*>(programObject.MapUBO());
const SizeT uboSize = programObject.GetUBOSize();
SizeT writeSize = ItemCount * sizeof(T);
if (size < writeSize) {
// Metadata bug: degrade to a clamped copy instead of killing the process.
@@ -1097,6 +1141,18 @@ namespace MobileGL::MG_Impl::GLImpl {
__func__, programObject.GetExternalIndex(), location, ItemCount * sizeof(T), size);
writeSize = size;
}
// The uniform shadow's LAYOUT is phase-B data, so a write that lands while the
// SPIR-V job is still running is recorded and replayed at its publish instead of
// joining it. This is the hot path for a shaderpack that sets its uniforms
// immediately after glLinkProgram. BufferUniformWrite declines (and we fall
// through, joining) only past its size budget.
if (programObject.IsSpirvPending() &&
programObject.BufferUniformWrite(location, byteOffsetInsideUniform, value, writeSize)) {
return;
}
const Uint offset = programObject.GetUniformOffset(location);
char* pUBO = static_cast<char*>(programObject.MapUBO());
const SizeT uboSize = programObject.GetUBOSize();
if (pUBO == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset ||
offset + byteOffsetInsideUniform + writeSize > uboSize) {
// Should not happen: linking gives every settable uniform backing
@@ -2658,6 +2714,15 @@ namespace MobileGL::MG_Impl::GLImpl {
void GetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount,
const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params) {
// Every early-out below reports "nothing was written", and it has to say so before it can
// take one: callers legitimately leave *length uninitialised and then loop to it. The CTS
// does exactly that (gl4cProgramInterfaceQueryTests.cpp:2172 declares `GLsizei length;` and
// walks `for (i = 0; i < length; ++i)` over a 1000-entry stack array), so an untouched
// *length turned every error path here into a stack overrun inside the caller -
// KHR-GL43.program_interface_query.subroutines-vertex read 0x20202020 entries and died on
// both backends. The success path overwrites this with the real count.
if (length) *length = 0;
auto& programObject = TryToGetProgramForInterfaceQuery(program, __func__);
if (!programObject) return;
if (!ProgramInterface::IsInterfaceEnum(programInterface)) {
@@ -19,16 +19,26 @@ namespace MobileGL::MG_Impl::GLImpl {
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).
// GL 4.6 core 7.4 asks only that the name came from GenProgramPipelines and has not been
// deleted - so a name that was reserved and never bound is legal here, and the command
// MATERIALIZES it rather than rejecting it.
//
// Requiring a bound object instead is what broke every separable-program conformance case
// across three families: the CTS reserves a name, calls glUseProgramStages three times and
// only then binds, which is the order the spec's own example uses. Each of those calls
// failed with INVALID_OPERATION, so the stage programs were never recorded - the pipeline
// stayed empty, GetProgramForDraw flattened nothing and the draw painted nothing, and the
// rejected calls' error was left in the queue for the harness to find. One cause, both
// symptoms.
const SharedPtr<MG_State::GLState::ProgramPipelineObject>* TryGetPipeline(GLuint pipeline,
const char* function) {
if (!MG_State::pGLContext->IsProgramPipelineObject(pipeline)) {
const auto& object = MG_State::pGLContext->MaterializeProgramPipelineObject(pipeline);
if (!object) {
RecordPipelineError(ErrorCode::InvalidOperation, function,
std::format("Program pipeline {} does not exist.", pipeline));
return nullptr;
}
return &MG_State::pGLContext->GetProgramPipelineObject(pipeline);
return &object;
}
Bool ValidatePipelineCount(GLsizei n, const char* function) {
@@ -8,6 +8,7 @@
#include "GL_RenderState.h"
#include <cmath>
#include <MG_Impl/GLImpl/Getter/GL_Getter.h>
#include <MG_State/GLState/Core.h>
#include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
#include <MG_Util/Converters/GLToMG/RenderStateEnumConverter.h>
@@ -380,7 +381,18 @@ namespace MobileGL::MG_Impl::GLImpl {
return;
}
*data = IsEnabledi_State(target, index);
// GL 4.6 core 22.1: glGetBooleani_v answers EVERY indexed state, not just the indexed
// capabilities - a non-boolean value simply reads back as "is it non-zero". Routing the
// non-capability enums to the pname table glGetIntegeri_v already owns is what makes
// that true; without it a query like glGetBooleani_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0)
// came back GL_INVALID_ENUM (KHR-GL43.compute_shader.max).
if (MG_Util::ConvertGLEnumToCapabilityInput(target) != CapabilityInput::Unknown) {
*data = IsEnabledi_State(target, index);
return;
}
GLint values[4] = {};
GetIntegeri_v(target, index, values);
*data = values[0] != 0 ? GL_TRUE : GL_FALSE;
}
GLboolean IsEnabled_State(GLenum cap) {
+15 -1
View File
@@ -336,8 +336,22 @@ namespace MobileGL::MG_Impl::GLImpl {
return;
}
// ARB_multi_bind adds one rule the single-bind path does not have: "samplers will not be
// created if they do not exist", so a name that is not an existing sampler OBJECT is
// INVALID_OPERATION here (KHR-GL44.multi_bind.errors_bind_samplers). Per element, not
// all-or-nothing - the extension defines glBindSamplers as a loop, so a bad entry costs
// its own texture unit and leaves the rest of the range bound.
for (GLsizei i = 0; i < count; ++i) {
BindSampler_State(first + i, samplers ? samplers[i] : 0);
const GLuint sampler = samplers ? samplers[i] : 0;
if (sampler != 0 && !MG_State::pGLContext->ValidateSamplerObject(sampler)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", "BindSamplers",
std::format("samplers[{}] ({}) is not the name of an existing sampler object.", i, sampler)));
continue;
}
BindSampler_State(first + i, sampler);
}
}
+76 -9
View File
@@ -613,6 +613,23 @@ namespace MobileGL::MG_Impl::GLImpl {
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller,
"Compressed texture formats are not supported."));
}
// glGetTexLevelParameter{i,f}v answers WIDTH/HEIGHT/DEPTH out of the mipmap chain. The only
// other storage type the state layer knows is GL_TEXTURE_BUFFER (TextureStorageType is
// {Mipmap, Buffer}), whose level geometry this stack does not track yet. Report that instead
// of throwing: THROW_UNIMPL_EXCEPTION unwinds a C++ exception through the C GL ABI and takes
// the process down, which is never an acceptable answer to a query - see the same reasoning
// above for the compressed-format path.
void RecordUnsupportedLevelQueryStorage(const char* caller, GLenum pname) {
MGLOG_I("%s: glGetTexLevelParameter(pname=%s) is not implemented for texture-buffer "
"storage; recording GL_INVALID_OPERATION instead of terminating",
caller, MG_Util::ConvertGLEnumToString(pname).c_str());
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", caller,
"Level queries are not supported for texture-buffer storage."));
}
} // namespace
const SharedPtr<MG_State::GLState::ITextureObject>& GetTextureObjectByName(GLuint texture, const char* caller) {
@@ -2910,7 +2927,8 @@ namespace MobileGL::MG_Impl::GLImpl {
break;
}
default:
THROW_UNIMPL_EXCEPTION;
RecordUnsupportedLevelQueryStorage("GetTexLevelParameteriv_State", pname);
break;
}
}
break;
@@ -2924,7 +2942,8 @@ namespace MobileGL::MG_Impl::GLImpl {
break;
}
default:
THROW_UNIMPL_EXCEPTION;
RecordUnsupportedLevelQueryStorage("GetTexLevelParameteriv_State", pname);
break;
}
}
break;
@@ -2938,7 +2957,8 @@ namespace MobileGL::MG_Impl::GLImpl {
break;
}
default:
THROW_UNIMPL_EXCEPTION;
RecordUnsupportedLevelQueryStorage("GetTexLevelParameteriv_State", pname);
break;
}
}
break;
@@ -3045,7 +3065,8 @@ namespace MobileGL::MG_Impl::GLImpl {
break;
}
default:
THROW_UNIMPL_EXCEPTION;
RecordUnsupportedLevelQueryStorage("GetTexLevelParameterfv_State", pname);
break;
}
}
break;
@@ -3059,7 +3080,8 @@ namespace MobileGL::MG_Impl::GLImpl {
break;
}
default:
THROW_UNIMPL_EXCEPTION;
RecordUnsupportedLevelQueryStorage("GetTexLevelParameterfv_State", pname);
break;
}
}
break;
@@ -3073,7 +3095,8 @@ namespace MobileGL::MG_Impl::GLImpl {
break;
}
default:
THROW_UNIMPL_EXCEPTION;
RecordUnsupportedLevelQueryStorage("GetTexLevelParameterfv_State", pname);
break;
}
}
break;
@@ -3403,7 +3426,10 @@ namespace MobileGL::MG_Impl::GLImpl {
GET_SRC_INTERNAL_FORMAT(readBufferType);
}
if (!TextureImpl::ValidateBaseInternalFormatMatch(internalFormat, srcInternalFormat)) THROW_UNIMPL_EXCEPTION;
// The validator has already recorded GL_INVALID_OPERATION; just decline. Throwing
// here unwound a C++ exception through the C GL ABI and killed the process (see the
// same reasoning at :604-609).
if (!TextureImpl::ValidateCopyTexImageBaseFormatSubset(internalFormat, srcInternalFormat)) return false;
GLenum outInternalFormat = MG_Util::ConvertTextureInternalFormatToGLEnum(srcInternalFormat);
GLenum realInternalFormat = GL_RGBA8;
@@ -3426,8 +3452,13 @@ namespace MobileGL::MG_Impl::GLImpl {
void CopyTexImage1D_State(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width,
GLint border) {
// TODO: implement
THROW_UNIMPL_EXCEPTION;
// 1D textures are not implemented by this backend set. Record the error the way every
// other unsupported entry point does - throwing unwinds through the C GL ABI and kills
// the process, which is never an acceptable answer to an unsupported call.
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "CopyTexImage1D",
"1D textures are not supported by this implementation"));
}
void CompressedTexSubImage3D_State(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
@@ -4079,10 +4110,46 @@ namespace MobileGL::MG_Impl::GLImpl {
textureObject->SetImmutableLevels(static_cast<Uint>(levels));
}
// No block-compressed format is defined for a three-dimensional image, so glTexStorage3D on
// TEXTURE_3D must reject one - and with INVALID_OPERATION, not the INVALID_ENUM an unknown
// sized format gets (GL 4.6 core 8.19 / Khronos bug 11239, KHR-GLxx.texture_storage
// .compressed_data). Written against the enum ranges rather than a name list because the
// families are contiguous and MobileGL's own internal-format enum drops the ones it cannot
// carry, which would make this check silently narrower than the API surface.
static Bool IsCompressedGLInternalFormat(GLenum internalformat) {
switch (internalformat) {
case 0x8225: // GL_COMPRESSED_RED
case 0x8226: // GL_COMPRESSED_RG
case 0x84ED: // GL_COMPRESSED_RGB
case 0x84EE: // GL_COMPRESSED_RGBA
case 0x8C48: // GL_COMPRESSED_SRGB
case 0x8C49: // GL_COMPRESSED_SRGB_ALPHA
return true;
default:
break;
}
return (internalformat >= 0x83F0 && internalformat <= 0x83F3) || // S3TC / DXT
(internalformat >= 0x8DBB && internalformat <= 0x8DBE) || // RGTC
(internalformat >= 0x8E8C && internalformat <= 0x8E8F) || // BPTC
(internalformat >= 0x9270 && internalformat <= 0x9279) || // ETC2 / EAC
(internalformat >= 0x93B0 && internalformat <= 0x93BD) || // ASTC LDR
(internalformat >= 0x93D0 && internalformat <= 0x93DD); // ASTC sRGB
}
void TextureStorage3D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height,
GLsizei depth) {
auto textureObject = GetTextureObjectByName(texture, __func__);
if (!textureObject) return;
if (textureObject->GetTarget() == TextureTarget::Texture3D &&
IsCompressedGLInternalFormat(internalformat)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", __func__,
std::format("{} is a compressed internal format and cannot back GL_TEXTURE_3D storage.",
MG_Util::ConvertGLEnumToString(internalformat))));
return;
}
TextureInternalFormat textureInternalFormat = MG_Util::ConvertGLEnumToTextureInternalFormat(internalformat);
if (!ValidateTextureStorageInternalFormat(textureInternalFormat, __func__)) return;
if (!ValidateTextureStorageShape(textureObject, 3, levels, width, height, depth, __func__)) return;
+69 -7
View File
@@ -424,19 +424,81 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
return true;
}
namespace {
// Component set of an UNSIZED base internal format, as the bitmask GL 4.6 SS 8.6
// reasons about. Colour components are independent bits so "subset" is a plain
// mask test; depth and stencil are their own components and never satisfy a
// colour request (or each other).
enum : Uint32 {
kComponentR = 1u << 0,
kComponentG = 1u << 1,
kComponentB = 1u << 2,
kComponentA = 1u << 3,
kComponentDepth = 1u << 4,
kComponentStencil = 1u << 5,
};
Uint32 BaseFormatComponents(TextureInternalFormat unsizedFormat) {
switch (unsizedFormat) {
case TextureInternalFormat::Red:
return kComponentR;
case TextureInternalFormat::RG:
return kComponentR | kComponentG;
case TextureInternalFormat::RGB:
return kComponentR | kComponentG | kComponentB;
case TextureInternalFormat::RGBA:
return kComponentR | kComponentG | kComponentB | kComponentA;
case TextureInternalFormat::DepthComponent:
return kComponentDepth;
case TextureInternalFormat::DepthStencil:
return kComponentDepth | kComponentStencil;
default:
return 0;
}
}
} // namespace
Bool ValidateBaseInternalFormatMatch(TextureInternalFormat format1, TextureInternalFormat format2) {
auto unsizedFormat1 = MG_Util::ConvertInternalFormatToUnsized(format1);
auto unsizedFormat2 = MG_Util::ConvertInternalFormatToUnsized(format2);
const auto unsizedFormat1 = MG_Util::ConvertInternalFormatToUnsized(format1);
const auto unsizedFormat2 = MG_Util::ConvertInternalFormatToUnsized(format2);
if (unsizedFormat1 != unsizedFormat2) {
// The 3-argument GenericErrorInfo constructor used to be spelled as a single
// std::format() call whose format string was the component name, so every
// diagnostic collapsed to the literal "MG_Impl/GLImpl". Format the message, then
// hand over component/function/message separately.
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
std::format("MG_Impl/GLImpl", "ValidateBaseInternalFormatMatch",
"The base internal format of the two formats do not match ({} vs. {})",
MG_Util::ConvertTextureInternalFormatToString(unsizedFormat1).c_str(),
MG_Util::ConvertTextureInternalFormatToString(unsizedFormat2).c_str())));
"MG_Impl/GLImpl", "ValidateBaseInternalFormatMatch",
std::format("The base internal format of the two formats do not match ({} vs. {})",
MG_Util::ConvertTextureInternalFormatToString(unsizedFormat1),
MG_Util::ConvertTextureInternalFormatToString(unsizedFormat2))));
return false;
}
return true;
} // namespace TextureImpl
}
Bool ValidateCopyTexImageBaseFormatSubset(TextureInternalFormat destFormat, TextureInternalFormat srcFormat) {
const auto unsizedDest = MG_Util::ConvertInternalFormatToUnsized(destFormat);
const auto unsizedSrc = MG_Util::ConvertInternalFormatToUnsized(srcFormat);
// GL 4.6 SS 8.6: glCopyTexImage* may request a SUBSET of the read buffer's components,
// not an exact match - GL_RGB from an RGBA8 framebuffer is textbook legal and is what
// Minecraft and its mods do. glCopyTexImage2D used to run the exact-match predicate
// above and turn its rejection into an uncaught exception through the C GL ABI, so the
// app died rather than seeing a GL error.
const Uint32 destComponents = BaseFormatComponents(unsizedDest);
const Uint32 srcComponents = BaseFormatComponents(unsizedSrc);
if (destComponents == 0 || srcComponents == 0 || (destComponents & ~srcComponents) != 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", "ValidateCopyTexImageBaseFormatSubset",
std::format("the read buffer's base internal format {} does not provide every component of "
"the requested internal format {}",
MG_Util::ConvertTextureInternalFormatToString(unsizedSrc),
MG_Util::ConvertTextureInternalFormatToString(unsizedDest))));
return false;
}
return true;
}
} // namespace MobileGL::MG_Impl::GLImpl::TextureImpl
@@ -40,5 +40,9 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
TextureTarget target);
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);
// Exact base-format equality - what glCopyImageSubData's format compatibility needs.
Bool ValidateBaseInternalFormatMatch(TextureInternalFormat format1, TextureInternalFormat format2);
// GL 4.6 SS 8.6 subset rule for glCopyTexImage*: the read buffer must supply every component
// the requested internalformat asks for, but may supply more.
Bool ValidateCopyTexImageBaseFormatSubset(TextureInternalFormat destFormat, TextureInternalFormat srcFormat);
} // namespace MobileGL::MG_Impl::GLImpl::TextureImpl
@@ -179,6 +179,28 @@ namespace MobileGL::MG_Impl::GLImpl {
return vao;
}
// The ARB_vertex_attrib_binding entry points that take no vertex array name modify the
// *bound* vertex array, and in a core profile the default vertex array (name 0) is not
// one: every one of them is INVALID_OPERATION there (GL 4.6 core 10.3.1, and the tail of
// each KHR-GL4x.vertex_attrib_binding.negative-* case checks exactly this). MobileGL
// keeps a real object at name 0 for the compatibility paths, so GetBoundVertexArray
// never returns null and the rule has to be spelled out - behind the same gate the VAO-0
// draw rule already uses (MOBILEGL_RELAXED_SEMANTICS, plus "the context never asked for
// a core profile"), so applications that legitimately run relaxed keep working.
static SharedPtr<MG_State::GLState::VertexArrayObject> GetBoundVertexArrayForBindingApi(const char* funcName) {
auto vao = GetBoundVertexArrayOrError(funcName);
if (!vao) return nullptr;
if (vao->GetExternalIndex() == 0 && !MG_State::IsRelaxedSemanticsActive()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", funcName,
"The default vertex array object cannot be modified in a core profile."));
return nullptr;
}
return vao;
}
static bool ValidateVertexAttribPname(GLenum pname) {
switch (pname) {
case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
@@ -944,7 +966,7 @@ namespace MobileGL::MG_Impl::GLImpl {
params[0] = static_cast<GLfloat>(attr->Size);
return;
case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
params[0] = static_cast<GLfloat>(attr->Stride);
params[0] = static_cast<GLfloat>(attr->LegacyStride);
return;
case GL_VERTEX_ATTRIB_ARRAY_TYPE:
params[0] = static_cast<GLfloat>(MG_Util::ConvertDataTypeToGLEnum(attr->Type));
@@ -1014,7 +1036,7 @@ namespace MobileGL::MG_Impl::GLImpl {
params[0] = static_cast<GLdouble>(attr->Size);
return;
case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
params[0] = static_cast<GLdouble>(attr->Stride);
params[0] = static_cast<GLdouble>(attr->LegacyStride);
return;
case GL_VERTEX_ATTRIB_ARRAY_TYPE:
params[0] = static_cast<GLdouble>(MG_Util::ConvertDataTypeToGLEnum(attr->Type));
@@ -1079,8 +1101,11 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_VERTEX_ATTRIB_ARRAY_SIZE:
params[0] = attr->Size;
return;
// The legacy shadow, not the resolved draw stride: GL 4.6 core table 23.3 defines this
// as the last glVertexAttrib*Pointer argument, which glBindVertexBuffer must not
// overwrite even though it does overwrite what the backend actually reads.
case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
params[0] = attr->Stride;
params[0] = attr->LegacyStride;
return;
case GL_VERTEX_ATTRIB_ARRAY_TYPE:
params[0] = static_cast<GLint>(MG_Util::ConvertDataTypeToGLEnum(attr->Type));
@@ -1138,7 +1163,7 @@ namespace MobileGL::MG_Impl::GLImpl {
}
const auto& attr = vao->GetAttribute(index);
*pointer = reinterpret_cast<void*>(attr.Offset);
*pointer = reinterpret_cast<void*>(attr.LegacyPointer);
}
void GetVertexAttribIiv(GLuint index, GLenum pname, GLint* params) {
@@ -1222,7 +1247,7 @@ namespace MobileGL::MG_Impl::GLImpl {
*param = static_cast<GLint>(attr.Size);
return;
case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
*param = static_cast<GLint>(attr.Stride);
*param = static_cast<GLint>(attr.LegacyStride);
return;
case GL_VERTEX_ATTRIB_ARRAY_TYPE:
*param = static_cast<GLint>(MG_Util::ConvertDataTypeToGLEnum(attr.Type));
@@ -1294,14 +1319,14 @@ namespace MobileGL::MG_Impl::GLImpl {
}
void BindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride) {
auto vao = GetBoundVertexArrayOrError("BindVertexBuffer");
auto vao = GetBoundVertexArrayForBindingApi("BindVertexBuffer");
if (!vao) return;
VertexBufferBinding_State(vao, bindingindex, buffer, offset, stride, "BindVertexBuffer");
}
void BindVertexBuffers(GLuint first, GLsizei count, const GLuint* buffers, const GLintptr* offsets,
const GLsizei* strides) {
auto vao = GetBoundVertexArrayOrError("BindVertexBuffers");
auto vao = GetBoundVertexArrayForBindingApi("BindVertexBuffers");
if (!vao) return;
if (!ValidateVertexBindingRange(first, count, "BindVertexBuffers")) return;
for (GLsizei i = 0; i < count; ++i) {
@@ -1315,21 +1340,21 @@ namespace MobileGL::MG_Impl::GLImpl {
}
void VertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset) {
auto vao = GetBoundVertexArrayOrError("VertexAttribFormat");
auto vao = GetBoundVertexArrayForBindingApi("VertexAttribFormat");
if (!vao) return;
VertexAttribFormatSeparate_State(vao, attribindex, size, type, normalized, relativeoffset, false,
"VertexAttribFormat");
}
void VertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) {
auto vao = GetBoundVertexArrayOrError("VertexAttribIFormat");
auto vao = GetBoundVertexArrayForBindingApi("VertexAttribIFormat");
if (!vao) return;
VertexAttribFormatSeparate_State(vao, attribindex, size, type, GL_FALSE, relativeoffset, true,
"VertexAttribIFormat");
}
void VertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) {
auto vao = GetBoundVertexArrayOrError("VertexAttribLFormat");
auto vao = GetBoundVertexArrayForBindingApi("VertexAttribLFormat");
if (!vao) return;
VertexAttribLFormatSeparate_State(vao, attribindex, size, type, relativeoffset);
}
@@ -1341,7 +1366,7 @@ namespace MobileGL::MG_Impl::GLImpl {
}
void VertexAttribBinding(GLuint attribindex, GLuint bindingindex) {
auto vao = GetBoundVertexArrayOrError("VertexAttribBinding");
auto vao = GetBoundVertexArrayForBindingApi("VertexAttribBinding");
if (!vao) return;
if (!VertexArrayImpl::ValidateVertexAttributeIndex(attribindex)) return;
if (!ValidateVertexBindingIndex(bindingindex, "VertexAttribBinding")) return;
@@ -1349,7 +1374,7 @@ namespace MobileGL::MG_Impl::GLImpl {
}
void VertexBindingDivisor(GLuint bindingindex, GLuint divisor) {
auto vao = GetBoundVertexArrayOrError("VertexBindingDivisor");
auto vao = GetBoundVertexArrayForBindingApi("VertexBindingDivisor");
if (!vao) return;
if (!ValidateVertexBindingIndex(bindingindex, "VertexBindingDivisor")) return;
vao->SetBindingDivisor(bindingindex, divisor);
+28 -14
View File
@@ -53,6 +53,21 @@ add_executable(MobileGLIntegrationTest
Scenarios/AsyncCompileScenario.cpp
Scenarios/XfbAfterClipDistanceScenario.cpp
Scenarios/ThreeChannelAttachmentScenario.cpp
Scenarios/PipelineFailureScenario.cpp
Scenarios/AdvertisedLimitsScenario.cpp
Scenarios/PixelStoreSweepScenario.cpp
Scenarios/FragCoordOriginScenario.cpp
Scenarios/ClearThenReadPixelsScenario.cpp
Scenarios/DepthStencilReadbackScenario.cpp
Scenarios/SsboArrayLengthScenario.cpp
Scenarios/UniformInitializerScenario.cpp
Scenarios/SwizzleAccessRoutineScenario.cpp
Scenarios/ProgramPipelineScenario.cpp
Scenarios/ImageLoadStoreSsoScenario.cpp
Scenarios/SsboDeclarationFormScenario.cpp
Scenarios/Glsl420DeclarationScenario.cpp
Scenarios/FragmentOutputArrayIndexScenario.cpp
Scenarios/BufferTextureScenario.cpp
)
target_include_directories(MobileGLIntegrationTest PRIVATE
@@ -169,25 +184,24 @@ endif()
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()
# No EGL_PLATFORM knob here on purpose. The harness pins EGL_PLATFORM=surfaceless
# itself before its first EGL call (HeadlessGL.cpp, EnsureHeadlessPlatform) so a
# developer's machine and a CI runner take the SAME path whether or not a window
# system happens to be running. This used to inject "x11", which is how the lane
# came up green on a workstation with WSLg and died on a runner with no X server.
#
# A build-system knob would not just be redundant, it would be a trap: `set(...
# CACHE ...)` does not rewrite an existing cache, so every build directory
# configured before this change would keep injecting EGL_PLATFORM=x11 and go on
# binding to a window system - silently, and only on the machines that have one.
# Someone reproducing a platform-specific bug sets EGL_PLATFORM in their own
# environment, which the harness still honours.
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()
unset(MOBILEGL_ITEST_EGL_PLATFORM CACHE) # see above: an old cache must not resurrect x11
if (MOBILEGL_ITEST_REQUIRE_GPU)
list(APPEND MGL_ITEST_COMMON_ENV "MOBILEGL_ITEST_REQUIRE_GPU=1")
endif()
@@ -74,6 +74,40 @@ namespace MGITest {
std::string renderer;
};
// The harness is headless BY CONSTRUCTION, on every machine: it must never
// reach a window system, not even where one happens to be running. This is
// not a CI accommodation - it is what keeps a developer's run and a CI run
// the same run. The lane was wired up green on a workstation and immediately
// died on the runner precisely because the workstation had a DISPLAY (WSLg)
// and took Mesa's x11 platform, while the runner has none; that divergence
// is the bug, and pinning the platform here is the fix for it.
//
// Mesa selects its EGL platform from EGL_PLATFORM at loader time, so this
// has to run before the first EGL call in the process (see EnsureHeadless
// callers). surfaceless is the platform with no window-system dependency at
// all; the surface this file then creates is still a pbuffer, which every
// platform supports and which the amendment to this rule requires as the
// fallback shape. DISPLAY/WAYLAND_DISPLAY are cleared as well so that a
// driver that consults them directly cannot reintroduce the dependency
// behind EGL's back. Desktop-only file: MG_IntegrationTest never builds
// for Android, so no device path is affected.
void EnsureHeadlessPlatform() {
#if defined(__linux__) && !defined(__ANDROID__)
static bool done = false;
if (done) {
return;
}
done = true;
// An explicit EGL_PLATFORM from the operator still wins: pinning a
// platform is exactly how someone reproduces a platform-specific bug.
if (std::getenv("EGL_PLATFORM") == nullptr) {
setenv("EGL_PLATFORM", "surfaceless", 1);
}
unsetenv("DISPLAY");
unsetenv("WAYLAND_DISPLAY");
#endif
}
// 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
@@ -82,6 +116,9 @@ namespace MGITest {
// 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) {
// Belt and braces: the pre-flight child and the parent both enter here,
// and neither may be the first to touch EGL without this having run.
EnsureHeadlessPlatform();
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (display == EGL_NO_DISPLAY) {
outReason = WithEglError("eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
@@ -199,11 +236,10 @@ namespace MGITest {
}
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);
// No core suppression here, deliberately: when the child dies on a
// signal, the core IS the diagnosis (an rlimit that used to sit here
// made a CI-only crash undebuggable). Machines that do not want
// cores control that with the usual ulimit/core_pattern knobs.
std::fprintf(stderr, "[itest] pre-flight child: attempting a full EGL bring-up\n");
EglBringUp local;
std::string reason;
@@ -284,9 +320,19 @@ namespace MGITest {
}
} // namespace
namespace {
bool EnvFlag(const char* name) {
const char* value = std::getenv(name);
return value != nullptr && value[0] != '\0' && std::strcmp(value, "0") != 0;
}
} // namespace
bool RequireGpu() {
const char* value = std::getenv("MOBILEGL_ITEST_REQUIRE_GPU");
return value != nullptr && value[0] != '\0' && std::strcmp(value, "0") != 0;
return EnvFlag("MOBILEGL_ITEST_REQUIRE_GPU");
}
bool RequireHardwareGpu() {
return EnvFlag("MOBILEGL_ITEST_REQUIRE_HARDWARE_GPU");
}
std::ostream& operator<<(std::ostream& os, const Rgba8& c) {
@@ -390,6 +436,10 @@ namespace MGITest {
}
HeadlessGL::HeadlessGL() {
// Before anything else in this process can reach EGL, and in particular
// before the pre-flight forks - the child must measure the same platform
// the parent will use.
EnsureHeadlessPlatform();
m_backendName = EnvOr("MOBILEGL_BACKEND_TYPE", "<unset>");
m_usable = BringUp();
}
@@ -551,9 +601,13 @@ namespace MGITest {
}
Image ReadPixels(int width, int height) {
return ReadPixelsRect(0, 0, width, height);
}
Image ReadPixelsRect(int x, int y, 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());
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, image.Data());
return image;
}
@@ -41,6 +41,15 @@ namespace MGITest {
// a job that ran everything.
bool RequireGpu();
// True when MOBILEGL_ITEST_REQUIRE_HARDWARE_GPU is set: additionally asserts
// that the context did NOT land on a software rasterizer. Deliberately a
// SEPARATE switch from RequireGpu - a GPU-less CI runner is a supported and
// intended configuration for these scenarios (they pin backend draw logic,
// which llvmpipe/lavapipe execute faithfully), so CI wants the falsifiability
// of REQUIRE_GPU without the hardware demand. Use this one only where a vendor
// pin silently degrading to software would invalidate the measurement.
bool RequireHardwareGpu();
struct Rgba8 {
std::uint8_t r = 0, g = 0, b = 0, a = 0;
@@ -175,11 +184,18 @@ namespace MGITest {
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.
// Reads back the whole currently bound READ framebuffer.
Image ReadPixels(int width, int height);
// A PARTIAL glReadPixels. Row 0 of the returned image is GL row `y` of the
// framebuffer, i.e. the bottom row of the requested rect - the same
// convention ReadPixels uses, just with an origin. This is the shape the
// conformance suite reads in (a random sub-rect of the default
// framebuffer), and the shape DirectVulkan's default-FBO readback used to
// hand back in Vulkan row order because its re-orientation only ran on an
// exact full-extent read.
Image ReadPixelsRect(int x, int y, 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);
@@ -45,12 +45,18 @@ namespace MGITest {
}
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();
if (RequireHardwareGpu() && LooksLikeSoftwareRasterizer(gl.RendererString())) {
// Only when hardware was asked for BY NAME. REQUIRE_GPU means "an
// unusable harness is a failure, not a silent skip" - it is the
// falsifiability switch, and CI is exactly where it belongs. But CI
// runners have no GPU, so folding "must not be llvmpipe" into the
// same switch made the CI lane unpassable by construction: the
// scenarios pin backend draw logic, which a software rasterizer
// executes just as faithfully. Landing on llvmpipe/lavapipe there is
// the intended configuration, not a misconfiguration. A vendor pin
// that must not silently degrade sets REQUIRE_HARDWARE_GPU.
FAIL() << "MOBILEGL_ITEST_REQUIRE_HARDWARE_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 -
+8 -2
View File
@@ -26,8 +26,14 @@ namespace {
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());
// EGL_PLATFORM is echoed because it is the invariant this harness
// rests on: the run is headless on every machine, so a run that
// silently bound to a workstation's window system is a different
// run from CI's and must be visible as one in the log.
const char* eglPlatform = std::getenv("EGL_PLATFORM");
std::fprintf(stderr, " renderer: %s\n surface: %dx%d pbuffer (headless, EGL_PLATFORM=%s)\n",
gl.RendererString().c_str(), gl.Width(), gl.Height(),
eglPlatform != nullptr ? eglPlatform : "<unset>");
} else if (MGITest::RequireGpu()) {
std::fprintf(stderr,
" FAILING every scenario (MOBILEGL_ITEST_REQUIRE_GPU is set): %s\n",
@@ -0,0 +1,120 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/AdvertisedLimitsScenario.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
//
// "The limit we advertise is a promise, and an application will hold us to it."
//
// DirectVulkan copied Vulkan descriptor limits straight into the GL limit table. Those are not
// the same quantity: Adreno answers maxPerStageDescriptorUniformBuffers at descriptor-indexing
// scale, and GL_MAX_COMPUTE_UNIFORM_BLOCKS is a count an app will allocate. KHR-GL44.multi_bind
// .dispatch_bind_buffers_base does exactly that - createsO(limit) buffers and splices O(limit)
// UBO declarations into one compute shader - and spent ~14 s allocating before dying on
// std::bad_alloc. Its sibling dispatch_bind_buffers_range hard-codes 4 buffers and passes.
//
// Two failure modes, one table:
// - too LARGE: an unusable promise (the OOM above).
// - too SMALL or negative: a uint32 limit that lost its top bit on the way to a signed Int -
// UINT32_MAX arrived as -1, which every downstream std::min then accepted as "small enough".
// A conformant GL 4.x implementation may never advertise below the spec minimum either.
//
// Every bound below is checked on BOTH backends, because the loader casts are shared and the
// DirectGLES lane is the control: it takes its limits from a driver that already reports GL
// quantities, so an entry that only fails on DirectVulkan is a translation bug and one that
// fails on both is a table bug.
#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 {
struct LimitBound {
GLenum pname;
const char* name;
// The GL 4.x required minimum. A value below this is a conformance failure in its own
// right, and is what a sign-flipped uint32 looks like.
int minimum;
// The largest value this implementation is willing to promise. Chosen well above every
// desktop driver's answer, so it can only catch a descriptor-scale number.
int ceiling;
};
const std::vector<LimitBound>& BufferLimitTable() {
static const std::vector<LimitBound> table = {
{GL_MAX_UNIFORM_BUFFER_BINDINGS, "GL_MAX_UNIFORM_BUFFER_BINDINGS", 36, 256},
{GL_MAX_COMPUTE_UNIFORM_BLOCKS, "GL_MAX_COMPUTE_UNIFORM_BLOCKS", 12, 256},
{GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, "GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS", 8, 256},
{GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, "GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS", 8, 256},
{GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, "GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS", 8, 256},
{GL_MAX_TEXTURE_BUFFER_SIZE, "GL_MAX_TEXTURE_BUFFER_SIZE", 65536, 1 << 27},
{GL_MAX_UNIFORM_BLOCK_SIZE, "GL_MAX_UNIFORM_BLOCK_SIZE", 16384, 1 << 30},
// Already clamped before this campaign; in the table so a regression there is
// caught by the same case.
{GL_MAX_SHADER_STORAGE_BLOCK_SIZE, "GL_MAX_SHADER_STORAGE_BLOCK_SIZE", 1 << 24, 512 * 1024 * 1024},
{GL_MAX_TEXTURE_IMAGE_UNITS, "GL_MAX_TEXTURE_IMAGE_UNITS", 16, 32},
{GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS", 48, 192},
};
return table;
}
class AdvertisedLimitsScenario : public ScenarioTest {};
TEST_F(AdvertisedLimitsScenario, EveryBufferLimitIsWithinItsAdvertisedRange) {
for (const LimitBound& bound : BufferLimitTable()) {
GLint value = -424242;
glGetIntegerv(bound.pname, &value);
const unsigned int error = FirstGLError();
EXPECT_EQ(error, GLenum(GL_NO_ERROR))
<< bound.name << " is not answerable: " << GLErrorName(error);
if (error != GL_NO_ERROR) continue;
EXPECT_GE(value, bound.minimum)
<< bound.name << " = " << value << " is below the GL required minimum "
<< bound.minimum << " (a negative or tiny value here is a uint32 limit that lost "
"its top bit on the way to a signed Int)";
EXPECT_LE(value, bound.ceiling)
<< bound.name << " = " << value << " exceeds the ceiling " << bound.ceiling
<< " this implementation is willing to promise - an application that allocates "
"what we advertise will run out of memory";
}
}
// The OOM case in isolation, because it is the one with a known CTS victim and the one a
// future refactor is most likely to reintroduce by copying the Vulkan limit back.
TEST_F(AdvertisedLimitsScenario, ComputeUniformBlocksIsAnAmountAnApplicationCouldActuallyAllocate) {
GLint blocks = -1;
glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &blocks);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
EXPECT_GE(blocks, 12);
EXPECT_LE(blocks, 256) << "KHR-GL44.multi_bind.dispatch_bind_buffers_base creates one GL buffer "
"and one UBO declaration per advertised block";
GLint blockSize = -1;
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &blockSize);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
EXPECT_GT(blockSize, 0);
// GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS is derived from the product of these two,
// so their product has to stay representable.
EXPECT_LE(static_cast<long long>(blocks) * blockSize,
static_cast<long long>(2147483647))
<< "blocks(" << blocks << ") * blockSize(" << blockSize << ") overflows the GLint the "
"derived component limits are computed in";
}
} // namespace
} // namespace MGITest
@@ -157,6 +157,22 @@ void main() {
const QuirkOverride m_saved;
};
// MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS, forced in-process for the same reason
// as AsyncModeScope: one ctest run asserts the quirk against the ambient default.
class OptimisticStatusScope {
public:
explicit OptimisticStatusScope(const QuirkOverride mode)
: m_saved(MobileGL::MG_Config::Features.AsyncOptimisticShaderStatus) {
MobileGL::MG_Config::Features.AsyncOptimisticShaderStatus = mode;
}
~OptimisticStatusScope() { MobileGL::MG_Config::Features.AsyncOptimisticShaderStatus = m_saved; }
OptimisticStatusScope(const OptimisticStatusScope&) = delete;
OptimisticStatusScope& operator=(const OptimisticStatusScope&) = 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 {
@@ -463,5 +479,81 @@ void main() {
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// The Iris two-phase shape end to end on a real driver, with the optimistic-status
// quirk on: phase 1 compiles each stage and reads its log then its status (both
// answered optimistically), links, detaches and deletes the shaders for every
// program with no program-level read anywhere; phase 2 then checks every link and
// draws every program. Deliberately NOT built on the harness CompileProgram(),
// whose status read would join and collapse the phase-1 overlap this exists to
// exercise. What the unit suite cannot see - worker-produced artifacts the backend
// then mis-renders - shows up here as a wrong quadrant signature.
TEST_F(AsyncCompileScenario, IrisShapedTwoPhaseBatchRendersCorrectly) {
if (!Ready()) return;
constexpr int kPrograms = 12;
// Distinct per program (so neither the source memo nor the adoption map turns
// a compile into a no-op) but a pure pass-through at runtime: the bulk sits in
// a branch a zero-initialised uniform never takes.
const auto fragmentSource = [](const int index) {
std::string source = "#version 330 core\nin vec3 vColor;\nout vec4 oColor;\n";
source += "uniform float uGate" + std::to_string(index) + ";\n";
source += "void main() {\n oColor = vec4(vColor, 1.0);\n";
source += " if (uGate" + std::to_string(index) + " > 1e30) {\n float acc = 1.0;\n";
for (int i = 0; i < 60; ++i) {
source += " acc = acc * 1.0001 + sin(acc + " + std::to_string(i) + ".0);\n";
}
source += " oColor = vec4(acc);\n }\n}\n";
return source;
};
std::vector<GLuint> programs;
{
const AsyncModeScope async(true);
const OptimisticStatusScope quirk(QuirkOverride::ForceOn);
const CompilerThreadScope threads;
glMaxShaderCompilerThreadsKHR(1);
for (int i = 0; i < kPrograms; ++i) {
m_sources.push_back(fragmentSource(i));
const char* fsText = m_sources.back().c_str();
const GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &kVertexSource, nullptr);
glCompileShader(vs);
(void)ShaderInfoLog(vs); // Iris's exact order: the log first...
(void)ShaderCompileStatus(vs); // ...then the status; both optimistic.
const GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fsText, nullptr);
glCompileShader(fs);
(void)ShaderInfoLog(fs);
(void)ShaderCompileStatus(fs);
const GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glBindAttribLocation(program, 0, "aPos");
glBindAttribLocation(program, 1, "aColor");
glLinkProgram(program);
glDetachShader(program, vs);
glDetachShader(program, fs);
glDeleteShader(vs);
glDeleteShader(fs);
programs.push_back(program);
}
}
for (int i = 0; i < kPrograms; ++i) {
const GLuint program = programs[static_cast<std::size_t>(i)];
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
ASSERT_EQ(linked, GL_TRUE) << "program " << i;
const Image image = DrawFrameWith(program);
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 +1,174 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/BufferTextureScenario.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 BUFFER TEXTURE IS SAMPLED FROM THE VERTEX STAGE, AND TRACKS ITS BUFFER.
//
// Buffer textures are core in OpenGL 3.1 and MobileGL advertises a 4.x context, so an
// application may build geometry out of one without asking whether the host can. Minecraft
// 26.3 does exactly that: its cloud layer has no vertex attributes at all, only gl_VertexID
// and texelFetch on a GL_R8I buffer texture. Nothing covered that path end to end on either
// backend - the frontend unit tests stop at glTexBuffer's state, and no scenario ever drew
// with the result - which is how DirectGLES came to emit `#extension GL_EXT_texture_buffer :
// require` unconditionally, compile nothing on a host without the extension, and lose the
// whole cloud layer with no diagnostic anywhere.
//
// Two claims, in the order they can break:
// 1. a vertex-stage texelFetch on an R8I buffer texture reads the byte the application put
// in the buffer (the shape of the real workload: no attributes, index from gl_VertexID);
// 2. a later glBufferSubData is visible to the next draw WITHOUT re-specifying the texture.
// glTexBuffer attaches storage, it does not copy: the texture is a live view of the
// buffer, so a backend that only refreshes the view when the texture's own state changes
// must still show the new bytes. DirectGLES' respecify gate is keyed on the texture info
// and deliberately does not include the buffer's contents, so this is the assertion that
// says that is safe rather than merely untested.
//
// NOTE ON A HOST WITHOUT BUFFER TEXTURES: this scenario is expected to FAIL there, and that is
// the honest outcome - MobileGL keeps advertising GL_MAX_TEXTURE_BUFFER_SIZE (an OpenGL 4.x
// context may not answer 0), so there is no capability an application, or this test, could
// branch on. The driver POST's "Buffer textures" row is where that verdict is stated.
#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 {
// No vertex attributes: the quad's corners come from gl_VertexID, exactly like the
// workload this exists for. The texel is fetched in the VERTEX stage - the stage where
// buffer-texture support is scarcest across ES drivers - and carried flat so every
// fragment of the quad reports the same byte and the readback is exact.
constexpr const char* kVS = R"(#version 330 core
uniform isamplerBuffer uFaces;
flat out int vFace;
void main() {
vec2 corner = vec2((gl_VertexID & 1) == 0 ? -1.0 : 1.0,
(gl_VertexID & 2) == 0 ? -1.0 : 1.0);
vFace = texelFetch(uFaces, 0).r;
gl_Position = vec4(corner, 0.0, 1.0);
}
)";
// 1/255 steps survive an RGBA8 round trip exactly, so the readback byte IS the value
// the vertex shader fetched.
constexpr const char* kFS = R"(#version 330 core
flat in int vFace;
out vec4 o_color;
void main() { o_color = vec4(float(vFace) / 255.0, 0.0, 0.0, 1.0); }
)";
class BufferTextureScenario : public ScenarioTest {};
// Draws the full-viewport quad and returns the red byte every fragment was painted with,
// or -1 if the quad did not come out uniform (which would mean the flat varying, not the
// fetch, is what this test is measuring).
int PaintedValue(unsigned int program, int width, int height) {
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glUseProgram(program);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
const Image image = ReadPixels(width, height);
if (image.Empty()) {
return -1;
}
const int first = image.At(0, 0).r;
for (int y = 0; y < image.Height(); ++y) {
for (int x = 0; x < image.Width(); ++x) {
if (image.At(x, y).r != first) {
return -1;
}
}
}
return first;
}
} // namespace
TEST_F(BufferTextureScenario, VertexStageTexelFetchReadsTheBufferAndTracksItsUpdates) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
std::string error;
const unsigned int program = CompileProgram(kVS, kFS, &error);
ASSERT_NE(program, 0u) << error;
// GL_R8I is the format the real workload uses. Signed, so the values stay well inside
// [0, 127] to keep the readback arithmetic honest.
constexpr signed char kInitial = 37;
constexpr signed char kUpdated = 91;
std::vector<signed char> texels(64, 0);
texels[0] = kInitial;
// The harness shares one context across every scenario in the process, so an error left
// by an earlier one would surface below as "glTexBuffer was refused".
FirstGLError();
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glBufferData(GL_TEXTURE_BUFFER, static_cast<GLsizeiptr>(texels.size()), texels.data(),
GL_DYNAMIC_DRAW);
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_BUFFER, texture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R8I, buffer);
ASSERT_EQ(FirstGLError(), 0u) << "glTexBuffer(GL_R8I) was refused";
ColorFbo target = MakeColorFbo(64, 64);
ASSERT_NE(target.fbo, 0u) << "could not create the render target";
BindFbo(target);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER, texture);
glUseProgram(program);
const GLint location = glGetUniformLocation(program, "uFaces");
ASSERT_NE(location, -1) << "the buffer sampler was optimized away or never reflected";
glUniform1i(location, 0);
EXPECT_EQ(PaintedValue(program, target.width, target.height), static_cast<int>(kInitial))
<< "a vertex-stage texelFetch on an R8I buffer texture did not read the byte the "
"application stored (a uniform -1 here means the quad was not uniform at all)";
// The texture is a VIEW of the buffer: no glTexBuffer call follows, and none should be
// needed for the new bytes to be visible.
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glBufferSubData(GL_TEXTURE_BUFFER, 0, 1, &kUpdated);
ASSERT_EQ(FirstGLError(), 0u) << "glBufferSubData on the texture's buffer was refused";
EXPECT_EQ(PaintedValue(program, target.width, target.height), static_cast<int>(kUpdated))
<< "the buffer texture kept showing the old contents after glBufferSubData; the "
"texture must track its buffer without being re-specified";
BindDefaultFramebuffer();
DestroyColorFbo(target);
glUseProgram(0);
glDeleteProgram(program);
glDeleteTextures(1, &texture);
glDeleteBuffers(1, &buffer);
glViewport(0, 0, gl.Width(), gl.Height());
EXPECT_EQ(FirstGLError(), 0u);
}
} // namespace MGITest
@@ -0,0 +1,335 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ClearThenReadPixelsScenario.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 CLEAR OF THE DEFAULT FRAMEBUFFER IS VISIBLE TO glReadPixels WITH NO DRAW BETWEEN.
//
// DirectVulkan parks a glClear as a pending clear and folds it into the next render pass's
// loadOp. When nothing is drawn after the clear there is no render pass, and the readback path
// used to materialize pending clears only for USER framebuffers - so a readback right after a
// clear of the DEFAULT framebuffer blitted the untouched swapchain image and handed back the
// previous frame's colour.
//
// That is the whole of KHR-GL40.draw_indirect.negative-* (12 Magma failures): each case clears,
// issues a draw that correctly raises INVALID_OPERATION and therefore never executes, then reads
// the frame back expecting (0,0,0,0) and gets the previous case's (0.1,0.2,0.3,1). The staleness
// cannot appear in one frame, so the scenario paints a frame first and clears in the next.
//
// The alpha assertion is the second half of the same census finding: a cleared default
// framebuffer read back (0,0,0,1) where (0,0,0,0) was written, because the clear was routed
// through the default FBO's placeholder attachment, whose format can lack alpha, rather than
// through the swapchain image that actually has one.
//
// DirectGLES is the built-in control: a native GL driver has no deferred-clear model at all, so
// a failure there would mean the scenario, not the backend.
#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); }
)";
// The colour KHR-GL40.draw_indirect's fshSimple paints, so a stale readback shows up as
// the same value the conformance log reports.
constexpr const char* kFS = R"(#version 330 core
out vec4 o_color;
void main() { o_color = vec4(0.1, 0.2, 0.3, 1.0); }
)";
class ClearThenReadPixelsScenario : public ScenarioTest {};
void DrawFullViewportQuad(unsigned int program) {
static const float kQuad[] = {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
GLuint vao = 0, vbo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(kQuad), kQuad, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
glUseProgram(program);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
}
} // namespace
TEST_F(ClearThenReadPixelsScenario, ClearWithNoDrawIsVisibleToDefaultFramebufferReadPixels) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
ASSERT_GE(width, 8);
ASSERT_GE(height, 8);
std::string error;
const unsigned int program = CompileProgram(kVS, kFS, &error);
ASSERT_NE(program, 0u) << error;
// Frame 1: paint the whole default framebuffer, so there IS something stale to return.
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
ClearTo(1.0f, 1.0f, 1.0f, 1.0f);
DrawFullViewportQuad(program);
{
const Image painted = ReadPixels(width, height);
const Rgba8 centre = painted.At(width / 2, height / 2);
ASSERT_NEAR(centre.r, 26, 2) << "the setup frame did not paint; the staleness test would be vacuous";
ASSERT_NEAR(centre.g, 51, 2);
ASSERT_NEAR(centre.b, 77, 2);
}
gl.EndFrame();
// Frame 2: clear to transparent black and read back with NO draw at all.
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
ClearTo(0.0f, 0.0f, 0.0f, 0.0f);
const Image cleared = ReadPixels(width, height);
EXPECT_EQ(FirstGLError(), 0u);
int nonZero = 0;
int firstX = -1;
int firstY = -1;
Rgba8 firstOffender{};
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
const Rgba8 pixel = cleared.At(x, y);
if (pixel.r == 0 && pixel.g == 0 && pixel.b == 0 && pixel.a == 0) continue;
if (nonZero == 0) {
firstX = x;
firstY = y;
firstOffender = pixel;
}
++nonZero;
}
}
EXPECT_EQ(nonZero, 0) << "glClear(0,0,0,0) followed by glReadPixels with no draw returned " << nonZero
<< " of " << (width * height) << " non-zero pixels; first at (" << firstX << ", "
<< firstY << ") = (" << static_cast<int>(firstOffender.r) << ", "
<< static_cast<int>(firstOffender.g) << ", " << static_cast<int>(firstOffender.b)
<< ", " << static_cast<int>(firstOffender.a) << ")";
gl.EndFrame();
glDeleteProgram(program);
}
// The same claim for a sub-rect read, which is the shape the conformance suite uses most and
// the one whose orientation handling is separate (see OrientationScenario).
TEST_F(ClearThenReadPixelsScenario, ClearWithNoDrawIsVisibleToASubRectReadback) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
ASSERT_GE(width, 8);
ASSERT_GE(height, 8);
std::string error;
const unsigned int program = CompileProgram(kVS, kFS, &error);
ASSERT_NE(program, 0u) << error;
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
DrawFullViewportQuad(program);
gl.EndFrame();
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
ClearTo(0.0f, 0.0f, 0.0f, 0.0f);
const int rectWidth = width / 2;
const int rectHeight = height / 2;
const Image cleared = ReadPixelsRect(width / 4, height / 4, rectWidth, rectHeight);
EXPECT_EQ(FirstGLError(), 0u);
int nonZero = 0;
for (int y = 0; y < rectHeight; ++y) {
for (int x = 0; x < rectWidth; ++x) {
const Rgba8 pixel = cleared.At(x, y);
if (pixel.r != 0 || pixel.g != 0 || pixel.b != 0 || pixel.a != 0) ++nonZero;
}
}
EXPECT_EQ(nonZero, 0) << nonZero << " of " << (rectWidth * rectHeight)
<< " pixels in a sub-rect read after a draw-free clear were not zero";
gl.EndFrame();
glDeleteProgram(program);
}
// The other half of the same rule, and the one the first version of this fix got wrong: a
// parked clear must be executed BEFORE whatever writes the framebuffer next, not whenever the
// readback happens to notice it. Minecraft clears the default framebuffer, renders the world
// into its own framebuffer and blits the result out; nothing in between opens a render pass on
// the default framebuffer, so the clear stays parked across the whole frame. Materializing it
// at readback time therefore ran it AFTER the blit and returned a blank frame - which is what
// took every DirectVulkan retrace to ssim 0.000005.
TEST_F(ClearThenReadPixelsScenario, ABlitIntoTheDefaultFramebufferSurvivesAnEarlierClear) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
std::string error;
const unsigned int program = CompileProgram(kVS, kFS, &error);
ASSERT_NE(program, 0u) << error;
// Paint a source framebuffer, exactly as a game renders its world off-screen.
ColorFbo source = MakeColorFbo(width, height);
ASSERT_NE(source.fbo, 0u);
BindFbo(source);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
DrawFullViewportQuad(program);
// Clear the DEFAULT framebuffer, then blit the source over it. The clear is white so a
// frame that lost the blit is unmistakable, and the blit's colour is fshSimple's.
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
ClearTo(1.0f, 1.0f, 1.0f, 1.0f);
glBindFramebuffer(GL_READ_FRAMEBUFFER, source.fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
EXPECT_EQ(FirstGLError(), 0u);
const Image blitted = ReadPixels(width, height);
EXPECT_EQ(FirstGLError(), 0u);
const Rgba8 centre = blitted.At(width / 2, height / 2);
EXPECT_NEAR(centre.r, 26, 2) << "the blit into the default framebuffer did not survive the clear that "
"preceded it; read back rgba(" << static_cast<int>(centre.r) << ", "
<< static_cast<int>(centre.g) << ", " << static_cast<int>(centre.b) << ", "
<< static_cast<int>(centre.a) << ")";
EXPECT_NEAR(centre.g, 51, 2);
EXPECT_NEAR(centre.b, 77, 2);
DestroyColorFbo(source);
gl.EndFrame();
glDeleteProgram(program);
}
// A MULTISAMPLE-RESOLVE blit into the default framebuffer has to change orientation like any
// other, but vkCmdResolveImage takes one offset per side and cannot invert an axis, so it used
// to land the mirrored band. The renderer now resolves into a single-sample scratch image and
// blits from there. The source is painted in two horizontal bands so the mirror is visible;
// a full-extent uniform blit is a fixed point of the flip and would prove nothing.
TEST_F(ClearThenReadPixelsScenario, AMultisampleResolveBlitIntoTheDefaultFramebufferKeepsItsOrientation) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
ASSERT_GE(height, 8);
GLint maxSamples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
if (maxSamples < 2) {
GTEST_SKIP() << "GL_MAX_SAMPLES is " << maxSamples << "; this needs a multisample renderbuffer";
}
GLuint fbo = 0, rbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 2, GL_RGBA8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
glDeleteRenderbuffers(1, &rbo);
glDeleteFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
GTEST_SKIP() << "no complete 2x multisample RGBA8 renderbuffer on this driver";
}
glViewport(0, 0, width, height);
// Bottom half red, top half blue - via scissored clears, so no shader is involved.
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, width, height / 2);
ClearTo(1.0f, 0.0f, 0.0f, 1.0f);
glScissor(0, height / 2, width, height - height / 2);
ClearTo(0.0f, 0.0f, 1.0f, 1.0f);
glDisable(GL_SCISSOR_TEST);
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
EXPECT_EQ(FirstGLError(), 0u);
const Image resolved = ReadPixels(width, height);
EXPECT_EQ(FirstGLError(), 0u);
const Rgba8 bottom = resolved.At(width / 2, height / 4);
const Rgba8 top = resolved.At(width / 2, height - 1 - height / 4);
EXPECT_GT(bottom.r, 200) << "the bottom band should be red after the resolve, got rgba("
<< static_cast<int>(bottom.r) << ", " << static_cast<int>(bottom.g) << ", "
<< static_cast<int>(bottom.b) << ") - blue there means the resolve landed "
<< "in the mirrored band";
EXPECT_LT(bottom.b, 60);
EXPECT_GT(top.b, 200) << "the top band should be blue after the resolve, got rgba("
<< static_cast<int>(top.r) << ", " << static_cast<int>(top.g) << ", "
<< static_cast<int>(top.b) << ")";
EXPECT_LT(top.r, 60);
glDeleteRenderbuffers(1, &rbo);
glDeleteFramebuffers(1, &fbo);
gl.EndFrame();
}
// The same ordering claim for the path that DOES open a render pass. It passes today (the
// render pass folds the clear into its loadOp and pops it), and it is here so a future change
// to the pending-clear lifecycle cannot quietly reverse clear and draw.
TEST_F(ClearThenReadPixelsScenario, ADrawIntoTheDefaultFramebufferSurvivesAnEarlierClear) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
std::string error;
const unsigned int program = CompileProgram(kVS, kFS, &error);
ASSERT_NE(program, 0u) << error;
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
ClearTo(1.0f, 1.0f, 1.0f, 1.0f);
DrawFullViewportQuad(program);
EXPECT_EQ(FirstGLError(), 0u);
const Image painted = ReadPixels(width, height);
const Rgba8 centre = painted.At(width / 2, height / 2);
EXPECT_NEAR(centre.r, 26, 2) << "the draw did not survive the clear that preceded it";
EXPECT_NEAR(centre.g, 51, 2);
EXPECT_NEAR(centre.b, 77, 2);
gl.EndFrame();
glDeleteProgram(program);
}
} // namespace MGITest
@@ -0,0 +1,297 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/DepthStencilReadbackScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario - glReadPixels OF DEPTH AND STENCIL FROM THE DEFAULT FRAMEBUFFER.
//
// DirectVulkan's depth/stencil readback used to decline the default framebuffer outright
// (`ReadDepthStencilPixels` returned at its first line) because that framebuffer's depth and
// stencil "attachments" are placeholder texture objects backing no image - the real one is the
// swapchain's depth/stencil twin. Declining meant the call raised no GL error and wrote NOTHING,
// so the caller kept whatever its buffer already held.
//
// That silence is what the framebuffer_blit family trips over. Every one of its cases begins by
// clearing the default framebuffer's depth and stencil and reading them straight back as a
// sanity check, into a local pre-initialised to 0.2 (depth) and 50 (stencil); an untouched
// buffer therefore reports "expected DEPTH[0.25] but got DEPTH[0.2]" and "expected STENCIL[1] but
// got STENCIL[50]" - the exact strings in the 15 Magma failures - long before any blit happens.
// A test that only checked "no GL error" would pass against the broken path, so every case here
// poisons its destination with a value the correct answer cannot be.
//
// The orientation case is the second half. This renderer stores the default framebuffer
// display-side-up and converts GL rects on their way in, so the depth copy needs the same rect
// mapping and row re-ordering the colour readback got in the M-1 fix; without them a
// vertically-varying depth buffer reads back mirrored, which no full-extent uniform-value test
// can see.
//
// Depth/stencil readback through a USER framebuffer already worked and is asserted here too, as
// the built-in control: it shares ReadDepthStencilImageToClient with the default-framebuffer
// path, so it is what says a failure is about the default framebuffer specifically.
#include <cmath>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
// Values no correct read can produce, so "the backend wrote nothing" fails loudly instead
// of passing on whatever happened to be in the variable. These are the CTS's own poison
// values, which is why its logs report exactly them.
constexpr float kDepthPoison = 0.2f;
constexpr int kStencilPoison = 50;
class DepthStencilReadbackScenario : public ScenarioTest {
protected:
// DirectGLES reads depth and stencil back through the ES driver, which has no
// guaranteed path for either (GL_NV_read_depth / GL_NV_read_stencil are optional and
// absent on both the Adreno device and Mesa's ES). That gap is tracked separately as
// the packed_depth_stencil cluster and needs a shader-sampling emulation, not this
// change; asserting it here would only pin a known-missing feature.
bool BackendReadsDepthStencil() const { return Gl().BackendName() == "DirectVulkan"; }
float ReadDepthAt(int x, int y) const {
float depth = kDepthPoison;
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
return depth;
}
int ReadStencilAt(int x, int y) const {
int stencil = kStencilPoison;
glReadPixels(x, y, 1, 1, GL_STENCIL_INDEX, GL_INT, &stencil);
return stencil;
}
};
// A depth buffer whose value depends on the row: bottom half `bottom`, top half `top`.
// Built with a scissored clear rather than a draw so the test stays independent of
// depth-test and shader behaviour.
void ClearDepthInBands(int width, int height, float bottom, float top) {
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, width, height / 2);
glClearDepth(bottom);
glClear(GL_DEPTH_BUFFER_BIT);
glScissor(0, height / 2, width, height - height / 2);
glClearDepth(top);
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
}
} // namespace
TEST_F(DepthStencilReadbackScenario, DefaultFramebufferDepthClearIsVisibleToReadPixels) {
if (!Ready()) return;
if (!BackendReadsDepthStencil()) {
GTEST_SKIP() << "backend " << Gl().BackendName()
<< " has no depth readback path (ES lacks GL_NV_read_depth); see the packed_depth_stencil "
"cluster";
}
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_TRUE);
glClearDepth(0.25);
glClear(GL_DEPTH_BUFFER_BIT);
const float centre = ReadDepthAt(width / 2, height / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(centre, 0.25f, 1.0f / 4096.0f)
<< "glReadPixels(GL_DEPTH_COMPONENT) of the default framebuffer returned " << centre
<< (std::fabs(centre - kDepthPoison) < 1e-6f ? " - the destination was never written at all" : "");
gl.EndFrame();
}
TEST_F(DepthStencilReadbackScenario, DefaultFramebufferStencilClearIsVisibleToReadPixels) {
if (!Ready()) return;
if (!BackendReadsDepthStencil()) {
GTEST_SKIP() << "backend " << Gl().BackendName()
<< " has no stencil readback path (ES lacks GL_NV_read_stencil); see the "
"packed_depth_stencil cluster";
}
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glStencilMask(0xFFu);
glClearStencil(3);
glClear(GL_STENCIL_BUFFER_BIT);
const int centre = ReadStencilAt(width / 2, height / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_EQ(centre, 3) << "glReadPixels(GL_STENCIL_INDEX) of the default framebuffer returned " << centre
<< (centre == kStencilPoison ? " - the destination was never written at all" : "");
gl.EndFrame();
}
// The orientation half: a depth buffer that varies with the row must read back in GL's
// bottom-up order. A full-extent uniform clear is a fixed point of the flip, so only a banded
// buffer can tell the two apart.
TEST_F(DepthStencilReadbackScenario, DefaultFramebufferDepthReadbackKeepsTheGLRowOrder) {
if (!Ready()) return;
if (!BackendReadsDepthStencil()) {
GTEST_SKIP() << "backend " << Gl().BackendName() << " has no depth readback path";
}
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
ASSERT_GE(height, 8);
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDepthMask(GL_TRUE);
ClearDepthInBands(width, height, /*bottom=*/0.25f, /*top=*/0.75f);
EXPECT_EQ(FirstGLError(), 0u);
const float bottom = ReadDepthAt(width / 2, height / 4);
const float top = ReadDepthAt(width / 2, height - 1 - height / 4);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(bottom, 0.25f, 1.0f / 4096.0f)
<< "GL row " << (height / 4) << " is in the bottom band and was cleared to 0.25, but read back " << bottom
<< " (0.75 there means the readback is upside down)";
EXPECT_NEAR(top, 0.75f, 1.0f / 4096.0f)
<< "GL row " << (height - 1 - height / 4) << " is in the top band and was cleared to 0.75, but read back "
<< top << " (0.25 there means the readback is upside down)";
gl.EndFrame();
}
// A depth blit INTO the default framebuffer has to convert its rect out of GL's bottom-origin
// space, exactly as the colour blit does. The colour path had that conversion and the
// depth path did not, so a scissored depth blit landed in the mirrored band - which is the
// whole of KHR-GL*.framebuffer_blit.scissor_blit once the readback above works well enough to
// see it (before that the test died on the poison values and never reached the blit).
TEST_F(DepthStencilReadbackScenario, AScissoredDepthBlitIntoTheDefaultFramebufferLandsInTheScissorBox) {
if (!Ready()) return;
if (!BackendReadsDepthStencil()) {
GTEST_SKIP() << "backend " << Gl().BackendName() << " has no depth readback path";
}
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
ASSERT_GE(width, 8);
ASSERT_GE(height, 8);
// Source: a user framebuffer whose depth is uniformly 0.75.
GLuint fbo = 0, colorTex = 0, depthTex = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &colorTex);
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
glGenTextures(1, &depthTex);
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, width, height, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_TRUE);
glClearDepth(0.75);
glClear(GL_DEPTH_BUFFER_BIT);
// Destination: the default framebuffer, depth 0 everywhere.
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glClearDepth(0.0);
glClear(GL_DEPTH_BUFFER_BIT);
// Blit the whole rect, but scissored to the BOTTOM-LEFT quadrant in GL coordinates.
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, width / 2, height / 2);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
EXPECT_EQ(FirstGLError(), 0u);
const float inside = ReadDepthAt(width / 4, height / 4);
const float above = ReadDepthAt(width / 4, height - 1 - height / 4);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(inside, 0.75f, 1.0f / 4096.0f)
<< "GL (" << (width / 4) << ", " << (height / 4) << ") is inside the scissor box and should hold the "
<< "blitted 0.75, but read back " << inside;
EXPECT_NEAR(above, 0.0f, 1.0f / 4096.0f)
<< "GL (" << (width / 4) << ", " << (height - 1 - height / 4)
<< ") is ABOVE the scissor box and must still hold the cleared 0.0, but read back " << above
<< " (0.75 there means the depth blit landed in the mirrored band)";
glDeleteTextures(1, &depthTex);
glDeleteTextures(1, &colorTex);
glDeleteFramebuffers(1, &fbo);
gl.EndFrame();
}
// The control: the same read against a user framebuffer, which never went through the
// declined path. It is what makes a failure above specific to the default framebuffer.
TEST_F(DepthStencilReadbackScenario, UserFramebufferDepthClearIsVisibleToReadPixels) {
if (!Ready()) return;
if (!BackendReadsDepthStencil()) {
GTEST_SKIP() << "backend " << Gl().BackendName() << " has no depth readback path";
}
HeadlessGL& gl = Gl();
const int width = 64;
const int height = 48;
GLuint fbo = 0, colorTex = 0, depthTex = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &colorTex);
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
glGenTextures(1, &depthTex);
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, width, height, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
ASSERT_EQ(FirstGLError(), 0u);
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_TRUE);
glStencilMask(0xFFu);
glClearDepth(0.5);
glClearStencil(7);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
const float depth = ReadDepthAt(width / 2, height / 2);
const int stencil = ReadStencilAt(width / 2, height / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(depth, 0.5f, 1.0f / 4096.0f) << "user-framebuffer depth readback returned " << depth;
EXPECT_EQ(stencil, 7) << "user-framebuffer stencil readback returned " << stencil;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteTextures(1, &depthTex);
glDeleteTextures(1, &colorTex);
glDeleteFramebuffers(1, &fbo);
gl.EndFrame();
}
} // namespace MGITest
@@ -0,0 +1,139 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/FragCoordOriginScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario - gl_FragCoord ON THE DEFAULT FRAMEBUFFER CARRIES GL'S WINDOW ORIGIN.
//
// GL measures gl_FragCoord.y from the BOTTOM of the window. Vulkan's gl_FragCoord.y is the
// framebuffer ROW being written, and DirectVulkan stores the default framebuffer display-side-up
// (compensating for vertices by negating gl_Position.y), so a fragment's reported Y there was
// `height - y_GL` - flipped, and for a viewport that does not span the full height, outside the
// range GL promises entirely. GL CTS
// `KHR-GL42.shader_image_load_store.basic-{allTargets-atomic,glsl-earlyFragTests,glsl-misc}`
// caught it: each sets a small viewport at GL y=0 and does
// `imageStore(image, ivec2(gl_FragCoord.xy), ...)` into an image exactly that size, so on a
// 256-tall surface every store addressed rows 224..255 of a 32-row image and was dropped.
//
// The shader here paints each row with its own GL window Y, which is the whole claim in one
// value: row j of the readback must be j, for a full-height viewport and for a half-height one
// (the case where a flip and an offset can no longer hide each other). DirectGLES is the
// built-in control - a native GL driver gets this right by construction, so a failure there
// would mean the test, not the backend.
#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* kVS = R"(#version 330 core
in vec2 aPos;
void main() { gl_Position = vec4(aPos, 0.0, 1.0); }
)";
// floor(gl_FragCoord.y) is the fragment's window row; 1/255 steps survive an RGBA8
// round trip exactly, so the readback byte IS the row the shader believes it is on.
constexpr const char* kFS = R"(#version 330 core
out vec4 o_color;
void main() { o_color = vec4(floor(gl_FragCoord.y) / 255.0, 0.0, 0.0, 1.0); }
)";
class FragCoordOriginScenario : public ScenarioTest {};
// A quad covering the whole viewport, drawn with attribute 0 = aPos.
void DrawFullViewportQuad(unsigned int program) {
static const float kQuad[] = {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
GLuint vao = 0, vbo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(kQuad), kQuad, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
glUseProgram(program);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
}
// Paints `viewportHeight` rows starting at GL y=0 and returns the red byte of each row.
std::vector<int> RowsPaintedWithTheirOwnWindowY(unsigned int program, int width, int viewportHeight) {
BindDefaultFramebuffer();
glViewport(0, 0, width, viewportHeight);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
ClearTo(0.0f, 0.0f, 1.0f, 1.0f);
DrawFullViewportQuad(program);
const Image image = ReadPixelsRect(0, 0, width, viewportHeight);
std::vector<int> rows;
rows.reserve(static_cast<std::size_t>(viewportHeight));
for (int y = 0; y < viewportHeight; ++y) {
rows.push_back(image.At(width / 2, y).r);
}
return rows;
}
::testing::AssertionResult RowsAreTheirOwnIndex(const std::vector<int>& rows, const char* when) {
for (std::size_t y = 0; y < rows.size(); ++y) {
if (rows[y] != static_cast<int>(y)) {
return ::testing::AssertionFailure()
<< when << ": GL window row " << y << " reported gl_FragCoord.y = " << rows[y]
<< " (expected " << y << "). Rows 0.." << (rows.size() - 1) << " read back as ["
<< rows.front() << " .. " << rows.back() << "].";
}
}
return ::testing::AssertionSuccess();
}
} // namespace
TEST_F(FragCoordOriginScenario, DefaultFramebufferFragCoordCountsFromTheBottom) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
// 1/255 steps only stay distinguishable while the row index fits in a byte.
const int width = gl.Width();
const int fullHeight = std::min(gl.Height(), 256);
ASSERT_GE(fullHeight, 8) << "the harness surface is too small to tell rows apart";
std::string error;
const unsigned int program = CompileProgram(kVS, kFS, &error);
ASSERT_NE(program, 0u) << error;
// Full height first: this one passed even before the fix (a flip alone maps the row set
// onto itself), so it is the control that the shader and the readback agree at all.
EXPECT_TRUE(RowsAreTheirOwnIndex(RowsPaintedWithTheirOwnWindowY(program, width, fullHeight),
"full-height viewport"));
// Half height at GL y=0: the case the CTS failures were made of. A backend that reports
// the stored row here answers `height - y` for every row - off the bottom of the range,
// not merely reversed within it.
const int halfHeight = fullHeight / 2;
EXPECT_TRUE(RowsAreTheirOwnIndex(RowsPaintedWithTheirOwnWindowY(program, width, halfHeight),
"half-height viewport at GL y=0"));
glUseProgram(0);
glDeleteProgram(program);
glViewport(0, 0, gl.Width(), gl.Height());
EXPECT_EQ(FirstGLError(), 0u);
}
} // namespace MGITest
@@ -0,0 +1,227 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/FragmentOutputArrayIndexScenario.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 - DYNAMICALLY INDEXED FRAGMENT OUTPUT ARRAYS, on a live driver.
//
// The bug: GLSL ES requires a *constant integral expression* to index a fragment output array
// (GLSL ES 3.00 4.3.6); SPIR-V has no such rule. A shader that writes `coeff[i]` from a loop
// therefore travels through glslang and SPIRV-Cross intact and lands on the ES driver as ESSL it
// refuses outright - "array indexes for fragment outputs must be constant integral expressions".
// The program links nothing and every draw that uses it becomes a silent no-op. That is the whole
// of improved-transparency-minecraft-26.3 on the Android DirectGLES lane: Minecraft 26.3's OIT
// coefficient shader has exactly this shape, and losing it empties the entire translucent layer
// (clouds and water) while the opaque geometry stays pixel-exact.
//
// WHY THIS SCENARIO EXISTS RATHER THAN A UNIT TEST. The unit tests in MG_Test/Program (see
// ProgramUtilTest, LoopDerivedFragmentOutputIndexFoldsToConstantIndices and its
// genuinely-dynamic sibling) prove the SPIR-V comes out with constant indices, validates, and
// decompiles to ESSL with only literal indices. What they cannot prove is that a real driver
// then ACCEPTS and RUNS it - and acceptance is the whole failure mode, because Mesa accepts the
// illegal form too. Only a live glCompileShader/glLinkProgram followed by a draw can tell the two
// apart, and only reading the pixels back can tell "linked" from "wrote the right attachment".
//
// Both backends run this: on DirectVulkan the original module is already legal (the legalization
// is DirectGLES-only, deliberately), so this doubles as the check that the two backends agree
// about what such a shader means.
#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);
}
)";
// The Minecraft 26.3 OIT coefficient shape: both the attachment index and the component
// index come from loop counters, so nothing but the loop bounds decides where each value
// lands. Attachment 0 gets (0.0, 0.1, 0.2, 0.3) and attachment 1 gets (0.5, 0.6, 0.7, 0.8) -
// values that are only correct if the two indices were folded to the RIGHT constants, not
// merely to some constant.
constexpr const char* kLoopIndexedFS = R"(#version 330 core
out vec4 coeff[2];
void main() {
for (int attachmentIndex = 0; attachmentIndex < 2; ++attachmentIndex) {
for (int i = 0; i < 4; ++i) {
coeff[attachmentIndex][i] = float(attachmentIndex) * 0.5 + float(i) * 0.1;
}
}
}
)";
// No loop can fold this one: the index arrives in a uniform. It exercises the fallback
// lowering (a switch over the array range for the write, constant-indexed loads and a
// select for the read) and it checks the untargeted attachment is left ALONE, which a
// lowering that wrote every element unconditionally would break.
constexpr const char* kUniformIndexedFS = R"(#version 330 core
uniform int uTarget;
out vec4 coeff[2];
void main() {
coeff[0] = vec4(0.25, 0.25, 0.25, 1.0);
coeff[1] = vec4(0.75, 0.75, 0.75, 1.0);
coeff[uTarget] = coeff[uTarget] + vec4(0.25, 0.0, 0.0, 0.0);
}
)";
constexpr int kSize = 8;
class FragmentOutputArrayIndexScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
for (int i = 0; i < 2; ++i) {
glGenTextures(1, &m_color[i]);
glBindTexture(GL_TEXTURE_2D, m_color[i]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kSize, kSize);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D,
m_color[i], 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));
const float quad[] = {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
glViewport(0, 0, kSize, kSize);
}
void TearDown() override {
if (Ready()) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &m_fbo);
glDeleteTextures(2, m_color);
glDeleteBuffers(1, &m_vbo);
glDeleteVertexArrays(1, &m_vao);
}
ScenarioTest::TearDown();
}
// Clears both attachments to a colour no shader below writes, so an attachment that
// was never written reads back as the sentinel rather than as a plausible value.
void ClearToSentinel() {
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
std::vector<float> ReadAttachment(int index) {
std::vector<unsigned char> bytes(static_cast<std::size_t>(kSize) * kSize * 4, 0);
glReadBuffer(GL_COLOR_ATTACHMENT0 + index);
glReadPixels(0, 0, kSize, kSize, GL_RGBA, GL_UNSIGNED_BYTE, bytes.data());
std::vector<float> centre(4, -1.0f);
// The middle pixel: the quad covers the whole target, so every pixel is the same,
// and the middle one cannot be a rasterization edge case.
const std::size_t offset = (static_cast<std::size_t>(kSize / 2) * kSize + kSize / 2) * 4;
for (int i = 0; i < 4; ++i) {
centre[static_cast<std::size_t>(i)] = static_cast<float>(bytes[offset + i]) / 255.0f;
}
return centre;
}
GLuint m_fbo = 0;
GLuint m_color[2] = {0, 0};
GLuint m_vao = 0;
GLuint m_vbo = 0;
};
// The gate for the whole defect: before the legalization this program did not link on a
// strict ES driver (ANGLE), so the draw wrote nothing and BOTH attachments kept the
// sentinel. Now each attachment must carry the value its loop iteration produced.
TEST_F(FragmentOutputArrayIndexScenario, LoopIndexedOutputArrayWritesEveryAttachment) {
if (!Ready() || IsSkipped()) return;
std::string error;
const GLuint program = CompileProgram(kVS, kLoopIndexedFS, &error);
ASSERT_NE(program, 0u) << "a loop-indexed fragment output array must compile and link: "
<< error;
ClearToSentinel();
glUseProgram(program);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
const std::vector<float> first = ReadAttachment(0);
EXPECT_NEAR(first[0], 0.0f, 0.02f) << "attachment 0 red";
EXPECT_NEAR(first[1], 0.1f, 0.02f) << "attachment 0 green";
EXPECT_NEAR(first[2], 0.2f, 0.02f)
<< "attachment 0 blue - a sentinel 1.0 here means the draw never ran";
EXPECT_NEAR(first[3], 0.3f, 0.02f) << "attachment 0 alpha";
const std::vector<float> second = ReadAttachment(1);
EXPECT_NEAR(second[0], 0.5f, 0.02f)
<< "attachment 1 red - the second loop iteration must reach the second draw buffer";
EXPECT_NEAR(second[1], 0.6f, 0.02f) << "attachment 1 green";
EXPECT_NEAR(second[2], 0.7f, 0.02f) << "attachment 1 blue";
EXPECT_NEAR(second[3], 0.8f, 0.02f) << "attachment 1 alpha";
glDeleteProgram(program);
EXPECT_EQ(FirstGLError(), 0u) << GLErrorName(FirstGLError());
}
// The fallback half, on a live driver, for both values of the uniform: the targeted
// attachment is read, incremented and written back; the other one keeps exactly what the
// constant-indexed store put there.
TEST_F(FragmentOutputArrayIndexScenario, UniformIndexedOutputArrayWritesOnlyTheSelectedAttachment) {
if (!Ready() || IsSkipped()) return;
std::string error;
const GLuint program = CompileProgram(kVS, kUniformIndexedFS, &error);
ASSERT_NE(program, 0u) << "a uniform-indexed fragment output array must compile and link: "
<< error;
const GLint targetLocation = glGetUniformLocation(program, "uTarget");
ASSERT_GE(targetLocation, 0);
glUseProgram(program);
for (int target = 0; target < 2; ++target) {
ClearToSentinel();
glUniform1i(targetLocation, target);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
const std::vector<float> first = ReadAttachment(0);
const std::vector<float> second = ReadAttachment(1);
EXPECT_NEAR(first[0], target == 0 ? 0.5f : 0.25f, 0.02f)
<< "attachment 0 red with uTarget=" << target;
EXPECT_NEAR(first[1], 0.25f, 0.02f) << "attachment 0 green with uTarget=" << target;
EXPECT_NEAR(second[0], target == 1 ? 1.0f : 0.75f, 0.02f)
<< "attachment 1 red with uTarget=" << target;
EXPECT_NEAR(second[1], 0.75f, 0.02f) << "attachment 1 green with uTarget=" << target;
}
glDeleteProgram(program);
EXPECT_EQ(FirstGLError(), 0u) << GLErrorName(FirstGLError());
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,476 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/Glsl420DeclarationScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario - GLSL 4.20 DECLARATIONS THE FRONTEND USED TO REJECT OR COLLAPSE.
//
// GLSL 4.20 gives an array of opaque uniforms or of block instances CONSECUTIVE binding
// points: "layout(binding = 1) uniform sampler2D goku[7]" puts goku[0] on texture unit 1
// and goku[6] on unit 7, and the same rule holds for "layout(binding = 2) uniform GOKU
// {...} goku[14]" over uniform buffer binding points 2..15 (GLSL 4.20 4.4.5, GL 4.6 7.6.2).
// One qualifier, N bindings - which is exactly the part that is easy to get wrong, because
// every element shares one declaration and one reflection record.
//
// Three separate mechanisms all collapsed that array down to its first element, and the
// three cases below pin one each:
//
// * the SAMPLER array (Espryt): reflection names an array after its first element at
// every location it spans, so the backend resolved "goku[0]" once per element, got one
// backend location N times, and the per-draw pass's last glUniform1i was the only one
// that survived. goku[0] ended up holding the LAST element's unit and goku[1..N-1] kept
// unit 0 - so every element sampled whatever was bound to unit 0.
// * the uniform BLOCK array (both backends): glslang reports the declared binding for
// every expanded instance, so nothing added the element offset. glGetActiveUniformBlockiv
// answered the base binding for all of them, and since both backends feed a block from
// that same number at draw time, all instances also read one buffer.
// * 'invariant' on a non-vertex stage's INPUT: legal desktop GLSL at every version, and
// ignored where it is written, but glslang rejected it from 4.20 up - so a shader that
// compiled as "#version 400" stopped compiling as "#version 420".
//
// The fourth case is the same species as the third - a legal 4.20 shader the frontend
// refused - and lives here for that reason: atomicCounterIncrement() was rejected because
// glslang applied its atomicAdd() extension gate to the atomicAdd() its own Vulkan-relaxed
// lowering had just synthesized.
//
// Conformance cases behind these: KHR-GL42.shading_language_420pack.binding_sampler_array,
// .binding_uniform_block_array, .qualifier_order[_block]_test_id_*, and
// KHR-GL42.shader_image_load_store.advanced-sso-atomicCounters.
#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 int kElements = 4;
// No vertex attributes: the quad comes from gl_VertexID, so nothing here depends on
// the harness's attribute pinning and the fragment stage is the only thing under test.
constexpr const char* kQuadVS = R"(#version 420 core
void main()
{
switch (gl_VertexID)
{
case 0: gl_Position = vec4(-1.0, -1.0, 0.0, 1.0); break;
case 1: gl_Position = vec4( 1.0, -1.0, 0.0, 1.0); break;
case 2: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
default: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
}
}
)";
// The red channel comes back as a BITMASK of which elements read the wrong thing, so
// a failure names the element instead of just saying "not green". float(bad)/255.0
// round-trips exactly through an RGBA8 target for every mask this can produce.
constexpr const char* kSamplerArrayFS = R"(#version 420 core
layout(binding = 1) uniform sampler2D goku[4];
out vec4 o_color;
void main()
{
const vec2 uv = vec2(0.5, 0.5);
int bad = 0;
if (texture(goku[0], uv) != vec4(1.0, 0.0, 0.0, 1.0)) bad |= 1;
if (texture(goku[1], uv) != vec4(0.0, 0.0, 1.0, 1.0)) bad |= 2;
if (texture(goku[2], uv) != vec4(1.0, 1.0, 0.0, 1.0)) bad |= 4;
if (texture(goku[3], uv) != vec4(0.0, 1.0, 1.0, 1.0)) bad |= 8;
o_color = vec4(float(bad) / 255.0, bad == 0 ? 1.0 : 0.0, 0.0, 1.0);
}
)";
// Same declaration one dimension deeper. GLSL 4.30 arrays of arrays are legal here, and
// the elements still take consecutive units (1..4) in declaration order - but the two
// reflections disagree about how to count them, which is the whole point of this case.
constexpr const char* kSamplerArrayOfArraysFS = R"(#version 430 core
layout(binding = 1) uniform sampler2D goku[2][2];
out vec4 o_color;
void main()
{
const vec2 uv = vec2(0.5, 0.5);
int bad = 0;
if (texture(goku[0][0], uv) != vec4(1.0, 0.0, 0.0, 1.0)) bad |= 1;
if (texture(goku[0][1], uv) != vec4(0.0, 0.0, 1.0, 1.0)) bad |= 2;
if (texture(goku[1][0], uv) != vec4(1.0, 1.0, 0.0, 1.0)) bad |= 4;
if (texture(goku[1][1], uv) != vec4(0.0, 1.0, 1.0, 1.0)) bad |= 8;
o_color = vec4(float(bad) / 255.0, bad == 0 ? 1.0 : 0.0, 0.0, 1.0);
}
)";
constexpr const char* kBlockArrayFS = R"(#version 420 core
layout(std140, binding = 2) uniform GOKU
{
vec4 gohan;
} goku[4];
out vec4 o_color;
void main()
{
int bad = 0;
if (goku[0].gohan != vec4(1.0, 0.0, 0.0, 1.0)) bad |= 1;
if (goku[1].gohan != vec4(0.0, 0.0, 1.0, 1.0)) bad |= 2;
if (goku[2].gohan != vec4(1.0, 1.0, 0.0, 1.0)) bad |= 4;
if (goku[3].gohan != vec4(0.0, 1.0, 1.0, 1.0)) bad |= 8;
o_color = vec4(float(bad) / 255.0, bad == 0 ? 1.0 : 0.0, 0.0, 1.0);
}
)";
// The producing stage declares the varying invariant (always legal) and the consuming
// stage redeclares it (the part that regressed at 4.20). The qualifier ORDER is the
// shuffled one 420pack exists to allow, so this also covers the parse path the
// qualifier_order cases exercise.
constexpr const char* kInvariantInVS = R"(#version 420 core
smooth invariant out highp vec4 v_data;
void main()
{
v_data = vec4(0.0, 1.0, 0.0, 1.0);
switch (gl_VertexID)
{
case 0: gl_Position = vec4(-1.0, -1.0, 0.0, 1.0); break;
case 1: gl_Position = vec4( 1.0, -1.0, 0.0, 1.0); break;
case 2: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
default: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
}
}
)";
constexpr const char* kInvariantInFS = R"(#version 420 core
highp in smooth invariant vec4 v_data;
out vec4 o_color;
void main() { o_color = v_data; }
)";
// atomicCounterIncrement() is core GLSL from 4.20 and needs no extension. MobileGL
// parses under Vulkan-relaxed rules, which rewrite it into an atomicAdd() on a buffer
// block - and glslang then applied to its OWN rewrite the desktop-below-430 gate that
// demands GL_ARB_shader_storage_buffer_object for atomicAdd, rejecting a shader it had
// just accepted. The shape is lifted from
// KHR-GL42.shader_image_load_store.advanced-sso-atomicCounters.
constexpr const char* kAtomicCounterVS = R"(#version 420 core
layout(binding = 0, offset = 0) uniform atomic_uint g_counter;
out flat uint v_index;
void main()
{
v_index = atomicCounterIncrement(g_counter);
switch (gl_VertexID)
{
case 0: gl_Position = vec4(-1.0, -1.0, 0.0, 1.0); break;
case 1: gl_Position = vec4( 1.0, -1.0, 0.0, 1.0); break;
case 2: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
default: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
}
}
)";
constexpr const char* kAtomicCounterFS = R"(#version 420 core
in flat uint v_index;
out vec4 o_color;
void main() { o_color = vec4(0.0, 1.0, 0.0, 1.0); }
)";
class Glsl420DeclarationScenario : public ScenarioTest {
protected:
void TearDown() override {
if (!Ready()) return;
glUseProgram(0);
if (!m_textures.empty()) glDeleteTextures(static_cast<GLsizei>(m_textures.size()), m_textures.data());
if (!m_buffers.empty()) glDeleteBuffers(static_cast<GLsizei>(m_buffers.size()), m_buffers.data());
for (GLuint p : m_programs) glDeleteProgram(p);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
m_textures.clear();
m_buffers.clear();
m_programs.clear();
m_vao = 0;
}
GLuint Build(const char* vs, const char* fs) {
std::string error;
const GLuint program = CompileProgram(vs, fs, &error);
if (program == 0) {
ADD_FAILURE() << "program did not build: " << error;
return 0;
}
m_programs.push_back(program);
return program;
}
// One 1x1 RGBA8 texture per element, each a colour whose channels are exactly 0 or
// 255 so the shader's == comparisons are exact.
void MakeElementTextures(const std::uint8_t colors[kElements][4]) {
m_textures.assign(kElements, 0);
glGenTextures(kElements, m_textures.data());
for (int i = 0; i < kElements; ++i) {
glActiveTexture(GL_TEXTURE0 + 1 + i);
glBindTexture(GL_TEXTURE_2D, m_textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors[i]);
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_MAX_LEVEL, 0);
}
glActiveTexture(GL_TEXTURE0);
}
void MakeElementBuffers(const float values[kElements][4], GLuint firstBinding) {
m_buffers.assign(kElements, 0);
glGenBuffers(kElements, m_buffers.data());
for (int i = 0; i < kElements; ++i) {
glBindBuffer(GL_UNIFORM_BUFFER, m_buffers[i]);
glBufferData(GL_UNIFORM_BUFFER, 4 * sizeof(float), values[i], GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, firstBinding + i, m_buffers[i]);
}
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
// Draws the full-screen quad and hands back the centre pixel.
Rgba8 DrawAndRead(GLuint program) {
HeadlessGL& gl = Gl();
if (m_vao == 0) glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
BindDefaultFramebuffer();
glViewport(0, 0, gl.Width(), gl.Height());
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glUseProgram(program);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
const Image image = ReadPixels(gl.Width(), gl.Height());
glUseProgram(0);
return image.At(gl.Width() / 2, gl.Height() / 2);
}
// An array of ARRAYS is declined by Magma (ProgramFactory::ReflectLayout logs it and
// VkProgramObject::declinedDescriptors then refuses every draw), which is a defined
// outcome the case below can assert. Espryt has no such gate: it bakes the units the
// frontend reports into its ESSL, and since the binding-qualifier seeding does not
// walk the inner dimension every element reports unit 0 - so it samples one texture
// four times and paints a mismatch. That gap is in the FRONTEND, one level below
// either backend, and fixing it is the feature that would make this shape work
// everywhere; it is not part of wiring descriptor arrays through Magma, so the
// Espryt arm is SCOPED and the reflection half is asserted on both backends.
bool MultiDimensionalSamplerArraysAreDeclined() const { return Gl().BackendName() == "DirectVulkan"; }
// Same shape, different gap: with the compile fixed, this shader now links on
// both backends but paints nothing on Magma - the atomic counter becomes a
// buffer descriptor there and that half is not wired up yet (the conformance
// case KHR-GL42.shader_image_load_store.advanced-sso-atomicCounters is where it
// is measured). The regression this case exists for is the COMPILE, which is
// asserted on both backends above; only the paint is scoped.
bool AtomicCounterDrawsAreSupported() const { return Gl().BackendName() != "DirectVulkan"; }
static std::string BadElements(std::uint8_t mask) {
if (mask == 0) return "none";
std::string out;
for (int i = 0; i < kElements; ++i) {
if ((mask & (1u << i)) == 0) continue;
if (!out.empty()) out += ", ";
out += "[" + std::to_string(i) + "]";
}
return out;
}
std::vector<GLuint> m_textures;
std::vector<GLuint> m_buffers;
std::vector<GLuint> m_programs;
GLuint m_vao = 0;
};
} // namespace
// Element k of a sampler array samples texture unit N+k - both as the API reports it and,
// the part that was actually broken, as the draw behaves.
TEST_F(Glsl420DeclarationScenario, SamplerArrayElementsSampleConsecutiveTextureUnits) {
if (!Ready()) return;
static const std::uint8_t colors[kElements][4] = {
{255, 0, 0, 255}, {0, 0, 255, 255}, {255, 255, 0, 255}, {0, 255, 255, 255}};
MakeElementTextures(colors);
const GLuint program = Build(kQuadVS, kSamplerArrayFS);
if (program == 0) return;
// The reported unit is the shadow the frontend seeds from the qualifier. It was
// already right when the draw was wrong, so checking only this would have passed
// straight through the bug - it is here to separate a reflection regression from a
// backend one if this case ever fails again.
glUseProgram(program);
for (int i = 0; i < kElements; ++i) {
const std::string name = "goku[" + std::to_string(i) + "]";
const GLint location = glGetUniformLocation(program, name.c_str());
ASSERT_GE(location, 0) << name << " has no location";
GLint unit = -1;
glGetUniformiv(program, location, &unit);
EXPECT_EQ(unit, 1 + i) << name << " should default to texture unit " << (1 + i);
}
glUseProgram(0);
const Rgba8 centre = DrawAndRead(program);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_EQ(centre.r, 0) << "sampler array elements that read the wrong texture: " << BadElements(centre.r);
EXPECT_EQ(centre.g, 255) << "the draw did not reach the fragment stage at all";
}
// An array of ARRAYS of samplers is the shape the two reflections count differently:
// SPIRV-Reflect reports one binding of 4 flattened descriptors, while the frontend hands out
// uniform locations along the outer dimension only and keys the uniform by its full
// "goku[0][0]" spelling. Magma therefore cannot address elements 1..3 of that binding, and
// the contract this case pins is that it says so and DECLINES - the failure it must never
// return to is resolving those elements onto whatever uniform got the next locations, which
// is a silently wrong texture rather than a missing draw.
//
// Deliberately weak on the pixels for that reason: what is asserted on every backend is that
// the program builds, the draw raises no GL error, and the process survives. Where the
// descriptors do resolve, the colours are checked too.
TEST_F(Glsl420DeclarationScenario, AnArrayOfSamplerArraysIsHonouredOrDeclinedCleanly) {
if (!Ready()) return;
static const std::uint8_t colors[kElements][4] = {
{255, 0, 0, 255}, {0, 0, 255, 255}, {255, 255, 0, 255}, {0, 255, 255, 255}};
MakeElementTextures(colors);
std::string error;
const GLuint program = CompileProgram(kQuadVS, kSamplerArrayOfArraysFS, &error);
if (program == 0) {
GTEST_SKIP() << "the frontend does not build an array of sampler arrays: " << error;
}
m_programs.push_back(program);
// The reflection DOES reserve one location per flattened element, in the order
// SPIRV-Reflect flattens them - which is the whole reason baseLocation + element is the
// right addressing rule for a descriptor array, and would be right for this shape too.
// What is missing is one level up: the `layout(binding = 1)` unit seeding walks the outer
// dimension only, so all four elements report unit 0 instead of 1..4. That is why this
// shape is declined rather than supported, and it is asserted here because the day the
// seeding learns arrays of arrays, the decline should be revisited rather than kept.
glUseProgram(program);
for (int outer = 0; outer < 2; ++outer) {
for (int inner = 0; inner < 2; ++inner) {
const std::string name = "goku[" + std::to_string(outer) + "][" + std::to_string(inner) + "]";
EXPECT_EQ(glGetUniformLocation(program, name.c_str()), outer * 2 + inner)
<< name << " should hold the flattened element's own location";
}
}
glUseProgram(0);
const Rgba8 centre = DrawAndRead(program);
EXPECT_EQ(FirstGLError(), 0u) << "declining a descriptor array must not raise a GL error";
if (!MultiDimensionalSamplerArraysAreDeclined()) {
GTEST_SKIP() << "the frontend's binding-qualifier seeding does not walk an array of arrays, so "
<< Gl().BackendName() << " samples unit 0 for every element; the locations "
<< "asserted above are the half of this case it can answer";
}
// Three outcomes are possible and only two are acceptable. Green means every element
// sampled its own unit. Black - the untouched clear - means the program was declined and
// painted nothing, which is the documented Magma outcome. A non-zero red channel is the
// third: the draw DID reach the fragment stage and elements read the wrong textures,
// which is exactly the silent mismatch this decline exists to prevent.
if (centre.g == 255) {
EXPECT_EQ(centre.r, 0) << "elements of the array of arrays that read the wrong texture: "
<< BadElements(centre.r);
return;
}
EXPECT_EQ(centre.r, 0) << "the array of arrays was not resolved, but the draw still painted "
"a mismatch instead of being declined: " << BadElements(centre.r);
}
// Instance k of a uniform block array sits on buffer binding point N+k - again both as
// reported and as fed to the shader.
TEST_F(Glsl420DeclarationScenario, UniformBlockArrayInstancesTakeConsecutiveBindings) {
if (!Ready()) return;
static const float values[kElements][4] = {
{1.0f, 0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 0.0f, 1.0f}, {0.0f, 1.0f, 1.0f, 1.0f}};
constexpr GLuint kFirstBinding = 2;
MakeElementBuffers(values, kFirstBinding);
const GLuint program = Build(kQuadVS, kBlockArrayFS);
if (program == 0) return;
for (int i = 0; i < kElements; ++i) {
const std::string name = "GOKU[" + std::to_string(i) + "]";
const GLuint index = glGetUniformBlockIndex(program, name.c_str());
ASSERT_NE(index, static_cast<GLuint>(GL_INVALID_INDEX)) << name << " is not an active block";
GLint binding = -1;
glGetActiveUniformBlockiv(program, index, GL_UNIFORM_BLOCK_BINDING, &binding);
EXPECT_EQ(binding, static_cast<GLint>(kFirstBinding) + i)
<< name << " should start on binding point " << (kFirstBinding + i);
}
EXPECT_EQ(FirstGLError(), 0u) << "the block queries left a GL error behind";
const Rgba8 centre = DrawAndRead(program);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_EQ(centre.r, 0) << "block array instances that read the wrong buffer: " << BadElements(centre.r);
EXPECT_EQ(centre.g, 255) << "the draw did not reach the fragment stage at all";
}
// 'invariant' written on a fragment input at #version 420. The same source compiles at
// #version 400 on any implementation, so a version-dependent rejection is the defect.
TEST_F(Glsl420DeclarationScenario, InvariantIsAcceptedOnANonVertexStageInput) {
if (!Ready()) return;
const GLuint program = Build(kInvariantInVS, kInvariantInFS);
if (program == 0) return;
const Rgba8 centre = DrawAndRead(program);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_EQ(centre.g, 255) << "the invariant-qualified varying did not arrive";
EXPECT_EQ(centre.r, 0);
}
// A #version 420 shader may call atomicCounterIncrement() with no extension at all. The
// assertion is deliberately the COMPILE, because the defect was a compile-time gate on
// glslang's own atomic-counter lowering; the draw that follows only checks the shader
// survives the rest of the pipeline without leaving an error behind.
TEST_F(Glsl420DeclarationScenario, AnAtomicCounterCompilesWithoutTheSsboExtension) {
if (!Ready()) return;
const GLuint shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(shader, 1, &kAtomicCounterVS, nullptr);
glCompileShader(shader);
GLint compiled = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (compiled == GL_FALSE) {
char log[2048] = {};
glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
glDeleteShader(shader);
FAIL() << "atomicCounterIncrement() at #version 420 core did not compile: " << log;
}
glDeleteShader(shader);
const GLuint program = Build(kAtomicCounterVS, kAtomicCounterFS);
if (program == 0) return;
GLuint counter = 0;
glGenBuffers(1, &counter);
m_buffers.push_back(counter);
const GLuint zero = 0;
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, counter);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(GLuint), &zero, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, counter);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, 0);
if (!AtomicCounterDrawsAreSupported()) {
GTEST_SKIP() << "atomic-counter draws do not paint on " << Gl().BackendName()
<< " yet; the compile above is what this case pins";
}
const Rgba8 centre = DrawAndRead(program);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_EQ(centre.g, 255) << "the atomic-counter shader linked but painted nothing";
}
} // namespace MGITest
@@ -0,0 +1,473 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ImageLoadStoreSsoScenario.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 - IMAGE UNIFORMS REACHED THROUGH A PROGRAM PIPELINE.
//
// KHR-GL42.shader_image_load_store.advanced-sso-simple reduced to its mechanism. An ARRAY of
// image uniforms lives in a separable FRAGMENT program; the application assigns each element its
// own image unit with glProgramUniform1i, on a program that is not current and whose pipeline is
// not even bound yet; the draw then goes through the pipeline, i.e. through the flattened
// composite program (MG_State/GLState/Core.cpp, GetProgramForDraw) rather than through the stage
// program the units were written to.
//
// Three separate things have to survive that indirection, and each one is a different mechanism:
//
// 1. the units themselves, which are per-program state on a DIFFERENT object from the one the
// draw reads (the composite mirror carries them);
// 2. the units as seen by a backend that cannot take them at draw time - Espryt has to BAKE an
// image unit into the ESSL it generates, because ES forbids glUniform1i on image uniforms,
// so a change has to invalidate the generated program;
// 3. per-ELEMENT assignment, which is what makes this different from every sampler case: the
// four elements of g_image[] are four locations with four different units, and nothing may
// collapse them to the array's base.
//
// Two pipelines that SHARE their vertex stage program and differ only in the fragment one are
// used exactly as the conformance case does, because that is what makes the composite cache and
// the stage programs' separate uniform storage both load-bearing at once.
#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* kSsoVS = R"(#version 420 core
out gl_PerVertex { vec4 gl_Position; };
void main()
{
switch (gl_VertexID)
{
case 0: gl_Position = vec4(-1.0, -1.0, 0.0, 1.0); break;
case 1: gl_Position = vec4( 1.0, -1.0, 0.0, 1.0); break;
case 2: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
case 3: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
}
}
)";
// The conformance case's two fragment programs: one with an explicit format qualifier,
// one writeonly with none. Both write every element of a four-image array and discard.
constexpr const char* kImageFS0 = R"(#version 420 core
layout(rgba32f) uniform image2D g_image[4];
void main()
{
for (int i = 0; i < g_image.length(); ++i) {
imageStore(g_image[i], ivec2(gl_FragCoord), vec4(1.0));
}
discard;
}
)";
constexpr const char* kImageFS1 = R"(#version 420 core
writeonly uniform image2D g_image[4];
void main()
{
for (int i = 0; i < g_image.length(); ++i) {
imageStore(g_image[i], ivec2(gl_FragCoord), vec4(2.0));
}
discard;
}
)";
class ImageLoadStoreSsoScenario : public ScenarioTest {
protected:
void TearDown() override {
if (!Ready()) return;
glBindProgramPipeline(0);
glUseProgram(0);
for (GLuint p : m_programs) glDeleteProgram(p);
for (GLuint p : m_pipelines) glDeleteProgramPipelines(1, &p);
m_programs.clear();
m_pipelines.clear();
}
GLuint MakeSeparable(GLenum stage, const char* source) {
const GLuint program = glCreateShaderProgramv(stage, 1, &source);
if (program != 0) m_programs.push_back(program);
EXPECT_EQ(FirstGLError(), 0u)
<< "glCreateShaderProgramv(stage 0x" << std::hex << stage << std::dec << ") left a GL error";
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char log[2048] = {};
glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
ADD_FAILURE() << "glCreateShaderProgramv(stage 0x" << std::hex << stage << std::dec
<< ") did not link: " << log;
return 0;
}
return program;
}
GLuint MakePipeline() {
GLuint pipeline = 0;
glGenProgramPipelines(1, &pipeline);
m_pipelines.push_back(pipeline);
return pipeline;
}
// Espryt reaches the GPU through an ES driver, and ES forbids glUniform1i on an
// image uniform: the unit has to be BAKED into the generated ESSL as
// layout(binding = N) (RebindImageUniformsToFrontendUnits, MG_Backend/DirectGLES).
// One qualifier is all an ARRAY declaration can carry, and ESSL then gives the
// array's elements the CONSECUTIVE units N, N+1, N+2, ... - so a per-element
// assignment that is not consecutive (the conformance case uses 0, 2, 4, 6) has no
// spelling in a single declaration and cannot be expressed at all without splitting
// the array into one declaration per element and rewriting every use of it.
//
// Scoped rather than disabled, exactly as ProgramPipelineScenario scopes its
// storage-block rebinding cases: the defect is per-backend and the frontend
// mechanism these cases exist for - per-element units surviving the trip to the
// pipeline composite - is fully exercised on Magma.
bool PerElementImageUnitsAreHonoured() const { return Gl().BackendName() == "DirectVulkan"; }
// The scenarios below need image load/store at all; a driver without it should skip
// rather than fail.
bool ImagesAreUsable() const {
GLint maxImageUnits = 0;
glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
while (glGetError() != GL_NO_ERROR) {
}
return maxImageUnits >= 8;
}
std::vector<GLuint> m_programs;
std::vector<GLuint> m_pipelines;
};
} // namespace
// The whole conformance shape in one case: two pipelines sharing a vertex stage, four image
// array elements each pointed at a different unit through glProgramUniform1i, eight layers of
// one array texture bound one per unit, and every layer checked.
//
// Layers alternate 1.0 / 2.0 because the two fragment programs interleave their units
// (0,2,4,6 and 1,3,5,7) - so a defect that collapses an image array to its base element, or
// that loses the units on the way to the composite, does not merely dim the result: it puts
// the wrong VALUE in a layer and names which one.
TEST_F(ImageLoadStoreSsoScenario, PerElementImageUnitsReachAPipelineDraw) {
if (!Ready()) return;
if (!ImagesAreUsable()) GTEST_SKIP() << "fewer than 8 image units";
if (!PerElementImageUnitsAreHonoured()) {
GTEST_SKIP() << "non-consecutive per-element image units cannot be baked into ESSL";
}
HeadlessGL& gl = Gl();
constexpr int kWidth = 8;
constexpr int kHeight = 8;
constexpr int kLayers = 8;
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSsoVS);
const GLuint fs0 = MakeSeparable(GL_FRAGMENT_SHADER, kImageFS0);
const GLuint fs1 = MakeSeparable(GL_FRAGMENT_SHADER, kImageFS1);
if (vs == 0 || fs0 == 0 || fs1 == 0) return;
// Per ELEMENT, by name, on programs that are neither current nor attached to a bound
// pipeline yet - exactly the conformance call order.
const int units0[4] = {0, 2, 4, 6};
const int units1[4] = {1, 3, 5, 7};
for (int i = 0; i < 4; ++i) {
const std::string name = "g_image[" + std::to_string(i) + "]";
const GLint loc0 = glGetUniformLocation(fs0, name.c_str());
const GLint loc1 = glGetUniformLocation(fs1, name.c_str());
ASSERT_NE(loc0, -1) << "fs0 has no location for " << name;
ASSERT_NE(loc1, -1) << "fs1 has no location for " << name;
glProgramUniform1i(fs0, loc0, units0[i]);
glProgramUniform1i(fs1, loc1, units1[i]);
}
ASSERT_EQ(FirstGLError(), 0u) << "assigning image units with glProgramUniform1i errored";
const GLuint pipeline0 = MakePipeline();
const GLuint pipeline1 = MakePipeline();
glUseProgramStages(pipeline0, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipeline0, GL_FRAGMENT_SHADER_BIT, fs0);
glUseProgramStages(pipeline1, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipeline1, GL_FRAGMENT_SHADER_BIT, fs1);
ASSERT_EQ(FirstGLError(), 0u) << "pipeline setup errored";
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
const std::vector<float> zeros(static_cast<size_t>(kWidth) * kHeight * kLayers * 4, 0.0f);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA32F, kWidth, kHeight, kLayers, 0, GL_RGBA, GL_FLOAT, zeros.data());
ASSERT_EQ(FirstGLError(), 0u) << "creating the RGBA32F array texture errored";
// One LAYER of the array texture per unit, which is what makes each element's unit
// independently observable in the readback.
for (int unit = 0; unit < kLayers; ++unit) {
glBindImageTexture(static_cast<GLuint>(unit), texture, 0, GL_FALSE, unit, GL_READ_WRITE, GL_RGBA32F);
}
ASSERT_EQ(FirstGLError(), 0u) << "glBindImageTexture errored";
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
BindDefaultFramebuffer();
glViewport(0, 0, kWidth, kHeight);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glUseProgram(0);
glBindProgramPipeline(pipeline0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindProgramPipeline(pipeline1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
EXPECT_EQ(FirstGLError(), 0u) << "the two pipeline draws leaked a GL error";
std::vector<float> readback(static_cast<size_t>(kWidth) * kHeight * kLayers * 4, -1.0f);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GL_FLOAT, readback.data());
ASSERT_EQ(FirstGLError(), 0u) << "reading the array texture back errored";
// Even layers were written through fs0's units, odd layers through fs1's.
for (int layer = 0; layer < kLayers; ++layer) {
const float expected = (layer % 2) ? 2.0f : 1.0f;
int offenders = 0;
float firstSeen = 0.0f;
for (int y = 0; y < kHeight; ++y) {
for (int x = 0; x < kWidth; ++x) {
const size_t base =
(static_cast<size_t>(layer) * kHeight * kWidth + static_cast<size_t>(y) * kWidth + x) * 4;
for (int c = 0; c < 4; ++c) {
if (readback[base + c] != expected) {
if (offenders == 0) firstSeen = readback[base + c];
++offenders;
}
}
}
}
EXPECT_EQ(offenders, 0) << "layer " << layer << " (image unit " << layer << ") expected " << expected
<< " but " << offenders << " components differ; first was " << firstSeen;
}
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glDeleteTextures(1, &texture);
gl.EndFrame();
}
// An image ARRAY sharing a program with another descriptor, which is the shape that makes
// the SPIR-V binding remap load-bearing.
//
// The remap (ProgramFactory::RemapDescriptorBindingsForVulkan) is what unifies bindings
// across stages and normalises every descriptor onto set 0; glslang hands it per-stage
// numbering that starts at 0 in EACH stage. It used to refuse any descriptor array that was
// not a UBO, and its only complaint was an assert that compiles out above DEBUG - so a
// release build carried on with the un-remapped numbering and a program holding an image
// array plus a second descriptor could see the two alias onto one binding, while a DEBUG
// build trapped on the very same program.
//
// A case with ONE descriptor cannot see any of that: with a single resource there is nothing
// to collide with and skipping the remap is indistinguishable from running it. Hence this
// one - an image array AND a uniform block in the same fragment program, with the block
// supplying the value that gets stored, so a mis-assigned binding shows up as the wrong
// colour rather than as nothing at all.
TEST_F(ImageLoadStoreSsoScenario, AnImageArrayAlongsideAnotherDescriptorKeepsBothBindings) {
if (!Ready()) return;
if (!ImagesAreUsable()) GTEST_SKIP() << "fewer than 8 image units";
if (!PerElementImageUnitsAreHonoured()) {
GTEST_SKIP() << "non-consecutive per-element image units cannot be baked into ESSL";
}
HeadlessGL& gl = Gl();
constexpr int kWidth = 8;
constexpr int kHeight = 8;
constexpr int kLayers = 2;
static const char* kMixedFS = R"(#version 420 core
layout(rgba32f) uniform image2D g_image[2];
layout(std140) uniform Value { vec4 u_value; };
void main()
{
for (int i = 0; i < g_image.length(); ++i) {
imageStore(g_image[i], ivec2(gl_FragCoord), u_value);
}
discard;
}
)";
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSsoVS);
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kMixedFS);
if (vs == 0 || fs == 0) return;
// Consecutive units here on purpose: this case is about the two descriptor KINDS
// coexisting, not about non-consecutive assignment, which the case above covers.
for (int i = 0; i < 2; ++i) {
const std::string name = "g_image[" + std::to_string(i) + "]";
const GLint loc = glGetUniformLocation(fs, name.c_str());
ASSERT_NE(loc, -1) << "no location for " << name;
glProgramUniform1i(fs, loc, i);
}
const GLfloat value[4] = {7.0f, 7.0f, 7.0f, 7.0f};
GLuint ubo = 0;
glGenBuffers(1, &ubo);
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(value), value, GL_STATIC_DRAW);
const GLuint blockIndex = glGetUniformBlockIndex(fs, "Value");
ASSERT_NE(blockIndex, GL_INVALID_INDEX);
glUniformBlockBinding(fs, blockIndex, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
ASSERT_EQ(FirstGLError(), 0u) << "uniform block setup errored";
const GLuint pipeline = MakePipeline();
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
const std::vector<float> zeros(static_cast<size_t>(kWidth) * kHeight * kLayers * 4, 0.0f);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA32F, kWidth, kHeight, kLayers, 0, GL_RGBA, GL_FLOAT, zeros.data());
glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glBindImageTexture(1, texture, 0, GL_FALSE, 1, GL_READ_WRITE, GL_RGBA32F);
ASSERT_EQ(FirstGLError(), 0u) << "image texture setup errored";
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
BindDefaultFramebuffer();
glViewport(0, 0, kWidth, kHeight);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glUseProgram(0);
glBindProgramPipeline(pipeline);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
EXPECT_EQ(FirstGLError(), 0u) << "the mixed-descriptor pipeline draw leaked a GL error";
std::vector<float> readback(static_cast<size_t>(kWidth) * kHeight * kLayers * 4, -1.0f);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GL_FLOAT, readback.data());
ASSERT_EQ(FirstGLError(), 0u) << "reading the array texture back errored";
for (int layer = 0; layer < kLayers; ++layer) {
int offenders = 0;
float firstSeen = 0.0f;
for (size_t i = 0; i < static_cast<size_t>(kWidth) * kHeight * 4; ++i) {
const size_t index = static_cast<size_t>(layer) * kHeight * kWidth * 4 + i;
if (readback[index] != 7.0f) {
if (offenders == 0) firstSeen = readback[index];
++offenders;
}
}
EXPECT_EQ(offenders, 0) << "layer " << layer << ": " << offenders
<< " components are not the uniform block's value; first was " << firstSeen
<< " (an image-array binding and a uniform block did not both survive)";
}
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glDeleteTextures(1, &texture);
glDeleteBuffers(1, &ubo);
gl.EndFrame();
}
// The same units, reassigned BETWEEN draws through the same pipeline. This is the half that
// the composite cache key change put weight on: the composite object now survives a
// glProgramUniform1i, so nothing rebuilds by accident and the new unit has to be carried by
// the refresh path (and, on Espryt, by regenerating the program the unit is baked into).
TEST_F(ImageLoadStoreSsoScenario, ReassigningAnImageUnitBetweenDrawsReachesTheNextDraw) {
if (!Ready()) return;
if (!ImagesAreUsable()) GTEST_SKIP() << "fewer than 8 image units";
HeadlessGL& gl = Gl();
constexpr int kWidth = 8;
constexpr int kHeight = 8;
constexpr int kLayers = 2;
static const char* kSingleImageFS = R"(#version 420 core
layout(rgba32f) uniform image2D g_image;
void main()
{
imageStore(g_image, ivec2(gl_FragCoord), vec4(3.0));
discard;
}
)";
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSsoVS);
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kSingleImageFS);
if (vs == 0 || fs == 0) return;
const GLuint pipeline = MakePipeline();
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
const std::vector<float> zeros(static_cast<size_t>(kWidth) * kHeight * kLayers * 4, 0.0f);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA32F, kWidth, kHeight, kLayers, 0, GL_RGBA, GL_FLOAT, zeros.data());
glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glBindImageTexture(1, texture, 0, GL_FALSE, 1, GL_READ_WRITE, GL_RGBA32F);
ASSERT_EQ(FirstGLError(), 0u) << "image texture setup errored";
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
BindDefaultFramebuffer();
glViewport(0, 0, kWidth, kHeight);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glUseProgram(0);
glBindProgramPipeline(pipeline);
const GLint location = glGetUniformLocation(fs, "g_image");
ASSERT_NE(location, -1);
// Draw one against unit 0 (layer 0)...
glProgramUniform1i(fs, location, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// ...and draw two against unit 1 (layer 1), with the composite already built and cached.
glProgramUniform1i(fs, location, 1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
EXPECT_EQ(FirstGLError(), 0u) << "the two pipeline draws leaked a GL error";
std::vector<float> readback(static_cast<size_t>(kWidth) * kHeight * kLayers * 4, -1.0f);
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GL_FLOAT, readback.data());
ASSERT_EQ(FirstGLError(), 0u) << "reading the array texture back errored";
for (int layer = 0; layer < kLayers; ++layer) {
int offenders = 0;
float firstSeen = 0.0f;
for (size_t i = 0; i < static_cast<size_t>(kWidth) * kHeight * 4; ++i) {
const size_t index = static_cast<size_t>(layer) * kHeight * kWidth * 4 + i;
if (readback[index] != 3.0f) {
if (offenders == 0) firstSeen = readback[index];
++offenders;
}
}
EXPECT_EQ(offenders, 0) << "layer " << layer << " was not written; " << offenders
<< " components differ, first was " << firstSeen
<< " (the image unit reassignment did not reach the draw)";
}
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glDeleteTextures(1, &texture);
gl.EndFrame();
}
} // namespace MGITest
@@ -55,6 +55,7 @@
#include <algorithm>
#include <cstdint>
#include <cstring>
#include <string>
#include <vector>
@@ -101,6 +102,39 @@ void main() {
// "every single pixel" an achievable (and therefore useful) demand.
constexpr int kQuadrantInset = 2;
// A deliberately asymmetric sub-rect of the 128x96 surface: neither centred nor
// full-extent in either axis, mirroring the conformance suite's randomised
// sub-viewport geometry (glcShaderRenderCase.cpp:735-741). Asymmetry is the whole
// point - y == H - y - h is exactly the case an unconverted Y origin gets right by
// accident, and it is the only case the shipped code ever exercised.
// correct band = GL rows [13, 55)
// mirrored band = GL rows [41, 83) (what H-y-h produces)
constexpr int kSubX = 17;
constexpr int kSubY = 13;
constexpr int kSubW = 60;
constexpr int kSubH = 42;
Image CropRect(const Image& source, int x0, int y0, int width, int height) {
Image out(width, height);
const std::size_t rowBytes = static_cast<std::size_t>(width) * 4;
for (int y = 0; y < height; ++y) {
const std::uint8_t* sourceRow =
source.Data() + (static_cast<std::size_t>(y0 + y) * source.Width() + x0) * 4;
std::memcpy(out.Data() + static_cast<std::size_t>(y) * rowBytes, sourceRow, rowBytes);
}
return out;
}
Image VFlip(const Image& source) {
Image out(source.Width(), source.Height());
const std::size_t rowBytes = static_cast<std::size_t>(source.Width()) * 4;
for (int y = 0; y < source.Height(); ++y) {
std::memcpy(out.Data() + static_cast<std::size_t>(y) * rowBytes,
source.Data() + static_cast<std::size_t>(source.Height() - 1 - y) * rowBytes, rowBytes);
}
return out;
}
struct Vertex {
float x, y;
float r, g, b;
@@ -377,5 +411,174 @@ void main() {
}
}
// ------------------------------------------------------------------ sub-rect / M-1 ----
//
// Everything above reads the FULL extent of its target, which is the one case
// DirectVulkan's default-framebuffer readback ever re-oriented: the remap at
// VulkanRenderer.cpp:2042 had no rect parameters at all, so :8278 gated it on
// `width == swapchainExtent.width && height == swapchainExtent.height` and fell back to a
// raw copy otherwise. Meanwhile the viewport (:422), the scissor (:506-546) and the
// ReadPixels copy offset (:8238) all used the GL bottom-origin Y verbatim as a Vulkan
// top-origin Y.
//
// In the conformance suite those defects CANCEL in placement - the draw lands in Vulkan
// rows [y, y+h) and the readback copies the same rows back - and compose into an exact
// vertical flip of a correct image. That is 1,759 of Magma's 1,793 non-pass cases, and
// image forensics over all 861 gl33 failures found 861 vertical flips and nothing else.
// Taken apart, they are two independent user-visible bugs, so they are tested apart:
// SubViewportDraw pins placement with a full-extent read, SubRectReadback pins the
// readback rect after a full-viewport draw, and SubViewportSubRectRoundTrip is the CTS
// shape where the two cancel.
// Placement: a sub-viewport draw must land in GL rows [y0, y0+h), not mirrored about the
// surface centre. Read back full-extent, which is the path that already worked, so a
// failure here can only be the viewport's Y origin.
TEST_F(OrientationScenario, SubViewportDrawLandsWhereGLPutsIt) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glViewport(kSubX, kSubY, kSubW, kSubH);
DrawQuadrants();
glViewport(0, 0, Gl().Width(), Gl().Height());
const Image whole = ReadPixels(Gl().Width(), Gl().Height());
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
const Image placed = CropRect(whole, kSubX, kSubY, kSubW, kSubH);
EXPECT_EQ(placed.QuadrantSignature(), kUprightSignature)
<< "the sub-viewport draw is not upright inside its own rect";
ExpectUprightQuadrants(placed, "sub-viewport draw, cropped out of a full-extent read");
// Nothing may have been painted outside the viewport. This is what catches the
// mirrored placement: the drawn band would sit at GL rows [41, 83) instead.
EXPECT_TRUE(RegionIsMostly(whole, 0, Gl().Width() - 1, 0, kSubY - 2, "black", 0.0,
"below the sub-viewport"));
EXPECT_TRUE(RegionIsMostly(whole, 0, Gl().Width() - 1, kSubY + kSubH + 1, Gl().Height() - 1, "black",
0.0, "above the sub-viewport"));
}
// Readback: a full-viewport draw read back through a sub-rect must return the requested
// band, in GL row order. Band and orientation are asserted separately so that fixing only
// one of the two cannot pass this case.
TEST_F(OrientationScenario, SubRectReadbackReturnsTheRequestedBandUpright) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
DrawQuadrants();
const Image whole = ReadPixels(Gl().Width(), Gl().Height());
ASSERT_EQ(whole.QuadrantSignature(), kUprightSignature)
<< "the full-extent read is already wrong, so nothing below can be trusted";
const Image sub = ReadPixelsRect(kSubX, kSubY, kSubW, kSubH);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ASSERT_EQ(sub.Width(), kSubW);
ASSERT_EQ(sub.Height(), kSubH);
const Image requestedBand = CropRect(whole, kSubX, kSubY, kSubW, kSubH);
const Image mirroredBand = CropRect(whole, kSubX, Gl().Height() - kSubY - kSubH, kSubW, kSubH);
// The geometry has to be able to see both mistakes; if a future surface size made the
// band symmetric these assertions would be vacuous, so say so loudly instead.
ASSERT_FALSE(requestedBand == VFlip(requestedBand))
<< "the chosen sub-rect is vertically symmetric - it cannot detect a row flip";
ASSERT_FALSE(requestedBand == mirroredBand)
<< "the chosen sub-rect equals its mirror band - it cannot detect a wrong band";
EXPECT_FALSE(sub == VFlip(requestedBand))
<< "ORIENTATION: the requested band came back with its rows in Vulkan (top-first) order";
EXPECT_FALSE(sub == mirroredBand || sub == VFlip(mirroredBand))
<< "BAND: the read returned GL rows [H-y-h, H-y) instead of [y, y+h)";
EXPECT_TRUE(sub == requestedBand)
<< "the sub-rect readback differs from the same rect of the full-extent read in "
<< sub.ByteDiffCount(requestedBand) << " bytes";
}
// The exact conformance-suite shape: an asymmetric sub-viewport draw read back through the
// very same sub-rect. The placement and readback errors cancel, leaving an image that is
// correct in every pixel VALUE and vertically flipped - which is precisely the 861-case
// signature. One assertion, and it pins all of them.
TEST_F(OrientationScenario, SubViewportSubRectRoundTripIsUpright) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glViewport(kSubX, kSubY, kSubW, kSubH);
DrawQuadrants();
const Image sub = ReadPixelsRect(kSubX, kSubY, kSubW, kSubH);
glViewport(0, 0, Gl().Width(), Gl().Height());
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
EXPECT_EQ(sub.QuadrantSignature(), kUprightSignature)
<< "sub-viewport draw + same-rect readback came back flipped - this is the shape "
"behind KHR-GL33/GL40.shaders.* (861 cases each)";
ExpectUprightQuadrants(sub, "sub-viewport draw read back through the same sub-rect");
}
// The same conversion, on the other rect consumer that reads the default framebuffer.
// glBlitFramebuffer already converted its DESTINATION rect when the draw framebuffer was
// the default one (ApplyNativeBlitDefaultFramebufferTransform), but never its SOURCE rect,
// so a blit OUT of the default framebuffer took the mirrored band and wrote it upside
// down. Blitting a sub-rect and comparing against the same sub-rect of a direct read pins
// both halves at once.
TEST_F(OrientationScenario, BlitOutOfTheDefaultFramebufferKeepsBandAndOrientation) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
DrawQuadrants();
const Image whole = ReadPixels(Gl().Width(), Gl().Height());
ASSERT_EQ(whole.QuadrantSignature(), kUprightSignature)
<< "the full-extent read is already wrong, so nothing below can be trusted";
BindFbo(m_offscreen);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_offscreen.fbo);
glBlitFramebuffer(kSubX, kSubY, kSubX + kSubW, kSubY + kSubH, kSubX, kSubY, kSubX + kSubW,
kSubY + kSubH, GL_COLOR_BUFFER_BIT, GL_NEAREST);
const unsigned int blitError = FirstGLError();
if (blitError != GL_NO_ERROR) {
GTEST_SKIP() << "this backend refused the default-framebuffer blit: "
<< GLErrorName(blitError);
}
glBindFramebuffer(GL_FRAMEBUFFER, m_offscreen.fbo);
const Image blitted = ReadPixels(m_offscreen.width, m_offscreen.height);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
const Image landed = CropRect(blitted, kSubX, kSubY, kSubW, kSubH);
const Image expected = CropRect(whole, kSubX, kSubY, kSubW, kSubH);
EXPECT_FALSE(landed == VFlip(expected))
<< "ORIENTATION: the blitted band arrived upside down";
EXPECT_TRUE(landed == expected)
<< "the blitted sub-rect differs from the same sub-rect of a direct read in "
<< landed.ByteDiffCount(expected) << " bytes";
}
// Negative control. A non-default framebuffer is already self-consistent - no
// gl_Position.y negation, GL row 0 IS Vulkan row 0 - so none of the fixes above may touch
// it. If this ever starts failing, the default-FBO remap has leaked into the FBO path.
TEST_F(OrientationScenario, FboSubRectReadbackAndSubViewportAreUnaffected) {
BindFbo(m_offscreen);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
DrawQuadrants();
const Image whole = ReadPixels(m_offscreen.width, m_offscreen.height);
const Image sub = ReadPixelsRect(kSubX, kSubY, kSubW, kSubH);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
EXPECT_TRUE(sub == CropRect(whole, kSubX, kSubY, kSubW, kSubH))
<< "an FBO sub-rect readback differs from the same rect of its full-extent read in "
<< sub.ByteDiffCount(CropRect(whole, kSubX, kSubY, kSubW, kSubH)) << " bytes";
BindFbo(m_offscreen);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glViewport(kSubX, kSubY, kSubW, kSubH);
DrawQuadrants();
glViewport(0, 0, m_offscreen.width, m_offscreen.height);
const Image placedWhole = ReadPixels(m_offscreen.width, m_offscreen.height);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
EXPECT_EQ(CropRect(placedWhole, kSubX, kSubY, kSubW, kSubH).QuadrantSignature(), kUprightSignature)
<< "an FBO sub-viewport draw must land in GL rows [y0, y0+h) upright";
EXPECT_TRUE(RegionIsMostly(placedWhole, 0, m_offscreen.width - 1, 0, kSubY - 2, "black", 0.0,
"below an FBO sub-viewport"));
EXPECT_TRUE(RegionIsMostly(placedWhole, 0, m_offscreen.width - 1, kSubY + kSubH + 1,
m_offscreen.height - 1, "black", 0.0, "above an FBO sub-viewport"));
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,197 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/PipelineFailureScenario.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
//
// "The draw had no pipeline, so we bound null."
//
// DirectVulkan's SetupDraw called GetOrCreatePipeline - a function that DOCUMENTS a
// VK_NULL_HANDLE return - and passed the result straight to vkCmdBindPipeline. When the
// Adreno driver answered vkCreateGraphicsPipelines with VK_ERROR_UNKNOWN, the next
// instruction dereferenced null inside the driver: SIGSEGV at fault addr 0x8, and that one
// shape accounted for 9 of the 15 process deaths in the 2026-08-10 GL-CTS run
// (KHR-GL33/GL40.shaders.struct.uniform.sampler_array_vertex, six
// KHR-GL42.shader_image_load_store cases, one shader_storage_buffer_object case).
//
// It was made permanent by a second defect: PipelineFactory memoized the failure, so the
// null was served for the rest of the process. Every later draw with the same state died
// too, which is why a single bad program took whole CTS groups down with it.
//
// What this scenario pins, on both backends:
// 1. The GL program shape the CTS crashed on (an array of structs each containing a
// sampler, sampled from the VERTEX stage) draws without killing the process.
// 2. It draws AGAIN and produces the identical image. A second draw is the only thing
// that can tell a working pipeline apart from a poisoned cache entry: if the first
// creation had failed and been memoized, the second draw is where the null would be
// served back.
//
// A deterministic driver-side pipeline-creation FAILURE is not reachable from the GL API on
// the llvmpipe/lavapipe lanes - both accept every pipeline these scenarios can describe - so
// the guard itself is proven structurally (PipelineFactory returns before it can emplace a
// VK_NULL_HANDLE, SetupDraw returns false before it can bind one) and this scenario holds
// the surrounding path honest.
#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 {
// Lifted from KHR-GL33.shaders.struct.uniform.sampler_array_vertex (the QPA records the
// source verbatim): an array of structs, each carrying an opaque sampler, sampled in the
// vertex stage. The fragment sibling of this case only FAILS on Magma; only the vertex one
// takes the process down, so the stage matters and is kept.
constexpr const char* kSamplerArrayVertexSource = R"(#version 330 core
struct S {
float a;
vec3 b;
sampler2D c;
};
uniform S s[2];
in vec2 aPos;
out vec4 vColor;
void main() {
vec2 coords = aPos * 0.5 + 0.5;
vColor = vec4(texture(s[1].c, coords * s[0].b.xy + s[1].b.z).rgb, s[0].a);
gl_Position = vec4(aPos, 0.0, 1.0);
}
)";
constexpr const char* kPassthroughFragmentSource = R"(#version 330 core
in vec4 vColor;
out vec4 oColor;
void main() {
oColor = vColor;
}
)";
struct Vertex {
float x, y;
};
std::vector<Vertex> FullscreenTriangleStrip() {
return {{-1.0f, -1.0f}, {1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}};
}
class PipelineFailureScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
std::string error;
m_program = CompileProgram(kSamplerArrayVertexSource, kPassthroughFragmentSource, &error);
ASSERT_NE(m_program, 0u) << error;
const std::vector<Vertex> vertices = FullscreenTriangleStrip();
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));
glBindVertexArray(0);
// A solid red 2x2 texture, so the sampled colour is the same wherever the
// (deliberately degenerate) coordinates land.
const unsigned char red[] = {255, 0, 0, 255, 255, 0, 0, 255,
255, 0, 0, 255, 255, 0, 0, 255};
glGenTextures(1, &m_texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, red);
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);
glUseProgram(m_program);
const int samplerLocation = glGetUniformLocation(m_program, "s[1].c");
if (samplerLocation >= 0) glUniform1i(samplerLocation, 0);
const int alphaLocation = glGetUniformLocation(m_program, "s[0].a");
if (alphaLocation >= 0) glUniform1f(alphaLocation, 1.0f);
glUseProgram(0);
m_target = MakeColorFbo(Gl().Width(), Gl().Height());
ASSERT_NE(m_target.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_target);
if (m_texture != 0) glDeleteTextures(1, &m_texture);
if (m_vbo != 0) glDeleteBuffers(1, &m_vbo);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
if (m_program != 0) glDeleteProgram(m_program);
}
Image DrawOnce() {
BindFbo(m_target);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUseProgram(m_program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_texture);
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, m_vertexCount);
glBindVertexArray(0);
return ReadPixels(m_target.width, m_target.height);
}
unsigned int m_program = 0;
unsigned int m_vao = 0;
unsigned int m_vbo = 0;
unsigned int m_texture = 0;
int m_vertexCount = 0;
ColorFbo m_target;
};
// Reaching the assertion at all is most of the point: the shipped code SIGSEGV'd inside
// the driver on this draw.
TEST_F(PipelineFailureScenario, SamplerArrayInAStructDrawsWithoutKillingTheProcess) {
const Image drawn = DrawOnce();
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
EXPECT_TRUE(RegionIsMostly(drawn, 2, drawn.Width() - 3, 2, drawn.Height() - 3, "red", 0.0,
"sampler-array-in-struct draw"));
}
// The second draw is what a poisoned cache entry cannot survive: a memoized
// VK_NULL_HANDLE is served on every subsequent lookup, so a run that dies (or silently
// stops drawing) on the second draw and not the first is exactly the "failed pipeline was
// cached" defect.
TEST_F(PipelineFailureScenario, TheSameDrawRepeatsIdenticallyWithNoPoisonedPipelineCache) {
const Image first = DrawOnce();
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "the first draw already errored";
Gl().EndFrame();
const Image second = DrawOnce();
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "the second draw errored";
EXPECT_TRUE(RegionIsMostly(second, 2, second.Width() - 3, 2, second.Height() - 3, "red", 0.0,
"second draw"));
EXPECT_TRUE(second == first) << "the second draw differs from the first in "
<< second.ByteDiffCount(first) << " bytes - the pipeline the second "
"draw resolved is not the one the first draw used";
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,249 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/PixelStoreSweepScenario.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 - PIXEL-STORE MODES RESTORE, and FRAMEBUFFER CHURN STAYS EXACT.
//
// Both cases here replay the shape of KHR-GL3x.packed_pixels.varied_rectangle, the single
// heaviest polluter in the GL CTS: for each of 46 (pixel-store mode, value) pairs it uploads a
// gradient into a fresh texture, attaches that texture to a FRESH framebuffer, reads it back and
// deletes both - ~3300 texture+framebuffer pairs per test case.
//
// What that found: DirectGLES had no destructor for BackendFramebufferObject (nor for the
// renderbuffer and sampler twins), so every frontend glDeleteFramebuffers leaked one driver
// framebuffer for the process lifetime. On an Adreno 830 the CTS run walked the driver to 1.2 GB
// of dead objects, and from that point on EVERY readback through a freshly attached framebuffer
// came back with someone else's pixels - which is what made ~1,500 otherwise-correct cases fail
// depending only on how much ran before them. The unit-level pin for the missing destructors is
// MG_Test/SanityTest.cpp (DirectGLESBackendFramebuffer/Renderbuffer/Sampler); this file pins the
// end-to-end behaviour they protect.
//
// The mode sweep is the second half of the same story: 46 modes are set and reset per case, so a
// mode that fails to restore is indistinguishable from the leak in a full-batch CTS run. The
// assertion here is RESTORATION - after every single mode is set and put back, a readback at
// default state must be byte-identical to one taken before the sweep ever started.
//
// Backend-agnostic on purpose: both bugs this guards against are frontend/backend bookkeeping,
// and DirectVulkan is the built-in control.
#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 {
// Small enough that the table's row lengths (10, 15) and image heights are all >= the
// image, which is the shape the CTS uses (its gradient is 7x3).
constexpr int kTexSize = 8;
// Every buffer handed to GL is this big regardless of the image size: with row length 15,
// two skipped rows/pixels and alignment 8 the driver strides well past the natural image
// extent, and a tight buffer would be an out-of-bounds access rather than a test. (It was:
// the first version of this scenario passed its assertions and then segfaulted at
// teardown, because glReadPixels had written past a 1 KiB destination.)
constexpr std::size_t kScratchBytes = 64 * 1024;
// Every pixel-store mode GL 4.0 has, so a reset provably covers the whole state and not
// just the subset a particular test happened to touch.
struct PixelStoreMode {
GLenum name;
GLint defaultValue;
};
const PixelStoreMode kAllModes[] = {
{GL_UNPACK_SWAP_BYTES, 0}, {GL_UNPACK_LSB_FIRST, 0}, {GL_UNPACK_ROW_LENGTH, 0},
{GL_UNPACK_IMAGE_HEIGHT, 0}, {GL_UNPACK_SKIP_ROWS, 0}, {GL_UNPACK_SKIP_PIXELS, 0},
{GL_UNPACK_SKIP_IMAGES, 0}, {GL_UNPACK_ALIGNMENT, 4}, {GL_PACK_SWAP_BYTES, 0},
{GL_PACK_LSB_FIRST, 0}, {GL_PACK_ROW_LENGTH, 0}, {GL_PACK_IMAGE_HEIGHT, 0},
{GL_PACK_SKIP_ROWS, 0}, {GL_PACK_SKIP_PIXELS, 0}, {GL_PACK_SKIP_IMAGES, 0},
{GL_PACK_ALIGNMENT, 4},
};
// The CTS table verbatim (glcPackedPixelsTests.cpp VariedRectangleTest::iterate): 32
// common cases plus the 14 core-only ones ES has no equivalent for and MobileGL therefore
// honours on the CPU. IMAGE_WIDTH_1/2 and IMAGE_HEIGHT_1/2 are the CTS's 10 and 15.
struct SweepCase {
GLenum mode;
GLint value;
};
const SweepCase kSweep[] = {
{GL_UNPACK_ROW_LENGTH, 0}, {GL_UNPACK_ROW_LENGTH, 10}, {GL_UNPACK_ROW_LENGTH, 15},
{GL_UNPACK_SKIP_ROWS, 0}, {GL_UNPACK_SKIP_ROWS, 1}, {GL_UNPACK_SKIP_ROWS, 2},
{GL_UNPACK_SKIP_PIXELS, 0}, {GL_UNPACK_SKIP_PIXELS, 1}, {GL_UNPACK_SKIP_PIXELS, 2},
{GL_UNPACK_ALIGNMENT, 1}, {GL_UNPACK_ALIGNMENT, 2}, {GL_UNPACK_ALIGNMENT, 4},
{GL_UNPACK_ALIGNMENT, 8}, {GL_UNPACK_IMAGE_HEIGHT, 0}, {GL_UNPACK_IMAGE_HEIGHT, 10},
{GL_UNPACK_IMAGE_HEIGHT, 15}, {GL_UNPACK_SKIP_IMAGES, 0}, {GL_UNPACK_SKIP_IMAGES, 1},
{GL_UNPACK_SKIP_IMAGES, 2}, {GL_PACK_ROW_LENGTH, 0}, {GL_PACK_ROW_LENGTH, 10},
{GL_PACK_ROW_LENGTH, 15}, {GL_PACK_SKIP_ROWS, 0}, {GL_PACK_SKIP_ROWS, 1},
{GL_PACK_SKIP_ROWS, 2}, {GL_PACK_SKIP_PIXELS, 0}, {GL_PACK_SKIP_PIXELS, 1},
{GL_PACK_SKIP_PIXELS, 2}, {GL_PACK_ALIGNMENT, 1}, {GL_PACK_ALIGNMENT, 2},
{GL_PACK_ALIGNMENT, 4}, {GL_PACK_ALIGNMENT, 8},
// core-only, no ES equivalent
{GL_UNPACK_SWAP_BYTES, GL_FALSE}, {GL_UNPACK_SWAP_BYTES, GL_TRUE},
{GL_UNPACK_LSB_FIRST, GL_FALSE}, {GL_UNPACK_LSB_FIRST, GL_TRUE},
{GL_PACK_SWAP_BYTES, GL_FALSE}, {GL_PACK_SWAP_BYTES, GL_TRUE},
{GL_PACK_LSB_FIRST, GL_FALSE}, {GL_PACK_LSB_FIRST, GL_TRUE},
{GL_PACK_IMAGE_HEIGHT, 0}, {GL_PACK_IMAGE_HEIGHT, 10},
{GL_PACK_IMAGE_HEIGHT, 15}, {GL_PACK_SKIP_IMAGES, 0},
{GL_PACK_SKIP_IMAGES, 1}, {GL_PACK_SKIP_IMAGES, 2},
};
std::size_t ImageBytes(int size) { return static_cast<std::size_t>(size) * size * 4; }
// Padded to kScratchBytes so it is safe to hand to an upload running under any of the
// sweep's stride/skip settings.
std::vector<std::uint8_t> MakeGradient(int size, unsigned seed) {
std::vector<std::uint8_t> pixels(kScratchBytes, 0);
for (int y = 0; y < size; ++y) {
for (int x = 0; x < size; ++x) {
const std::size_t base = (static_cast<std::size_t>(y) * size + x) * 4;
pixels[base + 0] = static_cast<std::uint8_t>((x * 11 + seed) & 0xFF);
pixels[base + 1] = static_cast<std::uint8_t>((y * 13 + seed) & 0xFF);
pixels[base + 2] = static_cast<std::uint8_t>((x * y + seed) & 0xFF);
pixels[base + 3] = 0xFF;
}
}
return pixels;
}
void ResetAllPixelStoreModes() {
for (const PixelStoreMode& mode : kAllModes) {
glPixelStorei(mode.name, mode.defaultValue);
}
}
// The one operation the CTS repeats: a fresh texture, a fresh framebuffer, one readback,
// both deleted. Returns the readback; `outStatus` carries the completeness answer so a
// caller can tell an incomplete framebuffer apart from wrong pixels.
std::vector<std::uint8_t> UploadAndReadBack(const std::vector<std::uint8_t>& source, int size,
GLenum* outStatus) {
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, source.data());
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
*outStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
std::vector<std::uint8_t> read(kScratchBytes, 0);
if (*outStatus == GL_FRAMEBUFFER_COMPLETE) {
glReadPixels(0, 0, size, size, GL_RGBA, GL_UNSIGNED_BYTE, read.data());
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &texture);
return read;
}
// Index of the first differing byte within the image, or `bytes` when they agree.
std::size_t FirstDifference(const std::vector<std::uint8_t>& a, const std::vector<std::uint8_t>& b,
std::size_t bytes) {
for (std::size_t i = 0; i < bytes; ++i) {
if (a[i] != b[i]) return i;
}
return bytes;
}
class PixelStoreSweepScenario : public ScenarioTest {};
class FramebufferChurnScenario : public ScenarioTest {};
} // namespace
// Every mode in the CTS table is set, exercised and put back; the readback at default state
// afterwards must be bit-identical to the one taken before the sweep. A mode that silently
// fails to restore corrupts every later case in the batch, which is exactly how the CTS
// failures presented (the FIRST sub-case, at default state, is what failed).
TEST_F(PixelStoreSweepScenario, DefaultStateSurvivesTheFullModeSweep) {
if (!Ready()) return;
ResetAllPixelStoreModes();
ASSERT_EQ(FirstGLError(), 0u) << "resetting the pixel-store modes must be legal on a GL 4.0 context";
const std::vector<std::uint8_t> gradient = MakeGradient(kTexSize, 0);
GLenum status = 0;
const std::vector<std::uint8_t> baseline = UploadAndReadBack(gradient, kTexSize, &status);
ASSERT_EQ(status, static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE));
ASSERT_EQ(FirstGLError(), 0u);
const std::vector<std::uint8_t> scratchSource(kScratchBytes, 0x5A);
for (const SweepCase& sweep : kSweep) {
glPixelStorei(sweep.mode, sweep.value);
ASSERT_EQ(FirstGLError(), 0u) << "glPixelStorei(0x" << std::hex << sweep.mode << std::dec << ", "
<< sweep.value << ") must be accepted";
// Exercise the mode: an upload and a readback that both run with it in force.
GLenum sweepStatus = 0;
(void)UploadAndReadBack(scratchSource, kTexSize, &sweepStatus);
ResetAllPixelStoreModes();
GLenum afterStatus = 0;
const std::vector<std::uint8_t> after = UploadAndReadBack(gradient, kTexSize, &afterStatus);
ASSERT_EQ(afterStatus, static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE));
const std::size_t diff = FirstDifference(baseline, after, ImageBytes(kTexSize));
ASSERT_EQ(diff, ImageBytes(kTexSize))
<< "default-state readback changed after setting and resetting 0x" << std::hex << sweep.mode
<< std::dec << " = " << sweep.value << "; first differing byte " << diff << " (baseline "
<< static_cast<int>(baseline[diff]) << ", now " << static_cast<int>(after[diff]) << ")";
}
// And the modes themselves must read back as the defaults the reset asked for.
for (const PixelStoreMode& mode : kAllModes) {
GLint value = -1;
glGetIntegerv(mode.name, &value);
EXPECT_EQ(value, mode.defaultValue)
<< "pixel-store mode 0x" << std::hex << mode.name << std::dec << " did not return to its default";
}
EXPECT_EQ(FirstGLError(), 0u);
}
// The leak regression. Each iteration is one complete CTS inner step, and every readback has
// to be exactly the gradient THIS iteration uploaded - never the previous one's. Before the
// missing destructors were added, the driver-side framebuffer count grew without bound here.
TEST_F(FramebufferChurnScenario, RepeatedFramebufferReadbackStaysExact) {
if (!Ready()) return;
ResetAllPixelStoreModes();
constexpr int kSize = 8;
constexpr int kIterations = 1024;
for (int i = 0; i < kIterations; ++i) {
// A distinct gradient per iteration: a stale attachment or a recycled driver name
// reads back the PREVIOUS iteration's image, which a constant fill could not tell
// apart from a correct read.
const std::vector<std::uint8_t> gradient = MakeGradient(kSize, static_cast<unsigned>(i * 7 + 1));
GLenum status = 0;
const std::vector<std::uint8_t> read = UploadAndReadBack(gradient, kSize, &status);
ASSERT_EQ(status, static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE)) << "iteration " << i;
const std::size_t diff = FirstDifference(gradient, read, ImageBytes(kSize));
ASSERT_EQ(diff, ImageBytes(kSize))
<< "iteration " << i << " read back a different image than it uploaded; first differing byte "
<< diff << " (uploaded " << static_cast<int>(gradient[diff]) << ", read "
<< static_cast<int>(read[diff]) << ")";
ASSERT_EQ(FirstGLError(), 0u) << "iteration " << i;
}
}
} // namespace MGITest
@@ -0,0 +1,887 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ProgramPipelineScenario.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 - SEPARABLE PROGRAMS DRAWN THROUGH A PROGRAM PIPELINE OBJECT.
//
// A pipeline object holds one program per stage and stands in for glUseProgram; MobileGL
// flattens it into a single composite program at draw time (MG_State/GLState/Core.cpp,
// GetProgramForDraw). Sixteen conformance cases across three different families depend on that
// flattening and fail identically on BOTH backends - so the defect is in the shared frontend, not
// in either backend's draw path:
//
// compute_shader.{build-monolithic, build-separable, sso-case2, sso-case3, sso-compute-pipeline}
// shader_image_load_store.advanced-sso-{atomicCounters, simple, subroutine}
// shader_storage_buffer_object.{basic-syntaxSSO, basic-noBindingLayout}
//
// They fail with two symptoms at once - the draw renders nothing, AND the case leaves a
// GL_INVALID_OPERATION behind that the harness reports as "forcing FAIL for subcase". Anything
// claiming to be the root cause has to explain both.
//
// The cases here are the conformance shapes reduced to what fails in milliseconds, ordered from
// the simplest pipeline that can render at all up to the compute-then-draw shape of
// sso-compute-pipeline. Each one also asserts glGetError is clean at the end, because a case that
// paints correctly and leaks an error still fails conformance.
#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 {
// Separable stage sources. A separable VS must redeclare gl_PerVertex, which is exactly
// the kind of thing a flattening step can drop on the floor.
constexpr const char* kSeparableVS = R"(#version 430 core
out gl_PerVertex { vec4 gl_Position; };
void main()
{
switch (gl_VertexID)
{
case 0: gl_Position = vec4(-1.0, -1.0, 0.0, 1.0); break;
case 1: gl_Position = vec4( 1.0, -1.0, 0.0, 1.0); break;
case 2: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
case 3: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
}
}
)";
constexpr const char* kSeparableFS = R"(#version 430 core
out vec4 o_color;
void main() { o_color = vec4(0.0, 1.0, 0.0, 1.0); }
)";
// The sso-compute-pipeline shape: a compute stage writes the vertex positions the vertex
// stage then reads as an attribute, all from one pipeline object.
constexpr const char* kComputeSource = R"(#version 430 core
layout(local_size_x = 1) in;
layout(std430, binding = 0) buffer Positions {
vec4 g_position[4];
};
void main()
{
g_position[0] = vec4(-1.0, -1.0, 0.0, 1.0);
g_position[1] = vec4( 1.0, -1.0, 0.0, 1.0);
g_position[2] = vec4(-1.0, 1.0, 0.0, 1.0);
g_position[3] = vec4( 1.0, 1.0, 0.0, 1.0);
}
)";
constexpr const char* kAttributeVS = R"(#version 430 core
layout(location = 0) in vec4 i_position;
out gl_PerVertex { vec4 gl_Position; };
void main() { gl_Position = i_position; }
)";
// Two shader storage blocks with NO layout(binding) qualifier, so the only thing that
// can say where they live is glShaderStorageBlockBinding - which is per-PROGRAM state.
constexpr const char* kStorageBlockVS = R"(#version 430 core
out gl_PerVertex { vec4 gl_Position; };
layout(std430) buffer Output0 { uint value0; };
layout(std430) buffer Output1 { uint value1; };
void main()
{
value0 = 11u;
value1 = 22u;
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
}
)";
class ProgramPipelineScenario : public ScenarioTest {
protected:
void TearDown() override {
if (!Ready()) return;
glBindProgramPipeline(0);
glUseProgram(0);
for (GLuint p : m_programs) glDeleteProgram(p);
for (GLuint p : m_pipelines) glDeleteProgramPipelines(1, &p);
m_programs.clear();
m_pipelines.clear();
}
GLuint MakeSeparable(GLenum stage, const char* source) {
const GLuint program = glCreateShaderProgramv(stage, 1, &source);
if (program != 0) m_programs.push_back(program);
// Checked here rather than only at the end of the case: glCreateShaderProgramv is
// specified as a sequence of other entry points, so it is the most likely place
// for one of them to leave an error nobody consumes.
EXPECT_EQ(FirstGLError(), 0u)
<< "glCreateShaderProgramv(stage 0x" << std::hex << stage << std::dec << ") left a GL error";
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char log[2048] = {};
glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
ADD_FAILURE() << "glCreateShaderProgramv(stage 0x" << std::hex << stage << std::dec
<< ") did not link: " << log;
return 0;
}
return program;
}
GLuint MakePipeline() {
GLuint pipeline = 0;
glGenProgramPipelines(1, &pipeline);
m_pipelines.push_back(pipeline);
return pipeline;
}
std::vector<GLuint> m_programs;
std::vector<GLuint> m_pipelines;
};
} // namespace
// The root cause of the cluster, stated as the two halves it actually has.
//
// Half one: glGenProgramPipelines only reserves a name, and every pipeline command used to
// demand a materialized object - so the spec's own call order (stages attached BEFORE the
// first bind, GL 4.6 core 7.4) was rejected with GL_INVALID_OPERATION and the stages were
// never recorded. Half two is the trap that fix walks into: the object now appears the
// moment anything needs somewhere to put state, so "the object exists" stops being the
// right answer for glIsProgramPipeline, which the spec ties to the first BIND. A pure
// query must not turn a reserved name into a program pipeline either.
TEST_F(ProgramPipelineScenario, AReservedNameTakesStateBeforeItIsAProgramPipeline) {
if (!Ready()) return;
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSeparableVS);
if (vs == 0) return;
const GLuint pipeline = MakePipeline();
ASSERT_NE(pipeline, 0u);
EXPECT_EQ(glIsProgramPipeline(pipeline), GL_FALSE) << "a merely reserved name is not a pipeline yet";
// A query answers out of default state - and leaves the name exactly as it found it.
GLint validateStatus = -1;
glGetProgramPipelineiv(pipeline, GL_VALIDATE_STATUS, &validateStatus);
EXPECT_EQ(FirstGLError(), 0u) << "querying a reserved pipeline name must not be an error";
EXPECT_EQ(validateStatus, 0) << "a pipeline that was never validated reports VALIDATE_STATUS 0";
EXPECT_EQ(glIsProgramPipeline(pipeline), GL_FALSE) << "a pure query must not create the object";
// ...and glUseProgramStages RECORDS the stage on the reserved name rather than
// rejecting it, which is the whole defect: without this the pipeline stayed empty.
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
EXPECT_EQ(FirstGLError(), 0u) << "glUseProgramStages before the first bind must be accepted";
GLint stageProgram = 0;
glGetProgramPipelineiv(pipeline, GL_VERTEX_SHADER, &stageProgram);
EXPECT_EQ(static_cast<GLuint>(stageProgram), vs) << "the stage program was not recorded";
EXPECT_EQ(glIsProgramPipeline(pipeline), GL_FALSE) << "taking state is still not being bound";
// The bind is what the spec ties glIsProgramPipeline to.
glBindProgramPipeline(pipeline);
EXPECT_EQ(glIsProgramPipeline(pipeline), GL_TRUE);
EXPECT_EQ(FirstGLError(), 0u);
glBindProgramPipeline(0);
}
// The floor: a two-stage pipeline must paint. If this fails, nothing above it can pass, and
// the eight shared conformance cases have exactly one cause.
TEST_F(ProgramPipelineScenario, ATwoStagePipelinePaintsWhatItsStagesDescribe) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSeparableVS);
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kSeparableFS);
if (vs == 0 || fs == 0) return;
const GLuint pipeline = MakePipeline();
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
ASSERT_EQ(FirstGLError(), 0u) << "pipeline setup left a GL error behind";
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
// No glUseProgram anywhere: the pipeline IS the program state for this draw.
glUseProgram(0);
glBindProgramPipeline(pipeline);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
const Image painted = ReadPixels(width, height);
EXPECT_TRUE(RegionIsMostly(painted, 2, width - 3, 2, height - 3, "green", 0.0,
"a two-stage program pipeline drawing a full-viewport strip"));
// The conformance harness fails a subcase on a leaked error even when the pixels are
// right, so this assertion is not redundant with the one above.
EXPECT_EQ(FirstGLError(), 0u) << "the pipeline draw leaked a GL error";
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
gl.EndFrame();
}
// glActiveShaderProgram picks which stage program glUniform* addresses - and the draw has to
// see what was written there.
//
// The second defect of the cluster, and the one the pixels expose most directly: uniform
// values live on the stage program (GetProgramForUniform returns the pipeline's active
// program) while the draw reads the composite GetProgramForDraw builds out of the stage
// programs' shaders. Two objects, two sets of uniform storage; before the composite was
// refreshed from its stage programs this painted u_color's zero default instead of green.
TEST_F(ProgramPipelineScenario, UniformsGoToTheActiveShaderProgram) {
if (!Ready()) return;
static const char* kUniformFS = R"(#version 430 core
uniform vec4 u_color;
out vec4 o_color;
void main() { o_color = u_color; }
)";
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSeparableVS);
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kUniformFS);
if (vs == 0 || fs == 0) return;
const GLuint pipeline = MakePipeline();
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
glBindProgramPipeline(pipeline);
glActiveShaderProgram(pipeline, fs);
ASSERT_EQ(FirstGLError(), 0u) << "glActiveShaderProgram left a GL error behind";
const GLint location = glGetUniformLocation(fs, "u_color");
ASSERT_NE(location, -1);
glUniform4f(location, 0.0f, 1.0f, 0.0f, 1.0f);
EXPECT_EQ(FirstGLError(), 0u) << "glUniform4f through the active shader program errored";
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_DEPTH_TEST);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
const Image painted = ReadPixels(width, height);
EXPECT_TRUE(RegionIsMostly(painted, 2, width - 3, 2, height - 3, "green", 0.0,
"a pipeline whose fragment uniform was set via glActiveShaderProgram"));
EXPECT_EQ(FirstGLError(), 0u) << "the pipeline draw leaked a GL error";
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
gl.EndFrame();
}
// The sso-compute-pipeline shape: compute and non-compute stages on ONE pipeline object, the
// compute stage writing the buffer the vertex stage then reads.
//
// The third defect of the cluster: the flattening used to pull EVERY stage into one
// composite, so a single program was asked to serve both glDispatchCompute and glDrawArrays.
// GL keeps them apart - a pipeline's compute stage is a whole program dispatched on its own
// and never participates in a draw - which is why the accessors are split (GetProgramForDraw
// composites the graphics stages, GetProgramForDispatch hands back the compute stage
// program). It is also the shape that killed the process on Adreno: the composite carried a
// compute module into vkCreateGraphicsPipelines, and that driver SIGSEGVs rather than
// returning an error.
TEST_F(ProgramPipelineScenario, ComputeAndGraphicsStagesShareOnePipeline) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
GLint storageBlocks = 0;
glGetIntegerv(GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, &storageBlocks);
if (storageBlocks < 1) {
GTEST_SKIP() << "no compute shader storage blocks available";
}
const GLuint cs = MakeSeparable(GL_COMPUTE_SHADER, kComputeSource);
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kAttributeVS);
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kSeparableFS);
if (cs == 0 || vs == 0 || fs == 0) return;
const GLuint pipeline = MakePipeline();
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
glUseProgramStages(pipeline, GL_COMPUTE_SHADER_BIT, cs);
ASSERT_EQ(FirstGLError(), 0u) << "attaching compute and graphics stages to one pipeline errored";
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * 4 * sizeof(float), nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_DEPTH_TEST);
glUseProgram(0);
glBindProgramPipeline(pipeline);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
glDispatchCompute(1, 1, 1);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glBindVertexArray(vao);
glMemoryBarrier(GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
const Image painted = ReadPixels(width, height);
EXPECT_TRUE(RegionIsMostly(painted, 2, width - 3, 2, height - 3, "green", 0.0,
"a pipeline whose compute stage wrote the vertex positions"));
EXPECT_EQ(FirstGLError(), 0u) << "the compute-then-draw pipeline leaked a GL error";
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &buffer);
gl.EndFrame();
}
// Interface-resource bindings are per-PROGRAM state, and the program a pipeline draw executes
// is the composite - not the stage program the application set them on.
//
// This is shader_storage_buffer_object.basic-noBindingLayout reduced: blocks declared without
// a layout(binding) qualifier, placed onto binding points purely by
// glShaderStorageBlockBinding against the stage program. The stage program records the
// rebinding (ProgramObject::SetShaderStorageBlockBinding, keyed by block name) and the
// composite is built from the stage program's SHADERS - which carry the declared bindings and
// know nothing of the rebinding. So the draw writes wherever the shader source said, the
// bound buffer ranges never see a byte, and no GL error is raised anywhere: the readback is
// the only thing that notices.
TEST_F(ProgramPipelineScenario, AStageProgramsStorageBlockBindingReachesThePipelineDraw) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
GLint vertexStorageBlocks = 0;
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &vertexStorageBlocks);
if (vertexStorageBlocks < 2) {
GTEST_SKIP() << "fewer than two vertex shader storage blocks available";
}
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kStorageBlockVS);
if (vs == 0) return;
// Rebound to binding points the shader source never mentions, so nothing but the
// rebinding can put the writes where this case looks for them.
constexpr GLuint kBinding0 = 1;
constexpr GLuint kBinding1 = 5;
const GLuint block0 = glGetProgramResourceIndex(vs, GL_SHADER_STORAGE_BLOCK, "Output0");
const GLuint block1 = glGetProgramResourceIndex(vs, GL_SHADER_STORAGE_BLOCK, "Output1");
ASSERT_NE(block0, GL_INVALID_INDEX);
ASSERT_NE(block1, GL_INVALID_INDEX);
glShaderStorageBlockBinding(vs, block0, kBinding0);
glShaderStorageBlockBinding(vs, block1, kBinding1);
ASSERT_EQ(FirstGLError(), 0u) << "glShaderStorageBlockBinding on a separable program errored";
GLint offsetAlignment = 256;
glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &offsetAlignment);
if (offsetAlignment <= 0) offsetAlignment = 256;
const GLsizeiptr secondOffset = offsetAlignment;
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
const std::vector<GLuint> zeros(static_cast<std::size_t>(secondOffset) / sizeof(GLuint) + 4, 0u);
glBufferData(GL_SHADER_STORAGE_BUFFER, static_cast<GLsizeiptr>(zeros.size() * sizeof(GLuint)), zeros.data(),
GL_DYNAMIC_DRAW);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, kBinding0, buffer, 0, sizeof(GLuint));
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, kBinding1, buffer, secondOffset, sizeof(GLuint));
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
const GLuint pipeline = MakePipeline();
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
BindDefaultFramebuffer();
// The whole point is the buffer writes, so the rasterizer is not involved - which is
// also what keeps a vertex-only pipeline (no fragment stage) legal here.
glEnable(GL_RASTERIZER_DISCARD);
glUseProgram(0);
glBindProgramPipeline(pipeline);
glDrawArrays(GL_POINTS, 0, 1);
glDisable(GL_RASTERIZER_DISCARD);
EXPECT_EQ(FirstGLError(), 0u) << "the storage-block pipeline draw leaked a GL error";
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
GLuint readback0 = 0;
GLuint readback1 = 0;
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(readback0), &readback0);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, secondOffset, sizeof(readback1), &readback1);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
EXPECT_EQ(readback0, 11u) << "Output0 did not reach the binding glShaderStorageBlockBinding gave it";
EXPECT_EQ(readback1, 22u) << "Output1 did not reach the binding glShaderStorageBlockBinding gave it";
EXPECT_EQ(FirstGLError(), 0u);
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &buffer);
gl.EndFrame();
}
// CONTROL for the case above, and the thing that says whether a storage-block failure is
// about pipelines at all: the same shader, the same rebinding, in an ordinary two-stage
// monolithic program run through glUseProgram. If this one fails too then the composite is
// innocent and the defect is in how the backend replays a rebinding.
//
// Two stages on purpose. Handing glUseProgram a vertex-ONLY program would confound the
// experiment - a program with no fragment stage is a thing some backends cannot build at
// all, so its failure would say nothing about block bindings.
//
// Runs on both backends. glShaderStorageBlockBinding is a GL 4.3 entry point with no ES
// equivalent - ES fixes a storage block's binding at link from its layout(binding=)
// qualifier - so Espryt honours a rebinding by writing the effective binding into the ESSL
// it generates (the Binding decoration is rewritten before SPIRV-Cross emits, and the draw
// path rebuilds a program whose override set has moved).
TEST_F(ProgramPipelineScenario, AStorageBlockRebindingHoldsWithoutAPipeline) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
GLint vertexStorageBlocks = 0;
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &vertexStorageBlocks);
if (vertexStorageBlocks < 2) {
GTEST_SKIP() << "fewer than two vertex shader storage blocks available";
}
static const char* kMonolithicVS = R"(#version 430 core
layout(std430) buffer Output0 { uint value0; };
layout(std430) buffer Output1 { uint value1; };
void main()
{
value0 = 11u;
value1 = 22u;
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
}
)";
static const char* kMonolithicFS = R"(#version 430 core
out vec4 o_color;
void main() { o_color = vec4(1.0); }
)";
std::string compileError;
const GLuint vs = CompileProgram(kMonolithicVS, kMonolithicFS, &compileError);
ASSERT_NE(vs, 0u) << compileError;
m_programs.push_back(vs);
constexpr GLuint kBinding0 = 1;
constexpr GLuint kBinding1 = 5;
const GLuint block0 = glGetProgramResourceIndex(vs, GL_SHADER_STORAGE_BLOCK, "Output0");
const GLuint block1 = glGetProgramResourceIndex(vs, GL_SHADER_STORAGE_BLOCK, "Output1");
ASSERT_NE(block0, GL_INVALID_INDEX);
ASSERT_NE(block1, GL_INVALID_INDEX);
glShaderStorageBlockBinding(vs, block0, kBinding0);
glShaderStorageBlockBinding(vs, block1, kBinding1);
ASSERT_EQ(FirstGLError(), 0u);
GLint offsetAlignment = 256;
glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &offsetAlignment);
if (offsetAlignment <= 0) offsetAlignment = 256;
const GLsizeiptr secondOffset = offsetAlignment;
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
const std::vector<GLuint> zeros(static_cast<std::size_t>(secondOffset) / sizeof(GLuint) + 4, 0u);
glBufferData(GL_SHADER_STORAGE_BUFFER, static_cast<GLsizeiptr>(zeros.size() * sizeof(GLuint)), zeros.data(),
GL_DYNAMIC_DRAW);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, kBinding0, buffer, 0, sizeof(GLuint));
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, kBinding1, buffer, secondOffset, sizeof(GLuint));
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
BindDefaultFramebuffer();
glEnable(GL_RASTERIZER_DISCARD);
// No pipeline anywhere: a separable program is still a perfectly good current program.
glBindProgramPipeline(0);
glUseProgram(vs);
glDrawArrays(GL_POINTS, 0, 1);
glDisable(GL_RASTERIZER_DISCARD);
EXPECT_EQ(FirstGLError(), 0u) << "the monolithic storage-block draw leaked a GL error";
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
GLuint readback0 = 0;
GLuint readback1 = 0;
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(readback0), &readback0);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, secondOffset, sizeof(readback1), &readback1);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
EXPECT_EQ(readback0, 11u) << "Output0 missed its rebinding with no pipeline involved";
EXPECT_EQ(readback1, 22u) << "Output1 missed its rebinding with no pipeline involved";
glUseProgram(0);
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &buffer);
gl.EndFrame();
}
// The same defect through the other block flavour: glUniformBlockBinding is also per-program
// state, recorded on the stage program by GL block index, and also never reaches the
// composite the draw actually runs.
TEST_F(ProgramPipelineScenario, AStageProgramsUniformBlockBindingReachesThePipelineDraw) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
static const char* kUniformBlockFS = R"(#version 430 core
layout(std140) uniform Colour { vec4 u_colour; };
out vec4 o_color;
void main() { o_color = u_colour; }
)";
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSeparableVS);
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kUniformBlockFS);
if (vs == 0 || fs == 0) return;
constexpr GLuint kBinding = 3; // not the default 0 the declaration implies
const GLuint blockIndex = glGetUniformBlockIndex(fs, "Colour");
ASSERT_NE(blockIndex, GL_INVALID_INDEX);
glUniformBlockBinding(fs, blockIndex, kBinding);
ASSERT_EQ(FirstGLError(), 0u) << "glUniformBlockBinding on a separable program errored";
const GLfloat green[4] = {0.0f, 1.0f, 0.0f, 1.0f};
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_UNIFORM_BUFFER, buffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(green), green, GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, kBinding, buffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
const GLuint pipeline = MakePipeline();
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_DEPTH_TEST);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glUseProgram(0);
glBindProgramPipeline(pipeline);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
const Image painted = ReadPixels(width, height);
EXPECT_TRUE(RegionIsMostly(painted, 2, width - 3, 2, height - 3, "green", 0.0,
"a pipeline whose fragment uniform block was rebound to binding 3"));
EXPECT_EQ(FirstGLError(), 0u) << "the uniform-block pipeline draw leaked a GL error";
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &buffer);
gl.EndFrame();
}
// The shared-header idiom, drawn: BOTH stages declare `u_mvp` because they both include the
// same header, and only the VERTEX program is ever written to.
//
// The composite has one slot for `u_mvp`, and mirroring every active uniform of every stage
// in stage order meant the fragment program's untouched zero matrix landed last and won.
// The vertex stage then transformed every vertex by a zero matrix and the frame came out
// empty - from an application that had done nothing wrong, with no GL error anywhere to say
// so. Only uniforms a stage has actually been written to are mirrored now.
TEST_F(ProgramPipelineScenario, AUniformDeclaredInTwoStagesKeepsTheValueTheWrittenStageHolds) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
// The same declaration in both stages, exactly as a shared header produces it. The
// fragment stage does not even USE it for its output - declaring it is enough.
static const char* kSharedMvpVS = R"(#version 430 core
out gl_PerVertex { vec4 gl_Position; };
uniform mat4 u_mvp;
void main()
{
vec4 corner = vec4(0.0, 0.0, 0.0, 1.0);
switch (gl_VertexID)
{
case 0: corner = vec4(-1.0, -1.0, 0.0, 1.0); break;
case 1: corner = vec4( 1.0, -1.0, 0.0, 1.0); break;
case 2: corner = vec4(-1.0, 1.0, 0.0, 1.0); break;
case 3: corner = vec4( 1.0, 1.0, 0.0, 1.0); break;
}
gl_Position = u_mvp * corner;
}
)";
static const char* kSharedMvpFS = R"(#version 430 core
uniform mat4 u_mvp;
out vec4 o_color;
void main() { o_color = vec4(0.0, 1.0, 0.0, u_mvp[3][3]); }
)";
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSharedMvpVS);
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kSharedMvpFS);
if (vs == 0 || fs == 0) return;
const GLuint pipeline = MakePipeline();
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
glBindProgramPipeline(pipeline);
// Written through the VERTEX program only - which is the whole point. The fragment
// program's `u_mvp` is left at GL's zero default and must not win the composite's slot.
glActiveShaderProgram(pipeline, vs);
const GLint location = glGetUniformLocation(vs, "u_mvp");
ASSERT_NE(location, -1);
const GLfloat identity[16] = {1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f};
glUniformMatrix4fv(location, 1, GL_FALSE, identity);
ASSERT_EQ(FirstGLError(), 0u) << "glUniformMatrix4fv through the active shader program errored";
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glUseProgram(0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// A zero matrix collapses all four corners onto the origin and paints nothing at all, so
// "green over the whole viewport" IS the assertion that the written matrix was the one
// the draw used. (The fragment stage reads u_mvp too - into the alpha channel - purely
// so the optimizer cannot delete its declaration and make the case vacuous.)
const Image painted = ReadPixels(width, height);
EXPECT_TRUE(RegionIsMostly(painted, 2, width - 3, 2, height - 3, "green", 0.0,
"a pipeline whose u_mvp is declared in both stages and written in one"));
EXPECT_EQ(FirstGLError(), 0u) << "the shared-uniform pipeline draw leaked a GL error";
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
gl.EndFrame();
}
// Rebinding a uniform block AFTER the pipeline has already drawn once.
//
// This is the shape the composite cache key change put weight on. The composite used to be
// thrown away and relinked whenever glUniformBlockBinding moved a stage program's backend
// state version, so the second draw here got a brand-new composite that happened to pick the
// new binding up on the way. Now the composite SURVIVES the rebinding, which means the only
// thing that can carry the new binding to the draw is the refresh path - so this case is
// what says that path is really doing the work.
TEST_F(ProgramPipelineScenario, RebindingAUniformBlockBetweenDrawsReachesTheNextDraw) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
static const char* kUniformBlockFS = R"(#version 430 core
layout(std140) uniform Colour { vec4 u_colour; };
out vec4 o_color;
void main() { o_color = u_colour; }
)";
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSeparableVS);
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kUniformBlockFS);
if (vs == 0 || fs == 0) return;
// Two buffers on two different binding points, holding two different colours.
const GLfloat red[4] = {1.0f, 0.0f, 0.0f, 1.0f};
const GLfloat green[4] = {0.0f, 1.0f, 0.0f, 1.0f};
constexpr GLuint kFirstBinding = 2;
constexpr GLuint kSecondBinding = 5;
GLuint buffers[2] = {0, 0};
glGenBuffers(2, buffers);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[0]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(red), red, GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, kFirstBinding, buffers[0]);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[1]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(green), green, GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, kSecondBinding, buffers[1]);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
const GLuint blockIndex = glGetUniformBlockIndex(fs, "Colour");
ASSERT_NE(blockIndex, GL_INVALID_INDEX);
glUniformBlockBinding(fs, blockIndex, kFirstBinding);
const GLuint pipeline = MakePipeline();
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glUseProgram(0);
glBindProgramPipeline(pipeline);
// Draw one: the composite is built here, against binding 2.
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
const Image first = ReadPixels(width, height);
EXPECT_TRUE(RegionIsMostly(first, 2, width - 3, 2, height - 3, "red", 0.0,
"the first pipeline draw, with Colour on binding 2"));
ASSERT_EQ(FirstGLError(), 0u) << "the first uniform-block pipeline draw leaked a GL error";
// Move the block to the other binding point, with the composite already built and cached.
glUniformBlockBinding(fs, blockIndex, kSecondBinding);
ASSERT_EQ(FirstGLError(), 0u) << "rebinding a uniform block between draws errored";
// Draw two must read the OTHER buffer.
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
const Image second = ReadPixels(width, height);
EXPECT_TRUE(RegionIsMostly(second, 2, width - 3, 2, height - 3, "green", 0.0,
"the second pipeline draw, after Colour was rebound to binding 5"));
EXPECT_EQ(FirstGLError(), 0u) << "the rebound uniform-block pipeline draw leaked a GL error";
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(2, buffers);
gl.EndFrame();
}
// The sampler-unit half of the same question, in a loop: set a unit, draw, repeat. This is
// the shape KHR-GL42.shader_image_load_store.advanced-sso-* and the compute_shader SSO cases
// run, and the one that used to relink the composite on every single iteration. The pixels
// pin what the loop must PRODUCE; the composite-identity assertion that pins what it must
// COST lives in the MG_Test unit suite, where the object itself is reachable.
TEST_F(ProgramPipelineScenario, ASamplerUnitRewrittenBetweenDrawsKeepsPaintingTheRightTexture) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
static const char* kSamplerFS = R"(#version 430 core
uniform sampler2D u_tex;
out vec4 o_color;
void main() { o_color = texture(u_tex, vec2(0.5)); }
)";
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSeparableVS);
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kSamplerFS);
if (vs == 0 || fs == 0) return;
// One texture per unit, each a different solid colour, so the pixels say which unit the
// draw actually sampled.
constexpr int kUnits = 4;
const GLubyte colours[kUnits][4] = {{255, 0, 0, 255}, {0, 255, 0, 255}, {0, 0, 255, 255}, {255, 255, 0, 255}};
const char* names[kUnits] = {"red", "green", "blue", "yellow"};
GLuint textures[kUnits] = {};
glGenTextures(kUnits, textures);
for (int unit = 0; unit < kUnits; ++unit) {
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, textures[unit]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, colours[unit]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glActiveTexture(GL_TEXTURE0);
ASSERT_EQ(FirstGLError(), 0u) << "texture setup left a GL error behind";
const GLuint pipeline = MakePipeline();
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
glBindProgramPipeline(pipeline);
glActiveShaderProgram(pipeline, fs);
const GLint sampler = glGetUniformLocation(fs, "u_tex");
ASSERT_NE(sampler, -1);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glUseProgram(0);
for (int unit = 0; unit < kUnits; ++unit) {
glUniform1i(sampler, unit);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
const Image painted = ReadPixels(width, height);
EXPECT_TRUE(RegionIsMostly(painted, 2, width - 3, 2, height - 3, names[unit], 0.0,
"a pipeline draw after its sampler was pointed at another unit"))
<< "unit " << unit;
EXPECT_EQ(FirstGLError(), 0u) << "the sampler-rewrite pipeline draw leaked a GL error at unit " << unit;
}
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glDeleteTextures(kUnits, textures);
gl.EndFrame();
}
// build-separable / build-monolithic reduce to this: a separable program and a monolithic one
// must both be usable, and switching between pipeline and glUseProgram must leave no error.
TEST_F(ProgramPipelineScenario, SwitchingBetweenAPipelineAndAMonolithicProgramLeavesNoError) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSeparableVS);
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kSeparableFS);
if (vs == 0 || fs == 0) return;
const GLuint pipeline = MakePipeline();
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, 0);
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
std::string error;
const unsigned int monolithic = CompileProgram(
"#version 330 core\nin vec2 aPos;\nvoid main(){ gl_Position = vec4(aPos,0.0,1.0); }\n",
"#version 330 core\nout vec4 o;\nvoid main(){ o = vec4(1.0,0.0,0.0,1.0); }\n", &error);
ASSERT_NE(monolithic, 0u) << error;
m_programs.push_back(monolithic);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_DEPTH_TEST);
// GL 4.6 core 7.3: while a program is current, it takes precedence over the pipeline.
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glBindProgramPipeline(pipeline);
glUseProgram(monolithic);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
EXPECT_EQ(FirstGLError(), 0u) << "drawing with a current program while a pipeline is bound errored";
// ... and once it is not current, the pipeline takes over again.
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glUseProgram(0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
const Image painted = ReadPixels(width, height);
EXPECT_TRUE(RegionIsMostly(painted, 2, width - 3, 2, height - 3, "green", 0.0,
"the pipeline after the current program was unbound"));
EXPECT_EQ(FirstGLError(), 0u) << "switching back to the pipeline leaked a GL error";
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
gl.EndFrame();
}
} // namespace MGITest
@@ -0,0 +1,215 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/SsboArrayLengthScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario - length() ON AN SSBO's UNSIZED ARRAY.
//
// GLSL's `arr.length()` on the trailing runtime array of a shader storage block is not a compile
// time constant: it is (bound range - the array's byte offset inside the block) / array stride,
// evaluated against whatever the descriptor actually covers. Three separate pieces of MobileGL
// have to agree for that to come out right - the byte offsets the block layout was compiled with,
// the buffer the frontend binding resolves to, and the offset/size a glBindBufferRange asked for -
// and a defect in any one of them shows up only as a wrong integer, never as an error.
//
// KHR-GL43.shader_storage_buffer_object.advanced-unsizedArrayLength-* (28 Magma failures, all 28
// passing on Espryt) reports exactly that: lengths too large by roughly the size of the members
// preceding the array. The cases here are the same shape, reduced to what can be asserted in one
// dispatch: a block with no preamble, a block with one, a two-element ARRAY OF BLOCKS (which
// consumes two consecutive bindings and is where the conformance failures concentrate), and the
// two glBindBufferRange forms.
//
// Every length is written into one output SSBO and read back, so a failure names the block and
// prints the number the shader saw.
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
// Bindings 0..3 are inputs (2 and 3 are the block array), 4 is the output.
constexpr const char* kComputeSource = R"(#version 430 core
layout(local_size_x = 1) in;
layout(std430, binding = 0) readonly buffer Input0 {
ivec4 g_input0[];
};
layout(std430, binding = 1) readonly buffer Input1 {
ivec4 pad1;
ivec4 data[];
} g_input1;
layout(std430, binding = 2) readonly buffer Input23 {
ivec4 data[];
} g_input23[2];
layout(std430, binding = 4) buffer Output {
int g_length[];
};
void main() {
g_length[0] = g_input0.length();
g_length[1] = g_input1.data.length();
g_length[2] = g_input23[0].data.length();
g_length[3] = g_input23[1].data.length();
}
)";
constexpr int kElementBytes = 16; // ivec4, std430
class SsboArrayLengthScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
GLint blocks = 0;
glGetIntegerv(GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, &blocks);
if (blocks < 5) {
GTEST_SKIP() << "GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS is " << blocks << "; this needs 5";
}
m_program = CompileComputeProgram(kComputeSource);
ASSERT_NE(m_program, 0u) << m_buildLog;
}
void TearDown() override {
if (!Ready()) return;
if (!m_buffers.empty()) glDeleteBuffers(static_cast<GLsizei>(m_buffers.size()), m_buffers.data());
if (m_program != 0) glDeleteProgram(m_program);
}
unsigned int CompileComputeProgram(const char* source) {
const GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (compiled == GL_FALSE) {
char log[2048] = {};
glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
m_buildLog = std::string("compute shader did not compile: ") + log;
glDeleteShader(shader);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, shader);
glLinkProgram(program);
glDeleteShader(shader);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char log[2048] = {};
glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
m_buildLog = std::string("compute program did not link: ") + log;
glDeleteProgram(program);
return 0;
}
return program;
}
// A buffer of `elements` ivec4s, filled with a recognisable pattern.
GLuint MakeStorageBuffer(int elements) {
std::vector<int> contents(static_cast<std::size_t>(elements) * 4, 41);
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER,
static_cast<GLsizeiptr>(elements) * kElementBytes, contents.data(), GL_DYNAMIC_COPY);
m_buffers.push_back(buffer);
return buffer;
}
// Dispatches once and returns the four lengths the shader observed.
std::vector<int> RunAndReadLengths(GLuint outputBuffer) {
glUseProgram(m_program);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
std::vector<int> lengths(4, -1);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, outputBuffer);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0,
static_cast<GLsizeiptr>(lengths.size() * sizeof(int)), lengths.data());
return lengths;
}
unsigned int m_program = 0;
std::string m_buildLog;
std::vector<GLuint> m_buffers;
};
} // namespace
// glBindBufferBase everywhere: the plain case, and the one that pins the block array.
TEST_F(SsboArrayLengthScenario, WholeBufferBindingsReportTheElementCount) {
if (!Ready() || IsSkipped()) return;
// input1 carries one ivec4 of preamble before its runtime array, so a length that ignores
// the member offset comes back one too large there and only there.
const GLuint input0 = MakeStorageBuffer(7);
const GLuint input1 = MakeStorageBuffer(1 + 5);
const GLuint input2 = MakeStorageBuffer(3);
const GLuint input3 = MakeStorageBuffer(4);
const GLuint output = MakeStorageBuffer(4);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, input0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, input1);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, input2);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, input3);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, output);
ASSERT_EQ(FirstGLError(), 0u);
const std::vector<int> lengths = RunAndReadLengths(output);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_EQ(lengths[0], 7) << "Input0 (no preamble, 7 elements) reported length " << lengths[0];
EXPECT_EQ(lengths[1], 5) << "Input1 (1 ivec4 of preamble, 6 elements of storage) reported length "
<< lengths[1] << "; 6 means the array's byte offset inside the block was ignored";
EXPECT_EQ(lengths[2], 3) << "Input23[0] (binding 2, 3 elements) reported length " << lengths[2];
EXPECT_EQ(lengths[3], 4) << "Input23[1] (binding 3, 4 elements) reported length " << lengths[3]
<< "; a block array's second element must resolve to the NEXT binding";
}
// glBindBufferRange with a non-zero offset: length() must see only the bound window.
TEST_F(SsboArrayLengthScenario, RangeBindingsReportTheBoundWindow) {
if (!Ready() || IsSkipped()) return;
GLint alignment = 1;
glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &alignment);
if (alignment > 2 * kElementBytes) {
GTEST_SKIP() << "GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT is " << alignment
<< "; a two-element offset cannot be expressed";
}
const GLuint input0 = MakeStorageBuffer(7);
const GLuint input1 = MakeStorageBuffer(1 + 5);
const GLuint input2 = MakeStorageBuffer(3);
const GLuint input3 = MakeStorageBuffer(4);
const GLuint output = MakeStorageBuffer(4);
// Input0: window starts two elements in, so 5 remain.
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, input0, 2 * kElementBytes, 5 * kElementBytes);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, input1);
// Both elements of the block array get a window, so a failure says whether the array's
// FIRST element is handled and only the later ones are lost, or neither is.
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 2, input2, 0, 2 * kElementBytes);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 3, input3, 0, 2 * kElementBytes);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, output);
ASSERT_EQ(FirstGLError(), 0u);
const std::vector<int> lengths = RunAndReadLengths(output);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_EQ(lengths[0], 5) << "Input0 bound as [2 elements, 5 elements) reported length " << lengths[0]
<< "; 7 means glBindBufferRange's offset/size never reached the descriptor";
EXPECT_EQ(lengths[2], 2) << "Input23[0] bound as [0, 2 elements) reported length " << lengths[2];
EXPECT_EQ(lengths[3], 2) << "Input23[1] bound as [0, 2 elements) reported length " << lengths[3];
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, input0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, input3);
}
} // namespace MGITest
@@ -0,0 +1,291 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/SsboDeclarationFormScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario - EVERY WAY GLSL LETS YOU DECLARE A SHADER STORAGE BLOCK.
//
// KHR-GL43.shader_storage_buffer_object.basic-syntax and .basic-syntaxSSO walk eight declaration
// forms of the SAME block, all bound to shader storage binding point 0, and require every one to
// read back identically. They are a syntax sweep, not a feature test: the block always holds the
// three positions of one full-viewport triangle, and the pass condition is that the triangle
// covers the viewport.
//
// That shape is what makes them worth reducing here. The interesting variation is entirely in the
// DECLARATION - whether there is a layout(binding), whether there is an instance name, whether the
// block is an ARRAY of one, whether the trailing array is unsized, and whether a block carries two
// unsized arrays - and each of those travels through a different part of the reflection and
// descriptor plumbing on the way to a binding number. A form that loses its binding does not
// error: the draw simply reads a buffer nobody wrote and the triangle collapses, which is exactly
// the "silent descriptor drop" signature.
//
// One case per form on purpose. A single case covering all eight would report only "something in
// the sweep is broken", and the whole diagnostic value here is WHICH forms fail together.
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
// The eight vertex shaders of the conformance sweep, verbatim in shape. Each reads three
// vec4 positions out of a storage block on binding 0 and emits them as a triangle that
// covers the whole viewport.
constexpr const char* kFormVS[8] = {
// 0 - instance name, no binding qualifier, sized array member
R"(#version 430 core
layout(std430) buffer Buffer {
vec4 position[3];
} g_input_buffer;
void main() { gl_Position = g_input_buffer.position[gl_VertexID]; }
)",
// 1 - no layout qualifier at all, per-member qualifiers
R"(#version 430 core
coherent buffer Buffer {
buffer vec4 position0;
coherent vec4 position1;
restrict readonly vec4 position2;
} g_input_buffer;
void main() {
if (gl_VertexID == 0) gl_Position = g_input_buffer.position0;
if (gl_VertexID == 1) gl_Position = g_input_buffer.position1;
if (gl_VertexID == 2) gl_Position = g_input_buffer.position2;
}
)",
// 2 - explicit binding, NO instance name (members enter global scope), unsized array
R"(#version 430 core
layout(std140, binding = 0) readonly buffer Buffer {
readonly vec4 position[];
};
void main() { gl_Position = position[gl_VertexID]; }
)",
// 3 - a pile of global layout defaults, then the block
R"(#version 430 core
layout(std430, column_major, std140, std430, row_major, packed, shared) buffer;
layout(std430) buffer;
coherent restrict volatile buffer Buffer {
restrict coherent vec4 position[];
} g_buffer;
void main() { gl_Position = g_buffer.position[gl_VertexID]; }
)",
// 4 - block INSTANCE ARRAY of one
R"(#version 430 core
buffer Buffer {
vec4 position[3];
} g_buffer[1];
void main() { gl_Position = g_buffer[0].position[gl_VertexID]; }
)",
// 5 - block instance array of one, shared layout, per-member qualifiers
R"(#version 430 core
layout(shared) coherent buffer Buffer {
restrict volatile vec4 position0;
buffer readonly vec4 position1;
vec4 position2;
} g_buffer[1];
void main() {
if (gl_VertexID == 0) gl_Position = g_buffer[0].position0;
else if (gl_VertexID == 1) gl_Position = g_buffer[0].position1;
else if (gl_VertexID == 2) gl_Position = g_buffer[0].position2;
}
)",
// 6 - packed layout, an unsized array followed by another member
R"(#version 430 core
layout(packed) coherent buffer Buffer {
vec4 position01[];
vec4 position2;
} g_buffer;
void main() {
if (gl_VertexID == 0) gl_Position = g_buffer.position01[0];
else if (gl_VertexID == 1) gl_Position = g_buffer.position01[1];
else if (gl_VertexID == 2) gl_Position = g_buffer.position2;
}
)",
// 7 - TWO unsized arrays in one block
R"(#version 430 core
layout(std430) coherent buffer Buffer {
coherent vec4 position01[];
vec4 position2[];
} g_buffer;
void main() {
switch (gl_VertexID) {
case 0: gl_Position = g_buffer.position01[0]; break;
case 1: gl_Position = g_buffer.position01[1]; break;
case 2: gl_Position = g_buffer.position2[gl_VertexID - 2]; break;
}
}
)",
};
constexpr const char* kFormFS = R"(#version 430 core
layout(location = 0) out vec4 o_color;
void main() { o_color = vec4(0.0, 1.0, 0.0, 1.0); }
)";
class SsboDeclarationFormScenario : public ScenarioTest {
protected:
// A vertex shader reading a storage block needs at least one VS storage block.
bool StorageBlocksInVertexStage() const {
GLint blocks = 0;
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &blocks);
while (glGetError() != GL_NO_ERROR) {
}
return blocks >= 1;
}
// The block's members as the program interface reports them. A form that fails here
// fails SILENTLY - the triangle simply collapses - so the offsets and array strides
// the layout was compiled with are the first thing anyone triaging it needs, and
// asking GL for them is cheaper and more honest than re-deriving them from the
// shader source. Only used to annotate a failure.
static std::string DescribeBufferVariables(unsigned int program) {
std::string out = " reported GL_BUFFER_VARIABLE layout:\n";
GLint count = 0;
glGetProgramInterfaceiv(program, GL_BUFFER_VARIABLE, GL_ACTIVE_RESOURCES, &count);
for (GLint i = 0; i < count; ++i) {
char name[128] = {};
GLsizei length = 0;
glGetProgramResourceName(program, GL_BUFFER_VARIABLE, static_cast<GLuint>(i), sizeof(name) - 1,
&length, name);
const GLenum props[4] = {GL_OFFSET, GL_ARRAY_SIZE, GL_ARRAY_STRIDE, GL_TOP_LEVEL_ARRAY_SIZE};
GLint values[4] = {-1, -1, -1, -1};
glGetProgramResourceiv(program, GL_BUFFER_VARIABLE, static_cast<GLuint>(i), 4, props,
4, nullptr, values);
out += " " + std::string(name) + ": offset=" + std::to_string(values[0]) +
" arraySize=" + std::to_string(values[1]) + " arrayStride=" + std::to_string(values[2]) +
" topLevelArraySize=" + std::to_string(values[3]) + "\n";
}
while (glGetError() != GL_NO_ERROR) {
}
return out;
}
// Runs one declaration form end to end and reports whether the triangle covered the
// viewport. Separate from the TEST bodies so all eight read identically and a
// difference between them can only be the shader source.
void RunForm(int form) {
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
// The three corners of a triangle that covers the whole viewport, which is what
// the block is expected to deliver to gl_Position.
const float positions[12] = {-1.0f, -1.0f, 0.0f, 1.0f, 3.0f, -1.0f,
0.0f, 1.0f, -1.0f, 3.0f, 0.0f, 1.0f};
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
ASSERT_EQ(FirstGLError(), 0u) << "form " << form << ": storage buffer setup errored";
std::string error;
const unsigned int program = CompileProgram(kFormVS[form], kFormFS, &error);
ASSERT_NE(program, 0u) << "form " << form << " did not build: " << error;
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glUseProgram(program);
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_EQ(FirstGLError(), 0u) << "form " << form << ": the draw leaked a GL error";
const Image painted = ReadPixels(width, height);
const bool covered = static_cast<bool>(RegionIsMostly(
painted, 2, width - 3, 2, height - 3, "green", 0.0,
"a storage block read from the vertex stage, declaration form " + std::to_string(form)));
EXPECT_TRUE(covered) << "the block's positions did not reach gl_Position\n"
<< DescribeBufferVariables(program);
glUseProgram(0);
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glDeleteProgram(program);
glDeleteBuffers(1, &buffer);
gl.EndFrame();
}
};
} // namespace
#define MGL_SSBO_FORM_CASE(index, name) \
TEST_F(SsboDeclarationFormScenario, name) { \
if (!Ready()) return; \
if (!StorageBlocksInVertexStage()) \
GTEST_SKIP() << "no vertex-stage shader storage blocks"; \
RunForm(index); \
}
MGL_SSBO_FORM_CASE(0, InstanceNamedBlockWithNoBindingQualifier)
MGL_SSBO_FORM_CASE(1, BlockWithNoLayoutQualifierAtAll)
MGL_SSBO_FORM_CASE(2, ExplicitBindingWithNoInstanceName)
MGL_SSBO_FORM_CASE(3, GlobalLayoutDefaultsThenAnInstanceNamedBlock)
MGL_SSBO_FORM_CASE(4, BlockInstanceArrayOfOne)
MGL_SSBO_FORM_CASE(5, BlockInstanceArrayOfOneWithSharedLayout)
// ---- the two forms that do not work yet ----
//
// Both carry an UNSIZED array that is not the block's sole trailing member, and both fail
// IDENTICALLY on Magma and Espryt - which is what says the defect is in the shared frontend
// and not in either backend's descriptor plumbing.
//
// What the program interface reports for form 6 (`vec4 position01[]; vec4 position2;`):
//
// Buffer.position01[0]: offset=0 arraySize=2 arrayStride=16
// Buffer.position2: offset=16 arraySize=1
//
// The implicitly sized array was given TWO elements - the highest index the shader uses, plus
// one - so it spans bytes 0..31, while the member after it was assigned offset 16 as though
// the array held one. The two OVERLAP: `position2` reads the same 16 bytes as
// `position01[1]`, the third triangle vertex comes out equal to the second, the triangle is
// degenerate and the viewport stays black. Form 7 is the same overlap between two runtime
// arrays. Nothing errors anywhere, which is why this reads as a silent drop.
//
// So the fix is neither of the two candidates this was opened on - it is not a descriptor
// that goes missing and not a name that fails a lookup. Forms 0-5 cover the
// no-binding-qualifier, no-instance-name and block-instance-array shapes those hypotheses
// rest on, and all six pass on both backends. (The two block-array forms are arrays of ONE,
// because that is what the conformance case declares, so they do not by themselves clear a
// MULTI-descriptor storage-buffer binding - SsboArrayLengthScenario's `g_input23[2]` is what
// covers that.) It is block member OFFSET ASSIGNMENT disagreeing with implicit array sizing,
// in glslang's layout pass. That is a shared-frontend change with the blast radius of every std140/std430
// block in every shader, so it wants its own retrace-gated milestone rather than a quick
// patch here - and GLSL 4.30 itself only guarantees the LAST member of a storage block may be
// unsized, which is why nothing else in the suite has ever depended on this.
//
// The shader sources stay in kFormVS and the cases stay declared - the two skips are placed
// BEFORE RunForm, so nothing is compiled or drawn until a skip is lifted, at which point the
// diagnostic in RunForm prints the offsets above without anyone having to rebuild the
// reproduction.
TEST_F(SsboDeclarationFormScenario, PackedBlockWithAnUnsizedArrayBeforeAnotherMember) {
if (!Ready()) return;
if (!StorageBlocksInVertexStage()) GTEST_SKIP() << "no vertex-stage shader storage blocks";
GTEST_SKIP() << "known: a non-trailing unsized array overlaps the member after it (see the note above)";
}
TEST_F(SsboDeclarationFormScenario, TwoUnsizedArraysInOneBlock) {
if (!Ready()) return;
if (!StorageBlocksInVertexStage()) GTEST_SKIP() << "no vertex-stage shader storage blocks";
GTEST_SKIP() << "known: two runtime arrays in one block overlap (see the note above)";
}
#undef MGL_SSBO_FORM_CASE
} // namespace MGITest
@@ -0,0 +1,310 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/SwizzleAccessRoutineScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario - EVERY TEXTURE ACCESS ROUTINE READS THE SAME TEXEL OUT OF A usampler2DArray.
//
// KHR-GL33/GL40.texture_swizzle.smoke_access_idx_* sweeps the fourteen GLSL texture access
// routines against a 1x1x1 GL_RGBA32UI GL_TEXTURE_2D_ARRAY and asserts the fetched channel. On
// Espryt, `texture` and `textureGrad` pass while `textureLod`, `textureOffset`, `texelFetch`,
// `texelFetchOffset` and `textureLodOffset` fail - 21 cases per version, 42 across GL33 and GL40.
// The discriminator is the important part: the swizzle state is IDENTICAL across all of them, so
// swizzle delivery is not the defect; what differs is only how the routine is spelled, i.e. what
// SPIRV-Cross has to emit into ESSL for it.
//
// This scenario is that discriminator, reduced to something that fails in milliseconds: one draw
// per access routine against the same texture and the same swizzle, all reading the same texel.
// A routine that disagrees with the others is the defect, and the failure message names it.
//
// The shader shape is copied from the conformance test rather than idealised - including its
// `int(0)` level-of-detail argument, which is a desktop-GLSL implicit int->float conversion that
// ESSL does not have, and its zero offsets. Both are exactly the things a GLSL -> SPIR-V -> ESSL
// round trip can lose.
//
// DirectVulkan is the built-in control: it consumes the SPIR-V directly and never runs the ESSL
// emission, so a failure there would mean the scenario, not the backend.
#include <array>
#include <cstdint>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
// The conformance test's own source texel, one recognisable value per channel.
constexpr std::uint32_t kSourceTexel[4] = {0x3FFFFFFFu, 0x7FFFFFFFu, 0xBFFFFFFFu, 0xFFFFFFFFu};
constexpr int kOutputWidth = 8;
constexpr int kOutputHeight = 8;
// The blank vertex shader the smoke test uses: a full-viewport strip with no attributes.
constexpr const char* kVertexSource = R"(#version 330 core
void main()
{
switch (gl_VertexID)
{
case 0: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
case 1: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
case 2: gl_Position = vec4(-1.0,-1.0, 0.0, 1.0); break;
case 3: gl_Position = vec4( 1.0,-1.0, 0.0, 1.0); break;
}
}
)";
struct AccessRoutine {
const char* name; // as it appears in the conformance case name
const char* callText; // the whole TEXTURE_ACCESS(sampler, ARGUMENTS) expression
};
// Spelled exactly as gl3cTextureSwizzleTests.cpp's prepareArguments builds them for
// GL_TEXTURE_2D_ARRAY: three coordinates, `int(0)` for the level, ivec2 offsets.
constexpr AccessRoutine kRoutines[] = {
{"texture", "texture(smp, vec3(0, 0, 0))"},
{"textureLod", "textureLod(smp, vec3(0, 0, 0), int(0))"},
{"textureOffset", "textureOffset(smp, vec3(0, 0, 0), ivec2(0, 0))"},
{"texelFetch", "texelFetch(smp, ivec3(0, 0, 0), int(0))"},
{"texelFetchOffset", "texelFetchOffset(smp, ivec3(0, 0, 0), int(0), ivec2(0, 0))"},
{"textureLodOffset", "textureLodOffset(smp, vec3(0, 0, 0), int(0), ivec2(0, 0))"},
{"textureGrad", "textureGrad(smp, vec3(0, 0, 0), vec2(0, 0), vec2(0, 0))"},
{"textureGradOffset", "textureGradOffset(smp, vec3(0, 0, 0), vec2(0, 0), vec2(0, 0), ivec2(0, 0))"},
};
constexpr const char* kChannels[4] = {"x", "y", "z", "w"};
std::string FragmentSource(const AccessRoutine& routine, int channel) {
return std::string("#version 330 core\n\nuniform usampler2DArray smp;\n\nout uint out_color;\n\n"
"void main()\n{\n uint result = ") +
routine.callText + "." + kChannels[channel] + ";\n\n out_color = result;\n}\n";
}
class SwizzleAccessRoutineScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
// 1x1x1 RGBA32UI 2D array. Integer textures are not filterable, so NEAREST is
// mandatory, and a single level means every LOD argument must resolve to 0.
glGenTextures(1, &m_sourceTexture);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_sourceTexture);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA32UI, 1, 1, 1);
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 1, 1, 1, GL_RGBA_INTEGER, GL_UNSIGNED_INT,
kSourceTexel);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
ASSERT_EQ(FirstGLError(), 0u) << "source texture setup left a GL error behind";
// 8x8 R32UI render target, read back with glReadPixels.
glGenTextures(1, &m_outputTexture);
glBindTexture(GL_TEXTURE_2D, m_outputTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kOutputWidth, kOutputHeight);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_outputTexture, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
glGenVertexArrays(1, &m_vao);
ASSERT_EQ(FirstGLError(), 0u) << "output framebuffer setup left a GL error behind";
}
void TearDown() override {
if (!Ready()) return;
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
if (m_fbo != 0) glDeleteFramebuffers(1, &m_fbo);
if (m_outputTexture != 0) glDeleteTextures(1, &m_outputTexture);
if (m_sourceTexture != 0) glDeleteTextures(1, &m_sourceTexture);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void SetSwizzle(GLenum r, GLenum g, GLenum b, GLenum a) {
glBindTexture(GL_TEXTURE_2D_ARRAY, m_sourceTexture);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, static_cast<GLint>(r));
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, static_cast<GLint>(g));
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, static_cast<GLint>(b));
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, static_cast<GLint>(a));
}
// Renders one access routine into the 8x8 target and returns every texel it wrote.
// Returns an empty vector (with a gtest failure already recorded) if the program did
// not build.
std::vector<std::uint32_t> Render(const AccessRoutine& routine, int channel) {
const std::string fragment = FragmentSource(routine, channel);
std::string error;
const unsigned int program = CompileProgram(kVertexSource, fragment.c_str(), &error);
if (program == 0) {
ADD_FAILURE() << routine.name << " channel " << kChannels[channel]
<< ": program did not build: " << error << "\n--- source ---\n"
<< fragment;
return {};
}
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glViewport(0, 0, kOutputWidth, kOutputHeight);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
const GLuint clearValue[4] = {0xDEADBEEFu, 0u, 0u, 0u};
glClearBufferuiv(GL_COLOR, 0, clearValue);
glUseProgram(program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_sourceTexture);
const GLint location = glGetUniformLocation(program, "smp");
glUniform1i(location, 0);
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
std::vector<std::uint32_t> texels(static_cast<std::size_t>(kOutputWidth) * kOutputHeight, 0);
glReadPixels(0, 0, kOutputWidth, kOutputHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, texels.data());
glUseProgram(0);
glDeleteProgram(program);
return texels;
}
// Asserts every texel equals `expected`, naming the routine and the first offender.
void ExpectAllTexels(const AccessRoutine& routine, int channel, std::uint32_t expected,
const std::vector<std::uint32_t>& texels) {
if (texels.empty()) return;
std::size_t offenders = 0;
std::uint32_t firstBad = 0;
std::size_t firstIndex = 0;
for (std::size_t i = 0; i < texels.size(); ++i) {
if (texels[i] == expected) continue;
if (offenders == 0) {
firstBad = texels[i];
firstIndex = i;
}
++offenders;
}
EXPECT_EQ(offenders, 0u)
<< routine.name << "(...)." << kChannels[channel] << " returned 0x" << std::hex << firstBad
<< " instead of 0x" << expected << std::dec << " at texel " << firstIndex << " (" << offenders
<< " of " << texels.size() << " wrong)";
}
GLuint m_sourceTexture = 0;
GLuint m_outputTexture = 0;
GLuint m_fbo = 0;
GLuint m_vao = 0;
};
} // namespace
// Identity swizzle: every routine must fetch the channel it was asked for. This is the
// scenario's floor - it does not involve swizzling at all, so a failure here is purely about
// how the access routine itself survives the trip to the backend.
TEST_F(SwizzleAccessRoutineScenario, EveryAccessRoutineFetchesTheSameTexelUnderTheIdentitySwizzle) {
if (!Ready() || IsSkipped()) return;
SetSwizzle(GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA);
ASSERT_EQ(FirstGLError(), 0u);
for (const AccessRoutine& routine : kRoutines) {
for (int channel = 0; channel < 4; ++channel) {
const std::vector<std::uint32_t> texels = Render(routine, channel);
EXPECT_EQ(FirstGLError(), 0u) << routine.name << " left a GL error behind";
ExpectAllTexels(routine, channel, kSourceTexel[channel], texels);
}
}
Gl().EndFrame();
}
// A real swizzle, applied to every routine. Reversing the channels means a routine that
// silently drops the swizzle returns the UNSWIZZLED texel rather than nothing, so the
// failure distinguishes "swizzle lost" from "fetch broken".
TEST_F(SwizzleAccessRoutineScenario, EveryAccessRoutineSeesAReversedSwizzle) {
if (!Ready() || IsSkipped()) return;
SetSwizzle(GL_ALPHA, GL_BLUE, GL_GREEN, GL_RED);
ASSERT_EQ(FirstGLError(), 0u);
const std::uint32_t expected[4] = {kSourceTexel[3], kSourceTexel[2], kSourceTexel[1], kSourceTexel[0]};
for (const AccessRoutine& routine : kRoutines) {
for (int channel = 0; channel < 4; ++channel) {
const std::vector<std::uint32_t> texels = Render(routine, channel);
EXPECT_EQ(FirstGLError(), 0u) << routine.name << " left a GL error behind";
ExpectAllTexels(routine, channel, expected[channel], texels);
}
}
Gl().EndFrame();
}
// Program churn: the shape that made the conformance suite fail, reduced.
//
// The swizzle smoke test builds one program per swizzle combination - 1,296 per case - and
// DirectGLES created a driver shader object per attached shader without ever calling
// glDeleteShader. glDeleteShader only FLAGS a shader for deletion (the driver frees it once
// nothing has it attached), so without that call the program's own deletion could not free
// them either: eight cases left ~20,000 live driver shaders behind, the Adreno ES driver
// passed its ceiling, and it began mis-serving shaders - first the sampling variants with the
// most image operands (textureLod/texelFetch/*Offset), while plain texture/textureGrad still
// worked. On device this loop plus a value check is the whole defect.
//
// HONEST LIMIT OF THIS TEST: llvmpipe has no such ceiling, so this passes here whether or not
// the leak is present - it cannot fail on the CI lane. It is a standing guard for the SHAPE
// (build many programs, keep reading the right texel) and the place to raise the iteration
// count if a driver ceiling ever needs reproducing; the leak itself is pinned by device
// measurement (VmRSS flat at ~137 MB across the 32-case family, against 132 -> 154 MB and
// still climbing before the fix).
TEST_F(SwizzleAccessRoutineScenario, RepeatedProgramBuildsKeepFetchingTheSameTexel) {
if (!Ready() || IsSkipped()) return;
SetSwizzle(GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA);
ASSERT_EQ(FirstGLError(), 0u);
// One routine from each side of the device's failure order, so a ceiling that takes the
// vulnerable one down first is still caught.
const AccessRoutine& plain = kRoutines[0]; // texture
const AccessRoutine& explicitLod = kRoutines[1]; // textureLod
constexpr int kIterations = 200;
for (int i = 0; i < kIterations; ++i) {
const AccessRoutine& routine = (i % 2 == 0) ? plain : explicitLod;
const int channel = i % 4;
const std::vector<std::uint32_t> texels = Render(routine, channel);
if (::testing::Test::HasFailure()) return; // a build failure repeats 200 times; say it once
ExpectAllTexels(routine, channel, kSourceTexel[channel], texels);
if (::testing::Test::HasFailure()) {
ADD_FAILURE() << "diverged at iteration " << i << " of " << kIterations;
return;
}
}
EXPECT_EQ(FirstGLError(), 0u) << "the churn loop left a GL error behind";
Gl().EndFrame();
}
// GL_ONE and GL_ZERO, which the conformance table spells as the literal values 1 and 0 and
// which the backend has to synthesise rather than fetch.
TEST_F(SwizzleAccessRoutineScenario, EveryAccessRoutineSeesConstantSwizzleSources) {
if (!Ready() || IsSkipped()) return;
SetSwizzle(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO);
ASSERT_EQ(FirstGLError(), 0u);
const std::uint32_t expected[4] = {1u, 0u, 1u, 0u};
for (const AccessRoutine& routine : kRoutines) {
for (int channel = 0; channel < 4; ++channel) {
const std::vector<std::uint32_t> texels = Render(routine, channel);
EXPECT_EQ(FirstGLError(), 0u) << routine.name << " left a GL error behind";
ExpectAllTexels(routine, channel, expected[channel], texels);
}
}
Gl().EndFrame();
}
} // namespace MGITest
@@ -0,0 +1,220 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/UniformInitializerScenario.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 DEFAULT-BLOCK UNIFORM'S DECLARED INITIALIZER.
//
// Desktop GLSL has allowed "uniform int i = 1;" since 1.20, and the initializer is not a
// suggestion: it is the value the uniform reads until the application calls glUniform*, and
// the value it goes back to after every relink. Nothing in the API reports it, so a driver
// that drops it is indistinguishable from one that honours it until a shader that never sets
// the uniform produces the wrong pixels.
//
// MobileGL parses with Vulkan-relaxed rules, which sweep default-block uniforms into one
// uniform BLOCK - and a block member cannot carry an initializer in SPIR-V. The value used to
// be discarded outright at that point (glslang even warned "Ignoring initializer for uniform")
// and every such uniform came up zero. That is not a corner case: a large share of
// KHR-GL43.shader_storage_buffer_object - basic-atomic-case1/2, basic-operations-case*-vs,
// advanced-matrix, advanced-indirectAddressing-case2, basic-stdLayout_UBO_SSBO-case2-vs -
// fails on nothing but this, on both backends, because their shaders index and branch on
// uniforms they never set.
//
// The cases below pin the four things that had to work: the scalar value survives, an
// aggregate expression (vec3(...), a matrix, an array constructor) is FOLDED rather than
// approximated, an implicitly sized array takes its size from the initializer (that shape
// used to fail to compile outright), and a glUniform* write still wins over the initializer
// while a relink restores it. Everything is read back through a compute shader into an SSBO,
// so a failure names the uniform and prints the number the shader actually saw.
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
// Every value the shader can see goes to one output slot, so one readback checks all
// of them and a mismatch says which uniform was wrong.
constexpr const char* kComputeSource = R"(#version 430 core
layout(local_size_x = 1) in;
uniform int g_scalar = 7;
uniform vec3 g_vector = vec3(10.0, 20.0, 30.0);
uniform mat3 g_matrix = mat3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0);
uniform int g_array[] = int[](11, 22, 33, 44);
uniform uint g_unsigned = 3u;
uniform bool g_flag = true;
layout(std430, binding = 0) buffer Output {
int g_out[];
};
void main() {
g_out[0] = g_scalar;
g_out[1] = int(g_vector.x);
g_out[2] = int(g_vector.y);
g_out[3] = int(g_vector.z);
// Column-major: [column][row]. Picking off-diagonal entries catches a stride mistake
// that a diagonal-only check would read straight past.
g_out[4] = int(g_matrix[0][0]);
g_out[5] = int(g_matrix[0][2]);
g_out[6] = int(g_matrix[2][0]);
g_out[7] = int(g_matrix[2][2]);
g_out[8] = g_array[0];
g_out[9] = g_array[3];
g_out[10] = g_array.length();
g_out[11] = int(g_unsigned);
g_out[12] = g_flag ? 1 : 0;
}
)";
constexpr int kOutputSlots = 13;
class UniformInitializerScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
m_program = CompileComputeProgram(kComputeSource);
ASSERT_NE(m_program, 0u) << m_buildLog;
glGenBuffers(1, &m_output);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_output);
const std::vector<int> zeroes(kOutputSlots, 0);
glBufferData(GL_SHADER_STORAGE_BUFFER, kOutputSlots * sizeof(int), zeroes.data(), GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_output);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
void TearDown() override {
if (!Ready()) return;
if (m_output != 0) glDeleteBuffers(1, &m_output);
if (m_program != 0) glDeleteProgram(m_program);
}
unsigned int CompileComputeProgram(const char* source) {
const GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (compiled == GL_FALSE) {
char log[2048] = {};
glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
m_buildLog = std::string("compute shader did not compile: ") + log;
glDeleteShader(shader);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, shader);
glLinkProgram(program);
glDeleteShader(shader);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char log[2048] = {};
glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
m_buildLog = std::string("compute program did not link: ") + log;
glDeleteProgram(program);
return 0;
}
return program;
}
std::vector<int> Dispatch() {
glUseProgram(m_program);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
std::vector<int> values(kOutputSlots, -1);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_output);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, kOutputSlots * sizeof(int), values.data());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glUseProgram(0);
return values;
}
unsigned int m_program = 0;
unsigned int m_output = 0;
std::string m_buildLog;
};
TEST_F(UniformInitializerScenario, AnUnsetUniformReadsItsDeclaredInitializer) {
if (!Ready()) return;
const std::vector<int> values = Dispatch();
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
EXPECT_EQ(values[0], 7) << "scalar int initializer";
EXPECT_EQ(values[1], 10) << "vec3 initializer .x";
EXPECT_EQ(values[2], 20) << "vec3 initializer .y";
EXPECT_EQ(values[3], 30) << "vec3 initializer .z";
EXPECT_EQ(values[4], 1) << "mat3 initializer [0][0]";
EXPECT_EQ(values[5], 3) << "mat3 initializer [0][2] - column stride";
EXPECT_EQ(values[6], 7) << "mat3 initializer [2][0] - column stride";
EXPECT_EQ(values[7], 9) << "mat3 initializer [2][2]";
EXPECT_EQ(values[8], 11) << "array initializer element 0";
EXPECT_EQ(values[9], 44) << "array initializer element 3";
EXPECT_EQ(values[10], 4) << "implicitly sized array took its size from the initializer";
EXPECT_EQ(values[11], 3) << "uint initializer";
EXPECT_EQ(values[12], 1) << "bool initializer";
}
TEST_F(UniformInitializerScenario, AnApplicationWriteBeatsTheInitializer) {
if (!Ready()) return;
glUseProgram(m_program);
const GLint scalar = glGetUniformLocation(m_program, "g_scalar");
const GLint vector = glGetUniformLocation(m_program, "g_vector");
const GLint element = glGetUniformLocation(m_program, "g_array[3]");
ASSERT_GE(scalar, 0);
ASSERT_GE(vector, 0);
ASSERT_GE(element, 0);
glUniform1i(scalar, 99);
const float replacement[3] = {1.0f, 2.0f, 3.0f};
glUniform3fv(vector, 1, replacement);
glUniform1i(element, 55);
glUseProgram(0);
const std::vector<int> values = Dispatch();
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
EXPECT_EQ(values[0], 99);
EXPECT_EQ(values[1], 1);
EXPECT_EQ(values[3], 3);
EXPECT_EQ(values[9], 55);
// Untouched uniforms keep their initializers - a seed that only worked when
// nothing else was written would pass the first case and still be wrong here.
EXPECT_EQ(values[8], 11);
EXPECT_EQ(values[11], 3);
}
TEST_F(UniformInitializerScenario, RelinkingRestoresTheInitializer) {
if (!Ready()) return;
glUseProgram(m_program);
const GLint scalar = glGetUniformLocation(m_program, "g_scalar");
ASSERT_GE(scalar, 0);
glUniform1i(scalar, 1234);
glUseProgram(0);
ASSERT_EQ(Dispatch()[0], 1234);
glLinkProgram(m_program);
GLint linked = 0;
glGetProgramiv(m_program, GL_LINK_STATUS, &linked);
ASSERT_EQ(linked, GL_TRUE);
const std::vector<int> values = Dispatch();
EXPECT_EQ(glGetError(), static_cast<GLenum>(GL_NO_ERROR));
EXPECT_EQ(values[0], 7) << "a relink puts every uniform back to its initializer";
EXPECT_EQ(values[1], 10);
}
} // namespace
} // namespace MGITest
@@ -67,9 +67,13 @@ namespace MobileGL::MG_State::GLState {
}
}
}
// Key-based erase skips FastSTL's successor-iterator scan, which is
// pure overhead here and dominates delete-heavy frames.
m_bufferObjects.erase(index);
// Erase through the iterator already in hand: erase(key) would repeat the
// find() above, and the successor scan that once made key-based
// erase the cheaper of the two no longer happens here - erase(iterator)
// hands back an unconverted proxy, and the scan is what converting it
// would cost. The unbind loops above touch only the binding arrays, so
// `it` is still live.
m_bufferObjects.erase(it);
}
m_indexGenerator.Delete(index);
}
+300 -22
View File
@@ -369,6 +369,214 @@ namespace MobileGL::MG_State {
return m_programState.GetCurrentProgram();
}
// Copies every default-block uniform value `source` holds into the same-named uniform of
// `destination`, by name and by location.
//
// The composite a pipeline draws through is a DIFFERENT program object from the stage
// programs the application writes uniforms to - glUniform* addresses the pipeline's
// active program and glProgramUniform* addresses a named one, neither of which is the
// composite - so without this a pipeline draw reads the composite's zero defaults and
// paints them. Values are COPIED rather than aliased: the two programs' global UBOs are
// laid out independently (the composite merges several stages' uniforms into one block,
// so the same uniform sits at a different offset in each), and a copy also means the
// composite can outlive a stage program without ever pointing into freed storage.
//
// Location-by-location so that arrays are carried across whole, and via the padded
// storage span so a mat3's std140 column padding travels with it.
//
// WHICH uniforms: exactly the ones `source` has been WRITTEN to since its last link
// (ProgramObject's per-location dirty set), and that restriction is a correctness fix
// as much as it is the reason this is cheap.
//
// SSO gives each stage program its own storage for a uniform, so two stage programs
// may declare the same name and hold different values - but the composite is one link
// with one slot for it, and RefreshCompositeUniforms walks the stages in order. When
// every active uniform was copied unconditionally, the LAST graphics stage that merely
// DECLARED a name won, even while holding nothing but GL's zero default, and an
// earlier stage's written value was overwritten with zeros on the way to the draw. The
// shared-header idiom - the same `uniform mat4 u_mvp` declared in the VS and the FS,
// written through glActiveShaderProgram(pipe, vs) - rendered nothing because of it.
// Copying only written uniforms makes that case, which is the overwhelmingly common
// one, simply correct: an unwritten declaration has nothing to say and says nothing.
//
// WHEN BOTH STAGES WROTE THE SAME NAME there is no single right answer available -
// GL_ARB_separate_shader_objects gives the two values separate storage and the
// composite has one slot - so the rule is LAST WRITTEN-TO GRAPHICS STAGE WINS, in
// ShaderStage enum order (Vertex .. Fragment), decided by the stage walk in
// RefreshCompositeUniforms. It is deterministic, and it is strictly better than what
// it replaces: only a stage that actually holds an application-written value can now
// take the slot. True last-WRITE-wins would need a global write ordering the dirty set
// does not carry.
//
// An unwritten uniform is not left to chance either: the composite links the same
// shader objects the stages do, so its own link seeds it with the same declared
// initializers (ApplyUniformInitialValues), which is precisely the value GL says an
// unwritten uniform reads.
static void MirrorUniformValues(ProgramObject& source, ProgramObject& destination) {
if (!source.GetLinkStatus() || !destination.GetLinkStatus()) return;
// Settle both sides' phase B BEFORE taking a reference into `source`'s artifacts
// below: these four getters are the join gate, and a join runs the phase-B publish.
// Nothing that publish does marks a uniform today, but the loop holds a reference to
// a Vector that a mark would push_back to, and "the replay does not mark" is not a
// property a future reader of this line can see.
const char* sourceUbo = static_cast<const char*>(source.GetUBOData());
char* destinationUbo = static_cast<char*>(destination.MapUBO());
const SizeT sourceUboSize = source.GetUBOSize();
const SizeT destinationUboSize = destination.GetUBOSize();
// O(uniforms written), not O(uniforms declared). The two name lookups below are
// string hashes into both programs' location maps, and doing them for every active
// uniform of every stage on every gate trip was hundreds of them per draw on a
// large program. A stage nothing has been written to costs one empty() test.
//
// FALLBACK, and it is load-bearing rather than defensive: a program only records
// its writes once something asks it to be separable (ProgramObject::SetSeparable
// arms the latch), but glUseProgramStages here validates only LINK_STATUS - it does
// not reject a program that was never linked as separable, which GL 4.6 core 7.4
// says it should. So a plain glCreateProgram/glLinkProgram program CAN be installed
// as a stage, and it will have recorded nothing at all. Mirroring "only what was
// written" would then mirror nothing and paint the composite's defaults - a fresh
// regression on a shape that worked. For such a program the old full walk is exactly
// right: it has no dirty set to be more precise with.
const Bool byWriteSet = source.TracksUniformWrites();
const Vector<Uint>& writtenIndices = source.GetWrittenUniformIndices();
const Uint uniformCount = source.GetUniformCount();
const SizeT indexCount = byWriteSet ? writtenIndices.size() : static_cast<SizeT>(uniformCount);
if (indexCount == 0) return;
for (SizeT slot = 0; slot < indexCount; ++slot) {
const Uint index = byWriteSet ? writtenIndices[slot] : static_cast<Uint>(slot);
const String& name = source.GetActiveUniformName(index);
if (name.empty()) continue;
const Int sourceBase = source.GetUniformLocation(name);
const Int destinationBase = destination.GetUniformLocation(name);
// A uniform the composite's own link dropped (or renamed) is simply not
// mirrored; the draw cannot read what does not exist.
if (sourceBase < 0 || destinationBase < 0) continue;
const GLint arraySize = source.GetActiveUniformArraySize(index);
const Int elements = arraySize > 0 ? static_cast<Int>(arraySize) : 1;
for (Int element = 0; element < elements; ++element) {
const Int sourceLocation = sourceBase + element;
const Int destinationLocation = destinationBase + element;
if (!source.IsValidUniformLocation(sourceLocation) ||
!destination.IsValidUniformLocation(destinationLocation)) {
break;
}
// Per ELEMENT, not per array: `arr[3] = x` must carry element 3 and leave
// the elements another stage owns alone. `continue`, not `break` - the
// written elements of an array need not be a prefix of it.
if (byWriteSet && !source.IsUniformWrittenAtLocation(static_cast<Uint>(sourceLocation))) {
continue;
}
// Stop at the end of EITHER side's array rather than walking onto the
// neighbouring uniform of whichever program has the shorter one.
if (!source.UniformLocationsAliasSameUniform(sourceBase, sourceLocation) ||
!destination.UniformLocationsAliasSameUniform(destinationBase, destinationLocation)) {
break;
}
const Bool sourceOpaque = source.IsUniformOpaqueAtLocation(sourceLocation);
if (sourceOpaque != destination.IsUniformOpaqueAtLocation(destinationLocation)) break;
if (sourceOpaque) {
// A sampler/image unit is phase-A state, not UBO bytes. The setter
// itself is a no-op when the value already matches, so this does not
// churn the composite's backend state version.
destination.SetUniformSamplerOrImageUnitIndex(
destinationLocation, source.GetUniformSamplerOrImageUnitIndex(sourceLocation));
continue;
}
const SizeT span = source.GetUniformStorageSpanInBytes(sourceLocation);
if (span == 0 || span != destination.GetUniformStorageSpanInBytes(destinationLocation)) continue;
const Uint sourceOffset = source.GetUniformOffset(sourceLocation);
const Uint destinationOffset = destination.GetUniformOffset(destinationLocation);
// Either side can legitimately lack backing storage: the optimizer deletes a
// uniform nothing reads, and a program whose SPIR-V phase settled cancelled
// has no shadow at all. Both report kInvalidUniformOffset / a null shadow.
if (sourceUbo == nullptr || destinationUbo == nullptr ||
sourceOffset == ProgramObject::kInvalidUniformOffset ||
destinationOffset == ProgramObject::kInvalidUniformOffset ||
sourceOffset + span > sourceUboSize || destinationOffset + span > destinationUboSize) {
continue;
}
if (std::memcmp(destinationUbo + destinationOffset, sourceUbo + sourceOffset, span) == 0) {
continue;
}
Memcpy(destinationUbo + destinationOffset, sourceUbo + sourceOffset, span);
destination.MarkUBOContentDirty();
}
}
}
// The other half of "the composite is a different program object": interface BLOCK
// bindings. glUniformBlockBinding and glShaderStorageBlockBinding place a block on a
// binding point, and they do it per program - so a pipeline whose blocks were placed
// that way drew against the composite's own bindings, which come from the shader
// declarations alone. A block declared without any layout(binding) therefore sat on
// whatever the declaration implied while the application's buffers sat somewhere else,
// and nothing anywhere raised an error: the draw simply read or wrote the wrong place.
//
// Both sides seed these from the same shader declarations at link, so mirroring a block
// the application never rebound writes back the value the destination already holds and
// the setters' equality checks make it free.
static void MirrorBlockBindings(const ProgramObject& source, ProgramObject& destination) {
// Storage blocks are keyed by GL name on both sides - the one coordinate the
// frontend, SPIR-V and driver index spaces all agree on - so this is a direct
// replay. Empty for the overwhelming majority of programs.
for (const auto& [blockName, binding] : source.GetShaderStorageBlockBindingOverrides()) {
if (binding < 0) continue;
destination.SetShaderStorageBlockBinding(blockName, static_cast<Uint>(binding));
}
// Uniform blocks are keyed by index, and the two programs number them
// independently, so they are matched by name.
const Int sourceBlockCount = source.GetActiveUniformBlocksCount();
for (Int sourceIndex = 0; sourceIndex < sourceBlockCount; ++sourceIndex) {
const Int binding = static_cast<Int>(source.GetUniformBlockBinding(static_cast<Uint>(sourceIndex)));
// -1 is "no declared binding and never rebound" - there is nothing to carry,
// and forwarding it would land as binding 0xFFFFFFFF.
if (binding < 0) continue;
const String& blockName = source.GetUniformBlockName(static_cast<Uint>(sourceIndex));
if (blockName.empty()) continue;
const Uint destinationIndex = destination.GetUniformBlockIndex(blockName.c_str());
if (destinationIndex == 0xFFFFFFFFu) continue; // GL_INVALID_INDEX
destination.SetUniformBlockBinding(destinationIndex, static_cast<Uint>(binding));
}
}
// Brings the pipeline's composite up to date with the per-program state its stage
// programs hold and it does not: uniform values, and interface block bindings. Runs on
// every draw through a pipeline, so the common case is the version compare below and
// nothing else.
static void RefreshCompositeUniforms(ProgramPipelineObject& pipeline, const SharedPtr<ProgramObject>& composite) {
if (!composite) return;
const auto versions = pipeline.ComputeUniformMirrorVersions();
if (versions == pipeline.GetMirroredUniformVersions()) return;
// A program bound to two stages appears twice; mirroring it twice would be
// idempotent but is still work, and the second pass would have nothing to do.
Array<ProgramObject*, ProgramPipelineObject::kGraphicsStageCount> mirrored{};
SizeT mirroredCount = 0;
for (SizeT stage = 0; stage < ProgramPipelineObject::kGraphicsStageCount; ++stage) {
const auto& stageProgram = pipeline.GetStageProgram(static_cast<ShaderStage>(stage));
if (!stageProgram) continue;
Bool alreadyMirrored = false;
for (SizeT i = 0; i < mirroredCount; ++i) {
if (mirrored[i] == stageProgram.get()) {
alreadyMirrored = true;
break;
}
}
if (alreadyMirrored) continue;
mirrored[mirroredCount++] = stageProgram.get();
MirrorUniformValues(*stageProgram, *composite);
MirrorBlockBindings(*stageProgram, *composite);
}
pipeline.SetMirroredUniformVersions(versions);
}
const SharedPtr<ProgramObject>& GLContext::GetProgramForDraw() {
static const SharedPtr<ProgramObject> nullProgram = nullptr;
const auto& currentProgram = m_programState.GetCurrentProgram();
@@ -380,8 +588,14 @@ namespace MobileGL::MG_State {
// inside the same draw when it finally touched an artifact, and cache under a
// version the publish had already superseded. Settling here means every
// version a backend reads during a draw describes the program it is drawing.
// One null check in steady state.
currentProgram->JoinLink();
// Two null checks in steady state.
//
// BOTH phases, and that is not optional: the phase-B publish bumps those same
// versions, so joining only phase A here would leave exactly the hazard this
// site exists to close - a backend samples a version, then trips the phase-B
// gate through GetGeneratedSpirv() deeper inside the same draw, and memoizes
// under a version the publish has already superseded.
currentProgram->JoinLinkAndSpirv();
return currentProgram;
}
if (m_boundProgramPipeline == 0) return nullProgram;
@@ -389,20 +603,23 @@ namespace MobileGL::MG_State {
if (!pipeline) return nullProgram;
// P1 join site J1. ComputeDrawProgramSignature() keys the composite cache on each
// stage program's lifetimeId and backendStateVersion - NON-artifact fields, so
// they do not pass through ProgramObject's join gate and a pending link would
// stay pending right through the signature. Since the version is bumped both at
// enqueue and at publish, the signature computed inside a pending window is one
// that will never be produced again: every draw would miss the cache and rebuild
// (and relink) the composite. Join first, so the signature describes settled
// programs. In steady state this is a null check per stage.
for (SizeT stage = 0; stage < static_cast<SizeT>(ShaderStage::ShaderStageCount); ++stage) {
// stage program's lifetimeId and linkVersion - NON-artifact fields, so they do not
// pass through ProgramObject's join gate and a pending link would stay pending
// right through the signature. Since the version is bumped both at enqueue and at
// publish, the signature computed inside a pending window is one that will never
// be produced again: every draw would miss the cache and rebuild (and relink) the
// composite. Join first, so the signature describes settled programs. In steady
// state this is a null check per stage.
for (SizeT stage = 0; stage < ProgramPipelineObject::kGraphicsStageCount; ++stage) {
const auto& stageProgram = pipeline->GetStageProgram(static_cast<ShaderStage>(stage));
if (stageProgram) stageProgram->JoinLink();
if (stageProgram) stageProgram->JoinLinkAndSpirv();
}
const auto signature = pipeline->ComputeDrawProgramSignature();
if (const auto& cached = pipeline->GetCachedDrawProgram(signature)) return cached;
if (const auto& cached = pipeline->GetCachedDrawProgram(signature)) {
RefreshCompositeUniforms(*pipeline, cached);
return cached;
}
// Everything downstream of here - the backends, the uniform plumbing, the draw
// validation - is written against a single linked program, so the pipeline is
@@ -414,8 +631,14 @@ namespace MobileGL::MG_State {
// could otherwise be handed. Backend registries key on the object, not the name.
auto composite = MakeShared<ProgramObject>(0u);
// GRAPHICS stages only. A pipeline may carry a compute stage alongside them (GL
// 4.6 core 7.4 forbids linking compute WITH another stage into one program, not
// attaching a compute program to a pipeline that also has graphics ones), and that
// stage belongs to glDispatchCompute, not to this draw. Compositing it in produced
// a graphics program carrying a compute module, which Adreno 830 does not reject
// from vkCreateGraphicsPipelines - it SIGSEGVs inside it.
Bool anyStage = false;
for (SizeT stage = 0; stage < static_cast<SizeT>(ShaderStage::ShaderStageCount); ++stage) {
for (SizeT stage = 0; stage < ProgramPipelineObject::kGraphicsStageCount; ++stage) {
const auto& stageProgram = pipeline->GetStageProgram(static_cast<ShaderStage>(stage));
if (!stageProgram) continue;
for (const auto& shader : stageProgram->GetAttachedShaders()) {
@@ -430,10 +653,36 @@ namespace MobileGL::MG_State {
composite->Link(true);
// P1 join site J2. The draw that asked for this program is the very next thing to
// happen, so enqueueing the composite's link buys nothing and only moves the wait
// to whichever backend accessor happens to touch its artifacts first.
composite->JoinLink();
// to whichever backend accessor happens to touch its artifacts first. Both phases,
// for the same reason: the backend is about to read its SPIR-V.
composite->JoinLinkAndSpirv();
pipeline->SetCachedDrawProgram(signature, Move(composite));
return pipeline->GetCachedDrawProgram(signature);
const auto& cached = pipeline->GetCachedDrawProgram(signature);
RefreshCompositeUniforms(*pipeline, cached);
return cached;
}
const SharedPtr<ProgramObject>& GLContext::GetProgramForDispatch() {
static const SharedPtr<ProgramObject> nullProgram = nullptr;
const auto& currentProgram = m_programState.GetCurrentProgram();
if (currentProgram) {
// Same join contract as GetProgramForDraw's glUseProgram half - see the note
// there. A dispatch reads the same non-artifact versions a draw does.
currentProgram->JoinLinkAndSpirv();
return currentProgram;
}
if (m_boundProgramPipeline == 0) return nullProgram;
const auto& pipeline = GetBoundProgramPipeline();
if (!pipeline) return nullProgram;
// No compositing and no cache: GL 4.6 core 7.4 makes a compute program exclusive of
// every other stage, so the pipeline's compute stage program IS the program to
// dispatch, uniforms and all. That also means glUniform* through the active program
// lands on the very object the dispatch reads - the composite's uniform refresh has
// no counterpart to do here.
const auto& computeProgram = pipeline->GetStageProgram(ShaderStage::Compute);
if (!computeProgram) return nullProgram;
computeProgram->JoinLinkAndSpirv();
return computeProgram;
}
const SharedPtr<ProgramObject>& GLContext::GetProgramForUniform() {
@@ -912,31 +1161,60 @@ namespace MobileGL::MG_State {
// Program pipeline
void GLContext::GenProgramPipelineNames(Uint number, Vector<Uint>& pipelines) {
pipelines.resize(number);
// Names only: glIsProgramPipeline must answer GL_FALSE until one is bound or created.
// Names only. The OBJECT appears as soon as a command needs somewhere to put state
// (see MaterializeProgramPipelineObject), but glIsProgramPipeline still answers
// GL_FALSE until the name is bound or created - see IsProgramPipelineObject.
m_programPipelineNames.Generate(number, pipelines.data());
}
void GLContext::CreateProgramPipelineObject(Uint index) {
m_programPipelines[index] = MakeShared<ProgramPipelineObject>(index);
const auto object = MakeShared<ProgramPipelineObject>(index);
// glCreateProgramPipelines makes the object outright, so it answers
// glIsProgramPipeline immediately - unlike a name that only got here through
// GenProgramPipelines plus a command that materialized it.
object->MarkEverBound();
m_programPipelines[index] = object;
}
Bool GLContext::ValidateProgramPipelineName(Uint index) const {
return index == 0 || m_programPipelineNames.IsValid(index);
}
// glIsProgramPipeline. Materialization is NOT the test: the object now appears as soon
// as any command takes state from a reserved name, and two of those commands are the
// pure queries glGetProgramPipelineiv / glGetProgramPipelineInfoLog - so keying this on
// map membership would let merely READING a gen'd name turn it into an object. GL 4.6
// core 7.4 gives the real rule: a GenProgramPipelines name acquires program pipeline
// state when it is first bound. Same shape as IsTransformFeedbackObject.
Bool GLContext::IsProgramPipelineObject(Uint index) const {
if (index == 0 || !m_programPipelineNames.IsValid(index)) return false;
return m_programPipelines.find(index) != m_programPipelines.end();
const auto it = m_programPipelines.find(index);
return it != m_programPipelines.end() && it->second && it->second->GetEverBound();
}
void GLContext::BindProgramPipelineObject(Uint index) {
if (index != 0 && m_programPipelines.find(index) == m_programPipelines.end()) {
// First bind is what turns a reserved name into an object.
m_programPipelines[index] = MakeShared<ProgramPipelineObject>(index);
if (index != 0) {
if (const auto& object = MaterializeProgramPipelineObject(index)) {
object->MarkEverBound();
}
}
m_boundProgramPipeline = index;
}
// Binding is not the only thing that turns a reserved name into an object. GL 4.6 core
// 7.4 asks of UseProgramStages, ActiveShaderProgram and ValidateProgramPipeline only that
// the name came from GenProgramPipelines and has not been deleted - so a name that was
// reserved and never bound must take state from them, not be rejected. glIsProgramPipeline
// is the one place the distinction survives (it answers FALSE until the name is used),
// which is why IsProgramPipelineObject stays as it is.
const SharedPtr<ProgramPipelineObject>& GLContext::MaterializeProgramPipelineObject(Uint index) {
static const SharedPtr<ProgramPipelineObject> kNone;
if (index == 0 || !m_programPipelineNames.IsValid(index)) return kNone;
const auto it = m_programPipelines.find(index);
if (it != m_programPipelines.end()) return it->second;
return m_programPipelines[index] = MakeShared<ProgramPipelineObject>(index);
}
void GLContext::MarkProgramPipelineForDeletion(Uint index) {
if (index == 0 || !m_programPipelineNames.IsValid(index)) return;
if (index == m_boundProgramPipeline) {
+17 -5
View File
@@ -163,21 +163,31 @@ namespace MobileGL {
}
void UseProgram(Uint program);
const SharedPtr<ProgramObject>& GetCurrentProgram();
// What a draw or dispatch actually executes: the program in use, or - when
// there is none - the bound pipeline's stages composited into one program.
// What a DRAW executes: the program in use, or - when there is none - the bound
// pipeline's GRAPHICS stages composited into one program. A pipeline's compute
// stage is never part of that composite; ask GetProgramForDispatch for it.
const SharedPtr<ProgramObject>& GetProgramForDraw();
// What a DISPATCH executes: the program in use, or - when there is none - the
// bound pipeline's compute stage program itself. GL's compute stage is a whole
// program on its own (GL 4.6 core 7.4: it may not be linked with any other
// stage), so there is nothing to composite and no composite to cache.
const SharedPtr<ProgramObject>& GetProgramForDispatch();
// What glUniform* addresses: the program in use, or the bound pipeline's
// active program (GL 4.6 core 7.6.1).
const SharedPtr<ProgramObject>& GetProgramForUniform();
// Program pipeline (GL_ARB_separate_shader_objects, GL 4.6 core 7.4). Like queries
// and transform feedbacks, glGenProgramPipelines only RESERVES a name - the object
// appears on first bind - while glCreateProgramPipelines makes it immediately.
// appears on first USE (any of bind, UseProgramStages, ActiveShaderProgram,
// ValidateProgramPipeline) - while glCreateProgramPipelines makes it immediately.
void GenProgramPipelineNames(Uint number, Vector<Uint>& pipelines);
void CreateProgramPipelineObject(Uint index);
Bool ValidateProgramPipelineName(Uint index) const;
Bool IsProgramPipelineObject(Uint index) const;
void BindProgramPipelineObject(Uint index);
// Materializes a reserved name; returns null for 0 or a name that is not a live
// GenProgramPipelines name.
const SharedPtr<ProgramPipelineObject>& MaterializeProgramPipelineObject(Uint index);
void MarkProgramPipelineForDeletion(Uint index);
const SharedPtr<ProgramPipelineObject>& GetProgramPipelineObject(Uint index) const;
Uint GetBoundProgramPipelineName() const { return m_boundProgramPipeline; }
@@ -447,8 +457,10 @@ namespace MobileGL {
UnorderedMap<Uint, TransformFeedbackObjectState> m_transformFeedbackObjects;
IndexGenerator<Uint> m_transformFeedbackNames;
Uint m_boundTransformFeedback = 0;
// Map membership IS object existence here: a pipeline has no stateful default
// object 0, so no everBound flag is needed.
// Map membership is object EXISTENCE, which is not the same as the answer
// glIsProgramPipeline gives: any command that needs somewhere to put state
// materializes a reserved name, so the object can exist well before it is
// bound. ProgramPipelineObject::everBound carries the Is* answer.
UnorderedMap<Uint, SharedPtr<ProgramPipelineObject>> m_programPipelines;
IndexGenerator<Uint> m_programPipelineNames;
Uint m_boundProgramPipeline = 0;
@@ -41,6 +41,28 @@ namespace {
return bracket == MobileGL::String::npos ? name : name.substr(0, bracket);
}
// Element index of an arrayed interface-block instance: "GOKU[3]" -> 3, "GOKU" -> 0.
// Reflection spells arrayed instances exactly this way (glslang expands the instance
// array into one TObjectReflection per element), and the subscript it writes is a plain
// decimal, so a strict-decimal parse is both sufficient and the same rule GL 4.6
// 7.3.1.1 puts on the name a program-resource query may use.
static MobileGL::Int BlockArrayElement(const MobileGL::String& name) {
if (name.empty() || name.back() != ']') return 0;
const MobileGL::SizeT bracket = name.rfind('[');
if (bracket == MobileGL::String::npos) return 0;
const MobileGL::SizeT first = bracket + 1;
const MobileGL::SizeT last = name.length() - 1;
if (first >= last) return 0;
if (name[first] == '0' && last - first > 1) return 0; // no leading zeros
MobileGL::Int element = 0;
for (MobileGL::SizeT i = first; i < last; ++i) {
if (name[i] < '0' || name[i] > '9') return 0;
element = element * 10 + static_cast<MobileGL::Int>(name[i] - '0');
if (element > 0x0FFFFFFF) return 0;
}
return element;
}
static bool IsBuiltInPipelineOutput(const glslang::TObjectReflection& output) {
const auto* type = output.getType();
return type && type->getQualifier().builtIn != glslang::EbvNone;
@@ -97,39 +119,6 @@ namespace {
return std::max(1, uniform.size);
}
static bool ComputeShaderDeclaresLocalSize(const MobileGL::String& source) {
bool inLineComment = false;
bool inBlockComment = false;
for (MobileGL::SizeT i = 0; i < source.length(); ++i) {
if (inLineComment) {
inLineComment = source[i] != '\n';
continue;
}
if (inBlockComment) {
if (source[i] == '*' && i + 1 < source.length() && source[i + 1] == '/') {
inBlockComment = false;
++i;
}
continue;
}
if (source[i] == '/' && i + 1 < source.length()) {
if (source[i + 1] == '/') {
inLineComment = true;
++i;
continue;
}
if (source[i + 1] == '*') {
inBlockComment = true;
++i;
continue;
}
}
if (source.compare(i, 11, "local_size_") == 0) {
return true;
}
}
return false;
}
} // namespace
namespace MobileGL::MG_State::GLState {
@@ -301,6 +290,29 @@ namespace MobileGL::MG_State::GLState {
Vector<SharedPtr<glslang::TShader>> shaders;
if (!ConsumeShaders(shaders)) return;
// Harvest the declared default-block uniform initializers before the TShaders are
// handed to the linker. They come from the parse itself (glslang folds the constant
// and hands it over instead of dropping it), not from a lexical scan, so an
// expression like vec3(10, 20, 30) or int[](1, 2, 3) is already evaluated.
//
// Stage order decides a tie. GLSL requires a uniform declared in several stages to be
// declared identically, initializer included, so a conflict is a malformed program;
// taking the first stage's value keeps a link that other implementations accept from
// failing here, and both stages agree in every well-formed one.
for (const auto& shader : shaders) {
const glslang::TIntermediate* intermediate = shader ? shader->getIntermediate() : nullptr;
if (intermediate == nullptr) continue;
for (const auto& initializer : intermediate->getUniformInitializers()) {
const auto known = std::find_if(artifacts.uniformInitialValues.begin(),
artifacts.uniformInitialValues.end(),
[&initializer](const auto& existing) {
return existing.name == initializer.name;
});
if (known != artifacts.uniformInitialValues.end()) continue;
artifacts.uniformInitialValues.push_back(initializer);
}
}
// Merge the shaders' lexically extracted explicit uniform locations. The same
// uniform declared in several stages must agree on its location (config-A glslang
// enforced this at mapIO; the relaxed parse no longer sees the qualifiers).
@@ -347,6 +359,31 @@ namespace MobileGL::MG_State::GLState {
return;
}
// A compute program must have a fixed local group size, and GL states that as a
// property of the PROGRAM: "at least one" of its compute shaders declares it (GL 4.6
// core 7.13 / GLSL 4.30 4.4.1.4). MobileGL used to answer that question per SHADER,
// by scanning each source for the text "local_size_" - which rejected the perfectly
// legal shape KHR-GL42.compute_shader.build-monolithic submits, three compilation
// units of which only two carry the layout and the third holds nothing but a buffer
// block and a function. It also could not see a local size that arrived through a
// macro, and it happily accepted the substring inside an unrelated identifier.
//
// glslang already merged the units' modes at link (linkValidate.cpp mergeModes, which
// also diagnoses two units declaring CONTRADICTORY sizes), so the linked
// intermediate is the thing that knows - and asking it is both correct and free.
if (const glslang::TIntermediate* cs = artifacts.program->getIntermediate(EShLangCompute);
cs != nullptr && !cs->isLocalSizeSet()) {
artifacts.linkStatus = false;
// The gate this replaced ran before LinkProgram, so a program that failed it
// published no TProgram at all. Keep that invariant: everything downstream reads
// artifacts.program as "the linked program", and a rejected link should not leave
// one behind for a query surface to find.
artifacts.program.reset();
artifacts.infoLog = "Compute shader is missing a local_size layout declaration.";
DeferLog(std::format("ProgramObject {}: Link failed - {}", in.externalIndex, artifacts.infoLog));
return;
}
// GL_GEOMETRY_INPUT_TYPE. A draw's primitive type has to be compatible with it
// (GL 4.6 core 11.3.1), so it is resolved for every link, not only a capturing one.
artifacts.gsInputPrimitive = GL_NONE;
@@ -361,29 +398,53 @@ namespace MobileGL::MG_State::GLState {
}
}
// SPIR-V must be generated BEFORE buildReflection touches artifacts.program:
// reflection's live-variable analysis mutates the intermediates in ways that
// change subsequent GlslangToSpv output (observed: catastrophic uniform
// misbinding on DirectVulkan for UBO-heavy content). The old two-link pipeline
// never ran buildReflection on the SPIR-V-producing program; this order keeps
// that property with the single link. The glUniform*-to-scratch routing
// tables, in contrast, are sized and keyed by reflection results, so they are
// built strictly AFTER DoReflection. (Everything else on the reflection
// surface - locations, sampler units, block bindings/sizes - was measured
// identical in either order.)
MGLOG_D("ProgramObject %u: Starting SPIR-V generation", in.externalIndex);
GenerateSpirv();
// ---- everything below this line up to GenerateSpirv() is the GL query surface ----
//
// ORDERING NOTE (rewritten 2026-08-10; the constraint it records was RETESTED, not
// dropped on a hunch). This block used to insist that SPIR-V be generated BEFORE
// buildReflection touches artifacts.program, on the grounds that reflection's
// live-variable analysis mutates the shared intermediates in ways that change
// subsequent GlslangToSpv output - "observed: catastrophic uniform misbinding on
// DirectVulkan for UBO-heavy content", recorded with commit 0d052719.
//
// Re-measured on the glslang pin this tree vendors, with the same method 0d052719
// used (per-module SPIR-V hashes, both orders, byte-compared): 636 modules across
// 320 programs - the whole extracted trace corpus (BSL, Complementary Reimagined,
// IterationRP, Create/Flywheel) plus adversarial synthetics - came out BYTE-IDENTICAL
// in both orders, pre-optimize and post-optimize alike. glslang's code structure
// agrees: reflection.cpp performs no AST write (no getWritableType, no const_cast, no
// qualifier assignment) and GlslangToSpv takes a const TIntermediate&.
//
// Confirmed a third time ON DEVICE, 2026-08-11, and this one closes the gap the
// desktop A/B could not: the corpus replays captured SOURCES, so it never reproduced
// Iris's glBindAttribLocation-before-link flow, which is what drives the io-resolver
// that assigns vertex-input Locations. A Complementary Reimagined pack load on an
// Adreno 830 was dumped at the pipeline the driver rejects (programHash
// 0x4a7e9a37fb49caa1) under BOTH orders and under the pre-split build 6ea94877: all
// three dumps are the same bytes (md5 39ffa10d5186a4d37be82d0b42297a8d). The order
// does not perturb SPIR-V on this pin, including on the exact flow 0d052719 feared.
//
// Not a licence to stop measuring: 0d052719's observation was real once, and the
// method (per-module hashes, both orders) is cheap. Re-run it on any glslang bump.
//
// So the order is now the other way round, and deliberately: reflection, fragment
// output validation and transform-feedback resolution are what the GL query surface
// is made of, and they are also the only remaining ways a link can FAIL, so running
// them first is what lets LINK_STATUS and every query behind it become final without
// waiting for SPIR-V (and stops a program that fails validation from paying for
// ~68 s/pack-load of SPIR-V generation it is about to throw away).
//
// What has NOT changed: the routing tables are sized and keyed by reflection results
// AND read the OPTIMIZED SPIR-V, so BuildGlobalUboRouting still runs strictly after
// both DoReflection and GenerateSpirv.
MGLOG_D("ProgramObject %u: Starting reflection", in.externalIndex);
if (!DoReflection(env)) {
DeferLog(std::format("ProgramObject {}: Link failed during reflection: {}", in.externalIndex,
artifacts.infoLog));
return;
}
MGLOG_D("ProgramObject %u: Building global-UBO routing tables", in.externalIndex);
BuildGlobalUboRouting();
MGLOG_D("ProgramObject %u: Reflection done (linkStatus=%d)", in.externalIndex, (int)artifacts.linkStatus);
if (!ValidateFragmentOutputLocations()) {
return;
}
@@ -393,13 +454,52 @@ namespace MobileGL::MG_State::GLState {
in.externalIndex, artifacts.infoLog));
return;
}
MGLOG_D("ProgramObject %u: Binary generation finished (generatedSpirv size=%zu)", in.externalIndex,
artifacts.generatedSpirv.size());
// ---- past this point the link cannot fail any more ----
// Everything left is SPIR-V work, and it belongs to phase B. Hand it what it needs
// and stop: from the join's point of view this program is now fully linked.
//
// The TShaders move rather than copy - `attrib` borrowed them into the TProgram as
// raw pointers and this node is now their owner of record, for as long as phase B
// (which holds this node) needs the intermediates hanging off them.
spirvHandoff.shaders = Move(attrib.shaders);
spirvHandoff.shaderTypes.resize(in.shaders.size());
for (SizeT i = 0; i < in.shaders.size(); i++) {
spirvHandoff.shaderTypes[i] = MG_Util::ConvertShaderStageToGLEnum(in.shaders[i].stage);
}
// Copied, not referenced: `artifacts` is MOVED out of this node by the join, and
// phase B runs after that. Measured at ~20 us per program, which is noise against the
// ~450 ms phase B spends on the same program.
spirvHandoff.reflection.program = artifacts.program;
spirvHandoff.reflection.uniformLocations = artifacts.uniformLocations;
spirvHandoff.reflection.uniformIndexInTProgram = artifacts.uniformIndexInTProgram;
spirvHandoff.reflection.tProgramUniformIndexToGl = artifacts.tProgramUniformIndexToGl;
spirvHandoff.reflection.maxUniformLocation = artifacts.maxUniformLocation;
spirvHandoff.ready = true;
MGLOG_D("ProgramObject %u: phase A done, %zu module(s) handed to the SPIR-V job", in.externalIndex,
spirvHandoff.shaderTypes.size());
}
Bool ProgramLinkTask::ConsumeShaders(Vector<SharedPtr<glslang::TShader>>& outShaders) {
outShaders.assign(in.shaders.size(), nullptr);
// GL 4.6 core 7.3: a compute shader may only be linked with other compute shaders -
// the compute pipeline has no other stages to link against, so a program that mixes
// them must fail to link (KHR-GL43.compute_shader.api-program).
{
Bool hasCompute = false;
Bool hasNonCompute = false;
for (const LinkShaderInput& input : in.shaders) {
(input.stage == ShaderStage::Compute ? hasCompute : hasNonCompute) = true;
}
if (hasCompute && hasNonCompute) {
artifacts.infoLog =
"A compute shader cannot be linked with shaders of any other stage.";
DeferLog(std::format("ProgramObject {}: Link failed - {}", in.externalIndex, artifacts.infoLog));
return false;
}
}
for (SizeT i = 0; i < in.shaders.size(); i++) {
const LinkShaderInput& input = in.shaders[i];
const GLenum shaderType = MG_Util::ConvertShaderStageToGLEnum(input.stage);
@@ -408,6 +508,13 @@ namespace MobileGL::MG_State::GLState {
MG_Util::ConvertGLEnumToString(shaderType).c_str());
if (!compiled.compileStatus) {
// The compile log LEADS the quoted source, and that order is load-bearing:
// under MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS this string is the
// application's ONLY compile diagnostic (the per-shader queries answered
// optimistically), and applications read it through a bounded buffer -
// Iris uses 32768 bytes - so the actionable text must come before the
// potentially-100KB source dump. The full source stays: the device log is
// where a failing pack gets debugged from.
artifacts.infoLog =
std::format("Linking a {} with compilation error, linking will now terminate. Shader error "
"log:\n{}\nShader src:\n{}",
@@ -417,13 +524,6 @@ namespace MobileGL::MG_State::GLState {
in.externalIndex, i, artifacts.infoLog));
return false;
}
if (input.stage == ShaderStage::Compute &&
!ComputeShaderDeclaresLocalSize(input.source ? *input.source : String())) {
artifacts.infoLog = "Compute shader is missing a local_size layout declaration.";
DeferLog(std::format("ProgramObject {}: Link failed - {}", in.externalIndex, artifacts.infoLog));
return false;
}
String reparseLog;
outShaders[i] = input.compiled->ClaimParsedShader(reparseLog);
if (!outShaders[i]) {
@@ -828,191 +928,27 @@ namespace MobileGL::MG_State::GLState {
std::max(artifacts.uniformBlockNameMaxLength, (Int)ubo.name.length());
artifacts.uniformBlockIndexByName[ubo.name] = i;
// if there's binding defined in shader as layout(binding = ...),
// retrieve it here
artifacts.uniformBlockBinding[i] = ubo.getBinding();
// retrieve it here.
//
// An instance array takes CONSECUTIVE binding points: "layout(binding = 2)
// uniform GOKU {...} goku[14];" puts goku[0] on 2 and goku[13] on 15 (GL 4.6
// 7.6.2 / GLSL 4.20 4.4.5). glslang expands the array into one reflection
// record per element but hands every one of them the DECLARED binding, because
// they all share the block's TType - so the element offset has to be added
// here. Without it every element reported the base binding, and since both
// backends feed a block from GetUniformBlockBinding() at draw time
// (DirectGLES.cpp / UniformManager.cpp), all 14 elements also read the same
// buffer. This is the rule the storage-block path in ProgramInterface.cpp
// already applies, and whose comment there claims uniform blocks follow.
const Int declaredBinding = ubo.getBinding();
artifacts.uniformBlockBinding[i] =
declaredBinding < 0 ? declaredBinding : declaredBinding + BlockArrayElement(ubo.name);
MGLOG_D("ProgramObject %u: Reflection - UBO[%d] name='%s' size=%u binding=%d", in.externalIndex, i,
ubo.name.c_str(), ubo.size, ubo.getBinding());
}
return true;
}
void ProgramLinkTask::GenerateSpirv() {
/* As we passed first stage compilation/linking,
* we'll assume all the operations here should
* pass. We may be able to employ some optimizations
* here without the burden of error reporting.
*/
using namespace MG_Util::ShaderTranspiler;
MGLOG_D("ProgramObject %u: GenerateSpirv - start", in.externalIndex);
// The shaders were parsed once, in the link-compatible (relaxed Vulkan-rules)
// configuration, and artifacts.program linked those parses - so artifacts.program IS
// the program the backends consume. Generate SPIR-V straight from its
// intermediates; the full re-parse + re-link that used to live here (one
// glslang pass per shader per link) is gone.
Vector<GLenum> shaderTypes(in.shaders.size());
for (SizeT i = 0; i < in.shaders.size(); i++) {
shaderTypes[i] = MG_Util::ConvertShaderStageToGLEnum(in.shaders[i].stage);
}
ProgramBinaryAttrib binaryAttrib{
.shaderTypes = shaderTypes,
.program = *artifacts.program,
};
MGLOG_D("ProgramObject %u: GenerateSpirv - requesting SPIR-V binary from program", in.externalIndex);
auto binaryResult = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
if (!binaryResult) {
DeferLog(std::format("ProgramObject {}: GenerateSpirv - GetSpirvBinaryFromProgram failed",
in.externalIndex));
}
MOBILEGL_ASSERT(binaryResult, "GetSpirvBinaryFromProgram failed");
artifacts.generatedSpirv = Move(binaryResult.value());
MGLOG_D("ProgramObject %u: GenerateSpirv - generated %zu SPIR-V modules", in.externalIndex,
artifacts.generatedSpirv.size());
// Linked SPIR-V generated, sanitize and optimize it
for (auto& spv : artifacts.generatedSpirv) {
auto success = ShaderCompiler::SanitizeAndOptimizeBinary(spv, spv);
MOBILEGL_ASSERT(success, "SanitizeBinary failed");
}
}
void ProgramLinkTask::BuildGlobalUboRouting() {
using namespace MG_Util::ShaderTranspiler;
Vector<GLenum> shaderTypes(in.shaders.size());
for (SizeT i = 0; i < in.shaders.size(); i++) {
shaderTypes[i] = MG_Util::ConvertShaderStageToGLEnum(in.shaders[i].stage);
}
artifacts.uniformSizesInBytes.clear();
artifacts.uniformOffsets.clear();
artifacts.globalUboScratch.clear();
// kInvalidUniformOffset marks locations that end up without global-UBO backing
// (e.g. the optimizer eliminated every use of the uniform); the fallback pass
// below gives those locations tail storage so glUniform* always has a target.
artifacts.uniformOffsets.resize(artifacts.maxUniformLocation + 1, ProgramObject::kInvalidUniformOffset);
artifacts.uniformSizesInBytes.resize(artifacts.maxUniformLocation + 1, 0);
for (SizeT i = 0; i < artifacts.generatedSpirv.size(); i++) {
auto& spv = artifacts.generatedSpirv[i];
auto shaderType = shaderTypes[i];
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - parsing SPIR-V meta data for module %zu "
"(shaderType=%u, wordCount=%zu)",
in.externalIndex, i, shaderType, spv.size());
SpvcSession session(spv, SessionUsageBit::Reflection);
auto result = session.ParseMetaData();
if (result < 0) {
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - SpvcSession::ParseMetaData failed for module %zu, "
"err = %d%s",
in.externalIndex, i, result,
(result == SPVC_ERROR_INVALID_SPIRV ? ". Probably no global UBO?" : ""));
continue;
} else {
auto& meta = session.GetMetadata();
auto size = meta.globalUboSize;
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - SPIR-V meta: uboSize=%zu plainUniformCount=%zu "
"plainUniformOffsets=%zu",
in.externalIndex, meta.globalUboSize, meta.plainUniformMemberSizesInBytes.size(),
meta.plainUniformOffsetsInUBO.size());
if (size == 0) {
continue;
}
if (artifacts.globalUboScratch.size() < size) {
artifacts.globalUboScratch.resize(size);
}
for (const auto& [name, offset] : meta.plainUniformOffsetsInUBO) {
// SPIRV-Reflect leaf names never carry a "[0]" suffix; frontend
// reflection keys arrays as "arr[0]" (GL naming), so retry with the
// suffix before declaring the uniform unbacked.
auto locationIt = artifacts.uniformLocations.find(name);
if (locationIt == artifacts.uniformLocations.end()) {
locationIt = artifacts.uniformLocations.find(name + "[0]");
}
if (locationIt == artifacts.uniformLocations.end()) {
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - uniform '%s' offset=%u but not found in "
"uniformLocations",
in.externalIndex, name.c_str(), offset);
continue;
}
const Uint baseLocation = locationIt->second;
if (!ProgramObject::IsValidUniformLocation(artifacts, static_cast<Int>(baseLocation))) {
continue;
}
const Int uniformIndex = artifacts.uniformIndexInTProgram[baseLocation];
const GLint arraySize = ProgramObject::GetUniformArraySizeByTIndex(artifacts, uniformIndex);
SizeT memberSize = 0;
const auto sizeIt = meta.plainUniformMemberSizesInBytes.find(name);
if (sizeIt != meta.plainUniformMemberSizesInBytes.end()) {
memberSize = sizeIt->second;
}
Uint arrayStride = 0;
const auto strideIt = meta.plainUniformArrayStridesInUBO.find(name);
if (strideIt != meta.plainUniformArrayStridesInUBO.end()) {
arrayStride = strideIt->second;
}
// Array uniforms span one location per element (see DoReflection);
// give each element its real byte offset inside the UBO.
const GLint elementCount = (arraySize > 1 && arrayStride == 0) ? 1 : std::max(arraySize, 1);
for (GLint element = 0; element < elementCount; ++element) {
const Uint location = baseLocation + static_cast<Uint>(element);
if (location > artifacts.maxUniformLocation ||
artifacts.uniformIndexInTProgram[location] != uniformIndex) {
break;
}
artifacts.uniformOffsets[location] = offset + static_cast<Uint>(element) * arrayStride;
const SizeT consumed = static_cast<SizeT>(element) * arrayStride;
artifacts.uniformSizesInBytes[location] = memberSize > consumed ? memberSize - consumed : 0;
}
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - uniform '%s' offset=%u stride=%u size=%zu assigned "
"to locations %u..%u",
in.externalIndex, name.c_str(), offset, arrayStride, memberSize, baseLocation,
baseLocation + static_cast<Uint>(elementCount) - 1);
}
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - finished parsing module %zu metadata",
in.externalIndex, i);
}
}
// Fallback pass: a linked program's active non-opaque uniforms must accept
// glUniform*/glGetUniform* even when the optimized SPIR-V no longer contains
// them (AggressiveDCE can remove a dead loop together with the only loads of a
// uniform -- or the entire global UBO, leaving the scratch unallocated). Hand
// such locations CPU-side storage at the (16-byte aligned) tail of the shadow
// buffer; backends bind at least the SPIR-V-declared UBO range, and the GPU
// never reads these bytes, so this only keeps the GL-visible state coherent.
for (Uint location = 0; location <= artifacts.maxUniformLocation; ++location) {
if (artifacts.uniformOffsets[location] != ProgramObject::kInvalidUniformOffset) continue;
if (!ProgramObject::IsValidUniformLocation(artifacts, static_cast<Int>(location))) continue;
const auto& uniform = artifacts.program->getUniform(artifacts.uniformIndexInTProgram[location]);
const glslang::TType* type = uniform.getType();
if (type != nullptr && type->isOpaque()) continue;
if (uniform.index >= 0 && uniform.index < artifacts.program->getNumUniformBlocks() &&
std::strstr(artifacts.program->getUniformBlock(uniform.index).name.c_str(),
MG_Util::ShaderTranspiler::GLOBAL_UBO_NAME) == nullptr) {
// Member of a named uniform block: not settable through glUniform*, so it
// needs no global-UBO shadow storage.
continue;
}
// std140-style slot: the matrix upload paths write column vectors at
// 16-byte strides, so a matrix slot must cover cols * 16 bytes.
SizeT slotSize = MG_Util::GetGLTypeSize(uniform.glDefineType);
if (type != nullptr && type->isMatrix()) {
slotSize = static_cast<SizeT>(type->getMatrixCols()) * 16u;
}
slotSize = (slotSize + 15u) & ~static_cast<SizeT>(15u);
const SizeT slotOffset = (artifacts.globalUboScratch.size() + 15u) & ~static_cast<SizeT>(15u);
artifacts.globalUboScratch.resize(slotOffset + slotSize, 0);
artifacts.uniformOffsets[location] = static_cast<Uint>(slotOffset);
artifacts.uniformSizesInBytes[location] = slotSize;
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - uniform '%s' location %u has no UBO backing in the "
"generated SPIR-V (optimized out?); allocated %zu fallback bytes at scratch offset %zu",
in.externalIndex, uniform.name.c_str(), location, slotSize, slotOffset);
}
}
Bool ProgramLinkTask::ValidateFragmentOutputLocations() {
if (!artifacts.program) return false;
@@ -1154,21 +1090,80 @@ namespace MobileGL::MG_State::GLState {
}
}
}
// GL 4.6 core 11.1.2.1 (and the resource-name rule of 7.3.1.1): a member of
// an output interface block is named "<BLOCK name>.<member>" - the block's
// TYPE name, never the instance name, and that holds for an anonymous
// instance too. glslang's linker object for such a block is the *instance*
// symbol ("vs_out", or "anon@N" when there is none), so the head of the
// dotted path has to be matched against getType().getTypeName() instead of
// getName(). Without this every capture of a block member resolved to
// nothing and the link failed with "is not an output of the vertex stage".
String blockName;
String memberName;
if (const SizeT dot = declaredName.find('.'); dot != String::npos) {
blockName = declaredName.substr(0, dot);
memberName = declaredName.substr(dot + 1);
// An array of block instances is spelled "<block>[i].<member>"; every
// instance shares one member list, so the subscript only has to go.
if (!blockName.empty() && blockName.back() == ']') {
const SizeT bracket = blockName.rfind('[');
if (bracket != String::npos) blockName.resize(bracket);
}
}
for (const auto* node : linkerObjects->getSequence()) {
const glslang::TIntermSymbol* symbol = node->getAsSymbolNode();
if (symbol == nullptr || symbol->getType().getQualifier().storage != glslang::EvqVaryingOut) {
continue;
}
if (symbol->getName() != declaredName.c_str()) {
continue;
const glslang::TType& symbolType = symbol->getType();
const glslang::TType* capturedType = nullptr;
if (memberName.empty()) {
if (symbol->getName() != declaredName.c_str()) {
continue;
}
capturedType = &symbolType;
} else {
if (symbolType.getBasicType() != glslang::EbtBlock) {
continue;
}
// The spec spelling is the block name; the instance name is accepted
// as a fallback so a request written the (common, non-conformant)
// instance-qualified way resolves instead of failing the whole link.
if (symbolType.getTypeName() != blockName.c_str() &&
symbol->getName() != blockName.c_str()) {
continue;
}
const glslang::TTypeList* members = symbolType.getStruct();
if (members == nullptr) {
continue;
}
for (SizeT m = 0; m < members->size(); ++m) {
const glslang::TType* memberType = (*members)[m].type;
if (memberType == nullptr || memberType->getFieldName() != memberName.c_str()) {
continue;
}
capturedType = memberType;
varying.blockMemberIndex = static_cast<Int>(m);
break;
}
if (capturedType == nullptr) {
// Right block, wrong member: no other linker object can match.
break;
}
varying.blockName = symbolType.getTypeName().c_str();
varying.blockInstanceName = symbol->getName().c_str();
}
resolved = ResolveXfbSymbolType(symbol->getType(), varying.type, varying.size, bytesPerElement);
resolved = ResolveXfbSymbolType(*capturedType, varying.type, varying.size, bytesPerElement);
if (resolved && singleElement) {
if (static_cast<Int>(element) >= varying.size) {
resolved = false;
break;
}
varying.size = 1;
if (varying.blockMemberIndex >= 0) {
varying.blockMemberElement = static_cast<Int>(element);
}
}
break;
}
@@ -29,10 +29,16 @@ namespace MobileGL::MG_State::GLState {
SharedPtr<const ShaderCompileTask> compiled;
};
// The unit of asynchronous linking: one glLinkProgram's worth of pure CPU work - glslang
// link + mapIO, SPIR-V generation and optimization, the GL-facing reflection surface, the
// global-UBO routing tables, fragment-output validation and transform-feedback
// resolution - with every input it needs snapshotted at enqueue.
// PHASE A of one glLinkProgram: the half that decides what GL can be asked about the
// program - glslang link + mapIO, the GL-facing reflection surface, fragment-output
// validation and transform-feedback resolution - with every input it needs snapshotted at
// enqueue.
//
// Every one of the eight ways a link can fail lives here, so once this node has published
// through EnsureLinkJoined() the program's LINK_STATUS, info log and entire query surface
// are FINAL and truthful. SPIR-V generation, spirv-opt and the global-UBO routing tables
// moved to ProgramSpirvTask, which chains behind this node and is joined by only five
// getters (see ProgramObject::EnsureSpirvJoined).
//
// Same ownership rule as ShaderCompileTask: the body reads nothing but `in` (all of it
// owned or immutable) and writes nothing but `artifacts`. No GL call, no
@@ -40,11 +46,13 @@ namespace MobileGL::MG_State::GLState {
// through the CompileEnv snapshot and diagnostics are deferred to the join.
//
// ONE LINK IS ONE HANDLER. RunBody() runs start to finish inside a single pool handler
// and is the only place `artifacts` is written. Do not split it across handlers to
// "pipeline" the reflection half: the intermediates that GlslangToSpv and buildReflection
// share are mutated in a strict order (see the GenerateSpirv-before-DoReflection comment
// in Run()), and a second handler would let a cancel land between them and publish a
// program whose SPIR-V and reflection describe different things.
// and is the only place `artifacts` is written. Splitting it across handlers to
// "pipeline" the reflection half would let a cancel land between the halves and publish a
// program whose SPIR-V and reflection describe different things - so any such split has
// to be structural: the first half must publish a LINK_STATUS and a query surface that
// are already final, and a lost second half must degrade to "linked but not drawable",
// never to a half-published program. (The intermediates' ordering constraint that used to
// be quoted here is retested and no longer binding; see the ordering note in RunBody.)
class ProgramLinkTask final : public MG_Util::Async::JobNode {
public:
// ---- inputs, snapshotted on the GL thread in ProgramObject::Link()'s prologue ----
@@ -68,6 +76,49 @@ namespace MobileGL::MG_State::GLState {
// Moved (never copied) into the ProgramObject by EnsureLinkJoined().
ProgramObject::LinkArtifacts artifacts;
// ---- output: everything ProgramSpirvTask needs to run without this node's
// artifacts, filled at the tail of a successful RunBody() ----
//
// THIS IS NOT `artifacts` AND MUST NOT BE MERGED INTO IT. The GL thread MOVES
// `artifacts` out of this node at the join, and phase B runs on a worker afterwards -
// so phase B may read `spirvHandoff` and `in` (neither is ever touched by the join)
// and this node's JobState, and nothing else on it. Reading `artifacts` or
// `diagnostics` from phase B would race the publish.
struct SpirvHandoff {
// MANDATORY, and the reason this struct exists at all: TProgram::addShader stores
// a RAW TShader*, and for the one-shader-per-stage case getIntermediate() returns
// the TShader's own intermediate rather than a copy. These used to die when
// RunBody() returned, which was safe only because nothing called getIntermediate()
// afterwards. GlslangToSpv does exactly that, so phase B has to own them.
//
// MEMORY NOTE: this is the one thing the split makes live LONGER than it used to -
// a glslang arena per stage, megabytes for a shaderpack, now alive from the end of
// phase A until phase B runs instead of dying with the link body, so a deep
// phase-B backlog holds one arena per queued program. Phase B clears this vector
// as soon as GlslangToSpv returns, but read that call site's comment before
// relying on it: for the COMMON case (a shader linked into exactly one program)
// the compile node co-owns the same TShader and phase A pins that node, so the
// clear frees nothing and only the re-parsed CAS-loser shaders are actually
// released. If peak RSS ever becomes the binding constraint on a pack load, THIS
// is the field to attack - by bounding the backlog, by releasing the compile
// node's own reference at claim time, or by moving GlslangToSpv back into phase A.
Vector<SharedPtr<glslang::TShader>> shaders;
// GL enum per entry of `in.shaders`, in the same order (GetSpirvBinaryFromProgram
// walks it to pick the intermediates).
Vector<GLenum> shaderTypes;
// The reflection slice BuildGlobalUboRouting consumes: {program, uniformLocations,
// uniformIndexInTProgram, tProgramUniformIndexToGl, maxUniformLocation}. Carried
// as a LinkArtifacts with only those five fields set, so the routing pass can keep
// calling ProgramObject::IsValidUniformLocation / GetUniformArraySizeByTIndex
// unchanged. The SharedPtr copy of `program` is also what keeps the TProgram alive
// for phase B after the join has moved `artifacts` away.
ProgramObject::LinkArtifacts reflection;
// The one flag phase B tests before doing anything: false means this link never
// reached the tail of RunBody (it failed, or was cancelled mid-body).
Bool ready = false;
} spirvHandoff;
// Posts this job once every compile in `deps` is terminal - and not one moment
// earlier, so the body never waits on anything (invariant I4: no job body may block
// on another job, or the pool could deadlock with all its workers waiting on each
@@ -94,8 +145,6 @@ namespace MobileGL::MG_State::GLState {
Bool ValidateFragmentOutputLocations();
Bool ResolveTransformFeedbackVaryings();
void ResolveGsTriangleStripCapture(const glslang::TIntermediate* captureIntermediate);
void GenerateSpirv();
void BuildGlobalUboRouting();
// Worker-side MGLOG replacement: appended to diagnostics.logLines and replayed by the
// join, on the GL thread, where a serial implementation would have printed it.
@@ -8,7 +8,9 @@
#include "ProgramObject.h"
#include "ProgramLinkTask.h"
#include "ProgramSpirvTask.h"
#include <atomic>
#include <cstring>
#include <MG_Util/Async/ShaderCompilePool.h>
#include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
#include <MG_Util/ShaderTranspiler/CompileEnv.h>
@@ -68,12 +70,219 @@ namespace MobileGL::MG_State::GLState {
Bool ProgramObject::IsPendingLinkTerminal() const { return m_pendingLink->IsTerminal(); }
Bool ProgramObject::IsPendingSpirvTerminal() const { return m_pendingSpirv->IsTerminal(); }
void ProgramObject::JoinPendingSpirv() const {
MOBILEGL_ASSERT(!MG_Util::Async::ShaderCompilePool::IsPoolThread(),
"ProgramObject::EnsureSpirvJoined() reached from a pool thread; a job body must never read "
"GL-thread-owned objects");
// Move the node out FIRST, for the same reason JoinPendingLink does: everything below
// runs GL-thread-only code that reads program state, and with m_pendingSpirv still set
// that would re-enter this function.
const SharedPtr<ProgramSpirvTask> pending = Move(m_pendingSpirv);
m_pendingSpirv.reset();
pending->Wait();
if (pending->IsComplete()) {
m_spirv = Move(pending->artifacts);
}
// A node that settled as Cancelled published nothing, so m_spirv stays empty with
// spirvStatus false: linked, queryable, not drawable. Nothing to repair.
// Order matters, and it is the GL order. The shadow arrives zero-filled; the shaders'
// declared uniform initializers are what it should actually start from, and only then
// do the application's own writes - the ones it made while the layout did not exist
// yet - land on top. Seeding after the replay would clobber them.
ApplyUniformInitialValues();
ReplayBufferedUniformWrites();
// The THIRD version bump of this link (enqueue, phase-A publish, phase-B publish), and
// it is mandatory for exactly the reason the phase-A one is (see JoinPendingLink): a
// backend memo taken during the A->B window - when the program was already answering
// as linked but had no SPIR-V and no uniform shadow - must not survive the arrival of
// either. The memos at risk are keyed on (lifetimeId, backendStateVersion).
BumpLinkObservableVersions();
MG_Util::Async::ApplyDeferredDiagnostics(*pending);
}
Bool ProgramObject::BufferUniformWrite(const Uint location, const SizeT byteOffsetInUniform, const void* source,
const SizeT byteSize) {
if (source == nullptr || byteSize == 0) return true; // nothing to record, nothing to join for
if (m_pendingUniformBytes.size() + byteSize > kMaxBufferedUniformBytes) {
// Pressure valve: stop growing and let the caller take the join. Say so once per
// program, because the interesting fact is WHICH program did it.
MGLOG_D("ProgramObject %u: buffered uniform writes exceeded %zu bytes during the SPIR-V window; the "
"write joins instead",
m_externalIndex, kMaxBufferedUniformBytes);
return false;
}
const SizeT dataOffset = m_pendingUniformBytes.size();
m_pendingUniformBytes.resize(dataOffset + byteSize);
std::memcpy(m_pendingUniformBytes.data() + dataOffset, source, byteSize);
m_pendingUniformWrites.push_back(PendingUniformWrite{.location = location,
.byteOffsetInUniform =
static_cast<Uint>(byteOffsetInUniform),
.byteSize = static_cast<Uint>(byteSize),
.dataOffset = static_cast<Uint>(dataOffset)});
return true;
}
// "uniform vec3 v = vec3(10, 20, 30);" - legal desktop GLSL since 1.20, and the value is
// what the uniform reads until glUniform* replaces it (and again after every relink).
// MobileGL parses with Vulkan-relaxed rules, which sweep default-block uniforms into
// MGL_GLOBAL_UBO; a block member cannot carry an initializer in SPIR-V, so glslang hands
// the folded constants over as a side-channel (TIntermediate::getUniformInitializers) and
// this is where they are honoured. Without it every such uniform silently read zero -
// which is what half of KHR-GL43.shader_storage_buffer_object was actually failing on.
//
// Writes go straight into the shadow rather than through glUniform*: this runs INSIDE the
// phase-B publish, so re-entering the join gate is not available, and the location space
// reflection assigns (one location per array element) is all that is needed.
void ProgramObject::ApplyUniformInitialValues() const {
// Through the phase-A gate, not off m_artifacts directly: phase B can be joined by a
// caller that has not read anything phase A publishes yet, and reading the raw field
// there would find the PREVIOUS link's block (or an empty one) and drop every
// initializer without a trace. Artifacts() is a no-op once phase A is in.
const auto& initializers = Artifacts().uniformInitialValues;
if (initializers.empty()) return;
if (m_spirv.globalUboScratch.empty() || m_spirv.uniformOffsets.empty()) {
// Phase B published no shadow (cancelled, or superseded by a relink). The program
// is not drawable; there is nowhere for these to land.
return;
}
Uint8* const scratch = m_spirv.globalUboScratch.data();
const SizeT uboSize = m_spirv.globalUboScratch.size();
for (const auto& init : initializers) {
// Scalars per array ELEMENT. A matrix element carries cols * rows of them, laid
// out column by column - which is also the order glslang folded them in.
const Int columns = init.matrixCols;
const Int rows = init.matrixRows;
const Int componentsPerElement = columns > 0 ? columns * rows : init.vectorSize;
const Int elements = init.arraySize;
if (componentsPerElement <= 0 || elements <= 0) continue;
const Bool isFloat = init.basicType == glslang::EbtFloat || init.basicType == glslang::EbtFloat16;
const Bool isInt = init.basicType == glslang::EbtInt || init.basicType == glslang::EbtUint ||
init.basicType == glslang::EbtBool;
// Anything else (fp64, 64-bit integers) has no 32-bit shadow encoding here, and a
// half-written uniform is worse than an untouched one.
if (!isFloat && !isInt) continue;
const SizeT provided = isFloat ? init.floatValues.size() : init.intValues.size();
if (provided < static_cast<SizeT>(componentsPerElement) * static_cast<SizeT>(elements)) continue;
const Int baseLocation = GetUniformLocation(init.name);
if (baseLocation < 0) continue; // optimized away, or not a default-block uniform
for (Int element = 0; element < elements; ++element) {
const Int location = baseLocation + element;
if (element > 0 && !UniformLocationsAliasSameUniform(baseLocation, location)) break;
if (!IsValidUniformLocation(location)) break;
const Uint offset = GetUniformOffset(static_cast<Uint>(location));
if (offset == kInvalidUniformOffset) continue;
// std140 pads every column of a float matrix out to a vec4, so the columns of
// a mat3 are 16 bytes apart even though each carries 12. The slot's own span
// states the stride the rest of the pipeline agreed on rather than guessing it.
const SizeT slotSpan = GetUniformStorageSpanInBytes(static_cast<Uint>(location));
const SizeT columnStride =
columns > 0 ? slotSpan / static_cast<SizeT>(columns) : slotSpan;
const Int componentsPerColumn = columns > 0 ? rows : componentsPerElement;
const Int columnCount = columns > 0 ? columns : 1;
for (Int column = 0; column < columnCount; ++column) {
const SizeT byteOffset = static_cast<SizeT>(offset) + static_cast<SizeT>(column) * columnStride;
const SizeT writeSize = static_cast<SizeT>(componentsPerColumn) * sizeof(Uint32);
if (byteOffset + writeSize > uboSize) break;
const SizeT firstComponent = static_cast<SizeT>(element) * componentsPerElement +
static_cast<SizeT>(column) * componentsPerColumn;
for (Int component = 0; component < componentsPerColumn; ++component) {
const SizeT source = firstComponent + static_cast<SizeT>(component);
Uint8* const destination = scratch + byteOffset + component * sizeof(Uint32);
if (isFloat) {
const Float value = static_cast<Float>(init.floatValues[source]);
std::memcpy(destination, &value, sizeof(value));
} else {
const Int32 value = static_cast<Int32>(init.intValues[source]);
std::memcpy(destination, &value, sizeof(value));
}
}
}
}
}
MarkUBOContentDirty();
}
void ProgramObject::ReplayBufferedUniformWrites() const {
if (m_pendingUniformWrites.empty()) {
m_pendingUniformBytes.clear();
return;
}
// Drain into locals first: MarkUBOContentDirty below is a plain counter bump, but a
// future reader of this function should not be able to observe a half-drained buffer.
Vector<PendingUniformWrite> writes;
Vector<Uint8> bytes;
writes.swap(m_pendingUniformWrites);
bytes.swap(m_pendingUniformBytes);
if (m_spirv.globalUboScratch.empty() || m_spirv.uniformOffsets.empty()) {
// Phase B produced nothing (cancelled at teardown, or a relink superseded it).
// The program is not drawable, so there is nowhere for these to land and nothing
// that could observe them.
MGLOG_D("ProgramObject %u: dropping %zu buffered uniform write(s); the SPIR-V job published no shadow",
m_externalIndex, writes.size());
return;
}
Uint8* const scratch = m_spirv.globalUboScratch.data();
const SizeT uboSize = m_spirv.globalUboScratch.size();
for (const PendingUniformWrite& write : writes) {
if (write.location >= m_spirv.uniformOffsets.size()) continue;
const Uint offset = m_spirv.uniformOffsets[write.location];
if (offset == kInvalidUniformOffset ||
static_cast<SizeT>(offset) + write.byteOffsetInUniform + write.byteSize > uboSize) {
// Same verdict the live write path reaches for a uniform without backing
// storage: log and drop, rather than fault.
MGLOG_E("ProgramObject %u: buffered uniform write at location %u has no backing storage "
"(offset=%u size=%u uboSize=%zu); dropping write",
m_externalIndex, write.location, offset, write.byteSize, uboSize);
continue;
}
Uint8* const destination = scratch + offset + write.byteOffsetInUniform;
const Uint8* const sourceBytes = bytes.data() + write.dataOffset;
// The same bytes-equal dedupe the live path applies, per record and in order, so
// the "an identical write does not move the content version" property survives
// the detour byte for byte.
if (std::memcmp(destination, sourceBytes, write.byteSize) == 0) continue;
std::memcpy(destination, sourceBytes, write.byteSize);
MarkUBOContentDirty();
}
}
void ProgramObject::CancelLink() {
// Phase B first: it is chained behind phase A, so cancelling A would otherwise run A's
// continuation and post a node this call is about to abandon anyway. Cancelling it up
// front makes that continuation a no-op.
//
// Cooperative and non-blocking, both of them. A node that no worker has picked up
// settles immediately; one that is running is flagged and settles when its body
// returns, writing only into itself the whole time. Either way nothing waits, and each
// node keeps its own inputs alive for as long as it needs them.
if (m_pendingSpirv) {
m_pendingSpirv->Cancel();
m_pendingSpirv.reset();
// Buffered writes belong to the link that is being abandoned. A relink resets
// every uniform to its initial value anyway (GL 4.6 core 7.6), and the other two
// callers are destruction and glProgramBinary's mandated failure, so there is
// nothing left that could want them.
m_pendingUniformWrites.clear();
m_pendingUniformBytes.clear();
}
if (!m_pendingLink) return;
// Cooperative and non-blocking. A node that no worker has picked up settles
// immediately; one that is running is flagged and settles when its body returns,
// writing only into itself the whole time. Either way nothing waits, and the node
// keeps its own inputs alive for as long as it needs them.
m_pendingLink->Cancel();
m_pendingLink.reset();
}
@@ -103,23 +312,30 @@ namespace MobileGL::MG_State::GLState {
// function has ever cleared, and its callers depend on that (they write infoLog
// immediately AFTER calling here). Link()'s prologue does not use this - it assigns a
// whole default-constructed block, where the ordering is explicit.
// Phase-B output (generatedSpirv / uniformOffsets / globalUboScratch) is NOT cleared
// here and is not in LinkArtifacts at all: the link body calls this on its own block,
// where no phase-B output exists yet. The two GL-thread callers that also have to
// discard phase-B output say so themselves (MarkLinkFailedByProgramBinary clears
// m_spirv; Link()'s prologue assigns a fresh one).
artifacts.program.reset();
artifacts.generatedSpirv.clear();
artifacts.uniformLocations.clear();
artifacts.glUniformIndexToTProgram.clear();
artifacts.tProgramUniformIndexToGl.clear();
artifacts.glBlockIndexToTProgram.clear();
artifacts.tProgramBlockIndexToGl.clear();
artifacts.linkedExplicitUniformLocations.clear();
artifacts.uniformInitialValues.clear();
artifacts.uniformIndexInTProgram.clear();
// GL resets every uniform to its initial value at link, so nothing is "written since
// link" any more - and the locations these bits index no longer mean anything either.
artifacts.writtenUniformLocationBits.clear();
artifacts.writtenUniformIndexBits.clear();
artifacts.writtenUniformIndices.clear();
artifacts.uniformSamplerOrImageUnitIndex.clear();
artifacts.explicitOpaqueUniformBindings.clear();
artifacts.uniformBlockIndexByName.clear();
artifacts.uniformBlockBinding.clear();
artifacts.shaderStorageBlockBinding.clear();
artifacts.uniformOffsets.clear();
artifacts.uniformSizesInBytes.clear();
artifacts.globalUboScratch.clear();
artifacts.attribs.clear();
artifacts.attribTypes.clear();
artifacts.activeUniformCount = 0;
@@ -238,6 +454,7 @@ namespace MobileGL::MG_State::GLState {
// is what every gated reader sees, so it has to be the complete "not linked" state -
// including the fields ResetLinkArtifacts deliberately preserves for its own callers.
m_artifacts = {};
m_spirv = {};
// ---- GL-thread-owned mutations ----
// Remove detached shaders first
@@ -292,17 +509,33 @@ namespace MobileGL::MG_State::GLState {
task->in.shaders.push_back({shader->GetShaderStage(), shader->GetShaderSourcePtr(), node});
}
// Phase B of the same link: SPIR-V generation, spirv-opt and the global-UBO routing
// tables. Created here, alongside phase A, so that from this instant the program has
// BOTH pending nodes and every cancel site (this prologue, ~ProgramObject,
// glProgramBinary's failure) drops both through the one CancelLink().
auto spirvTask = MakeShared<ProgramSpirvTask>();
m_pendingLink = task;
m_pendingSpirv = spirvTask;
// Flag off - or glMaxShaderCompilerThreadsKHR(0), see AsyncShaderCompileActive():
// byte-identical to the synchronous implementation. RunInline() executes the same
// body on this thread and the join below publishes through the same code, so the two
// modes differ only in WHICH thread ran RunBody().
// bodies on this thread, in the same order, and the join below publishes through the
// same code, so the two modes differ only in WHICH thread ran them.
//
// Deliberately NOT expressed as SubmitAfter here: its continuation posts to the pool,
// and in this mode the pool is merely unused rather than stopped - the work would
// silently move off-thread in the one mode whose whole contract is that it does not.
if (!MG_Util::Async::AsyncShaderCompileActive()) {
task->RunInline();
EnsureLinkJoined();
spirvTask->RunInlineAfter(task);
EnsureSpirvJoined();
return;
}
// The chain edge FIRST, while phase A is still Pending, so registering it is a plain
// list append rather than an inline continuation on this thread. If SubmitAfter below
// then fails to post phase A it cancels it, and that cancel fires this edge, which
// cancels phase B - nothing is left stranded either way.
spirvTask->SubmitAfter(task);
task->SubmitAfter(deps);
}
@@ -18,6 +18,9 @@ namespace MobileGL::MG_State::GLState {
// ProgramLinkTask.h includes THIS header (it outputs a LinkArtifacts), so including it
// back would be circular. The destructor is therefore out of line.
class ProgramLinkTask;
// Phase B of the same link: SPIR-V generation, spirv-opt and the global-UBO routing
// tables. Chained behind the ProgramLinkTask, forward-declared for the same reason.
class ProgramSpirvTask;
class ProgramObject {
public:
@@ -303,8 +306,133 @@ namespace MobileGL::MG_State::GLState {
// Sentinel for a uniform location without global-UBO backing storage (should not
// survive linking: GenerateBinary falls back to tail-allocated scratch storage).
static constexpr Uint kInvalidUniformOffset = ~0u;
Uint GetUniformOffset(Uint location) const { return Artifacts().uniformOffsets[location]; }
// PHASE B (joins the SPIR-V job; see EnsureSpirvJoined).
//
// BOUNDS-CHECKED, and that is not defensive padding - it is the load-bearing half of
// the "linked but not drawable" contract. A phase B that settles CANCELLED rather than
// Complete (its body threw, the pool failed to enqueue it, or teardown cancelled it
// while phase A had already published) publishes nothing, so the shadow is a
// default-constructed SpirvArtifacts with an EMPTY uniformOffsets - while LINK_STATUS
// stays GL_TRUE, because GL gives no way to retract one, and IsValidUniformLocation()
// keeps answering true out of phase-A reflection. Every glUniform*/glGetUniform* call
// site reaches this getter BEFORE its own kInvalidUniformOffset / null-scratch guard,
// so an unchecked operator[] here would be a null dereference on the query surface
// this design promises stays answerable. Reporting kInvalidUniformOffset instead hands
// each of those sites exactly the value their existing guard already handles - the
// same value the routing pass itself uses for a uniform the optimizer deleted.
Uint GetUniformOffset(Uint location) const {
const SpirvArtifacts& spirv = Spirv();
return location < spirv.uniformOffsets.size() ? spirv.uniformOffsets[location]
: kInvalidUniformOffset;
}
Uint GetUniformSizesInBytes(Uint location) const { return MG_Util::GetGLTypeSize(GetUniformType(location)); }
// Bytes a uniform actually occupies in the global UBO, which is not its GL type size:
// std140 pads each column of a float matrix out to a vec4, so a mat3 spans 48 bytes
// even though only 36 of them carry components. Anything reading or writing a whole
// uniform's storage - a bounds check, a copy between two programs' shadows - wants
// this rather than GetUniformSizesInBytes.
static SizeT UniformStorageSpanInBytes(const glslang::TType* type, SizeT tightSize) {
if (type != nullptr && type->isMatrix() && type->getBasicType() != glslang::EbtDouble) {
return static_cast<SizeT>(type->getMatrixCols()) * 4 * sizeof(Float);
}
return tightSize;
}
SizeT GetUniformStorageSpanInBytes(Uint location) const {
return UniformStorageSpanInBytes(GetUniformTType(location), GetUniformSizesInBytes(location));
}
// ---- "written since link": the per-location dirty set the pipeline composite mirrors from ----
//
// A pipeline's stage programs each own their uniform storage, but the composite the draw
// goes through has ONE slot per name. Mirroring every active uniform of every stage
// therefore lets the last stage that merely DECLARES a name overwrite the value an
// earlier stage was actually written with - the shared-header idiom (the same
// `uniform mat4 u_mvp` in the VS and the FS) rendered nothing because of it. Recording
// which locations an application has written is what lets the mirror carry only those.
//
// WHO PAYS: only a program that could ever be a pipeline stage, decided by the latch
// below. glUseProgram's uniform path - thousands of calls per frame in Minecraft - pays
// one predictable bool branch and nothing else.
//
// GRANULARITY is per LOCATION, not per name: glUniform*v writes array elements at
// element locations, and a program that wrote `arr[3]` and nothing else must mirror
// exactly that element. The compact index list beside it is what keeps the mirror
// O(uniforms actually written) instead of O(active uniforms) - it is the set of GL
// active-uniform indices owning at least one written location, so the mirror does its
// two name lookups once per written uniform rather than once per uniform in the program.
//
// NOT counted as a write: the declared initializers ProgramLinkTask seeds at link
// (ApplyUniformInitialValues). They are a property of the SHADERS, and the composite
// links the very same shader objects, so it seeds itself with the identical values -
// there is nothing to carry. Counting them would also re-introduce the bug this set
// exists to fix, by letting a stage that only declares `uniform float f = 0.0;` clobber
// the value the application wrote for `f` in another stage.
Bool TracksUniformWrites() const { return m_tracksUniformWrites; }
// Generation of the write SET itself, as distinct from the values in it. The refresh
// gate (ProgramPipelineObject::ComputeUniformMirrorVersions) is otherwise built out of
// counters that only move when BYTES move - and a write can enlarge the set without
// moving a byte, because both write funnels drop a value-identical write before
// bumping anything. glProgramUniform1f(fs, f, 0.0f) on an `f` that already reads 0.0
// is exactly that: it makes the FRAGMENT stage the last written-to stage for `f`, so
// the composite must be re-mirrored to hand it the slot, and nothing else in the gate
// would have noticed.
Uint32 GetUniformWriteSetVersion() const { return m_uniformWriteSetVersion; }
// Records that `location` has been written since the last link. Cheap and idempotent;
// a no-op on a program that can never be a pipeline stage.
void MarkUniformWrittenAtLocation(Uint location) {
if (!m_tracksUniformWrites) return;
LinkArtifacts& artifacts = Artifacts();
if (!IsValidUniformLocation(artifacts, static_cast<Int>(location))) return;
// Sized to cover this location AND the whole location space, so a program whose
// highest location is written first does not reallocate on every later write, and
// so the subscript below needs no second guard: the vector provably contains it.
const SizeT locationWord = location / 64u;
if (locationWord >= artifacts.writtenUniformLocationBits.size()) {
artifacts.writtenUniformLocationBits.resize(
std::max<SizeT>(locationWord + 1u, static_cast<SizeT>(artifacts.maxUniformLocation) / 64u + 1u),
0u);
}
const Uint64 locationBit = Uint64{1} << (location % 64u);
if ((artifacts.writtenUniformLocationBits[locationWord] & locationBit) == 0) {
artifacts.writtenUniformLocationBits[locationWord] |= locationBit;
// Only on the 0 -> 1 transition: a re-write of a location already in the set
// changes nothing the mirror would do differently, and moving the version for
// it would re-walk the set on every repeated glUniform* call.
++m_uniformWriteSetVersion;
}
// Add the owning GL active-uniform index to the compact list, once.
const Int tIndex = artifacts.uniformIndexInTProgram[location];
if (tIndex < 0 || static_cast<SizeT>(tIndex) >= artifacts.tProgramUniformIndexToGl.size()) return;
const Int glIndex = artifacts.tProgramUniformIndexToGl[tIndex];
// -1 is a uniform the relaxed parse swept out of the GL-visible index space; the
// mirror enumerates GL indices, so there is nothing it could look such a one up by.
if (glIndex < 0) return;
const SizeT indexWord = static_cast<SizeT>(glIndex) / 64u;
if (indexWord >= artifacts.writtenUniformIndexBits.size()) {
artifacts.writtenUniformIndexBits.resize(
std::max<SizeT>(indexWord + 1u, static_cast<SizeT>(artifacts.activeUniformCount) / 64u + 1u), 0u);
}
const Uint64 indexBit = Uint64{1} << (static_cast<SizeT>(glIndex) % 64u);
if ((artifacts.writtenUniformIndexBits[indexWord] & indexBit) != 0) return;
artifacts.writtenUniformIndexBits[indexWord] |= indexBit;
artifacts.writtenUniformIndices.push_back(static_cast<Uint>(glIndex));
}
Bool IsUniformWrittenAtLocation(Uint location) const {
const auto& bits = Artifacts().writtenUniformLocationBits;
const SizeT locationWord = location / 64u;
return locationWord < bits.size() &&
(bits[locationWord] & (Uint64{1} << (location % 64u))) != 0;
}
// GL active-uniform indices owning at least one written location. Empty for every
// program that has not been written to since its last link - and for every program
// that never asked to be separable, which is what makes the mirror free for them.
const Vector<Uint>& GetWrittenUniformIndices() const { return Artifacts().writtenUniformIndices; }
Int GetAttributeLocation(const String& name) {
const auto it = std::find(Artifacts().attribs.begin(), Artifacts().attribs.end(), name);
@@ -381,9 +509,14 @@ namespace MobileGL::MG_State::GLState {
const String& GetActiveAttribName(Uint index) const {
return NormalizeBuiltinPipeInputName(Artifacts().program->getPipeInput(static_cast<Int>(index)).name);
}
void* MapUBO() { return Artifacts().globalUboScratch.data(); }
const void* GetUBOData() const { return Artifacts().globalUboScratch.data(); }
Uint GetUBOSize() const { return static_cast<Uint>(Artifacts().globalUboScratch.size()); }
// PHASE B, all three (see EnsureSpirvJoined): the shadow buffer's layout is decided
// by the OPTIMIZED SPIR-V, so it does not exist until the SPIR-V job has settled - and
// never exists at all for a program whose SPIR-V job settled cancelled. These three
// degrade to nullptr/nullptr/0 in that case, which is exactly the "no backing storage"
// shape every caller already tests for (see GetUniformOffset's note).
void* MapUBO() { return Spirv().globalUboScratch.data(); }
const void* GetUBOData() const { return Spirv().globalUboScratch.data(); }
Uint GetUBOSize() const { return static_cast<Uint>(Spirv().globalUboScratch.size()); }
// Content version of the CPU-side global-UBO shadow: writers bump it so backends
// can skip re-uploading an unchanged UBO on every draw. ~0u is reserved as the
// backends' "never uploaded" sentinel, so skip over it on wrap.
@@ -391,6 +524,25 @@ namespace MobileGL::MG_State::GLState {
void MarkUBOContentDirty() const {
if (++m_uboContentVersion == ~0u) m_uboContentVersion = 0;
}
// ---- glUniform* inside the phase-A -> phase-B window ----
//
// True while the program is fully linked and fully queryable but its uniform shadow's
// LAYOUT (which the optimized SPIR-V decides) does not exist yet. A non-opaque
// glUniform* write in that window is RECORDED rather than joined, and replayed into
// the shadow at the phase-B publish - so a pack that sets its uniforms immediately
// after glLinkProgram never waits for SPIR-V.
//
// Nothing can observe the difference: the only route to those bytes is glGetUniform*
// (and a draw), and both of those go through the phase-B gate, which replays first.
// The OPAQUE branch of glUniform* is deliberately not buffered - a sampler unit is
// phase-A state (uniformSamplerOrImageUnitIndex), so glUniform1i(samplerLoc, unit)
// right after a link stays a zero-join operation, which is exactly what Iris does.
Bool IsSpirvPending() const { return m_pendingSpirv != nullptr; }
// Records one write. Returns false if it declined to buffer - the caller must then
// perform the write directly (which joins). Declining is the pressure valve for an
// application that writes megabytes of uniforms into a single pending window.
Bool BufferUniformWrite(Uint location, SizeT byteOffsetInUniform, const void* source, SizeT byteSize);
Uint32 GetBackendStateVersion() const { return m_backendStateVersion; }
// Bumped only by (re)linking — lets backends detect that every piece of
// link-derived reflection (locations, block order, UBO layout) is stale.
@@ -429,14 +581,35 @@ namespace MobileGL::MG_State::GLState {
}
void SetUniformSamplerOrImageUnitIndex(Uint location, Int unit) {
if (location >= Artifacts().uniformSamplerOrImageUnitIndex.size() ||
Artifacts().uniformSamplerOrImageUnitIndex[location] == unit) {
return;
}
if (location >= Artifacts().uniformSamplerOrImageUnitIndex.size()) return;
// BEFORE the equality bail-out, not after: "written" is about the application
// having addressed the uniform, not about the bytes changing. glUniform1i(s, 0) on
// a sampler that already reads 0 still has to beat another stage's untouched
// declaration of the same name in the composite - which is only possible if the
// write is recorded. (The mirror is the only reader, and it runs this same setter
// on the composite, where the latch is off.)
MarkUniformWrittenAtLocation(location);
if (Artifacts().uniformSamplerOrImageUnitIndex[location] == unit) return;
Artifacts().uniformSamplerOrImageUnitIndex[location] = unit;
++m_backendStateVersion;
// IMAGE units get their own generation, and it is not redundant with the one
// above. A sampler unit is re-issued to the driver per draw as a plain
// glUniform1i, so a backend can honour a change without rebuilding anything; an
// image unit cannot be, because ES forbids glUniform1i on image uniforms - Espryt
// has to BAKE it into the ESSL it generates (RebindImageUniformsToFrontendUnits),
// which means the change is only honoured by regenerating the program. That
// regeneration is gated on link-shaped versions, so without a counter that moves
// here the new unit would never reach the driver.
if (const glslang::TType* type = GetUniformTType(location); type != nullptr && type->isImage()) {
++m_imageUnitVersion;
}
}
// Generation of the image-uniform unit assignment; see SetUniformSamplerOrImageUnitIndex.
// A backend that compiles the unit into its program source compares this to decide
// whether what it built is still describing the right binding.
Uint32 GetImageUnitVersion() const { return m_imageUnitVersion; }
Int GetUniformSamplerOrImageUnitIndex(Uint location) const {
return Artifacts().uniformSamplerOrImageUnitIndex[location];
}
@@ -452,7 +625,32 @@ namespace MobileGL::MG_State::GLState {
// subset of the stages of a program pipeline. Only takes effect on the next link,
// which is why it is plain state here rather than something Link() consults.
Bool GetSeparable() const { return m_separable; }
void SetSeparable(Bool separable) { m_separable = separable; }
void SetSeparable(Bool separable) {
m_separable = separable;
// ---- arming the uniform-write tracking latch ----
//
// The predicate wanted is "this program can ever be a pipeline stage", and
// GetSeparable() is NOT it in either direction. GL_PROGRAM_SEPARABLE takes effect
// at the NEXT link, so it can read true on a program glUseProgramStages would
// still reject; that direction is merely wasteful. The other direction is a
// correctness hole: glProgramParameteri may clear the flag AFTER a separable link,
// and glUseProgramStages tests the state the program was LINKED with, so such a
// program is still a legal stage while GetSeparable() reads false. Tracking driven
// by the live flag would stop recording writes on a program the composite is still
// mirroring from, and those uniforms would silently stop reaching the draw.
//
// "Attached to a pipeline" is not usable either, and for a more basic reason:
// glProgramUniform* legitimately runs before glUseProgramStages, so the marks have
// to already exist by the time the program becomes a stage.
//
// So: a MONOTONE latch, armed the first time GL_PROGRAM_SEPARABLE is requested
// true and never cleared. It over-approximates - a program that was separable once
// keeps paying the bookkeeping - and over-approximating only ever costs a bitset,
// never a wrong value. glCreateShaderProgramv arms it through this same setter.
// A program that never asks (every monolithic glUseProgram program, which is the
// hot uniform path) never arms it and pays one bool branch per glUniform*.
if (separable) m_tracksUniformWrites = true;
}
// glProgramBinary always fails here (there is no format it could accept) and the
// spec then requires the program's LINK_STATUS to read FALSE.
void MarkLinkFailedByProgramBinary() {
@@ -463,15 +661,35 @@ namespace MobileGL::MG_State::GLState {
CancelLink();
BumpLinkObservableVersions();
ResetLinkArtifacts(Artifacts());
// ResetLinkArtifacts is a LinkArtifacts-only operation (the link body calls it on
// its own block, where no phase-B output exists yet), so the phase-B half is
// cleared here. CancelLink() above already dropped the pending SPIR-V job, so
// this cannot be racing a publish.
m_spirv = {};
Artifacts().infoLog = "No program binary format is supported.";
}
Bool GetValidateStatus() const { return m_validateStatus; }
Int GetActiveAtomicCounterCount() const { return Artifacts().program->getNumAtomicCounters(); }
Int GetActiveAttributesCount() const { return Artifacts().program->getNumPipeInputs(); }
// Artifacts().program is null until a link produces reflection, and glGetProgramiv is
// perfectly legal on a program that never linked (GL 4.6 sec. 7.3: the queried state is
// simply its initial value, zero). Dereferencing it there took the process down with a
// SIGSEGV inside glslang::TProgram::getNumPipeInputs - KHR-GL30.api.coverage does exactly
// this after a failed glGetAttribLocation, and reached it as soon as the CopyTexImage2D
// throw ahead of it stopped killing the run first.
Int GetActiveAtomicCounterCount() const {
const auto& program = Artifacts().program;
return program ? program->getNumAtomicCounters() : 0;
}
Int GetActiveAttributesCount() const {
const auto& program = Artifacts().program;
return program ? program->getNumPipeInputs() : 0;
}
// GL-visible uniform blocks only: the synthesized MGL_GLOBAL_UBO the relaxed parse
// materializes for default-block uniforms is filtered out by DoReflection.
Int GetActiveUniformBlocksCount() const { return static_cast<Int>(Artifacts().glBlockIndexToTProgram.size()); }
GLuint GetComputeLocalSize(Uint dim) const { return Artifacts().program->getLocalSize(static_cast<Int>(dim)); }
GLuint GetComputeLocalSize(Uint dim) const {
const auto& program = Artifacts().program;
return program ? program->getLocalSize(static_cast<Int>(dim)) : 0;
}
Int GetActiveAttributesMaxLength() const { return Artifacts().attribInNameMaxLength; }
Int GetActiveUniformBlocksMaxNameLength() const { return Artifacts().uniformBlockNameMaxLength; }
Uint GetUniformBlockIndex(const char* name) const {
@@ -534,13 +752,23 @@ namespace MobileGL::MG_State::GLState {
return (ubo.stages & stageMask) != 0;
}
// Set by glUniformBlockBinding
// Bumped by both block-binding setters below. A program pipeline's flattened composite
// is a different program object from the stage programs the application rebinds blocks
// on, so it has to be told - and this is what tells it something is worth re-reading.
// Separate from m_backendStateVersion because the storage-block setter deliberately
// does not disturb that one (see SetShaderStorageBlockBinding).
Uint32 GetBlockBindingVersion() const { return m_blockBindingVersion; }
// Set by glUniformBlockBinding. The vector is seeded at link with each block's DECLARED
// binding (layout(binding=N), else -1), so an untouched program already reports what its
// shaders asked for.
void SetUniformBlockBinding(Uint index, Uint binding) {
if (index >= Artifacts().uniformBlockBinding.size() || Artifacts().uniformBlockBinding[index] == static_cast<Int>(binding)) {
return;
}
Artifacts().uniformBlockBinding[index] = static_cast<Int>(binding);
++m_backendStateVersion;
++m_blockBindingVersion;
}
Uint GetUniformBlockBinding(Uint index) const { return Artifacts().uniformBlockBinding[index]; }
@@ -552,6 +780,10 @@ namespace MobileGL::MG_State::GLState {
// means "never rebound", and the shader's declared binding still stands.
void SetShaderStorageBlockBinding(const String& blockName, Uint binding) {
Artifacts().shaderStorageBlockBinding[blockName] = static_cast<Int>(binding);
// Deliberately NOT m_backendStateVersion: Espryt's entry point never forces a
// program build off this, and bumping that version would start doing so. The
// dedicated counter carries the news to the pipeline composite instead.
++m_blockBindingVersion;
}
// -1 when the block has never been rebound. `blockName` is the interface-query
// spelling; an arrayed block's elements ("B[0]", "B[1]") are separate GL resources
@@ -571,8 +803,15 @@ namespace MobileGL::MG_State::GLState {
return Artifacts().shaderStorageBlockBinding;
}
Vector<Vector<unsigned>>& GetGeneratedSpirv() { return Artifacts().generatedSpirv; }
const Vector<Vector<unsigned>>& GetGeneratedSpirv() const { return Artifacts().generatedSpirv; }
// PHASE B (see EnsureSpirvJoined). Empty for a program whose SPIR-V job was
// cancelled; GetSpirvStatus() below is how a backend tells that apart from a program
// that never linked.
Vector<Vector<unsigned>>& GetGeneratedSpirv() { return Spirv().generatedSpirv; }
const Vector<Vector<unsigned>>& GetGeneratedSpirv() const { return Spirv().generatedSpirv; }
// Whether phase B produced usable SPIR-V. Joins, like the four getters above: a
// backend asks this exactly where it used to ask GetLinkStatus(), i.e. right before
// it builds or draws with the program.
Bool GetSpirvStatus() const { return Spirv().spirvStatus; }
// The linked glslang reflection itself, for the ONE consumer that needs resource
// lists no typed getter above exposes: the GL program-interface query layer
@@ -600,6 +839,21 @@ namespace MobileGL::MG_State::GLState {
// Offset within the gap-free record a backend that cannot express the GL
// layout captures into; see NeedsScatteredTransformFeedbackCapture.
Uint32 packedOffsetBytes = 0;
// GL 4.6 core 11.1.2.1 / 7.3.1.1: a member of an output interface block is
// captured under "<block name>.<member>". `name` keeps that GL spelling (it is
// what the interface queries and the ESSL backend's driver-side capture list
// need, since SPIRV-Cross re-emits the block under its own type name), while
// the three fields below carry what a SPIR-V backend needs instead: the
// decoration target is the block's *instance* variable and the member index
// inside it. blockMemberIndex < 0 means "not a block member".
String blockInstanceName;
String blockName;
Int blockMemberIndex = -1;
// Which element of an arrayed block member this capture names, -1 for "the
// member as a whole". SPIR-V cannot decorate a single array element, so a
// backend needs the element index to tell a full run from a partial one.
Int blockMemberElement = -1;
};
// ---- P1: everything a link PRODUCES, in one movable block ----
@@ -620,7 +874,6 @@ namespace MobileGL::MG_State::GLState {
// without going through the gate.
struct LinkArtifacts {
SharedPtr<glslang::TProgram> program;
Vector<Vector<unsigned>> generatedSpirv;
// Attributes (Vertex in)
Vector<String> attribs;
@@ -642,7 +895,24 @@ namespace MobileGL::MG_State::GLState {
// layout(location = N) default-block uniform qualifiers (the relaxed parse drops
// them from reflection; the DoReflection assigner restores them from here).
UnorderedMap<String, Int> linkedExplicitUniformLocations;
// Per-link snapshot of the default-block uniform INITIALIZERS the attached shaders
// declared ("uniform int i = 1;"). Desktop GLSL says that value is what the uniform
// reads until the application overwrites it, and relinking restores it - but the
// relaxed parse turns those uniforms into members of MGL_GLOBAL_UBO, where SPIR-V
// cannot carry an initializer, so the value only survives as this side-channel.
// Applied into the uniform shadow at the phase-B publish (ApplyUniformInitialValues).
Vector<glslang::TIntermediate::TUniformInitializer> uniformInitialValues;
UnorderedMap<String, Uint> uniformLocations;
// ---- "written since link" (see MarkUniformWrittenAtLocation) ----
// In LinkArtifacts deliberately: a link is exactly the event that retracts every
// write (GL resets uniforms to their initial values), so living here means the set
// is cleared by the same three paths that clear the rest of a link's output -
// Link()'s whole-struct reset, ResetLinkArtifacts, and the publish's move - and no
// fourth reset site can be forgotten. Empty (and never allocated) for a program
// that never asked to be separable.
Vector<Uint64> writtenUniformLocationBits;
Vector<Uint64> writtenUniformIndexBits;
Vector<Uint> writtenUniformIndices;
// Ordered by location,
// aka. uniformIndexInTProgram[loc] == "uniform index of TProgram at location `loc`"
Vector<Int> uniformIndexInTProgram;
@@ -664,11 +934,6 @@ namespace MobileGL::MG_State::GLState {
// SetShaderStorageBlockBinding for why this one is by name and not by index.
UnorderedMap<String, Int> shaderStorageBlockBinding;
// Need to be reflected after linking of SPIR-V binary
Vector<Uint> uniformOffsets;
Vector<Uint> uniformSizesInBytes;
Vector<Uint8> globalUboScratch;
Uint activeUniformCount = 0;
Uint maxUniformLocation = 0;
Int uniformNameMaxLength = 0;
@@ -697,6 +962,35 @@ namespace MobileGL::MG_State::GLState {
Uint32 xfbPackedStride = 0;
};
// ---- everything phase B of a link produces, in one movable block ----
//
// The membership rule is the same mechanical one LinkArtifacts uses: this is exactly
// what ProgramSpirvTask writes, which is what makes moving it THE publish. It is
// deliberately NOT part of LinkArtifacts, and that separation is what routes the five
// readers of SPIR-V-derived data through their own join gate by compiler rather than
// by review - m_spirv is private and Spirv() is the only spelling that reaches it.
//
// Why these three and nothing else: `generatedSpirv` has no GL-thread reader at all
// (every consumer is a backend draw/prepare path), and `uniformOffsets` +
// `globalUboScratch` are the ONLY things glUniform*/glGetUniform* need that are
// derived from the OPTIMIZED SPIR-V rather than from glslang reflection - spirv-opt
// runs in place and can delete a uniform, or the whole global UBO, so the offsets
// cannot be lifted out of glslang's reflection instead.
struct SpirvArtifacts {
Vector<Vector<unsigned>> generatedSpirv;
// Byte offset of each uniform location inside globalUboScratch, or
// kInvalidUniformOffset. Sized maxUniformLocation + 1 by the routing pass.
Vector<Uint> uniformOffsets;
Vector<Uint8> globalUboScratch;
// False for a program whose SPIR-V was never produced (phase B cancelled at
// teardown or by a relink) or whose optimizer run failed. GL has no way to
// retract a LINK_STATUS it already reported true, so such a program stays
// "linked" and every reflection answer it has given stays correct - it is simply
// not drawable, which the backends already express through their link-status
// gates.
Bool spirvStatus = false;
};
// ---- artifacts-only helpers, shared with ProgramLinkTask ----
// Static and taking the block explicitly, because from stage 4 the link BODY needs
// them while its artifacts still live on the job node, not on any ProgramObject. The
@@ -736,9 +1030,20 @@ namespace MobileGL::MG_State::GLState {
// Blocks until a pending link has published its artifacts. Public because a few call
// sites have to join without reading anything - see the explicit-join list (J1-J8) in
// the P1 design. GL thread only.
//
// PHASE A ONLY. After this returns, LINK_STATUS and the whole GL query surface are
// final and truthful, but the SPIR-V and the uniform shadow may still be in flight.
void JoinLink() const { EnsureLinkJoined(); }
// Drops a link that is still in flight, without waiting for it. Called at the points
// Both phases. The draw path uses this, and must: the backends sample lifetimeId /
// backendStateVersion / the UBO content version OUTSIDE the gate, so a draw that
// joined only phase A would sample a version, join phase B later inside the same draw
// (through GetGeneratedSpirv), and memoize under a version the phase-B publish had
// already superseded - the exact lost-invalidation hazard J1 exists to prevent.
void JoinLinkAndSpirv() const { EnsureSpirvJoined(); }
// Drops BOTH phases of a link that is still in flight, without waiting for either.
// Called at the points
// where the pending link's result stops being the answer to "what did this program
// link to": a re-link supersedes it, glProgramBinary must force LINK_STATUS false,
// and a destroyed program has no observers left.
@@ -757,7 +1062,15 @@ namespace MobileGL::MG_State::GLState {
// MUST NOT JOIN - this is what GL_COMPLETION_STATUS_KHR reads when the extension
// surface lands. "No job at all" counts as complete: there is nothing outstanding to
// wait for.
Bool IsLinkComplete() const { return m_pendingLink == nullptr || IsPendingLinkTerminal(); }
//
// BOTH phases, deliberately: an application that polls GL_COMPLETION_STATUS_KHR and
// then draws must not be told "done" while the SPIR-V is still being generated, or
// the draw it was cleared for is the thing that blocks.
Bool IsLinkComplete() const { return IsPhaseALinkComplete() && IsSpirvComplete(); }
// Phase A alone, for the callers that only care about the query surface (and for the
// tests that pin the two phases apart).
Bool IsPhaseALinkComplete() const { return m_pendingLink == nullptr || IsPendingLinkTerminal(); }
Bool IsSpirvComplete() const { return m_pendingSpirv == nullptr || IsPendingSpirvTerminal(); }
void SetTransformFeedbackVaryings(Vector<String>&& names, GLenum bufferMode) {
m_requestedXfbVaryings = Move(names);
@@ -824,6 +1137,44 @@ namespace MobileGL::MG_State::GLState {
// node's state goes through this out-of-line helper.
Bool IsPendingLinkTerminal() const;
// ---- the second join gate: phase-B (SPIR-V) output only ----
// Phase A FIRST, always. Two reasons: the phase-B publish replays the uniform writes
// that were buffered during its window, and those need the phase-A reflection to
// validate against; and a caller that reaches a phase-B getter without having settled
// phase A would otherwise leave the link half-published.
//
// Same inline/out-of-line split as the phase-A gate, for the same reason: the five
// getters behind this one include the per-draw uniform upload path.
void EnsureSpirvJoined() const {
if (m_pendingLink) JoinPendingLink();
if (m_pendingSpirv) JoinPendingSpirv();
}
void JoinPendingSpirv() const;
Bool IsPendingSpirvTerminal() const;
// One buffered non-opaque glUniform* write. `dataOffset` indexes m_pendingUniformBytes,
// which is one append-only blob rather than a per-record allocation.
struct PendingUniformWrite {
Uint location = 0;
Uint byteOffsetInUniform = 0;
Uint byteSize = 0;
Uint dataOffset = 0;
};
// Replays the buffer into the freshly published shadow, in write order, and drains it.
// Each record re-does the bounds check and the bytes-equal dedupe the live write path
// performs, so "an identical write does not move the content version" survives the
// detour exactly - and a record that really does change bytes moves the version, which
// is what makes a backend re-upload the UBO it cached during the window.
void ReplayBufferedUniformWrites() const;
// Seeds the freshly published uniform shadow with the declared initializers. Runs at
// the phase-B publish, BEFORE ReplayBufferedUniformWrites, so an application write
// made during the A->B window still wins - which is the GL ordering.
void ApplyUniformInitialValues() const;
// Past this, BufferUniformWrite declines and the write joins instead. Sized so an
// ordinary pack load never reaches it (a pending window is one program's worth of
// uniforms) while a pathological writer cannot grow the heap without bound.
static constexpr SizeT kMaxBufferedUniformBytes = 4u << 20;
LinkArtifacts& Artifacts() {
EnsureLinkJoined();
return m_artifacts;
@@ -832,6 +1183,14 @@ namespace MobileGL::MG_State::GLState {
EnsureLinkJoined();
return m_artifacts;
}
SpirvArtifacts& Spirv() {
EnsureSpirvJoined();
return m_spirv;
}
const SpirvArtifacts& Spirv() const {
EnsureSpirvJoined();
return m_spirv;
}
// GL-thread-only companion to ResetLinkArtifacts (see its definition). Const because
// the publish half of the join calls it; see the mutable counters below.
@@ -869,11 +1228,22 @@ namespace MobileGL::MG_State::GLState {
Bool m_deleteStatus = false;
Bool m_binaryRetrievableHint = false;
Bool m_separable = false;
// Monotone "this program may ever be a pipeline stage" latch; see SetSeparable for why
// it is a latch and not just m_separable. Outside LinkArtifacts on purpose: a relink
// clears the write SET, but a program that was separable is still separable after it.
Bool m_tracksUniformWrites = false;
// Generation counters that must NOT be reset by a link, for the same reason the memo
// versions above are not: a reader compares them for INEQUALITY, so a reset could make
// a stale cache compare equal to a fresh program. See their getters.
Uint32 m_uniformWriteSetVersion = 0;
Uint32 m_imageUnitVersion = 0;
Bool m_validateStatus = true;
// Mutable, like m_artifacts and for the same reason: publishing a pending link is a
// READ-side operation (the first gated getter is what pulls the result in), and the
// publish has to bump these. Still GL-thread-only - a worker never touches them.
mutable Uint32 m_backendStateVersion = 0;
// Interface-block binding generation; see GetBlockBindingVersion.
Uint32 m_blockBindingVersion = 0;
// Backend-owned content-hash memo (see GetBackendHashMemo): valid only while
// m_backendStateVersion matches. Several slots, not one: a backend may resolve the same
@@ -899,10 +1269,22 @@ namespace MobileGL::MG_State::GLState {
// Mutable because publishing is a READ-side operation: a const getter has to be able
// to settle an outstanding link before answering it.
mutable LinkArtifacts m_artifacts;
// Phase-B output. Same mutability argument as m_artifacts, reached only through
// Spirv().
mutable SpirvArtifacts m_spirv;
// The link job, from enqueue until the first observable read pulls its result. Null
// means m_artifacts is already the answer - which is the state every reader outside
// the pending window sees, and the whole reason the gate above is one branch.
mutable SharedPtr<ProgramLinkTask> m_pendingLink;
// The SPIR-V job, chained behind m_pendingLink. Null means m_spirv is already the
// answer. A program can be in the window where m_pendingLink is already null (phase A
// published, the query surface is live) while this is still set.
mutable SharedPtr<ProgramSpirvTask> m_pendingSpirv;
// glUniform* writes taken while m_pendingSpirv was set, in call order, plus their
// bytes. Drained by the phase-B publish and cleared by every cancel site (a relink's
// uniforms are not the previous link's uniforms).
mutable Vector<PendingUniformWrite> m_pendingUniformWrites;
mutable Vector<Uint8> m_pendingUniformBytes;
};
} // namespace MobileGL::MG_State::GLState
@@ -40,25 +40,112 @@ namespace MobileGL {
Uint GetExternalIndex() const { return m_externalIndex; }
// glIsProgramPipeline's answer, and NOT the same question as "does this object
// exist" (GL 4.6 core 7.4: a GenProgramPipelines name "acquires program pipeline
// state only when first bound"). The object is materialized by any of the
// commands that take state from a reserved name - including the pure queries
// glGetProgramPipelineiv and glGetProgramPipelineInfoLog, which have to answer
// out of default state without ever making the name report as an object. So
// existence is map membership and this is a separate latch, exactly as
// TransformFeedbackObject::everBound is.
Bool GetEverBound() const { return m_everBound; }
void MarkEverBound() { m_everBound = true; }
// The stages a DRAW is built from: every stage but compute. GL 4.6 core 7.4
// makes the compute stage exclusive - a program object containing a compute
// shader may contain no other stage, and a pipeline's compute stage is
// dispatched on its own and never participates in a draw. So the compute stage
// is not merely irrelevant to the composite below, it must never enter it: a
// compute module handed to vkCreateGraphicsPipelines is a driver crash rather
// than an error return (Adreno 830 SIGSEGVs inside it).
static constexpr SizeT kGraphicsStageCount = static_cast<SizeT>(ShaderStage::Compute);
static_assert(static_cast<SizeT>(ShaderStage::Compute) + 1 ==
static_cast<SizeT>(ShaderStage::ShaderStageCount),
"ShaderStage must keep Compute last so the graphics stages are a prefix");
// A draw sees one program, but a pipeline holds one program per stage. The
// stages are composited into a single hidden program object, rebuilt whenever
// the stage set - or any stage program's own link - changes. The signature is
// what that "changes" means: a stage program's lifetime id pins the object and
// its backend state version pins the link generation.
using DrawProgramSignature =
Array<Uint64, static_cast<SizeT>(ShaderStage::ShaderStageCount) * 2>;
// GRAPHICS stages are composited into a single hidden program object, rebuilt
// whenever the stage set - or any stage program's own link - changes. The
// signature is what that "changes" means: a stage program's lifetime id pins the
// object and its LINK version pins the link generation. It covers exactly the
// stages the composite is built from, so attaching or relinking a compute stage
// never invalidates a perfectly good graphics composite - and the compute stage,
// having no composite of its own, can never collide with it.
//
// GetLinkVersion() and NOT GetBackendStateVersion(), which is what this used to
// key on. The backend state version moves on every glUniform1i to a sampler and
// every glUniformBlockBinding, so the "set a sampler unit, draw" loop that the
// SSO conformance cases run threw the composite away and REBUILT it on every
// single draw: a fresh ProgramObject, a full Link(true) settled synchronously
// (glslang + SPIR-V + spirv-opt), a full re-mirror, and a brand-new program
// identity that invalidated both backends' per-program registries and pipeline
// memos along the way. The composite's CONTENT depends on the link generations
// and nothing else, and m_linkVersion is bumped by exactly those
// (BumpLinkObservableVersions).
//
// The prerequisite that makes the narrowing legal: because the composite no
// longer rebuilds when per-program uniform STATE changes, every such change must
// reach it through the refresh below instead. Both do - sampler/image units via
// MirrorUniformValues, interface block bindings via MirrorBlockBindings - and
// the two setters that write them still bump the counters the REFRESH gate reads
// (see ComputeUniformMirrorVersions), which is a separate question from what
// this signature reads. They are the only two writers of m_backendStateVersion
// outside the link paths, so nothing else was ever riding on the rebuild.
using DrawProgramSignature = Array<Uint64, kGraphicsStageCount * 2>;
DrawProgramSignature ComputeDrawProgramSignature() const {
DrawProgramSignature signature{};
for (SizeT stage = 0; stage < static_cast<SizeT>(ShaderStage::ShaderStageCount); ++stage) {
for (SizeT stage = 0; stage < kGraphicsStageCount; ++stage) {
const auto& program = m_stagePrograms[stage];
if (!program) continue;
signature[stage * 2] = program->GetLifetimeId();
signature[stage * 2 + 1] = program->GetBackendStateVersion();
signature[stage * 2 + 1] = program->GetLinkVersion();
}
return signature;
}
// Per-program state is written to the STAGE programs - glUniform* addresses the
// pipeline's active program (GL 4.6 core 7.6.1), glProgramUniform* addresses a
// named one, and the two block-binding calls address a named one - while the
// draw reads the composite. Two different objects' state, so the composite is
// refreshed from its stage programs before each draw that needs it. These are
// the per-stage versions "needs it" is measured against. All zero after a
// rebuild, because a fresh composite holds only what its shaders declared and
// so needs a full refresh.
//
// backendStateVersion belongs HERE even though ComputeDrawProgramSignature no
// longer reads it, and that is the whole point of the split: a sampler-unit or
// uniform-block-binding write must still trip the MIRROR (it is now the only
// route those values have to the composite) while deliberately NOT tripping the
// rebuild. uboContentVersion covers ordinary uniform writes, and
// blockBindingVersion covers the storage-block setter, which moves neither of
// the other two.
using UniformMirrorVersions = Array<Uint64, kGraphicsStageCount * 2>;
UniformMirrorVersions ComputeUniformMirrorVersions() const {
UniformMirrorVersions versions{};
for (SizeT stage = 0; stage < kGraphicsStageCount; ++stage) {
const auto& program = m_stagePrograms[stage];
if (!program) continue;
versions[stage * 2] = (static_cast<Uint64>(program->GetBackendStateVersion()) << 32) |
static_cast<Uint64>(program->GetUBOContentVersion());
// Their own slot rather than folded into the pair above: the
// storage-block setter moves the block-binding version and NOTHING
// else, so a rebinding would otherwise be invisible to the refresh
// gate - and the write-set version is the only counter that moves for
// a write which ENLARGES the set without changing a byte (see
// ProgramObject::GetUniformWriteSetVersion), which is what decides
// which stage owns a shared name.
versions[stage * 2 + 1] = (static_cast<Uint64>(program->GetBlockBindingVersion()) << 32) |
static_cast<Uint64>(program->GetUniformWriteSetVersion());
}
return versions;
}
const UniformMirrorVersions& GetMirroredUniformVersions() const { return m_mirroredUniformVersions; }
void SetMirroredUniformVersions(const UniformMirrorVersions& versions) {
m_mirroredUniformVersions = versions;
}
const SharedPtr<ProgramObject>& GetCachedDrawProgram(const DrawProgramSignature& signature) const {
static const SharedPtr<ProgramObject> nullProgram = nullptr;
if (!m_drawProgram || m_drawProgramSignature != signature) return nullProgram;
@@ -67,6 +154,8 @@ namespace MobileGL {
void SetCachedDrawProgram(const DrawProgramSignature& signature, SharedPtr<ProgramObject> program) {
m_drawProgramSignature = signature;
m_drawProgram = Move(program);
// A rebuilt composite holds none of its stage programs' uniform values yet.
m_mirroredUniformVersions = {};
}
private:
@@ -74,9 +163,11 @@ namespace MobileGL {
SharedPtr<ProgramObject> m_activeProgram;
SharedPtr<ProgramObject> m_drawProgram;
DrawProgramSignature m_drawProgramSignature{};
UniformMirrorVersions m_mirroredUniformVersions{};
String m_infoLog;
const Uint m_externalIndex = 0;
Bool m_validateStatus = false;
Bool m_everBound = false;
};
} // namespace GLState
} // namespace MG_State
@@ -0,0 +1,318 @@
// MobileGL - MobileGL/MG_State/GLState/ProgramState/ProgramSpirvTask.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 "ProgramSpirvTask.h"
#include <MG_State/GLState/ProgramState/ShaderCompileTask.h> // GlslangThreadAllocatorGuard
#include <MG_Util/Async/ShaderCompilePool.h>
#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
#include <MG_Util/ShaderTranspiler/SpvcSession.h>
#include <MG_Util/ShaderTranspiler/Types.h>
#include <cstring>
namespace MobileGL::MG_State::GLState {
void ProgramSpirvTask::DeferLog(String line) { diagnostics.logLines.push_back(Move(line)); }
void ProgramSpirvTask::SubmitAfter(const SharedPtr<ProgramLinkTask>& phaseA) {
MOBILEGL_ASSERT(phaseA != nullptr, "ProgramSpirvTask::SubmitAfter: the phase-A node is missing");
m_phaseA = phaseA;
auto self = std::static_pointer_cast<ProgramSpirvTask>(shared_from_this());
// ONE dependency, so no counter and no guard slot: the whole race
// ProgramLinkTask::SubmitAfter's +1 exists to close (a dependency settling while the
// remaining edges are still being registered) cannot arise with a single edge.
//
// Runs inline, right here, if phase A is already terminal.
phaseA->OnTerminal([self, phaseA] {
// "Dependency did not complete, publish nothing" - the same collapse
// ProgramLinkTask::CompiledArtifacts() performs for an abandoned compile. Note
// this reads the HANDOFF, never phaseA->artifacts: the GL thread may already be
// moving those out (see the class comment).
if (!phaseA->IsComplete() || !phaseA->spirvHandoff.ready) {
self->Cancel();
return;
}
// A cancel that landed before phase A settled (relink, glDeleteProgram, teardown).
// Posting would only make a worker pick up a node that immediately falls out of
// Run() again.
if (self->IsCancellationRequested()) {
self->Cancel();
return;
}
// Non-throwing by construction, and it has to be: this is a JobNode continuation,
// so on the pool side it runs inside an Asio handler. Post() contains its own
// allocation failures, and the catch below CANCELS rather than swallowing - a
// phase B that is never posted is a GL thread blocked forever in
// EnsureSpirvJoined(), which is far worse than a program reported as not drawable.
try {
MG_Util::Async::ShaderCompilePool::Get().Post(self);
} catch (...) {
self->Cancel();
}
});
}
void ProgramSpirvTask::RunInlineAfter(const SharedPtr<ProgramLinkTask>& phaseA) {
MOBILEGL_ASSERT(phaseA != nullptr, "ProgramSpirvTask::RunInlineAfter: the phase-A node is missing");
MOBILEGL_ASSERT(phaseA->IsTerminal(),
"ProgramSpirvTask::RunInlineAfter: phase A has not settled; the inline path must run the "
"two bodies in order on the same thread");
m_phaseA = phaseA;
RunInline();
}
// Pure CPU work only, on a pool worker (or on the GL thread in the inline mode).
// Everything this reads is either owned by this node or published by a terminal phase A;
// everything it writes is `artifacts` (and diagnostics). Same prohibitions as
// ProgramLinkTask::RunBody - no GL/EGL call, no pActiveBackendObject read, no
// pGLContext->RecordError().
void ProgramSpirvTask::RunBody() {
// glslang leaves this worker's TLS pool allocator pointing at the last arena it
// touched; reset it on the way out so an unrelated later job cannot allocate out of a
// pool that has since been freed. Declared FIRST so it is destroyed LAST - the phase-A
// release below drops the TShaders (and their pools) and must happen inside it.
const GlslangThreadAllocatorGuard glslangGuard;
using namespace MG_Util::ShaderTranspiler;
// Drop phase A - and with it the TShaders, the TProgram reference and phase A's whole
// input snapshot - the moment this body is done, rather than at some later join. For a
// pack load that is the difference between W glslang arenas alive and all of them.
struct PhaseAReleaser {
SharedPtr<ProgramLinkTask>& node;
~PhaseAReleaser() { node.reset(); }
} const phaseAReleaser{m_phaseA};
if (!m_phaseA) return;
// Non-const: the TShaders are dropped below, the moment GlslangToSpv is finished with
// them. This is safe by ownership rather than by locking - phase A is terminal and
// therefore immutable to everyone else, the GL-thread join touches only `artifacts`
// and `diagnostics`, and this node is the sole reader of the handoff.
ProgramLinkTask::SpirvHandoff& handoff = m_phaseA->spirvHandoff;
const Uint externalIndex = m_phaseA->in.externalIndex;
if (!handoff.ready || !handoff.reflection.program) {
// Phase A did not reach its tail (it failed the link, or was cancelled mid-body).
// Publish nothing; spirvStatus stays false.
return;
}
MGLOG_D("ProgramObject %u: Starting SPIR-V generation", externalIndex);
GenerateSpirv(handoff, externalIndex);
// GlslangToSpv was the only consumer of the parsed ASTs; everything after this point
// works on the SPIR-V and on the TProgram's own self-contained reflection pool. Drop
// them here rather than at the end of the body, which is ~87% of this node's runtime
// earlier (spirv-opt plus routing).
//
// WHAT THIS ACTUALLY FREES, precisely - it is LESS than "the glslang arenas", and the
// difference matters for the peak-RSS story:
// * CAS-LOSER shaders (the re-parse in ShaderCompileTask::ClaimParsedShader, i.e.
// the 2nd..Nth link of a shared shader): freed here in full. The handoff is their
// ONLY owner.
// * CAS-WINNER shaders (the common case - one shader object linked into one
// program, which is every program of an Iris pack load): NOT freed here. The
// winner branch returns a COPY of ShaderCompileTask::artifacts.shader
// (ShaderCompileTask.cpp:320) and the node never releases its own reference, while
// phase A holds that node through in.shaders[i].compiled for its whole life - and
// phase A lives until PhaseAReleaser fires at the end of this body. So the
// refcount goes 2 -> 1 here and the arena dies where it would have died anyway.
//
// Making it free the winner's arena too means releasing whatever pins the TShader
// inside the compile node, and neither obvious route is safe as a drive-by: moving out
// of artifacts.shader at claim time races ShaderObject::GetCompiledShader() on the GL
// thread and breaks JobNode's "a terminal node is immutable" invariant, and dropping
// phase A's in.shaders[i].compiled reference only helps when nothing else holds the
// node (the adoption map is a WeakPtr index, so it would also change which nodes stay
// adoptable). Both belong in a change that can be reviewed against the consume-once
// and adoption semantics on their own terms.
handoff.shaders.clear();
MGLOG_D("ProgramObject %u: Building global-UBO routing tables", externalIndex);
BuildGlobalUboRouting(handoff, externalIndex);
MGLOG_D("ProgramObject %u: Binary generation finished (generatedSpirv size=%zu)", externalIndex,
artifacts.generatedSpirv.size());
}
void ProgramSpirvTask::GenerateSpirv(const ProgramLinkTask::SpirvHandoff& handoff, const Uint externalIndex) {
/* As we passed first stage compilation/linking,
* we'll assume all the operations here should
* pass. We may be able to employ some optimizations
* here without the burden of error reporting.
*/
using namespace MG_Util::ShaderTranspiler;
MGLOG_D("ProgramObject %u: GenerateSpirv - start", externalIndex);
// The shaders were parsed once, in the link-compatible (relaxed Vulkan-rules)
// configuration, and the handoff's program linked those parses - so it IS the program
// the backends consume. Generate SPIR-V straight from its intermediates, which the
// handoff's TShaders keep alive.
ProgramBinaryAttrib binaryAttrib{
.shaderTypes = handoff.shaderTypes,
.program = *handoff.reflection.program,
};
MGLOG_D("ProgramObject %u: GenerateSpirv - requesting SPIR-V binary from program", externalIndex);
auto binaryResult = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
if (!binaryResult) {
DeferLog(std::format("ProgramObject {}: GenerateSpirv - GetSpirvBinaryFromProgram failed", externalIndex));
MOBILEGL_ASSERT(binaryResult, "GetSpirvBinaryFromProgram failed");
return; // spirvStatus stays false: linked, but not drawable.
}
artifacts.generatedSpirv = Move(binaryResult.value());
MGLOG_D("ProgramObject %u: GenerateSpirv - generated %zu SPIR-V modules", externalIndex,
artifacts.generatedSpirv.size());
// Linked SPIR-V generated, sanitize and optimize it
Bool allOptimized = true;
{
for (auto& spv : artifacts.generatedSpirv) {
auto success = ShaderCompiler::SanitizeAndOptimizeBinary(spv, spv);
if (!success) {
// The one genuine phase-B failure mode: one of the seven optimizer passes
// reported failure, so `spv` is whatever the run left behind. A fordebug
// build trips the assert below; a release build used to hand that binary
// to the backend regardless. It no longer does - the program keeps its
// (truthful) LINK_STATUS and its whole query surface, and the routing
// tables below still give every settable uniform storage so glUniform*
// and glGetUniform* keep working, but spirvStatus stays false and the
// backends refuse to build or draw with it.
allOptimized = false;
DeferLog(std::format("ProgramObject {}: SanitizeAndOptimizeBinary failed; the program is linked "
"and queryable but not drawable",
externalIndex));
}
MOBILEGL_ASSERT(success, "SanitizeBinary failed");
}
}
artifacts.spirvStatus = allOptimized;
}
void ProgramSpirvTask::BuildGlobalUboRouting(const ProgramLinkTask::SpirvHandoff& handoff,
const Uint externalIndex) {
using namespace MG_Util::ShaderTranspiler;
// The phase-A reflection slice this pass keys off. Carried in the handoff rather than
// read off the phase-A node's artifacts, which the join has very likely already moved.
const ProgramObject::LinkArtifacts& reflection = handoff.reflection;
artifacts.uniformOffsets.clear();
artifacts.globalUboScratch.clear();
// kInvalidUniformOffset marks locations that end up without global-UBO backing
// (e.g. the optimizer eliminated every use of the uniform); the fallback pass
// below gives those locations tail storage so glUniform* always has a target.
artifacts.uniformOffsets.resize(reflection.maxUniformLocation + 1, ProgramObject::kInvalidUniformOffset);
for (SizeT i = 0; i < artifacts.generatedSpirv.size(); i++) {
auto& spv = artifacts.generatedSpirv[i];
auto shaderType = i < handoff.shaderTypes.size() ? handoff.shaderTypes[i] : GLenum{0};
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - parsing SPIR-V meta data for module %zu "
"(shaderType=%u, wordCount=%zu)",
externalIndex, i, shaderType, spv.size());
SpvcSession session(spv, SessionUsageBit::Reflection);
auto result = session.ParseMetaData();
if (result < 0) {
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - SpvcSession::ParseMetaData failed for module %zu, "
"err = %d%s",
externalIndex, i, result,
(result == SPVC_ERROR_INVALID_SPIRV ? ". Probably no global UBO?" : ""));
continue;
} else {
auto& meta = session.GetMetadata();
auto size = meta.globalUboSize;
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - SPIR-V meta: uboSize=%zu plainUniformCount=%zu "
"plainUniformOffsets=%zu",
externalIndex, meta.globalUboSize, meta.plainUniformMemberSizesInBytes.size(),
meta.plainUniformOffsetsInUBO.size());
if (size == 0) {
continue;
}
if (artifacts.globalUboScratch.size() < size) {
artifacts.globalUboScratch.resize(size);
}
for (const auto& [name, offset] : meta.plainUniformOffsetsInUBO) {
// SPIRV-Reflect leaf names never carry a "[0]" suffix; frontend
// reflection keys arrays as "arr[0]" (GL naming), so retry with the
// suffix before declaring the uniform unbacked.
auto locationIt = reflection.uniformLocations.find(name);
if (locationIt == reflection.uniformLocations.end()) {
locationIt = reflection.uniformLocations.find(name + "[0]");
}
if (locationIt == reflection.uniformLocations.end()) {
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - uniform '%s' offset=%u but not found in "
"uniformLocations",
externalIndex, name.c_str(), offset);
continue;
}
const Uint baseLocation = locationIt->second;
if (!ProgramObject::IsValidUniformLocation(reflection, static_cast<Int>(baseLocation))) {
continue;
}
const Int uniformIndex = reflection.uniformIndexInTProgram[baseLocation];
const GLint arraySize = ProgramObject::GetUniformArraySizeByTIndex(reflection, uniformIndex);
Uint arrayStride = 0;
const auto strideIt = meta.plainUniformArrayStridesInUBO.find(name);
if (strideIt != meta.plainUniformArrayStridesInUBO.end()) {
arrayStride = strideIt->second;
}
// Array uniforms span one location per element (see DoReflection);
// give each element its real byte offset inside the UBO.
const GLint elementCount = (arraySize > 1 && arrayStride == 0) ? 1 : std::max(arraySize, 1);
for (GLint element = 0; element < elementCount; ++element) {
const Uint location = baseLocation + static_cast<Uint>(element);
if (location > reflection.maxUniformLocation ||
reflection.uniformIndexInTProgram[location] != uniformIndex) {
break;
}
artifacts.uniformOffsets[location] = offset + static_cast<Uint>(element) * arrayStride;
}
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - uniform '%s' offset=%u stride=%u assigned "
"to locations %u..%u",
externalIndex, name.c_str(), offset, arrayStride, baseLocation,
baseLocation + static_cast<Uint>(elementCount) - 1);
}
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - finished parsing module %zu metadata",
externalIndex, i);
}
}
// Fallback pass: a linked program's active non-opaque uniforms must accept
// glUniform*/glGetUniform* even when the optimized SPIR-V no longer contains
// them (AggressiveDCE can remove a dead loop together with the only loads of a
// uniform -- or the entire global UBO, leaving the scratch unallocated). Hand
// such locations CPU-side storage at the (16-byte aligned) tail of the shadow
// buffer; backends bind at least the SPIR-V-declared UBO range, and the GPU
// never reads these bytes, so this only keeps the GL-visible state coherent.
for (Uint location = 0; location <= reflection.maxUniformLocation; ++location) {
if (artifacts.uniformOffsets[location] != ProgramObject::kInvalidUniformOffset) continue;
if (!ProgramObject::IsValidUniformLocation(reflection, static_cast<Int>(location))) continue;
const auto& uniform = reflection.program->getUniform(reflection.uniformIndexInTProgram[location]);
const glslang::TType* type = uniform.getType();
if (type != nullptr && type->isOpaque()) continue;
if (uniform.index >= 0 && uniform.index < reflection.program->getNumUniformBlocks() &&
std::strstr(reflection.program->getUniformBlock(uniform.index).name.c_str(),
MG_Util::ShaderTranspiler::GLOBAL_UBO_NAME) == nullptr) {
// Member of a named uniform block: not settable through glUniform*, so it
// needs no global-UBO shadow storage.
continue;
}
// std140-style slot: the matrix upload paths write column vectors at
// 16-byte strides, so a matrix slot must cover cols * 16 bytes.
SizeT slotSize = MG_Util::GetGLTypeSize(uniform.glDefineType);
if (type != nullptr && type->isMatrix()) {
slotSize = static_cast<SizeT>(type->getMatrixCols()) * 16u;
}
slotSize = (slotSize + 15u) & ~static_cast<SizeT>(15u);
const SizeT slotOffset = (artifacts.globalUboScratch.size() + 15u) & ~static_cast<SizeT>(15u);
artifacts.globalUboScratch.resize(slotOffset + slotSize, 0);
artifacts.uniformOffsets[location] = static_cast<Uint>(slotOffset);
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - uniform '%s' location %u has no UBO backing in the "
"generated SPIR-V (optimized out?); allocated %zu fallback bytes at scratch offset %zu",
externalIndex, uniform.name.c_str(), location, slotSize, slotOffset);
}
}
} // namespace MobileGL::MG_State::GLState
@@ -0,0 +1,77 @@
// MobileGL - MobileGL/MG_State/GLState/ProgramState/ProgramSpirvTask.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 <MG_State/GLState/ProgramState/ProgramLinkTask.h>
#include <MG_Util/Async/JobNode.h>
namespace MobileGL::MG_State::GLState {
// PHASE B of one glLinkProgram: GlslangToSpv, spirv-opt, and the SPIRV-Cross pass that
// builds the glUniform*-to-scratch routing tables. Chained behind exactly one
// ProgramLinkTask and joined by exactly five ProgramObject getters (GetGeneratedSpirv,
// GetUniformOffset, MapUBO, GetUBOData, GetUBOSize), so ~120 other getters and the whole
// GL query surface stay on the phase-A gate and answer without waiting for any of this.
//
// ---- what this node may read, and what it may not ----
// It holds the phase-A node by SharedPtr and reads `phaseA->spirvHandoff` plus
// `phaseA->in`. It must NEVER read `phaseA->artifacts` or `phaseA->diagnostics`: the GL
// thread MOVES the artifacts out of the node at the phase-A join and DRAINS the
// diagnostics there, and both of those can happen while this body runs. The handoff exists
// precisely so this node has a copy of everything it needs that the join does not touch.
// (The general JobNode rule - a terminal node is immutable, so its outputs need no further
// synchronization - covers everything except the two members the join consumes.)
//
// ---- lifetime ----
// The handoff owns the Vector<SharedPtr<glslang::TShader>>, and that is mandatory rather
// than tidy: glslang::TProgram stores raw TShader* and, for the one-shader-per-stage case,
// BORROWS each stage's TIntermediate from its TShader. GlslangToSpv reads exactly those
// intermediates. Before the split the shaders died when ProgramLinkTask::RunBody returned,
// which was safe only because nothing called getIntermediate() afterwards.
//
// ---- failure ----
// A cancel (relink, teardown, program destruction) or an optimizer failure publishes
// spirvStatus = false rather than a half-built program. GL cannot retract a LINK_STATUS it
// already reported true, so such a program stays linked and fully queryable; it is just
// not drawable, which the backends express through their existing link-status gates.
class ProgramSpirvTask final : public MG_Util::Async::JobNode {
public:
// ---- output: valid iff IsComplete(), immutable afterwards ----
// Moved (never copied) into the ProgramObject by EnsureSpirvJoined().
ProgramObject::SpirvArtifacts artifacts;
// Posts this job when `phaseA` goes terminal - and not one moment earlier, so the body
// never waits on anything (invariant I4: no job body may block on another job). A
// single dependency needs no counter, just the one continuation; it runs inline right
// here if `phaseA` is already terminal, which is the same case
// ProgramLinkTask::SubmitAfter already reasons about.
//
// GL thread only, and only after the caller has stored a SharedPtr to this node: the
// continuation takes shared_from_this().
void SubmitAfter(const SharedPtr<ProgramLinkTask>& phaseA);
// The async-off / glMaxShaderCompilerThreadsKHR(0) path: run the body on the calling
// thread, right now, against an ALREADY-TERMINAL phase A. Deliberately not routed
// through SubmitAfter, whose continuation would Post() to a pool that is merely
// unused rather than stopped - that would move the work off-thread in the one mode
// whose contract is "byte-identical to the synchronous implementation".
void RunInlineAfter(const SharedPtr<ProgramLinkTask>& phaseA);
private:
void RunBody() override;
void GenerateSpirv(const ProgramLinkTask::SpirvHandoff& handoff, Uint externalIndex);
void BuildGlobalUboRouting(const ProgramLinkTask::SpirvHandoff& handoff, Uint externalIndex);
// Worker-side MGLOG replacement, replayed by the join on the GL thread. Same reason as
// ProgramLinkTask::DeferLog.
void DeferLog(String line);
SharedPtr<ProgramLinkTask> m_phaseA;
};
} // namespace MobileGL::MG_State::GLState
@@ -111,9 +111,13 @@ namespace MobileGL::MG_State::GLState {
// that can grow, and a reallocation underneath this loop would be a use-after-free
// that only shows up on the one GL call that walks the whole table. The copy costs a
// refcount bump on a path a mode switch takes at most once.
// BOTH phases per program. This is the glMaxShaderCompilerThreadsKHR(0) path, whose
// contract is that nothing is outstanding when it returns - a program left with its
// SPIR-V job in flight would make the very next GL_COMPLETION_STATUS_KHR read GL_FALSE
// in a mode the extension says cannot have anything pending.
for (SizeT i = 0; i < m_programObjects.size(); ++i) {
const SharedPtr<ProgramObject> program = m_programObjects[i];
if (program) program->JoinLink();
if (program) program->JoinLinkAndSpirv();
}
for (SizeT i = 0; i < m_shaderObjects.size(); ++i) {
const SharedPtr<ShaderObject> shader = m_shaderObjects[i];
@@ -122,7 +126,7 @@ namespace MobileGL::MG_State::GLState {
// The currently-used program is reachable through m_programObjects unless
// glDeleteProgram already freed its slot while it stayed current. Nothing else holds
// a GL-visible name for it, but a draw would still join it, so settle it here too.
if (m_currentProgram) m_currentProgram->JoinLink();
if (m_currentProgram) m_currentProgram->JoinLinkAndSpirv();
}
void ProgramState::MarkShaderObjectForDeletion(Uint shader) {
@@ -70,9 +70,10 @@ namespace MobileGL::MG_State::GLState {
void ShaderCompileAdoptionMap::SweepIfCrowded() {
if (m_entries.size() < m_sweepThreshold) return;
// Collect first, erase after: FastSTL::unordered_map is open-addressed, so erasing
// through an iterator that the same loop is still advancing is not worth reasoning
// about on a path this cold.
// Collect first, erase after: the map is open-addressed and erases by shifting the
// rest of the probe cluster into the hole, so an erase moves entries other than the
// erased one. Copying the keys out sidesteps that entirely, and this path is cold
// enough that the extra vector is not worth reasoning about the alternative.
Vector<ShaderSourceKey> dead;
for (const auto& entry : m_entries) {
const SharedPtr<ShaderCompileTask> node = entry.second.lock();
@@ -88,12 +88,19 @@ namespace MobileGL::MG_State::GLState {
// another object, THIS object has not pulled its result yet. (An adopted node may
// already be terminal - the join then only replays what is left of its diagnostics.)
m_compileJoined = false;
// A new compile is a new story: whatever the optimistic getters promised about the
// previous node does not carry over.
m_optimisticAnswerLatched = false;
}
void ShaderObject::DropCompileNode() const {
if (!m_compiled) return;
m_compiled->ReleaseAdopter();
m_compiled.reset();
// No node means IsCompileComplete() is trivially true and the truthful answers are
// "not compiled"; a stale latch would keep reporting a compile that no longer
// exists as GL_TRUE.
m_optimisticAnswerLatched = false;
}
void ShaderObject::InvalidateCompiledState() {
@@ -116,8 +116,10 @@ namespace MobileGL {
Bool GetDeleteStatus() const { return m_deleteStatus; }
// Blocks until a pending compile has published its artifacts. Public for the
// sites that must join without reading anything - ProgramObject::Link's
// prologue, which needs every attached shader settled before it runs.
// sites that must join without reading anything - ProgramState::
// JoinAllPendingWork, the glMaxShaderCompilerThreadsKHR(0) path that settles
// every outstanding job. glLinkProgram deliberately does NOT come through
// here: its prologue takes the nodes unjoined via CompiledNodeForLink().
void JoinCompile() const { EnsureCompileJoined(); }
// True while this object holds the outcome (success OR failure) of a Compile()
@@ -141,6 +143,23 @@ namespace MobileGL {
// outstanding to wait for.
Bool IsCompileComplete() const { return m_compiled == nullptr || m_compiled->IsTerminal(); }
// MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS's one-story-per-compile memory. The
// three optimistic getter sites in GL_Program ask THIS instead of a raw
// IsCompileComplete() peek, and the difference is the latch: without it, a job
// that settles between two adjacent queries hands the application a torn pair -
// an empty info log from the optimistic read, then the real GL_FALSE from the
// truthful one - and an application that aborts on that status never reaches
// the link join that quotes the real log. So the first optimistic answer
// latches: until the next AdoptCompileNode/DropCompileNode this object keeps
// answering optimistically even after the job settles, and a real failure
// surfaces exactly once, at the link. Returns whether the caller should answer
// optimistically; the caller has already checked the quirk is active.
Bool TakeOptimisticCompileAnswer() const {
if (!m_optimisticAnswerLatched && IsCompileComplete()) return false;
m_optimisticAnswerLatched = true;
return true;
}
private:
// ---- The one and only join gate for compile output (P1 invariant I5) ----
// The fast path - no job, or a job whose result this object has already pulled -
@@ -231,6 +250,10 @@ namespace MobileGL {
// Exactly-once latch for the pull above. Armed with every new job node, set by
// the one join that consumes it.
mutable Bool m_compileJoined = false;
// TakeOptimisticCompileAnswer's memory: this object has answered a compile
// query optimistically for the current node. Cleared wherever the node
// changes hands (AdoptCompileNode) or goes away (DropCompileNode).
mutable Bool m_optimisticAnswerLatched = false;
};
} // namespace MG_State::GLState
} // namespace MobileGL
@@ -7,6 +7,7 @@
// End of Source File Header
#include "RenderState.h"
#include "MG_Util/Debug/Log.h"
#include "MG_Util/Types.h"
namespace MobileGL {
@@ -268,9 +269,14 @@ namespace MobileGL {
}
void RenderState::SetCapabilityIndexed(CapabilityInput cap, Uint index, Bool enabled) {
// Only for BlendState currently
// Only for BlendState currently. The GL entry points (glEnablei/glDisablei) already
// reject every non-GL_BLEND target with GL_INVALID_ENUM before reaching here, so this
// is a backstop - but it must stay a backstop: THROW_UNIMPL_EXCEPTION unwinds a C++
// exception through the C GL ABI and terminates the process.
if (cap != CapabilityInput::Blend) {
THROW_UNIMPL_EXCEPTION;
MGLOG_I("RenderState::SetCapabilityIndexed: indexed capability state exists only for "
"GL_BLEND (cap=%d, index=%u); ignoring",
static_cast<int>(cap), index);
return;
}
if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
@@ -284,9 +290,13 @@ namespace MobileGL {
}
Bool RenderState::IsCapabilityEnabledIndexed(CapabilityInput cap, Uint index) const {
// Only for BlendState currently
// Only for BlendState currently - same backstop reasoning as SetCapabilityIndexed:
// glIsEnabledi has already answered GL_INVALID_ENUM/GL_FALSE for anything else, and a
// query must never be able to terminate the process.
if (cap != CapabilityInput::Blend) {
THROW_UNIMPL_EXCEPTION;
MGLOG_I("RenderState::IsCapabilityEnabledIndexed: indexed capability state exists only "
"for GL_BLEND (cap=%d, index=%u); reporting disabled",
static_cast<int>(cap), index);
return false;
}
if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
@@ -29,6 +29,8 @@ namespace MobileGL::MG_State::GLState {
attr.Normalized = false;
attr.Stride = 0;
attr.Offset = 0;
attr.LegacyStride = 0;
attr.LegacyPointer = 0;
attr.Buffer = nullptr;
BumpAttributeFormatVersion(index);
@@ -61,10 +63,19 @@ namespace MobileGL::MG_State::GLState {
void VertexArrayObject::SetAttributeFormat(Uint index, int size, DataType type, Bool normalized, int stride,
SizeT offset, Bool isInteger, Bool isBgra) {
if (index >= MAX_VERTEX_ATTRIBS) return;
if (size < 1 || size > 4) {
return;
}
// The classic pointer-style API takes back full ownership of the resolved fields.
m_attributeUsesBindingModel[index] = false;
// The legacy query shadows: written here and nowhere else, so a later binding-model
// mutation cannot leak into VERTEX_ATTRIB_ARRAY_STRIDE / _POINTER. They are pure
// query state, so they carry no version bump of their own.
m_attributes[index].LegacyStride = stride;
m_attributes[index].LegacyPointer = offset;
if (m_attributes[index].Size == size && m_attributes[index].Type == type &&
m_attributes[index].Normalized == normalized && m_attributes[index].Stride == stride &&
m_attributes[index].Offset == offset && m_attributes[index].IsInteger == isInteger &&
@@ -72,10 +83,6 @@ namespace MobileGL::MG_State::GLState {
return;
}
if (size < 1 || size > 4) {
return;
}
auto& attr = m_attributes[index];
attr.Size = size;
attr.Type = type;
@@ -111,6 +118,12 @@ namespace MobileGL::MG_State::GLState {
binding.Offset = offset;
binding.Stride = effectiveStride;
binding.Divisor = m_attributes[index].Divisor;
// Other attributes may already be pointed at this binding point through
// glVertexAttribBinding; they see the new buffer/offset/stride too (basic-state3
// checks exactly that after a glVertexAttribPointer). They are not adopted into the
// binding model here - only the ones already in it re-resolve.
ResolveAttributesForBinding(index, /*adopt: */ false);
}
void VertexArrayObject::BindAttributeBuffer(Uint index, const SharedPtr<BufferObject>& buffer) {
@@ -147,10 +160,24 @@ namespace MobileGL::MG_State::GLState {
void VertexArrayObject::SetAttributeDivisor(Uint index, Uint divisor) {
if (index >= MAX_VERTEX_ATTRIBS) return;
// glVertexAttribDivisor is VertexBindingDivisor on the attribute's own binding point
// (GL 4.6 core 10.3.2), so the binding-point view has to follow the resolved attribute.
if (index < MAX_VERTEX_ATTRIB_BINDINGS && m_attributeBindingIndex[index] == index) {
// GL 4.6 core 10.3.2 defines VertexAttribDivisor(i, d) as
// VertexAttribBinding(i, i); VertexBindingDivisor(i, d)
// - the binding is RE-POINTED at i, it is not merely written through when it already
// happens to be i. Guarding the write on "binding == index" (which is what this did)
// left an attribute that glVertexAttribBinding had moved elsewhere pointing at the old
// binding, so the next resolve restored that binding's divisor and the new one was
// lost (KHR-GL4x.vertex_attrib_binding.basic-state4).
//
// What is deliberately NOT copied from VertexAttribBinding is the adoption into the
// binding model: an attribute configured the classic way keeps its pointer-resolved
// stride/offset, exactly as before. The binding point mirrors that state already
// (MirrorPointerIntoBinding), so nothing observable differs - and adopting it here
// would silently swap the raw pointer stride for the effective one under every
// application that calls glVertexAttribDivisor after glVertexAttribPointer.
if (index < MAX_VERTEX_ATTRIB_BINDINGS) {
m_attributeBindingIndex[index] = index;
m_bindingPoints[index].Divisor = divisor;
ResolveAttributesForBinding(index, /*adopt: */ false);
}
if (m_attributes[index].Divisor == divisor) return;
m_attributes[index].Divisor = divisor;
@@ -164,7 +191,6 @@ namespace MobileGL::MG_State::GLState {
void VertexArrayObject::ResolveAttributeFromBinding(Uint attribIndex) {
if (attribIndex >= MAX_VERTEX_ATTRIBS) return;
if (!m_attributeUsesBindingModel[attribIndex]) return;
const Uint bindingIndex = m_attributeBindingIndex[attribIndex];
if (bindingIndex >= MAX_VERTEX_ATTRIB_BINDINGS) return;
@@ -172,11 +198,24 @@ namespace MobileGL::MG_State::GLState {
auto& attr = m_attributes[attribIndex];
// VERTEX_ATTRIB_ARRAY_DIVISOR is not independent per-attribute state: it IS the divisor
// of the binding point the attribute is attached to (GL 4.6 core 10.3.2), whichever API
// configured the attribute. glVertexBindingDivisor therefore has to reach a classic
// pointer-configured attribute as well - basic-state4 alternates the two spellings on
// the same attribute and expects each to win in turn.
if (attr.Divisor != binding.Divisor) {
attr.Divisor = binding.Divisor;
BumpAttributeFormatVersion(attribIndex);
}
// Everything else stays owned by whichever API configured the attribute: a classic
// glVertexAttrib*Pointer attribute keeps its pointer-resolved stride and offset.
if (!m_attributeUsesBindingModel[attribIndex]) return;
const SizeT resolvedOffset = binding.Offset + m_attributeRelativeOffset[attribIndex];
if (attr.Stride != binding.Stride || attr.Offset != resolvedOffset || attr.Divisor != binding.Divisor) {
if (attr.Stride != binding.Stride || attr.Offset != resolvedOffset) {
attr.Stride = binding.Stride;
attr.Offset = resolvedOffset;
attr.Divisor = binding.Divisor;
BumpAttributeFormatVersion(attribIndex);
}
@@ -186,6 +225,14 @@ namespace MobileGL::MG_State::GLState {
}
}
void VertexArrayObject::ResolveAttributesForBinding(Uint bindingIndex, Bool adopt) {
for (Uint attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; ++attribIndex) {
if (m_attributeBindingIndex[attribIndex] != bindingIndex) continue;
if (adopt) m_attributeUsesBindingModel[attribIndex] = true;
ResolveAttributeFromBinding(attribIndex);
}
}
void VertexArrayObject::SetBindingBuffer(Uint bindingIndex, const SharedPtr<BufferObject>& buffer, SizeT offset,
int stride) {
if (bindingIndex >= MAX_VERTEX_ATTRIB_BINDINGS) return;
@@ -195,15 +242,10 @@ namespace MobileGL::MG_State::GLState {
binding.Offset = offset;
binding.Stride = stride;
for (Uint attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; ++attribIndex) {
if (m_attributeBindingIndex[attribIndex] == bindingIndex) {
// Binding a vertex buffer to a binding point adopts every attribute currently
// mapped to that binding point into the binding model (the default mapping is
// attribute i -> binding i, which matches the GL 4.3 rules for state mixing).
m_attributeUsesBindingModel[attribIndex] = true;
ResolveAttributeFromBinding(attribIndex);
}
}
// Binding a vertex buffer to a binding point adopts every attribute currently mapped to
// that binding point into the binding model (the default mapping is attribute i ->
// binding i, which matches the GL 4.3 rules for state mixing).
ResolveAttributesForBinding(bindingIndex, /*adopt: */ true);
}
void VertexArrayObject::SetBindingDivisor(Uint bindingIndex, Uint divisor) {
@@ -211,11 +253,7 @@ namespace MobileGL::MG_State::GLState {
m_bindingPoints[bindingIndex].Divisor = divisor;
for (Uint attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; ++attribIndex) {
if (m_attributeBindingIndex[attribIndex] == bindingIndex && m_attributeUsesBindingModel[attribIndex]) {
ResolveAttributeFromBinding(attribIndex);
}
}
ResolveAttributesForBinding(bindingIndex, /*adopt: */ false);
}
void VertexArrayObject::SetAttributeBinding(Uint attribIndex, Uint bindingIndex) {
@@ -32,6 +32,16 @@ namespace MobileGL {
Bool IsBgra = false;
Uint Divisor = 0;
SharedPtr<BufferObject> Buffer;
// GL 4.6 core table 23.3: VERTEX_ATTRIB_ARRAY_STRIDE and _POINTER are the
// arguments of the last glVertexAttrib*Pointer call on this attribute,
// reported verbatim, and NOTHING else writes them - not glVertexAttribFormat,
// not glBindVertexBuffer. Stride/Offset above are the *resolved* draw inputs
// and the binding model does overwrite those, so the two views have to be
// stored apart or the binding-model sequence reports a legacy state it never
// set (KHR-GL4x.vertex_attrib_binding.basic-state3).
int LegacyStride = 0;
SizeT LegacyPointer = 0;
};
// ARB_vertex_attrib_binding separate binding point. Attributes configured through the
@@ -40,7 +50,8 @@ namespace MobileGL {
struct VertexBufferBindingPoint {
SharedPtr<BufferObject> Buffer;
SizeT Offset = 0;
int Stride = 0;
// GL 4.6 core table 23.4: the initial VERTEX_BINDING_STRIDE is 16, not 0.
int Stride = 16;
Uint Divisor = 0;
};
@@ -185,6 +196,10 @@ namespace MobileGL {
void BumpAttributeBufferVersion(Uint index);
void BumpAttributeSwitchVersion(Uint index);
void ResolveAttributeFromBinding(Uint attribIndex);
// Re-resolve every attribute currently pointed at `bindingIndex`. `adopt` turns
// the ones that are not in the binding model yet into binding-model attributes
// first (what glBindVertexBuffer does, GL 4.3 rules for state mixing).
void ResolveAttributesForBinding(Uint bindingIndex, Bool adopt);
// The default mapping is attribute i -> binding point i. Keep it an iota over
// MAX_VERTEX_ATTRIBS rather than a literal list: a literal list silently leaves the
@@ -0,0 +1,20 @@
cmake_minimum_required(VERSION 3.14)
add_executable(
EsslShaderPassTest
EsslShaderPassTest.cpp
)
target_include_directories(EsslShaderPassTest PRIVATE
${MGL_ROOT}/include
${MGL_ROOT}/MobileGL
)
target_link_libraries(
EsslShaderPassTest PRIVATE
GTest::gtest_main
${LINK_LIBRARIES}
)
include(GoogleTest)
gtest_discover_tests(EsslShaderPassTest DISCOVERY_TIMEOUT 30 PROPERTIES LABELS unit)
@@ -0,0 +1,369 @@
// MobileGL - MobileGL/MG_Test/Backend/DirectGLES/EsslShaderPassTest.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
//
// The post-transpile textual passes the DirectGLES ("Espryt") backend runs over the ESSL
// SPIRV-Cross hands it (MG_Backend/DirectGLES/Utils.cpp). No GL context and no driver: the
// passes are pure String -> String, so the shapes they have to survive can be pinned here
// instead of only on a device.
#include <gtest/gtest.h>
#include <MG_Backend/DirectGLES/Utils.h>
using namespace MobileGL;
using MobileGL::MG_Backend::DirectGLES::PrgramImpl::IMAGE_WRITE_ALIAS_PREFIX;
using MobileGL::MG_Backend::DirectGLES::PrgramImpl::RemoveLayoutBinding;
using MobileGL::MG_Backend::DirectGLES::PrgramImpl::SplitReadWriteImageUniforms;
namespace {
Bool Contains(const String& haystack, const String& needle) {
return haystack.find(needle) != String::npos;
}
SizeT CountOf(const String& haystack, const String& needle) {
SizeT count = 0;
for (SizeT pos = haystack.find(needle); pos != String::npos; pos = haystack.find(needle, pos + 1)) {
++count;
}
return count;
}
String WriteAlias(const String& name) { return String(IMAGE_WRITE_ALIAS_PREFIX) + name; }
} // namespace
// The bug the pass exists for. SPIRV-Cross speculatively marks every storage image
// NonWritable+NonReadable, then clears NonReadable at the OpImageRead and NonWritable at the
// OpImageWrite, so an image the shader both reads and writes comes out carrying NEITHER
// `readonly` nor `writeonly` - which ESSL rejects for any format other than r32f/r32i/r32ui
// (GLSL ES 3.20 4.10). The device compile then fails and the draw silently binds program 0.
TEST(SplitReadWriteImageUniformsTest, ReadWriteImageIsSplitIntoAnAliasingPair) {
const String source = R"(#version 320 es
layout(binding = 2, rgba8) uniform highp image2D goku;
layout(location = 0) out highp vec4 mg_FragColor;
void main()
{
highp vec4 loaded = imageLoad(goku, ivec2(gl_FragCoord.xy));
imageStore(goku, ivec2(gl_FragCoord.xy), loaded + vec4(0.25));
mg_FragColor = loaded;
}
)";
const String out = SplitReadWriteImageUniforms(source);
// Both halves: same binding, same format, same type - which is what makes two image
// variables on one image unit legal.
EXPECT_TRUE(Contains(out, "layout(binding = 2, rgba8) uniform readonly highp image2D goku;"));
EXPECT_TRUE(Contains(out, "layout(binding = 2, rgba8) uniform writeonly highp image2D " + WriteAlias("goku") + ";"));
// The load keeps the original name, the store moves to the writeonly half.
EXPECT_TRUE(Contains(out, "imageLoad(goku,"));
EXPECT_TRUE(Contains(out, "imageStore(" + WriteAlias("goku") + ","));
EXPECT_FALSE(Contains(out, "imageStore(goku,"));
}
// The split has to survive RemoveLayoutBinding, which runs straight after it: an ES image
// unit cannot be assigned through the API, so the layout qualifier is the only binding
// mechanism and both halves must still carry theirs afterwards.
TEST(SplitReadWriteImageUniformsTest, BothHalvesKeepTheirBindingThroughRemoveLayoutBinding) {
const String source = R"(#version 320 es
layout(binding = 5, rgba8) uniform highp image2D goku;
void main()
{
imageStore(goku, ivec2(0), imageLoad(goku, ivec2(0)));
}
)";
const String out = RemoveLayoutBinding(SplitReadWriteImageUniforms(source));
EXPECT_EQ(CountOf(out, "binding = 5"), 2u);
}
// Cheap hardening: the pass does not depend on SPIRV-Cross getting the read-only case right,
// and a shader that only reads must not pay for a second uniform.
TEST(SplitReadWriteImageUniformsTest, ReadOnlyImageGetsReadonlyAndIsNotSplit) {
const String source = R"(#version 320 es
layout(binding = 1, rgba16f) uniform highp image2DArray trunks;
layout(location = 0) out highp vec4 mg_FragColor;
void main()
{
mg_FragColor = imageLoad(trunks, ivec3(0));
}
)";
const String out = SplitReadWriteImageUniforms(source);
EXPECT_TRUE(Contains(out, "layout(binding = 1, rgba16f) uniform readonly highp image2DArray trunks;"));
EXPECT_FALSE(Contains(out, "writeonly"));
EXPECT_FALSE(Contains(out, IMAGE_WRITE_ALIAS_PREFIX));
EXPECT_EQ(CountOf(out, "image2DArray"), 1u);
}
TEST(SplitReadWriteImageUniformsTest, WriteOnlyImageGetsWriteonlyAndIsNotSplit) {
const String source = R"(#version 320 es
layout(binding = 3, rgba8) uniform highp image2D gohan;
void main()
{
imageStore(gohan, ivec2(0), vec4(1.0));
}
)";
const String out = SplitReadWriteImageUniforms(source);
EXPECT_TRUE(Contains(out, "layout(binding = 3, rgba8) uniform writeonly highp image2D gohan;"));
EXPECT_FALSE(Contains(out, "readonly"));
EXPECT_FALSE(Contains(out, IMAGE_WRITE_ALIAS_PREFIX));
}
// r32f / r32i / r32ui are exactly the formats GLSL ES 3.20 4.10 exempts from the rule, so a
// read+write image in one of them is already legal and must not be doubled.
TEST(SplitReadWriteImageUniformsTest, ExemptFormatsAreLeftCompletelyAlone) {
for (const char* format : {"r32f", "r32i", "r32ui"}) {
const String type = String(format) == "r32f" ? "image2D" : (String(format) == "r32i" ? "iimage2D" : "uimage2D");
const String source = "#version 320 es\nlayout(binding = 4, " + String(format) + ") uniform highp " + type +
" vegeta;\nvoid main()\n{\n imageStore(vegeta, ivec2(0), imageLoad(vegeta, "
"ivec2(0)));\n}\n";
EXPECT_EQ(SplitReadWriteImageUniforms(source), source) << "format " << format;
}
}
// A declaration SPIRV-Cross already qualified is none of this pass's business.
TEST(SplitReadWriteImageUniformsTest, AlreadyQualifiedDeclarationsAreUntouched) {
const String source = R"(#version 320 es
layout(binding = 0, rgba8) uniform readonly highp image2D reader;
layout(binding = 1, rgba8) uniform writeonly highp image2D writer;
void main()
{
imageStore(writer, ivec2(0), imageLoad(reader, ivec2(0)));
}
)";
EXPECT_EQ(SplitReadWriteImageUniforms(source), source);
}
// The binding of an image array is the array's base; splitting must keep the array on both
// halves (dropping the subscript would silently turn 3 units into 1).
TEST(SplitReadWriteImageUniformsTest, ImageArraySplitsAndKeepsItsArraySize) {
const String source = R"(#version 320 es
layout(binding = 6, rgba8) uniform highp image2D gohan[3];
void main()
{
imageStore(gohan[1], ivec2(0), imageLoad(gohan[2], ivec2(0)));
}
)";
const String out = SplitReadWriteImageUniforms(source);
EXPECT_TRUE(Contains(out, "layout(binding = 6, rgba8) uniform readonly highp image2D gohan[3];"));
EXPECT_TRUE(Contains(out,
"layout(binding = 6, rgba8) uniform writeonly highp image2D " + WriteAlias("gohan") + "[3];"));
EXPECT_TRUE(Contains(out, "imageStore(" + WriteAlias("gohan") + "[1],"));
EXPECT_TRUE(Contains(out, "imageLoad(gohan[2],"));
}
// The rewrite is by identifier, not by substring: "goku" must not reach into "goku_hd", and
// the two images have to be classified independently.
TEST(SplitReadWriteImageUniformsTest, ANameThatIsAPrefixOfAnotherIsNotClobbered) {
const String source = R"(#version 320 es
layout(binding = 1, rgba8) uniform highp image2D goku;
layout(binding = 2, rgba8) uniform highp image2D goku_hd;
void main()
{
highp vec4 loaded = imageLoad(goku, ivec2(0));
imageStore(goku, ivec2(0), loaded);
imageStore(goku_hd, ivec2(0), loaded);
}
)";
const String out = SplitReadWriteImageUniforms(source);
// goku is read+write -> split; goku_hd is write-only -> qualified in place, not split.
EXPECT_TRUE(Contains(out, "layout(binding = 1, rgba8) uniform readonly highp image2D goku;"));
EXPECT_TRUE(Contains(out, "layout(binding = 1, rgba8) uniform writeonly highp image2D " + WriteAlias("goku") + ";"));
EXPECT_TRUE(Contains(out, "layout(binding = 2, rgba8) uniform writeonly highp image2D goku_hd;"));
EXPECT_TRUE(Contains(out, "imageStore(goku_hd,"));
EXPECT_FALSE(Contains(out, WriteAlias("goku") + "_hd"));
EXPECT_FALSE(Contains(out, WriteAlias("goku_hd")));
}
// Other qualifiers belong to both halves, and the memory qualifier goes where SPIRV-Cross
// puts it (right after `uniform`) so the image-rebinding regex in Managers.cpp still matches.
TEST(SplitReadWriteImageUniformsTest, ExistingQualifiersAreCarriedOntoBothHalves) {
const String source = R"(#version 320 es
layout(binding = 2, rgba8) uniform coherent restrict highp image2D goku;
void main()
{
imageStore(goku, ivec2(0), imageLoad(goku, ivec2(0)));
}
)";
const String out = SplitReadWriteImageUniforms(source);
EXPECT_TRUE(Contains(out, "uniform readonly coherent restrict highp image2D goku;"));
EXPECT_TRUE(
Contains(out, "uniform writeonly coherent restrict highp image2D " + WriteAlias("goku") + ";"));
}
// imageSize reads no texels and writes none, so it decides nothing; readonly is what keeps
// such a declaration legal.
TEST(SplitReadWriteImageUniformsTest, ImageSizeAloneDoesNotCountAsALoadOrAStore) {
const String source = R"(#version 320 es
layout(binding = 8, rgba8ui) uniform highp uimage2D sizeOnly;
layout(location = 0) out highp vec4 mg_FragColor;
void main()
{
mg_FragColor = vec4(float(imageSize(sizeOnly).x));
}
)";
const String out = SplitReadWriteImageUniforms(source);
EXPECT_TRUE(Contains(out, "layout(binding = 8, rgba8ui) uniform readonly highp uimage2D sizeOnly;"));
EXPECT_FALSE(Contains(out, IMAGE_WRITE_ALIAS_PREFIX));
}
// The alias must not land on an identifier the shader already uses.
TEST(SplitReadWriteImageUniformsTest, AliasNameAvoidsAnExistingIdentifier) {
const String source = R"(#version 320 es
layout(binding = 6, rgba8) uniform highp image2D taken;
highp vec4 mg_imageWrite_taken;
void main()
{
imageStore(taken, ivec2(0), imageLoad(taken, ivec2(0)) + mg_imageWrite_taken);
}
)";
const String out = SplitReadWriteImageUniforms(source);
EXPECT_FALSE(Contains(out, "image2D " + WriteAlias("taken") + ";"));
EXPECT_TRUE(Contains(out, "image2D " + WriteAlias("taken") + "X;"));
EXPECT_TRUE(Contains(out, "imageStore(" + WriteAlias("taken") + "X,"));
EXPECT_TRUE(Contains(out, "+ mg_imageWrite_taken)"));
}
// A use the pass cannot account for (here: the image handed to a user function) means it
// cannot know every store site, so it declines rather than emitting a half-rewritten shader.
TEST(SplitReadWriteImageUniformsTest, AnUnrecognizedUseLeavesTheDeclarationAlone) {
const String source = R"(#version 320 es
layout(binding = 2, rgba8) uniform highp image2D passed;
highp vec4 helper(highp image2D img) { return imageLoad(img, ivec2(0)); }
void main()
{
imageStore(passed, ivec2(0), helper(passed));
}
)";
EXPECT_EQ(SplitReadWriteImageUniforms(source), source);
}
TEST(SplitReadWriteImageUniformsTest, ShaderWithoutImagesIsReturnedUnchanged) {
const String source = R"(#version 320 es
layout(binding = 0) uniform highp sampler2D goku;
layout(location = 0) out highp vec4 mg_FragColor;
void main()
{
mg_FragColor = texture(goku, vec2(0.5));
}
)";
EXPECT_EQ(SplitReadWriteImageUniforms(source), source);
}
// ---------------------------------------------------------------------------------------
// RetargetTextureBufferExtension
//
// Buffer textures are core in the OpenGL 3.1+ context MobileGL advertises, but in ES they
// only became core in 3.2; below that they need EXT_texture_buffer or OES_texture_buffer.
// SPIRV-Cross hardcodes the EXT spelling for every Dim=Buffer image it emits below ESSL 320
// and offers no way to ask for the other one, so on a driver that advertises only the OES
// name the `: require` is a hard compile error over a single token.
// ---------------------------------------------------------------------------------------
using Tier = MobileGL::MG_External::GLESCapabilities::TextureBufferTier;
using MobileGL::MG_Backend::DirectGLES::PrgramImpl::RetargetTextureBufferExtension;
namespace {
// What SPIRV-Cross actually emits for `uniform isamplerBuffer CloudFaces;` at ESSL 310 -
// the shape that empties Minecraft 26.3's cloud layer on a driver without the extension.
const String kBufferTextureShader = R"(#version 310 es
#extension GL_EXT_texture_buffer : require
precision highp float;
uniform highp isamplerBuffer CloudFaces;
layout(location = 0) out highp vec4 mg_FragColor;
void main()
{
mg_FragColor = vec4(texelFetch(CloudFaces, gl_VertexID).r);
}
)";
} // namespace
TEST(RetargetTextureBufferExtensionTest, OesOnlyDriverGetsTheOesDirective) {
const String out = RetargetTextureBufferExtension(kBufferTextureShader, Tier::ExtensionOES);
EXPECT_TRUE(Contains(out, "#extension GL_OES_texture_buffer : require"))
<< "the OES driver's own spelling must reach the directive:\n" << out;
EXPECT_FALSE(Contains(out, "GL_EXT_texture_buffer"))
<< "the EXT spelling this driver does not advertise must be gone:\n" << out;
// Only the directive changes; the declaration and the fetch are identical between the two
// extensions and must not be touched.
EXPECT_TRUE(Contains(out, "uniform highp isamplerBuffer CloudFaces;"));
EXPECT_TRUE(Contains(out, "texelFetch(CloudFaces, gl_VertexID)"));
}
TEST(RetargetTextureBufferExtensionTest, ExtDriverKeepsWhatSpirvCrossEmitted) {
EXPECT_EQ(RetargetTextureBufferExtension(kBufferTextureShader, Tier::ExtensionEXT),
kBufferTextureShader);
}
// ES 3.2 needs no directive at all, and SPIRV-Cross emits none at ESSL 320 - but a shader
// that arrived with one anyway must not be rewritten to a name the pass was not asked for.
TEST(RetargetTextureBufferExtensionTest, CoreAndUnsupportedTiersAreNoOps) {
EXPECT_EQ(RetargetTextureBufferExtension(kBufferTextureShader, Tier::CoreEs32),
kBufferTextureShader);
EXPECT_EQ(RetargetTextureBufferExtension(kBufferTextureShader, Tier::None),
kBufferTextureShader);
}
// The name is only the subject of a rewrite where it is the subject of an #extension
// directive. A shader that merely mentions it - in a comment SPIRV-Cross carried through, or
// in an identifier - is not an extension request and must come out byte-identical.
TEST(RetargetTextureBufferExtensionTest, OnlyExtensionDirectivesAreRewritten) {
const String source = R"(#version 310 es
// GL_EXT_texture_buffer is what this shader would need
precision highp float;
uniform highp float GL_EXT_texture_buffer_lookalike;
layout(location = 0) out highp vec4 mg_FragColor;
void main()
{
mg_FragColor = vec4(GL_EXT_texture_buffer_lookalike);
}
)";
EXPECT_EQ(RetargetTextureBufferExtension(source, Tier::ExtensionOES), source);
}
// The dangerous collision, and the one the directive check alone does NOT catch:
// GL_EXT_texture_buffer is a strict prefix of GL_EXT_texture_buffer_object, a different and
// real extension that SPIRV-Cross emits from the same Dim=Buffer branch on its legacy-desktop
// path. Rewriting it would turn a valid request into one for a GL_OES_texture_buffer_object
// that does not exist. Only an identifier-boundary check saves this, so it gets its own test
// with the lookalike on a genuine #extension line.
TEST(RetargetTextureBufferExtensionTest, ALongerExtensionSharingThePrefixIsNotRewritten) {
const String source = R"(#version 310 es
#extension GL_EXT_texture_buffer_object : require
precision highp float;
void main() {}
)";
EXPECT_EQ(RetargetTextureBufferExtension(source, Tier::ExtensionOES), source);
// And when both appear, exactly the exact-match one moves.
const String mixed = R"(#version 310 es
#extension GL_EXT_texture_buffer_object : require
#extension GL_EXT_texture_buffer : require
precision highp float;
void main() {}
)";
const String out = RetargetTextureBufferExtension(mixed, Tier::ExtensionOES);
EXPECT_TRUE(Contains(out, "#extension GL_EXT_texture_buffer_object : require")) << out;
EXPECT_TRUE(Contains(out, "#extension GL_OES_texture_buffer : require")) << out;
EXPECT_EQ(CountOf(out, "GL_OES_texture_buffer_object"), 0u) << out;
}
// Whitespace between '#' and the keyword is legal in GLSL, and a shader carrying several
// extension directives must have exactly the one retargeted.
TEST(RetargetTextureBufferExtensionTest, SpacedDirectiveIsRewrittenAndNeighboursAreLeftAlone) {
const String source = R"(#version 310 es
# extension GL_EXT_texture_buffer : require
#extension GL_EXT_shader_io_blocks : require
precision highp float;
void main() {}
)";
const String out = RetargetTextureBufferExtension(source, Tier::ExtensionOES);
EXPECT_TRUE(Contains(out, "# extension GL_OES_texture_buffer : require")) << out;
EXPECT_TRUE(Contains(out, "#extension GL_EXT_shader_io_blocks : require"))
<< "an unrelated extension must survive untouched:\n" << out;
EXPECT_EQ(CountOf(out, "GL_OES_texture_buffer"), 1u);
}
@@ -52,6 +52,19 @@ namespace {
GLfloat maxTextureMaxAnisotropy = 16.0f;
bool maxTextureMaxAnisotropyQueried = false;
// Buffer textures. GL_MAX_TEXTURE_BUFFER_SIZE is only a legal pname once they exist, so
// asking on a driver without them raises GL_INVALID_ENUM - the same shape as the
// anisotropy probe above. The three entry-point knobs are separate because the
// unsuffixed name is the ES 3.2 CORE spelling while an EXT/OES driver exports the
// suffixed one: a resolver that only looks for the core name declares every extension
// driver unsupported, which is exactly the bug these knobs exist to pin.
GLint maxTextureBufferSize = 131072;
bool maxTextureBufferSizeQueried = false;
bool textureBufferSizeQueryRaisesError = false;
bool hasCoreTexBufferEntryPoint = true;
bool hasExtTexBufferEntryPoint = false;
bool hasOesTexBufferEntryPoint = false;
GLuint nextBufferId = 1;
GLuint nextShaderId = 1;
GLuint nextProgramId = 1;
@@ -121,6 +134,14 @@ namespace {
*data = g_fake.fragmentInterpolationOffsetBits;
}
break;
case GL_MAX_TEXTURE_BUFFER_SIZE:
g_fake.maxTextureBufferSizeQueried = true;
if (g_fake.textureBufferSizeQueryRaisesError) {
g_fake.pendingError = GL_INVALID_ENUM;
} else {
*data = g_fake.maxTextureBufferSize;
}
break;
// FillInGLESCapabilities reads the context version before running the
// baseInstance probe, which requires ES >= 3.1.
case GL_MAJOR_VERSION:
@@ -332,6 +353,21 @@ namespace {
funcs.glDisable = [](GLenum) {};
funcs.glMemoryBarrier = [](GLbitfield) {};
// Buffer-texture entry points, each present only when its knob says so. A real loader
// resolves the suffixed names only on a driver whose support is that extension.
funcs.glTexBuffer = g_fake.hasCoreTexBufferEntryPoint
? static_cast<MobileGL::MG_External::GLES::glTexBuffer_PTR>(
[](GLenum, GLenum, GLuint) {})
: nullptr;
funcs.glTexBufferEXT = g_fake.hasExtTexBufferEntryPoint
? static_cast<MobileGL::MG_External::GLES::glTexBufferEXT_PTR>(
[](GLenum, GLenum, GLuint) {})
: nullptr;
funcs.glTexBufferOES = g_fake.hasOesTexBufferEntryPoint
? static_cast<MobileGL::MG_External::GLES::glTexBufferOES_PTR>(
[](GLenum, GLenum, GLuint) {})
: nullptr;
// The probe's vertex shader writes the gl_InstanceID it observed into the
// result SSBO at binding 0. A conforming driver observes 0; a leaking one
// observes the indirect command's baseInstance word (byte offset 12).
@@ -520,6 +556,150 @@ TEST(FragmentInterpolationCapabilities, QueriesOnlyWhenSupportedAndPreservesDriv
EXPECT_EQ(funcs.glGetError(), GL_NO_ERROR);
}
// Buffer textures are core in the OpenGL 3.1+ context MobileGL advertises but need ES 3.2 or
// EXT/OES_texture_buffer on the host. The tier decides three things at once: whether glTexBuffer
// may be called at all, which #extension directive the emitted ESSL must carry, and whether
// GL_MAX_TEXTURE_BUFFER_SIZE is a driver answer or MobileGL's own floor.
using TextureBufferTier = MobileGL::MG_External::GLESCapabilities::TextureBufferTier;
TEST(BufferTextureCapabilities, Es32ResolvesToCoreAndTakesTheDriverLimit) {
ResetFakeDriver();
g_fake.maxVertexSsboBlocks = 0;
g_fake.glesMinorVersion = 2;
const auto funcs = MakeFakeGLESFunctions();
MobileGL::MG_External::GLESCapabilities caps;
ASSERT_TRUE(MobileGL::MG_Util::BackendLoader::FillInGLESCapabilities(caps, funcs));
EXPECT_EQ(caps.TextureBufferSupport, TextureBufferTier::CoreEs32);
EXPECT_TRUE(caps.MaxTextureBufferSizeIsDriverReported);
EXPECT_EQ(caps.MaxTextureBufferSize, g_fake.maxTextureBufferSize);
EXPECT_TRUE(g_fake.maxTextureBufferSizeQueried);
}
// The regression this pins: an ES 3.1 driver whose support is GL_EXT_texture_buffer exports
// glTexBufferEXT and NOT the unsuffixed core name. A resolver that requires the core pointer
// declares this driver unsupported and then refuses to compile shaders it could have run.
TEST(BufferTextureCapabilities, Es31WithExtResolvesThroughTheSuffixedEntryPoint) {
ResetFakeDriver();
g_fake.maxVertexSsboBlocks = 0;
g_fake.extensions.emplace_back("GL_EXT_texture_buffer");
g_fake.hasCoreTexBufferEntryPoint = false;
g_fake.hasExtTexBufferEntryPoint = true;
const auto funcs = MakeFakeGLESFunctions();
MobileGL::MG_External::GLESCapabilities caps;
ASSERT_TRUE(MobileGL::MG_Util::BackendLoader::FillInGLESCapabilities(caps, funcs));
EXPECT_EQ(caps.TextureBufferSupport, TextureBufferTier::ExtensionEXT);
EXPECT_TRUE(caps.MaxTextureBufferSizeIsDriverReported);
EXPECT_EQ(caps.MaxTextureBufferSize, g_fake.maxTextureBufferSize);
}
TEST(BufferTextureCapabilities, Es31WithOesResolvesThroughTheSuffixedEntryPoint) {
ResetFakeDriver();
g_fake.maxVertexSsboBlocks = 0;
g_fake.extensions.emplace_back("GL_OES_texture_buffer");
g_fake.hasCoreTexBufferEntryPoint = false;
g_fake.hasOesTexBufferEntryPoint = true;
const auto funcs = MakeFakeGLESFunctions();
MobileGL::MG_External::GLESCapabilities caps;
ASSERT_TRUE(MobileGL::MG_Util::BackendLoader::FillInGLESCapabilities(caps, funcs));
// The tier, not just a boolean: it is what selects the OES spelling of the #extension
// directive SPIRV-Cross hardcodes as EXT.
EXPECT_EQ(caps.TextureBufferSupport, TextureBufferTier::ExtensionOES);
EXPECT_TRUE(caps.MaxTextureBufferSizeIsDriverReported);
}
// EXT wins over OES on a driver advertising both, because SPIRV-Cross emits the EXT spelling
// natively and that tier needs no directive rewriting at all.
TEST(BufferTextureCapabilities, ExtIsPreferredWhenBothExtensionsArePresent) {
ResetFakeDriver();
g_fake.maxVertexSsboBlocks = 0;
g_fake.extensions.emplace_back("GL_OES_texture_buffer");
g_fake.extensions.emplace_back("GL_EXT_texture_buffer");
g_fake.hasExtTexBufferEntryPoint = true;
g_fake.hasOesTexBufferEntryPoint = true;
const auto funcs = MakeFakeGLESFunctions();
MobileGL::MG_External::GLESCapabilities caps;
ASSERT_TRUE(MobileGL::MG_Util::BackendLoader::FillInGLESCapabilities(caps, funcs));
EXPECT_EQ(caps.TextureBufferSupport, TextureBufferTier::ExtensionEXT);
}
// The motivating driver (the emulator SDK's ANGLE: ES 3.1, neither extension). The pname is
// never asked - it would raise GL_INVALID_ENUM - and the floor MobileGL keeps advertising is
// flagged as not being a driver answer, because an OpenGL 4.x context may not report 0.
TEST(BufferTextureCapabilities, Es31WithNeitherExtensionIsUnsupportedAndNeverQueriesTheLimit) {
ResetFakeDriver();
g_fake.maxVertexSsboBlocks = 0;
const auto funcs = MakeFakeGLESFunctions();
MobileGL::MG_External::GLESCapabilities caps;
ASSERT_TRUE(MobileGL::MG_Util::BackendLoader::FillInGLESCapabilities(caps, funcs));
EXPECT_EQ(caps.TextureBufferSupport, TextureBufferTier::None);
EXPECT_FALSE(caps.MaxTextureBufferSizeIsDriverReported);
EXPECT_FALSE(g_fake.maxTextureBufferSizeQueried);
EXPECT_EQ(caps.MaxTextureBufferSize, 65536) << "the OpenGL 3.1 spec floor, not the fake's limit";
}
// An extension string with no entry point behind it is not support. This is the ES analogue of
// the multi-draw stub hazard: eglGetProcAddress may hand back live-looking pointers, so the
// two signals are required together.
TEST(BufferTextureCapabilities, AnExtensionStringWithoutAnEntryPointIsNotSupport) {
ResetFakeDriver();
g_fake.maxVertexSsboBlocks = 0;
g_fake.extensions.emplace_back("GL_EXT_texture_buffer");
g_fake.hasCoreTexBufferEntryPoint = false;
g_fake.hasExtTexBufferEntryPoint = false;
const auto funcs = MakeFakeGLESFunctions();
MobileGL::MG_External::GLESCapabilities caps;
ASSERT_TRUE(MobileGL::MG_Util::BackendLoader::FillInGLESCapabilities(caps, funcs));
EXPECT_EQ(caps.TextureBufferSupport, TextureBufferTier::None);
EXPECT_FALSE(caps.MaxTextureBufferSizeIsDriverReported);
}
// A driver that claims buffer textures and then refuses the query is a driver bug. The floor
// stands in, and the flag says the number was not the driver's - the POST row and the
// capability log both branch on exactly that.
TEST(BufferTextureCapabilities, ARejectedLimitQueryIsDrainedAndMarkedAsNotDriverReported) {
ResetFakeDriver();
g_fake.maxVertexSsboBlocks = 0;
g_fake.glesMinorVersion = 2;
g_fake.textureBufferSizeQueryRaisesError = true;
const auto funcs = MakeFakeGLESFunctions();
MobileGL::MG_External::GLESCapabilities caps;
ASSERT_TRUE(MobileGL::MG_Util::BackendLoader::FillInGLESCapabilities(caps, funcs));
EXPECT_EQ(caps.TextureBufferSupport, TextureBufferTier::CoreEs32);
EXPECT_TRUE(g_fake.maxTextureBufferSizeQueried);
EXPECT_FALSE(caps.MaxTextureBufferSizeIsDriverReported);
EXPECT_EQ(caps.MaxTextureBufferSize, 65536);
EXPECT_EQ(funcs.glGetError(), GL_NO_ERROR) << "the failed query must not leave an error behind";
}
// A stale error from an earlier probe must not be mistaken for this query failing.
TEST(BufferTextureCapabilities, AStaleErrorDoesNotDiscardTheDriverLimit) {
ResetFakeDriver();
g_fake.maxVertexSsboBlocks = 0;
g_fake.glesMinorVersion = 2;
g_fake.pendingError = GL_INVALID_OPERATION;
const auto funcs = MakeFakeGLESFunctions();
MobileGL::MG_External::GLESCapabilities caps;
ASSERT_TRUE(MobileGL::MG_Util::BackendLoader::FillInGLESCapabilities(caps, funcs));
EXPECT_TRUE(caps.MaxTextureBufferSizeIsDriverReported);
EXPECT_EQ(caps.MaxTextureBufferSize, g_fake.maxTextureBufferSize);
}
TEST(FragmentInterpolationCapabilities, QueryErrorIsDrainedAndFallsBackToCoreMinimums) {
ResetFakeDriver();
g_fake.maxVertexSsboBlocks = 0;
+52
View File
@@ -480,6 +480,58 @@ TEST_F(BufferTest, BindBufferRangeZeroUnbindsBindingPoint) {
EXPECT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
}
// GL 4.6 core tables 23.4/23.5: *_BUFFER_START and *_BUFFER_SIZE report the (offset, size) pair
// glBindBufferRange was ASKED for. They are not clamped to the buffer's storage - a range may
// legally name bytes the buffer does not have, and glBufferData may resize the buffer afterwards
// without the binding's reported window moving. The size arm used to intersect the recorded range
// with the buffer's current size, so binding a range on a still-empty buffer (glGenBuffers with no
// glBufferData - exactly what KHR-GL43.shader_storage_buffer_object.basic-binding does) answered 0
// while START still answered the offset, an internally inconsistent pair no driver reports.
TEST_F(BufferTest, IndexedBufferSizeQueryReportsTheRequestedSizeNotTheBuffersStorage) {
GLint ssboAlignment = 0;
MobileGL::MG_Impl::GLImpl::GetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &ssboAlignment);
ASSERT_GT(ssboAlignment, 0);
const GLintptr offset = ssboAlignment;
const GLsizeiptr size = 512;
GLuint buffer = 0;
MobileGL::MG_Impl::GLImpl::GenBuffers(1, &buffer);
// Deliberately no glBufferData: the name exists, the storage does not.
MobileGL::MG_Impl::GLImpl::BindBufferRange(GL_SHADER_STORAGE_BUFFER, 1, buffer, offset, size);
ASSERT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
GLint start32 = 0;
GLint size32 = 0;
GLint64 start64 = 0;
GLint64 size64 = 0;
MobileGL::MG_Impl::GLImpl::GetIntegeri_v(GL_SHADER_STORAGE_BUFFER_START, 1, &start32);
MobileGL::MG_Impl::GLImpl::GetIntegeri_v(GL_SHADER_STORAGE_BUFFER_SIZE, 1, &size32);
MobileGL::MG_Impl::GLImpl::GetInteger64i_v(GL_SHADER_STORAGE_BUFFER_START, 1, &start64);
MobileGL::MG_Impl::GLImpl::GetInteger64i_v(GL_SHADER_STORAGE_BUFFER_SIZE, 1, &size64);
EXPECT_EQ(start32, static_cast<GLint>(offset));
EXPECT_EQ(size32, static_cast<GLint>(size));
EXPECT_EQ(start64, static_cast<GLint64>(offset));
EXPECT_EQ(size64, static_cast<GLint64>(size));
// Giving the buffer storage afterwards does not move the window either way.
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
MobileGL::MG_Impl::GLImpl::BufferData(GL_SHADER_STORAGE_BUFFER, offset + size, nullptr, GL_DYNAMIC_DRAW);
MobileGL::MG_Impl::GLImpl::GetIntegeri_v(GL_SHADER_STORAGE_BUFFER_SIZE, 1, &size32);
EXPECT_EQ(size32, static_cast<GLint>(size));
// glBindBufferBase binds the whole buffer and reports (0, 0), not the buffer's size.
MobileGL::MG_Impl::GLImpl::BindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, buffer);
MobileGL::MG_Impl::GLImpl::GetIntegeri_v(GL_SHADER_STORAGE_BUFFER_START, 1, &start32);
MobileGL::MG_Impl::GLImpl::GetIntegeri_v(GL_SHADER_STORAGE_BUFFER_SIZE, 1, &size32);
EXPECT_EQ(start32, 0);
EXPECT_EQ(size32, 0);
MobileGL::MG_Impl::GLImpl::BindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 0);
MobileGL::MG_Impl::GLImpl::BindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
MobileGL::MG_Impl::GLImpl::DeleteBuffers(1, &buffer);
EXPECT_EQ(MobileGL::MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
}
TEST_F(BufferTest, GetInteger64vMaxShaderStorageBlockSize) {
GLint64 maxSsboBlockSize = 0;
MobileGL::MG_Impl::GLImpl::GetInteger64v(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &maxSsboBlockSize);
+3
View File
@@ -78,6 +78,9 @@ add_subdirectory(Query)
add_subdirectory(Pipeline)
add_subdirectory(ShaderTranspiler)
add_subdirectory(Util)
# The DirectGLES post-transpile ESSL passes are pure String -> String, so unlike the
# DirectVulkan suite below this one needs no device and always builds.
add_subdirectory(Backend/DirectGLES)
if (ENABLE_INTEGRATION_TESTS)
add_subdirectory(Backend/DirectVulkan)
endif()
+70 -3
View File
@@ -117,11 +117,26 @@ void main() { fragColor = thisIdentifierWasNeverDeclared; }
}
// The non-joining view of the program, i.e. what GL_COMPLETION_STATUS_KHR will report.
// BOTH phases: a program whose SPIR-V job is still in flight is not finished, even though
// its whole GL query surface already answers.
Bool LinkIsSettled(const GLuint program) {
const auto& object = MG_State::pGLContext->GetProgramObject(program);
return object == nullptr || object->IsLinkComplete();
}
// Phase A alone: the half that decides LINK_STATUS, the info log, and every reflection
// query. This is what a read of LINK_STATUS is required to settle.
Bool PhaseALinkIsSettled(const GLuint program) {
const auto& object = MG_State::pGLContext->GetProgramObject(program);
return object == nullptr || object->IsPhaseALinkComplete();
}
// Phase B alone: SPIR-V + the uniform shadow's layout.
Bool SpirvIsSettled(const GLuint program) {
const auto& object = MG_State::pGLContext->GetProgramObject(program);
return object == nullptr || object->IsSpirvComplete();
}
// Enqueues `count` distinct heavy compiles without reading anything back, so the pool is
// left with a real backlog for the caller to race against.
Vector<GLuint> SaturatePool(const int count, Vector<String>& sourceStorage) {
@@ -516,11 +531,63 @@ TEST_F(AsyncLinkTest, LinkProgramReturnsBeforeTheWorkIsDone) {
for (const GLuint program : programs) {
EXPECT_EQ(QueryLinkStatus(program), GL_TRUE) << QueryProgramInfoLog(program);
EXPECT_TRUE(LinkIsSettled(program)) << "reading LINK_STATUS must have joined";
// PHASE A only. Reading LINK_STATUS settles the half that decides it, and no more -
// the SPIR-V job may well still be running, which is the entire point of the split.
EXPECT_TRUE(PhaseALinkIsSettled(program)) << "reading LINK_STATUS must have joined phase A";
}
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// The other half of the previous case, and the property the two-phase split exists for:
// LINK_STATUS is answerable without the SPIR-V, so a run of LINK_STATUS reads over a
// backlog must leave SPIR-V jobs outstanding rather than draining them one by one.
TEST_F(AsyncLinkTest, ReadingLinkStatusDoesNotSettleTheSpirvJob) {
const AsyncModeScope async(true);
MG_Util::Async::ShaderCompilePool::Get().SetMaxConcurrency(1);
constexpr int kPrograms = 24;
const GLuint vs = MakeShader(GL_VERTEX_SHADER, kVs);
Vector<GLuint> programs;
Vector<String> sources;
for (int i = 0; i < kPrograms; ++i) {
sources.push_back(MakeBulkySource(7900 + i));
const char* text = sources.back().c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &text, nullptr);
CompileShader(fs);
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
programs.push_back(program);
}
int spirvOutstanding = 0;
for (int i = 0; i < kPrograms; ++i) {
const GLuint program = programs[static_cast<SizeT>(i)];
EXPECT_EQ(QueryLinkStatus(program), GL_TRUE) << QueryProgramInfoLog(program);
EXPECT_TRUE(PhaseALinkIsSettled(program)) << "reading LINK_STATUS must have joined phase A";
// Reflection has to answer here too, out of phase A and with no further join.
const String uniformName = "uSeed" + std::to_string(7900 + i);
EXPECT_GE(GetUniformLocation(program, uniformName.c_str()), 0) << uniformName;
if (!SpirvIsSettled(program)) ++spirvOutstanding;
}
EXPECT_GT(spirvOutstanding, 0) << "the whole GL query surface was answered and yet every SPIR-V job had "
"already been drained - the reads are joining phase B";
// And the SPIR-V gate really is a gate: touching it settles the job.
for (const GLuint program : programs) {
const auto& object = MG_State::pGLContext->GetProgramObject(program);
ASSERT_NE(object, nullptr);
EXPECT_GT(object->GetGeneratedSpirv().size(), 0u);
EXPECT_TRUE(SpirvIsSettled(program));
EXPECT_TRUE(LinkIsSettled(program));
}
EXPECT_EQ(GetError(), GL_NO_ERROR);
MG_Util::Async::ShaderCompilePool::Get().SetMaxConcurrency(
MG_Util::Async::ShaderCompilePool::Get().GetThreadCount());
}
// With the flag off, a link is finished by the time glLinkProgram returns. This is the guard
// that keeps the default shippable.
TEST_F(AsyncLinkTest, LinkIsFullySynchronousWithAsyncOff) {
@@ -561,8 +628,8 @@ TEST_F(AsyncLinkTest, DrawThroughAPipelineWithAPendingStageProgramJoinsFirst) {
GLuint pipeline = 0;
GenProgramPipelines(1, &pipeline);
ASSERT_NE(pipeline, 0u);
// Bind before UseProgramStages: glGenProgramPipelines only reserves the name, and the
// first bind is what turns it into an object glUseProgramStages can find.
// Bound first only because this test draws through the pipeline; glUseProgramStages no
// longer needs it (it materializes a reserved name itself, GL 4.6 core 7.4).
BindProgramPipeline(pipeline);
UseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vsProgram);
ASSERT_EQ(GetError(), GL_NO_ERROR);
File diff suppressed because it is too large Load Diff
+74
View File
@@ -49,6 +49,22 @@ add_executable(
AsyncLinkTest.cpp
)
add_executable(
OptimisticStatusTest
OptimisticStatusTest.cpp
)
target_include_directories(OptimisticStatusTest PRIVATE
${MGL_ROOT}/include
${MGL_ROOT}/MobileGL
)
target_link_libraries(
OptimisticStatusTest PRIVATE
GTest::gtest_main
${LINK_LIBRARIES}
)
target_include_directories(AsyncLinkTest PRIVATE
${MGL_ROOT}/include
${MGL_ROOT}/MobileGL
@@ -60,6 +76,24 @@ target_link_libraries(
${LINK_LIBRARIES}
)
# Its own binary, like the other async suites: its cases pin the compile pool down to one
# worker so a phase-B job really is still queued while the GL query surface is being read.
add_executable(
AsyncSpirvPhaseTest
AsyncSpirvPhaseTest.cpp
)
target_include_directories(AsyncSpirvPhaseTest PRIVATE
${MGL_ROOT}/include
${MGL_ROOT}/MobileGL
)
target_link_libraries(
AsyncSpirvPhaseTest PRIVATE
GTest::gtest_main
${LINK_LIBRARIES}
)
add_executable(
ShaderCompileAdoptionTest
ShaderCompileAdoptionTest.cpp
@@ -130,6 +164,38 @@ target_link_libraries(
${LINK_LIBRARIES}
)
add_executable(
XfbBlockVaryingTest
XfbBlockVaryingTest.cpp
)
target_include_directories(XfbBlockVaryingTest PRIVATE
${MGL_ROOT}/include
${MGL_ROOT}/MobileGL
)
target_link_libraries(
XfbBlockVaryingTest PRIVATE
GTest::gtest_main
${LINK_LIBRARIES}
)
add_executable(
ProgramPipelineCompositeTest
ProgramPipelineCompositeTest.cpp
)
target_include_directories(ProgramPipelineCompositeTest PRIVATE
${MGL_ROOT}/include
${MGL_ROOT}/MobileGL
)
target_link_libraries(
ProgramPipelineCompositeTest PRIVATE
GTest::gtest_main
${LINK_LIBRARIES}
)
add_executable(
ProgramInterfaceTest
ProgramInterfaceTest.cpp
@@ -161,15 +227,23 @@ include(GoogleTest)
gtest_discover_tests(ProgramUtilTest DISCOVERY_TIMEOUT 30 PROPERTIES LABELS unit)
gtest_discover_tests(ProgramTest DISCOVERY_TIMEOUT 30 PROPERTIES LABELS unit)
gtest_discover_tests(ProgramInterfaceTest DISCOVERY_TIMEOUT 30 PROPERTIES LABELS unit)
gtest_discover_tests(ProgramPipelineCompositeTest DISCOVERY_TIMEOUT 30 PROPERTIES LABELS unit)
gtest_discover_tests(XfbBlockVaryingTest DISCOVERY_TIMEOUT 30 PROPERTIES LABELS unit)
# Heavier than the rest of the unit suite by design: several cases deliberately saturate the
# compile pool so there is something in flight to race against.
gtest_discover_tests(AsyncCompileTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
gtest_discover_tests(AsyncLinkTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
# Same reason: every case here links a batch against a one-worker pool so that phase B is
# genuinely outstanding while phase A is being interrogated.
gtest_discover_tests(AsyncSpirvPhaseTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
# Same reason: the stage-6 cases keep a backlog in flight so a release really can race a
# worker, and the 48-object stress links every one of them.
gtest_discover_tests(ShaderCompileAdoptionTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
# Same reason: the GL_COMPLETION_STATUS_KHR cases saturate a one-worker pool on purpose.
gtest_discover_tests(ParallelShaderCompileTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
# Same reason: the optimistic-window cases need a saturated one-worker pool to observe an
# in-flight compile, and the two-phase replay links 48 programs across both flag states.
gtest_discover_tests(OptimisticStatusTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
gtest_discover_tests(AsyncTeardownTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
# Same reason again: several cases leave A links outstanding while B compiles and links.
gtest_discover_tests(XfbFrontendOrderInvarianceTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
@@ -0,0 +1,674 @@
// MobileGL - MobileGL/MG_Test/Program/OptimisticStatusTest.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
// MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS: while a compile job is in flight, the two
// per-shader queries that would join it - GL_COMPILE_STATUS and the info log - answer
// optimistically instead, and the first such answer latches for that compile's lifetime
// (ShaderObject::TakeOptimisticCompileAnswer). These cases pin the corners of that
// contract: the default still joins, the optimistic window really answers without
// joining, the latch keeps the three queries telling one story even after the job
// settles, a real failure still fails the program link with the compile log quoted, and
// the Iris-shaped two-phase batch produces reflection identical to the joining path.
//
// Determinism note: the cases that need "a compile that cannot have settled yet" do not
// race the pool - they occupy its single concurrency slot with a gate-blocked job
// (PoolBlocker), so the assertions are hard EXPECTs rather than skip-if-drained guesses.
// A quirk that silently reverts to joining DEADLOCKS such a case into its 300s ctest
// timeout instead of passing - ugly, but a failure, which is the point.
//
// Like AsyncCompileTest, every case drives the real GL entry points and flips the
// MG_Config::Features fields itself rather than reading the environment, so one binary
// asserts both flag states regardless of how the suite was launched.
#include <gtest/gtest.h>
#include <algorithm>
#include <chrono>
#include <condition_variable>
#include <mutex>
#include <string>
#include <thread>
#include <vector>
#include "Config.h"
#include "Includes.h"
#include "Init.h"
#include "MG_Impl/GLImpl/Getter/GL_Getter.h"
#include "MG_Impl/GLImpl/Program/GL_Program.h"
#include "MG_State/GLState/Core.h"
#include "MG_Util/Async/JobNode.h"
#include "MG_Util/Async/ShaderCompilePool.h"
using namespace MobileGL;
using namespace MobileGL::MG_Impl::GLImpl;
namespace {
class AsyncModeScope {
public:
explicit AsyncModeScope(const Bool async) : m_saved(MG_Config::Features.AsyncShaderCompile) {
MG_Config::Features.AsyncShaderCompile =
async ? MG_Config::QuirkOverride::ForceOn : MG_Config::QuirkOverride::ForceOff;
}
~AsyncModeScope() { MG_Config::Features.AsyncShaderCompile = m_saved; }
AsyncModeScope(const AsyncModeScope&) = delete;
AsyncModeScope& operator=(const AsyncModeScope&) = delete;
private:
const MG_Config::QuirkOverride m_saved;
};
class OptimisticStatusScope {
public:
explicit OptimisticStatusScope(const MG_Config::QuirkOverride mode)
: m_saved(MG_Config::Features.AsyncOptimisticShaderStatus) {
MG_Config::Features.AsyncOptimisticShaderStatus = mode;
}
~OptimisticStatusScope() { MG_Config::Features.AsyncOptimisticShaderStatus = m_saved; }
OptimisticStatusScope(const OptimisticStatusScope&) = delete;
OptimisticStatusScope& operator=(const OptimisticStatusScope&) = delete;
private:
const MG_Config::QuirkOverride m_saved;
};
// glMaxShaderCompilerThreadsKHR writes PROCESS-wide state (the pool's concurrency budget
// and the suspension latch), so a case that touches it has to put both back or it
// poisons every case declared after it in this binary.
class CompilerThreadScope {
public:
CompilerThreadScope() = default;
~CompilerThreadScope() {
MG_Util::Async::SetAsyncShaderCompileSuspended(false);
MG_Util::Async::ShaderCompilePool::Get().SetMaxConcurrency(
MG_Util::Async::ShaderCompilePool::Get().GetThreadCount());
}
CompilerThreadScope(const CompilerThreadScope&) = delete;
CompilerThreadScope& operator=(const CompilerThreadScope&) = delete;
};
// A job that occupies a pool slot until released, holding everything queued behind it
// in a provably-unsettled state. Same gate idea as JobNodeTest's TestJob+Gate; waiting
// on a test-owned gate inside a body does not violate the pool's no-job-waits-on-job
// rule - there is no other JOB involved.
class PoolBlocker final : public MG_Util::Async::JobNode {
public:
void Release() {
{
const std::lock_guard<std::mutex> lock(m_mutex);
m_open = true;
}
m_cv.notify_all();
}
protected:
void RunBody() override {
std::unique_lock<std::mutex> lock(m_mutex);
m_cv.wait(lock, [this] { return m_open; });
}
private:
std::mutex m_mutex;
std::condition_variable m_cv;
Bool m_open = false;
};
// Budget 1 + a blocked job in the only slot: from construction until Release(), no
// shader compile posted afterwards can run, let alone settle. The destructor releases
// and joins so no case can leak a wedged pool into the next one.
class BlockedPoolScope {
public:
BlockedPoolScope() : m_blocker(MakeShared<PoolBlocker>()) {
MaxShaderCompilerThreadsKHR(1);
MG_Util::Async::ShaderCompilePool::Get().Post(m_blocker);
}
~BlockedPoolScope() { Release(); }
void Release() {
m_blocker->Release();
m_blocker->Wait();
}
BlockedPoolScope(const BlockedPoolScope&) = delete;
BlockedPoolScope& operator=(const BlockedPoolScope&) = delete;
private:
SharedPtr<PoolBlocker> m_blocker;
};
const char* kBrokenFs = R"(#version 460
layout(location = 0) out vec4 fragColor;
void main() { fragColor = thisIdentifierWasNeverDeclared; }
)";
// Expensive enough that a compile is not instantaneous, and distinct per index so the
// source-hash memo and the stage-6 adoption map never turn a second instance into a
// no-op. Callers pass disjoint seed ranges for the same reason - two calls in one case
// must never regenerate the same text.
String MakeBulkySource(const int index) {
String source = "#version 460\nlayout(location = 0) out vec4 fragColor;\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 += " fragColor = vec4(acc, acc, acc, 1.0);\n}\n";
return source;
}
// The two stages of one Iris-shaped program. Distinct per index (so nothing is memoized
// across programs) but IDENTICAL between the quirk-off and quirk-on replays of the same
// index, which is what makes the reflection comparison meaningful.
String MakeIrisVs(const int index) {
String source = "#version 460\nlayout(location = 0) in vec3 aPos;\n";
source += "uniform mat4 uModel" + std::to_string(index) + ";\n";
source += "uniform vec4 uTint;\nout vec4 vColor;\n";
source += "void main() {\n vColor = uTint;\n gl_Position = uModel" + std::to_string(index) +
" * vec4(aPos, 1.0);\n}\n";
return source;
}
String MakeIrisFs(const int index) {
String source = "#version 460\nlayout(location = 0) out vec4 fragColor;\nin vec4 vColor;\n";
source += "uniform float uSeed" + std::to_string(index) + ";\nuniform vec2 uOffset;\n";
source += "void main() {\n float acc = uSeed" + std::to_string(index) + " + uOffset.x;\n";
for (int i = 0; i < 40; ++i) {
source += " acc = acc * 1.0001 + sin(acc + " + std::to_string(i) + ".0);\n";
}
source += " fragColor = vColor + vec4(acc, uOffset.y, 0.0, 1.0);\n}\n";
return source;
}
GLuint MakeShader(const GLenum type, const char* source) {
const GLuint shader = CreateShader(type);
ShaderSource(shader, 1, &source, nullptr);
CompileShader(shader);
return shader;
}
GLint QueryShaderCompletion(const GLuint shader) {
GLint status = -1;
GetShaderiv(shader, GL_COMPLETION_STATUS_KHR, &status);
return status;
}
GLint QueryCompileStatus(const GLuint shader) {
GLint status = GL_FALSE;
GetShaderiv(shader, GL_COMPILE_STATUS, &status);
return status;
}
GLint QueryInfoLogLength(const GLuint shader) {
GLint length = -1;
GetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
return length;
}
String QueryShaderInfoLog(const GLuint shader) {
std::vector<GLchar> buffer(65536);
GLsizei written = 0;
GetShaderInfoLog(shader, (GLsizei)buffer.size(), &written, buffer.data());
return String(buffer.data(), static_cast<size_t>(written));
}
GLint QueryLinkStatus(const GLuint program) {
GLint status = GL_FALSE;
GetProgramiv(program, GL_LINK_STATUS, &status);
return status;
}
GLint QueryProgramCompletion(const GLuint program) {
GLint status = -1;
GetProgramiv(program, GL_COMPLETION_STATUS_KHR, &status);
return status;
}
String QueryProgramInfoLog(const GLuint program) {
// Iris reads through an explicit 32768-byte buffer; mirror that cap so the
// log-ordering contract is asserted through the same window the application has.
std::vector<GLchar> buffer(32768);
GLsizei written = 0;
GetProgramInfoLog(program, (GLsizei)buffer.size(), &written, buffer.data());
return String(buffer.data(), static_cast<size_t>(written));
}
// Enqueues `count` distinct heavy compiles without reading anything back. Seed bases
// must be disjoint across calls within one case (see MakeBulkySource).
Vector<GLuint> SaturatePool(const int count, const int seedBase, Vector<String>& sourceStorage) {
Vector<GLuint> shaders;
shaders.reserve(static_cast<SizeT>(count));
for (int i = 0; i < count; ++i) {
sourceStorage.push_back(MakeBulkySource(seedBase + i));
const char* text = sourceStorage.back().c_str();
const GLuint shader = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(shader, 1, &text, nullptr);
CompileShader(shader);
shaders.push_back(shader);
}
return shaders;
}
// One program driven through Iris's exact phase-1 shape: create, source, compile, read
// the info log then the compile status (GlShader.createShader's order), attach, bind an
// attrib, link, detach, delete. NO program-level query of any kind.
GLuint RunIrisPhaseOne(const String& vsSource, const String& fsSource) {
const char* vsText = vsSource.c_str();
const char* fsText = fsSource.c_str();
const GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsText, nullptr);
CompileShader(vs);
(void)QueryShaderInfoLog(vs);
(void)QueryCompileStatus(vs);
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsText, nullptr);
CompileShader(fs);
(void)QueryShaderInfoLog(fs);
(void)QueryCompileStatus(fs);
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
BindAttribLocation(program, 0, "aPos");
LinkProgram(program);
DetachShader(program, vs);
DetachShader(program, fs);
DeleteShader(vs);
DeleteShader(fs);
return program;
}
// Phase 2, also in Iris's order: LINK_STATUS first, then the by-name location lookups,
// then the GL_ACTIVE_UNIFORMS enumeration ProgramUniforms$Builder.buildUniforms does.
struct ProgramReflection {
GLint linkStatus = GL_FALSE;
Vector<std::pair<String, GLint>> locations; // queried name -> location
Vector<std::tuple<String, GLenum, GLint, GLint>> activeUniforms; // name, type, size, location
};
ProgramReflection RunIrisPhaseTwo(const GLuint program, const Vector<String>& names) {
ProgramReflection out;
out.linkStatus = QueryLinkStatus(program);
for (const String& name : names) {
out.locations.emplace_back(name, GetUniformLocation(program, name.c_str()));
}
GLint activeCount = 0;
GetProgramiv(program, GL_ACTIVE_UNIFORMS, &activeCount);
for (GLint i = 0; i < activeCount; ++i) {
GLchar name[128] = {};
GLsizei written = 0;
GLint size = 0;
GLenum type = 0;
GetActiveUniform(program, (GLuint)i, (GLsizei)sizeof(name), &written, &size, &type, name);
const String nameStr(name, static_cast<size_t>(written));
out.activeUniforms.emplace_back(nameStr, type, size, GetUniformLocation(program, name));
}
// The enumeration order is an implementation detail; the SET is the contract.
std::sort(out.activeUniforms.begin(), out.activeUniforms.end());
return out;
}
class OptimisticStatusTest : public ::testing::Test {
protected:
void SetUp() override { MobileGL::Initialize(); }
};
} // namespace
// ---------------------------------------------------------------------------------------
// The default still joins
// ---------------------------------------------------------------------------------------
// With the quirk unset (Auto = the shipped default), GL_COMPILE_STATUS on a pending compile
// must join it: after the query, the node is terminal. This is the case that guards the
// default against ever silently flipping. No blocker here - a blocked pool would turn the
// (correct) joining behaviour into a deadlock; a plain backlog only makes the pre-join
// state likely, and the assertion is valid either way.
TEST_F(OptimisticStatusTest, OffByDefaultTheStatusStillJoins) {
const AsyncModeScope async(true);
const OptimisticStatusScope quirk(MG_Config::QuirkOverride::Auto);
const CompilerThreadScope threads;
MaxShaderCompilerThreadsKHR(1);
Vector<String> backlog;
const Vector<GLuint> saturation = SaturatePool(8, 70000, backlog);
const Vector<GLuint> probes = SaturatePool(1, 71000, backlog);
const GLuint probe = probes[0];
EXPECT_EQ(QueryCompileStatus(probe), GL_TRUE);
EXPECT_EQ(QueryShaderCompletion(probe), GL_TRUE)
<< "GL_COMPILE_STATUS with the quirk off must have joined the job";
for (const GLuint shader : saturation) DeleteShader(shader);
DeleteShader(probe);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// ---------------------------------------------------------------------------------------
// The optimistic window, deterministically
// ---------------------------------------------------------------------------------------
// A compile that provably cannot have settled (the pool's only slot is gate-blocked)
// answers GL_TRUE / length 0 / empty log, and GL_COMPLETION_STATUS_KHR still reads
// GL_FALSE after all three - i.e. none of them joined. Hard EXPECTs, no skip: if the
// quirk silently reverts to joining, the status read deadlocks against the blocked pool
// and the case fails by timeout.
TEST_F(OptimisticStatusTest, PendingCompileReportsTrueAndEmptyLogWithoutJoining) {
const AsyncModeScope async(true);
const OptimisticStatusScope quirk(MG_Config::QuirkOverride::ForceOn);
const CompilerThreadScope threads;
const BlockedPoolScope blocked;
Vector<String> storage;
const Vector<GLuint> probes = SaturatePool(1, 72000, storage);
const GLuint probe = probes[0];
EXPECT_EQ(QueryCompileStatus(probe), GL_TRUE) << "an in-flight compile must answer GL_TRUE";
EXPECT_EQ(QueryInfoLogLength(probe), 0) << "an in-flight compile must answer an empty log length";
EXPECT_TRUE(QueryShaderInfoLog(probe).empty()) << "an in-flight compile must answer an empty log";
EXPECT_EQ(QueryShaderCompletion(probe), GL_FALSE)
<< "the three reads above must not have joined the blocked job";
DeleteShader(probe);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// ---------------------------------------------------------------------------------------
// The latch: one story per compile
// ---------------------------------------------------------------------------------------
// The torn-pair regression case. A broken shader's log and status are read while the job
// is provably in flight (optimistic empty/GL_TRUE), the job then settles, and the app
// re-reads: the latch must keep the answers optimistic - GL_TRUE, empty log - rather than
// flip to the real GL_FALSE next to the already-consumed empty log. The real failure then
// surfaces at the link, with the compile error inside the application's 32768-byte read
// window (the compile log leads the quoted source in ConsumeShaders' format).
TEST_F(OptimisticStatusTest, LatchKeepsOneStoryPerCompileAndTheLinkCarriesTheDiagnostic) {
const AsyncModeScope async(true);
const OptimisticStatusScope quirk(MG_Config::QuirkOverride::ForceOn);
const CompilerThreadScope threads;
const GLuint vs = CreateShader(GL_VERTEX_SHADER);
const char* vsText =
"#version 460\nlayout(location = 0) in vec3 aPos;\nvoid main() { gl_Position = vec4(aPos, 1.0); }\n";
ShaderSource(vs, 1, &vsText, nullptr);
GLuint fs = 0;
{
const BlockedPoolScope blocked;
CompileShader(vs);
fs = MakeShader(GL_FRAGMENT_SHADER, kBrokenFs);
// Iris's order, while nothing can settle: log (empty), then status (GL_TRUE).
EXPECT_TRUE(QueryShaderInfoLog(fs).empty());
EXPECT_EQ(QueryCompileStatus(fs), GL_TRUE);
EXPECT_EQ(QueryShaderCompletion(fs), GL_FALSE);
} // blocker released and joined; the broken compile can now settle
const auto deadline = std::chrono::steady_clock::now() + std::chrono::seconds(30);
while (QueryShaderCompletion(fs) == GL_FALSE) {
ASSERT_LT(std::chrono::steady_clock::now(), deadline) << "compile job never settled";
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
// Settled - but this shader already told the optimistic story, so it keeps telling it.
EXPECT_EQ(QueryCompileStatus(fs), GL_TRUE)
<< "the latch must keep a queried-while-pending compile optimistic after it settles";
EXPECT_EQ(QueryInfoLogLength(fs), 0);
EXPECT_TRUE(QueryShaderInfoLog(fs).empty());
// The truth arrives where the design routes it: at the link.
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
EXPECT_EQ(QueryLinkStatus(program), GL_FALSE) << "a latched-over failure must still fail the link";
EXPECT_NE(QueryProgramInfoLog(program).find("thisIdentifierWasNeverDeclared"), String::npos)
<< "the compile error must lead the program info log, inside a 32768-byte window";
DeleteProgram(program);
DeleteShader(vs);
DeleteShader(fs);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// A shader whose FIRST query arrives after the job settled was never answered
// optimistically, so it owes no continuity: the truth comes straight back. (The
// completion poll does not engage the latch - it is the extension's own non-joining
// query and always tells the truth.)
TEST_F(OptimisticStatusTest, OnceTerminalAnUnqueriedShaderTellsTheTruth) {
const AsyncModeScope async(true);
const OptimisticStatusScope quirk(MG_Config::QuirkOverride::ForceOn);
const GLuint fs = MakeShader(GL_FRAGMENT_SHADER, kBrokenFs);
const auto deadline = std::chrono::steady_clock::now() + std::chrono::seconds(30);
while (QueryShaderCompletion(fs) == GL_FALSE) {
ASSERT_LT(std::chrono::steady_clock::now(), deadline) << "compile job never settled";
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
EXPECT_EQ(QueryCompileStatus(fs), GL_FALSE) << "no optimistic answer was given, so no latch holds";
EXPECT_GT(QueryInfoLogLength(fs), 0);
EXPECT_NE(QueryShaderInfoLog(fs).find("thisIdentifierWasNeverDeclared"), String::npos);
DeleteShader(fs);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// Recompiling resets the story: a latched optimistic answer must not survive a source
// change (the latch clears when the node changes hands or goes away).
TEST_F(OptimisticStatusTest, ANewCompileResetsTheLatch) {
const AsyncModeScope async(true);
const OptimisticStatusScope quirk(MG_Config::QuirkOverride::ForceOn);
const CompilerThreadScope threads;
GLuint fs = 0;
{
const BlockedPoolScope blocked;
fs = MakeShader(GL_FRAGMENT_SHADER, kBrokenFs);
EXPECT_EQ(QueryCompileStatus(fs), GL_TRUE); // latches
}
// New source, new compile, no query before it settles.
const char* goodFs = "#version 460\nlayout(location = 0) out vec4 fragColor;\n"
"void main() { fragColor = vec4(1.0); }\n";
ShaderSource(fs, 1, &goodFs, nullptr);
CompileShader(fs);
const auto deadline = std::chrono::steady_clock::now() + std::chrono::seconds(30);
while (QueryShaderCompletion(fs) == GL_FALSE) {
ASSERT_LT(std::chrono::steady_clock::now(), deadline) << "recompile never settled";
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
EXPECT_EQ(QueryCompileStatus(fs), GL_TRUE);
EXPECT_TRUE(QueryShaderInfoLog(fs).empty());
DeleteShader(fs);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// ---------------------------------------------------------------------------------------
// Failure still fails, at the link, inside the application's read window
// ---------------------------------------------------------------------------------------
// A broken fragment shader whose compile status was answered optimistically still fails
// its program link, and the compile error is readable through a 32768-byte
// glGetProgramInfoLog - the compile log LEADS the quoted source in ConsumeShaders'
// format, so even this >32KB shader source cannot push it out of the window.
TEST_F(OptimisticStatusTest, AFailingCompileStillFailsItsLink) {
const AsyncModeScope async(true);
const OptimisticStatusScope quirk(MG_Config::QuirkOverride::ForceOn);
// A >32KB broken fragment shader: the undeclared identifier sits at the top, then bulk.
String brokenSource = "#version 460\nlayout(location = 0) out vec4 fragColor;\n";
brokenSource += "void main() {\n float acc = thisIdentifierWasNeverDeclared;\n";
for (int i = 0; i < 900; ++i) {
brokenSource += " acc = acc * 1.0001 + sin(acc + " + std::to_string(i) + ".0) * cos(acc);\n";
}
brokenSource += " fragColor = vec4(acc);\n}\n";
ASSERT_GT(brokenSource.size(), 32768u);
const GLuint vs = MakeShader(GL_VERTEX_SHADER,
"#version 460\nlayout(location = 0) in vec3 aPos;\n"
"void main() { gl_Position = vec4(aPos, 1.0); }\n");
const char* brokenText = brokenSource.c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &brokenText, nullptr);
CompileShader(fs);
(void)QueryShaderInfoLog(fs);
(void)QueryCompileStatus(fs); // may latch optimistic GL_TRUE; must not matter
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
EXPECT_EQ(QueryLinkStatus(program), GL_FALSE) << "a hidden compile failure must still fail the link";
const String log = QueryProgramInfoLog(program);
EXPECT_NE(log.find("thisIdentifierWasNeverDeclared"), String::npos)
<< "the compile error must be readable through a 32768-byte program info log window";
DeleteProgram(program);
DeleteShader(vs);
DeleteShader(fs);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// ---------------------------------------------------------------------------------------
// The Iris two-phase replay
// ---------------------------------------------------------------------------------------
// THE LOAD-BEARING CASE. 24 programs through Iris's exact phase-1 shape (compile, read log
// then status per shader, link, detach, delete - no program query), then phase 2 (link
// status, by-name locations including an absent name, the active-uniform enumeration).
// Every location and every active-uniform record must equal what the identical sequence
// produces with the quirk off.
//
// Two determinism guards make this a real A/B rather than a tautology:
// * The quirk-on arm runs FIRST, against a cold preprocess cache, and the reference arm
// second - so it is the path under test that pays the full pipeline, not the control.
// * The quirk-on arm's phase 1 runs over a BLOCKED pool, and every program is then
// WITNESSED still-incomplete (GL_COMPLETION_STATUS_KHR == GL_FALSE) before the pool
// is released: proof that no phase-1 call joined, i.e. the quirk was really engaged.
// A quirk that silently reverts to joining deadlocks here and fails by timeout.
TEST_F(OptimisticStatusTest, IrisTwoPhaseReplayProducesIdenticalReflection) {
constexpr int kPrograms = 24;
Vector<ProgramReflection> reference;
Vector<ProgramReflection> optimistic;
for (const Bool quirkOn : {true, false}) {
const AsyncModeScope async(true);
const OptimisticStatusScope quirk(quirkOn ? MG_Config::QuirkOverride::ForceOn
: MG_Config::QuirkOverride::ForceOff);
const CompilerThreadScope threads;
Vector<String> vsSources, fsSources;
for (int i = 0; i < kPrograms; ++i) {
vsSources.push_back(MakeIrisVs(i));
fsSources.push_back(MakeIrisFs(i));
}
Vector<GLuint> programs;
if (quirkOn) {
const BlockedPoolScope blocked;
for (int i = 0; i < kPrograms; ++i) {
programs.push_back(RunIrisPhaseOne(vsSources[(SizeT)i], fsSources[(SizeT)i]));
}
// The witness: phase 1 finished with the pool blocked, so nothing can have
// settled and nothing can have been joined - every link must still be pending.
for (int i = 0; i < kPrograms; ++i) {
ASSERT_EQ(QueryProgramCompletion(programs[(SizeT)i]), GL_FALSE)
<< "program " << i << " settled under a blocked pool - a phase-1 call must have joined";
}
} else {
for (int i = 0; i < kPrograms; ++i) {
programs.push_back(RunIrisPhaseOne(vsSources[(SizeT)i], fsSources[(SizeT)i]));
}
}
Vector<ProgramReflection>& out = quirkOn ? optimistic : reference;
for (int i = 0; i < kPrograms; ++i) {
const Vector<String> names = {"uModel" + std::to_string(i), "uTint",
"uSeed" + std::to_string(i), "uOffset", "uDoesNotExist"};
out.push_back(RunIrisPhaseTwo(programs[(SizeT)i], names));
}
for (const GLuint program : programs) DeleteProgram(program);
ASSERT_EQ(GetError(), GL_NO_ERROR);
}
ASSERT_EQ(reference.size(), optimistic.size());
for (SizeT i = 0; i < reference.size(); ++i) {
EXPECT_EQ(reference[i].linkStatus, GL_TRUE) << "program " << i;
EXPECT_EQ(optimistic[i].linkStatus, GL_TRUE) << "program " << i;
EXPECT_EQ(reference[i].locations, optimistic[i].locations)
<< "program " << i << ": by-name locations diverged under the quirk";
EXPECT_EQ(reference[i].activeUniforms, optimistic[i].activeUniforms)
<< "program " << i << ": active-uniform enumeration diverged under the quirk";
// The absent name answers -1 in both worlds.
EXPECT_EQ(reference[i].locations.back().second, -1) << "program " << i;
}
}
// ---------------------------------------------------------------------------------------
// The concurrency observable
// ---------------------------------------------------------------------------------------
// The crisp A/B that phase 1 stopped joining. Quirk-on arm: the phase-1 shape over a
// blocked pool completes without joining anything - every shader is then provably still
// in flight (hard EXPECT; an inert quirk deadlocks and fails by timeout). Quirk-off arm:
// the same shape joins at every status read, so nothing is left in flight afterwards.
TEST_F(OptimisticStatusTest, PhaseOneIssuesNoCompileJoin) {
const AsyncModeScope async(true);
const CompilerThreadScope threads;
// Quirk on: nothing settles, nothing joins.
{
const OptimisticStatusScope quirk(MG_Config::QuirkOverride::ForceOn);
const BlockedPoolScope blocked;
Vector<String> storage;
Vector<GLuint> shaders;
for (int i = 0; i < 12; ++i) {
storage.push_back(MakeBulkySource(90000 + i));
const char* text = storage.back().c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &text, nullptr);
CompileShader(fs);
(void)QueryShaderInfoLog(fs);
(void)QueryCompileStatus(fs);
shaders.push_back(fs);
}
for (const GLuint shader : shaders) {
EXPECT_EQ(QueryShaderCompletion(shader), GL_FALSE)
<< "a phase-1 read joined a compile the blocked pool could not have run";
}
for (const GLuint shader : shaders) DeleteShader(shader);
}
// Quirk off: every status read joins its shader.
{
const OptimisticStatusScope quirk(MG_Config::QuirkOverride::ForceOff);
MaxShaderCompilerThreadsKHR(1);
Vector<String> storage;
Vector<GLuint> shaders;
for (int i = 0; i < 12; ++i) {
storage.push_back(MakeBulkySource(80000 + i));
const char* text = storage.back().c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &text, nullptr);
CompileShader(fs);
(void)QueryShaderInfoLog(fs);
(void)QueryCompileStatus(fs);
shaders.push_back(fs);
}
for (const GLuint shader : shaders) {
EXPECT_EQ(QueryShaderCompletion(shader), GL_TRUE)
<< "with the quirk off every per-shader status read must have joined";
}
for (const GLuint shader : shaders) DeleteShader(shader);
}
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
@@ -239,7 +239,15 @@ TEST_F(ParallelShaderCompileTest, ProgramCompletionStatusReportsFalseWithoutJoin
for (const GLuint program : programs) {
EXPECT_EQ(QueryLinkStatus(program), GL_TRUE);
EXPECT_EQ(QueryProgramCompletion(program), GL_TRUE) << "GL_LINK_STATUS must have joined";
// GL_COMPLETION_STATUS_KHR spans BOTH phases of a link, so reading GL_LINK_STATUS -
// which is answered out of phase A - is no longer enough to turn it GL_TRUE. That is
// deliberate: an application that polls completion and then draws must not be told
// "done" while the SPIR-V is still being generated, or the draw it was cleared for is
// the thing that blocks. Settling both phases is what makes the query true.
const auto& object = MG_State::pGLContext->GetProgramObject(program);
ASSERT_NE(object, nullptr);
object->JoinLinkAndSpirv();
EXPECT_EQ(QueryProgramCompletion(program), GL_TRUE) << "a full join must have settled both phases";
}
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
@@ -333,6 +341,54 @@ TEST_F(ParallelShaderCompileTest, ZeroCompilerThreadsJoinsEverythingAndCompilesI
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// The same obligation, but for LINKS that are already in flight when the zero count arrives -
// and specifically for BOTH phases of one. A link is two chained jobs now (ProgramLinkTask,
// then ProgramSpirvTask), and GL_COMPLETION_STATUS_KHR spans both, so
// ProgramState::JoinAllPendingWork has to settle both or this query reads GL_FALSE in the one
// mode the extension says cannot have anything pending. The case above creates its program
// AFTER the zero count, so it links inline and cannot see this; here the programs are linked
// against a saturated pool BEFORE it.
TEST_F(ParallelShaderCompileTest, ZeroCompilerThreadsJoinsPendingLinksAndTheirSpirvJobs) {
const AsyncModeScope async(true);
const CompilerThreadScope threads;
MaxShaderCompilerThreadsKHR(1);
// A backlog first, so the links below cannot all drain before the zero count lands.
Vector<String> sources;
(void)EnqueueBacklog(24, 5000, sources);
Vector<GLuint> programs;
for (int i = 0; i < 8; ++i) {
sources.push_back(MakeBulkySource(5100 + i));
const char* text = sources.back().c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &text, nullptr);
CompileShader(fs);
const GLuint vs = MakeShader(GL_VERTEX_SHADER, kVs);
CompileShader(vs); // this file's MakeShader only sources; it does not compile
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
programs.push_back(program);
}
int outstanding = 0;
for (const GLuint program : programs) {
if (QueryProgramCompletion(program) == GL_FALSE) ++outstanding;
}
MaxShaderCompilerThreadsKHR(0);
for (const GLuint program : programs) {
EXPECT_EQ(QueryProgramCompletion(program), GL_TRUE)
<< "glMaxShaderCompilerThreadsKHR(0) must leave neither link phase in flight";
EXPECT_EQ(QueryLinkStatus(program), GL_TRUE);
}
EXPECT_GT(outstanding, 0) << "every link had drained before the zero count; this case proved nothing";
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// ...and a later NONZERO count is what lifts it. Nothing else does: not a new context, not a
// join, not eglInitialize. That is the documented contract, so it gets an assertion.
TEST_F(ParallelShaderCompileTest, NonzeroCompilerThreadsRestoresAsynchronousCompilation) {
@@ -1100,4 +1100,119 @@ void main() { color = u + v; }
EXPECT_EQ(viaActiveUniformBlockiv, 5);
EXPECT_EQ(TakeError(), GL_NO_ERROR);
}
// ---------------------------------------------------- queries on an unlinked program ----
// glGetProgramiv is legal on a program that has never linked - GL 4.6 sec. 7.3 says the
// queried state simply has its initial value - but the reflection-backed pnames read
// Artifacts().program, which is null until a link produces one. That dereference was a
// SIGSEGV inside glslang::TProgram::getNumPipeInputs, and KHR-GL30.api.coverage walks into it
// (it queries GL_ACTIVE_ATTRIBUTES right after a glGetAttribLocation that failed). It only
// became reachable once the glCopyTexImage2D throw ahead of it in the same case stopped
// killing the run first.
TEST_F(ProgramInterfaceTest, ReflectionQueriesOnAnUnlinkedProgramAnswerZero) {
const GLuint neverLinked = CreateProgram();
ASSERT_NE(neverLinked, 0u);
ClearErrors();
for (const GLenum pname : {GL_ACTIVE_ATTRIBUTES, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, GL_ACTIVE_UNIFORMS,
GL_ACTIVE_UNIFORM_MAX_LENGTH, GL_ACTIVE_UNIFORM_BLOCKS,
GL_ACTIVE_ATOMIC_COUNTER_BUFFERS}) {
GLint value = -1;
GetProgramiv(neverLinked, pname, &value);
ClearErrors();
EXPECT_GE(value, 0) << "pname 0x" << std::hex << pname << " left its output untouched";
}
// A program that was linked and FAILED is the shape api.coverage actually hits.
const GLuint brokenSource = MakeProgram("#version 430\nvoid main() { this is not glsl }\n", kSimpleFs);
LinkProgram(brokenSource);
ClearErrors();
GLint linked = GL_TRUE;
GetProgramiv(brokenSource, GL_LINK_STATUS, &linked);
ASSERT_EQ(linked, GL_FALSE) << "the shader was supposed to fail to compile";
ClearErrors();
GLint attributes = -1;
GetProgramiv(brokenSource, GL_ACTIVE_ATTRIBUTES, &attributes);
ClearErrors();
EXPECT_EQ(attributes, 0);
// GL_COMPUTE_WORK_GROUP_SIZE is GL_INVALID_OPERATION on a program that has not linked (GL
// 4.6 sec. 7.13), so it is allowed to leave the output alone - but it still reaches
// GetComputeLocalSize(), and it may not do so through a null reflection.
GLint localSize[3] = {-1, -1, -1};
GetProgramiv(brokenSource, GL_COMPUTE_WORK_GROUP_SIZE, localSize);
const GLenum computeError = TakeError();
ClearErrors();
EXPECT_TRUE(computeError == GL_INVALID_OPERATION || (localSize[0] == 0 && localSize[1] == 0 &&
localSize[2] == 0))
<< "either the query is refused, or it answers the initial value - never both untouched "
"and unreported";
}
// ------------------------------------------------------------- length on every path ----
// glGetProgramResourceiv's *length is the caller's only signal for how many entries params
// holds, and callers are entitled to leave it uninitialised: the CTS declares `GLsizei
// length;` next to a 1000-entry stack array and then loops `for (i = 0; i < length; ++i)`
// (gl4cProgramInterfaceQueryTests.cpp:2172). Leaving it untouched on an error path therefore
// does not "return nothing" - it hands the caller whatever was on its stack and makes it walk
// that far. KHR-GL43.program_interface_query.subroutines-vertex read 0x20202020 (" ")
// entries and took the process down on BOTH backends. So: zero on every exit, real count on
// success. Poisoning with the exact CTS-observed value keeps the assertion honest.
TEST_F(ProgramInterfaceTest, GetProgramResourceivReportsLengthOnEveryExitPath) {
const GLuint p = MakeProgram(kSimpleVs, kSimpleFs);
BindAttribLocation(p, 0, "position");
BindFragDataLocation(p, 0, "color");
LinkProgram(p);
ExpectLinked(p);
ClearErrors();
constexpr GLsizei kPoison = 0x20202020;
constexpr GLsizei kBufSize = 16;
GLint params[kBufSize] = {};
const GLenum nameLengthProp = GL_NAME_LENGTH;
const GLenum compatibleSubroutinesProp = GL_COMPATIBLE_SUBROUTINES;
const GLenum notAProp = GL_TEXTURE_2D;
const auto lengthAfter = [&](GLuint program, GLenum iface, GLuint index, GLsizei propCount,
const GLenum* props, GLsizei bufSize, GLint* out) {
GLsizei length = kPoison;
GetProgramResourceiv(program, iface, index, propCount, props, bufSize, &length, out);
ClearErrors();
return length;
};
// The case that actually crashed: no subroutine reflection exists, so the query errors
// out - and the caller then trusts *length.
EXPECT_EQ(lengthAfter(p, GL_VERTEX_SUBROUTINE_UNIFORM, 0, 1, &compatibleSubroutinesProp, kBufSize, params), 0)
<< "GL_VERTEX_SUBROUTINE_UNIFORM";
// Not a program name.
EXPECT_EQ(lengthAfter(p + 4242, GL_UNIFORM, 0, 1, &nameLengthProp, kBufSize, params), 0) << "bad program";
// Not an interface enum.
EXPECT_EQ(lengthAfter(p, GL_TEXTURE_2D, 0, 1, &nameLengthProp, kBufSize, params), 0) << "bad interface";
// propCount <= 0, bufSize < 0.
EXPECT_EQ(lengthAfter(p, GL_PROGRAM_OUTPUT, 0, 0, &nameLengthProp, kBufSize, params), 0) << "propCount 0";
EXPECT_EQ(lengthAfter(p, GL_PROGRAM_OUTPUT, 0, 1, &nameLengthProp, -1, params), 0) << "negative bufSize";
// props == nullptr.
EXPECT_EQ(lengthAfter(p, GL_PROGRAM_OUTPUT, 0, 1, nullptr, kBufSize, params), 0) << "null props";
// A prop this command does not know at all.
EXPECT_EQ(lengthAfter(p, GL_PROGRAM_OUTPUT, 0, 1, &notAProp, kBufSize, params), 0) << "unknown prop";
// A prop it knows but this interface does not carry.
EXPECT_EQ(lengthAfter(p, GL_PROGRAM_OUTPUT, 0, 1, &compatibleSubroutinesProp, kBufSize, params), 0)
<< "prop/interface mismatch";
// Index past the end of a real interface.
EXPECT_EQ(lengthAfter(p, GL_PROGRAM_OUTPUT, 9999, 1, &nameLengthProp, kBufSize, params), 0) << "bad index";
// Nowhere to put the values.
EXPECT_EQ(lengthAfter(p, GL_PROGRAM_OUTPUT, 0, 1, &nameLengthProp, kBufSize, nullptr), 0) << "null params";
// ...and the success path still reports the count it actually wrote.
const GLuint outputIndex = GetProgramResourceIndex(p, GL_PROGRAM_OUTPUT, "color");
ASSERT_NE(outputIndex, GL_INVALID_INDEX);
GLsizei length = kPoison;
GetProgramResourceiv(p, GL_PROGRAM_OUTPUT, outputIndex, 1, &nameLengthProp, kBufSize, &length, params);
EXPECT_EQ(TakeError(), GL_NO_ERROR);
EXPECT_EQ(length, 1);
EXPECT_EQ(params[0], 6) << "GL_NAME_LENGTH counts the terminator";
}
} // namespace
@@ -0,0 +1,505 @@
// MobileGL - MobileGL/MG_Test/Program/ProgramPipelineCompositeTest.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
// The hidden composite program a pipeline draw goes through (MG_State/GLState/Core.cpp,
// GetProgramForDraw), interrogated directly rather than through pixels.
//
// Two properties live here that the integration scenarios cannot see, because both are about
// the composite as an OBJECT rather than about what it paints:
//
// 1. WHICH stage's uniform value ends up in its single slot when several stages declare the
// same name. The rendering cases pin the answer for the shapes an application actually
// writes; these pin the rule itself, including the tie.
// 2. WHETHER it is the same object from one draw to the next. A composite rebuild is a full
// synchronous Link() plus a new program identity that empties both backends' per-program
// registries, and nothing about the resulting IMAGE would change if it happened on every
// draw - so an assertion on pixels can never catch that regression.
#include <gtest/gtest.h>
#include <cstring>
#include <string>
#include <vector>
#include "Config.h"
#include "Includes.h"
#include "Init.h"
#include "MG_Impl/GLImpl/Getter/GL_Getter.h"
#include "MG_Impl/GLImpl/Program/GL_Program.h"
#include "MG_Impl/GLImpl/Program/GL_ProgramPipeline.h"
#include "MG_State/GLState/Core.h"
using namespace MobileGL;
using namespace MobileGL::MG_Impl::GLImpl;
namespace {
// Both stages declare `u_shared`, which is the shared-header idiom (one header included by
// every stage) and the shape that used to render nothing: the fragment stage's untouched
// zero default overwrote the vertex stage's written value on the way into the composite.
const char* kSharedUniformVs = R"(#version 430 core
out gl_PerVertex { vec4 gl_Position; };
uniform vec4 u_shared;
uniform vec4 u_vsOnly;
void main() { gl_Position = u_shared + u_vsOnly; }
)";
const char* kSharedUniformFs = R"(#version 430 core
uniform vec4 u_shared;
out vec4 o_color;
void main() { o_color = u_shared; }
)";
const char* kArrayUniformVs = R"(#version 430 core
out gl_PerVertex { vec4 gl_Position; };
uniform vec4 u_arr[4];
void main() { gl_Position = u_arr[0] + u_arr[1] + u_arr[2] + u_arr[3]; }
)";
const char* kArrayUniformFs = R"(#version 430 core
uniform vec4 u_arr[4];
out vec4 o_color;
void main() { o_color = u_arr[0] + u_arr[1] + u_arr[2] + u_arr[3]; }
)";
const char* kSamplerVs = R"(#version 430 core
out gl_PerVertex { vec4 gl_Position; };
void main() { gl_Position = vec4(0.0, 0.0, 0.0, 1.0); }
)";
const char* kSamplerFs = R"(#version 430 core
uniform sampler2D u_tex;
out vec4 o_color;
void main() { o_color = texture(u_tex, vec2(0.0)); }
)";
class ProgramPipelineCompositeTest : public ::testing::Test {
protected:
void SetUp() override { MobileGL::Initialize(); }
// Built by hand rather than through glCreateShaderProgramv, for the reason AsyncLinkTest
// gives: that entry point detaches the shader right after linking, so a relink would
// leave the stage program with nothing to composite from - and one of the cases below
// relinks on purpose.
GLuint MakeSeparableProgram(const GLenum stage, const char* source) {
const GLuint shader = CreateShader(stage);
ShaderSource(shader, 1, &source, nullptr);
CompileShader(shader);
const GLuint program = CreateProgram();
ProgramParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
AttachShader(program, shader);
LinkProgram(program);
GLint linked = GL_FALSE;
GetProgramiv(program, GL_LINK_STATUS, &linked);
EXPECT_EQ(linked, GL_TRUE) << "separable stage program did not link";
return program;
}
// The composite the next draw would run, settled.
static SharedPtr<MG_State::GLState::ProgramObject> DrawProgram() {
return MG_State::pGLContext->GetProgramForDraw();
}
// A uniform's value read out of a program's own shadow, by name. This is what the draw
// would upload, which is the thing under test - glGetUniform* would answer the same for
// the STAGE programs but has no way to name the composite at all.
static std::vector<float> ReadVec4(MG_State::GLState::ProgramObject& program, const String& name) {
const Int location = program.GetUniformLocation(name);
if (location < 0) return {};
const Uint offset = program.GetUniformOffset(static_cast<Uint>(location));
const auto* ubo = static_cast<const char*>(program.GetUBOData());
if (ubo == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset ||
offset + 4 * sizeof(float) > program.GetUBOSize()) {
return {};
}
std::vector<float> value(4);
std::memcpy(value.data(), ubo + offset, 4 * sizeof(float));
return value;
}
};
} // namespace
// ---------------------------------------------------------------------------------------
// Which stage wins the composite's single slot
// ---------------------------------------------------------------------------------------
// THE defect. Both stages declare `u_shared`; only the VERTEX program is ever written to.
// Walking the stages in order and copying every active uniform unconditionally meant the
// fragment stage's untouched zero default landed last and won, so the composite drew zeros - a
// whole frame of nothing, from a program that had been set up entirely correctly.
TEST_F(ProgramPipelineCompositeTest, AWrittenStageValueIsNotClobberedByAnotherStagesUntouchedDeclaration) {
const GLuint vs = MakeSeparableProgram(GL_VERTEX_SHADER, kSharedUniformVs);
const GLuint fs = MakeSeparableProgram(GL_FRAGMENT_SHADER, kSharedUniformFs);
GLuint pipeline = 0;
GenProgramPipelines(1, &pipeline);
BindProgramPipeline(pipeline);
UseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
UseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
ASSERT_EQ(GetError(), GL_NO_ERROR);
// Exactly what an application does: point glUniform* at the vertex stage and write there.
// The fragment program is never written to and holds nothing but GL's zero default.
ActiveShaderProgram(pipeline, vs);
const GLint location = GetUniformLocation(vs, "u_shared");
ASSERT_GE(location, 0);
const float written[4] = {0.25f, 0.5f, 0.75f, 1.0f};
Uniform4fv(location, 1, written);
ASSERT_EQ(GetError(), GL_NO_ERROR);
const auto composite = DrawProgram();
ASSERT_NE(composite, nullptr);
const std::vector<float> value = ReadVec4(*composite, "u_shared");
ASSERT_EQ(value.size(), 4u) << "u_shared has no backing storage in the composite";
EXPECT_EQ(value, (std::vector<float>{0.25f, 0.5f, 0.75f, 1.0f}))
<< "the fragment stage's untouched declaration overwrote the vertex stage's written value";
// The uniform only one stage declares is unaffected either way; it is here so a mirror that
// copied nothing at all would not pass this case by accident.
ActiveShaderProgram(pipeline, vs);
const GLint vsOnly = GetUniformLocation(vs, "u_vsOnly");
ASSERT_GE(vsOnly, 0);
const float other[4] = {1.0f, 2.0f, 3.0f, 4.0f};
Uniform4fv(vsOnly, 1, other);
const auto refreshed = DrawProgram();
EXPECT_EQ(ReadVec4(*refreshed, "u_vsOnly"), (std::vector<float>{1.0f, 2.0f, 3.0f, 4.0f}));
EXPECT_EQ(GetError(), GL_NO_ERROR);
BindProgramPipeline(0);
DeleteProgramPipelines(1, &pipeline);
}
// The tie the fix cannot make disappear: BOTH stages were written, and the composite still has
// one slot. The documented rule is last WRITTEN-TO graphics stage wins, in ShaderStage enum
// order - deterministic, and reachable only by a stage holding a real application value.
TEST_F(ProgramPipelineCompositeTest, WhenBothStagesWereWrittenTheLastGraphicsStageWins) {
const GLuint vs = MakeSeparableProgram(GL_VERTEX_SHADER, kSharedUniformVs);
const GLuint fs = MakeSeparableProgram(GL_FRAGMENT_SHADER, kSharedUniformFs);
GLuint pipeline = 0;
GenProgramPipelines(1, &pipeline);
BindProgramPipeline(pipeline);
UseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
UseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
const float fromVs[4] = {1.0f, 1.0f, 1.0f, 1.0f};
const float fromFs[4] = {2.0f, 2.0f, 2.0f, 2.0f};
// Written in the order VS then FS...
ProgramUniform4fv(vs, GetUniformLocation(vs, "u_shared"), 1, fromVs);
ProgramUniform4fv(fs, GetUniformLocation(fs, "u_shared"), 1, fromFs);
ASSERT_EQ(GetError(), GL_NO_ERROR);
EXPECT_EQ(ReadVec4(*DrawProgram(), "u_shared"), (std::vector<float>{2.0f, 2.0f, 2.0f, 2.0f}));
// ...and in the order FS then VS. The answer is the same, because the rule is stage order
// and not write order - which is the honest statement of what the dirty set can support.
ProgramUniform4fv(fs, GetUniformLocation(fs, "u_shared"), 1, fromFs);
ProgramUniform4fv(vs, GetUniformLocation(vs, "u_shared"), 1, fromVs);
ASSERT_EQ(GetError(), GL_NO_ERROR);
EXPECT_EQ(ReadVec4(*DrawProgram(), "u_shared"), (std::vector<float>{2.0f, 2.0f, 2.0f, 2.0f}))
<< "the both-written tie must be decided by stage order, deterministically";
BindProgramPipeline(0);
DeleteProgramPipelines(1, &pipeline);
}
// The both-written tie again, through the case that has no BYTES to move: the fragment stage
// writes the value it was already holding.
//
// The refresh gate is built out of counters that move when bytes move (the UBO content
// version, the backend state version), and both write funnels drop a value-identical write
// before bumping either. So this write enlarges the write SET - it makes the fragment stage
// the last written-to stage for `u_shared`, which is what decides the slot - while moving
// nothing else. Without a generation on the set itself the gate never trips and the draw keeps
// the vertex stage's value.
TEST_F(ProgramPipelineCompositeTest, AValueIdenticalWriteStillTakesTheSlotForItsStage) {
const GLuint vs = MakeSeparableProgram(GL_VERTEX_SHADER, kSharedUniformVs);
const GLuint fs = MakeSeparableProgram(GL_FRAGMENT_SHADER, kSharedUniformFs);
GLuint pipeline = 0;
GenProgramPipelines(1, &pipeline);
BindProgramPipeline(pipeline);
UseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
UseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
const float fromVs[4] = {5.0f, 5.0f, 5.0f, 5.0f};
ProgramUniform4fv(vs, GetUniformLocation(vs, "u_shared"), 1, fromVs);
ASSERT_EQ(ReadVec4(*DrawProgram(), "u_shared"), (std::vector<float>{5.0f, 5.0f, 5.0f, 5.0f}));
// The fragment program's u_shared already reads all-zero, so this write changes not one
// byte of its shadow - and must still hand it the composite's slot.
const float zeros[4] = {0.0f, 0.0f, 0.0f, 0.0f};
ProgramUniform4fv(fs, GetUniformLocation(fs, "u_shared"), 1, zeros);
ASSERT_EQ(GetError(), GL_NO_ERROR);
EXPECT_EQ(ReadVec4(*DrawProgram(), "u_shared"), (std::vector<float>{0.0f, 0.0f, 0.0f, 0.0f}))
<< "a write that moved no bytes never reached the refresh gate";
BindProgramPipeline(0);
DeleteProgramPipelines(1, &pipeline);
}
// glUseProgramStages here accepts a program that was never linked as separable (GL 4.6 core 7.4
// says it should not, and MobileGL validates only LINK_STATUS). Such a program has recorded
// none of its writes, because nothing ever armed its tracking latch - so the mirror has to fall
// back to carrying everything rather than carrying nothing. Mirroring nothing would have been a
// fresh regression on a shape that worked before the dirty set existed.
TEST_F(ProgramPipelineCompositeTest, ANonSeparableStageProgramStillMirrorsItsUniforms) {
const char* vsSource = R"(#version 430 core
uniform vec4 u_vsOnly;
void main() { gl_Position = u_vsOnly; }
)";
const GLuint shader = CreateShader(GL_VERTEX_SHADER);
ShaderSource(shader, 1, &vsSource, nullptr);
CompileShader(shader);
const GLuint vs = CreateProgram();
// Deliberately NO ProgramParameteri(GL_PROGRAM_SEPARABLE): this is the shape the latch
// cannot see coming.
AttachShader(vs, shader);
LinkProgram(vs);
GLint linked = GL_FALSE;
GetProgramiv(vs, GL_LINK_STATUS, &linked);
ASSERT_EQ(linked, GL_TRUE);
const GLuint fs = MakeSeparableProgram(GL_FRAGMENT_SHADER, kSharedUniformFs);
GLuint pipeline = 0;
GenProgramPipelines(1, &pipeline);
BindProgramPipeline(pipeline);
UseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
UseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
ASSERT_EQ(GetError(), GL_NO_ERROR);
const float written[4] = {3.0f, 1.0f, 4.0f, 1.0f};
ProgramUniform4fv(vs, GetUniformLocation(vs, "u_vsOnly"), 1, written);
ASSERT_EQ(GetError(), GL_NO_ERROR);
const auto composite = DrawProgram();
ASSERT_NE(composite, nullptr);
EXPECT_FALSE(MG_State::pGLContext->GetProgramObject(vs)->TracksUniformWrites())
<< "this case is only meaningful while the stage program records nothing";
EXPECT_EQ(ReadVec4(*composite, "u_vsOnly"), (std::vector<float>{3.0f, 1.0f, 4.0f, 1.0f}))
<< "a stage program with no write record must fall back to mirroring everything";
BindProgramPipeline(0);
DeleteProgramPipelines(1, &pipeline);
}
// glProgramUniform* addresses a program by NAME and needs neither a current program nor an
// active shader program, so it is a write path that never touches the pipeline at all. It has
// to record the write exactly like glUniform* does.
TEST_F(ProgramPipelineCompositeTest, ProgramUniformOnAnUnboundStageProgramReachesTheComposite) {
const GLuint vs = MakeSeparableProgram(GL_VERTEX_SHADER, kSharedUniformVs);
const GLuint fs = MakeSeparableProgram(GL_FRAGMENT_SHADER, kSharedUniformFs);
GLuint pipeline = 0;
GenProgramPipelines(1, &pipeline);
UseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
UseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
// Deliberately BEFORE the bind, and with no glActiveShaderProgram anywhere: the write has
// to survive from here to a draw that has not been set up yet.
const float written[4] = {9.0f, 8.0f, 7.0f, 6.0f};
ProgramUniform4fv(vs, GetUniformLocation(vs, "u_vsOnly"), 1, written);
ASSERT_EQ(GetError(), GL_NO_ERROR);
BindProgramPipeline(pipeline);
EXPECT_EQ(ReadVec4(*DrawProgram(), "u_vsOnly"), (std::vector<float>{9.0f, 8.0f, 7.0f, 6.0f}));
EXPECT_EQ(GetError(), GL_NO_ERROR);
BindProgramPipeline(0);
DeleteProgramPipelines(1, &pipeline);
}
// Array uniforms are written at ELEMENT locations, so the record has to be per location and not
// per name: a stage that wrote `u_arr[2]` and nothing else must carry element 2 across and
// leave the rest to whichever stage owns them.
TEST_F(ProgramPipelineCompositeTest, ArrayElementWritesMirrorPerElement) {
const GLuint vs = MakeSeparableProgram(GL_VERTEX_SHADER, kArrayUniformVs);
const GLuint fs = MakeSeparableProgram(GL_FRAGMENT_SHADER, kArrayUniformFs);
GLuint pipeline = 0;
GenProgramPipelines(1, &pipeline);
BindProgramPipeline(pipeline);
UseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
UseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
// Non-prefix on purpose: elements 1 and 3 from the vertex stage, element 2 from the fragment
// stage, element 0 from nobody. A per-name record would have carried whole arrays and let
// one stage's zeros take the other's elements.
const float one[4] = {11.0f, 11.0f, 11.0f, 11.0f};
const float three[4] = {33.0f, 33.0f, 33.0f, 33.0f};
const float two[4] = {22.0f, 22.0f, 22.0f, 22.0f};
ProgramUniform4fv(vs, GetUniformLocation(vs, "u_arr[1]"), 1, one);
ProgramUniform4fv(vs, GetUniformLocation(vs, "u_arr[3]"), 1, three);
ProgramUniform4fv(fs, GetUniformLocation(fs, "u_arr[2]"), 1, two);
ASSERT_EQ(GetError(), GL_NO_ERROR);
const auto composite = DrawProgram();
ASSERT_NE(composite, nullptr);
EXPECT_EQ(ReadVec4(*composite, "u_arr[0]"), (std::vector<float>{0.0f, 0.0f, 0.0f, 0.0f}));
EXPECT_EQ(ReadVec4(*composite, "u_arr[1]"), (std::vector<float>{11.0f, 11.0f, 11.0f, 11.0f}));
EXPECT_EQ(ReadVec4(*composite, "u_arr[2]"), (std::vector<float>{22.0f, 22.0f, 22.0f, 22.0f}));
EXPECT_EQ(ReadVec4(*composite, "u_arr[3]"), (std::vector<float>{33.0f, 33.0f, 33.0f, 33.0f}));
EXPECT_EQ(GetError(), GL_NO_ERROR);
// A multi-element glUniform*v run marks each location it actually reaches.
const float tail[8] = {44.0f, 44.0f, 44.0f, 44.0f, 55.0f, 55.0f, 55.0f, 55.0f};
ActiveShaderProgram(pipeline, fs);
Uniform4fv(GetUniformLocation(fs, "u_arr[2]"), 2, tail);
ASSERT_EQ(GetError(), GL_NO_ERROR);
const auto refreshed = DrawProgram();
EXPECT_EQ(ReadVec4(*refreshed, "u_arr[2]"), (std::vector<float>{44.0f, 44.0f, 44.0f, 44.0f}));
EXPECT_EQ(ReadVec4(*refreshed, "u_arr[3]"), (std::vector<float>{55.0f, 55.0f, 55.0f, 55.0f}))
<< "the second element of a count=2 write was never recorded";
BindProgramPipeline(0);
DeleteProgramPipelines(1, &pipeline);
}
// Relinking resets a program's uniforms to their initial values (GL 4.6 core 7.6), so the record
// of what was written has to be reset with them. If it survived, the composite built after the
// relink would be handed values the stage program no longer holds.
TEST_F(ProgramPipelineCompositeTest, RelinkingAStageProgramClearsWhatItHadWritten) {
const GLuint vs = MakeSeparableProgram(GL_VERTEX_SHADER, kSharedUniformVs);
const GLuint fs = MakeSeparableProgram(GL_FRAGMENT_SHADER, kSharedUniformFs);
GLuint pipeline = 0;
GenProgramPipelines(1, &pipeline);
BindProgramPipeline(pipeline);
UseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
UseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
const float written[4] = {5.0f, 6.0f, 7.0f, 8.0f};
ProgramUniform4fv(vs, GetUniformLocation(vs, "u_vsOnly"), 1, written);
ASSERT_EQ(ReadVec4(*DrawProgram(), "u_vsOnly"), (std::vector<float>{5.0f, 6.0f, 7.0f, 8.0f}));
LinkProgram(vs);
GLint linked = GL_FALSE;
GetProgramiv(vs, GL_LINK_STATUS, &linked);
ASSERT_EQ(linked, GL_TRUE);
const auto composite = DrawProgram();
ASSERT_NE(composite, nullptr);
EXPECT_EQ(ReadVec4(*composite, "u_vsOnly"), (std::vector<float>{0.0f, 0.0f, 0.0f, 0.0f}))
<< "a relinked stage program carried its pre-relink value into the new composite";
EXPECT_EQ(GetError(), GL_NO_ERROR);
// ...and writing again after the relink is recorded afresh.
const float rewritten[4] = {1.5f, 2.5f, 3.5f, 4.5f};
ProgramUniform4fv(vs, GetUniformLocation(vs, "u_vsOnly"), 1, rewritten);
EXPECT_EQ(ReadVec4(*DrawProgram(), "u_vsOnly"), (std::vector<float>{1.5f, 2.5f, 3.5f, 4.5f}));
EXPECT_EQ(GetError(), GL_NO_ERROR);
BindProgramPipeline(0);
DeleteProgramPipelines(1, &pipeline);
}
// ---------------------------------------------------------------------------------------
// Composite cache stability
// ---------------------------------------------------------------------------------------
// The SSO-conformance shape, and the reason the composite cache stopped being keyed on the
// backend state version: pick a stage program, then per draw set a sampler unit and draw.
// glUniform1i on a sampler bumps that version, so the signature changed on every iteration and
// every single draw threw the composite away and relinked it - glslang, SPIR-V and spirv-opt,
// synchronously, inside the draw - handing the backends a brand-new program identity each time.
//
// Asserted on the composite POINTER, which is the honest observable: it is the object both
// backends key their per-program registries and pipeline memos on, so "same pointer" is exactly
// the property that was lost.
TEST_F(ProgramPipelineCompositeTest, ASamplerWritePerDrawDoesNotRebuildTheComposite) {
const GLuint vs = MakeSeparableProgram(GL_VERTEX_SHADER, kSamplerVs);
const GLuint fs = MakeSeparableProgram(GL_FRAGMENT_SHADER, kSamplerFs);
GLuint pipeline = 0;
GenProgramPipelines(1, &pipeline);
BindProgramPipeline(pipeline);
UseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
UseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
ActiveShaderProgram(pipeline, fs);
ASSERT_EQ(GetError(), GL_NO_ERROR);
const GLint sampler = GetUniformLocation(fs, "u_tex");
ASSERT_GE(sampler, 0);
const auto first = DrawProgram();
ASSERT_NE(first, nullptr);
const Uint64 firstLifetime = first->GetLifetimeId();
const Int compositeSampler = first->GetUniformLocation("u_tex");
ASSERT_GE(compositeSampler, 0);
for (GLint unit = 0; unit < 8; ++unit) {
Uniform1i(sampler, unit);
const auto composite = DrawProgram();
ASSERT_NE(composite, nullptr);
EXPECT_EQ(composite.get(), first.get())
<< "the composite was rebuilt by a sampler-unit write at unit " << unit;
EXPECT_EQ(composite->GetLifetimeId(), firstLifetime) << "the composite's identity changed at unit " << unit;
// The value still has to ARRIVE - the whole point is that the mirror carries it now that
// the rebuild no longer does.
EXPECT_EQ(composite->GetUniformSamplerOrImageUnitIndex(static_cast<Uint>(compositeSampler)), unit)
<< "the sampler unit did not reach the composite at unit " << unit;
}
EXPECT_EQ(GetError(), GL_NO_ERROR);
// A relink, by contrast, MUST replace it: that is the one thing the signature still tracks.
LinkProgram(fs);
GLint linked = GL_FALSE;
GetProgramiv(fs, GL_LINK_STATUS, &linked);
ASSERT_EQ(linked, GL_TRUE);
const auto afterRelink = DrawProgram();
ASSERT_NE(afterRelink, nullptr);
EXPECT_NE(afterRelink.get(), first.get()) << "a relinked stage program must rebuild the composite";
BindProgramPipeline(0);
DeleteProgramPipelines(1, &pipeline);
}
// The monolithic path must be untouched by any of this: a plain glUseProgram program is not
// separable, records nothing, and is its own draw program.
TEST_F(ProgramPipelineCompositeTest, AMonolithicProgramRecordsNothingAndIsItsOwnDrawProgram) {
const char* vsSource = R"(#version 430 core
uniform vec4 u_shared;
void main() { gl_Position = u_shared; }
)";
const char* fsSource = R"(#version 430 core
uniform vec4 u_shared;
out vec4 o_color;
void main() { o_color = u_shared; }
)";
const GLuint vsShader = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vsShader, 1, &vsSource, nullptr);
CompileShader(vsShader);
const GLuint fsShader = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fsShader, 1, &fsSource, nullptr);
CompileShader(fsShader);
const GLuint program = CreateProgram();
AttachShader(program, vsShader);
AttachShader(program, fsShader);
LinkProgram(program);
GLint linked = GL_FALSE;
GetProgramiv(program, GL_LINK_STATUS, &linked);
ASSERT_EQ(linked, GL_TRUE);
UseProgram(program);
const float written[4] = {1.0f, 2.0f, 3.0f, 4.0f};
Uniform4fv(GetUniformLocation(program, "u_shared"), 1, written);
ASSERT_EQ(GetError(), GL_NO_ERROR);
const auto drawProgram = DrawProgram();
ASSERT_NE(drawProgram, nullptr);
EXPECT_EQ(drawProgram->GetExternalIndex(), program) << "a current program IS the draw program";
// Nothing was recorded, because nothing ever asked this program to be separable - which is
// what keeps the hot uniform path free of the bookkeeping.
EXPECT_FALSE(drawProgram->TracksUniformWrites());
EXPECT_TRUE(drawProgram->GetWrittenUniformIndices().empty());
EXPECT_EQ(ReadVec4(*drawProgram, "u_shared"), (std::vector<float>{1.0f, 2.0f, 3.0f, 4.0f}));
UseProgram(0);
}

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