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Author SHA1 Message Date
Claude 7463236b34 [Fix] (MG_Impl): report a buffer texture as the wrong object, not the wrong token
glGetTextureParameter* resolve the texture by name and then hand the work to the
target-based getter, which validates the target it was given. For a buffer texture that
is GL_TEXTURE_BUFFER, and the target form correctly calls that an unaccepted token -
INVALID_ENUM.

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

Fixes direct_state_access.textures_parameter_errors on both backends, taking the group to
74.93% on Espryt and 73.32% on Magma.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DnW6wQYv2Pvrfisqak8UJu
2026-08-05 02:36:31 +00:00
Claude 658e08c918 [Docs] (tools/cts): add the desktop Linux CTS skill
The Android and Windows paths each have a skill; the desktop Linux one had only
a runner script and a README section, so it was the least discoverable of the
three despite being the one to reach for while iterating - it needs no device
and no GPU, and a single test group takes seconds rather than hours.

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

Also states the rule the other skills only imply: report Espryt and Magma
separately. They fail different cases, and one combined number hides which
backend a change moved.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DnW6wQYv2Pvrfisqak8UJu
2026-08-05 02:31:46 +00:00
Claude e543d9f7da [Docs] (tools/cts): refresh the DSA reference table for the fixes in this branch
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DnW6wQYv2Pvrfisqak8UJu
2026-08-05 02:29:42 +00:00
Claude 31d7d97e86 [Fix] (MG_Impl): apply the buffer texture's own format and range rules
glTextureBuffer and glTextureBufferRange took any internal format the texture enum
converter recognised. A buffer texture accepts a much shorter list than a sampled or a
renderable texture does (GL 4.6 core table 8.16), and it cannot be inferred from either,
so a format like GL_RGB8 was accepted and produced a texture nothing could read.

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

Fixes direct_state_access.textures_buffer_errors and textures_buffer_range_errors on both
backends.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DnW6wQYv2Pvrfisqak8UJu
2026-08-05 02:29:25 +00:00
Claude cf89f394c5 [Fix] (MG_Util): ask the ES driver for the texture buffer offset alignment
The DirectGLES capability probe queried GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT with a bare
glGetIntegerv while every other query in the same function goes through glesFuncs. A bare
call resolves to MobileGL's own exported entry point, which answers that pname out of the
capability table this code is in the middle of filling in, so the value read back was the
default it started from and the driver's real alignment never arrived.

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

Takes direct_state_access.textures_buffer_* from 3 to 30 of 30 on DirectGLES, and the
whole DSA group from 66.85% to 74.12%. DirectVulkan was unaffected: its alignment comes
from a Vulkan device limit and was already right.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DnW6wQYv2Pvrfisqak8UJu
2026-08-05 02:26:50 +00:00
Claude 2412807afd [Docs] (tools/cts): document the desktop Linux CTS path and the DSA baseline
run_cts_local.py and the mobilegl-desktop VK-GL-CTS target were both in the tree
with nothing describing how to reach them, so the only documented ways to run the
suite needed either an Android device or a Windows box with a GPU. The desktop
Linux path needs neither: lavapipe gives DirectVulkan a headless surface and
Mesa's surfaceless EGL gives DirectGLES a context, so a single test group can be
measured in seconds while working on it.

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

The direct_state_access reference table is the measured baseline for the fixes in
this branch, so a later change has something to be compared against.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DnW6wQYv2Pvrfisqak8UJu
2026-08-05 02:22:09 +00:00
Claude 9ed287dbc7 [Fix] (MG_Impl): bound a colour attachment and a vertex binding range by the limit
GL_COLOR_ATTACHMENTn is a token for every n up to 31, but only the first
GL_MAX_COLOR_ATTACHMENTS of them name an attachment point of a framebuffer object. The
enum conversion accepted the whole token range, so attaching a renderbuffer or a texture
to a colour attachment past the limit silently succeeded instead of reporting
INVALID_OPERATION, and the attachment landed in a slot nothing else would ever look at.

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

Takes direct_state_access.vertex_arrays_* to 18 of 19 and fixes
direct_state_access.framebuffers_renderbuffer_attachment_errors on both backends.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DnW6wQYv2Pvrfisqak8UJu
2026-08-05 02:21:13 +00:00
Claude 836306feee [Feat] (MG_Impl, MG_State): implement the direct state access transform feedback API
glCreateTransformFeedbacks, glTransformFeedbackBufferBase, glTransformFeedbackBufferRange
and the three glGetTransformFeedback* queries were all stubs, so a transform feedback
object could only be configured and inspected by binding it first - the exact thing
direct state access exists to avoid. The queries were the worse half: they returned
nothing and raised no error, so an application could not tell that it had learned
nothing.

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

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

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

Takes direct_state_access.xfb_* from 0 to 4 of 5 on both backends; xfb_functional still
fails on the capture itself, which is a separate defect.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DnW6wQYv2Pvrfisqak8UJu
2026-08-05 02:16:48 +00:00
Claude 126f617428 [Fix] (MG_Impl, MG_State): give the vertex buffer binding points a real state view
The binding-point half of ARB_vertex_attrib_binding was implemented, but nothing
outside it could see the result. glGetIntegerv answered GL_MAX_VERTEX_ATTRIB_BINDINGS,
GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET and GL_MAX_VERTEX_ATTRIB_STRIDE with a hardcoded
0 and a comment saying the entry points were stubs, which they no longer are. An
application that sizes its loops off those limits therefore saw none, and every
"bindingindex must be less than MAX_VERTEX_ATTRIB_BINDINGS" check silently accepted
everything because the limit it validated against was not the one it reported.

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

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

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

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

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

Takes direct_state_access.vertex_arrays_* from 12 to 17 of 19 on both backends.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DnW6wQYv2Pvrfisqak8UJu
2026-08-05 02:16:32 +00:00
198 changed files with 4540 additions and 38588 deletions
+3 -10
View File
@@ -201,11 +201,6 @@ fetch_file_from_mirror() {
return 1
}
# Files no mirror could serve, even after retrying every mirror. Only these fall
# back to Git LFS, so a mirror that served the rest of the case still spares
# GitHub the bandwidth for those files.
mirror_failures=()
fetch_from_mirror() {
mkdir -p "${fixture_dir}"
for file in "${files[@]}"; do
@@ -224,19 +219,17 @@ fetch_from_mirror() {
echo "Mirror did not serve ${name}; trying the next mirror" >&2
done
if [ "${fetched}" -ne 1 ]; then
mirror_failures+=("${file}")
return 1
fi
done
[ "${#mirror_failures[@]}" -eq 0 ]
}
if fetch_from_mirror; then
echo "Fetched trace fixture files for ${case_name} from mirror: ${include}"
else
fallback_include="$(IFS=,; echo "${mirror_failures[*]}")"
echo "All mirrors failed for ${#mirror_failures[@]} of ${#files[@]} file(s) of ${case_name}; falling back to Git LFS: ${fallback_include}"
echo "All mirrors failed for ${case_name}; falling back to Git LFS: ${include}"
git lfs install --local
git lfs pull --include="${fallback_include}" --exclude=""
git lfs pull --include="${include}" --exclude=""
fi
for file in "${files[@]}"; do
+1 -5
View File
@@ -177,13 +177,9 @@ jobs:
uses: lukka/get-cmake@v4.3.3
- name: Install runtime dependencies
# libegl-mesa0 is the EGL vendor library itself: DriverBench brings up a
# real GL context, and libegl1 is only glvnd's dispatch. It normally
# arrives as a Recommends of libegl1, which is too quiet a dependency for
# the one job that needs a working driver.
run: |
sudo apt-get update
sudo apt-get install -y libvulkan1 libegl1 libegl-mesa0 libgles2 libgl1-mesa-dri mesa-vulkan-drivers
sudo apt-get install -y libvulkan1 libegl1 libgles2 libgl1-mesa-dri mesa-vulkan-drivers
- name: Download Linux runtime
uses: actions/download-artifact@v8
-6
View File
@@ -31,9 +31,3 @@
[submodule "3rdparty/apitrace"]
path = 3rdparty/apitrace
url = https://github.com/MobileGL-Dev/apitrace.git
[submodule "3rdparty/asio"]
path = 3rdparty/asio
url = https://github.com/chriskohlhoff/asio.git
[submodule "3rdparty/libfork"]
path = 3rdparty/libfork
url = https://github.com/ConorWilliams/libfork.git
-1
Submodule 3rdparty/asio deleted from 8806a6803c
-1
Submodule 3rdparty/libfork deleted from 9b2b844a5f
+1 -50
View File
@@ -4,11 +4,6 @@ project("MobileGL")
option(MOBILEGL_BUILD_TEST "Build MobileGL tests" ON )
option(MOBILEGL_BUILD_BENCHMARK "Build MobileGL benchmarks" ON )
# Headless end-to-end GPU scenarios (MobileGL/MG_IntegrationTest). They need a
# real GPU/ICD to do anything, so they are off by default for CI; every scenario
# skips cleanly where there is none. Registered under the `integration-gpu`
# ctest label so a run can select or exclude them.
option(MOBILEGL_BUILD_INTEGRATION_TEST "Build MobileGL headless GPU integration tests" OFF)
option(MOBILEGL_FORCE_RELEASE_OPT "Enable Release optimization flags in Debug build" ON )
option(MOBILEGL_ENABLE_TRACY "Enable tracy for profiling" OFF)
option(MOBILEGL_BUILD_TRACE_REPLAY "Build desktop apitrace replay runner" OFF)
@@ -22,9 +17,7 @@ if (ANDROID)
set(MOBILEGL_BUILD_BENCHMARK OFF CACHE BOOL "Build MobileGL benchmarks" FORCE)
endif()
option(MOBILEGL_ENABLE_LTO "Build with ThinLTO/IPO" OFF)
if ((NOT CMAKE_BUILD_TYPE STREQUAL "Debug" OR MOBILEGL_FORCE_RELEASE_OPT) AND MOBILEGL_ENABLE_LTO)
if (NOT CMAKE_BUILD_TYPE STREQUAL "Debug" OR MOBILEGL_FORCE_RELEASE_OPT)
# Check if ThinLTO or LTO is suppported
include(CheckIPOSupported)
include(CheckCCompilerFlag)
@@ -154,9 +147,6 @@ set(SOURCE_FILES
MobileGL/MG_Util/Debug/Log.cpp
MobileGL/MG_Util/Async/JobNode.cpp
MobileGL/MG_Util/Async/ShaderCompilePool.cpp
MobileGL/MG_Util/Math/VectorTypes.cpp
MobileGL/MG_Util/Metrics/TextureMetrics.cpp
@@ -190,7 +180,6 @@ set(SOURCE_FILES
MobileGL/MG_Util/Classifiers/TextureEnumClassifier.cpp
MobileGL/MG_Util/ShaderTranspiler/CompileEnv.cpp
MobileGL/MG_Util/ShaderTranspiler/ShaderCompiler.cpp
MobileGL/MG_Util/ShaderTranspiler/SpvcSession.cpp
MobileGL/MG_Util/ShaderTranspiler/ShaderSourceProcessor.cpp
@@ -198,11 +187,9 @@ set(SOURCE_FILES
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/FlattenInterfaceStructPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/EliminateFloatEqualsZeroPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RenameSamplerFunctionParameterPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RenameBuiltinShadowingFunctionsPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/DecomposeWorkgroupVec3Pass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/DecoratePositionInvariantPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/LowerDrawParametersPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/PackDoubleVertexInputsPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RebaseInstanceIndexPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/NormalizeRectCoordinatesPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUboMemberRelaxedPrecisionPass.cpp
@@ -218,7 +205,6 @@ set(SOURCE_FILES
MobileGL/MG_Util/Texture/TextureFormatProcessor.cpp
MobileGL/MG_Impl/GLXImpl/Exporting/Definitions.cpp
MobileGL/MG_Impl/GLXImpl/GLXImpl.cpp
MobileGL/MG_Impl/GLXImpl/LookUp/LookUp.cpp
MobileGL/MG_Impl/EGLImpl/Exporting/Definitions.cpp
@@ -232,8 +218,6 @@ set(SOURCE_FILES
MobileGL/MG_Impl/GLImpl/Framebuffer/Validators.cpp
MobileGL/MG_Impl/GLImpl/Framebuffer/GL_Framebuffer.cpp
MobileGL/MG_Impl/GLImpl/Program/GL_Program.cpp
MobileGL/MG_Impl/GLImpl/Program/ProgramInterface.cpp
MobileGL/MG_Impl/GLImpl/Program/GL_ProgramPipeline.cpp
MobileGL/MG_Impl/GLImpl/Texture/GL_Texture.cpp
MobileGL/MG_Impl/GLImpl/Texture/Validators.cpp
MobileGL/MG_Impl/GLImpl/Texture/ProxyTexture.cpp
@@ -256,7 +240,6 @@ set(SOURCE_FILES
MobileGL/MG_Backend/DirectGLES/BackendObject_DirectGLES.cpp
MobileGL/MG_Backend/DirectGLES/Utils.cpp
MobileGL/MG_Backend/DirectGLES/Managers.cpp
MobileGL/MG_Backend/DirectGLES/MultiDraw.cpp
MobileGL/MG_Backend/DirectVulkan/DirectVulkan.cpp
MobileGL/MG_Backend/DirectVulkan/BackendObject_DirectVulkan.cpp
@@ -295,11 +278,7 @@ set(SOURCE_FILES
MobileGL/MG_State/GLState/TextureState/TextureUnit.cpp
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/ShaderCompileTask.cpp
MobileGL/MG_State/GLState/ProgramState/ShaderObject.cpp
MobileGL/MG_State/GLState/ProgramState/ShaderPreprocessCache.cpp
MobileGL/MG_State/GLState/ProgramState/ShaderCompileAdoptionMap.cpp
MobileGL/MG_State/GLState/ProgramState/ProgramState.cpp
MobileGL/MG_State/GLState/RenderState/RenderState.cpp
MobileGL/MG_State/GLState/FramebufferState/FramebufferObject.cpp
@@ -322,7 +301,6 @@ endif()
if (ANDROID)
list(APPEND SOURCE_FILES
MobileGL/MG_Util/SelfTest/DriverPostJni.cpp
MobileGL/MG_Util/SelfTest/DriverBenchJni.cpp
)
endif()
@@ -333,11 +311,6 @@ if (WIN32)
)
endif()
# The shader-compile pool runs standalone Asio on real threads. This host's glibc (>= 2.34)
# merged pthread into libc, so it links without asking, but the NDK and musl are not
# guaranteed to be as forgiving - ask for it explicitly rather than rely on the accident.
find_package(Threads REQUIRED)
set(MOBILEGL_LINK_LIBRARIES
glslang::glslang
spirv-cross-c
@@ -347,17 +320,12 @@ set(MOBILEGL_LINK_LIBRARIES
GPUOpen::VulkanMemoryAllocator
Vulkan::UtilityHeaders
spirv-reflect-static
Threads::Threads
)
set(MOBILEGL_COMPILE_DEF
-DVMA_STATIC_VULKAN_FUNCTIONS=0
-DVMA_DYNAMIC_VULKAN_FUNCTIONS=1
-DVMA_VULKAN_VERSION=1001000
# Header-only Asio, no Boost, no deprecated interfaces. Set on the definition list
# rather than per-target so the shared library and the _s static target agree.
-DASIO_STANDALONE
-DASIO_NO_DEPRECATED
)
message(STATUS "MOBILEGL_COMPILE_DEF=${MOBILEGL_COMPILE_DEF}")
@@ -369,17 +337,6 @@ set(MOBILEGL_INCLUDE_DIR
${spirv-tools_SOURCE_DIR}/include
${spirv-tools_BINARY_DIR}
${SPIRV-Headers_SOURCE_DIR}/include
# Header-only submodule: no add_subdirectory, no link target. Only
# MG_Util/Async/ShaderCompilePool.cpp includes it, and it stays behind that file's
# pimpl so no consumer target needs this path.
${CMAKE_SOURCE_DIR}/3rdparty/asio/asio/include
# The second shader-compile execution engine (MOBILEGL_ASYNC_POOL=libfork), on the
# same terms as Asio above: header-only, no add_subdirectory (its CMakeLists only
# declares an INTERFACE target plus install/test scaffolding we do not want), no link
# target, and reachable from exactly one translation unit. libfork's own
# target_compile_features asks for cxx_std_23, which this project already sets
# globally, so its C++20 coroutines need no per-source standard override.
${CMAKE_SOURCE_DIR}/3rdparty/libfork/include
)
add_library(${CMAKE_PROJECT_NAME} SHARED
@@ -577,12 +534,6 @@ if (NOT ANDROID)
add_subdirectory(MobileGL/MG_Test)
endif()
# After MG_Test so googletest is already available when the unit tests are
# built; the module fetches its own copy when they are not.
if (MOBILEGL_BUILD_INTEGRATION_TEST)
add_subdirectory(MobileGL/MG_IntegrationTest)
endif()
if (MOBILEGL_BUILD_BENCHMARK)
add_subdirectory(MobileGL/MG_Benchmark)
endif()
-51
View File
@@ -29,33 +29,6 @@ namespace MobileGL::MG_Config {
ForceOff,
};
// Preferred DirectVulkan dispatch tier for the glMultiDraw* families. A preference,
// never a demand: the renderer clamps it to what the device supports at device
// creation, falling down the chain ext -> indirect -> unroll with one log line.
enum class MultiDrawMode : Uint8 {
Auto = 0, // unset: best supported tier
Ext, // VK_EXT_multi_draw: one vkCmdDrawMultiEXT / vkCmdDrawMultiIndexedEXT
Indirect, // multiDrawIndirect feature: one vkCmdDraw*Indirect over a transient command array
Unroll, // one vkCmdDraw* per sub-draw
};
// Preferred DirectGLES emulation tier for glMultiDrawElements(BaseVertex). GLES has no
// such entry point in core, so every tier below is an emulation; they differ only in
// which driver capability they lean on and how many driver calls a batch costs. Like
// the Magma knob this is a preference, clamped at resolution time to what the ES
// driver actually supports, with one log line when it falls back.
enum class GLESMultiDrawMode : Uint8 {
Auto = 0, // unset: best supported tier
Ext, // one glMultiDrawElementsBaseVertexEXT
MultiIndirect, // one glMultiDrawElementsIndirectEXT over a scratch command buffer
Indirect, // one glDrawElementsIndirect per sub-draw over that same buffer
BaseVertex, // one glDrawElementsBaseVertex per sub-draw
DrawElements, // baseVertex folded into a scratch index buffer on the CPU, then plain
// glDrawElements per sub-draw (for drivers with no base-vertex draw at all)
Compute, // a compute shader flattens every sub-draw into one rebased index buffer,
// drawn by a single glDrawElements
};
// Feature toggles parsed once from environment variables in MG_ConfigLoader::Init()
// (ConfigLoader.cpp), before the accepted-env map is destroyed. All Bool fields share
// one truthy rule: the variable is set, non-empty, not "0", and not "false"
@@ -66,12 +39,6 @@ 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).
struct FeaturesTable {
// MOBILEGL_DISABLE_TIMERQUERY: do not advertise or use GPU timer queries.
Bool DisableTimerQuery = false;
@@ -124,24 +91,6 @@ namespace MobileGL::MG_Config {
// feature off. It is enabled by default to match GL's defined out-of-range fetch
// behavior; this escape hatch exists to measure or dodge its GPU cost on a device.
Bool DisableRobustBufferAccess = false;
// MOBILEGL_MAGMA_MULTIDRAW_MODE: preferred DirectVulkan multi-draw dispatch tier
// ("ext" | "indirect" | "unroll", see MultiDrawMode). Clamped to device support;
// unset picks the best supported tier.
MultiDrawMode MagmaMultiDrawMode = MultiDrawMode::Auto;
// MOBILEGL_ESPRYT_MULTIDRAW_MODE: preferred DirectGLES glMultiDrawElements emulation
// tier ("ext" | "multiindirect" | "indirect" | "basevertex" | "drawelements" |
// "compute", see GLESMultiDrawMode). Clamped to driver support; unset picks the best
// supported tier, which never includes "compute" - see the note on its resolution.
GLESMultiDrawMode EsprytMultiDrawMode = GLESMultiDrawMode::Auto;
// MOBILEGL_ASYNC_SHADER_COMPILE: overrides asynchronous shader compilation. Unset
// keeps the built-in default (MG_Util::Async::kAsyncShaderCompileDefault); falsy
// forces every glCompileShader/glLinkProgram to run synchronously on the calling
// thread AND withdraws GL_KHR_parallel_shader_compile, so the single switch reverts
// both the threading and the application-visible behaviour change.
QuirkOverride AsyncShaderCompile = QuirkOverride::Auto;
// MOBILEGL_ASYNC_SHADER_COMPILE_THREADS: shader-compile worker count. 0 (unset) means
// auto, which is min(4, big cores); an explicit value is honoured as given.
Uint32 AsyncShaderCompileThreads = 0;
};
extern FeaturesTable Features;
} // namespace MobileGL::MG_Config
-45
View File
@@ -97,47 +97,6 @@ namespace MobileGL::MG_ConfigLoader {
: MG_Config::QuirkOverride::ForceOff;
}
// Multi-draw mode is a named-value preference: unset keeps Auto (best supported tier),
// a recognized name selects that tier as the ceiling, anything else warns and keeps Auto.
inline MG_Config::MultiDrawMode QueryEnvMultiDrawMode(const String& key) {
auto it = acceptedEnvVariablesMap->find(key);
if (it == acceptedEnvVariablesMap->end()) {
return MG_Config::MultiDrawMode::Auto;
}
String lowered = it->second;
std::transform(lowered.begin(), lowered.end(), lowered.begin(),
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
if (lowered == "ext") return MG_Config::MultiDrawMode::Ext;
if (lowered == "indirect") return MG_Config::MultiDrawMode::Indirect;
if (lowered == "unroll") return MG_Config::MultiDrawMode::Unroll;
if (lowered.empty() || lowered == "auto") return MG_Config::MultiDrawMode::Auto;
MGLOG_W("Config: Ignoring invalid env variable %s='%s'; expected ext|indirect|unroll|auto, using auto",
key.c_str(), it->second.c_str());
return MG_Config::MultiDrawMode::Auto;
}
// Same contract as QueryEnvMultiDrawMode, over the DirectGLES tier names.
inline MG_Config::GLESMultiDrawMode QueryEnvGLESMultiDrawMode(const String& key) {
auto it = acceptedEnvVariablesMap->find(key);
if (it == acceptedEnvVariablesMap->end()) {
return MG_Config::GLESMultiDrawMode::Auto;
}
String lowered = it->second;
std::transform(lowered.begin(), lowered.end(), lowered.begin(),
[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
if (lowered == "ext") return MG_Config::GLESMultiDrawMode::Ext;
if (lowered == "multiindirect") return MG_Config::GLESMultiDrawMode::MultiIndirect;
if (lowered == "indirect") return MG_Config::GLESMultiDrawMode::Indirect;
if (lowered == "basevertex") return MG_Config::GLESMultiDrawMode::BaseVertex;
if (lowered == "drawelements") return MG_Config::GLESMultiDrawMode::DrawElements;
if (lowered == "compute") return MG_Config::GLESMultiDrawMode::Compute;
if (lowered.empty() || lowered == "auto") return MG_Config::GLESMultiDrawMode::Auto;
MGLOG_W("Config: Ignoring invalid env variable %s='%s'; expected "
"ext|multiindirect|indirect|basevertex|drawelements|compute|auto, using auto",
key.c_str(), it->second.c_str());
return MG_Config::GLESMultiDrawMode::Auto;
}
inline Uint32 QueryEnvUint32(const String& key, Uint32 defaultValue, Uint32 minValue, Uint32 maxValue) {
auto it = acceptedEnvVariablesMap->find(key);
if (it == acceptedEnvVariablesMap->end()) {
@@ -179,10 +138,6 @@ namespace MobileGL::MG_ConfigLoader {
features.MagmaDisableBlendedDepthWriteQuirk =
QueryEnvQuirkOverride("MOBILEGL_MAGMA_DISABLE_BLENDED_DEPTH_WRITE");
features.DisableRobustBufferAccess = QueryEnvFlag("MOBILEGL_DISABLE_ROBUST_BUFFER_ACCESS");
features.MagmaMultiDrawMode = QueryEnvMultiDrawMode("MOBILEGL_MAGMA_MULTIDRAW_MODE");
features.EsprytMultiDrawMode = QueryEnvGLESMultiDrawMode("MOBILEGL_ESPRYT_MULTIDRAW_MODE");
features.AsyncShaderCompile = QueryEnvQuirkOverride("MOBILEGL_ASYNC_SHADER_COMPILE");
features.AsyncShaderCompileThreads = QueryEnvUint32("MOBILEGL_ASYNC_SHADER_COMPILE_THREADS", 0, 0, 64);
}
inline void InitBackendType() {
+1 -31
View File
@@ -15,8 +15,6 @@
#include <MG_Impl/GLImpl/Texture/ProxyTexture.h>
#include <MG_Impl/GLImpl/Framebuffer/GL_Framebuffer.h>
#include <MG_Impl/GLImpl/Sync/GL_Sync.h>
#include <MG_Util/Async/ShaderCompilePool.h>
#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
#include <atomic>
#include <mutex>
@@ -39,12 +37,7 @@ namespace MobileGL {
if (logLifecycle) {
MGLOG_I("MobileGL closing...");
}
// First, before anything else is torn down. In-flight compile/link jobs own
// their own inputs and are safe against everything below EXCEPT glslang's
// process globals and the TShader/TProgram objects hanging off pGLContext,
// both of which this function is about to destroy. This is the one
// cancellation path in the whole design that waits.
MG_Util::Async::ShaderCompilePool::Get().StopAndDrain();
glslang::FinalizeProcess();
// GL syncs die with their contexts, and every context is gone by the
// time full teardown runs: drain the live-sync registry while the
// backend function table can still release the backend handles (and
@@ -56,16 +49,6 @@ namespace MobileGL {
MG_State::pEGLContext.reset();
MG_Impl::GLImpl::TextureImpl::pProxyTextureManager.reset();
MG_Impl::GLImpl::FramebufferImpl::pDefaultFramebufferInfo.reset();
// Must run AFTER pGLContext.reset(). FinalizeProcess -> ShFinalize deletes
// glslang's process-wide pool allocator and every cached built-in symbol table,
// while the TShader/TProgram objects owned by the shader and program objects
// still reference levels adopted from those tables. Finalizing first left live
// glslang objects pointing at freed memory for the rest of the teardown.
glslang::FinalizeProcess();
// Immediately after, and never apart from it: FinalizeProcess just deleted the
// built-in symbol tables the prewarm latch stands for, so leaving it set would
// make the next Initialize() skip a prewarm it genuinely needs.
MG_Util::ShaderTranspiler::ShaderCompiler::ResetPrewarmLatch();
MG_Backend::gBackendFunctionsTable = {};
g_isInitialized = false;
if (logLifecycle) {
@@ -93,19 +76,6 @@ namespace MobileGL {
MG_Impl::Init();
MGLOG_D("MG_Impl initialized");
glslang::InitializeProcess();
// On the GL thread, before any worker can exist. glslang builds its built-in symbol
// tables lazily under a process-wide lock held for the whole build, so without this
// the first concurrent compiles of a shaderpack all serialize behind the very first
// parse and asynchronous compilation looks like it is doing nothing.
//
// Gated on the flag, because the problem it solves only exists when there are
// workers: with compilation synchronous, nothing ever contends for that lock and the
// three throwaway parses buy nothing - they just add to every eglInitialize. Read the
// flag here rather than inside PrewarmBuiltins so ShaderCompiler keeps no dependency
// on the async subsystem (ProgramUtilTest compiles that file without it).
if (MG_Util::Async::AsyncShaderCompileEnabled()) {
MG_Util::ShaderTranspiler::ShaderCompiler::PrewarmBuiltins();
}
MGLOG_D("glslang initialized");
g_isInitialized = true;
MGLOG_I("MobileGL initialized");
+9 -50
View File
@@ -145,10 +145,6 @@ namespace MobileGL {
GLenum buffer, GLint drawbuffer, const GLfloat* value);
void (*ClearNamedFramebufferfi)(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
void (*ClearNamedFramebufferiv)(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLint* value);
void (*ClearNamedFramebufferuiv)(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLuint* value);
void (*BlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0,
GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
void (*BlitNamedFramebuffer)(const SharedPtr<MG_State::GLState::FramebufferObject>& readFramebuffer,
@@ -181,18 +177,15 @@ namespace MobileGL {
void (*GetIntegeri_v)(GLenum target, GLuint index, GLint* data);
void (*GetInteger64i_v)(GLenum target, GLuint index, GLint64* data);
void (*GetProgramiv)(GLuint program, GLenum pname, GLint* params);
// The GL program interface (glGetProgramInterfaceiv / glGetProgramResource*) is NOT
// a backend query: it describes the program the application wrote, in the
// application's namespace, which neither backend program is in. It is answered
// entirely by MG_Impl/GLImpl/Program/ProgramInterface from the frontend reflection.
// Takes the block's GL NAME, not glShaderStorageBlockBinding's index. The index
// the application passes is the frontend interface-query enumeration's, and no
// backend shares that index space: DirectVulkan enumerates SPIR-V descriptor
// bindings and DirectGLES asks a real driver about SPIRV-Cross-generated ESSL.
// The name is the one coordinate all three agree on, so the frontend resolves the
// index against its own enumeration and each backend maps the name to its own.
void (*ShaderStorageBlockBinding)(GLuint program, const GLchar* storageBlockName,
GLuint storageBlockBinding);
void (*GetProgramInterfaceiv)(GLuint program, GLenum programInterface, GLenum pname, GLint* params);
GLuint (*GetProgramResourceIndex)(GLuint program, GLenum programInterface, const GLchar* name);
void (*GetProgramResourceName)(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize,
GLsizei* length, GLchar* name);
void (*GetProgramResourceiv)(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount,
const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params);
GLint (*GetProgramResourceLocation)(GLuint program, GLenum programInterface, const GLchar* name);
GLint (*GetProgramResourceLocationIndex)(GLuint program, GLenum programInterface, const GLchar* name);
void (*ShaderStorageBlockBinding)(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
// GL fence sync objects. All entries are optional (may be null); the
// frontend then falls back to always-signaled sync semantics.
// FenceSync may itself return null when the backend cannot create a
@@ -356,40 +349,6 @@ namespace MobileGL {
// real ES drivers behind DirectGLES both do. Defaults to true so a backend
// that never sets it keeps the permissive behaviour.
Bool SupportsDistinctDepthStencilAttachments = true;
// Whether attaching a single layer of a 3D or array texture to a framebuffer actually
// renders to that layer. DirectGLES hands the layer straight to
// glFramebufferTextureLayer, so it does; DirectVulkan maps a GL layer onto a Vulkan
// array layer with no notion of a 3D depth slice, so it does not yet. Defaults to false
// so a backend that never sets it gets the conservative answer.
// Which layered texture targets this backend can attach ONE layer of to a framebuffer
// and then really clear, render and read back that layer. Bit (1u << TextureTarget) is
// set for each supported target. Deliberately per target rather than one flag: the three
// ways a GL layer maps onto Vulkan are independent capabilities. A 2D or 2D multisample
// array layer IS a VkImage array layer and needs nothing extra; a 3D texture's layer is
// a z slice, which needs a 2D-array-compatible image and a per-slice clear that
// vkCmdClearColorImage cannot express; a cube map array needs an image shape and the
// imageCubeArray feature before it can be attached at any layer at all. Defaults to 0 so
// a backend that never sets it gets the conservative answer.
Uint32 PerLayerFramebufferAttachmentTargets = 0;
static constexpr Uint32 PerLayerFramebufferAttachmentBit(TextureTarget target) {
return (static_cast<Int>(target) >= 0 &&
static_cast<Int>(target) < static_cast<Int>(TextureTarget::TextureTargetCount))
? (1u << static_cast<Uint32>(target))
: 0u;
}
Bool SupportsPerLayerFramebufferAttachment(TextureTarget target) const {
const Uint32 bit = PerLayerFramebufferAttachmentBit(target);
return bit != 0 && (PerLayerFramebufferAttachmentTargets & bit) != 0;
}
// Whether glVertexAttribLFormat / glVertexArrayAttribLFormat can be honoured, i.e.
// whether a 64-bit vertex attribute can actually reach a shader unconverted. Detected,
// never assumed: DirectVulkan needs VkPhysicalDeviceFeatures::shaderFloat64 (the
// attribute travels as its 32-bit word pair, so no VK_FORMAT_R64* is required, but the
// bitcast result is Float64); DirectGLES can never have it, ESSL having no fp64 type at
// all. Defaults to false so a backend that never sets it gets the conservative answer.
Bool SupportsFloat64VertexAttributes = false;
SizeT MaxShaderStorageBlockSize = 128 * 1024 * 1024;
Uint32 SubgroupSize = 0;
Uint32 SubgroupSupportedStages = 0;
@@ -18,7 +18,6 @@
#include <MG_Util/Converters/MGToGL/TextureEnumConverter.h>
#include <MG_Util/Converters/MGToStr/TextureEnumConverter.h>
#include <MG_Util/Texture/TextureFormatProcessor.h>
#include <MG_Util/Async/ShaderCompilePool.h>
#include <Config.h>
#include <algorithm>
#include <cmath>
@@ -33,7 +32,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
void ClearGLErrors(const MG_External::GLESFunctionsTable& gl) {
if (!gl.glGetError) return;
while (gl.glGetError() != GL_NO_ERROR) {}
while (gl.glGetError() != GL_NO_ERROR) {
}
}
Bool CheckNoGLError(const MG_External::GLESFunctionsTable& gl) {
@@ -77,7 +77,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
Bool IsGLESProbeMultisampleTarget(TextureTarget target) {
return target == TextureTarget::Texture2DMultisample || target == TextureTarget::Texture2DMultisampleArray;
return target == TextureTarget::Texture2DMultisample ||
target == TextureTarget::Texture2DMultisampleArray;
}
GLenum GetFramebufferAttachment(TextureInternalFormat format) {
@@ -114,8 +115,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
GLenum normalizedInternalFormat = glFormat;
GLenum imageFormat = GL_RGBA;
GLenum imageType = GL_UNSIGNED_BYTE;
MG_Util::TextureFormatProcessor::NormalizePixelFormat(glFormat, PixelFormatNormalizeOptionBit::None,
&normalizedInternalFormat, &imageFormat, &imageType);
MG_Util::TextureFormatProcessor::NormalizePixelFormat(
glFormat, PixelFormatNormalizeOptionBit::None, &normalizedInternalFormat, &imageFormat, &imageType);
return imageFormat != GL_RED_INTEGER && imageFormat != GL_RG_INTEGER && imageFormat != GL_RGB_INTEGER &&
imageFormat != GL_RGBA_INTEGER && !MG_Util::IsDepthFormatInternalFormat(format) &&
!MG_Util::IsStencilFormatInternalFormat(format);
@@ -153,9 +154,9 @@ namespace MobileGL::MG_Backend::DirectGLES {
GLESProbeFormatInfo BuildNativeProbeFormatInfo(GLenum requestedInternalFormat) {
GLESProbeFormatInfo info;
info.InternalFormat = requestedInternalFormat;
MG_Util::TextureFormatProcessor::NormalizePixelFormat(requestedInternalFormat,
PixelFormatNormalizeOptionBit::None, nullptr,
&info.ImageFormat, &info.ImageType);
MG_Util::TextureFormatProcessor::NormalizePixelFormat(
requestedInternalFormat, PixelFormatNormalizeOptionBit::None, nullptr, &info.ImageFormat,
&info.ImageType);
return info;
}
@@ -210,7 +211,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
reasons.push_back("GL_DEPTH_COMPONENT32 native probe failed on OpenGL ES");
}
if (options & PixelFormatNormalizeOptionBit::NoThreeChannelRenderTarget) {
reasons.push_back("no colour-renderable three-channel format on OpenGL ES");
reasons.push_back("no three-channel multisample storage format on OpenGL ES");
}
if (options & PixelFormatNormalizeOptionBit::NoSnorm16RenderTarget) {
reasons.push_back("EXT_render_snorm not supported");
@@ -232,16 +233,20 @@ namespace MobileGL::MG_Backend::DirectGLES {
return MG_Util::ConvertGLEnumToString(internalFormat);
}
void LogGLESFormatCaveat(TextureInternalFormat logicalFormat, SizeT targetIndex,
void LogGLESFormatCaveat(TextureInternalFormat logicalFormat,
SizeT targetIndex,
const GLESProbeFormatInfo& fallbackInfo) {
MGLOG_D("Caveat: %s %s not fully supported. Reason: %s. Fallback: %s",
GetFormatCapabilityTargetName(targetIndex).c_str(),
MG_Util::ConvertTextureInternalFormatToString(logicalFormat).c_str(), fallbackInfo.Reason.c_str(),
MG_Util::ConvertTextureInternalFormatToString(logicalFormat).c_str(),
fallbackInfo.Reason.c_str(),
ConvertFallbackInternalFormatToString(fallbackInfo.InternalFormat).c_str());
}
Bool BuildFallbackProbeFormatInfo(GLenum requestedInternalFormat, Flags<PixelFormatNormalizeOptionBit> options,
Bool forced, GLESProbeFormatInfo& outInfo) {
Bool BuildFallbackProbeFormatInfo(GLenum requestedInternalFormat,
Flags<PixelFormatNormalizeOptionBit> options,
Bool forced,
GLESProbeFormatInfo& outInfo) {
const Flags<PixelFormatNormalizeOptionBit> applicableOptions =
MG_Util::TextureFormatProcessor::GetApplicablePixelFormatNormalizeOptions(requestedInternalFormat,
options);
@@ -256,7 +261,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
return outInfo.InternalFormat != GL_UNKNOWN_MGL;
}
FormatCapabilityFlags BuildTextureCapsFromProbe(TextureInternalFormat logicalFormat, TextureTarget target,
FormatCapabilityFlags BuildTextureCapsFromProbe(TextureInternalFormat logicalFormat,
TextureTarget target,
Bool renderable) {
FormatCapabilityFlags caps = GetTextureFeatureCaps(logicalFormat, target);
if (renderable) {
@@ -270,12 +276,16 @@ namespace MobileGL::MG_Backend::DirectGLES {
return caps;
}
void AddFullFormatCaps(FormatCapabilityCache& cache, SizeT targetIndex, SizeT formatIndex,
void AddFullFormatCaps(FormatCapabilityCache& cache,
SizeT targetIndex,
SizeT formatIndex,
FormatCapabilityFlags caps) {
cache.FullCaps[targetIndex][formatIndex] |= caps;
}
Bool AddCaveatFormatCaps(FormatCapabilityCache& cache, SizeT targetIndex, SizeT formatIndex,
Bool AddCaveatFormatCaps(FormatCapabilityCache& cache,
SizeT targetIndex,
SizeT formatIndex,
FormatCapabilityFlags caps) {
Bool added = false;
for (FormatCapability capability : kReportedFormatCapabilities) {
@@ -289,7 +299,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
Int GetGLESFormatMaxSamples(const MG_External::GLESCapabilities& capabilities,
TextureInternalFormat logicalFormat, GLenum imageFormat) {
TextureInternalFormat logicalFormat,
GLenum imageFormat) {
const Bool isDepth = MG_Util::IsDepthFormatInternalFormat(logicalFormat);
const Bool isStencil = MG_Util::IsStencilFormatInternalFormat(logicalFormat);
const Bool isInteger = imageFormat == GL_RED_INTEGER || imageFormat == GL_RG_INTEGER ||
@@ -303,8 +314,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
return capabilities.MaxColorTextureSamples;
}
Bool ProbeFramebufferCompletenessForTexture(const MG_External::GLESFunctionsTable& gl, TextureTarget target,
GLuint texture, TextureInternalFormat format) {
Bool ProbeFramebufferCompletenessForTexture(const MG_External::GLESFunctionsTable& gl,
TextureTarget target,
GLuint texture,
TextureInternalFormat format) {
GLuint framebuffer = 0;
GLint prevFramebuffer = 0;
if (!gl.glGenFramebuffers || !gl.glBindFramebuffer || !gl.glCheckFramebufferStatus ||
@@ -386,8 +399,9 @@ namespace MobileGL::MG_Backend::DirectGLES {
return supported;
}
Bool ProbeFramebufferCompletenessForRenderbuffer(const MG_External::GLESFunctionsTable& gl, GLuint renderbuffer,
TextureInternalFormat format) {
Bool ProbeFramebufferCompletenessForRenderbuffer(const MG_External::GLESFunctionsTable& gl,
GLuint renderbuffer,
TextureInternalFormat format) {
GLuint framebuffer = 0;
GLint prevFramebuffer = 0;
if (!gl.glGenFramebuffers || !gl.glBindFramebuffer || !gl.glFramebufferRenderbuffer ||
@@ -454,16 +468,16 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
break;
case TextureTarget::Texture3D:
gl.glTexImage3D(glTarget, 0, static_cast<GLint>(internalFormat), 2, 2, 2, 0, imageFormat, imageType,
nullptr);
gl.glTexImage3D(glTarget, 0, static_cast<GLint>(internalFormat), 2, 2, 2, 0, imageFormat,
imageType, nullptr);
break;
case TextureTarget::Texture2DArray:
gl.glTexImage3D(glTarget, 0, static_cast<GLint>(internalFormat), 2, 2, 1, 0, imageFormat, imageType,
nullptr);
gl.glTexImage3D(glTarget, 0, static_cast<GLint>(internalFormat), 2, 2, 1, 0, imageFormat,
imageType, nullptr);
break;
case TextureTarget::TextureCubeMapArray:
gl.glTexImage3D(glTarget, 0, static_cast<GLint>(internalFormat), 2, 2, 6, 0, imageFormat, imageType,
nullptr);
gl.glTexImage3D(glTarget, 0, static_cast<GLint>(internalFormat), 2, 2, 6, 0, imageFormat,
imageType, nullptr);
break;
default:
break;
@@ -484,8 +498,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
return created;
}
Bool ProbeRenderbuffer(const MG_External::GLESFunctionsTable& gl, GLenum internalFormat,
TextureInternalFormat logicalFormat, Bool multisample, Int samples) {
Bool ProbeRenderbuffer(const MG_External::GLESFunctionsTable& gl,
GLenum internalFormat,
TextureInternalFormat logicalFormat,
Bool multisample,
Int samples) {
if (!gl.glGenRenderbuffers || !gl.glBindRenderbuffer || !gl.glDeleteRenderbuffers) {
return false;
}
@@ -507,16 +524,17 @@ namespace MobileGL::MG_Backend::DirectGLES {
gl.glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, 1, 1);
}
const Bool created = CheckNoGLError(gl);
const Bool complete =
created && ProbeFramebufferCompletenessForRenderbuffer(gl, renderbuffer, logicalFormat);
const Bool complete = created && ProbeFramebufferCompletenessForRenderbuffer(gl, renderbuffer, logicalFormat);
gl.glBindRenderbuffer(GL_RENDERBUFFER, static_cast<GLuint>(prevRenderbuffer));
gl.glDeleteRenderbuffers(1, &renderbuffer);
ClearGLErrors(gl);
return complete;
}
Vector<Int> ProbeRenderbufferSampleCounts(const MG_External::GLESFunctionsTable& gl, GLenum internalFormat,
TextureInternalFormat logicalFormat, Int maxSamples) {
Vector<Int> ProbeRenderbufferSampleCounts(const MG_External::GLESFunctionsTable& gl,
GLenum internalFormat,
TextureInternalFormat logicalFormat,
Int maxSamples) {
Vector<Int> sampleCounts;
for (Int samples = std::max(maxSamples, 1); samples > 1; samples >>= 1) {
if (ProbeRenderbuffer(gl, internalFormat, logicalFormat, true, samples)) {
@@ -553,60 +571,26 @@ namespace MobileGL::MG_Backend::DirectGLES {
for (SizeT targetIndex = 0; targetIndex < kFormatCapabilityTextureTargetCount; ++targetIndex) {
const auto target = static_cast<TextureTarget>(targetIndex);
// Colour-attachable targets need a colour-renderable fallback; the ordinary
// fallback for a three-channel format is another three-channel one, which ES
// accepts as a texture but never as an attachment. Recompute the fallback per
// target so those formats get widened where the target demands it.
const Flags<PixelFormatNormalizeOptionBit> renderTargetOptions =
TextureImpl::GetRenderTargetNormalizeOptions(capabilities, targetIndex);
// Multisample storage has no three-channel form on ES at all, so its widening
// is unconditional and skips the native probe (which cannot succeed). Every
// other target keeps the widening on the DRIVER branch, behind the native
// probe: `shouldProbeFallback = !nativeCreated || !nativeRenderable` below is
// what makes the substitution conditional on the driver actually refusing, so
// a driver that does render to a three-channel image keeps allocating it byte
// for byte. That is a per-format runtime answer, NOT a desktop-vs-device
// split: llvmpipe renders to GL_RGB16F but refuses GL_RGB8_SNORM, GL_SRGB8,
// GL_RGB32F and the RGB integer formats, so the CI driver widens those eight
// too. Re-run the retrace fixtures and the glcts suites on any change here.
const Bool widenUnconditionally = IsGLESProbeMultisampleTarget(target);
// A multisample texture can only ever be rendered into, so its storage format
// has to stay colour-renderable; the ordinary fallback for a three-channel
// format is a three-channel one, which ES accepts as a texture but rejects as
// multisample storage. Recompute the fallback per target so those formats get
// widened here and nowhere else.
Flags<PixelFormatNormalizeOptionBit> targetOptions;
if (IsGLESProbeMultisampleTarget(target)) {
targetOptions |= PixelFormatNormalizeOptionBit::NoThreeChannelRenderTarget;
if (!capabilities.SupportsRenderSnorm || !capabilities.SupportsNorm16Texture) {
targetOptions |= PixelFormatNormalizeOptionBit::NoSnorm16RenderTarget;
}
}
GLESProbeFormatInfo fallbackInfo = outerFallbackInfo;
Bool hasForcedFallback = outerHasForcedFallback;
if (renderTargetOptions) {
// Folded into the forced options only when a forced fallback already
// applies, so the render-target bits never *create* one: ANGLE's forced
// GL_RGB8_SNORM -> GL_RGB16F is still three-channel and still needs
// widening, but a non-ANGLE driver must not lose its native probe.
const Flags<PixelFormatNormalizeOptionBit> forcedProbeOptions =
(outerHasForcedFallback || widenUnconditionally) ? forcedOptions | renderTargetOptions
: forcedOptions;
hasForcedFallback =
BuildFallbackProbeFormatInfo(requestedInternalFormat, forcedProbeOptions, true,
fallbackInfo);
if (targetOptions) {
hasForcedFallback = BuildFallbackProbeFormatInfo(
requestedInternalFormat, forcedOptions | targetOptions, true, fallbackInfo);
if (!hasForcedFallback) {
BuildFallbackProbeFormatInfo(requestedInternalFormat,
driverOptions | renderTargetOptions, false, fallbackInfo);
}
// HONEST STATUS OF THE FORCED PATH. A forced fallback is only ever built
// for ANGLE (GetForcedPixelFormatNormalizeOptions returns nothing for any
// other renderer), and it SKIPS the native probe entirely - the widened
// format is asserted rather than measured on this device. That assertion
// is validated on exactly one configuration, the android-angle retrace
// golden; it is NOT covered by the headless llvmpipe suites, which take
// the driver branch below and prove nothing about ANGLE's answers. So log
// the choice at INFO rather than the usual MGLOG_D caveat: on any other
// ANGLE device the device report is the only evidence there is of which
// storage format the image really got. Once per format on the ordinary 2D
// target - repeating it for all ten targets would bury the report.
if (hasForcedFallback && target == TextureTarget::Texture2D &&
(MG_Util::TextureFormatProcessor::GetApplicablePixelFormatNormalizeOptions(
requestedInternalFormat, renderTargetOptions) &
PixelFormatNormalizeOptionBit::NoThreeChannelRenderTarget)) {
MGLOG_I("Three-channel widening (FORCED path, no native probe): %s stored as %s. "
"Reason: %s. Device-validated on the android-angle golden only.",
MG_Util::ConvertTextureInternalFormatToString(logicalFormat).c_str(),
ConvertFallbackInternalFormatToString(fallbackInfo.InternalFormat).c_str(),
fallbackInfo.Reason.c_str());
BuildFallbackProbeFormatInfo(requestedInternalFormat, driverOptions | targetOptions,
false, fallbackInfo);
}
}
@@ -639,9 +623,9 @@ namespace MobileGL::MG_Backend::DirectGLES {
ProbeTexture(gl, probeTarget, fallbackInfo.InternalFormat, fallbackInfo.ImageFormat,
fallbackInfo.ImageType, logicalFormat, &fallbackRenderable);
if (fallbackCreated) {
if (AddCaveatFormatCaps(
cache, targetIndex, formatIndex,
BuildTextureCapsFromProbe(logicalFormat, target, fallbackRenderable))) {
if (AddCaveatFormatCaps(cache, targetIndex, formatIndex,
BuildTextureCapsFromProbe(logicalFormat, target,
fallbackRenderable))) {
LogGLESFormatCaveat(logicalFormat, targetIndex, fallbackInfo);
}
if (IsGLESProbeMultisampleTarget(target)) {
@@ -652,26 +636,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
const SizeT renderbufferTargetIndex = GetRenderbufferFormatCapabilityTargetIndex();
// A renderbuffer exists only to be attached, so it needs the same three-channel
// widening the colour-attachable texture targets get - and on the same terms: the
// native storage is probed first, so a driver that renders to it keeps it.
const Flags<PixelFormatNormalizeOptionBit> renderbufferOptions =
TextureImpl::GetRenderTargetNormalizeOptions(capabilities, renderbufferTargetIndex);
GLESProbeFormatInfo renderbufferFallbackInfo = outerFallbackInfo;
Bool renderbufferHasForcedFallback = outerHasForcedFallback;
if (renderbufferOptions) {
const Flags<PixelFormatNormalizeOptionBit> forcedProbeOptions =
outerHasForcedFallback ? forcedOptions | renderbufferOptions : forcedOptions;
renderbufferHasForcedFallback = BuildFallbackProbeFormatInfo(
requestedInternalFormat, forcedProbeOptions, true, renderbufferFallbackInfo);
if (!renderbufferHasForcedFallback) {
BuildFallbackProbeFormatInfo(requestedInternalFormat, driverOptions | renderbufferOptions,
false, renderbufferFallbackInfo);
}
}
Bool shouldProbeFallbackRenderbuffer = renderbufferHasForcedFallback;
if (!renderbufferHasForcedFallback) {
Bool shouldProbeFallbackRenderbuffer = outerHasForcedFallback;
if (!outerHasForcedFallback) {
const Bool nativeRenderbufferComplete =
ProbeRenderbuffer(gl, nativeInfo.InternalFormat, logicalFormat, false, 1);
if (nativeRenderbufferComplete) {
@@ -685,16 +651,16 @@ namespace MobileGL::MG_Backend::DirectGLES {
shouldProbeFallbackRenderbuffer = true;
}
}
if (shouldProbeFallbackRenderbuffer && renderbufferFallbackInfo.InternalFormat != GL_UNKNOWN_MGL &&
ProbeRenderbuffer(gl, renderbufferFallbackInfo.InternalFormat, logicalFormat, false, 1)) {
if (shouldProbeFallbackRenderbuffer && outerFallbackInfo.InternalFormat != GL_UNKNOWN_MGL &&
ProbeRenderbuffer(gl, outerFallbackInfo.InternalFormat, logicalFormat, false, 1)) {
if (AddCaveatFormatCaps(cache, renderbufferTargetIndex, formatIndex,
GetRenderbufferFeatureCaps(logicalFormat))) {
LogGLESFormatCaveat(logicalFormat, renderbufferTargetIndex, renderbufferFallbackInfo);
LogGLESFormatCaveat(logicalFormat, renderbufferTargetIndex, outerFallbackInfo);
}
const Int maxSamples =
GetGLESFormatMaxSamples(capabilities, logicalFormat, renderbufferFallbackInfo.ImageFormat);
cache.SampleCounts[renderbufferTargetIndex][formatIndex] = ProbeRenderbufferSampleCounts(
gl, renderbufferFallbackInfo.InternalFormat, logicalFormat, maxSamples);
GetGLESFormatMaxSamples(capabilities, logicalFormat, outerFallbackInfo.ImageFormat);
cache.SampleCounts[renderbufferTargetIndex][formatIndex] =
ProbeRenderbufferSampleCounts(gl, outerFallbackInfo.InternalFormat, logicalFormat, maxSamples);
}
}
}
@@ -710,7 +676,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
.ExtraVendor = Nullopt, // Extra vendor
.RendererGLInfo =
{
.TargetGLVersion = {4, 0, 0}, // GL target version
.TargetGLVersion = {3, 3, 0}, // GL target version
.TargetGLSLVersion = {4, 6, 0}, // Target Shading Language Version
// Baseline advertisement (no timer queries / anisotropy yet); reconciled
// once the ES capabilities exist, see UpdateAdvertisedCapabilityExtensions.
@@ -741,7 +707,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
} // namespace
void PopulateFormatCapabilities(const MG_External::GLESFunctionsTable& gl,
const MG_External::GLESCapabilities& capabilities, FormatCapabilityCache& cache) {
const MG_External::GLESCapabilities& capabilities,
FormatCapabilityCache& cache) {
PopulateFormatCapabilitiesImpl(gl, capabilities, cache);
}
@@ -805,8 +772,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
return false;
}
if ((handle.Backend != WindowBackend::Android && handle.Backend != WindowBackend::X11 &&
handle.Backend != WindowBackend::MetalLayer && handle.Backend != WindowBackend::Win32) ||
if ((handle.Backend != WindowBackend::Android &&
handle.Backend != WindowBackend::X11 &&
handle.Backend != WindowBackend::MetalLayer &&
handle.Backend != WindowBackend::Win32) ||
!handle.Handle) {
MGLOG_E("DirectGLES backend only supports Android, X11, CAMetalLayer, and Win32 native windows");
return false;
@@ -925,41 +894,27 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
Vector<GLExtension> BuildAdvertisedExtensions(Bool timerQueriesSupported, Bool anisotropicFilteringSupported) {
Vector<GLExtension> extensions = {
V_OpenGL30, V_OpenGL31, V_OpenGL32, V_OpenGL33, V_OpenGL40, E_GL_ARB_draw_buffers_blend,
E_GL_ARB_compute_shader, E_GL_ARB_shader_storage_buffer_object, E_GL_ARB_shader_image_load_store,
E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object, E_GL_EXT_framebuffer_object,
E_GL_ARB_depth_texture, E_GL_ARB_buffer_storage, E_GL_ARB_texture_storage,
E_GL_ARB_texture_storage_multisample, E_GL_ARB_clear_texture, E_GL_ARB_direct_state_access,
E_GL_ARB_multi_draw_indirect, E_GL_ARB_indirect_parameters, E_GL_ARB_shader_draw_parameters,
E_GL_ARB_gpu_shader5, E_GL_ARB_multi_bind, E_GL_ARB_shading_language_420pack,
E_GL_ARB_vertex_attrib_binding,
// Both are core from GL 3.2/3.3 on and implemented here for
// every advertised version, but an app targeting 3.0/3.1
// only reaches them through the extension string - the CTS
// picks a whole different shader for draw_buffers without
// explicit_attrib_location. DirectVulkan advertises both.
E_GL_ARB_explicit_attrib_location, E_GL_ARB_texture_multisample, E_GL_ARB_shader_image_size,
// Advertised with GL_NUM_PROGRAM_BINARY_FORMATS = 0, which the
// extension explicitly permits. It is also the only thing that
// exposes glProgramParameteri before GL 4.1.
E_GL_ARB_get_program_binary};
// GL_KHR_parallel_shader_compile is MobileGL's own capability, not the host ES
// driver's: the compiler threads are MobileGL's, and glCompileShader/glLinkProgram
// are serviced entirely inside the frontend. Whether the device driver advertises
// the string is irrelevant here (the POST reports it separately, for the day the
// driver-side link is what gets parallelised).
//
// Gated on the async flag deliberately, and this is the whole reason the gate
// exists. Advertising the string is the one part of asynchronous compilation that a
// recorded trace can never cover: Iris and Sodium change their SUBMISSION SCHEDULE
// the moment they see it - they enqueue whole pipeline batches and poll
// GL_COMPLETION_STATUS_KHR instead of compiling one program at a time - so
// MOBILEGL_ASYNC_SHADER_COMPILE=0 has to withdraw the application-visible behaviour
// change as well as the threading, or the kill switch would only be half a switch.
if (MG_Util::Async::AsyncShaderCompileEnabled()) {
extensions.push_back(E_GL_KHR_parallel_shader_compile);
}
Vector<GLExtension> extensions = {V_OpenGL30, V_OpenGL31, V_OpenGL32,
V_OpenGL33, E_GL_ARB_draw_buffers_blend, E_GL_ARB_compute_shader,
E_GL_ARB_shader_storage_buffer_object, E_GL_ARB_shader_image_load_store,
E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object,
E_GL_EXT_framebuffer_object, E_GL_ARB_depth_texture, E_GL_ARB_buffer_storage,
E_GL_ARB_texture_storage, E_GL_ARB_texture_storage_multisample,
E_GL_ARB_clear_texture, E_GL_ARB_direct_state_access,
E_GL_ARB_multi_draw_indirect, E_GL_ARB_indirect_parameters,
E_GL_ARB_shader_draw_parameters, E_GL_ARB_gpu_shader5, E_GL_ARB_multi_bind,
E_GL_ARB_shading_language_420pack, E_GL_ARB_vertex_attrib_binding,
// Both are core from GL 3.2/3.3 on and implemented here for
// every advertised version, but an app targeting 3.0/3.1
// only reaches them through the extension string - the CTS
// picks a whole different shader for draw_buffers without
// explicit_attrib_location. DirectVulkan advertises both.
E_GL_ARB_explicit_attrib_location, E_GL_ARB_texture_multisample,
E_GL_ARB_shader_image_size,
// Advertised with GL_NUM_PROGRAM_BINARY_FORMATS = 0, which the
// extension explicitly permits. It is also the only thing that
// exposes glProgramParameteri before GL 4.1.
E_GL_ARB_get_program_binary};
// Only advertised when the device driver actually has usable timer queries
// (GL_EXT_disjoint_timer_query plus its entry points) and the
// MOBILEGL_DISABLE_TIMERQUERY escape hatch is off.
@@ -1020,6 +975,12 @@ namespace MobileGL::MG_Backend::DirectGLES {
funcsTable.GL.GetIntegeri_v = GetIntegeri_v;
funcsTable.GL.GetInteger64i_v = GetInteger64i_v;
funcsTable.GL.GetProgramiv = GetProgramiv;
funcsTable.GL.GetProgramInterfaceiv = GetProgramInterfaceiv;
funcsTable.GL.GetProgramResourceIndex = GetProgramResourceIndex;
funcsTable.GL.GetProgramResourceName = GetProgramResourceName;
funcsTable.GL.GetProgramResourceiv = GetProgramResourceiv;
funcsTable.GL.GetProgramResourceLocation = GetProgramResourceLocation;
funcsTable.GL.GetProgramResourceLocationIndex = GetProgramResourceLocationIndex;
funcsTable.GL.ShaderStorageBlockBinding = ShaderStorageBlockBinding;
funcsTable.GL.Clear = Clear;
funcsTable.GL.ClearBufferfi = ClearBufferfi;
@@ -1027,8 +988,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
funcsTable.GL.ClearBufferuiv = ClearBufferuiv;
funcsTable.GL.ClearBufferiv = ClearBufferiv;
funcsTable.GL.ClearNamedFramebufferfv = ClearNamedFramebufferfv;
funcsTable.GL.ClearNamedFramebufferiv = ClearNamedFramebufferiv;
funcsTable.GL.ClearNamedFramebufferuiv = ClearNamedFramebufferuiv;
funcsTable.GL.ClearNamedFramebufferfi = ClearNamedFramebufferfi;
funcsTable.GL.BlitFramebuffer = BlitFramebuffer;
funcsTable.GL.BlitNamedFramebuffer = BlitNamedFramebuffer;
@@ -1091,7 +1050,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
return m_dynamicParameters;
}
void BackendObject_DirectGLES::ApplyGLESCapabilitiesForTesting(const MG_External::GLESCapabilities& capabilities) {
void BackendObject_DirectGLES::ApplyGLESCapabilitiesForTesting(
const MG_External::GLESCapabilities& capabilities) {
m_GLESCapabilities = capabilities;
UpdateDynamicBackendParameters();
}
@@ -1155,7 +1115,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
m_dynamicParameters.TextureBufferOffsetAlignment = m_GLESCapabilities.TextureBufferOffsetAlignment;
m_dynamicParameters.MaxUniformBufferBindings = m_GLESCapabilities.MaxUniformBufferBindings;
m_dynamicParameters.MaxUniformBlockSize = m_GLESCapabilities.MaxUniformBlockSize;
const Int maxSupportedTextureUnits = static_cast<Int>(MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
const Int maxSupportedTextureUnits =
static_cast<Int>(MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
m_dynamicParameters.MaxImageUnits =
std::max(std::min(m_GLESCapabilities.MaxImageUnits, maxSupportedTextureUnits), 0);
m_dynamicParameters.MaxCombinedImageUniforms = std::max(m_GLESCapabilities.MaxCombinedImageUniforms, 0);
@@ -1163,7 +1124,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
return std::min({std::max(stageLimit, 0), m_dynamicParameters.MaxImageUnits,
m_dynamicParameters.MaxCombinedImageUniforms});
};
m_dynamicParameters.MaxVertexImageUniforms = clampStageImageUniforms(m_GLESCapabilities.MaxVertexImageUniforms);
m_dynamicParameters.MaxVertexImageUniforms =
clampStageImageUniforms(m_GLESCapabilities.MaxVertexImageUniforms);
m_dynamicParameters.MaxGeometryImageUniforms =
clampStageImageUniforms(m_GLESCapabilities.MaxGeometryImageUniforms);
m_dynamicParameters.MaxFragmentImageUniforms =
@@ -1172,31 +1134,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
clampStageImageUniforms(m_GLESCapabilities.MaxComputeImageUniforms);
m_dynamicParameters.SupportsDistinctDepthStencilAttachments =
ProbeDistinctDepthStencilAttachments(DirectGLES::g_GLESFuncs);
// SyncAttachmentObject routes a layered upload target to glFramebufferTextureLayer with the
// attachment's layer passed through, so this backend really does render to the layer it was
// given - provided the driver resolved the entry point at all.
// SyncAttachmentObject (Managers.cpp, the glFramebufferTextureLayer branch) routes exactly
// five upload targets to glFramebufferTextureLayer with the attachment's layer passed
// through, so this backend really does render to the layer it was given - provided the driver
// resolved the entry point at all. The cube map array is the one target that also needs
// ES-level support before it has any storage to attach.
m_dynamicParameters.PerLayerFramebufferAttachmentTargets = 0;
if (DirectGLES::g_GLESFuncs.glFramebufferTextureLayer != nullptr) {
using DynParams = MG_Backend::DynamicBackendParameters;
m_dynamicParameters.PerLayerFramebufferAttachmentTargets |=
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture3D) |
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture1DArray) |
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture2DArray) |
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture2DMultisampleArray);
if (m_GLESCapabilities.SupportsTextureCubeMapArray) {
m_dynamicParameters.PerLayerFramebufferAttachmentTargets |=
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::TextureCubeMapArray);
}
}
// Not a driver question and never will be: OpenGL ES has no double-precision vertex format
// and ESSL has no fp64 type to consume one with, so a 64-bit vertex attribute has nowhere to
// land on this backend regardless of what the driver underneath happens to support.
m_dynamicParameters.SupportsFloat64VertexAttributes = false;
m_dynamicParameters.MaxDrawBuffers = m_GLESCapabilities.MaxDrawBuffers;
m_dynamicParameters.MaxColorAttachments = m_GLESCapabilities.MaxColorAttachments;
m_dynamicParameters.MaxClipDistances = m_GLESCapabilities.MaxClipDistances;
@@ -1218,7 +1155,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
const Float requiredMaxOffset =
0.5f - std::ldexp(1.0f, -m_GLESCapabilities.FragmentInterpolationOffsetBits);
if (m_GLESCapabilities.MaxFragmentInterpolationOffset >= requiredMaxOffset) {
m_dynamicParameters.MaxFragmentInterpolationOffset = m_GLESCapabilities.MaxFragmentInterpolationOffset;
m_dynamicParameters.MaxFragmentInterpolationOffset =
m_GLESCapabilities.MaxFragmentInterpolationOffset;
m_dynamicParameters.FragmentInterpolationOffsetBits =
m_GLESCapabilities.FragmentInterpolationOffsetBits;
}
@@ -1227,8 +1165,9 @@ namespace MobileGL::MG_Backend::DirectGLES {
m_GLESCapabilities.AliasedLineWidthRangeMax > 1.0f || m_GLESCapabilities.SmoothLineWidthRangeMax > 1.0f;
const auto containsAny = [](const String& haystack, std::initializer_list<const char*> needles) {
return std::any_of(needles.begin(), needles.end(),
[&](const char* needle) { return haystack.find(needle) != String::npos; });
return std::any_of(needles.begin(), needles.end(), [&](const char* needle) {
return haystack.find(needle) != String::npos;
});
};
const String vendorAndRenderer =
m_GLESCapabilities.GLESVendorString + " " + m_GLESCapabilities.GLESRendererString;
File diff suppressed because it is too large Load Diff
+9 -35
View File
@@ -59,10 +59,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
GLenum buffer, GLint drawbuffer, const GLfloat* value);
void ClearNamedFramebufferfi(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
void ClearNamedFramebufferiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLint* value);
void ClearNamedFramebufferuiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLuint* value);
void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1,
GLint dstY1, GLbitfield mask, GLenum filter);
void BlitNamedFramebuffer(const SharedPtr<MG_State::GLState::FramebufferObject>& readFramebuffer,
@@ -92,7 +88,15 @@ namespace MobileGL::MG_Backend::DirectGLES {
void GetIntegeri_v(GLenum target, GLuint index, GLint* data);
void GetInteger64i_v(GLenum target, GLuint index, GLint64* data);
void GetProgramiv(GLuint program, GLenum pname, GLint* params);
void ShaderStorageBlockBinding(GLuint program, const GLchar* storageBlockName, GLuint storageBlockBinding);
void GetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint* params);
GLuint GetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar* name);
void GetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length,
GLchar* name);
void GetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount,
const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params);
GLint GetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar* name);
GLint GetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar* name);
void ShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
Bool InitWindowSurface(NativeWindowType window);
Bool InitPbufferSurface(EGLint width, EGLint height);
Bool MakeCurrent();
@@ -152,11 +156,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
// A buffer retired during frame N is safe to recycle once CompletedFrameSerial() >= N.
Uint64 CurrentFrameSerial();
Uint64 CompletedFrameSerial();
// Block (up to timeoutNs) until the given frame serial provably retired on the
// GPU, using the per-frame fence ring. False when no usable fence covers the
// serial (fence-less context, foreign thread, or the slot was recycled);
// completion state is untouched in that case.
Bool WaitForFrameSerialCompleted(Uint64 serial, Uint64 timeoutNs);
// Applies (or defers until the window surface exists) the app-requested
// eglSwapInterval on the native EGL surface.
void SetSwapInterval(Int interval);
@@ -174,11 +173,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
namespace XfbImpl {
Bool AreTransformFeedbacksSupported();
// True while a capture span is open on the current transform feedback object
// (frontend Begin seen and not paused), whether or not the deferred driver-side
// Begin has been issued yet. Draw paths that would restructure the primitive
// stream, or that need to dispatch compute mid-draw, decline while it is set.
Bool IsCaptureSpanOpen();
void BeginTransformFeedback(GLenum primitiveMode);
void EndTransformFeedback();
void PauseTransformFeedback();
@@ -188,26 +182,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
void OnBackendContextDestroyed();
} // namespace XfbImpl
namespace RenderStateImpl {
// Pushes the frontend's render-state block to the ES driver, diffed against what was
// last pushed.
//
// `forColorClear` names the CALLER, and the only thing it changes is the colour write
// mask handed to the driver. A draw into a colour attachment the backend widened from
// three channels to four gets that buffer's alpha channel masked OFF, so nothing can
// move the stored alpha away from the 1.0 the application's three-channel format
// implies (see FramebufferImpl::g_alphaWidenedDrawBufferMask). A CLEAR is how that 1.0
// gets there in the first place, so it must be allowed to write alpha - hence the flag
// rather than an unconditional doctoring. It is part of the sync memo, so a clear
// followed by a draw re-pushes the mask instead of early-outing on an unchanged
// frontend version.
//
// The application's own colour mask is never modified: glGet(GL_COLOR_WRITEMASK)
// answers from the frontend state, which this function only reads.
void SyncRenderState(Bool forColorClear = false);
void InvalidateSyncedRenderState();
} // namespace RenderStateImpl
extern MG_External::EGLFunctionsTable g_EGLFuncs;
extern MG_External::GLESFunctionsTable g_GLESFuncs;
extern MG_External::GLESCapabilities g_GLESCapabilities;
File diff suppressed because it is too large Load Diff
+40 -456
View File
@@ -21,126 +21,45 @@ namespace MobileGL::MG_Backend::DirectGLES {
String EmulateBaseInstanceInVertexShader(String source, GLenum shaderType);
String PromoteDrawParameterGlobalsToUniforms(String source, GLenum shaderType);
// True once the process has entered exit(): past that point the EGL library and
// the driver may already be unloaded, so a backend twin's destructor must not
// call into g_GLESFuncs (the observed crash is a jump through an unmapped driver
// pointer from __run_exit_handlers) nor touch statics in other TUs (cross-TU
// destruction order is unspecified). Deliberate leak: the process is exiting and
// the driver reclaims GPU objects. The flag is set by a std::atexit handler that
// EnsureProcessTeardownSentinel() registers lazily on first registry use - by
// then every static everywhere has finished constructing, so this handler is
// guaranteed to run BEFORE any static destructor (atexit is LIFO). A destructor
// hook on the registry itself was tried first and is WRONG: tests and cache
// resets destroy temporary registry instances mid-run, which would latch the
// flag while the process is very much alive.
Bool InProcessTeardown();
void EnsureProcessTeardownSentinel();
// Which optional pieces of state a draw needs synchronized before it is issued.
// Index/indirect buffer syncs and the instancing-related work are skipped for
// draws that provably cannot read them.
enum class DrawSyncBit : Uint32 {
None = 0,
IndexBuffer = 1 << 0,
IndirectBuffer = 1 << 1,
Instancing = 1 << 2
};
// Deliberately the shared Flags<> rather than hand-written operators for this enum:
// a namespace-local operator| here would hide MobileGL::operator|(Bit, Bit) from
// every other scoped-enum flag set used inside this namespace.
using DrawSyncFlags = Flags<DrawSyncBit>;
// The GL-defined indirect command layouts, byte-identical to what the driver reads
// out of a GL_DRAW_INDIRECT_BUFFER. Also the staging layout the multi-draw emulation
// synthesizes commands into.
struct DrawElementsIndirectCommand {
Uint32 count = 0;
Uint32 instanceCount = 0;
Uint32 firstIndex = 0;
Int32 baseVertex = 0;
Uint32 baseInstance = 0;
};
struct DrawArraysIndirectCommand {
Uint32 count = 0;
Uint32 instanceCount = 0;
Uint32 first = 0;
Uint32 baseInstance = 0;
};
// Brings the whole draw-relevant frontend state onto the native ES context and binds
// the program; every GL draw entry point calls it exactly once before issuing draws.
void PrepareForDraw(DrawSyncFlags syncBits);
// GLES core supports only GL_PRIMITIVE_RESTART_FIXED_INDEX. Throws when the app enabled
// the arbitrary GL_PRIMITIVE_RESTART with a non-fixed index for this index type.
void CheckPrimitiveRestartSupported(GLenum indexType);
// Feed the current program's gl_BaseInstance / gl_DrawID emulation uniforms. Both are
// no-ops when the program does not read the corresponding builtin.
void SetCurrentBaseInstance(Uint32 baseInstance);
void SetCurrentDrawID(Uint32 drawId);
// True when the current program actually reads gl_DrawID, i.e. when a batched
// (single driver call) multi-draw tier would have to feed it one value for the whole
// batch and would therefore be wrong.
Bool CurrentProgramReadsDrawID();
template <typename StateObject, typename BackendObject>
class StateBackendObjectRegistry {
public:
using StatePtr = SharedPtr<StateObject>;
using StateWeakPtr = std::weak_ptr<StateObject>;
using BackendPtr = SharedPtr<BackendObject>;
// The backend twin and the weak reference that decides whether the raw key still
// names the state object the twin was built for. Both live in one entry: a
// separate liveness map answered nothing the backend probe had not already found
// and cost a second hash lookup on every Find, which the draw path runs ~10 times.
struct Entry {
BackendPtr backend;
StateWeakPtr stateRef;
};
using BackendMap = UnorderedMap<StateObject*, Entry>;
using BackendMap = UnorderedMap<StateObject*, BackendPtr>;
using StateRefMap = UnorderedMap<StateObject*, StateWeakPtr>;
using iterator = typename BackendMap::iterator;
using const_iterator = typename BackendMap::const_iterator;
BackendPtr& GetOrCreate(const StatePtr& stateObj) {
MOBILEGL_ASSERT(stateObj != nullptr, "State object must not be null");
// Twin creation is the moment a driver-owned id starts needing a guarded
// destructor; cold path, so the once-guard costs nothing per draw.
EnsureProcessTeardownSentinel();
auto& entry = m_entries[stateObj.get()];
if (entry.stateRef.expired()) {
// The previous owner of this address is gone and the allocator handed it
// to a new object: its twin describes ids the new state object never made.
entry.backend.reset();
auto* key = stateObj.get();
auto trackedStateIt = m_stateRefs.find(key);
if (trackedStateIt != m_stateRefs.end() && trackedStateIt->second.expired()) {
EraseByKey(key);
}
entry.stateRef = stateObj;
return entry.backend;
m_stateRefs[key] = stateObj;
return m_backendObjects[key];
}
// 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.
BackendPtr* Find(StateObject* stateObj) {
const auto entryIt = m_entries.find(stateObj);
if (entryIt == m_entries.end()) {
return nullptr;
iterator find(StateObject* stateObj) {
if (!IsAlive(stateObj)) {
EraseByKey(stateObj);
return m_backendObjects.end();
}
if (entryIt->second.stateRef.expired()) {
m_entries.erase(entryIt);
return nullptr;
}
return &entryIt->second.backend;
return m_backendObjects.find(stateObj);
}
const BackendPtr* Find(StateObject* stateObj) const {
return const_cast<StateBackendObjectRegistry*>(this)->Find(stateObj);
const_iterator find(StateObject* stateObj) const {
return const_cast<StateBackendObjectRegistry*>(this)->find(stateObj);
}
iterator begin() { return m_entries.begin(); }
const_iterator begin() const { return m_entries.begin(); }
iterator end() { return m_entries.end(); }
const_iterator end() const { return m_entries.end(); }
iterator begin() { return m_backendObjects.begin(); }
const_iterator begin() const { return m_backendObjects.begin(); }
iterator end() { return m_backendObjects.end(); }
const_iterator end() const { return m_backendObjects.end(); }
void CollectGarbageIfNeeded() {
++m_gcTick;
@@ -154,6 +73,19 @@ namespace MobileGL::MG_Backend::DirectGLES {
void CollectGarbageNow() { CollectGarbage(); }
private:
bool IsAlive(StateObject* stateObj) const {
const auto trackedStateIt = m_stateRefs.find(stateObj);
if (trackedStateIt == m_stateRefs.end()) {
return false;
}
return !trackedStateIt->second.expired();
}
void EraseByKey(StateObject* stateObj) {
m_stateRefs.erase(stateObj);
m_backendObjects.erase(stateObj);
}
void CollectGarbage() {
if (m_isCollecting) {
return;
@@ -162,15 +94,16 @@ namespace MobileGL::MG_Backend::DirectGLES {
m_isCollecting = true;
Vector<StateObject*> staleKeys;
staleKeys.reserve(m_entries.size());
for (const auto& [stateKey, entry] : m_entries) {
if (entry.stateRef.expired()) {
staleKeys.reserve(m_stateRefs.size());
for (const auto& [stateKey, stateWeakRef] : m_stateRefs) {
if (stateWeakRef.expired()) {
staleKeys.push_back(stateKey);
}
}
for (auto* stateKey : staleKeys) {
m_entries.erase(stateKey);
m_stateRefs.erase(stateKey);
m_backendObjects.erase(stateKey);
}
m_isCollecting = false;
@@ -178,7 +111,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
private:
static constexpr Uint32 kGCInterval = 1024;
BackendMap m_entries;
StateRefMap m_stateRefs;
BackendMap m_backendObjects;
Uint32 m_gcTick = 0;
Bool m_isCollecting = false;
};
@@ -186,43 +120,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
namespace BufferImpl {
const GLenum TempBufferTarget = GL_ARRAY_BUFFER;
// --- Buffer-mutation epoch -------------------------------------------------
// Manager-wide monotonic counter: it moves whenever ANY buffer resource may
// have gone from draw-clean to dirty. Draw-path memos read it once per pass
// (CurrentBufferMutationEpoch, acquire), re-run their IsBufferDrawClean
// probes only when it moved, and stamp the PRE-pass value after a pass in
// which every probe came up clean - so a concurrent bump lands strictly
// after the stamped value and forces a re-probe on the next pass no matter
// how the probe interleaved with the mutation. Conservative-correct: a bump
// never skips work, it only re-runs the probes once.
//
// Every clean->dirty transition path bumps it (BumpBufferMutationEpoch,
// release, AFTER the mutation lands so an acquire reader that still sees
// the old epoch cannot have missed the mutation):
// * the frontend BufferBackendOps table - Respecify, SubData,
// FlushMappedRange, AcquirePersistentMap, ReadbackFromGpu, OnDestroy -
// which every frontend change-serial bump and every pending-range
// queueing reaches while ops are registered (upload, orphan/respecify,
// map flush/unmap writeback, persistent-map adoption, delete/pooling);
// * backend-initiated shadow writebacks that bump the frontend change
// serial without an op: transform-feedback capture readback
// (XfbImpl::ReadbackCapturedRanges and the scatter path) and every
// pack-PBO WritebackFromBackend site (glReadPixels/glGetTexImage);
// * RegisterBufferBackendOps/UnregisterBufferBackendOps - while ops are
// unregistered, frontend writes advance serials silently, so both edges
// of that window re-open every memo;
// * OnBackendContextDestroyed - the buffer context generation moved, so
// every previously clean resource is invalid.
// NOT bumped (cleanliness provably unchanged): MarkGpuWritten (the backend
// copy is authoritative; IsBufferDrawClean does not consult it),
// NotifyContentWrite on a GPU-resident buffer (persistent-mapped resources
// are clean by construction), and EnsureBufferResource itself (it only
// repairs toward clean). A non-persistent map (draws on it are GL errors
// the frontend rejects) sets IsMapped without an op; persistent maps reach
// AcquirePersistentMap or (FLUSH_EXPLICIT) publish only via FlushMappedRange.
Uint64 CurrentBufferMutationEpoch();
void BumpBufferMutationEpoch();
// The DirectGLES storage behind one frontend buffer. Owned (refcounted) by
// the frontend BufferObject; immediate BufferBackendOps keep it current, so
// draw-time "sync" reduces to ensuring the storage exists.
@@ -248,12 +145,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
Bool pendingRespecify = false;
VecRange1D pendingRanges;
std::mutex pendingMutex;
// Buffer-mutation epoch (see CurrentBufferMutationEpoch) at which this
// resource last probed IsBufferDrawClean == true, 0 = never (epochs start
// at 1). Written only on the draw thread; per-draw resource consumers
// (the UBO binding walk) skip the probe while their pre-pass epoch read
// matches, exactly like the per-VAO memo stamps.
Uint64 drawCleanEpoch = 0;
// Zero-copy coherent persistent map (EXT_buffer_storage): the GL store is
// immutable, persistently+coherently mapped, and persistentPtr is what the app
// (and the frontend PipeResource) write into directly. While set, draw-time
@@ -279,17 +170,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
GLESBufferResource* EnsureBufferResource(const SharedPtr<MG_State::GLState::BufferObject>& bufferObject);
// Existing resource or nullptr; performs no GL calls.
GLESBufferResource* GetBufferResource(MG_State::GLState::BufferObject* bufferObject);
// True when EnsureBufferResource(frontend) would provably fall straight through
// every branch and do no work — i.e. `resource` is still the frontend's own
// resource, its id belongs to the live ES context, and either it is the
// zero-copy coherent persistent store (draw-time sync is a no-op by design) or
// the storage is initialized at the right size with no pending ops and a synced
// change serial while the buffer is not mapped (an active map may owe a
// per-draw persistent-range push, so it always takes the full path).
// `frontend` must be non-null and alive; the caller guarantees that by holding
// (or shadowing something that holds) a SharedPtr to it. Enables the per-VAO
// resolved-buffers memo to skip EnsureBufferResource on clean static buffers.
Bool IsBufferDrawClean(const MG_State::GLState::BufferObject* frontend, const GLESBufferResource* resource);
// Deletes GL buffers whose owning frontend objects died (possibly on a
// thread without a current ES context). Called from draw-time sync.
@@ -375,85 +255,17 @@ namespace MobileGL::MG_Backend::DirectGLES {
Uint GetBackendVertexArrayId() const { return m_backendVAOId; }
void Bind() const;
// Draw-path memo of SyncNeccessaryBuffers' attribute walk for this VAO: the
// distinct enabled-attribute buffers (deduped) and the index buffer, resolved
// to their backend resources once. Valid while the VAO's config version is
// unchanged — every attach/enable/disable/format mutation bumps it (the same
// invariant SyncToBackend's gate already leans on), and the VAO's attribute
// SharedPtrs pin each memoed frontend buffer for exactly that long, so the raw
// pointers cannot dangle on a hit. Per-buffer cleanliness is NOT memoed here:
// each hit re-checks IsBufferDrawClean (resource identity, context generation,
// pending ops, change serial) and falls back to EnsureBufferResource for just
// the dirty entries via their attribute index. The IBO entry is keyed on the
// slot's bound-object identity instead (its slot version is a wrapping Uint16
// and is not covered by the config version).
struct ResolvedDrawBuffers {
struct Entry {
MG_State::GLState::BufferObject* frontend = nullptr;
BufferImpl::GLESBufferResource* resource = nullptr;
Uint8 attribIndex = 0;
};
Bool valid = false;
Uint32 configVersion = 0;
Uint count = 0;
Array<Entry, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS> entries;
MG_State::GLState::BufferObject* iboFrontend = nullptr;
BufferImpl::GLESBufferResource* iboResource = nullptr;
// Buffer-mutation epoch (BufferImpl::CurrentBufferMutationEpoch) at which
// the LAST probe pass found every entry / the IBO clean; 0 = not stamped
// (epochs start at 1). While a stamp matches the pre-pass epoch read, the
// probes are skipped outright: any path that can dirty ANY buffer bumps
// the epoch (the exhaustive site list lives at the epoch declaration).
// The IBO stamp is only trusted together with the bound-object identity
// compare - the VAO's index slot can rebind with no epoch or config move.
Uint64 vboCleanEpoch = 0;
Uint64 iboCleanEpoch = 0;
};
ResolvedDrawBuffers& GetResolvedDrawBuffersMemo() { return m_resolvedDrawBuffers; }
// Memo for SyncCurrentVertexAttributeValues: which of a program's ACTIVE
// attribute locations lack an enabled array in this VAO (those read the
// context's current generic value instead of a buffer). Keyed on the VAO
// config version (enable/disable bumps it) and the program's active-location
// mask. Hosted per twin — the former function-static single entry missed on
// every draw once the app cycled VAOs, re-reading the cold attribute slots.
struct PendingAttribValueMask {
Bool valid = false;
Uint32 configVersion = 0;
Uint32 activeMask = 0;
Uint32 pendingMask = 0;
};
PendingAttribValueMask& GetPendingAttribValueMaskMemo() { return m_pendingAttribValueMask; }
private:
ResolvedDrawBuffers m_resolvedDrawBuffers;
PendingAttribValueMask m_pendingAttribValueMask;
Uint m_backendVAOId = 0;
Array<Uint, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS> m_clientAttributeBufferIds;
Bool m_isInitialized = false;
Uint16 m_syncedIndexBufferVersion = 0;
// Aggregate gate over the per-attribute walk below: the frontend bumps its config
// version on every per-attribute version bump (the three Bump*Version functions are
// its only writers), so an unchanged config version proves every per-attribute
// compare in SyncToBackend would come up clean. The index-buffer slot has its own
// version and is NOT covered. The Bool (not a sentinel value) marks "never synced".
Bool m_hasSyncedConfigVersion = false;
Uint32 m_syncedConfigVersion = 0;
Array<MG_State::GLState::VertexAttributeVersion, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS>
m_syncedAttributeVersions;
};
extern StateBackendObjectRegistry<MG_State::GLState::VertexArrayObject, BackendVertexArrayObject>
g_backendVertexArrayObjects;
// Shadowed glBindVertexArray: every backend VAO bind goes through here so a
// draw's second bind of the same VAO (SyncToBackend, then PrepareForDraw's
// re-bind) reaches the driver once. Invalidate whenever the ES context is
// replaced - ids restart and the resting binding is 0 again.
void BindBackendVAOId(Uint id);
void InvalidateVAOBindingCache();
// ES resets the binding to 0 when the currently bound VAO is deleted.
void NoteVAOIdDeleted(Uint id);
} // namespace VertexArrayImpl
namespace TextureImpl {
@@ -515,25 +327,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
return target == TextureTarget::Texture3D || target == TextureTarget::TextureCubeMap;
}
// Components per texel the frontend format's client data carries, for the three-channel
// formats that can be widened to a four-channel colour-renderable target; 0 for everything
// else. See PrepareChannelWidenedUpload.
Uint GetWidenableClientComponentCount(TextureInternalFormat format);
// True when a widenable format's components are integer rather than normalized, which is
// what decides the synthetic alpha's value: GL_RGB8I and GL_RGB8_SNORM are both uploaded
// as GL_BYTE, but their 1.0 is 1 and 0x7F respectively.
Bool IsIntegerWidenableFormat(TextureInternalFormat format);
// Repacks three-component client data as four components with an alpha of 1.0 in
// `uploadType`, for a format the backend widened to keep a colour attachment renderable.
// Returns `data` untouched when no widening applies. Pure CPU and context-free so a unit
// test can exercise the exact packing the driver is handed; `widenedData` is the caller's
// scratch buffer and has to outlive the returned pointer.
const void* PrepareChannelWidenedUpload(Uint componentCount, const IntVec3& texelSize, const void* data,
SizeT byteSize, GLenum uploadType, Vector<Uint8>& widenedData,
Bool integerData = false);
struct StateTextureBasicInfo { // Used for tracking texture state changes
TextureInternalFormat internalFormat = TextureInternalFormat::Unknown;
SizeT width = 0;
@@ -571,38 +364,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
void Bind(GLenum target, Uint unit = TempTextureUnit);
Uint GetBackendTextureId() const;
// Aggregate first-level clean gate for the per-draw trio
// SyncTextureParamsToBackend + SyncBuiltinSamplerToBackend +
// SyncMipmapsToBackend: EXACTLY the conjunction of their own early-outs
// (params version == synced params version; builtin-sampler version ==
// synced sampler version; and SyncMipmapsToBackend's cheap gate - stamped
// trio + content version + Mipmap storage). True means each of the three
// would provably return without work, so the caller may skip the calls;
// false only falls through to the three calls, whose own gates re-decide
// individually - this gate must never be MORE permissive than they are.
// `contextId`/`samplingGeneration` are the frontend context's current
// values, hoisted by the caller so a per-draw list walk reads them once
// instead of per texture. `t` must be the live frontend texture.
Bool IsDrawSyncClean(const MG_State::GLState::ITextureObject* t, Uint64 contextId,
Uint64 samplingGeneration) const {
if (!m_isInitialized || m_syncedShapeContextId == 0 || m_syncedShapeContextId != contextId ||
m_syncedShapeGeneration != samplingGeneration) {
return false;
}
const Uint16 paramsVersion = t->GetTextureParamsVersion();
if (m_syncedShapeParamsVersion != paramsVersion || m_syncedTextureParamsVersion != paramsVersion) {
return false;
}
if (m_syncedContentVersion == 0 || m_syncedContentVersion != t->GetContentVersion()) {
return false;
}
const auto& samplerObject = t->GetSamplerObject();
if (!samplerObject || m_syncedSamplerVersion != samplerObject->GetVersion()) {
return false;
}
return t->GetStorageType() == TextureStorageType::Mipmap;
}
private:
void RecreateBackendTexture();
@@ -614,25 +375,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
Bool m_imageBindableStorageRequired = false;
Bool m_backendStorageImmutable = 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
// per-level dirty flags; 0 never matches a real version (they start at 1).
Uint64 m_syncedContentVersion = 0;
// First-level clean gate for SyncMipmapsToBackend, checked before even the
// IsComplete()/shape-probe walk. Valid only as a trio with the content and
// texture-params versions: the context's sampling-resolution generation moves on
// EVERY texture-shape mutation (BumpShapeVersion is the only writer of shape and
// unconditionally bumps it), the content version on every CPU pixel mutation, and
// the params version covers SetSamples/SetFixedSampleLocations, which bump neither
// of the other two but feed the shape probe. The context id pins the generation to
// the context that produced it - generations restart at 0 with a new context, and a
// texture is owned by exactly one context (share groups are not implemented), so a
// mutation can never happen under a context this key does not name. 0 = never
// stamped (real context ids start at 1). Backend-side invalidation rides on
// m_isInitialized: RequireImageBindableStorage and RecreateBackendTexture clear it.
Uint64 m_syncedShapeContextId = 0;
Uint64 m_syncedShapeGeneration = 0;
Uint16 m_syncedShapeParamsVersion = 0;
SamplerParameters m_cacheSamplerParameters;
UintVec2 m_cacheLodRange = {0, 1000};
FloatVec4 m_cacheBorderColor = {0.0f, 0.0f, 0.0f, 0.0f};
@@ -649,10 +391,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
SharedPtr<BackendTextureObject>& SyncTextureObjectToBackend(
const SharedPtr<MG_State::GLState::ITextureObject>& textureObject,
Bool imageBindableStorageRequired = false);
// Brings every texture the next draw reads - the touched units' bindings and the draw
// FBO's texture attachments - onto the backend, through the two borrowed-pair memos
// documented at their definitions. Declared here so tests can drive those memos directly.
void SyncNeccessaryTextures();
extern Array<Array<BackendTextureObject*, (SizeT)TextureTarget::TextureTargetCount>,
MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS>
g_boundTexturesCache;
@@ -695,28 +433,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
this array could be provided as data directly to ES `glDrawBuffers` function
*/
GLenum m_backendDrawBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE};
static constexpr Uint MAX_COLOR_ATTACHMENT_SLOTS =
static_cast<Uint>(FramebufferAttachmentType::Color31) -
static_cast<Uint>(FramebufferAttachmentType::Color0) + 1;
/* Where each frontend GL_COLOR_ATTACHMENTn image physically lives in the backend ES
framebuffer, as a GL_COLOR_ATTACHMENTm enum. ES only accepts glDrawBuffers bufs[s] ==
GL_COLOR_ATTACHMENTs, so a GL draw-buffer slot s naming attachment a forces a's image
under backend slot s. This table is the single owner of that decision and is kept a
PERMUTATION of the backend colour slots: every other attachment keeps its identity
slot when that slot survived, and is parked on the lowest free slot when it did not.
Deriving the point per-query from the draw-buffer array instead handed the identity
point to any attachment that was not a draw buffer - i.e. exactly the point a
relocated draw buffer had just taken over. The permutation is only true of the
PHYSICAL framebuffer because the attachment loop detaches a point whose frontend
owner is empty; do not remove that detach. */
GLenum m_backendColorSlots[MAX_COLOR_ATTACHMENT_SLOTS] = {GL_NONE};
/* Rebuild m_backendColorSlots from the frontend draw-buffer array. Returns true when any
attachment moved, i.e. when the physical attachments and the memoised read buffer have
to be re-applied. */
Bool RecomputeBackendColorSlots(
const MG_State::GLState::FramebufferObject::FramebufferAttachmentArray& stateDrawBuffers);
FramebufferAttachmentType m_frontendReadBuffer = FramebufferAttachmentType::Color0;
GLenum m_backendReadBuffer = GL_COLOR_ATTACHMENT0;
@@ -733,81 +449,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
// has to apply the clamp itself.
Bool IsFixedPointFallbackReadAttachment();
// True when the read buffer names a three-channel attachment the backend actually stores
// in a four-channel format (the colour-renderable widening). A format without alpha reads
// back as 1.0, so the readback path has to overwrite the alpha the draw left behind -
// unconditionally, since this is the format's own semantics rather than the
// GL_CLAMP_READ_COLOR rule the clamp above implements.
Bool IsAlphaWidenedFallbackReadAttachment();
// True when this attachment's storage carries an alpha channel its frontend format does
// not (the three-channel colour-renderable widening).
Bool IsAlphaWidenedColorAttachment(const MG_State::GLState::FramebufferAttachmentObject& attachmentObject);
// Bit i set = DRAW BUFFER i of `fbo` resolves to a colour attachment the backend widened
// from three channels to four. Indexed by draw-buffer slot, not by attachment point,
// because that is what glColorMaski / glClearBufferfv address.
Uint32 ComputeAlphaWidenedDrawBufferMask(const MG_State::GLState::FramebufferObject& fbo);
// The same mask for whatever is currently bound to GL_DRAW_FRAMEBUFFER, recomputed by
// SyncCurrentFBO (BackendFramebufferObject::SyncToBackend for the DRAW target, and reset
// to 0 on the default framebuffer). Read by the draw/clear state sync, so it is only
// trustworthy after SyncCurrentFBO has run in the same entry point.
//
// WHY IT EXISTS (the dst-alpha discipline). A widened attachment has a real alpha channel
// the application's format does not, and GL says a missing channel reads as 1.0. Readback
// can paper over that (ForceWideReadAlphaToOne), but GL_DST_ALPHA /
// GL_ONE_MINUS_DST_ALPHA blending and glBlitFramebuffer read the STORED alpha inside the
// driver where no interception is possible. So the stored alpha is kept at 1.0 instead:
// a clear touching a widened buffer writes alpha 1.0, and every draw into it has its
// alpha write mask forced off, so nothing can ever move it again. The application's own
// colour mask is untouched - glGet(GL_COLOR_WRITEMASK) still reports what it set.
extern Uint32 g_alphaWidenedDrawBufferMask;
// Bit i set = DRAW BUFFER i of the framebuffer bound as DRAW resolves to a colour
// attachment with an INTEGER format. Recomputed beside the mask above and for its sake:
// glClearBufferfv on an integer colour buffer is GL_INVALID_OPERATION, so the
// per-draw-buffer clear route the widening needs has to stand down when one is present.
// (glClear on an integer colour buffer is left undefined by ES in the first place, and
// an application that wants a defined answer has to call glClearBufferuiv/iv - which does
// carry the widened alpha substitution.)
extern Uint32 g_integerColorDrawBufferMask;
// The colour a clear has to hand the driver for one draw buffer: the application's value,
// except that a widened attachment's alpha is replaced by the 1.0 its three-channel
// format implies. `one` is 1.0 encoded in the clear call's own component type - the
// integer clears carry the integer 1, the float clear carries 1.0f.
//
// Returns `value` itself when nothing is substituted, so the ordinary path allocates and
// copies nothing; `scratch` is the caller's buffer and has to outlive the returned
// pointer. Free of GL state on purpose, so the substitution can be unit-tested exactly as
// the driver sees it.
template <typename T>
const T* SubstituteWidenedClearAlpha(const T* value, Bool widened, T one, T (&scratch)[4]) {
if (!widened || value == nullptr) {
return value;
}
scratch[0] = value[0];
scratch[1] = value[1];
scratch[2] = value[2];
scratch[3] = one;
return scratch;
}
// What SyncCurrentFBO last pushed for each target, as a (binding, object, revision)
// triple; it re-syncs unless all three still match. Stamped by SyncCurrentFBO and
// ForceBindCurrentFBO, cleared by InvalidateFramebufferBindingCache. The three are
// only meaningful together - see SyncCurrentFBO.
//
// The binding slot's own version, which changes whenever a different object is bound
// to this target. Distinguishes a rebind from an in-place edit, and keeps the raw
// pointer below from matching an address the allocator recycled for a new FBO.
extern Array<Uint16, SizeT(FramebufferTarget::FramebufferTargetCount)> g_fboSyncedSlotVersions;
extern Array<Uint16, SizeT(FramebufferTarget::FramebufferTargetCount)> g_fboBindVersions;
// Tracks the bound FBO's object version (bumped on any attachment/drawbuffer change)
// per target: re-attaching textures or changing draw buffers on an already-bound FBO
// must re-sync it even when the binding-slot version has not moved.
extern Array<Uint16, SizeT(FramebufferTarget::FramebufferTargetCount)> g_fboSyncedObjectVersions;
// Which object was synced. Raw and never dereferenced: only compared for identity.
extern Array<MG_State::GLState::FramebufferObject*, SizeT(FramebufferTarget::FramebufferTargetCount)>
g_fboSyncedObjects;
@@ -903,10 +549,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
void InvalidatePackStateCache();
} // namespace PixelStoreImpl
namespace SamplerImpl {
class BackendSamplerObject; // for PrgramImpl's sampler-pass memo rows below
}
// Image uniforms take their unit from the layout(binding=N) qualifier baked into
// the transpiled ESSL; unlike samplers they must not (and in ES cannot) be
// assigned through glUniform1i.
@@ -953,43 +595,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
Float lastAssignedLodBias = 0.0f;
};
// Memo of the whole per-draw sampler-uniform pass (glUniform1i unit
// assignments, lod-bias uniform, raw-depth-fetch substitution and the
// per-unit sampler-object binds) in BindCurrentProgramWithResources.
// The pass is a pure function of the keys below, and its only driver-side
// effect is the sampler binding of each sampled unit, so replaying it as
// "do nothing" additionally requires those bindings to still be on the
// driver - the per-entry row compare against g_boundSamplersCache (the
// shadow every sampler bind in this backend already routes through).
//
// Invalidation enumeration:
// * sampler-uniform unit assignment (glUniform1i) and uniform-block
// binding edits -> frontend backendStateVersion;
// * any texture/sampler bind moving on any unit (incl. the high-water
// mark moving) -> unitBindingsEpoch;
// * any sampler parameter (incl. lod bias, compare mode) or texture
// shape/format change -> samplingGeneration;
// * another frontend context -> contextId (never-reused id);
// * ES context recreation -> textureContextGeneration;
// * relink / backend program rebuild -> SyncToBackend resets `valid`
// (it rebuilds m_samplerUniformBindings, whose lastAssignedUnit /
// lastAssignedLodBias dedup state this memo leans on);
// * any other writer moving a sampled unit's sampler binding
// (BindCurrentUnitSamplers on a unit-sampler change, scratch binds)
// -> the row snapshot compare.
struct SamplerPassMemo {
static constexpr SizeT kMaxEntries = 16;
Bool valid = false;
Uint8 count = 0;
Uint64 contextId = 0;
Uint64 unitBindingsEpoch = 0;
Uint64 samplingGeneration = 0;
Uint32 backendStateVersion = 0;
Uint textureContextGeneration = 0;
Array<Uint8, kMaxEntries> units{};
Array<SamplerImpl::BackendSamplerObject*, kMaxEntries> rows{};
};
BackendProgramObjectImpl();
~BackendProgramObjectImpl();
void SyncToBackend(const SharedPtr<MG_State::GLState::ProgramObject>& stateProgramObject);
@@ -997,9 +602,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
void SetBaseInstance(Uint32 baseInstance) const;
void SetBaseInstanceWordIndex(Int32 wordIndex) const;
void SetDrawID(Uint32 drawId) const;
// True when the transpiled program kept a gl_DrawID uniform, i.e. SetDrawID
// actually reaches a shader read rather than being discarded.
Bool ReadsDrawID() const { return m_drawIdUniformLocation >= 0; }
Int GetIndirectParamsBinding() const { return m_indirectParamsBinding; }
Uint GetBackendProgramId() const { return m_backendProgramId; }
// False when the last SyncToBackend could not produce a usable program (a
@@ -1021,7 +623,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
// reflected size when the transpiled block pads differently).
Int GetGlobalUboBackendBlockSize() const { return m_globalUboBackendBlockSize; }
BufferImpl::UboRingAllocation& GetGlobalUboRingAllocation() { return m_globalUboRingAllocation; }
SamplerPassMemo& GetSamplerPassMemo() { return m_samplerPassMemo; }
// 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; }
@@ -1050,7 +651,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
Uint32 m_lastUploadedGlobalUboVersion = ~0u;
BufferImpl::UboRingAllocation m_globalUboRingAllocation;
Uint32 m_syncedLinkVersion = ~0u;
SamplerPassMemo m_samplerPassMemo;
};
extern Uint32 g_snormFallbackClampOutputMask;
@@ -1065,22 +665,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
extern Uint g_lastUsedBackendProgramId;
extern StateBackendObjectRegistry<MG_State::GLState::ProgramObject, BackendProgramObjectImpl>
g_backendProgramObjects;
// Points one shader storage block of an ALREADY-LINKED backend program at
// `binding`. `blockName` is the frontend interface-query spelling; the real
// driver's own index for it is looked up here, because the transpiled ESSL's
// block order is not the frontend's. Returns false when the block does not exist
// on the backend program (eliminated as unused, or the driver lacks the entry
// points), which is not an error - GL_BUFFER_BINDING is served from the frontend
// record either way.
Bool ApplyShaderStorageBlockBinding(Uint backendProgramId, const String& blockName, Uint binding);
// Replays every glShaderStorageBlockBinding recorded on the program onto a backend
// program that was just built. The frontend record is authoritative (only the
// shader's DECLARED binding survives in the SPIR-V), so without this replay any
// rebuild would silently revert rebound blocks. Mirrors DirectVulkan's
// reseed-on-rebuild in BuildProgramResourceCache.
void ReseedShaderStorageBlockBindings(Uint backendProgramId,
const MG_State::GLState::ProgramObject& stateProgramObject);
} // namespace PrgramImpl
namespace SamplerImpl {
@@ -1,894 +0,0 @@
// MobileGL - MobileGL/MG_Backend/DirectGLES/MultiDraw.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#include "MultiDraw.h"
#include "Managers.h"
#include <MG_State/GLState/Core.h>
#include <cstring>
#include <limits>
namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
using MG_Config::GLESMultiDrawMode;
namespace {
// ---------------------------------------------------------------------------
// Batch shape
// ---------------------------------------------------------------------------
SizeT IndexTypeSize(GLenum type) {
switch (type) {
case GL_UNSIGNED_BYTE: return 1;
case GL_UNSIGNED_SHORT: return 2;
case GL_UNSIGNED_INT: return 4;
default: return 0;
}
}
// The all-ones value of an index type, which is what GL restarts on once
// primitive restart is in play. CheckPrimitiveRestartSupported has already
// rejected the arbitrary-index form of GL_PRIMITIVE_RESTART, so an enabled
// restart always restarts here and nowhere else.
Uint32 RestartSentinelFor(GLenum type) {
switch (type) {
case GL_UNSIGNED_BYTE: return 0xFFu;
case GL_UNSIGNED_SHORT: return 0xFFFFu;
default: return 0xFFFFFFFFu;
}
}
Bool RestartActive() {
return MG_State::pGLContext->IsCapabilityEnabled(CapabilityInput::PrimitiveRestart) ||
MG_State::pGLContext->IsCapabilityEnabled(CapabilityInput::PrimitiveRestartFixedIndex);
}
// Vertices per primitive for the modes whose sub-draws may be concatenated into a
// single draw without changing the primitive stream. Zero for strip/loop/fan modes
// (concatenation would weld one sub-draw's last primitive to the next sub-draw's
// first) and for GL_PATCHES, whose primitive size is dynamic tessellation state.
Uint32 ConcatenablePrimitiveSize(GLenum mode) {
switch (mode) {
case GL_POINTS: return 1;
case GL_LINES: return 2;
case GL_TRIANGLES: return 3;
case GL_LINES_ADJACENCY: return 4;
case GL_TRIANGLES_ADJACENCY: return 6;
default: return 0;
}
}
// Beyond this an emulated batch would ask for a scratch allocation measured in
// hundreds of megabytes (and the scratch ring never shrinks again); decline and let
// a per-sub-draw tier handle it instead of trying and failing inside the driver.
constexpr SizeT kMaxFlattenedIndices = SizeT{1} << 24;
// The flattening dispatch is one invocation per output index. ES 3.1 only
// guarantees 65535 work groups per dimension, and exceeding it makes
// glDispatchCompute an INVALID_VALUE no-op - which would leave the draw reading an
// uninitialised index buffer rather than failing visibly. Cap the tier there
// instead of querying: 4.19M indices is far past any real multi-draw batch, and
// beyond it the per-sub-draw tiers are the better answer anyway.
constexpr SizeT kComputeWorkGroupSize = 64;
constexpr SizeT kMaxComputeWorkGroups = 65535;
constexpr SizeT kMaxComputeFlattenedIndices = kMaxComputeWorkGroups * kComputeWorkGroupSize;
Uint BoundDrawIndirectBufferId() {
const auto& indirect =
MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::DrawIndirect).GetBoundObject();
if (!indirect) return 0;
const auto* resource = BufferImpl::EnsureBufferResource(indirect);
return resource ? resource->id : 0;
}
const SharedPtr<MG_State::GLState::BufferObject>& BoundIndexBuffer() {
static const SharedPtr<MG_State::GLState::BufferObject> none;
const auto& vao = MG_State::pGLContext->GetBoundVertexArray();
if (!vao) return none;
return vao->GetIndexBufferBindingSlot().GetBoundObject();
}
// The GL name PrepareForDraw left on GL_ELEMENT_ARRAY_BUFFER, i.e. what a tier
// that swaps in a scratch index buffer has to put back. Restoring the exact name
// matters beyond tidiness: the VAO twin memoises that it already synced this
// index binding and will not re-issue it on the next draw.
Uint BoundIndexBufferId() {
const auto& ibo = BoundIndexBuffer();
if (!ibo) return 0;
const auto* resource = BufferImpl::EnsureBufferResource(ibo);
return resource ? resource->id : 0;
}
// ---------------------------------------------------------------------------
// Scratch GL objects
//
// All of them belong to the ES context and are abandoned (not deleted) when it
// dies, exactly like XfbImpl's scatter buffer: the names are the dead context's
// to reclaim, and deleting them would target whatever the successor context
// handed out for the same name.
// ---------------------------------------------------------------------------
struct ScratchBuffer {
Uint id = 0;
SizeT capacity = 0;
SizeT cursor = 0; // ring buffers only: next free byte
};
ScratchBuffer g_indirectCommands; // synthesized DrawElementsIndirectCommand array
ScratchBuffer g_rebasedIndices; // CPU-rebased index stream
ScratchBuffer g_drawInfo; // compute tier: per-sub-draw descriptors
ScratchBuffer g_flattenedIndices; // compute tier: flattened index stream
Uint g_computeProgram = 0;
Bool g_computeProgramFailed = false;
GLint g_uElementSize = -1;
GLint g_uDrawCount = -1;
GLint g_uTotalIndices = -1;
// Reused staging, so a steady stream of batches allocates nothing.
Vector<DrawElementsIndirectCommand> g_commandStaging;
Vector<Uint32> g_indexStaging;
Vector<Uint32> g_drawInfoStaging;
Vector<GLint> g_zeroBaseVertices;
// Everything below stages through GL_ARRAY_BUFFER, the manager-wide staging target
// (BufferImpl::TempBufferTarget); binding it disturbs no VAO state.
Bool EnsureScratchName(ScratchBuffer& buffer) {
if (buffer.id != 0) return true;
GLuint id = 0;
g_GLESFuncs.glGenBuffers(1, &id);
if (id == 0) return false;
buffer.id = id;
buffer.capacity = 0;
buffer.cursor = 0;
return true;
}
// Whole-buffer upload, for the two buffers that are read from offset 0 because they
// are bound as storage blocks. Respecifies rather than sub-updates: glBufferData
// orphans the previous store, so the upload never waits on a dispatch still reading
// the old contents out of the same name.
Bool UploadScratch(ScratchBuffer& buffer, SizeT bytes, const void* data) {
if (bytes == 0) return true;
if (!EnsureScratchName(buffer)) return false;
BufferImpl::BindBufferId(BufferImpl::TempBufferTarget, buffer.id);
// Grow in powers of two so a batch that creeps up in size stops respecifying.
SizeT capacity = buffer.capacity == 0 ? bytes : buffer.capacity;
while (capacity < bytes) capacity *= 2;
g_GLESFuncs.glBufferData(BufferImpl::TempBufferTarget, static_cast<GLsizeiptr>(capacity), nullptr,
GL_STREAM_DRAW);
buffer.capacity = capacity;
buffer.cursor = 0;
if (data) {
g_GLESFuncs.glBufferSubData(BufferImpl::TempBufferTarget, 0, static_cast<GLsizeiptr>(bytes), data);
}
return true;
}
// Ring upload, for the buffers whose consumers can address a byte offset (indirect
// commands and rewritten index streams). Respecifying per batch is what an
// orphan-every-time scheme costs, and on a desktop-class driver that allocation
// dominated the tiers that use these buffers - a multi-draw of 32 sub-draws stages
// 640 bytes and paid for a fresh store to hold them. Bump-allocating instead means
// one respecify per wrap; every byte between two wraps is written exactly once, so
// nothing in flight is overwritten, and the wrap itself orphans.
constexpr SizeT kRingAlignment = 16; // >= 4, so both command and uint32-index offsets stay legal
constexpr SizeT kMinRingBytes = 1u << 16;
Bool UploadScratchRing(ScratchBuffer& buffer, SizeT bytes, const void* data, SizeT& outOffset) {
outOffset = 0;
if (bytes == 0) return true;
if (!EnsureScratchName(buffer)) return false;
BufferImpl::BindBufferId(BufferImpl::TempBufferTarget, buffer.id);
const SizeT aligned = (bytes + kRingAlignment - 1) & ~(kRingAlignment - 1);
if (buffer.capacity < aligned) {
SizeT capacity = buffer.capacity == 0 ? kMinRingBytes : buffer.capacity;
while (capacity < aligned) capacity *= 2;
g_GLESFuncs.glBufferData(BufferImpl::TempBufferTarget, static_cast<GLsizeiptr>(capacity), nullptr,
GL_STREAM_DRAW);
buffer.capacity = capacity;
buffer.cursor = 0;
} else if (buffer.cursor + aligned > buffer.capacity) {
g_GLESFuncs.glBufferData(BufferImpl::TempBufferTarget, static_cast<GLsizeiptr>(buffer.capacity),
nullptr, GL_STREAM_DRAW);
buffer.cursor = 0;
}
outOffset = buffer.cursor;
if (data) {
g_GLESFuncs.glBufferSubData(BufferImpl::TempBufferTarget, static_cast<GLintptr>(outOffset),
static_cast<GLsizeiptr>(bytes), data);
}
buffer.cursor += aligned;
return true;
}
// ---------------------------------------------------------------------------
// Tier resolution
// ---------------------------------------------------------------------------
// Best-first, and measured rather than assumed. MobileGlues orders its own Auto
// multiindirect -> indirect -> basevertex; on both ES drivers available here that
// is backwards, because staging a command buffer per batch costs more than the
// driver entries it saves. mc_sodium_multidraw (132 batches x 32 sub-draws),
// ns/op, median of three:
//
// NVIDIA ES 3.2 Mesa llvmpipe ES 3.2
// ext n/a 19300
// basevertex 2500 25200
// multiindirect 5700 27600
// drawelements 5600 28700
// indirect 5800 31000
//
// Ring-allocating the command staging (instead of respecifying per batch) was
// tried first and moved the indirect tiers by less than noise, so the cost is the
// indirect draw path itself, not the upload. Only "ext" - a real multi-draw entry
// point rather than an indirect one - actually beats replaying the sub-draws.
//
// The compute tier is deliberately absent from the ladder: it rewrites the
// primitive stream rather than replaying it, and it measured slowest of all here,
// so it stays opt-in behind the env knob (the same call MobileGlues makes - its
// Auto never selects Compute either).
constexpr GLESMultiDrawMode kAutoLadder[] = {
GLESMultiDrawMode::Ext, GLESMultiDrawMode::BaseVertex, GLESMultiDrawMode::MultiIndirect,
GLESMultiDrawMode::Indirect, GLESMultiDrawMode::DrawElements,
};
Bool SupportsTier(GLESMultiDrawMode tier) {
return IsTierSupported(g_GLESCapabilities, g_GLESFuncs, tier);
}
GLESMultiDrawMode g_resolvedTier = GLESMultiDrawMode::Auto;
Bool g_tierResolved = false;
String g_tierResolution;
void ResolveTierOnce() {
if (g_tierResolved) return;
g_tierResolved = true;
g_resolvedTier =
ResolveTier(g_GLESCapabilities, g_GLESFuncs, MG_Config::Features.EsprytMultiDrawMode,
&g_tierResolution);
MGLOG_I("DirectGLES multi-draw: %s", g_tierResolution.c_str());
}
// Which tiers have already announced themselves, one bit per GLESMultiDrawMode.
// The resolution line above says which tier was CHOSEN; this says which one a
// batch actually went through, and the two differ whenever a batch's shape
// demotes it. Worth a line each: a multi-draw path that resolves to a tier and
// then quietly runs a different one is exactly how "the batch drew nothing"
// hides.
Uint32 g_announcedTiers = 0;
void NoteTierExecuted(GLESMultiDrawMode tier) {
const Uint32 bit = 1u << static_cast<Uint32>(tier);
if (g_announcedTiers & bit) return;
g_announcedTiers |= bit;
MGLOG_I("DirectGLES multi-draw: first batch executed via tier \"%s\"", TierName(tier));
}
// The tier this particular batch can actually take. A tier is demoted here when
// the batch's own shape - not the driver - rules it out; the compute tier keeps
// its remaining feasibility checks inside its implementation, where the data it
// has to walk is already in hand.
GLESMultiDrawMode ResolveTierForBatch(Bool programReadsDrawID, Bool hasIndexBuffer) {
ResolveTierOnce();
GLESMultiDrawMode tier = g_resolvedTier;
// Batched tiers issue one driver entry for the whole batch, so the emulated
// gl_DrawID uniform can only hold one value across every sub-draw. A program
// that reads gl_DrawID gets an unrolled tier, which feeds each sub-draw its
// own index (the spec's value); nothing else observes the difference.
const Bool batched = tier == GLESMultiDrawMode::Ext || tier == GLESMultiDrawMode::MultiIndirect ||
tier == GLESMultiDrawMode::Compute;
if (batched && programReadsDrawID) {
tier = SupportsTier(GLESMultiDrawMode::BaseVertex) ? GLESMultiDrawMode::BaseVertex
: GLESMultiDrawMode::DrawElements;
}
// The indirect tiers describe each sub-draw as an element offset into the
// bound element array buffer. A client-memory index array has no such buffer,
// and indirect draws are not defined without one.
if (!hasIndexBuffer &&
(tier == GLESMultiDrawMode::MultiIndirect || tier == GLESMultiDrawMode::Indirect)) {
tier = SupportsTier(GLESMultiDrawMode::BaseVertex) ? GLESMultiDrawMode::BaseVertex
: GLESMultiDrawMode::DrawElements;
}
return tier;
}
// ---------------------------------------------------------------------------
// Index rewriting, shared by the two tiers that fold base vertices into indices
// ---------------------------------------------------------------------------
// Both of those tiers emit GL_UNSIGNED_INT regardless of the source type. Keeping
// the source width would be wrong, not merely tight: GL adds baseVertex to the
// index at full precision, so a GL_UNSIGNED_SHORT index plus a base vertex past
// 65535 addresses a vertex the source type cannot spell. Widening also gives the
// rewritten stream a restart sentinel (0xFFFFFFFF) that survives the rebase.
void RebaseIndices(const Uint8* source, SizeT sourceIndexCount, SizeT indexSize, Int32 baseVertex,
Bool restartActive, Uint32 restartSentinel, Uint32* out) {
const Uint32 baseVertexBits = static_cast<Uint32>(baseVertex);
for (SizeT i = 0; i < sourceIndexCount; ++i) {
Uint32 value = 0;
switch (indexSize) {
case 1: value = source[i]; break;
case 2: {
Uint16 narrow = 0;
std::memcpy(&narrow, source + i * 2, sizeof(narrow));
value = narrow;
break;
}
default: std::memcpy(&value, source + i * 4, sizeof(value)); break;
}
// Unsigned wraparound is the defined behaviour for a negative base vertex.
out[i] = (restartActive && value == restartSentinel) ? 0xFFFFFFFFu : value + baseVertexBits;
}
}
// CPU-readable bytes of one sub-draw's indices, from the frontend shadow of the
// bound index buffer or straight from the client array. Null when the sub-draw
// would read outside the buffer.
const Uint8* ResolveSubDrawIndices(const SharedPtr<MG_State::GLState::BufferObject>& indexBuffer,
const Uint8* indexBufferBytes, SizeT indexBufferSize, const void* indices,
SizeT indexCount, SizeT indexSize) {
if (!indexBuffer) {
return static_cast<const Uint8*>(indices);
}
if (!indexBufferBytes) return nullptr;
const SizeT byteOffset = reinterpret_cast<SizeT>(indices);
const SizeT byteEnd = byteOffset + indexCount * indexSize;
if (byteEnd > indexBufferSize || byteEnd < byteOffset) return nullptr;
return indexBufferBytes + byteOffset;
}
// ---------------------------------------------------------------------------
// Tier: Ext - one glMultiDrawElementsBaseVertexEXT
// ---------------------------------------------------------------------------
Bool RunExt(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, GLsizei drawcount,
const GLint* basevertex) {
if (!SupportsTier(GLESMultiDrawMode::Ext)) return false;
const GLint* baseVertices = basevertex;
if (!baseVertices) {
// glMultiDrawElements: every base vertex is 0, but the entry point still
// wants an array. One permanently-zero vector serves every such batch.
if (g_zeroBaseVertices.size() < static_cast<SizeT>(drawcount)) {
g_zeroBaseVertices.resize(static_cast<SizeT>(drawcount), 0);
}
baseVertices = g_zeroBaseVertices.data();
}
g_GLESFuncs.glMultiDrawElementsBaseVertexEXT(mode, count, type, indices, drawcount, baseVertices);
NoteTierExecuted(GLESMultiDrawMode::Ext);
return true;
}
// ---------------------------------------------------------------------------
// Tiers: MultiIndirect / Indirect - synthesized indirect commands
// ---------------------------------------------------------------------------
Bool RunIndirect(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex, Bool batched, Bool feedDrawID) {
if (!SupportsTier(batched ? GLESMultiDrawMode::MultiIndirect : GLESMultiDrawMode::Indirect)) return false;
const SizeT indexSize = IndexTypeSize(type);
if (indexSize == 0) return false;
// Indirect commands address indices as an element offset into the bound element
// array buffer, and an indirect draw is not defined without one.
const auto& indexBuffer = BoundIndexBuffer();
if (!indexBuffer) return false;
g_commandStaging.resize(static_cast<SizeT>(drawcount));
for (GLsizei i = 0; i < drawcount; ++i) {
const SizeT byteOffset = reinterpret_cast<SizeT>(indices[i]);
// firstIndex counts elements, so an offset that is not a whole number of
// them cannot be expressed as a command at all.
if (byteOffset % indexSize != 0) return false;
auto& command = g_commandStaging[static_cast<SizeT>(i)];
command.count = count[i] > 0 ? static_cast<Uint32>(count[i]) : 0u;
command.instanceCount = 1;
command.firstIndex = static_cast<Uint32>(byteOffset / indexSize);
command.baseVertex = basevertex ? basevertex[i] : 0;
command.baseInstance = 0;
}
const SizeT commandBytes = g_commandStaging.size() * sizeof(DrawElementsIndirectCommand);
SizeT commandBase = 0;
if (!UploadScratchRing(g_indirectCommands, commandBytes, g_commandStaging.data(), commandBase)) {
return false;
}
// Every synthesized command carries baseInstance 0. Say so through the direct
// path, which also clears the indirect-params word index a preceding real
// indirect draw may have left pointing into its own command buffer.
SetCurrentBaseInstance(0);
const Uint previousIndirectBinding = BoundDrawIndirectBufferId();
BufferImpl::BindBufferId(GL_DRAW_INDIRECT_BUFFER, g_indirectCommands.id);
if (batched) {
g_GLESFuncs.glMultiDrawElementsIndirectEXT(mode, type, reinterpret_cast<const void*>(commandBase),
drawcount, 0);
} else {
for (GLsizei i = 0; i < drawcount; ++i) {
if (feedDrawID) SetCurrentDrawID(static_cast<Uint32>(i));
const SizeT commandOffset = commandBase + static_cast<SizeT>(i) * sizeof(DrawElementsIndirectCommand);
g_GLESFuncs.glDrawElementsIndirect(mode, type, reinterpret_cast<const void*>(commandOffset));
}
if (feedDrawID) SetCurrentDrawID(0);
}
BufferImpl::BindBufferId(GL_DRAW_INDIRECT_BUFFER, previousIndirectBinding);
NoteTierExecuted(batched ? GLESMultiDrawMode::MultiIndirect : GLESMultiDrawMode::Indirect);
return true;
}
// ---------------------------------------------------------------------------
// Tier: BaseVertex - the per-sub-draw replay
// ---------------------------------------------------------------------------
Bool RunBaseVertexLoop(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex, Bool feedDrawID) {
if (!SupportsTier(GLESMultiDrawMode::BaseVertex)) return false;
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] <= 0) continue;
if (feedDrawID) SetCurrentDrawID(static_cast<Uint32>(i));
g_GLESFuncs.glDrawElementsBaseVertex(mode, count[i], type, indices[i],
basevertex ? basevertex[i] : 0);
}
if (feedDrawID) SetCurrentDrawID(0);
NoteTierExecuted(GLESMultiDrawMode::BaseVertex);
return true;
}
// ---------------------------------------------------------------------------
// Tier: DrawElements - base vertices folded into a scratch index stream
// ---------------------------------------------------------------------------
Bool RunRebasedDrawElements(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex, Bool feedDrawID) {
const SizeT indexSize = IndexTypeSize(type);
if (indexSize == 0) return false;
SizeT total = 0;
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] > 0) total += static_cast<SizeT>(count[i]);
}
if (total == 0) return true;
if (total > kMaxFlattenedIndices) return false;
const auto& indexBuffer = BoundIndexBuffer();
const Uint8* indexBufferBytes = nullptr;
SizeT indexBufferSize = 0;
if (indexBuffer) {
// The shadow is the source of truth for CPU reads, but a persistent map or
// a shader write may have moved past it since the last sync.
indexBuffer->SyncPersistentMappedRange();
indexBuffer->SyncGpuWrites();
indexBufferBytes = indexBuffer->MappedData();
indexBufferSize = indexBuffer->GetSize();
}
const Bool restartActive = RestartActive();
const Uint32 restartSentinel = RestartSentinelFor(type);
g_indexStaging.resize(total);
SizeT cursor = 0;
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] <= 0) continue;
const SizeT subDrawCount = static_cast<SizeT>(count[i]);
const Uint8* source = ResolveSubDrawIndices(indexBuffer, indexBufferBytes, indexBufferSize, indices[i],
subDrawCount, indexSize);
if (!source) {
MGLOG_E("DirectGLES multi-draw (drawelements tier): sub-draw %d reads outside the bound index "
"buffer; skipping the batch",
i);
return false;
}
RebaseIndices(source, subDrawCount, indexSize, basevertex ? basevertex[i] : 0, restartActive,
restartSentinel, g_indexStaging.data() + cursor);
cursor += subDrawCount;
}
SizeT indexBase = 0;
if (!UploadScratchRing(g_rebasedIndices, total * sizeof(Uint32), g_indexStaging.data(), indexBase)) {
return false;
}
const Uint previousIndexBinding = BoundIndexBufferId();
BufferImpl::BindBufferId(GL_ELEMENT_ARRAY_BUFFER, g_rebasedIndices.id);
cursor = 0;
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] <= 0) continue;
if (feedDrawID) SetCurrentDrawID(static_cast<Uint32>(i));
g_GLESFuncs.glDrawElements(mode, count[i], GL_UNSIGNED_INT,
reinterpret_cast<const void*>(indexBase + cursor * sizeof(Uint32)));
cursor += static_cast<SizeT>(count[i]);
}
if (feedDrawID) SetCurrentDrawID(0);
BufferImpl::BindBufferId(GL_ELEMENT_ARRAY_BUFFER, previousIndexBinding);
NoteTierExecuted(GLESMultiDrawMode::DrawElements);
return true;
}
// ---------------------------------------------------------------------------
// Tier: Compute - the whole batch flattened into one rebased index stream
// ---------------------------------------------------------------------------
// One index per invocation. The sub-draw an output slot belongs to is found by
// binary search over the inclusive prefix sums of the sub-draw counts, which is
// why the descriptors are sorted by construction. Sub-draws with a zero count
// repeat the previous prefix sum and are therefore skipped by the search.
//
// Three storage blocks, not the five the shape suggests: ES 3.1 only guarantees
// four per compute stage, so the per-sub-draw descriptors share one buffer.
constexpr const char* kFlattenComputeSource = R"(#version 310 es
layout(local_size_x = 64) in;
uniform uint uElementSize;
uniform uint uDrawCount;
uniform uint uTotalIndices;
layout(std430, binding = 0) readonly buffer SourceIndices { uint sourceWords[]; };
layout(std430, binding = 1) readonly buffer DrawInfo { uint drawInfo[]; };
layout(std430, binding = 2) writeonly buffer FlatIndices { uint flatIndices[]; };
uint ReadSourceIndex(uint element) {
if (uElementSize == 4u) {
return sourceWords[element];
}
if (uElementSize == 2u) {
uint word = sourceWords[element >> 1u];
return (word >> ((element & 1u) * 16u)) & 0xFFFFu;
}
uint word = sourceWords[element >> 2u];
return (word >> ((element & 3u) * 8u)) & 0xFFu;
}
void main() {
uint outIndex = gl_GlobalInvocationID.x;
if (outIndex >= uTotalIndices) {
return;
}
uint low = 0u;
uint high = uDrawCount - 1u;
while (low < high) {
uint mid = low + (high - low) / 2u;
if (drawInfo[mid * 3u + 2u] > outIndex) {
high = mid;
} else {
low = mid + 1u;
}
}
uint localIndex = outIndex - (low == 0u ? 0u : drawInfo[(low - 1u) * 3u + 2u]);
// Unsigned wraparound is the defined behaviour for a negative base vertex. No
// restart sentinel handling: the tier declines outright while restart is enabled.
flatIndices[outIndex] = ReadSourceIndex(localIndex + drawInfo[low * 3u]) + drawInfo[low * 3u + 1u];
}
)";
struct FlattenedStream {
Uint bufferId = 0;
SizeT indexCount = 0;
};
Bool EnsureComputeProgram() {
if (g_computeProgram != 0) return true;
if (g_computeProgramFailed) return false;
g_computeProgramFailed = true; // cleared again only on a complete success
const GLuint shader = g_GLESFuncs.glCreateShader(GL_COMPUTE_SHADER);
if (shader == 0) {
MGLOG_E("DirectGLES multi-draw (compute tier): glCreateShader(GL_COMPUTE_SHADER) failed");
return false;
}
const char* source = kFlattenComputeSource;
g_GLESFuncs.glShaderSource(shader, 1, &source, nullptr);
g_GLESFuncs.glCompileShader(shader);
GLint status = GL_FALSE;
g_GLESFuncs.glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
char log[1024] = {};
g_GLESFuncs.glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
MGLOG_E("DirectGLES multi-draw (compute tier): index-flattening shader failed to compile: %s", log);
g_GLESFuncs.glDeleteShader(shader);
return false;
}
const GLuint program = g_GLESFuncs.glCreateProgram();
if (program == 0) {
MGLOG_E("DirectGLES multi-draw (compute tier): glCreateProgram failed");
g_GLESFuncs.glDeleteShader(shader);
return false;
}
g_GLESFuncs.glAttachShader(program, shader);
g_GLESFuncs.glLinkProgram(program);
g_GLESFuncs.glDeleteShader(shader);
g_GLESFuncs.glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status != GL_TRUE) {
char log[1024] = {};
g_GLESFuncs.glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
MGLOG_E("DirectGLES multi-draw (compute tier): index-flattening program failed to link: %s", log);
g_GLESFuncs.glDeleteProgram(program);
return false;
}
g_computeProgram = program;
g_uElementSize = g_GLESFuncs.glGetUniformLocation(program, "uElementSize");
g_uDrawCount = g_GLESFuncs.glGetUniformLocation(program, "uDrawCount");
g_uTotalIndices = g_GLESFuncs.glGetUniformLocation(program, "uTotalIndices");
g_computeProgramFailed = false;
MGLOG_I("DirectGLES multi-draw: index-flattening compute program ready (id %u)", program);
return true;
}
// Builds the flattened stream, or leaves `out` empty when this batch's shape rules
// the tier out. Runs BEFORE PrepareForDraw - see the call site - so it may leave
// the compute program current and the first storage points unbound; the
// preparation that follows re-establishes both.
void FlattenWithCompute(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex, FlattenedStream& out) {
if (!SupportsTier(GLESMultiDrawMode::Compute)) return;
const SizeT indexSize = IndexTypeSize(type);
if (indexSize == 0) return;
// Merging sub-draws into a single draw only reproduces the original primitive
// stream for list-shaped modes: a strip, loop or fan would gain primitives
// spanning the seam between two sub-draws.
const Uint32 primitiveSize = ConcatenablePrimitiveSize(mode);
if (primitiveSize == 0) return;
// Primitive restart defeats the whole-multiple-of-a-primitive argument below,
// even for a list mode. A restart ends the current primitive, so a sub-draw of
// six GL_TRIANGLES indices with a restart after the third emits ONE triangle
// and drops the two leftover vertices - and once concatenated those leftovers
// find a third vertex in the next sub-draw and become a triangle that GL never
// draws. Splicing separator sentinels into the flattened stream could fix it,
// at the cost of a per-sub-draw offset the prefix-sum layout does not carry;
// declining is the honest trade for a tier that is already opt-in.
if (RestartActive()) return;
// The shader reads the source indices as a storage buffer, so there has to be
// a real buffer to read - a client-memory index array has none.
const auto& indexBuffer = BoundIndexBuffer();
if (!indexBuffer) return;
// A dispatch inside an open capture span is not legal, and the span would also
// observe one merged draw rather than the batch it asked for.
if (XfbImpl::IsCaptureSpanOpen()) return;
auto* sourceResource = BufferImpl::EnsureBufferResource(indexBuffer);
if (!sourceResource || sourceResource->id == 0) return;
const SizeT sourceSize = indexBuffer->GetSize();
// std430 addresses the source as uint[]; a tail shorter than a word is not
// reachable, so a narrow index type needs a word-multiple buffer.
if (indexSize < 4 && (sourceSize % 4) != 0) return;
g_drawInfoStaging.resize(3 * static_cast<SizeT>(drawcount));
SizeT total = 0;
for (GLsizei i = 0; i < drawcount; ++i) {
const SizeT subDrawCount = count[i] > 0 ? static_cast<SizeT>(count[i]) : 0;
// GL drops a trailing partial primitive per sub-draw; concatenation would
// instead splice it onto the next sub-draw's first vertices.
if (subDrawCount % primitiveSize != 0) return;
const SizeT byteOffset = reinterpret_cast<SizeT>(indices[i]);
if (byteOffset % indexSize != 0) return;
if (subDrawCount != 0) {
const SizeT byteEnd = byteOffset + subDrawCount * indexSize;
if (byteEnd > sourceSize || byteEnd < byteOffset) return;
}
total += subDrawCount;
if (total > kMaxComputeFlattenedIndices) return;
const SizeT slot = 3 * static_cast<SizeT>(i);
g_drawInfoStaging[slot] = static_cast<Uint32>(byteOffset / indexSize);
g_drawInfoStaging[slot + 1] = static_cast<Uint32>(basevertex ? basevertex[i] : 0);
g_drawInfoStaging[slot + 2] = static_cast<Uint32>(total);
}
if (total == 0) return; // nothing to draw; the ordinary tiers no-op just as well
if (!EnsureComputeProgram()) return;
if (!UploadScratch(g_drawInfo, g_drawInfoStaging.size() * sizeof(Uint32), g_drawInfoStaging.data())) {
return;
}
if (!UploadScratch(g_flattenedIndices, total * sizeof(Uint32), nullptr)) return;
BufferImpl::BindBufferBaseCached(GL_SHADER_STORAGE_BUFFER, 0, sourceResource->id);
BufferImpl::BindBufferBaseCached(GL_SHADER_STORAGE_BUFFER, 1, g_drawInfo.id);
BufferImpl::BindBufferBaseCached(GL_SHADER_STORAGE_BUFFER, 2, g_flattenedIndices.id);
g_GLESFuncs.glUseProgram(g_computeProgram);
PrgramImpl::g_lastUsedBackendProgramId = g_computeProgram;
if (g_uElementSize >= 0) g_GLESFuncs.glUniform1ui(g_uElementSize, static_cast<GLuint>(indexSize));
if (g_uDrawCount >= 0) g_GLESFuncs.glUniform1ui(g_uDrawCount, static_cast<GLuint>(drawcount));
if (g_uTotalIndices >= 0) g_GLESFuncs.glUniform1ui(g_uTotalIndices, static_cast<GLuint>(total));
g_GLESFuncs.glDispatchCompute(
static_cast<GLuint>((total + kComputeWorkGroupSize - 1) / kComputeWorkGroupSize), 1, 1);
g_GLESFuncs.glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT | GL_ELEMENT_ARRAY_BARRIER_BIT);
// Hand the storage points back to their GL default. PrepareForDraw re-syncs
// only the points the app has actually touched, so leaving a scratch buffer on
// an untouched point would keep it visible to the next shader that declares one.
for (Uint point = 0; point < 3; ++point) {
BufferImpl::BindBufferBaseCached(GL_SHADER_STORAGE_BUFFER, point, 0);
}
NoteTierExecuted(GLESMultiDrawMode::Compute);
out.bufferId = g_flattenedIndices.id;
out.indexCount = total;
}
} // namespace
// -------------------------------------------------------------------------------
// Public surface
// -------------------------------------------------------------------------------
Bool IsTierSupported(const MG_External::GLESCapabilities& caps, const MG_External::GLESFunctionsTable& funcs,
GLESMultiDrawMode tier) {
const Bool esAtLeast31 =
caps.GLESVersion.Major > 3 || (caps.GLESVersion.Major == 3 && caps.GLESVersion.Minor >= 1);
switch (tier) {
case GLESMultiDrawMode::Ext:
return caps.SupportsMultiDrawElementsBaseVertex;
case GLESMultiDrawMode::MultiIndirect:
return caps.SupportsMultiDrawIndirect && esAtLeast31 && funcs.glDrawElementsIndirect != nullptr;
case GLESMultiDrawMode::Indirect:
return esAtLeast31 && funcs.glDrawElementsIndirect != nullptr;
case GLESMultiDrawMode::BaseVertex:
return caps.SupportsDrawElementsBaseVertex;
case GLESMultiDrawMode::DrawElements:
// Plain glDrawElements over a rewritten index stream: ES 2 core, so this is
// the floor every other tier can fall back to.
return true;
case GLESMultiDrawMode::Compute:
// Three storage blocks, which is inside the four ES 3.1 guarantees per stage.
return caps.SupportsComputeShader && caps.MaxComputeShaderStorageBlocks >= 3 &&
funcs.glBindBufferBase != nullptr;
case GLESMultiDrawMode::Auto:
break;
}
return false;
}
GLESMultiDrawMode ResolveTier(const MG_External::GLESCapabilities& caps,
const MG_External::GLESFunctionsTable& funcs, GLESMultiDrawMode requested,
String* explanation) {
const auto bestAuto = [&]() {
for (const GLESMultiDrawMode tier : kAutoLadder) {
if (IsTierSupported(caps, funcs, tier)) return tier;
}
return GLESMultiDrawMode::DrawElements;
};
GLESMultiDrawMode resolved = GLESMultiDrawMode::DrawElements;
String line;
if (requested == GLESMultiDrawMode::Auto) {
resolved = bestAuto();
line = String("auto -> ") + TierName(resolved);
} else if (IsTierSupported(caps, funcs, requested)) {
resolved = requested;
line = String("MOBILEGL_ESPRYT_MULTIDRAW_MODE=") + TierName(requested) + " -> " + TierName(resolved);
} else {
resolved = bestAuto();
line = String("MOBILEGL_ESPRYT_MULTIDRAW_MODE=") + TierName(requested) +
" requested but unsupported by this driver -> " + TierName(resolved);
}
if (explanation) {
String supported;
for (const GLESMultiDrawMode tier : kAutoLadder) {
if (!IsTierSupported(caps, funcs, tier)) continue;
if (!supported.empty()) supported += ", ";
supported += TierName(tier);
}
if (IsTierSupported(caps, funcs, GLESMultiDrawMode::Compute)) {
supported += supported.empty() ? "compute (opt-in)" : ", compute (opt-in)";
}
*explanation = line + " (driver supports: " + supported + ")";
}
return resolved;
}
const char* TierName(GLESMultiDrawMode tier) {
switch (tier) {
case GLESMultiDrawMode::Auto: return "auto";
case GLESMultiDrawMode::Ext: return "ext";
case GLESMultiDrawMode::MultiIndirect: return "multiindirect";
case GLESMultiDrawMode::Indirect: return "indirect";
case GLESMultiDrawMode::BaseVertex: return "basevertex";
case GLESMultiDrawMode::DrawElements: return "drawelements";
case GLESMultiDrawMode::Compute: return "compute";
}
return "unknown";
}
GLESMultiDrawMode ResolvedTier() {
ResolveTierOnce();
return g_resolvedTier;
}
String DescribeTierResolution() {
ResolveTierOnce();
return g_tierResolution;
}
void OnBackendContextDestroyed() {
g_indirectCommands = {};
g_rebasedIndices = {};
g_drawInfo = {};
g_flattenedIndices = {};
g_computeProgram = 0;
g_computeProgramFailed = false;
g_uElementSize = -1;
g_uDrawCount = -1;
g_uTotalIndices = -1;
}
void DrawElementsBatch(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex) {
if (drawcount <= 0 || !count || !indices) return;
// State-independent and possibly throwing, so it runs before any GL work.
CheckPrimitiveRestartSupported(type);
const Bool hasIndexBuffer = BoundIndexBuffer() != nullptr;
// The compute tier dispatches BEFORE the draw state is established: doing it
// afterwards would mean unpicking the program, SSBO and index bindings
// PrepareForDraw just made, and a dispatch inside an open transform feedback
// span is not legal at all. On success it hands back a flattened index stream.
FlattenedStream flattened;
if (ResolvedTier() == GLESMultiDrawMode::Compute && !CurrentProgramReadsDrawID()) {
FlattenWithCompute(mode, count, type, indices, drawcount, basevertex, flattened);
}
PrepareForDraw(DrawSyncBit::IndexBuffer);
if (flattened.indexCount != 0) {
const Uint previousIndexBinding = BoundIndexBufferId();
BufferImpl::BindBufferId(GL_ELEMENT_ARRAY_BUFFER, flattened.bufferId);
g_GLESFuncs.glDrawElements(mode, static_cast<GLsizei>(flattened.indexCount), GL_UNSIGNED_INT, nullptr);
BufferImpl::BindBufferId(GL_ELEMENT_ARRAY_BUFFER, previousIndexBinding);
return;
}
const Bool feedDrawID = CurrentProgramReadsDrawID();
const GLESMultiDrawMode tier = ResolveTierForBatch(feedDrawID, hasIndexBuffer);
Bool drawn = false;
switch (tier) {
case GLESMultiDrawMode::Ext:
drawn = RunExt(mode, count, type, indices, drawcount, basevertex);
break;
case GLESMultiDrawMode::MultiIndirect:
drawn = RunIndirect(mode, count, type, indices, drawcount, basevertex, /*batched=*/true, feedDrawID);
break;
case GLESMultiDrawMode::Indirect:
drawn = RunIndirect(mode, count, type, indices, drawcount, basevertex, /*batched=*/false, feedDrawID);
break;
case GLESMultiDrawMode::BaseVertex:
drawn = RunBaseVertexLoop(mode, count, type, indices, drawcount, basevertex, feedDrawID);
break;
case GLESMultiDrawMode::DrawElements:
drawn = RunRebasedDrawElements(mode, count, type, indices, drawcount, basevertex, feedDrawID);
break;
case GLESMultiDrawMode::Compute:
// Its pre-pass ran above; reaching here means it declined this batch's shape.
break;
case GLESMultiDrawMode::Auto:
break; // resolution never yields Auto
}
// Every tier above may decline a batch whose shape it cannot express. The two
// below are the floor: a base-vertex replay where the driver has one, and the
// rewritten index stream where it does not. Both are safe for any batch these
// entry points can receive.
if (!drawn) drawn = RunBaseVertexLoop(mode, count, type, indices, drawcount, basevertex, feedDrawID);
if (!drawn) drawn = RunRebasedDrawElements(mode, count, type, indices, drawcount, basevertex, feedDrawID);
if (!drawn) {
MGLOG_E("DirectGLES multi-draw: no usable tier for a %d sub-draw batch (mode 0x%x, type 0x%x); "
"the batch was dropped",
drawcount, mode, type);
}
}
} // namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl
@@ -1,64 +0,0 @@
// MobileGL - MobileGL/MG_Backend/DirectGLES/MultiDraw.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#pragma once
#include <Includes.h>
#include <Config.h>
#include "DirectGLES.h"
// Emulation of the desktop glMultiDrawElements / glMultiDrawElementsBaseVertex entry
// points on OpenGL ES, which has neither in core.
//
// Every strategy below is an emulation; they differ only in which driver capability
// they lean on and in how many driver entries a batch of N sub-draws costs. The design
// follows MobileGlues (MobileGL-Dev/MobileGlues, gl/multidraw.cpp) tier for tier, plus
// the native GL_EXT_multi_draw_arrays interaction that MobileGL already had:
//
// Ext one glMultiDrawElementsBaseVertexEXT 1 driver entry
// MultiIndirect one glMultiDrawElementsIndirectEXT 1 driver entry + 1 upload
// Indirect N x glDrawElementsIndirect N + 1 upload
// BaseVertex N x glDrawElementsBaseVertex N
// DrawElements N x glDrawElements over CPU-rebased indices N + 1 upload
// Compute 1 x glDrawElements over a GPU-flattened, 1 dispatch + 1 entry
// rebased index stream
//
// Which one runs is resolved once per ES context from the driver's capabilities,
// capped by MOBILEGL_ESPRYT_MULTIDRAW_MODE, and can additionally be demoted per batch
// when the batch's own shape rules a tier out (see ResolveTierForBatch in the .cpp).
namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl {
// The tier this ES context resolved to, computed on first use and stable after.
MG_Config::GLESMultiDrawMode ResolvedTier();
// "multiindirect", "compute", ... - stable identifiers, also used by the POST row.
const char* TierName(MG_Config::GLESMultiDrawMode tier);
// One line naming the resolved tier, the tiers the driver can support, and the env
// clamp if one applied. For DriverPost and the startup log.
String DescribeTierResolution();
// The resolution itself, as a pure function of a capability set: the backend feeds
// it the live ES context's capabilities, DriverPost feeds it the ones it probed
// standalone, and both therefore report the same tier. `explanation`, when non-null,
// receives the "requested -> resolved (driver supports: ...)" line.
MG_Config::GLESMultiDrawMode ResolveTier(const MG_External::GLESCapabilities& caps,
const MG_External::GLESFunctionsTable& funcs,
MG_Config::GLESMultiDrawMode requested, String* explanation);
// Whether one tier is runnable on the given capability set, for per-row POST output.
Bool IsTierSupported(const MG_External::GLESCapabilities& caps, const MG_External::GLESFunctionsTable& funcs,
MG_Config::GLESMultiDrawMode tier);
// Runs `drawcount` indexed sub-draws as one glMultiDrawElements(BaseVertex) call
// would. `basevertex` is null for the plain glMultiDrawElements entry point (every
// base vertex is 0). Owns the whole draw, preparation included: callers must not
// have run PrepareForDraw, because the compute tier has to dispatch before the
// draw state is established.
void DrawElementsBatch(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex);
// The ES context is gone: every scratch buffer and the compute program belonged to
// it, so drop the names without deleting them (the dead context reclaims them).
void OnBackendContextDestroyed();
} // namespace MobileGL::MG_Backend::DirectGLES::MultiDrawImpl
+36 -74
View File
@@ -61,6 +61,29 @@ namespace MobileGL::MG_Backend::DirectGLES {
requestedInternalFormat, GetDriverPixelFormatNormalizeOptions() | extraOptions);
}
// Multisample textures can only ever be rendered into, never uploaded to, so a fallback
// format for them has to stay colour-renderable - a three-channel float fallback is a legal
// ES texture format but not a legal multisample storage format. Widening to four channels
// is safe here precisely because there is no transfer path that would have to expand
// three-channel client data, and the alpha the draw writes for a three-channel source is
// already the 1.0 the frontend format implies.
Bool TargetRequiresRenderableFormat(SizeT targetIndex) {
return targetIndex == static_cast<SizeT>(TextureTarget::Texture2DMultisample) ||
targetIndex == static_cast<SizeT>(TextureTarget::Texture2DMultisampleArray);
}
Flags<PixelFormatNormalizeOptionBit> GetRenderTargetNormalizeOptions(SizeT targetIndex) {
Flags<PixelFormatNormalizeOptionBit> options;
if (!TargetRequiresRenderableFormat(targetIndex)) {
return options;
}
options |= PixelFormatNormalizeOptionBit::NoThreeChannelRenderTarget;
if (!g_GLESCapabilities.SupportsRenderSnorm || !g_GLESCapabilities.SupportsNorm16Texture) {
options |= PixelFormatNormalizeOptionBit::NoSnorm16RenderTarget;
}
return options;
}
Bool HasCachedFormatCapability(TextureInternalFormat internalFormat,
SizeT targetIndex,
Bool caveat,
@@ -118,61 +141,14 @@ namespace MobileGL::MG_Backend::DirectGLES {
const GLenum requestedInternalFormat = MG_Util::ConvertTextureInternalFormatToGLEnum(internalFormat);
Flags<PixelFormatNormalizeOptionBit> options;
if (!pActiveBackendObject || ShouldUseCaveatFormat(internalFormat, targetIndex)) {
options = GetRuntimeFallbackNormalizeOptions(
requestedInternalFormat,
TextureImpl::GetRenderTargetNormalizeOptions(g_GLESCapabilities, targetIndex));
options = GetRuntimeFallbackNormalizeOptions(requestedInternalFormat,
GetRenderTargetNormalizeOptions(targetIndex));
}
NormalizePixelFormat(requestedInternalFormat, options, outInternalFormat, outFormat, outType);
}
} // namespace
namespace TextureImpl {
// Every image that can back a colour attachment needs a colour-renderable storage format,
// and ES has no renderable three-channel format at all: a three-channel float fallback is
// a legal ES texture but neither legal multisample storage nor a legal attachment, so
// GL_RGB8_SNORM / GL_RGB16F / ... have to be widened to four channels for any of them.
// This used to cover the multisample pair alone, on the grounds that only those can never
// be uploaded to; the transfer paths now expand three-channel client data themselves
// (Managers.cpp PrepareFallbackUpload) and hide the added alpha again on sample and
// readback, so the same substitution is available everywhere.
//
// The widening only ever *happens* where the driver refuses the native form (see
// PopulateFormatCapabilitiesImpl: outside multisample storage it rides the driver branch,
// behind the native probe), so a driver that does render to a three-channel image keeps
// allocating it byte for byte.
//
// Do NOT read that as "nothing changes off-device". Measured on Mesa 26.1.6 llvmpipe
// (the headless CI driver), an ES 3.2 GL_TEXTURE_2D colour attachment is COMPLETE for
// GL_RGB8 and GL_RGB16F but INCOMPLETE_ATTACHMENT for GL_RGB8_SNORM, GL_SRGB8 and every
// RGB integer format, and UNSUPPORTED for GL_RGB32F. Those eight formats therefore DO
// take the widened path on llvmpipe, which is where the retrace fixtures and the glcts
// green suites run - the substitution is driver-conditional, not desktop-exempt.
//
// A buffer texture is the one image that can never be an attachment; its storage is the
// buffer object's, and widening it would misdescribe the application's data.
Bool TargetRequiresRenderableFormat(SizeT targetIndex) {
if (targetIndex >= kFormatCapabilityTargetCount) {
return false;
}
if (targetIndex == kFormatCapabilityRenderbufferTargetIndex) {
return true;
}
return static_cast<TextureTarget>(targetIndex) != TextureTarget::TextureBuffer;
}
Flags<PixelFormatNormalizeOptionBit> GetRenderTargetNormalizeOptions(
const MG_External::GLESCapabilities& capabilities, SizeT targetIndex) {
Flags<PixelFormatNormalizeOptionBit> options;
if (!TargetRequiresRenderableFormat(targetIndex)) {
return options;
}
options |= PixelFormatNormalizeOptionBit::NoThreeChannelRenderTarget;
if (!capabilities.SupportsRenderSnorm || !capabilities.SupportsNorm16Texture) {
options |= PixelFormatNormalizeOptionBit::NoSnorm16RenderTarget;
}
return options;
}
void GenerateTextureFormatInfo(TextureInternalFormat internalFormat, GLenum* outInternalFormat,
GLenum* outFormat, GLenum* outType, TextureTarget target) {
#ifdef TRACY_ENABLE
@@ -202,29 +178,20 @@ namespace MobileGL::MG_Backend::DirectGLES {
return ShouldUseCaveatFormat(internalFormat, GetRenderbufferFormatCapabilityTargetIndex());
}
namespace {
Bool BackendFormatAddsAlpha(TextureInternalFormat internalFormat, SizeT targetIndex) {
if (!TargetRequiresRenderableFormat(targetIndex)) {
return false;
}
if (pActiveBackendObject && !ShouldUseCaveatFormat(internalFormat, targetIndex)) {
return false;
}
const GLenum requestedInternalFormat = MG_Util::ConvertTextureInternalFormatToGLEnum(internalFormat);
const Flags<PixelFormatNormalizeOptionBit> options = GetRuntimeFallbackNormalizeOptions(
requestedInternalFormat, GetRenderTargetNormalizeOptions(g_GLESCapabilities, targetIndex));
return static_cast<Bool>(options & PixelFormatNormalizeOptionBit::NoThreeChannelRenderTarget);
}
} // namespace
Bool BackendTextureFormatAddsAlpha(TextureInternalFormat internalFormat, TextureTarget target) {
const SizeT targetIndex =
target == TextureTarget::Unknown ? kFormatCapabilityTargetCount : GetFormatCapabilityTargetIndex(target);
return BackendFormatAddsAlpha(internalFormat, targetIndex);
}
Bool BackendRenderbufferFormatAddsAlpha(TextureInternalFormat internalFormat) {
return BackendFormatAddsAlpha(internalFormat, GetRenderbufferFormatCapabilityTargetIndex());
if (!TargetRequiresRenderableFormat(targetIndex)) {
return false;
}
if (pActiveBackendObject && !ShouldUseCaveatFormat(internalFormat, targetIndex)) {
return false;
}
const GLenum requestedInternalFormat = MG_Util::ConvertTextureInternalFormatToGLEnum(internalFormat);
const Flags<PixelFormatNormalizeOptionBit> options =
GetRuntimeFallbackNormalizeOptions(requestedInternalFormat,
GetRenderTargetNormalizeOptions(targetIndex));
return static_cast<Bool>(options & PixelFormatNormalizeOptionBit::NoThreeChannelRenderTarget);
}
} // namespace TextureImpl
namespace PrgramImpl {
@@ -1140,11 +1107,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
}
}
if (pixelPackBufferObject) {
// WritebackFromBackend bumps change serials with no backend op; re-open
// the buffer draw-clean memos (once for the whole row loop).
BufferImpl::BumpBufferMutationEpoch();
}
return true;
}
} // namespace ReadbackImpl
+3 -17
View File
@@ -9,8 +9,6 @@
#pragma once
#include <Includes.h>
#include <MG_State/GLState/Core.h>
#include <MG_Util/BackendLoaders/OpenGL/Loader.h>
#include <MG_Util/Texture/TextureFormatProcessor.h>
namespace MobileGL::MG_Backend::DirectGLES {
namespace DebugImpl {
@@ -36,16 +34,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
} // namespace VertexArrayImpl
namespace TextureImpl {
// Whether images on this format-capability target can back a colour attachment, and so
// need a colour-renderable storage format even when the frontend asked for a
// three-channel one ES never renders to. Shared by the capability probe (which passes the
// capabilities it has just queried, before the globals are published) and by the
// allocation path (which reads the active backend's), so the format the cache was probed
// with is always the format the image is created with.
Bool TargetRequiresRenderableFormat(SizeT targetIndex);
Flags<PixelFormatNormalizeOptionBit> GetRenderTargetNormalizeOptions(
const MG_External::GLESCapabilities& capabilities, SizeT targetIndex);
void GenerateTextureFormatInfo(TextureInternalFormat internalFormat, GLenum* outInternalFormat,
GLenum* outFormat, GLenum* outType,
TextureTarget target = TextureTarget::Unknown);
@@ -53,12 +41,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
GLenum* outFormat, GLenum* outType);
Bool ShouldUseCaveatTextureFormat(TextureInternalFormat internalFormat, TextureTarget target);
// True when the format the image is actually created with has an alpha channel the
// frontend format does not (the three-channel colour-renderable widening). GL reads such
// a channel back as 1.0, so any swizzle source of ALPHA has to be answered with ONE and
// any readback of the image has to overwrite the alpha the draw happened to leave there.
// True when the format the texture is actually created with has an alpha channel the
// frontend format does not (the three-channel multisample widening). GL reads such a
// channel back as 1.0, so any swizzle source of ALPHA has to be answered with ONE.
Bool BackendTextureFormatAddsAlpha(TextureInternalFormat internalFormat, TextureTarget target);
Bool BackendRenderbufferFormatAddsAlpha(TextureInternalFormat internalFormat);
Bool ShouldUseCaveatRenderbufferFormat(TextureInternalFormat internalFormat);
} // namespace TextureImpl
@@ -16,7 +16,6 @@
#include "MG_Util/Converters/MGToStr/TextureEnumConverter.h"
#include "MG_Util/Converters/MGToVk/TextureEnumConverter.h"
#include "MG_Util/Texture/TextureFormatProcessor.h"
#include "MG_Util/Async/ShaderCompilePool.h"
#include <Config.h>
#include <cmath>
@@ -42,11 +41,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool IsLayeredTarget(TextureTarget target) {
return target == TextureTarget::Texture3D || target == TextureTarget::Texture1DArray ||
target == TextureTarget::Texture2DArray || target == TextureTarget::TextureCubeMap ||
target == TextureTarget::TextureCubeMapArray || target == TextureTarget::Texture2DMultisampleArray;
target == TextureTarget::TextureCubeMapArray ||
target == TextureTarget::Texture2DMultisampleArray;
}
Bool IsMultisampleTarget(TextureTarget target) {
return target == TextureTarget::Texture2DMultisample || target == TextureTarget::Texture2DMultisampleArray;
return target == TextureTarget::Texture2DMultisample ||
target == TextureTarget::Texture2DMultisampleArray;
}
Bool IsTextureBufferTarget(TextureTarget target) {
@@ -58,8 +59,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
GLenum normalizedInternalFormat = glFormat;
GLenum imageFormat = GL_RGBA;
GLenum imageType = GL_UNSIGNED_BYTE;
MG_Util::TextureFormatProcessor::NormalizePixelFormat(glFormat, PixelFormatNormalizeOptionBit::None,
&normalizedInternalFormat, &imageFormat, &imageType);
MG_Util::TextureFormatProcessor::NormalizePixelFormat(
glFormat, PixelFormatNormalizeOptionBit::None, &normalizedInternalFormat, &imageFormat, &imageType);
return imageFormat == GL_RED_INTEGER || imageFormat == GL_RG_INTEGER || imageFormat == GL_RGB_INTEGER ||
imageFormat == GL_RGBA_INTEGER;
}
@@ -80,7 +81,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return caps;
}
FormatCapabilityFlags BuildVulkanCaps(TextureInternalFormat logicalFormat, TextureTarget target,
FormatCapabilityFlags BuildVulkanCaps(TextureInternalFormat logicalFormat,
TextureTarget target,
VkFormatFeatureFlags features) {
FormatCapabilityFlags caps;
const Bool isDepth = MG_Util::IsDepthFormatInternalFormat(logicalFormat);
@@ -99,7 +101,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const Bool sampled = (features & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT) != 0;
const Bool linearFilter = (features & VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT) != 0;
const Bool colorRenderable = (features & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT) != 0;
const Bool depthStencilRenderable = (features & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT) != 0;
const Bool depthStencilRenderable =
(features & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT) != 0;
const Bool renderable = (isDepth || isStencil) ? depthStencilRenderable : colorRenderable;
if (sampled || renderable) {
@@ -196,20 +199,21 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool HasNewCaveatFormatCaps(FormatCapabilityFlags nativeCaps, FormatCapabilityFlags fallbackCaps) {
for (FormatCapability capability : kReportedFormatCapabilities) {
if (HasFormatCapability(fallbackCaps, capability) && !HasFormatCapability(nativeCaps, capability)) {
if (HasFormatCapability(fallbackCaps, capability) &&
!HasFormatCapability(nativeCaps, capability)) {
return true;
}
}
return false;
}
void LogVulkanFormatCaveat(TextureInternalFormat logicalFormat, SizeT targetIndex,
void LogVulkanFormatCaveat(TextureInternalFormat logicalFormat,
SizeT targetIndex,
TextureInternalFormat fallbackFormat) {
MGLOG_D(
"Caveat: %s %s not fully supported. Reason: native Vulkan format is not fully supported. Fallback: %s",
GetFormatCapabilityTargetName(targetIndex).c_str(),
MG_Util::ConvertTextureInternalFormatToString(logicalFormat).c_str(),
MG_Util::ConvertTextureInternalFormatToString(fallbackFormat).c_str());
MGLOG_D("Caveat: %s %s not fully supported. Reason: native Vulkan format is not fully supported. Fallback: %s",
GetFormatCapabilityTargetName(targetIndex).c_str(),
MG_Util::ConvertTextureInternalFormatToString(logicalFormat).c_str(),
MG_Util::ConvertTextureInternalFormatToString(fallbackFormat).c_str());
}
Vector<Int> BuildSampleCounts(Int maxSamples) {
@@ -253,15 +257,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
for (SizeT targetIndex = 0; targetIndex < kFormatCapabilityTextureTargetCount; ++targetIndex) {
const auto target = static_cast<TextureTarget>(targetIndex);
const VkFormatFeatureFlags nativeFeatures = IsTextureBufferTarget(target)
? nativeProperties.bufferFeatures
: nativeProperties.optimalTilingFeatures;
const VkFormatFeatureFlags nativeFeatures =
IsTextureBufferTarget(target) ? nativeProperties.bufferFeatures
: nativeProperties.optimalTilingFeatures;
FormatCapabilityFlags nativeCaps = BuildVulkanCaps(logicalFormat, target, nativeFeatures);
cache.FullCaps[targetIndex][formatIndex] |= nativeCaps;
const VkFormatFeatureFlags fallbackFeatures = IsTextureBufferTarget(target)
? fallbackProperties.bufferFeatures
: fallbackProperties.optimalTilingFeatures;
const VkFormatFeatureFlags fallbackFeatures =
IsTextureBufferTarget(target) ? fallbackProperties.bufferFeatures
: fallbackProperties.optimalTilingFeatures;
FormatCapabilityFlags fallbackCaps = BuildVulkanCaps(logicalFormat, target, fallbackFeatures);
if (fallbackFormat != VK_FORMAT_UNDEFINED && fallbackFormat != nativeFormat) {
cache.CaveatCaps[targetIndex][formatIndex] |= fallbackCaps;
@@ -296,8 +300,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
cache.FullCaps[renderbufferTargetIndex][formatIndex] |= renderbufferCaps;
if (fallbackFormat != VK_FORMAT_UNDEFINED && fallbackFormat != nativeFormat) {
FormatCapabilityFlags fallbackRenderbufferCaps = BuildVulkanCaps(
logicalFormat, TextureTarget::Texture2D, fallbackProperties.optimalTilingFeatures);
FormatCapabilityFlags fallbackRenderbufferCaps =
BuildVulkanCaps(logicalFormat, TextureTarget::Texture2D,
fallbackProperties.optimalTilingFeatures);
fallbackRenderbufferCaps &= FormatCapability::Creatable;
if ((fallbackProperties.optimalTilingFeatures &
(VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT | VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT)) !=
@@ -306,7 +311,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
fallbackRenderbufferCaps |= FormatCapability::MultisampleRenderbuffer;
}
cache.CaveatCaps[renderbufferTargetIndex][formatIndex] |= fallbackRenderbufferCaps;
if (fallbackLogicalFormat && HasNewCaveatFormatCaps(renderbufferCaps, fallbackRenderbufferCaps)) {
if (fallbackLogicalFormat &&
HasNewCaveatFormatCaps(renderbufferCaps, fallbackRenderbufferCaps)) {
LogVulkanFormatCaveat(logicalFormat, renderbufferTargetIndex, *fallbackLogicalFormat);
}
}
@@ -323,13 +329,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void PopulateFormatCapabilities(VkPhysicalDevice physicalDevice,
PFN_vkGetPhysicalDeviceFormatProperties getFormatProperties,
const MG_External::VulkanCapabilities& capabilities, FormatCapabilityCache& cache) {
const MG_External::VulkanCapabilities& capabilities,
FormatCapabilityCache& cache) {
PopulateFormatCapabilitiesImpl(physicalDevice, getFormatProperties, capabilities, cache);
}
BackendObject_DirectVulkan::~BackendObject_DirectVulkan() = default;
BackendObject_DirectVulkan::BackendObject_DirectVulkan() : m_rendererInfo{GetRendererIdentity()} {}
BackendObject_DirectVulkan::BackendObject_DirectVulkan(): m_rendererInfo{GetRendererIdentity()} {}
Bool BackendObject_DirectVulkan::InitWindowSurface() {
if (!m_windowHandle.Handle) {
@@ -403,8 +410,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MGLOG_E("DirectVulkan backend not initialized");
return false;
}
if (!handle.Handle || (handle.Backend != WindowBackend::Android && handle.Backend != WindowBackend::X11 &&
handle.Backend != WindowBackend::MetalLayer && handle.Backend != WindowBackend::Win32)) {
if (!handle.Handle || (handle.Backend != WindowBackend::Android &&
handle.Backend != WindowBackend::X11 &&
handle.Backend != WindowBackend::MetalLayer &&
handle.Backend != WindowBackend::Win32)) {
MGLOG_E("DirectVulkan backend only supports Android, X11, CAMetalLayer, and Win32 native windows");
return false;
}
@@ -495,50 +504,40 @@ namespace MobileGL::MG_Backend::DirectVulkan {
.RendererName = "Magma",
.BackendName = "Direct (Vulkan)",
.ExtraVendor = Nullopt,
.RendererGLInfo = {.TargetGLVersion = {4, 0, 0},
.TargetGLSLVersion = {4, 6, 0},
// Baseline advertisement (no shader subgroup, no timer queries); a
// live backend reconciles its copy in UpdateAdvertisedExtensions.
.Extensions = BuildAdvertisedExtensions(false, false, false),
.IsCompatibilityProfile = false},
.RendererGLInfo =
{
.TargetGLVersion = {3, 3, 0},
.TargetGLSLVersion = {4, 6, 0},
// Baseline advertisement (no shader subgroup, no timer queries); a
// live backend reconciles its copy in UpdateAdvertisedExtensions.
.Extensions = BuildAdvertisedExtensions(false, false, false),
.IsCompatibilityProfile = false
},
.StaticBackendCapability = {.AllowVSOnlyPrograms = false}};
return rendererInfo;
}
Vector<GLExtension> BuildAdvertisedExtensions(Bool shaderSubgroupSupported, Bool timerQueriesSupported,
Bool anisotropicFilteringSupported) {
Vector<GLExtension> extensions = {
V_OpenGL30, V_OpenGL31, V_OpenGL32, V_OpenGL33, V_OpenGL40, E_GL_ARB_draw_buffers_blend,
E_GL_ARB_compute_shader, E_GL_ARB_shader_storage_buffer_object, E_GL_ARB_shader_image_load_store,
E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object, E_GL_ARB_multi_draw_indirect,
E_GL_ARB_indirect_parameters, E_GL_EXT_framebuffer_object, E_GL_ARB_depth_texture, E_GL_ARB_buffer_storage,
E_GL_ARB_texture_storage, E_GL_ARB_texture_storage_multisample, E_GL_ARB_texture_multisample,
E_GL_ARB_clear_texture, E_GL_ARB_direct_state_access, E_GL_ARB_shader_draw_parameters,
E_GL_ARB_gpu_shader_int64, E_GL_KHR_debug, E_GL_ARB_gpu_shader5, E_GL_ARB_multi_bind,
E_GL_ARB_shading_language_420pack, E_GL_ARB_vertex_attrib_binding, E_GL_ARB_shader_image_size,
E_GL_ARB_explicit_attrib_location,
// Advertised with GL_NUM_PROGRAM_BINARY_FORMATS = 0, which the
// extension explicitly permits. It is also the only thing that
// exposes glProgramParameteri before GL 4.1.
E_GL_ARB_get_program_binary};
Vector<GLExtension> extensions = {V_OpenGL30, V_OpenGL31, V_OpenGL32,
V_OpenGL33, E_GL_ARB_draw_buffers_blend, E_GL_ARB_compute_shader,
E_GL_ARB_shader_storage_buffer_object, E_GL_ARB_shader_image_load_store,
E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object,
E_GL_ARB_multi_draw_indirect, E_GL_ARB_indirect_parameters,
E_GL_EXT_framebuffer_object, E_GL_ARB_depth_texture, E_GL_ARB_buffer_storage,
E_GL_ARB_texture_storage, E_GL_ARB_texture_storage_multisample,
E_GL_ARB_texture_multisample, E_GL_ARB_clear_texture, E_GL_ARB_direct_state_access,
E_GL_ARB_shader_draw_parameters, E_GL_ARB_gpu_shader_int64, E_GL_KHR_debug,
E_GL_ARB_gpu_shader5, E_GL_ARB_multi_bind, E_GL_ARB_shading_language_420pack,
E_GL_ARB_vertex_attrib_binding, E_GL_ARB_shader_image_size,
E_GL_ARB_explicit_attrib_location,
// Advertised with GL_NUM_PROGRAM_BINARY_FORMATS = 0, which the
// extension explicitly permits. It is also the only thing that
// exposes glProgramParameteri before GL 4.1.
E_GL_ARB_get_program_binary};
if (shaderSubgroupSupported && !MG_Config::Features.DisableSubgroup) {
extensions.push_back(E_GL_KHR_shader_subgroup);
}
// GL_KHR_parallel_shader_compile is MobileGL's own capability, not the Vulkan
// device's: the compiler threads belong to MobileGL's shader pool and
// glCompileShader/glLinkProgram are serviced entirely inside the frontend, so there
// is no device feature to condition this on.
//
// Gated on the async flag deliberately, and this is the whole reason the gate
// exists. Advertising the string is the one part of asynchronous compilation that a
// recorded trace can never cover: Iris and Sodium change their SUBMISSION SCHEDULE
// the moment they see it - they enqueue whole pipeline batches and poll
// GL_COMPLETION_STATUS_KHR instead of compiling one program at a time - so
// MOBILEGL_ASYNC_SHADER_COMPILE=0 has to withdraw the application-visible behaviour
// change as well as the threading, or the kill switch would only be half a switch.
if (MG_Util::Async::AsyncShaderCompileEnabled()) {
extensions.push_back(E_GL_KHR_parallel_shader_compile);
}
// GL_ARB_timer_query gates MC's F3 GPU% (LWJGL checks the extension string);
// only advertised when the device actually supports timestamp queries and the
// MOBILEGL_DISABLE_TIMERQUERY escape hatch is off.
@@ -598,8 +597,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
funcsTable.GL.ClearBufferiv = ClearBufferiv;
funcsTable.GL.ClearNamedFramebufferfv = ClearNamedFramebufferfv;
funcsTable.GL.ClearNamedFramebufferfi = ClearNamedFramebufferfi;
funcsTable.GL.ClearNamedFramebufferiv = ClearNamedFramebufferiv;
funcsTable.GL.ClearNamedFramebufferuiv = ClearNamedFramebufferuiv;
funcsTable.GL.BlitFramebuffer = BlitFramebuffer;
funcsTable.GL.BlitNamedFramebuffer = BlitNamedFramebuffer;
funcsTable.GL.CopyTexImage2D = CopyTexImage2D;
@@ -617,6 +614,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
funcsTable.GL.GetIntegeri_v = GetIntegeri_v;
funcsTable.GL.GetInteger64i_v = GetInteger64i_v;
funcsTable.GL.GetProgramiv = GetProgramiv;
funcsTable.GL.GetProgramInterfaceiv = GetProgramInterfaceiv;
funcsTable.GL.GetProgramResourceIndex = GetProgramResourceIndex;
funcsTable.GL.GetProgramResourceName = GetProgramResourceName;
funcsTable.GL.GetProgramResourceiv = GetProgramResourceiv;
funcsTable.GL.GetProgramResourceLocation = GetProgramResourceLocation;
funcsTable.GL.GetProgramResourceLocationIndex = GetProgramResourceLocationIndex;
funcsTable.GL.ShaderStorageBlockBinding = ShaderStorageBlockBinding;
funcsTable.GL.FenceSync = FenceSync;
funcsTable.GL.ClientWaitSync = ClientWaitSync;
@@ -726,7 +729,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// rather than a maximum the sampler manager will never apply.
m_dynamicParameters.MaxTextureMaxAnisotropy =
(pVulkanRenderer && pVulkanRenderer->IsSamplerAnisotropySupported()) ? m_vulkanCaps.MaxSamplerAnisotropy
: 1.0f;
: 1.0f;
m_dynamicParameters.SmoothLineWidthRangeMin = m_vulkanCaps.SmoothLineWidthRangeMin;
m_dynamicParameters.SmoothLineWidthRangeMax = m_vulkanCaps.SmoothLineWidthRangeMax;
m_dynamicParameters.SmoothLineWidthGranularity = m_vulkanCaps.SmoothLineWidthGranularity;
@@ -747,7 +750,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_dynamicParameters.MaxIntegerSamples = m_vulkanCaps.MaxIntegerSamples;
m_dynamicParameters.MaxSamples = m_vulkanCaps.MaxSamples;
m_dynamicParameters.MaxSampleMaskWords = m_vulkanCaps.MaxSampleMaskWords;
const Int maxSupportedTextureUnits = static_cast<Int>(MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
const Int maxSupportedTextureUnits =
static_cast<Int>(MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
// GL_MAX_TEXTURE_IMAGE_UNITS is a *per-stage* sampler limit. Adreno/Qualcomm report a huge
// maxPerStageDescriptorSampledImages (descriptor-indexing scale), so clamping it only to our
// combined array capacity (192) still advertises 192 per stage. Host code treats this value as
@@ -757,7 +761,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// limits while keeping the combined limit at our texture-unit array capacity.
constexpr Int maxPerStageTextureUnits =
static_cast<Int>(MG_State::GLState::TextureState::MAX_PER_STAGE_TEXTURE_IMAGE_UNITS);
m_dynamicParameters.MaxTextureImageUnits = std::min(m_vulkanCaps.MaxTextureImageUnits, maxPerStageTextureUnits);
m_dynamicParameters.MaxTextureImageUnits =
std::min(m_vulkanCaps.MaxTextureImageUnits, maxPerStageTextureUnits);
m_dynamicParameters.MaxVertexTextureImageUnits =
std::min(m_vulkanCaps.MaxVertexTextureImageUnits, maxPerStageTextureUnits);
m_dynamicParameters.MaxComputeTextureImageUnits =
@@ -766,8 +771,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
std::min(m_vulkanCaps.MaxCombinedTextureImageUnits, maxSupportedTextureUnits);
// Never advertise more attributes than the state layer can store: the current-value array and
// the Uint32 attribute masks the draw path passes around are both bounded by MAX_VERTEX_ATTRIBS.
m_dynamicParameters.MaxVertexAttribs = std::min(
m_vulkanCaps.MaxVertexAttribs, static_cast<Int>(MG_State::GLState::VertexArrayObject::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;
@@ -777,7 +783,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_dynamicParameters.TextureBufferOffsetAlignment = m_vulkanCaps.TextureBufferOffsetAlignment;
m_dynamicParameters.MaxUniformBufferBindings = m_vulkanCaps.MaxUniformBufferBindings;
m_dynamicParameters.MaxUniformBlockSize = m_vulkanCaps.MaxUniformBlockSize;
m_dynamicParameters.MaxImageUnits = std::max(std::min(m_vulkanCaps.MaxImageUnits, maxSupportedTextureUnits), 0);
m_dynamicParameters.MaxImageUnits =
std::max(std::min(m_vulkanCaps.MaxImageUnits, maxSupportedTextureUnits), 0);
m_dynamicParameters.MaxCombinedImageUniforms = std::max(m_vulkanCaps.MaxCombinedImageUniforms, 0);
const Int maxPerStageImageUniforms =
std::min(m_dynamicParameters.MaxImageUnits, m_dynamicParameters.MaxCombinedImageUniforms);
@@ -794,7 +801,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_vulkanCaps.SupportsFragmentStoresAndAtomics ? maxPerStageImageUniforms : 0;
m_dynamicParameters.MaxComputeImageUniforms =
std::min(std::max(m_vulkanCaps.MaxComputeImageUniforms, 0), maxPerStageImageUniforms);
const Int maxSupportedDrawBuffers = static_cast<Int>(MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS);
const Int maxSupportedDrawBuffers =
static_cast<Int>(MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS);
m_dynamicParameters.MaxDrawBuffers = std::min(m_vulkanCaps.MaxDrawBuffers, maxSupportedDrawBuffers);
m_dynamicParameters.MaxColorAttachments = std::min(m_vulkanCaps.MaxColorAttachments, maxSupportedDrawBuffers);
m_dynamicParameters.MaxClipDistances = m_vulkanCaps.MaxClipDistances;
@@ -813,44 +821,21 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_dynamicParameters.FragmentInterpolationOffsetBits = 4;
if (m_vulkanCaps.FragmentInterpolationOffsetBits >= 4 &&
std::isfinite(m_vulkanCaps.MaxFragmentInterpolationOffset)) {
const Float requiredMaxOffset = 0.5f - std::ldexp(1.0f, -m_vulkanCaps.FragmentInterpolationOffsetBits);
const Float requiredMaxOffset =
0.5f - std::ldexp(1.0f, -m_vulkanCaps.FragmentInterpolationOffsetBits);
if (m_vulkanCaps.MaxFragmentInterpolationOffset >= requiredMaxOffset) {
m_dynamicParameters.MaxFragmentInterpolationOffset = m_vulkanCaps.MaxFragmentInterpolationOffset;
m_dynamicParameters.FragmentInterpolationOffsetBits = m_vulkanCaps.FragmentInterpolationOffsetBits;
m_dynamicParameters.FragmentInterpolationOffsetBits =
m_vulkanCaps.FragmentInterpolationOffsetBits;
}
}
m_dynamicParameters.SupportsWideLines = m_vulkanCaps.SupportsWideLines;
// A 2D or 2D multisample array texture is a VK_IMAGE_TYPE_2D image whose GL depth IS its
// arrayLayers, so a GL layer is a Vulkan array layer with nothing to translate.
// ResolveAttachmentBaseArrayLayer already passes the attachment's layer through. The other
// layered targets are declared separately as their own machinery lands.
{
using DynParams = MG_Backend::DynamicBackendParameters;
m_dynamicParameters.PerLayerFramebufferAttachmentTargets |=
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture2DArray) |
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture2DMultisampleArray);
// A cube map array is one 2D image with arrayLayers = 6 * cubeCount, so a GL layer is a
// Vulkan array layer here too - but the image cannot be created without imageCubeArray.
// A 3D texture's GL layer is a z slice, which only a 2D view over a 2D-array-compatible
// image can name. Optimistic: a format that refuses the flag is caught at image creation
// and declines the slice view there, which the clear path handles as a soft miss.
if (m_vulkanCaps.Supports2DArrayCompatible3DImages) {
m_dynamicParameters.PerLayerFramebufferAttachmentTargets |=
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture3D);
}
if (m_vulkanCaps.SupportsImageCubeArray) {
m_dynamicParameters.PerLayerFramebufferAttachmentTargets |=
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::TextureCubeMapArray);
}
}
m_dynamicParameters.SupportsFloat64VertexAttributes = m_vulkanCaps.SupportsShaderFloat64;
m_dynamicParameters.MaxShaderStorageBlockSize =
std::min(m_vulkanCaps.MaxShaderStorageBlockSize, kMaxAdvertisedShaderStorageBlockSize);
if (m_vulkanCaps.SupportsShaderSubgroup) {
m_dynamicParameters.SubgroupSize = m_vulkanCaps.SubgroupSize;
m_dynamicParameters.SubgroupSupportedStages = mapShaderStages(m_vulkanCaps.SubgroupSupportedStages);
m_dynamicParameters.SubgroupSupportedFeatures =
mapSubgroupFeatures(m_vulkanCaps.SubgroupSupportedOperations);
m_dynamicParameters.SubgroupSupportedFeatures = mapSubgroupFeatures(m_vulkanCaps.SubgroupSupportedOperations);
m_dynamicParameters.SubgroupQuadOperationsInAllStages = m_vulkanCaps.SubgroupQuadOperationsInAllStages;
} else {
m_dynamicParameters.SubgroupSize = 0;
@@ -860,7 +845,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
if (m_dynamicParameters.MaxShaderStorageBlockSize != m_vulkanCaps.MaxShaderStorageBlockSize) {
MGLOG_I("DirectVulkan: clamped GL_MAX_SHADER_STORAGE_BLOCK_SIZE from %zu to %zu",
m_vulkanCaps.MaxShaderStorageBlockSize, m_dynamicParameters.MaxShaderStorageBlockSize);
m_vulkanCaps.MaxShaderStorageBlockSize,
m_dynamicParameters.MaxShaderStorageBlockSize);
}
switch (m_vulkanCaps.VendorId) {
case 0x5143u: // VK_VENDOR_ID: Qualcomm
+523 -106
View File
@@ -16,7 +16,6 @@
#include "MG_Util/Metrics/TextureMetrics.h"
#include "MG_Util/Miscellany/IndexGenerator.h"
#include <atomic>
#include <bit>
#include <cstring>
#include <spirv_reflect.h>
@@ -232,13 +231,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
StorageBlockResource block{};
block.name = blockName;
block.binding = binding->binding;
// glShaderStorageBlockBinding survives every rebuild of this cache: the
// authoritative record of a rebound block lives on the program (it is what
// GL_BUFFER_BINDING reports), and only the shader's declared binding is
// recoverable from the SPIR-V. Without this, any unrelated state-version
// bump would silently revert the block to its declared binding.
const Int rebound = program.GetShaderStorageBlockBindingOverride(blockName);
if (rebound >= 0) block.binding = static_cast<Uint32>(rebound);
block.dataSize = static_cast<GLint>(binding->block.size);
const GLuint blockIndex = static_cast<GLuint>(cache.storageBlocks.size());
AddBufferVariablesRecursive(binding->block, blockName, blockIndex, cache.bufferVariables,
@@ -263,6 +255,18 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return programObject.get();
}
void CopyResourceName(const String& source, GLsizei bufSize, GLsizei* length, GLchar* name) {
const GLsizei writtenLength = static_cast<GLsizei>(source.size());
if (length) {
*length = writtenLength;
}
if (name && bufSize > 0) {
const GLsizei copyLength = std::min<GLsizei>(bufSize - 1, writtenLength);
std::memcpy(name, source.data(), static_cast<SizeT>(copyLength));
name[copyLength] = '\0';
}
}
const Uint8* ResolveIndirectCommandBytes(const void* indirect, SizeT requiredBytes, const char* label) {
auto drawBuffer = MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::DrawIndirect).GetBoundObject();
if (drawBuffer) {
@@ -283,6 +287,100 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return reinterpret_cast<const Uint8*>(indirect);
}
Vector<GLuint> GetUniformBlockActiveVariables(const MG_State::GLState::ProgramObject& program,
GLuint blockIndex) {
Vector<GLuint> activeVariables;
const Uint uniformCount = program.GetUniformCount();
activeVariables.reserve(uniformCount);
for (Uint uniformIndex = 0; uniformIndex < uniformCount; ++uniformIndex) {
if (program.GetActiveUniformBlockIndex(uniformIndex) == static_cast<Int>(blockIndex)) {
activeVariables.push_back(uniformIndex);
}
}
return activeVariables;
}
GLuint FindProgramInputIndex(const MG_State::GLState::ProgramObject& program, const String& name) {
const Int activeCount = program.GetActiveAttributesCount();
for (Int index = 0; index < activeCount; ++index) {
if (program.GetActiveAttribName(index) == name) {
return static_cast<GLuint>(index);
}
}
return GL_INVALID_INDEX;
}
GLuint FindProgramOutputIndex(const MG_State::GLState::ProgramObject& program, const String& name) {
const Int activeCount = program.GetActiveFragmentOutputCount();
for (Int index = 0; index < activeCount; ++index) {
if (program.GetActiveFragmentOutputName(index) == name) {
return static_cast<GLuint>(index);
}
}
return GL_INVALID_INDEX;
}
GLint GetProgramOutputLocation(const MG_State::GLState::ProgramObject& program, const String& name) {
const Int activeCount = program.GetActiveFragmentOutputCount();
for (Int index = 0; index < activeCount; ++index) {
if (program.GetActiveFragmentOutputName(index) == name) {
return program.GetFragmentOutputLocation(index);
}
}
return -1;
}
GLint GetProgramResourceActiveCount(const MG_State::GLState::ProgramObject& program, GLenum programInterface,
const ProgramResourceCache& cache) {
switch (programInterface) {
case GL_SHADER_STORAGE_BLOCK:
return static_cast<GLint>(cache.storageBlocks.size());
case GL_BUFFER_VARIABLE:
return static_cast<GLint>(cache.bufferVariables.size());
case GL_UNIFORM_BLOCK:
return program.GetActiveUniformBlocksCount();
case GL_UNIFORM:
return static_cast<GLint>(program.GetUniformCount());
case GL_PROGRAM_INPUT:
return program.GetActiveAttributesCount();
case GL_PROGRAM_OUTPUT:
return program.GetActiveFragmentOutputCount();
default:
return 0;
}
}
GLint GetProgramResourceMaxNameLength(const MG_State::GLState::ProgramObject& program, GLenum programInterface,
const ProgramResourceCache& cache) {
switch (programInterface) {
case GL_SHADER_STORAGE_BLOCK: {
SizeT maxLength = 0;
for (const auto& block : cache.storageBlocks) maxLength = std::max(maxLength, block.name.size() + 1);
return static_cast<GLint>(maxLength);
}
case GL_BUFFER_VARIABLE: {
SizeT maxLength = 0;
for (const auto& var : cache.bufferVariables) maxLength = std::max(maxLength, var.name.size() + 1);
return static_cast<GLint>(maxLength);
}
case GL_UNIFORM_BLOCK:
return program.GetActiveUniformBlocksMaxNameLength() + 1;
case GL_UNIFORM:
return program.GetUniformMaxLength() + 1;
case GL_PROGRAM_INPUT:
return program.GetActiveAttributesMaxLength() + 1;
case GL_PROGRAM_OUTPUT: {
SizeT maxLength = 0;
const Int activeCount = program.GetActiveFragmentOutputCount();
for (Int index = 0; index < activeCount; ++index) {
maxLength = std::max(maxLength, program.GetActiveFragmentOutputName(index).size() + 1);
}
return static_cast<GLint>(maxLength);
}
default:
return 0;
}
}
} // namespace
void ClearProgramResourceCaches() {
@@ -296,21 +394,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
GLuint GetShaderStorageBlockIndex(const MG_State::GLState::ProgramObject& program, const String& name) {
auto& cache = GetProgramResourceCache(program);
auto find = [&cache](const String& key) {
return std::find_if(cache.storageBlocks.begin(), cache.storageBlocks.end(),
[&](const StorageBlockResource& block) { return block.name == key; });
};
auto it = find(name);
if (it == cache.storageBlocks.end()) {
// Cache names are normalized (NormalizeDescriptorName drops the array suffix), so
// an arrayed block that GL enumerates per element - "B[0]", "B[1]" - is one entry
// here, spelled "B". Retry against the bare name before giving up.
const auto bracket = name.rfind('[');
if (bracket == String::npos || name.empty() || name.back() != ']') return GL_INVALID_INDEX;
it = find(name.substr(0, bracket));
if (it == cache.storageBlocks.end()) return GL_INVALID_INDEX;
}
return static_cast<GLuint>(std::distance(cache.storageBlocks.begin(), it));
const auto it = std::find_if(cache.storageBlocks.begin(), cache.storageBlocks.end(),
[&](const StorageBlockResource& block) { return block.name == name; });
return it == cache.storageBlocks.end()
? GL_INVALID_INDEX
: static_cast<GLuint>(std::distance(cache.storageBlocks.begin(), it));
}
GLuint GetShaderStorageBlockBinding(const MG_State::GLState::ProgramObject& program, GLuint blockIndex) {
@@ -352,20 +440,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
pVulkanRenderer->ClearNamedFramebufferfv(framebuffer, buffer, drawbuffer, value);
}
void ClearNamedFramebufferiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
GLint drawbuffer, const GLint* value) {
MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::ClearNamedFramebufferiv called with null VulkanRenderer");
MOBILEGL_ASSERT(MG_State::pGLContext, "DirectVulkan::ClearNamedFramebufferiv called with null GL context");
pVulkanRenderer->ClearNamedFramebufferiv(framebuffer, buffer, drawbuffer, value);
}
void ClearNamedFramebufferuiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
GLint drawbuffer, const GLuint* value) {
MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::ClearNamedFramebufferuiv called with null VulkanRenderer");
MOBILEGL_ASSERT(MG_State::pGLContext, "DirectVulkan::ClearNamedFramebufferuiv called with null GL context");
pVulkanRenderer->ClearNamedFramebufferuiv(framebuffer, buffer, drawbuffer, value);
}
void ClearNamedFramebufferfi(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
GLint drawbuffer, GLfloat depth, GLint stencil) {
MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::ClearNamedFramebufferfi called with null VulkanRenderer");
@@ -785,9 +859,357 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
void ShaderStorageBlockBinding(GLuint program, const GLchar* storageBlockName, GLuint storageBlockBinding) {
void GetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint* params) {
if (!params) return;
auto* programObject = TryGetDirectVulkanProgram(program);
if (!programObject || storageBlockName == nullptr) return;
if (!programObject) return;
auto& cache = GetProgramResourceCache(*programObject);
switch (pname) {
case GL_ACTIVE_RESOURCES:
*params = GetProgramResourceActiveCount(*programObject, programInterface, cache);
return;
case GL_MAX_NAME_LENGTH:
*params = GetProgramResourceMaxNameLength(*programObject, programInterface, cache);
return;
case GL_MAX_NUM_ACTIVE_VARIABLES:
if (programInterface == GL_SHADER_STORAGE_BLOCK) {
SizeT maxCount = 0;
for (const auto& block : cache.storageBlocks) {
maxCount = std::max(maxCount, block.activeVariables.size());
}
*params = static_cast<GLint>(maxCount);
} else if (programInterface == GL_UNIFORM_BLOCK) {
GLint maxCount = 0;
const Int activeBlocks = programObject->GetActiveUniformBlocksCount();
for (Int index = 0; index < activeBlocks; ++index) {
maxCount = std::max(maxCount, programObject->GetUniformBlockActiveUniformCount(index));
}
*params = maxCount;
} else {
*params = 0;
}
return;
default:
*params = 0;
return;
}
}
GLuint GetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar* name) {
if (!name) return GL_INVALID_INDEX;
auto* programObject = TryGetDirectVulkanProgram(program);
if (!programObject) return GL_INVALID_INDEX;
auto& cache = GetProgramResourceCache(*programObject);
const String resourceName = name;
if (programInterface == GL_SHADER_STORAGE_BLOCK) {
return GetShaderStorageBlockIndex(*programObject, name);
}
if (programInterface == GL_BUFFER_VARIABLE) {
const auto it = std::find_if(cache.bufferVariables.begin(), cache.bufferVariables.end(),
[&](const BufferVariableResource& var) { return var.name == resourceName; });
return it == cache.bufferVariables.end()
? GL_INVALID_INDEX
: static_cast<GLuint>(std::distance(cache.bufferVariables.begin(), it));
}
if (programInterface == GL_UNIFORM_BLOCK) {
return programObject->GetUniformBlockIndex(name);
}
if (programInterface == GL_UNIFORM) {
const Int activeUniformIndex = programObject->GetActiveUniformIndex(resourceName);
return activeUniformIndex >= 0 ? static_cast<GLuint>(activeUniformIndex) : GL_INVALID_INDEX;
}
if (programInterface == GL_PROGRAM_INPUT) {
return FindProgramInputIndex(*programObject, resourceName);
}
if (programInterface == GL_PROGRAM_OUTPUT) {
return FindProgramOutputIndex(*programObject, resourceName);
}
return GL_INVALID_INDEX;
}
void GetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize,
GLsizei* length, GLchar* name) {
auto* programObject = TryGetDirectVulkanProgram(program);
if (!programObject) return;
auto& cache = GetProgramResourceCache(*programObject);
if (programInterface == GL_SHADER_STORAGE_BLOCK && index < cache.storageBlocks.size()) {
CopyResourceName(cache.storageBlocks[index].name, bufSize, length, name);
return;
}
if (programInterface == GL_BUFFER_VARIABLE && index < cache.bufferVariables.size()) {
CopyResourceName(cache.bufferVariables[index].name, bufSize, length, name);
return;
}
if (programInterface == GL_UNIFORM_BLOCK && programObject->IsActiveUniformBlock(index)) {
CopyResourceName(programObject->GetUniformBlockName(index), bufSize, length, name);
return;
}
if (programInterface == GL_UNIFORM && index < programObject->GetUniformCount()) {
CopyResourceName(programObject->GetActiveUniformName(index), bufSize, length, name);
return;
}
if (programInterface == GL_PROGRAM_INPUT && index < static_cast<GLuint>(programObject->GetActiveAttributesCount())) {
CopyResourceName(programObject->GetActiveAttribName(index), bufSize, length, name);
return;
}
if (programInterface == GL_PROGRAM_OUTPUT &&
index < static_cast<GLuint>(programObject->GetActiveFragmentOutputCount())) {
CopyResourceName(programObject->GetActiveFragmentOutputName(index), bufSize, length, name);
return;
}
if (length) *length = 0;
if (name && bufSize > 0) name[0] = '\0';
}
void GetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount,
const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params) {
auto* programObject = TryGetDirectVulkanProgram(program);
if (!programObject || !props || !params || bufSize <= 0) return;
auto& cache = GetProgramResourceCache(*programObject);
GLsizei written = 0;
auto writeValue = [&](GLint value) {
if (written < bufSize) {
params[written++] = value;
}
};
for (GLsizei propIndex = 0; propIndex < propCount; ++propIndex) {
const GLenum prop = props[propIndex];
if (programInterface == GL_SHADER_STORAGE_BLOCK && index < cache.storageBlocks.size()) {
const auto& block = cache.storageBlocks[index];
switch (prop) {
case GL_NAME_LENGTH:
writeValue(static_cast<GLint>(block.name.size() + 1));
break;
case GL_BUFFER_BINDING:
writeValue(static_cast<GLint>(block.binding));
break;
case GL_BUFFER_DATA_SIZE:
writeValue(block.dataSize);
break;
case GL_NUM_ACTIVE_VARIABLES:
writeValue(static_cast<GLint>(block.activeVariables.size()));
break;
case GL_ACTIVE_VARIABLES:
for (const auto variable : block.activeVariables) writeValue(static_cast<GLint>(variable));
break;
default:
writeValue(0);
break;
}
} else if (programInterface == GL_BUFFER_VARIABLE && index < cache.bufferVariables.size()) {
const auto& var = cache.bufferVariables[index];
switch (prop) {
case GL_NAME_LENGTH:
writeValue(static_cast<GLint>(var.name.size() + 1));
break;
case GL_TYPE:
writeValue(GL_FLOAT);
break;
case GL_ARRAY_SIZE:
writeValue(1);
break;
case GL_OFFSET:
writeValue(var.offset);
break;
case GL_BLOCK_INDEX:
writeValue(static_cast<GLint>(var.blockIndex));
break;
case GL_ARRAY_STRIDE:
case GL_MATRIX_STRIDE:
case GL_TOP_LEVEL_ARRAY_SIZE:
case GL_TOP_LEVEL_ARRAY_STRIDE:
case GL_IS_ROW_MAJOR:
writeValue(0);
break;
default:
writeValue(0);
break;
}
} else if (programInterface == GL_UNIFORM_BLOCK &&
programObject->IsActiveUniformBlock(index)) {
const auto activeVariables = GetUniformBlockActiveVariables(*programObject, index);
switch (prop) {
case GL_NAME_LENGTH:
writeValue(static_cast<GLint>(programObject->GetUniformBlockName(index).size() + 1));
break;
case GL_BUFFER_BINDING:
writeValue(static_cast<GLint>(programObject->GetUniformBlockBinding(index)));
break;
case GL_BUFFER_DATA_SIZE:
writeValue(static_cast<GLint>(programObject->GetUBOSizeAt(index)));
break;
case GL_NUM_ACTIVE_VARIABLES:
writeValue(static_cast<GLint>(activeVariables.size()));
break;
case GL_ACTIVE_VARIABLES:
for (const GLuint variableIndex : activeVariables) {
writeValue(static_cast<GLint>(variableIndex));
}
break;
case GL_REFERENCED_BY_VERTEX_SHADER:
writeValue(programObject->IsUniformBlockReferencedByStage(index, EShLangVertex) ? GL_TRUE
: GL_FALSE);
break;
case GL_REFERENCED_BY_FRAGMENT_SHADER:
writeValue(programObject->IsUniformBlockReferencedByStage(index, EShLangFragment) ? GL_TRUE
: GL_FALSE);
break;
case GL_REFERENCED_BY_COMPUTE_SHADER:
writeValue(programObject->IsUniformBlockReferencedByStage(index, EShLangCompute) ? GL_TRUE
: GL_FALSE);
break;
case GL_REFERENCED_BY_GEOMETRY_SHADER:
case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
writeValue(GL_FALSE);
break;
default:
writeValue(0);
break;
}
} else if (programInterface == GL_UNIFORM && index < programObject->GetUniformCount()) {
const auto& uniformName = programObject->GetActiveUniformName(index);
const GLint location = programObject->GetUniformLocation(uniformName);
switch (prop) {
case GL_NAME_LENGTH:
writeValue(static_cast<GLint>(uniformName.size() + 1));
break;
case GL_TYPE:
writeValue(static_cast<GLint>(programObject->GetActiveUniformType(index)));
break;
case GL_ARRAY_SIZE:
writeValue(programObject->GetActiveUniformArraySize(index));
break;
case GL_BLOCK_INDEX:
writeValue(programObject->GetActiveUniformBlockIndex(index));
break;
case GL_LOCATION:
writeValue(location);
break;
case GL_OFFSET:
writeValue(location >= 0 && programObject->IsValidUniformLocation(location)
? static_cast<GLint>(programObject->GetUniformOffset(location))
: 0);
break;
case GL_ARRAY_STRIDE:
case GL_MATRIX_STRIDE:
case GL_IS_ROW_MAJOR:
case GL_TOP_LEVEL_ARRAY_SIZE:
case GL_TOP_LEVEL_ARRAY_STRIDE:
case GL_REFERENCED_BY_VERTEX_SHADER:
case GL_REFERENCED_BY_FRAGMENT_SHADER:
case GL_REFERENCED_BY_COMPUTE_SHADER:
case GL_REFERENCED_BY_GEOMETRY_SHADER:
case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
writeValue(0);
break;
default:
writeValue(0);
break;
}
} else if (programInterface == GL_PROGRAM_INPUT &&
index < static_cast<GLuint>(programObject->GetActiveAttributesCount())) {
const auto& resourceName = programObject->GetActiveAttribName(index);
switch (prop) {
case GL_NAME_LENGTH:
writeValue(static_cast<GLint>(resourceName.size() + 1));
break;
case GL_TYPE:
writeValue(static_cast<GLint>(programObject->GetActiveAttribType(index)));
break;
case GL_ARRAY_SIZE:
writeValue(programObject->GetActiveAttribArraySize(index));
break;
case GL_LOCATION:
writeValue(programObject->GetAttributeLocation(resourceName));
break;
case GL_REFERENCED_BY_VERTEX_SHADER:
writeValue(GL_TRUE);
break;
case GL_REFERENCED_BY_FRAGMENT_SHADER:
case GL_REFERENCED_BY_COMPUTE_SHADER:
case GL_REFERENCED_BY_GEOMETRY_SHADER:
case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
case GL_IS_PER_PATCH:
case GL_LOCATION_INDEX:
writeValue(0);
break;
default:
writeValue(0);
break;
}
} else if (programInterface == GL_PROGRAM_OUTPUT &&
index < static_cast<GLuint>(programObject->GetActiveFragmentOutputCount())) {
const auto& resourceName = programObject->GetActiveFragmentOutputName(index);
switch (prop) {
case GL_NAME_LENGTH:
writeValue(static_cast<GLint>(resourceName.size() + 1));
break;
case GL_TYPE:
writeValue(static_cast<GLint>(programObject->GetFragmentOutputType(index)));
break;
case GL_ARRAY_SIZE:
writeValue(programObject->GetActiveFragmentOutputArraySize(index));
break;
case GL_LOCATION:
writeValue(programObject->GetFragmentOutputLocation(index));
break;
case GL_LOCATION_INDEX:
writeValue(0);
break;
case GL_REFERENCED_BY_FRAGMENT_SHADER:
writeValue(GL_TRUE);
break;
case GL_REFERENCED_BY_VERTEX_SHADER:
case GL_REFERENCED_BY_COMPUTE_SHADER:
case GL_REFERENCED_BY_GEOMETRY_SHADER:
case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
case GL_IS_PER_PATCH:
writeValue(0);
break;
default:
writeValue(0);
break;
}
} else {
writeValue(0);
}
}
if (length) *length = written;
}
GLint GetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar* name) {
auto* programObject = TryGetDirectVulkanProgram(program);
if (!programObject || !name) return -1;
if (programInterface == GL_UNIFORM) {
return programObject->GetUniformLocation(name);
}
if (programInterface == GL_PROGRAM_INPUT) {
return programObject->GetAttributeLocation(name);
}
if (programInterface == GL_PROGRAM_OUTPUT) {
return GetProgramOutputLocation(*programObject, name);
}
return -1;
}
GLint GetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar* name) {
auto* programObject = TryGetDirectVulkanProgram(program);
if (!programObject || !name) return -1;
if (programInterface == GL_PROGRAM_OUTPUT) {
return GetProgramOutputLocation(*programObject, name) >= 0 ? 0 : -1;
}
return -1;
}
void ShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding) {
auto* programObject = TryGetDirectVulkanProgram(program);
if (!programObject) return;
auto& cache = GetProgramResourceCache(*programObject);
const Int maxBindings = pActiveBackendObject
? pActiveBackendObject->GetDynamicParameters().MaxShaderStorageBufferBindings
: 0;
@@ -797,14 +1219,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MakeUnique<GenericErrorInfo>("DirectVulkan", __func__, "Shader storage binding is out of range."));
return;
}
// The frontend already validated that the name denotes an active block, and has
// 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);
const GLuint blockIndex = GetShaderStorageBlockIndex(*programObject, storageBlockName);
if (blockIndex == GL_INVALID_INDEX) return;
cache.storageBlocks[blockIndex].binding = storageBlockBinding;
if (storageBlockIndex >= cache.storageBlocks.size()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("DirectVulkan", __func__, "Shader storage block index is not active."));
return;
}
cache.storageBlocks[storageBlockIndex].binding = storageBlockBinding;
}
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) {
MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::ReadPixels called with null VulkanRenderer");
@@ -957,66 +1378,31 @@ namespace MobileGL::MG_Backend::DirectVulkan {
pVulkanRenderer->MultiDrawArrays(payload);
}
// Shared body of glMultiDrawElements (basevertex == nullptr) and
// glMultiDrawElementsBaseVertex: identical calls except for the per-draw
// vertex offset, which VkMultiDrawIndexedInfoEXT / VkDrawIndexedIndirectCommand /
// vkCmdDrawIndexed all carry natively.
static void MultiDrawElementsImpl(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex) {
if (drawcount <= 0) {
return;
}
MultiDrawIndexedCmd payload{};
payload.mode = mode;
payload.indexBufferView.indexType = type;
// Loop-invariant: the index type is fixed for the whole multi-draw, so resolve
// its byte size once instead of twice per sub-draw (a cross-TU switch that
// showed up in per-frame profiles of sodium-style 132x32 multi-draws). Index
// sizes are 1/2/4, so the per-sub-draw offset division below reduces to a
// shift - the hardware divide was the hottest instruction of this loop.
const SizeT indexSize = MG_Util::GetGLTypeSize(type);
if (indexSize == 0) {
MGLOG_E("MultiDrawElements skipped: unsupported index type 0x%x", type);
return;
}
const Uint32 indexSizeShift = static_cast<Uint32>(std::countr_zero(indexSize));
// TODO: allocate draw cmd buf elsewhere
static Vector<DrawIndexedCmdParam> params;
params.clear();
params.resize(drawcount);
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] == 0) {
continue;
}
// TODO: this index view needs a redesign, now there's a lotta redundant uploads
payload.indexBufferView.indexByteOffset = 0;
payload.indexBufferView.indexByteSize =
std::max(reinterpret_cast<SizeT>(indices[i]) + count[i] * indexSize,
payload.indexBufferView.indexByteSize);
auto& param = params[i];
param.indexCount = count[i];
param.instanceCount = 1;
param.firstIndex = reinterpret_cast<SizeT>(indices[i]) >> indexSizeShift;
param.vertexOffset = basevertex != nullptr ? basevertex[i] : 0;
param.firstInstance = 0;
}
payload.drawCount = drawcount;
payload.pParams = params.data();
pVulkanRenderer->MultiDrawElements(payload);
}
void MultiDrawElements(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount) {
MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::MultiDrawElements called with null VulkanRenderer");
MOBILEGL_ASSERT(MG_State::pGLContext, "DirectVulkan::MultiDrawElements called with null GL context");
MultiDrawElementsImpl(mode, count, type, indices, drawcount, nullptr);
// Vector<DrawElementCmd> cmds;
// cmds.reserve(static_cast<SizeT>(drawcount));
// for (GLsizei i = 0; i < drawcount; ++i) {
// if (count[i] == 0) {
// continue;
// }
//
// DrawElementCmd payload{};
// payload.mode = mode;
// payload.firstVertex = 0;
// payload.indexCount = count[i];
// payload.indexType = type;
// payload.indexByteOffset = reinterpret_cast<SizeT>(indices[i]);
// cmds.push_back(payload);
// }
//
// if (cmds.empty()) {
// return;
// }
// pVulkanRenderer->MultiDrawElements(cmds);
}
void DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLint basevertex) {
@@ -1044,9 +1430,40 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void MultiDrawElementsBaseVertex(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
GLsizei drawcount, const GLint* basevertex) {
MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::MultiDrawElementsBaseVertex called with null VulkanRenderer");
MOBILEGL_ASSERT(MG_State::pGLContext, "DirectVulkan::MultiDrawElementsBaseVertex called with null GL context");
MultiDrawElementsImpl(mode, count, type, indices, drawcount, basevertex);
MOBILEGL_ASSERT(pVulkanRenderer, "DirectVulkan::MultiDrawElements called with null VulkanRenderer");
MOBILEGL_ASSERT(MG_State::pGLContext, "DirectVulkan::MultiDrawElements called with null GL context");
MultiDrawIndexedCmd payload{};
payload.mode = mode;
payload.indexBufferView.indexType = type;
// TODO: allocate draw cmd buf elsewhere
static Vector<DrawIndexedCmdParam> params;
params.clear();
params.resize(drawcount);
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] == 0) {
continue;
}
// TODO: this index view needs a redesign, now there's a lotta redundant uploads
payload.indexBufferView.indexByteOffset = 0;
payload.indexBufferView.indexByteSize =
std::max(reinterpret_cast<SizeT>(indices[i]) + count[i] * MG_Util::GetGLTypeSize(type),
payload.indexBufferView.indexByteSize);
auto& param = params[i];
param.indexCount = count[i];
param.instanceCount = 1;
param.firstIndex = reinterpret_cast<SizeT>(indices[i]) / MG_Util::GetGLTypeSize(type);
param.vertexOffset = basevertex[i];
param.firstInstance = 0;
}
payload.drawCount = drawcount;
payload.pParams = params.data();
pVulkanRenderer->MultiDrawElements(payload);
}
void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1,
@@ -35,10 +35,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value);
void ClearNamedFramebufferfv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
GLint drawbuffer, const GLfloat* value);
void ClearNamedFramebufferiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
GLint drawbuffer, const GLint* value);
void ClearNamedFramebufferuiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
GLint drawbuffer, const GLuint* value);
void ClearNamedFramebufferfi(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer, GLenum buffer,
GLint drawbuffer, GLfloat depth, GLint stencil);
void Clear(GLbitfield mask);
@@ -97,7 +93,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void GetIntegeri_v(GLenum target, GLuint index, GLint* data);
void GetInteger64i_v(GLenum target, GLuint index, GLint64* data);
void GetProgramiv(GLuint program, GLenum pname, GLint* params);
void ShaderStorageBlockBinding(GLuint program, const GLchar* storageBlockName, GLuint storageBlockBinding);
void GetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint* params);
GLuint GetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar* name);
void GetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize,
GLsizei* length, GLchar* name);
void GetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount,
const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params);
GLint GetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar* name);
GLint GetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar* name);
void ShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);
void GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels);
void GetTextureImage(const SharedPtr<MG_State::GLState::ITextureObject>& texture, TextureUploadTarget uploadTarget,
@@ -209,8 +209,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.polygonMode, sizeof(payload.polygonMode)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.cullMode, sizeof(payload.cullMode)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.frontFace, sizeof(payload.frontFace)));
XXHASH_VERIFY(
XXH64_update(m_hashState, &payload.provokingVertexMode, sizeof(payload.provokingVertexMode)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.depthTestEnable, sizeof(payload.depthTestEnable)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.depthWriteEnable, sizeof(payload.depthWriteEnable)));
XXHASH_VERIFY(XXH64_update(m_hashState, &payload.depthBiasEnable, sizeof(payload.depthBiasEnable)));
@@ -399,17 +397,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
raster.depthBiasEnable = payload.depthBiasEnable ? VK_TRUE : VK_FALSE;
raster.rasterizerDiscardEnable = payload.rasterizerDiscardEnable ? VK_TRUE : VK_FALSE;
raster.lineWidth = 1.0f;
// Only chain the struct when the mode is not Vulkan's implicit default: a device without
// VK_EXT_provoking_vertex enabled must never see this pNext entry, and the renderer's
// selector already collapses to FIRST in exactly that case - so a device without the
// extension produces a byte-identical VkGraphicsPipelineCreateInfo to before.
VkPipelineRasterizationProvokingVertexStateCreateInfoEXT provokingVertexState{
VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_PROVOKING_VERTEX_STATE_CREATE_INFO_EXT};
if (payload.provokingVertexMode != VK_PROVOKING_VERTEX_MODE_FIRST_VERTEX_EXT) {
provokingVertexState.provokingVertexMode = payload.provokingVertexMode;
provokingVertexState.pNext = raster.pNext;
raster.pNext = &provokingVertexState;
}
VkPipelineMultisampleStateCreateInfo ms{VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO};
ms.rasterizationSamples = payload.rasterizationSamples;
@@ -35,11 +35,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkPolygonMode polygonMode = VK_POLYGON_MODE_FILL;
VkCullModeFlags cullMode = VK_CULL_MODE_BACK_BIT;
VkFrontFace frontFace = VK_FRONT_FACE_CLOCKWISE;
// GL's provoking vertex, baked into the pipeline (VK_EXT_provoking_vertex). It selects
// which vertex a flat varying takes AND the vertex order transform feedback records for
// strips/fans, so it is part of the pipeline's identity, not dynamic state. Defaults to
// Vulkan's own convention, which is what a device without the extension gets.
VkProvokingVertexModeEXT provokingVertexMode = VK_PROVOKING_VERTEX_MODE_FIRST_VERTEX_EXT;
Bool depthTestEnable = false;
Bool depthWriteEnable = false;
Bool depthBiasEnable = false;
@@ -2348,16 +2348,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
pipelineLayoutInfo.pSetLayouts = &entry.descriptorSetLayout;
VK_VERIFY(vkCreatePipelineLayout(m_device, &pipelineLayoutInfo, nullptr, &entry.pipelineLayout),
"ProgramFactory::ReflectLayout, vkCreatePipelineLayout");
// Built here rather than where bindingKinds is sized: at that point the vector is only
// zero-initialised and the kinds are assigned further down, so a list built there would be
// empty. Ascending by construction because the index walks upward.
entry.activeBindings.clear();
for (Uint32 binding = 0; binding < static_cast<Uint32>(entry.bindingKinds.size()); ++binding) {
if (entry.bindingKinds[binding] != DescriptorBindingKind::None) {
entry.activeBindings.push_back(binding);
}
}
}
const ProgramFactory::VkProgramObject& ProgramFactory::GetOrCreateProgram(
@@ -2379,9 +2369,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return it->second;
}
// Structural change: the insert below can move every entry of this
// open-addressing map, so all memoised entry pointers die here.
++m_cacheStructureEpoch;
auto& entry = m_cache[hash];
entry.hash = hash;
entry.lastUsedFrame = m_frameCounter;
@@ -2471,33 +2458,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
// A 64-bit vertex input has to arrive as its 32-bit word pair: VK_FORMAT_R64*_SFLOAT is
// optional and lavapipe advertises none of them at all. The pass is unconditional so it
// always agrees with the Float64 case in VertexInputStateFactory::ToVkVertexFormat, and
// ReflectVertexInputs below then sees an ordinary uvec2/uvec4 input.
//
// Failure here is not recoverable and must not be swallowed: ToVkVertexFormat has already
// committed to R32G32{,B32A32}_UINT for the attribute, so a module still declaring
// `in double` would reconcile to Unknown and build a pipeline with a UINT format under a
// double input - garbage with no diagnostic anywhere.
if (shaders[i] && shaders[i]->GetShaderStage() == ShaderStage::Vertex) {
Vector<Uint> packedSpirv;
const Bool packOk = MG_Util::ShaderTranspiler::ShaderCompiler::PackDoubleVertexInputsForVulkan(
moduleSpirvs[i], packedSpirv);
MOBILEGL_ASSERT(packOk,
"ProgramFactory: 64-bit vertex input packing failed for program %u; the "
"vertex-input format and the shader input type now disagree",
program.GetExternalIndex());
if (packOk) {
moduleSpirvs[i] = std::move(packedSpirv);
} else {
MGLOG_E("ProgramFactory: failed to pack 64-bit vertex inputs for program %u; "
"double-typed vertex attributes will be fetched as uint32 words and not "
"reinterpreted",
program.GetExternalIndex());
}
}
// When Vulkan can legally access storage images without a statically declared
// format, let GL's glBindImageTexture format select the runtime image view. This
// provides desktop-driver-compatible behavior for packs such as iterationRP, whose
@@ -2583,7 +2543,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// erase runs ~VkProgramObject (modules/layouts destroyed); notify after
// so an observer never observes a half-destroyed entry through a lookup.
// Observers only need the handle values to purge their keyed caches.
++m_cacheStructureEpoch; // erase moves/kills entries: memoised pointers die
it = m_cache.erase(it);
if (m_evictionObserver != nullptr) {
m_evictionObserver->OnProgramEvicted(hash, descriptorSetLayout);
@@ -67,12 +67,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkDescriptorSetLayout descriptorSetLayout = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
Vector<DescriptorBindingKind> bindingKinds;
// The bindings this program actually declares, ascending. bindingKinds is sized to the
// 256-binding cap while a real GL program uses 1-8, so the per-draw descriptor walk was
// scanning 256 slots to find a handful. MUST stay ascending: Vulkan consumes
// pDynamicOffsets in binding order and the writer pushes them in iteration order, so an
// unordered list would silently mis-pair dynamic offsets with their uniform blocks.
Vector<Uint32> activeBindings;
Vector<Uint32> dynamicBindings;
Vector<Int> uniformBlockIndexByBinding;
// Descriptor count per binding (1 except for UBO instance arrays, which occupy one
@@ -105,9 +99,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// position-invariance quirk (see PipelineFactory::ShouldSuppressDepthWrite).
Bool fragmentReplacesDepth = false;
// Frame-boundary counter value of the last GetOrCreateProgram hit; drives
// cache eviction (see OnFrameBoundary). Mutable: the draw snapshot's memoised
// entry pointer re-stamps use through a const reference (StampProgramUse).
mutable Uint64 lastUsedFrame = 0;
// cache eviction (see OnFrameBoundary).
Uint64 lastUsedFrame = 0;
static inline VkDevice s_device = VK_NULL_HANDLE;
@@ -121,7 +114,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
descriptorSetLayout = other.descriptorSetLayout;
pipelineLayout = other.pipelineLayout;
bindingKinds = std::move(other.bindingKinds);
activeBindings = std::move(other.activeBindings);
dynamicBindings = std::move(other.dynamicBindings);
uniformBlockIndexByBinding = std::move(other.uniformBlockIndexByBinding);
bindingDescriptorCounts = std::move(other.bindingDescriptorCounts);
@@ -170,7 +162,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
descriptorSetLayout = other.descriptorSetLayout;
pipelineLayout = other.pipelineLayout;
bindingKinds = std::move(other.bindingKinds);
activeBindings = std::move(other.activeBindings);
dynamicBindings = std::move(other.dynamicBindings);
uniformBlockIndexByBinding = std::move(other.uniformBlockIndexByBinding);
bindingDescriptorCounts = std::move(other.bindingDescriptorCounts);
@@ -263,16 +254,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const VkProgramObject& GetOrCreateProgram(
const MG_State::GLState::ProgramObject& program, CompileOptionFlags flags);
// Bumped whenever m_cache's STRUCTURE changes (any insert or erase): the cache is
// an open-addressing map holding entries by value, so both moves existing entries.
// A caller that memoised a VkProgramObject* may keep dereferencing it only while
// this is unchanged; on a bump it must re-run GetOrCreateProgram.
Uint64 GetCacheStructureEpoch() const { return m_cacheStructureEpoch; }
// A memoised entry pointer bypasses GetOrCreateProgram, whose per-lookup stamp is
// what keeps an in-use entry out of OnFrameBoundary's idle sweep - so such a
// caller must re-stamp the entry itself, at least once per frame boundary.
void StampProgramUse(const VkProgramObject& entry) const { entry.lastUsedFrame = m_frameCounter; }
// Observer may be null (no notifications). Not owned.
void SetEvictionObserver(IEvictionObserver* observer) { m_evictionObserver = observer; }
// Frame boundary hook: ages the program cache and evicts long-unused entries
@@ -323,8 +304,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
mutable ProgramLookupCache m_lastLookup;
// Monotonic frame-boundary counter (bumped in OnFrameBoundary) for cache aging.
Uint64 m_frameCounter = 0;
// See GetCacheStructureEpoch(). Starts at 1 so a zero-initialized memo can never match.
Uint64 m_cacheStructureEpoch = 1;
IEvictionObserver* m_evictionObserver = nullptr;
static inline XXH64_state_t* m_hashState = XXH64_createState();
};
@@ -116,9 +116,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_frameCount = frameCount;
m_maxBindings = maxBindings;
m_samplerResolveMemo.assign(m_maxBindings, SamplerResolveMemo{});
// Every entry is freshly constructed (all-invalid), so nothing needs sweeping until
// a resolve writes one.
m_samplerResolveMemoHighWater = 0;
m_setsPerFrame = setsPerFrame;
m_peakDescriptorSetsObserved = 0;
m_textureManager = textureManager;
@@ -177,8 +174,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_minDynamicOffsetAlignment = 1;
m_frameCount = 0;
m_maxBindings = 0;
m_samplerResolveMemo.clear();
m_samplerResolveMemoHighWater = 0;
m_setsPerFrame = 0;
m_peakDescriptorSetsObserved = 0;
m_textureManager = nullptr;
@@ -207,23 +202,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
for (auto& cacheEntryPair : frame.descriptorSetCacheByLayout) {
cacheEntryPair.second.cursor = 0;
}
// The frame's descriptor sets are recycled above, so last frame's reuse targets
// are gone: start the per-draw descriptor-reuse cache fresh this frame.
for (auto& entry : m_descriptorReuseMemo) {
entry.valid = false;
}
m_fastRebindMemo.valid = false;
// The frame's descriptor sets are recycled above, so last frame's reuse target
// is gone: start the per-draw descriptor-reuse cache fresh this frame.
m_hasLastDescriptor = false;
m_lastBindValid = false;
// Re-fingerprint the bound sampler set fresh this frame so any GL object address
// reuse cannot outlive a single frame (see SamplerResolveMemo). Only the entries a
// resolve has actually written can be valid, so the high-water mark bounds the
// sweep - the vector itself is sized to the device's binding cap (256 here), which
// is ~30x more entries than any program declares.
const Uint32 touchedBindings =
std::min<Uint32>(m_samplerResolveMemoHighWater, static_cast<Uint32>(m_samplerResolveMemo.size()));
for (Uint32 binding = 0; binding < touchedBindings; ++binding) {
m_samplerResolveMemo[binding].valid = false;
m_samplerResolveMemo[binding].infoValid = false;
// reuse cannot outlive a single frame (see SamplerResolveMemo).
for (auto& memo : m_samplerResolveMemo) {
memo.valid = false;
}
}
@@ -255,12 +241,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
if (purgedSets > 0) {
// The per-draw reuse memo folds the layout handle into its signature; drop
// every entry so a recycled handle value cannot revive a purged set mid-frame.
for (auto& entry : m_descriptorReuseMemo) {
entry.valid = false;
}
// The rebind memo's set may be among the freed ones.
m_fastRebindMemo.valid = false;
// it so a recycled handle value cannot revive a purged set mid-frame.
m_hasLastDescriptor = false;
MGLOG_D("UniformDescriptorBinder: freed %zu descriptor sets for destroyed layout", purgedSets);
}
}
@@ -268,19 +250,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool UniformManager::ResolveSamplerDescriptor(VkCommandBuffer commandBuffer,
const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Uint32 binding, VkDescriptorImageInfo& outImageInfo,
Bool trustUnchangedHint) const {
Uint32 binding, VkDescriptorImageInfo& outImageInfo) const {
MOBILEGL_ASSERT(m_textureManager != nullptr, "ResolveSamplerDescriptor: texture manager is null");
MOBILEGL_ASSERT(m_samplerManager != nullptr, "ResolveSamplerDescriptor: sampler manager is null");
// The caller proved every input of this binding's resolution unchanged since the
// last full resolve (which also filled the cache), so the whole chain below -
// texture/sampler resolution, completeness probe, sync, layout handling, sampler
// and view lookups - would recompute the identical descriptor.
if (trustUnchangedHint && binding < m_samplerResolveMemo.size() &&
m_samplerResolveMemo[binding].infoValid) {
outImageInfo = m_samplerResolveMemo[binding].info;
return true;
}
MOBILEGL_ASSERT(binding < programObj.samplerNameByBinding.size(),
"ResolveSamplerDescriptor: sampler binding %u name lookup out of range", binding);
// Raw-pointer resolve to skip the SharedPtr atomic refcount churn: the bound texture stays
@@ -389,7 +361,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
viewFormatMemo->viewFormatDomain = numericDomain;
viewFormatMemo->viewFormat = sampledViewFormat;
viewFormatMemo->viewFormatValid = true;
NoteSamplerResolveMemoTouched(binding);
}
}
if (sampledViewFormat == VK_FORMAT_UNDEFINED) {
@@ -445,7 +416,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
memo.viewLevelCount = viewLevelCount;
memo.sampler = resolvedSampler;
memo.valid = true;
NoteSamplerResolveMemoTouched(binding);
}
} else {
resolvedSampler = m_samplerManager->GetOrCreateSampler(*samplerToUse, *texture, forceNearestFiltering,
@@ -456,15 +426,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
.imageView = sampledImageView,
.imageLayout = resource->layout,
};
if (outImageInfo.sampler == VK_NULL_HANDLE) {
return false;
}
if (binding < m_samplerResolveMemo.size()) {
m_samplerResolveMemo[binding].info = outImageInfo;
m_samplerResolveMemo[binding].infoValid = true;
NoteSamplerResolveMemoTouched(binding);
}
return true;
return outImageInfo.sampler != VK_NULL_HANDLE;
}
Bool UniformManager::ResolveSamplerDescriptorOverride(
@@ -842,55 +804,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return m_fallbackTexture2D;
}
Bool UniformManager::ResolveSampledBinding(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Uint32 binding,
MG_State::GLState::ITextureObject*& outTexture,
const MG_State::GLState::SamplerObject*& outSampler) const {
// Open-coded ResolveSamplerTextureRaw so the unit is resolved once for both the
// texture and the sampler override - this runs per binding per full-path draw,
// and program-alternating draw streams take the full path on every draw.
MOBILEGL_ASSERT(MG_State::pGLContext != nullptr, "ResolveSampledBinding: GL context is null");
MOBILEGL_ASSERT(binding < programObj.samplerUniformLocationByBinding.size(),
"ResolveSampledBinding: sampler location binding %u out of range", binding);
MOBILEGL_ASSERT(binding < programObj.samplerTextureTargetByBinding.size(),
"ResolveSampledBinding: sampler target binding %u out of range", binding);
const Int location = programObj.samplerUniformLocationByBinding[binding];
const Int unit = ResolveSamplerUnitIndex(program, location, binding);
auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
const TextureTarget preferredTarget = programObj.samplerTextureTargetByBinding[binding];
MG_State::GLState::ITextureObject* texture =
textureUnit.GetBindingSlot(preferredTarget).GetBoundObject().get();
// Undefined default texture (name 0, no image) resolves as "unbound", exactly
// like ResolveSamplerTextureRaw reports it.
if (MG_State::GLState::IsUndefinedDefaultTexture(texture)) {
texture = nullptr;
}
if (texture == nullptr) {
// ResolveSamplerDescriptor will substitute the fallback texture for this binding;
// include it in the sampled set so the pre-render-pass sync/transition pass covers
// its first use instead of leaving that work to happen inside an active pass.
if (preferredTarget != TextureTarget::Texture2D &&
preferredTarget != TextureTarget::TextureRectangle) {
return false;
}
texture = GetFallbackTexture(preferredTarget).get();
}
const auto& samplerOverride = textureUnit.GetSamplerObject();
outTexture = texture;
outSampler = samplerOverride ? samplerOverride.get()
: (texture != nullptr ? texture->GetSamplerObject().get() : nullptr);
return true;
}
Bool UniformManager::CollectSampledTextures(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Vector<MG_State::GLState::ITextureObject*>& outTextures,
Vector<SampledBindingRecord>* outBindingRecords) {
Vector<MG_State::GLState::ITextureObject*>& outTextures) {
outTextures.clear();
if (outBindingRecords != nullptr) {
outBindingRecords->clear();
}
const Uint32 bindingCount =
std::min<Uint32>(m_maxBindings, static_cast<Uint32>(programObj.bindingKinds.size()));
@@ -899,14 +816,17 @@ 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});
MG_State::GLState::ITextureObject* texture = ResolveSamplerTextureRaw(program, programObj, binding);
if (!texture) {
// ResolveSamplerDescriptor will substitute the fallback texture for this binding;
// include it in the sampled set so the pre-render-pass sync/transition pass covers
// its first use instead of leaving that work to happen inside an active pass.
const TextureTarget preferredTarget = programObj.samplerTextureTargetByBinding[binding];
if (preferredTarget != TextureTarget::Texture2D &&
preferredTarget != TextureTarget::TextureRectangle) {
continue;
}
texture = GetFallbackTexture(preferredTarget).get();
}
auto found = std::find(outTextures.begin(), outTextures.end(), texture);
@@ -917,38 +837,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return true;
}
Bool UniformManager::SampledBindingsUnchanged(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
const Vector<SampledBindingRecord>& previousRecords) const {
SizeT recordIndex = 0;
// Iterate only the bindings this program declares (ascending), exactly like
// BindProgramUniformBuffers: this runs per draw whenever the texture bind
// generation moved, and walking all m_maxBindings slots to find the 1-8 real
// ones dominated it.
for (const Uint32 binding : programObj.activeBindings) {
if (binding >= m_maxBindings) {
break; // ascending, so nothing past the cap can follow
}
if (programObj.bindingKinds[binding] != ProgramFactory::DescriptorBindingKind::CombinedImageSampler) {
continue;
}
MG_State::GLState::ITextureObject* texture = nullptr;
const MG_State::GLState::SamplerObject* sampler = nullptr;
if (!ResolveSampledBinding(program, programObj, binding, texture, sampler)) {
continue;
}
if (recordIndex >= previousRecords.size()) {
return false;
}
const SampledBindingRecord& record = previousRecords[recordIndex++];
if (record.textureLifetimeId != (texture != nullptr ? texture->GetLifetimeId() : 0) ||
record.samplerLifetimeId != (sampler != nullptr ? sampler->GetLifetimeId() : 0)) {
return false;
}
}
return recordIndex == previousRecords.size();
}
Bool UniformManager::CollectStorageImageTextures(
const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
@@ -1120,17 +1008,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return false;
}
// Sized from what a real program declares, not from the 256-binding cap. A GL program's
// single descriptor set holds the bindings shader reflection found - typically 2 to 8 - so
// scaling by m_maxBindings declared 5 x 64 x 256 = 81,920 descriptors per pool and 245,760
// across the three frames in flight, which drivers that reserve backing store proportional
// to the declared count pay for at init. An outlier program is absorbed by the existing
// VK_ERROR_OUT_OF_POOL_MEMORY -> GrowFrameDescriptorPool path: pool sizes are aggregate
// budgets rather than per-set limits, and vkAllocateDescriptorSets is spec-required to
// report that error rather than fail hard.
static constexpr Uint32 kEstimatedBindingsPerSet = 8;
const Uint64 descriptorCount64 =
static_cast<Uint64>(maxSets) * static_cast<Uint64>(std::min(m_maxBindings, kEstimatedBindingsPerSet));
const Uint64 descriptorCount64 = static_cast<Uint64>(maxSets) * static_cast<Uint64>(m_maxBindings);
if (descriptorCount64 > static_cast<Uint64>(std::numeric_limits<Uint32>::max())) {
MGLOG_E("UniformDescriptorBinder::CreateDescriptorPool failed: descriptorCount overflow");
return false;
@@ -1263,101 +1141,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return VK_SUCCESS;
}
Bool UniformManager::ResolveDynamicUboDescriptor(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Uint32 binding, Uint32 arrayElement, Uint32 frameIndex,
VkBuffer& outBuffer, VkDeviceSize& outRange,
Uint32& outDynamicOffset) {
UboBindResult ubo{};
const Bool hasPayload = ResolveUniformBufferPayload(program, programObj, binding, arrayElement, ubo);
MOBILEGL_ASSERT(hasPayload && (ubo.directBindable || (ubo.payload != nullptr && ubo.payloadSize > 0)),
"UniformDescriptorBinder::ResolveDynamicUboDescriptor failed: missing UBO payload on binding %u element %u",
binding, arrayElement);
if (ubo.directBindable) {
// Zero-copy: bind the app's resident VkBuffer directly, no per-draw memcpy.
outBuffer = ubo.buffer;
outRange = ubo.range;
outDynamicOffset = static_cast<Uint32>(ubo.dynamicOffset);
return true;
}
// Global-UBO slice reuse (see GlobalUboSliceMemo): unchanged
// uniform bytes re-use the slice already uploaded this frame.
const Bool isGlobalUbo = programObj.globalUboBinding == static_cast<Int>(binding) && arrayElement == 0;
const Uint64 uboFrameSerial = m_bufferManager->GetFrameSerial();
const Uint64 uboProgramLifetimeId = program.GetLifetimeId();
const Uint32 uboContentVersion = program.GetUBOContentVersion();
if (isGlobalUbo) {
for (const auto& memo : m_globalUboMemo) {
if (memo.buffer != VK_NULL_HANDLE && memo.programLifetimeId == uboProgramLifetimeId &&
memo.frameSerial == uboFrameSerial && memo.uboContentVersion == uboContentVersion &&
memo.range == static_cast<VkDeviceSize>(ubo.payloadSize)) {
outBuffer = memo.buffer;
outRange = memo.range;
outDynamicOffset = static_cast<Uint32>(memo.offset);
return true;
}
}
}
BufferSlice slice{};
if (!m_bufferManager->UploadTransient(BufferKind::Uniform, frameIndex, ubo.payload, ubo.payloadSize,
m_minDynamicOffsetAlignment, slice)) {
MOBILEGL_ASSERT(false,
"UniformDescriptorBinder::ResolveDynamicUboDescriptor failed: UBO upload failed on binding %u element %u",
binding, arrayElement);
return false;
}
outBuffer = slice.buffer;
outRange = ubo.payloadSize;
outDynamicOffset = static_cast<Uint32>(slice.offset);
if (isGlobalUbo) {
m_globalUboMemo[m_globalUboMemoNext] =
GlobalUboSliceMemo{uboProgramLifetimeId, uboFrameSerial, uboContentVersion,
slice.buffer, slice.offset, static_cast<VkDeviceSize>(ubo.payloadSize)};
m_globalUboMemoNext = (m_globalUboMemoNext + 1) % kGlobalUboMemoSize;
}
return true;
}
void UniformManager::BindDescriptorSetDeduped(VkCommandBuffer commandBuffer, VkPipelineBindPoint bindPoint,
VkPipelineLayout pipelineLayout, VkDescriptorSet descriptorSet,
const Vector<Uint32>& dynamicOffsets) {
// Skip the driver call when this exact binding is already live on the
// command buffer (see the bind-dedup shadow in the header).
const Uint32 offsetCount = static_cast<Uint32>(dynamicOffsets.size());
Bool identicalBind = m_lastBindValid && m_lastBindSet == descriptorSet &&
m_lastBindLayout == pipelineLayout && m_lastBindPoint == bindPoint &&
m_lastBindOffsetCount == offsetCount && offsetCount <= kMaxShadowedDynamicOffsets;
if (identicalBind) {
for (Uint32 i = 0; i < offsetCount; ++i) {
if (m_lastBindOffsets[i] != dynamicOffsets[i]) {
identicalBind = false;
break;
}
}
}
if (!identicalBind) {
vkCmdBindDescriptorSets(commandBuffer, bindPoint, pipelineLayout, 0, 1,
&descriptorSet, offsetCount, dynamicOffsets.data());
if (offsetCount <= kMaxShadowedDynamicOffsets) {
m_lastBindValid = true;
m_lastBindSet = descriptorSet;
m_lastBindLayout = pipelineLayout;
m_lastBindPoint = bindPoint;
m_lastBindOffsetCount = offsetCount;
std::copy_n(dynamicOffsets.data(), offsetCount, m_lastBindOffsets);
} else {
m_lastBindValid = false;
}
}
}
Bool UniformManager::BindProgramUniformBuffers(VkCommandBuffer commandBuffer,
const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Uint32 frameIndex,
VkPipelineBindPoint bindPoint,
const SamplerBindingOverride* samplerBindingOverride,
Bool samplerDescriptorsUnchangedHint) {
const SamplerBindingOverride* samplerBindingOverride) {
auto& frame = m_frames[frameIndex];
if (frame.descriptorPools.empty()) {
MGLOG_E("UniformDescriptorBinder::BindProgramUniformBuffers failed: frame descriptor pools are invalid");
@@ -1367,34 +1156,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
frame.activeDescriptorPoolIndex = 0;
}
// Dynamic-offset-only rebind (see FastRebindMemo in the header): the last
// cacheable walk of this exact program selected a set whose contents are
// provably still what this walk would write - the hint covers every
// sampler binding, and an unchanged (buffer, range) for the single
// dynamic UBO covers the rest - except the dynamic offset, which rebinding
// the SAME set delivers without any descriptor write.
const Bool cacheable = (samplerBindingOverride == nullptr);
if (cacheable && samplerDescriptorsUnchangedHint && m_fastRebindMemo.valid &&
m_fastRebindMemo.frameIndex == frameIndex &&
m_fastRebindMemo.programLifetimeId == program.GetLifetimeId() &&
m_fastRebindMemo.programHash == programObj.hash) {
VkBuffer uboBuffer = VK_NULL_HANDLE;
VkDeviceSize uboRange = 0;
Uint32 uboDynamicOffset = 0;
if (ResolveDynamicUboDescriptor(program, programObj, m_fastRebindMemo.uboBinding, 0, frameIndex,
uboBuffer, uboRange, uboDynamicOffset) &&
uboBuffer == m_fastRebindMemo.uboBuffer && uboRange == m_fastRebindMemo.uboRange) {
auto& fastOffsets = m_dynamicOffsetsScratch;
fastOffsets.clear();
fastOffsets.push_back(uboDynamicOffset);
BindDescriptorSetDeduped(commandBuffer, bindPoint, programObj.pipelineLayout,
m_fastRebindMemo.set, fastOffsets);
return true;
}
// Any mismatch (arena wrap or growth, direct-bind retarget, upload
// failure) falls through to the full walk, which re-records the memo.
}
// The descriptor set is chosen AFTER the writes are built (below), so a draw
// whose resolved descriptor content matches the previous draw can reuse that
// set and skip both AcquireDescriptorSet and vkUpdateDescriptorSets.
@@ -1426,21 +1187,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
texelBufferViews.reserve(m_maxBindings);
dynamicOffsets.reserve(programObj.dynamicBindings.size() + uboArrayExtra);
// Eligibility probe for FastRebindMemo, filled by this walk: exactly one
// dynamic-UBO descriptor (no arrayed elements) and otherwise only
// combined-image samplers, so the whole set's content is pinned by the
// sampler hint plus one (buffer, range) compare.
Uint32 dynamicUboDescriptorCount = 0;
Uint32 fastRebindUboBinding = 0;
Bool fastRebindKindsEligible = true;
// Iterate only the bindings this program declares. The old walk covered all 256 slots of
// bindingKinds on every draw to find the 1-8 a real program uses.
for (const Uint32 binding : programObj.activeBindings) {
if (binding >= m_maxBindings) {
break; // ascending, so nothing past the cap can follow
}
const Uint32 bindingCount =
std::min<Uint32>(m_maxBindings, static_cast<Uint32>(programObj.bindingKinds.size()));
for (Uint32 binding = 0; binding < bindingCount; ++binding) {
const auto kind = programObj.bindingKinds[binding];
if (kind == ProgramFactory::DescriptorBindingKind::None) {
continue;
}
VkWriteDescriptorSet write{};
write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
@@ -1454,18 +1207,67 @@ namespace MobileGL::MG_Backend::DirectVulkan {
binding < programObj.bindingDescriptorCounts.size()
? std::max<Uint32>(1, programObj.bindingDescriptorCounts[binding])
: 1u;
dynamicUboDescriptorCount += descriptorCount;
fastRebindUboBinding = binding;
const SizeT firstBufferInfoIndex = bufferInfos.size();
for (Uint32 element = 0; element < descriptorCount; ++element) {
UboBindResult ubo{};
const Bool hasPayload =
ResolveUniformBufferPayload(program, programObj, binding, element, ubo);
MOBILEGL_ASSERT(hasPayload && ubo.payload != nullptr && ubo.payloadSize > 0,
"UniformDescriptorBinder::BindProgramUniformBuffers failed: missing UBO payload on binding %u element %u",
binding, element);
VkDescriptorBufferInfo bufferInfo{};
// Keep offset 0 (sub-range selected via the dynamic offset) so the hashed bufferInfo
// is stable across draws and the descriptor-set reuse cache keeps hitting.
bufferInfo.offset = 0;
Uint32 dynOffset = 0;
if (!ResolveDynamicUboDescriptor(program, programObj, binding, element, frameIndex,
bufferInfo.buffer, bufferInfo.range, dynOffset)) {
return false;
Uint32 dynOffset;
if (ubo.directBindable) {
// Zero-copy: bind the app's resident VkBuffer directly, no per-draw memcpy.
bufferInfo.buffer = ubo.buffer;
bufferInfo.range = ubo.range;
dynOffset = static_cast<Uint32>(ubo.dynamicOffset);
} else {
// Global-UBO slice reuse (see GlobalUboSliceMemo): unchanged
// uniform bytes re-use the slice already uploaded this frame.
const Bool isGlobalUbo =
programObj.globalUboBinding == static_cast<Int>(binding) && element == 0;
const Uint64 uboFrameSerial = m_bufferManager->GetFrameSerial();
const Uint64 uboProgramLifetimeId = program.GetLifetimeId();
const Uint32 uboContentVersion = program.GetUBOContentVersion();
Bool reusedSlice = false;
if (isGlobalUbo) {
for (const auto& memo : m_globalUboMemo) {
if (memo.buffer != VK_NULL_HANDLE &&
memo.programLifetimeId == uboProgramLifetimeId &&
memo.frameSerial == uboFrameSerial &&
memo.uboContentVersion == uboContentVersion &&
memo.range == static_cast<VkDeviceSize>(ubo.payloadSize)) {
bufferInfo.buffer = memo.buffer;
bufferInfo.range = memo.range;
dynOffset = static_cast<Uint32>(memo.offset);
reusedSlice = true;
break;
}
}
}
if (!reusedSlice) {
BufferSlice slice{};
if (!m_bufferManager->UploadTransient(BufferKind::Uniform, frameIndex, ubo.payload,
ubo.payloadSize, m_minDynamicOffsetAlignment, slice)) {
MOBILEGL_ASSERT(false, "UniformDescriptorBinder::BindProgramUniformBuffers failed: UBO upload failed on binding %u element %u",
binding, element);
return false;
}
bufferInfo.buffer = slice.buffer;
bufferInfo.range = ubo.payloadSize;
dynOffset = static_cast<Uint32>(slice.offset);
if (isGlobalUbo) {
m_globalUboMemo[m_globalUboMemoNext] = GlobalUboSliceMemo{
uboProgramLifetimeId, uboFrameSerial, uboContentVersion,
slice.buffer, slice.offset, static_cast<VkDeviceSize>(ubo.payloadSize)};
m_globalUboMemoNext = (m_globalUboMemoNext + 1) % kGlobalUboMemoSize;
}
}
}
bufferInfos.push_back(bufferInfo);
// Dynamic offsets are consumed in binding order, then array element order,
@@ -1488,7 +1290,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
texelBufferViews.push_back(bufferView);
fastRebindKindsEligible = false;
write.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
write.pTexelBufferView = &texelBufferViews.back();
writes.push_back(write);
@@ -1502,7 +1303,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
bufferInfos.push_back(bufferInfo);
fastRebindKindsEligible = false;
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
write.pBufferInfo = &bufferInfos.back();
writes.push_back(write);
@@ -1515,7 +1315,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return false;
}
imageInfos.push_back(imageInfo);
fastRebindKindsEligible = false;
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
write.pImageInfo = &imageInfos.back();
writes.push_back(write);
@@ -1528,8 +1327,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
samplerBindingOverride->sampler != nullptr) {
hasImage = ResolveSamplerDescriptorOverride(*samplerBindingOverride, imageInfo);
} else {
hasImage = ResolveSamplerDescriptor(commandBuffer, program, programObj, binding, imageInfo,
samplerDescriptorsUnchangedHint);
hasImage = ResolveSamplerDescriptor(commandBuffer, program, programObj, binding, imageInfo);
}
if (!hasImage) {
MGLOG_E(
@@ -1550,16 +1348,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
// Reuse a recent draw's descriptor set when the resolved content is
// Reuse the previous draw's descriptor set when the resolved content is
// byte-identical (only the bind-time dynamic offsets differ). The signature
// covers the descriptor-set layout + every write's binding/type/count + the
// pointed-to buffer/image/texel-buffer infos (all value-initialized, so no
// padding noise). Correctness: bindings are re-resolved every draw, so the
// signature always reflects the current state and reuse happens only on an
// exact match; a reused set is never re-acquired within a frame (the acquire
// exact match; the reused set is never re-acquired within a frame (the acquire
// cursor only advances), so its written contents survive; the layout is part of
// the signature so reuse never crosses programs. Sampler overrides (blits)
// bypass and invalidate the cache.
const Bool cacheable = (samplerBindingOverride == nullptr);
Uint64 signature = 0xcbf29ce484222325ULL;
{
const auto mix64 = [&signature](Uint64 word) {
@@ -1587,17 +1386,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
mixWords(texelBufferViews.data(), texelBufferViews.size() * sizeof(VkBufferView));
}
VkDescriptorSet reusedSet = VK_NULL_HANDLE;
if (cacheable) {
for (const auto& entry : m_descriptorReuseMemo) {
if (entry.valid && entry.signature == signature) {
reusedSet = entry.set;
break;
}
}
}
if (reusedSet != VK_NULL_HANDLE) {
descriptorSet = reusedSet;
if (cacheable && m_hasLastDescriptor && signature == m_lastDescriptorSignature) {
descriptorSet = m_lastBoundDescriptorSet;
} else {
VkResult allocResult = AcquireDescriptorSet(frameIndex, programObj, descriptorSet);
if (allocResult != VK_SUCCESS || descriptorSet == VK_NULL_HANDLE) {
@@ -1611,33 +1401,39 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (!writes.empty()) {
vkUpdateDescriptorSets(m_device, static_cast<Uint32>(writes.size()), writes.data(), 0, nullptr);
}
if (cacheable) {
m_descriptorReuseMemo[m_descriptorReuseMemoNext] =
DescriptorReuseEntry{signature, descriptorSet, true};
m_descriptorReuseMemoNext = (m_descriptorReuseMemoNext + 1) % kDescriptorReuseMemoSize;
} else {
for (auto& entry : m_descriptorReuseMemo) {
entry.valid = false;
m_lastBoundDescriptorSet = descriptorSet;
m_lastDescriptorSignature = signature;
m_hasLastDescriptor = cacheable;
}
// Skip the driver call when this exact binding is already live on the
// command buffer (see the bind-dedup shadow in the header).
const Uint32 offsetCount = static_cast<Uint32>(dynamicOffsets.size());
Bool identicalBind = m_lastBindValid && m_lastBindSet == descriptorSet &&
m_lastBindLayout == programObj.pipelineLayout && m_lastBindPoint == bindPoint &&
m_lastBindOffsetCount == offsetCount && offsetCount <= kMaxShadowedDynamicOffsets;
if (identicalBind) {
for (Uint32 i = 0; i < offsetCount; ++i) {
if (m_lastBindOffsets[i] != dynamicOffsets[i]) {
identicalBind = false;
break;
}
}
}
// (Re)record the dynamic-offset-only rebind memo. Recording on every
// cacheable walk (allocated or reused set alike - both hold exactly the
// content just computed) keeps the single slot tracking the most recent
// program; a non-cacheable override walk drops it alongside the reuse
// memo above.
if (cacheable && fastRebindKindsEligible && dynamicUboDescriptorCount == 1) {
m_fastRebindMemo = FastRebindMemo{
/*valid=*/true, frameIndex, program.GetLifetimeId(), programObj.hash,
fastRebindUboBinding, bufferInfos[0].buffer,
bufferInfos[0].range, descriptorSet};
} else {
m_fastRebindMemo.valid = false;
if (!identicalBind) {
vkCmdBindDescriptorSets(commandBuffer, bindPoint, programObj.pipelineLayout, 0, 1,
&descriptorSet, offsetCount, dynamicOffsets.data());
if (offsetCount <= kMaxShadowedDynamicOffsets) {
m_lastBindValid = true;
m_lastBindSet = descriptorSet;
m_lastBindLayout = programObj.pipelineLayout;
m_lastBindPoint = bindPoint;
m_lastBindOffsetCount = offsetCount;
std::copy_n(dynamicOffsets.data(), offsetCount, m_lastBindOffsets);
} else {
m_lastBindValid = false;
}
}
BindDescriptorSetDeduped(commandBuffer, bindPoint, programObj.pipelineLayout, descriptorSet,
dynamicOffsets);
return true;
}
} // namespace MobileGL::MG_Backend::DirectVulkan
@@ -53,42 +53,18 @@ 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).
struct SampledBindingRecord {
Uint64 textureLifetimeId = 0;
Uint64 samplerLifetimeId = 0;
};
Bool CollectSampledTextures(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Vector<MG_State::GLState::ITextureObject*>& outTextures,
Vector<SampledBindingRecord>* outBindingRecords = nullptr);
// Shadow-compare for the SetupDraw fast path: re-runs the CollectSampledTextures
// walk and reports whether every visited binding still resolves to the recorded
// (texture, effective sampler) pair. A texture bind generation bump alone (e.g. a
// redundant glBindSampler, which always bumps it) does not prove the sampled set
// moved; this walk does, without rebuilding the set or falling off the fast path.
Bool SampledBindingsUnchanged(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
const Vector<SampledBindingRecord>& previousRecords) const;
Vector<MG_State::GLState::ITextureObject*>& outTextures);
Bool CollectStorageImageTextures(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Vector<MG_State::GLState::ITextureObject*>& outTextures) const;
// samplerDescriptorsUnchangedHint: the caller (SetupDraw fast path) proved that
// every input of every combined-image-sampler resolution is unchanged since the
// previous draw's resolve - same (texture, sampler) per binding, texture params
// sum, sampling-resolution generation (sampler params + texture shape), image
// epochs AND per-resource layout values - so the per-binding cached
// VkDescriptorImageInfo may be reused without re-running the resolve chain.
Bool BindProgramUniformBuffers(VkCommandBuffer commandBuffer,
const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Uint32 frameIndex,
VkPipelineBindPoint bindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
const SamplerBindingOverride* samplerBindingOverride = nullptr,
Bool samplerDescriptorsUnchangedHint = false);
const SamplerBindingOverride* samplerBindingOverride = nullptr);
// Pure format-policy helper kept public for host regression tests. Formatted storage
// images use their shader qualifier; transformed float images use glBindImageTexture's
@@ -138,15 +114,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
static Bool ResolveSamplerTexture(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
SharedPtr<MG_State::GLState::ITextureObject>& outTexture);
// Shared per-binding resolution for CollectSampledTextures and
// SampledBindingsUnchanged, so membership and comparison can never diverge:
// texture after the fallback substitution (may still be null when no fallback
// exists), effective sampler = unit override else the texture's own sampler.
// False = the binding is skipped (unbound with a non-2D fallback target).
Bool ResolveSampledBinding(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
MG_State::GLState::ITextureObject*& outTexture,
const MG_State::GLState::SamplerObject*& outSampler) const;
// Raw-pointer variant for the per-draw sampled-texture walk (CollectSampledTextures):
// the bound texture stays alive through the draw via GL binding state, so callers that
// only need the pointer skip the SharedPtr copy's atomic refcount churn.
@@ -154,13 +121,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding);
SharedPtr<MG_State::GLState::ITextureObject> GetFallbackTexture(TextureTarget target) const;
// trustUnchangedHint: reuse this binding's cached VkDescriptorImageInfo outright
// (see BindProgramUniformBuffers' samplerDescriptorsUnchangedHint for the proof
// obligations the caller carries).
Bool ResolveSamplerDescriptor(VkCommandBuffer commandBuffer, const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
VkDescriptorImageInfo& outImageInfo,
Bool trustUnchangedHint = false) const;
VkDescriptorImageInfo& outImageInfo) const;
Bool ResolveSamplerDescriptorOverride(const SamplerBindingOverride& samplerBindingOverride,
VkDescriptorImageInfo& outImageInfo) const;
Bool ResolveTexelBufferDescriptor(const MG_State::GLState::ProgramObject& program,
@@ -186,21 +149,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool ResolveUniformBufferPayload(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
Uint32 arrayElement, UboBindResult& out) const;
// Shared resolution of one dynamic-UBO binding element into the
// (buffer, range, dynamicOffset) triple the descriptor consumes: direct
// bind, global-slice reuse, or transient upload. Used by the full walk
// and by the dynamic-offset-only rebind (see FastRebindMemo).
Bool ResolveDynamicUboDescriptor(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
Uint32 arrayElement, Uint32 frameIndex, VkBuffer& outBuffer,
VkDeviceSize& outRange, Uint32& outDynamicOffset);
// The vkCmdBindDescriptorSets tail shared by the full walk and the
// dynamic-offset-only rebind: skips the driver call when this exact
// binding is already live on the command buffer (see the bind-dedup
// shadow below), otherwise binds and refreshes the shadow.
void BindDescriptorSetDeduped(VkCommandBuffer commandBuffer, VkPipelineBindPoint bindPoint,
VkPipelineLayout pipelineLayout, VkDescriptorSet descriptorSet,
const Vector<Uint32>& dynamicOffsets);
Bool CreateDescriptorPool(Uint32 maxSets, VkDescriptorPool& outPool) const;
Bool GrowFrameDescriptorPool(FrameResources& frame, Uint32 frameIndex);
VkResult AllocateDescriptorSetsFromActivePool(
@@ -231,53 +179,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Vector<VkBufferView> m_texelBufferViewsScratch;
Vector<Uint32> m_dynamicOffsetsScratch;
// Descriptor-set reuse across recent draws (see BindProgramUniformBuffers).
// When a draw's resolved descriptor content is byte-identical to one memoized
// earlier, reuse that VkDescriptorSet and skip AcquireDescriptorSet +
// vkUpdateDescriptorSets - only the bind-time dynamic offsets differ. Four
// entries with round-robin replacement rather than one: draws alternating
// between two programs (MC's chunk<->entity ping-pong) would thrash a single
// slot into a full re-allocate+write every draw. Reset each frame in BeginFrame
// because the frame's descriptor sets are recycled there.
struct DescriptorReuseEntry {
Uint64 signature = 0;
VkDescriptorSet set = VK_NULL_HANDLE;
Bool valid = false;
};
static constexpr Uint32 kDescriptorReuseMemoSize = 4;
DescriptorReuseEntry m_descriptorReuseMemo[kDescriptorReuseMemoSize];
Uint32 m_descriptorReuseMemoNext = 0;
// Dynamic-offset-only rebind (see BindProgramUniformBuffers): records the
// descriptor set selected by the last cacheable full walk of a program
// whose active bindings are exactly one dynamic UBO (single descriptor)
// plus combined-image samplers. When the next call proves every sampler
// descriptor input unchanged (samplerDescriptorsUnchangedHint) and the
// UBO re-resolves to the SAME VkBuffer+range - only the dynamic offset
// moved, the per-draw glUniform case - the walk collapses to: resolve one
// offset, rebind the recorded set with new pDynamicOffsets (Vulkan allows
// rebinding the same set with different dynamic offsets).
// Invalidation inventory: BeginFrame clears it (the frame's sets are
// recycled) and the frameIndex field guards cross-frame confusion on top;
// OnDescriptorSetLayoutDestroyed clears it (the set may be freed); a
// sampler-override walk clears it (mirrors m_descriptorReuseMemo); a
// program relink bumps the backend state version and thus programObj.hash
// so the key misses; the program lifetime id is never reused, so a
// deleted-and-recreated program misses; a texture/sampler/binding change
// drops the hint upstream; an arena wrap or growth resolves a different
// VkBuffer and misses. AcquireDescriptorSet's per-frame cursor only
// advances, so the recorded set is never re-written within its frame.
struct FastRebindMemo {
Bool valid = false;
Uint32 frameIndex = 0;
Uint64 programLifetimeId = 0;
ProgramFactory::HashType programHash = 0;
Uint32 uboBinding = 0;
VkBuffer uboBuffer = VK_NULL_HANDLE;
VkDeviceSize uboRange = 0;
VkDescriptorSet set = VK_NULL_HANDLE;
};
FastRebindMemo m_fastRebindMemo;
// Descriptor-set reuse across consecutive draws (see BindProgramUniformBuffers).
// When a draw's resolved descriptor content is byte-identical to the previous
// draw's, reuse the same VkDescriptorSet and skip AcquireDescriptorSet +
// vkUpdateDescriptorSets - only the bind-time dynamic offsets differ. Reset each
// frame in BeginFrame because the frame's descriptor sets are recycled there.
VkDescriptorSet m_lastBoundDescriptorSet = VK_NULL_HANDLE;
Uint64 m_lastDescriptorSignature = 0;
Bool m_hasLastDescriptor = false;
// vkCmdBindDescriptorSets dedup: consecutive draws with a static uniform
// block resolve to the same set AND the same dynamic offsets, so the
@@ -336,28 +245,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
SamplerNumericDomain viewFormatDomain = SamplerNumericDomain::Unknown;
VkFormat viewFormat = VK_FORMAT_UNDEFINED;
Bool viewFormatValid = false;
// Whole resolved descriptor from this binding's last full resolve. Reused
// ONLY under ResolveSamplerDescriptor's trustUnchangedHint, whose caller
// proves every resolve input unchanged; cleared with the per-frame reset
// (the cached VkSampler outlives a frame only via a fresh resolve, which
// also re-stamps it against VkSamplerManager's frame-boundary sweep).
VkDescriptorImageInfo info{};
Bool infoValid = false;
};
mutable Vector<SamplerResolveMemo> m_samplerResolveMemo;
// Exclusive upper bound on the entries of m_samplerResolveMemo that any resolve
// has ever written. The vector is sized to the DEVICE binding cap (256 on desktop
// NVIDIA), but a program declares 1-8 bindings, so the per-frame reset below was
// memsetting ~22 KB of never-touched entries every frame - a measurable slice of
// the per-frame fixed cost on draw-light frames. Every site that can turn any of
// an entry's *Valid flags on raises this mark first, so entries at or above it are
// provably still in their constructed (all-invalid) state and clearing them is a
// no-op. Never lowered except by Initialize/Shutdown, which rebuild the vector.
mutable Uint32 m_samplerResolveMemoHighWater = 0;
void NoteSamplerResolveMemoTouched(Uint32 binding) const {
if (binding >= m_samplerResolveMemoHighWater) {
m_samplerResolveMemoHighWater = binding + 1;
}
}
};
} // namespace MobileGL::MG_Backend::DirectVulkan
@@ -29,22 +29,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
XXHASH_VERIFY(XXH64_update(m_hashState, &attr.Stride, sizeof(attr.Stride)));
XXHASH_VERIFY(XXH64_update(m_hashState, &attr.Offset, sizeof(attr.Offset)));
XXHASH_VERIFY(XXH64_update(m_hashState, &attr.IsInteger, sizeof(attr.IsInteger)));
XXHASH_VERIFY(XXH64_update(m_hashState, &attr.IsLong, sizeof(attr.IsLong)));
XXHASH_VERIFY(XXH64_update(m_hashState, &attr.IsBgra, sizeof(attr.IsBgra)));
XXHASH_VERIFY(XXH64_update(m_hashState, &attr.Divisor, sizeof(attr.Divisor)));
// The bound buffer's IDENTITY is a component of the key, and it has to be the
// buffer's never-reused lifetime id - NOT its heap address, which this used to
// hash. An address is recycled by the allocator, so a deleted-and-recreated
// buffer reproduces it; combined with a byte-identical attribute layout that
// reproduces the WHOLE content hash, and the hash is what
// TryBindResolvedVertexBindings accepts as proof that a memoised binding still
// reads the buffer it was resolved from. It did not: a destroyed buffer's GPU
// slice was bound for its successor's draw, which is how a transform-feedback
// capture came back holding a dead VAO's vertex data (0,0,0,1 - the previous
// test's positions) instead of its own.
// Zero for client memory (no buffer), which is a distinct identity of its own.
const Uint64 bufferKey = attr.Buffer ? attr.Buffer->GetLifetimeId() : 0;
// The buffer's heap address is an identity component of the key: a freed
// buffer's reused address can alias an old cache entry, but only under a
// byte-identical attribute layout - and the entry payload is a pure function
// of the hashed inputs, with the draw path re-resolving bindingBufferKeys
// against the live VAO attribute pointers, so an aliased hit returns exactly
// what a rebuild would. Address drift only grows the map; the OnFrameBoundary
// aging sweep bounds that.
const SizeT bufferKey = reinterpret_cast<SizeT>(attr.Buffer.get());
XXHASH_VERIFY(XXH64_update(m_hashState, &bufferKey, sizeof(bufferKey)));
}
@@ -75,12 +70,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
const BackendVertexInputState& entry = GetOrCreateVertexInputState(vao, GetOrComputeHash(vao));
vao.SetBackendStateMemo(&entry, m_evictionEpoch);
// Also mirror the layout identity and the two per-draw masks into the VAO's aux
// memo (pure VALUES derived from the VAO configuration, so config-version
// guarding alone is sound). The draw fast path reads them from the VAO object it
// already touched instead of chasing into this entry - see PackVertexInputAuxMemo.
vao.SetBackendAuxMemo(entry.layoutHash,
PackVertexInputAuxMasks(entry.unsupportedAttribMask, entry.attributeLocationMask));
return entry;
}
@@ -108,7 +97,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
const VkFormat sourceVkFormat =
ToVkVertexFormat(attr.Type, attr.Size, attr.Normalized, attr.IsInteger, attr.IsBgra, attr.IsLong);
ToVkVertexFormat(attr.Type, attr.Size, attr.Normalized, attr.IsInteger, attr.IsBgra);
if (sourceVkFormat == VK_FORMAT_UNDEFINED) {
MGLOG_E("Unsupported vertex attribute layout (location=%u, type=%s, size=%d): the array is "
"enabled but cannot be mapped to a VkFormat",
@@ -284,7 +273,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
VkFormat VertexInputStateFactory::ToVkVertexFormat(DataType type, Int size, Bool normalized, Bool isInteger,
Bool isBgra, Bool isLong) {
Bool isBgra) {
if (isBgra) {
// GL_BGRA: four reversed-order components, always normalized (enforced at validation), only
// legal with GL_UNSIGNED_BYTE or a 2_10_10_10 type. The reversed VkFormats put the
@@ -309,22 +298,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
case DataType::Int2101010Rev:
if (isInteger || size != 4) return VK_FORMAT_UNDEFINED;
return normalized ? VK_FORMAT_A2B10G10R10_SNORM_PACK32 : VK_FORMAT_A2B10G10R10_SSCALED_PACK32;
case DataType::Float64:
// A 64-bit attribute is fetched as its 32-bit word pair and bitcast back to double in the
// shader (PackDoubleVertexInputsPass does the shader half). That is bit-exact and, unlike
// VK_FORMAT_R64*_SFLOAT, needs no format capability: lavapipe reports bufferFeatures = 0
// for every R64 float format, so a native 64-bit vertex fetch is simply unavailable there
// while shaderFloat64 is not. Both halves key off nothing but the attribute being long,
// so they always agree without extra plumbing.
if (!isLong || isInteger || normalized) return VK_FORMAT_UNDEFINED;
switch (size) {
case 1: return VK_FORMAT_R32G32_UINT;
case 2: return VK_FORMAT_R32G32B32A32_UINT;
// A dvec3/dvec4 input is 6/8 uint32 components: no single VkFormat, and GL spreads it
// over two attribute locations, which the location-per-VAO-index model here does not
// express. Declined rather than fetched wrong.
default: return VK_FORMAT_UNDEFINED;
}
case DataType::Float32:
switch (size) {
case 1: return VK_FORMAT_R32_SFLOAT;
@@ -28,12 +28,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
struct BackendVertexInputState {
HashType hash = 0;
// Hash of the resolved Vulkan vertex layout only (bindings, attributes,
// unsupported mask) - NO buffer identities. `hash` mixes each bound
// buffer's never-reused LIFETIME ID, so per-chunk VBOs mint a fresh
// identity per buffer; keying pipelines on that minted one VkPipeline per
// chunk section for an identical layout, defeating pipeline reuse and the
// per-draw memo. Pipelines depend only on the layout, so they key on this
// instead.
// unsupported mask) - NO buffer identities. `hash` mixes buffer heap
// addresses so per-chunk VBOs mint a fresh identity per buffer; keying
// pipelines on that minted one VkPipeline per chunk section for an
// identical layout, defeating pipeline reuse and the per-draw memo.
// Pipelines depend only on the layout, so they key on this instead.
HashType layoutHash = 0;
// Frame boundary of the last cache hit; entries idle past the
// OnFrameBoundary retirement age are evicted (CPU heap only).
@@ -72,13 +71,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
~VertexInputStateFactory() = default;
VertexInputStateFactory(const VertexInputStateFactory&) = delete;
// The VAO aux-memo payload GetOrCreateVertexInputState(vao) stamps: aux0 is the
// entry's layoutHash, aux1 packs (unsupportedAttribMask << 32) | attributeLocationMask.
// Readers that find the aux memo valid can use these without resolving the entry.
static Uint64 PackVertexInputAuxMasks(Uint32 unsupportedAttribMask, Uint32 attributeLocationMask) {
return (static_cast<Uint64>(unsupportedAttribMask) << 32) | attributeLocationMask;
}
HashType ComputeHash(const MG_State::GLState::VertexArrayObject& vao) const;
// Memoized ComputeHash: reuses the VAO's cached hash while its config version
// is unchanged. Use this on per-draw paths.
@@ -87,10 +79,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const MG_State::GLState::VertexArrayObject& vao, HashType hash);
const BackendVertexInputState& GetOrCreateVertexInputState(const MG_State::GLState::VertexArrayObject& vao);
// Frame boundary hook: ages the cache and evicts entries not hit for many
// frames. The key mixes each bound buffer's never-reused lifetime id, so
// buffer/VAO churn keeps minting fresh keys - and does so by construction,
// not by luck: a recreated buffer can no longer land back on its dead
// predecessor's key. Without eviction the map grows for the whole session.
// frames. The key mixes buffer heap addresses, so buffer/VAO churn keeps
// minting fresh keys; without eviction the map grows for the whole session.
// Entries hold no Vulkan handles (pipeline creation copies the descriptions)
// and the draw path's entry reference never spans a frame boundary, so
// eviction here needs no GPU-idle proof. Self-gated: one counter bump and
@@ -103,8 +93,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
static SizeT GetAttributeByteSize(DataType type, Int size, Bool isBgra);
private:
static VkFormat ToVkVertexFormat(DataType type, Int size, Bool normalized, Bool isInteger, Bool isBgra = false,
Bool isLong = false);
static VkFormat ToVkVertexFormat(DataType type, Int size, Bool normalized, Bool isInteger, Bool isBgra = false);
static Bool IsScaledIntegerVertexFormat(VkFormat format);
static VkFormat ToFloat32VertexFormat(Int componentCount);
Bool SupportsVertexBufferFormat(VkFormat format) const;
@@ -242,15 +242,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
void VkBufferManager::TrackLiveResource(const SharedPtr<VkBufferResource>& resource) {
// Sweep on a doubling watermark rather than on every insert past the threshold. The old
// form walked the whole vector for each new buffer once the list passed 256, and when the
// buffers are all live the walk removes nothing and the list grows by one - so creating N
// live buffers cost ~N^2/2 expired() checks. Reclamation semantics are unchanged: the sweep
// still removes exactly the expired entries, just less often and with the same bound on how
// much dead weight can accumulate (at most as many entries as were live at the last sweep).
if (m_liveResources.size() >= std::max<SizeT>(kLiveResourcePruneThreshold, 2 * m_liveResourcesLastPruned)) {
if (m_liveResources.size() >= kLiveResourcePruneThreshold) {
std::erase_if(m_liveResources, [](const WeakPtr<VkBufferResource>& weak) { return weak.expired(); });
m_liveResourcesLastPruned = m_liveResources.size();
}
m_liveResources.push_back(resource);
}
@@ -258,7 +251,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void VkBufferManager::ReleaseAllLiveResources() {
for (auto& weak : m_liveResources) {
if (auto resource = weak.lock()) {
BumpSliceEpoch(*resource);
resource->buffer.Destroy();
resource->storageSize = 0;
resource->usageFlags = 0;
@@ -273,9 +265,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool VkBufferManager::CreateResidentStorage(VkBufferResource& resource, VkDeviceSize size,
VkBufferUsageFlags usage, VkMemoryPropertyFlags requiredFlags) {
// The only place a resident VkBuffer handle is minted, so every resident slice
// change funnels through here (callers release the old handle first).
BumpSliceEpoch(resource);
// Staged range copies write resident storage with vkCmdCopyBuffer.
usage |= VK_BUFFER_USAGE_TRANSFER_DST_BIT;
const Bool created = resource.buffer.Create({
@@ -362,10 +351,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (!resource) {
return; // lazy: AcquireResidentSlice performs a full upload on creation
}
// A respecify can change the size, the usage hint (so the resident/streamed
// route), and the contents at once; retire every memo before deciding what to
// do about the storage.
BumpSliceEpoch(*resource);
// Any cached streaming slice refers to the previous contents.
resource->transientFrameSerial = 0;
if (!resource->buffer.IsValid()) {
@@ -398,9 +383,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (!resource) {
return;
}
// Drops the streaming memo below and may end in a storage swap or a deferred
// full re-upload, so no memoised slice survives this.
BumpSliceEpoch(*resource);
resource->transientFrameSerial = 0;
if (!resource->buffer.IsValid() || resource->pendingFullUpload) {
return;
@@ -433,7 +415,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (!resource) {
return;
}
BumpSliceEpoch(*resource);
resource->transientFrameSerial = 0;
if (!resource->buffer.IsValid() || resource->pendingFullUpload) {
return;
@@ -493,13 +474,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
TrackLiveResource(resource);
}
// Bumped for the request, not just for the storage it may create. This is the
// one call the frontend makes when a buffer becomes persistently mapped for
// writing (BufferObject::AcquireMemoryRange), and a map the backend declines
// keeps mutating its shadow with no further API call - so it is what lets
// GetSliceEpochCounter stand for "no buffer needs a persistent-map range push".
BumpSliceEpoch(*resource);
// Idempotent: an already-backed buffer returns the same mapped base.
if (resource->persistentMapped && resource->buffer.IsValid() && resource->storageSize == size) {
return resource->buffer.GetMappedData();
@@ -610,41 +584,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return true;
}
// Idle-content promotion: see the field comments in VkBufferResource. The
// streak counts frame BOUNDARIES survived unchanged (the same-frame memo
// above swallows repeat draws), so a promotion needs the content stable
// for kStreamedPromotionStreak whole frames - one no-op frame does not
// trigger the resident round-trip, whose creation upload is itself a
// staged copy worth avoiding for content that is about to change again.
constexpr Uint32 kStreamedPromotionStreak = 2;
if (resource->promotedResident) {
if (resource->promotedChangeSerial == changeSerial &&
static_cast<VkDeviceSize>(bufferObject->GetSize()) == size) {
return AcquireResidentSlice(kind, bufferObject, outSlice);
}
resource->promotedResident = false;
resource->unchangedStreak = 0;
} else if (resource->transientChangeSerial == changeSerial && resource->transientSize == size &&
resource->transientFrameSerial != 0) {
if (++resource->unchangedStreak >= kStreamedPromotionStreak) {
// Promotion moves the buffer off the arena and onto resident storage.
resource->promotedResident = true;
resource->promotedChangeSerial = changeSerial;
BumpSliceEpoch(*resource);
if (AcquireResidentSlice(kind, bufferObject, outSlice)) {
return true;
}
resource->promotedResident = false; // resident creation failed: stream as before
}
} else {
resource->unchangedStreak = 0;
}
// A fresh arena allocation: a different slice than the last call handed back,
// and (below) the point where a promoted buffer's resident storage is released.
// The stable-promotion exit above returns before this, so a buffer the app has
// stopped touching keeps one slice for as long as it keeps its resident storage.
BumpSliceEpoch(*resource);
if (!m_transientUploadArena.Upload(m_currentFrameIndex, bufferObject->MappedData(), size, 16,
outSlice)) {
return false;
@@ -57,33 +57,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// never orphaned or recreated. Draw-time acquire binds it directly, no re-upload.
Bool persistentMapped = false;
// Bumped from a manager-wide counter every time anything that decides which
// BufferSlice an Acquire*Slice call hands back changes: storage created or
// released, a full re-upload becoming due, a promotion/demotion between
// resident and streamed storage, or a new per-frame arena slice. Callers that
// memoise a resolved slice compare this to prove the memo still describes the
// buffer. The counter is manager-wide (never per-resource) so a freshly
// created resource - including one that replaces a destroyed resource at the
// same address - can never reproduce a value some memo already holds. 0 means
// "no slice has ever been handed out", which no memo can match.
Uint64 sliceEpoch = 0;
// Cached transient (streaming) slice for the current frame.
BufferSlice transientSlice{};
Uint64 transientFrameSerial = 0;
Uint64 transientChangeSerial = 0;
VkDeviceSize transientSize = 0;
// Streaming re-copies the whole store into the per-frame arena on every
// frame, which is right for genuinely per-frame data but pure waste for a
// Dynamic-hinted buffer the app stopped touching. After the content
// survives kStreamedPromotionStreak frame boundaries unchanged it is
// promoted to resident storage (one final upload, then zero per-frame
// cost); the first content change demotes it back to streaming, and the
// streaming path's existing downgrade releases the resident store.
Uint32 unchangedStreak = 0;
Bool promotedResident = false;
Uint64 promotedChangeSerial = 0;
};
// Supplies a command buffer that is recording and outside any render pass,
@@ -143,11 +121,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void OnResourceDestroyed(SharedPtr<MG_State::GLState::BackendBufferResource>&& resource);
Uint64 GetFrameSerial() const { return m_frameSerial; }
// Highest value handed to any VkBufferResource::sliceEpoch. Unchanged since a
// memo was taken means no buffer this manager owns changed which slice it hands
// back, and none was persistently mapped, in between - so a memo of resolved
// slices needs no per-buffer re-check. See AcquirePersistentMap for the mapping half.
Uint64 GetSliceEpochCounter() const { return m_sliceEpochCounter; }
// Highest frame serial whose GPU work is known complete; serials at or
// below it may be considered signaled. Drives IsResourceBusy and the
// backend GL fence objects.
@@ -174,8 +147,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void DestroyAllDeferredReleases();
void TrackLiveResource(const SharedPtr<VkBufferResource>& resource);
void ReleaseAllLiveResources();
// See VkBufferResource::sliceEpoch.
void BumpSliceEpoch(VkBufferResource& resource) { resource.sliceEpoch = ++m_sliceEpochCounter; }
VkBufferManagerInitInfo m_initInfo{};
BufferArena m_transientUploadArena;
@@ -183,14 +154,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Vector<Vector<VkBufferObject>> m_deferredBufferReleases;
Vector<Vector<SharedPtr<VkBufferResource>>> m_deferredResourceReleases;
Vector<WeakPtr<VkBufferResource>> m_liveResources;
// Size m_liveResources had just after the last sweep; the next sweep waits for it to double.
SizeT m_liveResourcesLastPruned = 0;
Uint32 m_currentFrameIndex = 0;
Uint64 m_frameSerial = 1;
Uint64 m_completedSerialFloor = 0;
// Never reset (not even by Shutdown): a value handed to a resource must stay
// unique for the process, or a memo taken before a re-initialize could match
// a different resource's state after it.
Uint64 m_sliceEpochCounter = 0;
};
} // namespace MobileGL::MG_Backend::DirectVulkan
@@ -176,4 +176,16 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return true;
}
BufferSlice VkBufferObject::GetSlice(VkDeviceSize offset, VkDeviceSize size) const {
MOBILEGL_ASSERT(offset <= m_size, "VkBufferObject::GetSlice offset out of range");
const VkDeviceSize resolvedSize = (size == VK_WHOLE_SIZE) ? (m_size - offset) : size;
MOBILEGL_ASSERT(offset + resolvedSize <= m_size, "VkBufferObject::GetSlice range out of bounds");
BufferSlice slice{};
slice.buffer = m_buffer;
slice.offset = offset;
slice.size = resolvedSize;
slice.mapped = (m_mappedData != nullptr) ? static_cast<Uint8*>(m_mappedData) + offset : nullptr;
return slice;
}
} // namespace MobileGL::MG_Backend::DirectVulkan
@@ -48,20 +48,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkBuffer GetHandle() const { return m_buffer; }
VkDeviceSize GetSize() const { return m_size; }
// Inline: runs on the per-draw acquire path (a resident buffer bind is a
// GetSlice per binding), where an out-of-line call was measurable.
BufferSlice GetSlice(VkDeviceSize offset = 0, VkDeviceSize size = VK_WHOLE_SIZE) const {
MOBILEGL_ASSERT(offset <= m_size, "VkBufferObject::GetSlice offset out of range");
const VkDeviceSize resolvedSize = (size == VK_WHOLE_SIZE) ? (m_size - offset) : size;
MOBILEGL_ASSERT(offset + resolvedSize <= m_size, "VkBufferObject::GetSlice range out of bounds");
BufferSlice slice{};
slice.buffer = m_buffer;
slice.offset = offset;
slice.size = resolvedSize;
slice.mapped = (m_mappedData != nullptr) ? static_cast<Uint8*>(m_mappedData) + offset : nullptr;
return slice;
}
BufferSlice GetSlice(VkDeviceSize offset = 0, VkDeviceSize size = VK_WHOLE_SIZE) const;
void* GetMappedData() const { return m_mappedData; }
Bool IsMapped() const { return m_mappedData != nullptr; }
Bool IsValid() const { return m_allocator != nullptr && m_buffer != VK_NULL_HANDLE && m_allocation != nullptr; }
@@ -8,75 +8,15 @@
#include "VkClearManager.h"
#include "MG_State/GLState/Core.h"
#include "MG_Util/Converters/MGToStr/FramebufferEnumConverter.h"
#include "MG_Util/Converters/MGToStr/TextureEnumConverter.h"
#include <algorithm>
#include <cmath>
namespace MobileGL::MG_Backend::DirectVulkan {
static Bool IsCubeMapFaceUploadTarget(TextureUploadTarget target) {
return target >= TextureUploadTarget::CubeMapPositiveX &&
target <= TextureUploadTarget::CubeMapNegativeZ;
}
VkClearColorValue MakeVkClearColorValue(const ClearAttachmentPayload& payload, Bool formatLacksAlpha) {
VkClearColorValue clearValue{};
switch (payload.colorEncoding) {
case ClearColorEncoding::Int:
clearValue.int32[0] = payload.colorInt.x();
clearValue.int32[1] = payload.colorInt.y();
clearValue.int32[2] = payload.colorInt.z();
clearValue.int32[3] = formatLacksAlpha ? 1 : payload.colorInt.w();
break;
case ClearColorEncoding::Uint:
clearValue.uint32[0] = payload.colorUint.x();
clearValue.uint32[1] = payload.colorUint.y();
clearValue.uint32[2] = payload.colorUint.z();
clearValue.uint32[3] = formatLacksAlpha ? 1u : payload.colorUint.w();
break;
case ClearColorEncoding::Float:
clearValue.float32[0] = payload.color.x();
clearValue.float32[1] = payload.color.y();
clearValue.float32[2] = payload.color.z();
clearValue.float32[3] = formatLacksAlpha ? 1.0f : payload.color.w();
break;
}
return clearValue;
}
void PreCompensateSrgbClearColor(ClearAttachmentPayload& payload, VkFormat destinationFormat) {
if (payload.colorEncoding != ClearColorEncoding::Float) return;
// With GL_FRAMEBUFFER_SRGB enabled GL performs the encoding itself, so the driver doing it
// is exactly right and there is nothing to undo.
if (MG_State::pGLContext->IsCapabilityEnabled(MobileGL::CapabilityInput::FramebufferSrgb)) return;
if (ResolveSrgbAttachmentWriteFormat(destinationFormat, false) == destinationFormat) return;
// sRGB -> linear (GL 4.6 core 8.24), applied to the colour channels only: alpha is stored
// linearly in an sRGB format and must pass through untouched.
const auto toLinear = [](Float encoded) {
const Float value = std::clamp(encoded, 0.0f, 1.0f);
return value <= 0.04045f ? value / 12.92f : std::pow((value + 0.055f) / 1.055f, 2.4f);
};
payload.color = FloatVec4(toLinear(payload.color.x()), toLinear(payload.color.y()),
toLinear(payload.color.z()), payload.color.w());
}
void ForceOpaqueClearAlpha(ClearAttachmentPayload& payload) {
switch (payload.colorEncoding) {
case ClearColorEncoding::Int:
payload.colorInt = IntVec4(payload.colorInt.x(), payload.colorInt.y(), payload.colorInt.z(), 1);
break;
case ClearColorEncoding::Uint:
payload.colorUint = UintVec4(payload.colorUint.x(), payload.colorUint.y(), payload.colorUint.z(), 1u);
break;
case ClearColorEncoding::Float:
payload.color = FloatVec4(payload.color.x(), payload.color.y(), payload.color.z(), 1.0f);
break;
}
}
static Bool PendingClearMatchesTextureIdentity(const PendingClearKey& key, const TextureIdentity& identity) {
return key.texture == identity.texture && key.textureLifetimeId == identity.lifetimeId;
}
@@ -24,41 +24,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint32 stencil{};
};
// A colour clear reaches us from one of glClear/ClearBufferfv, ClearBufferiv or
// ClearBufferuiv, and Vulkan reads VkClearColorValue's union according to the destination
// image's format rather than converting between the members - a float written where an
// integer format is expected is reinterpreted bit for bit, not rounded. Remember which entry
// point supplied the value so the member written when the clear is materialized matches.
enum class ClearColorEncoding : Uint8 { Float, Int, Uint };
struct ClearAttachmentPayload {
GLbitfield mask = 0;
FloatVec4 color = FloatVec4(0.0f, 0.0f, 0.0f, 0.0f);
ClearColorEncoding colorEncoding = ClearColorEncoding::Float;
IntVec4 colorInt = IntVec4(0, 0, 0, 0);
UintVec4 colorUint = UintVec4(0u, 0u, 0u, 0u);
Float depth = 1.0f;
Uint32 stencil = 0;
};
// Builds the clear value for `payload` in the union member its encoding calls for.
// `formatLacksAlpha` applies GL's rule that a format without an alpha channel reads as one,
// expressed in whichever type matches (GL 4.6 core 15.2.3).
VkClearColorValue MakeVkClearColorValue(const ClearAttachmentPayload& payload, Bool formatLacksAlpha);
// Applies that same rule in place, for the paths that have to bake it into the payload before
// the destination is known.
void ForceOpaqueClearAlpha(ClearAttachmentPayload& payload);
// vkCmdClearColorImage names the image, so the driver applies the destination format's transfer
// function to whatever value it is handed. Every other write path in this backend goes through
// the UNORM twin view while GL_FRAMEBUFFER_SRGB is off (ResolveSrgbAttachmentWriteFormat) and
// therefore stores the raw value GL asked for. Rewrites `payload` to the linear colour whose
// encoding is that raw value, so a direct image clear of an sRGB destination agrees with them.
// A no-op for every other format, for integer clear encodings, and when GL is doing the
// encoding itself.
void PreCompensateSrgbClearColor(ClearAttachmentPayload& payload, VkFormat destinationFormat);
struct PendingClearKey {
MG_State::GLState::ITextureObject* texture = nullptr;
Uint64 textureLifetimeId = 0;
@@ -50,11 +50,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
static Bool ColorFormatLacksAlpha(const MG_State::GLState::ITextureObject* texture) {
return texture != nullptr && MG_Util::GetBaseInternalFormatComponentCount(texture->GetFormat()) == 3;
}
[[maybe_unused]] static Float ResolveColorClearAlpha(const MG_State::GLState::ITextureObject* texture, Float requestedAlpha) {
static Float ResolveColorClearAlpha(const MG_State::GLState::ITextureObject* texture, Float requestedAlpha) {
if (texture != nullptr && MG_Util::GetBaseInternalFormatComponentCount(texture->GetFormat()) == 3) {
return 1.0f;
}
@@ -87,20 +83,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
static VkImageViewType ResolveAttachmentViewType(
const MG_State::GLState::FramebufferAttachmentObject& attachment,
const VkTextureManager::TextureResource& resource) {
if (attachment.IsLayered()) {
return resource.viewType;
}
// A non-layered attachment names ONE layer, so the view over it is a plain 2D view whatever
// the image's own view type is. The cube-face upload targets always meant this; a cube map
// array attached through glFramebufferTextureLayer means it too, and a CUBE_ARRAY view over
// a single layer is not a legal attachment. The CUBE arm is inert today - no frontend path
// produces a non-layered cube attachment without a face upload target - and is kept for
// symmetry with CUBE_ARRAY.
if (IsCubeMapFaceUploadTarget(attachment.GetTextureUploadTarget()) ||
resource.viewType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY || resource.viewType == VK_IMAGE_VIEW_TYPE_CUBE) {
return VK_IMAGE_VIEW_TYPE_2D;
}
return resource.viewType;
return !attachment.IsLayered() && IsCubeMapFaceUploadTarget(attachment.GetTextureUploadTarget()) ?
VK_IMAGE_VIEW_TYPE_2D :
resource.viewType;
}
static MG_State::GLState::ITextureObject* ResolveCompleteColorAttachmentTexture(
@@ -541,13 +526,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
pending.renderbuffer = renderbuffer;
pending.payload.mask |= clearPayload.mask;
if ((clearPayload.mask & GL_COLOR_BUFFER_BIT) != 0) {
// The whole colour description, not just the float vector: an integer clear keeps its
// value in colorInt/colorUint, and dropping the encoding here would leave the pending
// clear reading as an all-zero float one.
pending.payload.color = clearPayload.color;
pending.payload.colorEncoding = clearPayload.colorEncoding;
pending.payload.colorInt = clearPayload.colorInt;
pending.payload.colorUint = clearPayload.colorUint;
}
if ((clearPayload.mask & GL_DEPTH_BUFFER_BIT) != 0) {
pending.payload.depth = clearPayload.depth;
@@ -945,7 +924,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (rbHasClear &&
MG_Util::GetBaseInternalFormatComponentCount(renderbuffer->GetInternalFormat()) == 3) {
// RGB renderbuffers are backed by an RGBA image; the missing alpha reads as 1.
ForceOpaqueClearAlpha(rbClearPayload);
rbClearPayload.color =
FloatVec4(rbClearPayload.color.x(), rbClearPayload.color.y(),
rbClearPayload.color.z(), 1.0f);
}
const VkImageLayout trackedRbLayout = rbResource->layout;
@@ -1515,8 +1496,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
if ((clearPayload.mask & GL_COLOR_BUFFER_BIT) != 0) {
clearValues[pending.attachmentIndex].color =
MakeVkClearColorValue(clearPayload, ColorFormatLacksAlpha(liveTexture.get()));
clearValues[pending.attachmentIndex].color = {
clearPayload.color.x(),
clearPayload.color.y(),
clearPayload.color.z(),
ResolveColorClearAlpha(liveTexture.get(), clearPayload.color.w())
};
}
if ((clearPayload.mask & GL_DEPTH_BUFFER_BIT) != 0) {
clearValues[pending.attachmentIndex].depthStencil.depth = clearPayload.depth;
@@ -16,7 +16,6 @@
#include "MG_State/GLState/FramebufferState/FramebufferObject.h"
#include <Includes.h>
#include <unordered_map>
#include <vk_mem_alloc.h>
namespace MobileGL::MG_Backend::DirectVulkan {
@@ -315,27 +314,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint64 deferredAtFrame = 0;
};
// Node-based std::unordered_map, deliberately not FastSTL's open-addressing UnorderedMap:
// callers cache a RenderbufferResource* - or a bare &resource->layout - and then make further
// calls that touch this map. BlitFramebuffer is the one that bit: it resolves the source and
// destination colour bindings (ResolveColorBlitBinding caches &rbResource->layout), then
// materializes the source's pending clear, which looks that same resource up again. FastSTL's
// operator[] runs its load-factor check before find_key and reallocates the whole bucket array
// when occupancy crosses it, so even a plain lookup relocates every element; erase only
// tombstones and never decrements the occupancy, so the doubling keeps firing. After a
// relocation the cached pointer names freed storage still holding the pre-clear
// VK_IMAGE_LAYOUT_UNDEFINED, and BlitFramebuffer bails out at "source image layout is
// undefined", silently dropping the blit - renderbuffers_storage_multisample read back zero
// instead of the clear colour on exactly the iterations that grew the table.
//
// Reordering the materialize ahead of the resolves - the fix ReadPixels got - does not cover
// this: the destination resolve still runs after the source pointer is taken. The depth blit,
// GetOrCreateRenderPass's depthRenderbufferResource and ReadDepthStencilPixels cache the same
// kind of pointer, so the invariant belongs in the container rather than in a per-call-site
// ordering rule. m_textureResources is node-based for the same reason. This buys stability
// across rehash and insert only - erase still invalidates the erased element, which is safe
// here because a renderbuffer that is an FBO attachment is held alive by that attachment.
std::unordered_map<MG_State::GLState::RenderbufferObject*, RenderbufferResource> m_renderbufferResources;
UnorderedMap<MG_State::GLState::RenderbufferObject*, RenderbufferResource> m_renderbufferResources;
UnorderedMap<MG_State::GLState::RenderbufferObject*, PendingRenderbufferClear> m_pendingRenderbufferClears;
Vector<DeferredRenderbufferRelease> m_deferredRenderbufferReleases;
// Supported sample counts per attachment format, so per-draw resource lookups
@@ -164,7 +164,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
XXHASH_VERIFY(XXH64_update(m_hashState, &maxAnisotropy, sizeof(maxAnisotropy)));
const auto compareMode = sampler.GetCompareMode();
XXHASH_VERIFY(XXH64_update(m_hashState, &compareMode, sizeof(compareMode)));
const auto compareFunc = sampler.GetSamplerCompareFunc();
const auto compareFunc = ResolveCompareFunc(sampler, texture);
XXHASH_VERIFY(XXH64_update(m_hashState, &compareFunc, sizeof(compareFunc)));
const auto borderColor = ResolveVkBorderColor(sampler, texture);
XXHASH_VERIFY(XXH64_update(m_hashState, &borderColor, sizeof(borderColor)));
@@ -207,7 +207,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
samplerInfo.anisotropyEnable = maxAnisotropy > 1.0f ? VK_TRUE : VK_FALSE;
samplerInfo.maxAnisotropy = maxAnisotropy;
samplerInfo.compareEnable = sampler.GetCompareMode() == SamplerCompareMode::CompareToTexture ? VK_TRUE : VK_FALSE;
samplerInfo.compareOp = ToVkCompareOp(sampler.GetSamplerCompareFunc());
samplerInfo.compareOp = ToVkCompareOp(ResolveCompareFunc(sampler, texture));
// Must match BuildSamplerKey's resolution exactly.
samplerInfo.maxLod = ResolveSingleLevelMaxLod(sampler, singleLevelView);
samplerInfo.minLod = ResolveEffectiveMinLod(sampler, samplerInfo.maxLod);
@@ -281,15 +281,24 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
SamplerCompareFunc VkSamplerManager::ResolveCompareFunc(const MG_State::GLState::SamplerObject& sampler,
const MG_State::GLState::ITextureObject& texture) {
const auto compareFunc = sampler.GetSamplerCompareFunc();
if (sampler.GetCompareMode() == SamplerCompareMode::CompareToTexture &&
IsDepthTextureFormat(texture.GetFormat()) && compareFunc == SamplerCompareFunc::Always) {
return SamplerCompareFunc::LessEqual;
}
return compareFunc;
}
VkBorderColor VkSamplerManager::ResolveVkBorderColor(const MG_State::GLState::SamplerObject& sampler,
const MG_State::GLState::ITextureObject& texture) {
if (!UsesBorderColor(sampler)) {
return VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
}
// Border colour is sampler state: a bound sampler object supplies its own, and a texture
// with none reaches the very same value through the sampler object it owns.
const auto& borderColor = sampler.GetBorderColor();
const auto& borderColor = texture.GetBorderColor();
const Bool isDepthTexture = IsDepthTextureFormat(texture.GetFormat());
if (isDepthTexture) {
@@ -69,6 +69,8 @@ private:
static VkSamplerMipmapMode ToVkMipmapMode(SamplerMipmapMode mode);
static VkSamplerAddressMode ToVkAddressMode(SamplerWrapMode mode);
static VkCompareOp ToVkCompareOp(SamplerCompareFunc func);
static SamplerCompareFunc ResolveCompareFunc(const MG_State::GLState::SamplerObject& sampler,
const MG_State::GLState::ITextureObject& texture);
static VkBorderColor ResolveVkBorderColor(const MG_State::GLState::SamplerObject& sampler,
const MG_State::GLState::ITextureObject& texture);
// The anisotropy Vulkan will actually apply: 1.0 (i.e. disabled) unless the feature is on and
@@ -15,7 +15,6 @@
#include "MG_Util/Converters/MGToVk/TextureEnumConverter.h"
#include <Config.h>
#include <algorithm>
#include <cstdio>
#include <cstdlib>
#include <cstring>
@@ -26,14 +25,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Compute shaders may legally sample framebuffer-attached textures (the GL feedback-loop rule
// only covers rendering commands; e.g. Flywheel's Hi-Z depth pyramid downsample samples the
// depth attachment of the bound draw framebuffer), so sampled-read barriers must cover the
// compute stage in addition to the graphics stages. Set at Initialize from the renderer's
// device-feature-derived mask: geometry/tessellation stage bits are invalid in a barrier when
// their feature is off (VUID-vkCmdPipelineBarrier-srcStageMask-04090/-04091), and ALL_GRAPHICS
// would also serialize against non-shader stages. The default only matters before a device
// exists, when nothing records barriers.
static VkPipelineStageFlags s_sampledReadStages =
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
// compute stage in addition to the graphics stages.
static constexpr VkPipelineStageFlags kSampledReadStages =
VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
static Uint32 ComputeFullMipLevelCount(const IntVec3& baseTexelSize) {
Int maxDimension = std::max<Int>(baseTexelSize.x(),
@@ -199,7 +193,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
case VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL:
case VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL:
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
outSrcStageMask = s_sampledReadStages;
outSrcStageMask = kSampledReadStages;
outSrcAccessMask = VK_ACCESS_SHADER_READ_BIT;
return;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
@@ -247,7 +241,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
case VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL:
case VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL:
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
outDstStageMask = s_sampledReadStages;
outDstStageMask = kSampledReadStages;
outDstAccessMask = VK_ACCESS_SHADER_READ_BIT;
return;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
@@ -570,27 +564,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
outShape.depth = 1;
outShape.arrayLayers = 6;
return true;
case TextureUploadTarget::CubeMapArray:
case TextureUploadTarget::ProxyCubeMapArray:
// GL_TEXTURE_CUBE_MAP_ARRAY is an array texture whose layers happen to be cube faces:
// one 2D image with arrayLayers = 6 * cubeCount, CUBE_COMPATIBLE so the whole thing can
// be sampled as a samplerCubeArray. glTexStorage3D hands the 6*n through as the GL depth
// and the upload path's depthSelectsArrayLayer already lists VK_IMAGE_VIEW_TYPE_CUBE_ARRAY,
// so the copies address layers correctly.
//
// A depth that is not a whole number of cubes, or a non-square level, has no Vulkan shape
// - declined the way every other unrepresentable target is. This function's Bool return
// exists for exactly that; asserting here would abort the process on ordinary application
// input, GL_PROXY_TEXTURE_CUBE_MAP_ARRAY above all.
if (texelSize.z() <= 0 || (texelSize.z() % 6) != 0 || texelSize.x() != texelSize.y()) {
return false;
}
outShape.imageType = VK_IMAGE_TYPE_2D;
outShape.viewType = VK_IMAGE_VIEW_TYPE_CUBE_ARRAY;
outShape.imageFlags = VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
outShape.depth = 1;
outShape.arrayLayers = static_cast<Uint32>(texelSize.z());
return true;
default:
return false;
}
@@ -605,7 +578,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_commandPool = initInfo.commandPool;
m_graphicsQueue = initInfo.graphicsQueue;
m_imageFormatListSupported = initInfo.imageFormatListSupported;
s_sampledReadStages = initInfo.sampledReadStageMask;
m_currentFrameIndex = 0;
m_deferredReleases.clear();
m_deferredReleases.resize(initInfo.frameCount);
@@ -621,34 +593,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
TextureResource::s_device = m_device;
TextureResource::s_allocator = m_allocator;
// Own pool for the recycled upload-batch command buffers. Parking a
// dozen reset-but-alive command buffers in the renderer's shared pool
// interleaves their retained chunks with the frame command buffers
// allocated/freed there every frame; isolating them keeps both pools'
// internal allocators dense.
VkCommandPoolCreateInfo uploadPoolInfo{VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO};
uploadPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT |
VK_COMMAND_POOL_CREATE_TRANSIENT_BIT;
uploadPoolInfo.queueFamilyIndex = initInfo.graphicsQueueFamilyIndex;
VK_VERIFY(vkCreateCommandPool(m_device, &uploadPoolInfo, nullptr, &m_uploadCommandPool),
"vkCreateCommandPool(texture upload batch)");
return true;
}
void VkTextureManager::Shutdown() {
if (m_device != VK_NULL_HANDLE) {
// A still-open (never-submitted) batch is discarded, not submitted:
// the renderer has already drained the device and the data has no
// observer. Submitted batches are waited and recycled, then the
// pools they recycled into are destroyed.
DiscardPendingUploadBatch();
ReclaimCompletedUploads(/*waitAll=*/true);
DestroyUploadPools();
if (m_uploadCommandPool != VK_NULL_HANDLE) {
vkDestroyCommandPool(m_device, m_uploadCommandPool, nullptr);
m_uploadCommandPool = VK_NULL_HANDLE;
}
}
DestroyDeferredReleases();
++m_resourceEraseEpoch; // every memoized resource pointer dies with the map
@@ -872,23 +822,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (resource == nullptr || resource->image == VK_NULL_HANDLE || mipLevel >= resource->mipLevels) {
return VK_NULL_HANDLE;
}
// A 3D image has arrayLayers == 1 and keeps its GL layers on the z axis, so a per-slice
// attachment view is a 2D view whose "array layer" is the slice - legal only on a
// 2D-array-compatible image (VUID-VkImageViewCreateInfo-image-04970), which
// SyncTextureResource asks for and may have had refused per format.
if (resource->viewType == VK_IMAGE_VIEW_TYPE_3D && viewType == VK_IMAGE_VIEW_TYPE_2D) {
const Uint32 sliceCount = std::max(resource->depth >> mipLevel, 1u);
if ((resource->imageCreateFlags & VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT) == 0 ||
layerCount == 0 || baseArrayLayer >= sliceCount || baseArrayLayer + layerCount > sliceCount) {
MGLOG_D("%s: cannot name slice span [%u, %u) of 3D textureId=%d (mip %u has %u slices, "
"2D-array-compatible=%d)",
__func__, baseArrayLayer, baseArrayLayer + layerCount, texture.GetExternalIndex(),
mipLevel, sliceCount,
(int)((resource->imageCreateFlags & VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT) != 0));
return VK_NULL_HANDLE;
}
} else if (layerCount == 0 || baseArrayLayer >= resource->arrayLayers ||
baseArrayLayer + layerCount > resource->arrayLayers) {
if (layerCount == 0 || baseArrayLayer >= resource->arrayLayers ||
baseArrayLayer + layerCount > resource->arrayLayers) {
MGLOG_D("%s: invalid layer span [%u, %u) for textureId=%d arrayLayers=%u",
__func__, baseArrayLayer, baseArrayLayer + layerCount, texture.GetExternalIndex(),
resource->arrayLayers);
@@ -1255,7 +1190,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
const Bool ok = TransitionImageLayout(commandBuffer, resource->image, resource->layout, targetLayout, srcStageMask,
s_sampledReadStages, srcAccessMask,
kSampledReadStages, srcAccessMask,
VK_ACCESS_SHADER_READ_BIT, resource->aspect, 0, resource->mipLevels,
resource->arrayLayers);
MOBILEGL_ASSERT(ok, "TransitionTextureForSampling: transition failed for textureId=%d", texture.GetExternalIndex());
@@ -1557,28 +1492,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// preserve-copy path below carries the pixels over), so sequentially-
// defined atlas mips do not recreate per level, and glGenerateMipmap -
// which defines every level before syncing - works unchanged.
const Uint32 backingMipLevels =
isMultisampleTexture ? 1u
: (mipLevels > 1 ? std::max(mipLevels, ComputeFullMipLevelCount(texelSize)) : 1u);
TextureShapeInfo shapeInfo{};
const Bool supportedShape = TryResolveTextureShapeInfo(texture, uploadTarget, texelSize, shapeInfo);
// ComputeFullMipLevelCount takes max(x, y, z), and for every ARRAY shape z is the layer
// count, not a mip-able axis: a 4x4 array with 192 layers asked for 6 levels on an image
// whose legal maximum is 3 (VUID-VkImageCreateInfo-mipLevels-00958). Only the image's own
// extent - width, height and shapeInfo.depth, which is 1 for every array - can bound it.
// lavapipe has been letting this through unvalidated; a strict driver would not.
const IntVec3 mipExtent{texelSize.x(), texelSize.y(), static_cast<Int>(shapeInfo.depth)};
const Uint32 fullMipLevels = ComputeFullMipLevelCount(mipExtent);
const Uint32 backingMipLevels =
isMultisampleTexture ? 1u : (mipLevels > 1 ? std::min(std::max(mipLevels, fullMipLevels), fullMipLevels) : 1u);
MOBILEGL_ASSERT(supportedShape,
"SyncTextureResource: unsupported uploadTarget=%s textureTarget=%s textureId=%d size=(%d,%d,%d) "
"mipLevels=%u vkViewType=%d",
MG_Util::ConvertTextureUploadTargetToString(uploadTarget).c_str(),
MG_Util::ConvertTextureTargetToString(texture.GetTarget()).c_str(),
texture.GetExternalIndex(), texelSize.x(), texelSize.y(), texelSize.z(), mipLevels,
static_cast<Int>(MG_Util::ConvertTextureUploadTargetToVkEnum(uploadTarget)));
if (!supportedShape) {
// A gap in this backend's coverage, not a broken invariant: the GL front end accepts
// targets this manager has no Vulkan image shape for yet (cube map arrays above all).
// Declining the sync leaves the texture unbacked - wrong, but recoverable - where an
// assertion would take the whole process down instead.
MGLOG_W("SyncTextureResource: unsupported uploadTarget=%s textureTarget=%s textureId=%d size=(%d,%d,%d) "
"mipLevels=%u vkViewType=%d",
MG_Util::ConvertTextureUploadTargetToString(uploadTarget).c_str(),
MG_Util::ConvertTextureTargetToString(texture.GetTarget()).c_str(), texture.GetExternalIndex(),
texelSize.x(), texelSize.y(), texelSize.z(), mipLevels,
static_cast<Int>(MG_Util::ConvertTextureUploadTargetToVkEnum(uploadTarget)));
MGLOG_D("%s: not Texture2D, unsupported", __func__);
return false;
}
VkSampleCountFlagBits resolvedSampleCount = VK_SAMPLE_COUNT_1_BIT;
@@ -1589,16 +1516,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MG_Util::ConvertTextureUploadTargetToString(uploadTarget).c_str());
return false;
}
// glTexStorage*Multisample(samples = 1) is legal GL, but a one-sample image cannot back a
// sampler2DMS: VUID-RuntimeSpirv-samples-08726 forbids an OpTypeImage with MS = 1 from
// reading an image created with VK_SAMPLE_COUNT_1_BIT, and the fetch returns undefined data
// rather than an error. GL only promises "at least the requested number of samples", so
// giving a multisample texture two is both legal and the only way to keep the shader's view
// of it honest. GL_TEXTURE_SAMPLES still reports what the application asked for - that is
// read off the texture object, not off the image.
if (isMultisampleTexture && resolvedSampleCount == VK_SAMPLE_COUNT_1_BIT) {
resolvedSampleCount = VK_SAMPLE_COUNT_2_BIT;
}
const VkImageAspectFlags aspect = GetAspectMaskForFormat(format);
VkFormatProperties formatProperties{};
@@ -1625,15 +1542,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT) != 0;
const Bool supportsStorageImage = storageImageCapable && markedAsStorageImage;
VkImageCreateFlags imageCreateFlags = shapeInfo.imageFlags;
// One z slice of a 3D texture can only be attached to a framebuffer through a 2D view over
// it, which needs the image to be 2D-array-compatible (Vulkan 1.1 core, promoted from
// VK_KHR_maintenance1). Asked for optimistically and withdrawn per format below if the
// driver refuses - losing it only costs per-slice attachment, while failing creation would
// lose the texture entirely.
if (shapeInfo.imageType == VK_IMAGE_TYPE_3D && !isMultisampleTexture &&
m_2dArrayCompatibleUnsupported.find(format) == m_2dArrayCompatibleUnsupported.end()) {
imageCreateFlags |= VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT;
}
if (storageImageCapable && IsMutableStorageImageFormat(format) &&
m_mutableFormatUnsupported.find(format) == m_mutableFormatUnsupported.end()) {
imageCreateFlags |= VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT;
@@ -1683,11 +1591,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
if (rounded == 0) {
// Never land on one sample: that is the VUID-RuntimeSpirv-samples-08726
// violation the floor above exists to avoid, and it would come back silently
// for any format whose only supported count is 1.
for (Uint32 bit = static_cast<Uint32>(resolvedSampleCount) >> 1;
bit > static_cast<Uint32>(VK_SAMPLE_COUNT_1_BIT); bit >>= 1) {
for (Uint32 bit = static_cast<Uint32>(resolvedSampleCount) >> 1; bit != 0; bit >>= 1) {
if ((supported & bit) != 0) {
rounded = bit;
break;
@@ -1791,8 +1695,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
imageInfo.pNext = &formatListInfo;
}
if (isMultisampleTexture || (imageInfo.flags & (VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT |
VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT)) != 0) {
if (isMultisampleTexture || (imageInfo.flags & VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT) != 0) {
VkImageFormatProperties imageFormatProperties{};
VkResult imageFormatResult = vkGetPhysicalDeviceImageFormatProperties(
m_physicalDevice, format, imageInfo.imageType, imageInfo.tiling, imageInfo.usage,
@@ -1815,22 +1718,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_physicalDevice, format, imageInfo.imageType, imageInfo.tiling, imageInfo.usage,
imageInfo.flags, &imageFormatProperties);
}
if (imageFormatResult != VK_SUCCESS && !isMultisampleTexture &&
(imageInfo.flags & VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT) != 0) {
// Losing 2D-array compatibility only costs per-slice framebuffer attachment for this
// format; failing creation would lose the texture entirely. Remembered so later syncs
// neither reprobe nor flag-mismatch against this image and recreate it.
MGLOG_W("%s: VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT is unsupported for format=%d "
"textureId=%d; creating without it (per-slice framebuffer attachment will be "
"unavailable for it)",
__func__, static_cast<Int>(format), texture.GetExternalIndex());
m_2dArrayCompatibleUnsupported.insert(format);
imageInfo.flags &= ~VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT;
imageCreateFlags = imageInfo.flags;
imageFormatResult = vkGetPhysicalDeviceImageFormatProperties(
m_physicalDevice, format, imageInfo.imageType, imageInfo.tiling, imageInfo.usage,
imageInfo.flags, &imageFormatProperties);
}
if (imageFormatResult != VK_SUCCESS ||
(isMultisampleTexture && (imageFormatProperties.sampleCounts & resolvedSampleCount) == 0)) {
MGLOG_D("%s: image flags=0x%x sampleCount=%d are unsupported for textureId=%d target=%s "
@@ -1882,11 +1769,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
resource.syncedTextureParamsVersion = 0;
if (preservedResource) {
// The preserve copy reads the OLD image on its own immediately-
// submitted-and-waited command buffer; a batched upload into that
// image still sitting in the open batch must reach the queue first
// or the copy carries pre-upload texels forward.
FlushPendingUploads();
const Bool preserved = PreserveTextureContentsOnRecreate(
m_device, m_commandPool, m_graphicsQueue, *preservedResource, resource);
MOBILEGL_ASSERT(preserved,
@@ -1897,16 +1779,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
void VkTextureManager::DeferResourceRelease(TextureResource&& resource) {
// The deferred-release queues are drained under fence/queue-idle proofs
// that only cover SUBMITTED work; a recorded-but-unsubmitted upload
// batch referencing this image would escape them. Push the batch onto
// the queue first so every later proof covers it. Rare (only recreate/
// erase of an image uploaded this very frame), so the flush is cheap.
if (m_uploadBatchOpen && resource.image != VK_NULL_HANDLE &&
std::find(m_uploadBatchImages.begin(), m_uploadBatchImages.end(), resource.image) !=
m_uploadBatchImages.end()) {
FlushPendingUploads();
}
if (resource.image == VK_NULL_HANDLE && resource.fullView == VK_NULL_HANDLE &&
resource.sampledView == VK_NULL_HANDLE &&
resource.perMipViews.empty() && resource.perMipSampledViews.empty() &&
@@ -1957,211 +1829,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} else if (vkGetFenceStatus(m_device, entry.fence) != VK_SUCCESS) {
break;
}
// Recycle, don't destroy: the fence resets into the fence pool,
// the command buffer resets into the CB pool (m_uploadCommandPool
// carries RESET_COMMAND_BUFFER_BIT), and the staging blocks
// return to the block pool for the next batch to bump-allocate.
// This is where the mc_tex_stream win comes from: the per-upload
// fence create/destroy + command-buffer alloc/free ioctl traffic
// was the measured 41%-in-kernel cost, not the submit itself.
if (vkResetFences(m_device, 1, &entry.fence) == VK_SUCCESS) {
m_freeUploadFences.push_back(entry.fence);
} else {
vkDestroyFence(m_device, entry.fence, nullptr);
}
if (vkResetCommandBuffer(entry.commandBuffer, 0) == VK_SUCCESS) {
m_freeUploadCommandBuffers.push_back(entry.commandBuffer);
} else {
vkFreeCommandBuffers(m_device, m_uploadCommandPool, 1, &entry.commandBuffer);
}
for (auto& block : entry.stagingBlocks) {
RecycleUploadStagingBlock(Move(block));
}
entry.stagingBlocks.clear();
vkDestroyFence(m_device, entry.fence, nullptr);
vkFreeCommandBuffers(m_device, m_commandPool, 1, &entry.commandBuffer);
vmaDestroyBuffer(m_allocator, entry.stagingBuffer, entry.stagingAllocation);
}
m_pendingUploadReclaims.erase(m_pendingUploadReclaims.begin(),
m_pendingUploadReclaims.begin() + static_cast<std::ptrdiff_t>(completed));
}
void VkTextureManager::RecycleUploadStagingBlock(UploadStagingBlock&& block) {
if (block.buffer == VK_NULL_HANDLE) {
return;
}
// Bound the idle pool: a one-off giant upload (initial atlas define)
// must not pin its staging memory forever.
constexpr VkDeviceSize kMaxFreeUploadStagingBytes = 32u * 1024u * 1024u;
if (m_allocator == nullptr || m_freeUploadStagingBytes + block.capacity > kMaxFreeUploadStagingBytes) {
vmaDestroyBuffer(m_allocator, block.buffer, block.allocation);
return;
}
block.cursor = 0;
m_freeUploadStagingBytes += block.capacity;
m_freeUploadStagingBlocks.push_back(Move(block));
}
VkCommandBuffer VkTextureManager::EnsureUploadBatchOpen() {
if (m_uploadBatchOpen) {
return m_uploadBatchCommandBuffer;
}
if (!m_freeUploadCommandBuffers.empty()) {
m_uploadBatchCommandBuffer = m_freeUploadCommandBuffers.back();
m_freeUploadCommandBuffers.pop_back();
} else {
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.commandPool = m_uploadCommandPool;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandBufferCount = 1;
VK_VERIFY(vkAllocateCommandBuffers(m_device, &allocInfo, &m_uploadBatchCommandBuffer),
"vkAllocateCommandBuffers(texture upload batch)");
}
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
VK_VERIFY(vkBeginCommandBuffer(m_uploadBatchCommandBuffer, &beginInfo),
"vkBeginCommandBuffer(texture upload batch)");
m_uploadBatchOpen = true;
return m_uploadBatchCommandBuffer;
}
Uint8* VkTextureManager::AcquireUploadStagingSpace(VkDeviceSize size, VkBuffer& outBuffer,
VkDeviceSize& outBaseOffset) {
// 16 covers every uncompressed texel size in use (1..16 bytes) and the
// bufferOffset multiple-of-4 rule; per-item offsets inside the span
// keep the pre-batching tight packing.
constexpr VkDeviceSize kUploadStagingAlignment = 16;
constexpr VkDeviceSize kUploadStagingBlockSize = 1u * 1024u * 1024u;
UploadStagingBlock* current = m_uploadBatchBlocks.empty() ? nullptr : &m_uploadBatchBlocks.back();
VkDeviceSize alignedCursor = 0;
if (current != nullptr) {
alignedCursor = (current->cursor + (kUploadStagingAlignment - 1)) & ~(kUploadStagingAlignment - 1);
if (alignedCursor + size > current->capacity) {
current = nullptr;
}
}
if (current == nullptr) {
UploadStagingBlock block;
for (SizeT i = 0; i < m_freeUploadStagingBlocks.size(); ++i) {
if (m_freeUploadStagingBlocks[i].capacity >= size) {
block = Move(m_freeUploadStagingBlocks[i]);
m_freeUploadStagingBytes -= block.capacity;
m_freeUploadStagingBlocks.erase(m_freeUploadStagingBlocks.begin() +
static_cast<std::ptrdiff_t>(i));
break;
}
}
if (block.buffer == VK_NULL_HANDLE) {
VkBufferCreateInfo bufferInfo{};
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferInfo.size = std::max(kUploadStagingBlockSize, size);
bufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
VmaAllocationCreateInfo stagingAllocationInfo{};
stagingAllocationInfo.usage = VMA_MEMORY_USAGE_AUTO_PREFER_HOST;
stagingAllocationInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT |
VMA_ALLOCATION_CREATE_MAPPED_BIT;
stagingAllocationInfo.requiredFlags =
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
VmaAllocationInfo allocationResult{};
VK_VERIFY(vmaCreateBuffer(m_allocator, &bufferInfo, &stagingAllocationInfo, &block.buffer,
&block.allocation, &allocationResult),
"vmaCreateBuffer(texture upload staging block)");
block.mapped = static_cast<Uint8*>(allocationResult.pMappedData);
block.capacity = bufferInfo.size;
MOBILEGL_ASSERT(block.mapped != nullptr,
"AcquireUploadStagingSpace: staging block is not persistently mapped");
}
block.cursor = 0;
m_uploadBatchBlocks.push_back(Move(block));
current = &m_uploadBatchBlocks.back();
alignedCursor = 0;
}
outBuffer = current->buffer;
outBaseOffset = alignedCursor;
current->cursor = alignedCursor + size;
return current->mapped + alignedCursor;
}
void VkTextureManager::FlushPendingUploads() {
if (!m_uploadBatchOpen) {
return;
}
VK_VERIFY(vkEndCommandBuffer(m_uploadBatchCommandBuffer), "vkEndCommandBuffer(texture upload batch)");
VkFence uploadFence = VK_NULL_HANDLE;
if (!m_freeUploadFences.empty()) {
uploadFence = m_freeUploadFences.back();
m_freeUploadFences.pop_back();
} else {
VkFenceCreateInfo fenceInfo{};
fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
VK_VERIFY(vkCreateFence(m_device, &fenceInfo, nullptr, &uploadFence), "vkCreateFence(texture upload)");
}
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &m_uploadBatchCommandBuffer;
VK_VERIFY(vkQueueSubmit(m_graphicsQueue, 1, &submitInfo, uploadFence), "vkQueueSubmit(texture upload batch)");
PendingUploadReclaim reclaim;
reclaim.fence = uploadFence;
reclaim.commandBuffer = m_uploadBatchCommandBuffer;
reclaim.stagingBlocks = Move(m_uploadBatchBlocks);
m_pendingUploadReclaims.push_back(Move(reclaim));
m_uploadBatchCommandBuffer = VK_NULL_HANDLE;
m_uploadBatchOpen = false;
m_uploadBatchBlocks.clear();
m_uploadBatchImages.clear();
m_uploadBatchStagingBytes = 0;
ReclaimCompletedUploads();
// Backstop for pathological upload storms: bound in-flight staging
// memory by blocking on the oldest batch only once the list is deep.
constexpr SizeT kMaxPendingTextureUploads = 16;
if (m_pendingUploadReclaims.size() > kMaxPendingTextureUploads) {
VK_VERIFY(vkWaitForFences(m_device, 1, &m_pendingUploadReclaims.front().fence, VK_TRUE, UINT64_MAX),
"vkWaitForFences(texture upload backstop)");
ReclaimCompletedUploads();
}
}
void VkTextureManager::DiscardPendingUploadBatch() {
if (!m_uploadBatchOpen) {
return;
}
// The batch was never submitted, so the command buffer is in the
// recording state, not pending - freeing it is legal.
vkFreeCommandBuffers(m_device, m_uploadCommandPool, 1, &m_uploadBatchCommandBuffer);
m_uploadBatchCommandBuffer = VK_NULL_HANDLE;
m_uploadBatchOpen = false;
for (auto& block : m_uploadBatchBlocks) {
RecycleUploadStagingBlock(Move(block));
}
m_uploadBatchBlocks.clear();
m_uploadBatchImages.clear();
m_uploadBatchStagingBytes = 0;
}
void VkTextureManager::DestroyUploadPools() {
for (auto& block : m_freeUploadStagingBlocks) {
if (block.buffer != VK_NULL_HANDLE) {
vmaDestroyBuffer(m_allocator, block.buffer, block.allocation);
}
}
m_freeUploadStagingBlocks.clear();
m_freeUploadStagingBytes = 0;
if (!m_freeUploadCommandBuffers.empty()) {
vkFreeCommandBuffers(m_device, m_uploadCommandPool, static_cast<Uint32>(m_freeUploadCommandBuffers.size()),
m_freeUploadCommandBuffers.data());
m_freeUploadCommandBuffers.clear();
}
for (const VkFence fence : m_freeUploadFences) {
vkDestroyFence(m_device, fence, nullptr);
}
m_freeUploadFences.clear();
}
void VkTextureManager::DestroyDeferredReleases() {
for (auto& deferredReleases : m_deferredReleases) {
deferredReleases.clear();
@@ -2296,21 +1971,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const void* source = nullptr;
Vector<Uint8> expandedData;
VkDeviceSize offset = 0;
// Sub-region upload (a small sprite in a big atlas): only the dirty box
// is staged and copied. texelSize keeps the LEVEL extent - the staging
// row copy needs it for the shadow's stride. Plain color formats only;
// the RGB-expand and depth(+stencil) conversion passes rewrite whole
// levels and stay full-size.
Bool subRegion = false;
IntVec3 regionLo = {0, 0, 0};
IntVec3 regionSize = {0, 0, 0};
SizeT texelBytes = 0;
// Scatter refinement of the single dirty box: when the storage's rect
// list reports the writes' true footprint (~100 sprites whose union box
// spans the whole atlas), each rect is staged tightly and copied with
// its own VkBufferImageCopy in ONE vkCmdCopyBufferToImage. Empty means
// "stage the one box above". Only set while subRegion.
Vector<MG_State::GLState::MipmapDirtyRegion> rects;
};
Vector<UploadItem> uploadItems;
@@ -2357,42 +2017,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
uploadItem.source = source;
uploadItem.offset = stagingSize;
uploadItem.uploadByteSize = byteSize;
if (!formatInfo.expandRgbToRgba &&
GetAspectMaskForFormat(outResource.format) == VK_IMAGE_ASPECT_COLOR_BIT) {
const auto region = mipmapTexture.GetStorageDirtyRegion(target, level);
const SizeT texelCount = static_cast<SizeT>(texelSize.x()) *
static_cast<SizeT>(texelSize.y()) *
static_cast<SizeT>(std::max(texelSize.z(), 1));
if (!region.Empty() && !region.CoversWholeLevel(texelSize) && texelCount > 0 &&
byteSize % texelCount == 0) {
uploadItem.subRegion = true;
uploadItem.regionLo = region.lo;
uploadItem.regionSize = {region.hi.x() - region.lo.x(), region.hi.y() - region.lo.y(),
region.hi.z() - region.lo.z()};
uploadItem.texelBytes = byteSize / texelCount;
uploadItem.uploadByteSize = static_cast<SizeT>(uploadItem.regionSize.x()) *
static_cast<SizeT>(uploadItem.regionSize.y()) *
static_cast<SizeT>(uploadItem.regionSize.z()) *
uploadItem.texelBytes;
// Scatter refinement: the storage only hands out its rect list
// when the rects' summed area is materially smaller than the
// union box (0 otherwise), so taking it always stages fewer
// bytes than the box - the very amplification this path exists
// to avoid paying twice.
MG_State::GLState::MipmapDirtyRegion
dirtyRects[MG_State::GLState::MipmapStorage::kMaxDirtyRects];
const SizeT dirtyRectCount = mipmapTexture.GetStorageDirtyRects(
target, level, dirtyRects, MG_State::GLState::MipmapStorage::kMaxDirtyRects);
if (dirtyRectCount >= 2) {
uploadItem.rects.assign(dirtyRects, dirtyRects + dirtyRectCount);
SizeT rectTexels = 0;
for (const auto& rect : uploadItem.rects) {
rectTexels += rect.TexelCount();
}
uploadItem.uploadByteSize = rectTexels * uploadItem.texelBytes;
}
}
}
if (formatInfo.expandRgbToRgba) {
const Bool expanded = ExpandRgbSourceToRgba(source, byteSize, texelSize, formatInfo,
uploadItem.expandedData);
@@ -2529,66 +2153,41 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
// Rare mid-frame hazard, kept at parity with the old per-upload
// submits: this image already has an upload recorded in the OPEN batch
// and has since been referenced by the frame's open recording (drawn).
// Appending here would merge both uploads into the same pre-frame
// submission the old code split into two; flush first so the second
// upload lands in its own later submission, exactly like before.
if (m_uploadBatchOpen && WasTouchedThisRecording(outResource) &&
std::find(m_uploadBatchImages.begin(), m_uploadBatchImages.end(), outResource.image) !=
m_uploadBatchImages.end()) {
FlushPendingUploads();
}
// Bound the staging bytes a single batch can pin before its fence can
// reclaim them.
constexpr VkDeviceSize kMaxBatchStagingBytes = 64u * 1024u * 1024u;
if (m_uploadBatchOpen && m_uploadBatchStagingBytes + stagingSize > kMaxBatchStagingBytes) {
FlushPendingUploads();
}
VkCommandBuffer commandBuffer = EnsureUploadBatchOpen();
VkBuffer stagingBuffer = VK_NULL_HANDLE;
VkDeviceSize stagingBase = 0;
Uint8* mapped = AcquireUploadStagingSpace(stagingSize, stagingBuffer, stagingBase);
VmaAllocation stagingAllocation = nullptr;
VkBufferCreateInfo bufferInfo{};
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferInfo.size = stagingSize;
bufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
VmaAllocationCreateInfo stagingAllocationInfo{};
stagingAllocationInfo.usage = VMA_MEMORY_USAGE_AUTO_PREFER_HOST;
stagingAllocationInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT;
stagingAllocationInfo.requiredFlags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
VK_VERIFY(vmaCreateBuffer(m_allocator, &bufferInfo, &stagingAllocationInfo, &stagingBuffer, &stagingAllocation, nullptr),
"vmaCreateBuffer(staging texture)");
void* mapped = nullptr;
VK_VERIFY(vmaMapMemory(m_allocator, stagingAllocation, &mapped), "vmaMapMemory(staging texture)");
for (const auto& item : uploadItems) {
Uint8* dst = mapped + item.offset;
if (!item.subRegion) {
std::memcpy(dst, item.source, item.uploadByteSize);
continue;
}
// Tight-pack the dirty box(es): the shadow keeps whole-level rows, the
// staging slice holds only the region (bufferRowLength stays 0). Multi-
// rect items pack their rects back to back in list order; the copy loop
// below recomputes the same running offsets.
const SizeT levelRowBytes = static_cast<SizeT>(item.texelSize.x()) * item.texelBytes;
const SizeT levelSliceBytes = static_cast<SizeT>(item.texelSize.y()) * levelRowBytes;
const Uint8* src = static_cast<const Uint8*>(item.source);
const auto packBox = [&](Uint8* out, const IntVec3& lo, const IntVec3& boxSize) {
const SizeT boxRowBytes = static_cast<SizeT>(boxSize.x()) * item.texelBytes;
for (Int z = 0; z < boxSize.z(); ++z) {
for (Int y = 0; y < boxSize.y(); ++y) {
const Uint8* srcRow = src + static_cast<SizeT>(lo.z() + z) * levelSliceBytes +
static_cast<SizeT>(lo.y() + y) * levelRowBytes +
static_cast<SizeT>(lo.x()) * item.texelBytes;
std::memcpy(out + (static_cast<SizeT>(z) * static_cast<SizeT>(boxSize.y()) + y) *
boxRowBytes,
srcRow, boxRowBytes);
}
}
return static_cast<SizeT>(boxSize.x()) * static_cast<SizeT>(boxSize.y()) *
static_cast<SizeT>(boxSize.z()) * item.texelBytes;
};
if (!item.rects.empty()) {
for (const auto& rect : item.rects) {
dst += packBox(dst, rect.lo,
IntVec3{rect.hi.x() - rect.lo.x(), rect.hi.y() - rect.lo.y(),
rect.hi.z() - rect.lo.z()});
}
continue;
}
packBox(dst, item.regionLo, item.regionSize);
std::memcpy(static_cast<Uint8*>(mapped) + item.offset, item.source, item.uploadByteSize);
}
vmaUnmapMemory(m_allocator, stagingAllocation);
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.commandPool = m_commandPool;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
VK_VERIFY(vkAllocateCommandBuffers(m_device, &allocInfo, &commandBuffer), "vkAllocateCommandBuffers(texture)");
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
VK_VERIFY(vkBeginCommandBuffer(commandBuffer, &beginInfo), "vkBeginCommandBuffer(texture)");
const VkImageAspectFlags aspectMask = GetAspectMaskForFormat(outResource.format);
VkPipelineStageFlags uploadSrcStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
@@ -2611,49 +2210,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
outResource.viewType == VK_IMAGE_VIEW_TYPE_2D_ARRAY ||
outResource.viewType == VK_IMAGE_VIEW_TYPE_CUBE_ARRAY;
for (const auto& item : uploadItems) {
if (!item.rects.empty()) {
// Multi-rect item: one VkBufferImageCopy per rect, all submitted in a
// single vkCmdCopyBufferToImage. The rect list is pairwise disjoint by
// construction, so no two copies write the same texels. Multi-rect
// implies subRegion, which implies a plain color aspect - the combined
// depth-stencil split below can never see one of these.
VkBufferImageCopy rectCopies[MG_State::GLState::MipmapStorage::kMaxDirtyRects];
Uint32 rectCopyCount = 0;
VkDeviceSize runningOffset = item.offset;
for (const auto& rect : item.rects) {
const IntVec3 rectSize = {rect.hi.x() - rect.lo.x(), rect.hi.y() - rect.lo.y(),
rect.hi.z() - rect.lo.z()};
const Uint32 rectDepth = static_cast<Uint32>(std::max(rectSize.z(), 1));
VkBufferImageCopy rectCopy{};
rectCopy.bufferOffset = stagingBase + runningOffset;
rectCopy.bufferRowLength = 0;
rectCopy.bufferImageHeight = 0;
rectCopy.imageSubresource.aspectMask = aspectMask;
rectCopy.imageSubresource.mipLevel = item.level;
rectCopy.imageSubresource.baseArrayLayer = item.baseArrayLayer;
rectCopy.imageSubresource.layerCount = 1;
rectCopy.imageOffset = {rect.lo.x(), rect.lo.y(),
depthSelectsArrayLayer ? 0 : rect.lo.z()};
rectCopy.imageExtent = {static_cast<Uint32>(rectSize.x()),
static_cast<Uint32>(rectSize.y()),
depthSelectsArrayLayer ? 1u : rectDepth};
if (depthSelectsArrayLayer) {
// The GL "depth" axis addresses array layers here, so a partial
// z-range narrows the layer span rather than the extent.
rectCopy.imageSubresource.baseArrayLayer =
item.baseArrayLayer + static_cast<Uint32>(rect.lo.z());
rectCopy.imageSubresource.layerCount = rectDepth;
}
rectCopies[rectCopyCount++] = rectCopy;
runningOffset += static_cast<VkDeviceSize>(rect.TexelCount() * item.texelBytes);
}
vkCmdCopyBufferToImage(commandBuffer, stagingBuffer, outResource.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, rectCopyCount, rectCopies);
continue;
}
const Uint32 depthOrLayers = item.texelSize.z() > 0 ? static_cast<Uint32>(item.texelSize.z()) : 1u;
VkBufferImageCopy copy{};
copy.bufferOffset = stagingBase + item.offset;
copy.bufferOffset = item.offset;
copy.bufferRowLength = 0;
copy.bufferImageHeight = 0;
copy.imageSubresource.aspectMask = aspectMask;
@@ -2663,21 +2222,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
copy.imageOffset = {0, 0, 0};
copy.imageExtent = {static_cast<Uint32>(item.texelSize.x()), static_cast<Uint32>(item.texelSize.y()),
depthSelectsArrayLayer ? 1u : depthOrLayers};
if (item.subRegion) {
const Uint32 regionDepth = static_cast<Uint32>(std::max(item.regionSize.z(), 1));
copy.imageOffset = {item.regionLo.x(), item.regionLo.y(),
depthSelectsArrayLayer ? 0 : item.regionLo.z()};
copy.imageExtent = {static_cast<Uint32>(item.regionSize.x()),
static_cast<Uint32>(item.regionSize.y()),
depthSelectsArrayLayer ? 1u : regionDepth};
if (depthSelectsArrayLayer) {
// The GL "depth" axis addresses array layers here, so a partial
// z-range narrows the layer span rather than the extent.
copy.imageSubresource.baseArrayLayer =
item.baseArrayLayer + static_cast<Uint32>(item.regionLo.z());
copy.imageSubresource.layerCount = regionDepth;
}
}
if (isCombinedDepthStencil) {
const SizeT texelCount = static_cast<SizeT>(item.texelSize.x()) *
static_cast<SizeT>(item.texelSize.y()) *
@@ -2686,7 +2230,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
depthCopy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
VkBufferImageCopy stencilCopy = copy;
stencilCopy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT;
stencilCopy.bufferOffset = stagingBase + item.offset + static_cast<VkDeviceSize>(texelCount) * 4;
stencilCopy.bufferOffset = item.offset + static_cast<VkDeviceSize>(texelCount) * 4;
const VkBufferImageCopy copies[2] = {depthCopy, stencilCopy};
vkCmdCopyBufferToImage(commandBuffer, stagingBuffer, outResource.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 2, copies);
@@ -2702,34 +2246,43 @@ namespace MobileGL::MG_Backend::DirectVulkan {
uploadLayout,
finalLayout,
VK_PIPELINE_STAGE_TRANSFER_BIT,
s_sampledReadStages,
kSampledReadStages,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_ACCESS_SHADER_READ_BIT,
aspectMask, 0, outResource.mipLevels, outResource.arrayLayers);
MOBILEGL_ASSERT(ok, "TransitionImageLayout to sampled read-only layout failed");
outResource.layout = finalLayout;
// Ordering argument (replaces the old immediate per-texture submit):
// this upload is RECORDED into the shared batch command buffer, which
// FlushPendingUploads submits - with one vkQueueSubmit and one pooled
// fence for the whole batch - strictly BEFORE any other submission on
// the same queue whose commands could consume the image: the renderer
// flushes at every frame-command-buffer submit (mid-frame flush,
// readback, Present), and the texture manager flushes before the
// preserve-on-recreate copy and before deferring an image the batch
// references. The frame command buffer therefore still lands behind
// the uploads on the queue, so a texture uploaded and then immediately
// sampled in the same frame sees its data exactly as it did when each
// upload was its own submit. No fence is waited here, for the same
// reason as before: the batch queues behind the previous frame's
// rendering, and a synchronous wait would drain the GPU; the staging
// blocks/command buffer are parked on the reclaim list at flush time
// and recycled once the batch fence signals.
if (std::find(m_uploadBatchImages.begin(), m_uploadBatchImages.end(), outResource.image) ==
m_uploadBatchImages.end()) {
m_uploadBatchImages.push_back(outResource.image);
VK_VERIFY(vkEndCommandBuffer(commandBuffer), "vkEndCommandBuffer(texture)");
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
VkFenceCreateInfo fenceInfo{};
fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
VkFence uploadFence = VK_NULL_HANDLE;
VK_VERIFY(vkCreateFence(m_device, &fenceInfo, nullptr, &uploadFence), "vkCreateFence(texture upload)");
VK_VERIFY(vkQueueSubmit(m_graphicsQueue, 1, &submitInfo, uploadFence), "vkQueueSubmit(texture)");
// Do NOT wait the fence here: this submit sits behind the previous
// frame's rendering on the queue, so a synchronous wait stalls the CPU
// until the GPU drains - a per-frame vkQueueWaitIdle for any workload
// with animated textures. Ordering against the current frame's draws is
// already guaranteed (its command buffer is submitted later, at
// present), so only the transient objects need to survive execution;
// park them until the fence signals.
m_pendingUploadReclaims.push_back({uploadFence, commandBuffer, stagingBuffer, stagingAllocation});
ReclaimCompletedUploads();
// Backstop for pathological upload storms: bound in-flight staging
// memory by blocking on the oldest upload only once the list is deep.
constexpr SizeT kMaxPendingTextureUploads = 16;
if (m_pendingUploadReclaims.size() > kMaxPendingTextureUploads) {
VK_VERIFY(vkWaitForFences(m_device, 1, &m_pendingUploadReclaims.front().fence, VK_TRUE, UINT64_MAX),
"vkWaitForFences(texture upload backstop)");
ReclaimCompletedUploads();
}
m_uploadBatchStagingBytes += stagingSize;
if (!ok) {
MGLOG_D("%s: texture upload cmd failed", __func__);
@@ -2739,17 +2292,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
mipmapTexture.MarkStorageDirty(item.target, item.level, false);
}
outResource.layout = finalLayout;
// Large batches flush right away instead of riding until the frame
// submit: a big copy amortizes its own vkQueueSubmit, submitting it
// early lets the GPU overlap the copy with the rest of the frame's
// CPU recording (measurably faster than a frame-tail burst), and the
// frame-tail burst pattern was observed to leave the GPU in a
// latency state that taxes whatever runs next. Small uploads keep
// accumulating, so a lightmap+sprite frame still costs one submit.
constexpr VkDeviceSize kEagerUploadFlushBytes = 128u * 1024u;
if (m_uploadBatchStagingBytes >= kEagerUploadFlushBytes) {
FlushPendingUploads();
}
return true;
}
@@ -59,17 +59,6 @@ public:
// VK_KHR_image_format_list is enabled: MUTABLE_FORMAT images can name the exact set of
// formats they will be viewed as, which is what lets a tiler keep them compressed.
Bool imageFormatListSupported = false;
// Union of shader stages sampled-read barriers may name on this device; the renderer
// builds it from the enabled features because geometry/tessellation stage bits are
// invalid in a barrier when their feature is off.
VkPipelineStageFlags sampledReadStageMask = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT |
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
// Family of `graphicsQueue`; the manager creates its own command pool
// on it for the recycled upload-batch command buffers, so their parked
// allocations never sit in (and fragment) the renderer's shared pool
// that frame command buffers churn through every frame.
Uint32 graphicsQueueFamilyIndex = 0;
};
struct TextureResource {
@@ -313,14 +302,6 @@ public:
Bool Initialize(const InitInfo& initInfo);
void Shutdown();
void BeginFrame(Uint32 frameIndex);
// Submits the accumulated texture-upload batch (one command buffer, one
// vkQueueSubmit, one pooled fence) if any uploads are pending. MUST run
// before any other vkQueueSubmit on the shared graphics queue whose
// commands may consume an image the batch writes - the frame command
// buffer submit (mid-frame flush, readback, Present) and the
// preserve-on-recreate copy are the existing callers. No-op when the
// batch is empty.
void FlushPendingUploads();
// Drains every frame slot's deferred image/view releases. Only valid when
// the caller has proven every queue submission complete; used by the
// present-less frame-boundary drain.
@@ -466,9 +447,6 @@ private:
VkPhysicalDevice m_physicalDevice = VK_NULL_HANDLE;
VmaAllocator m_allocator = nullptr;
VkCommandPool m_commandPool = VK_NULL_HANDLE;
// Dedicated pool for the recycled upload-batch command buffers (see
// InitInfo::graphicsQueueFamilyIndex).
VkCommandPool m_uploadCommandPool = VK_NULL_HANDLE;
VkQueue m_graphicsQueue = VK_NULL_HANDLE;
Bool m_imageFormatListSupported = false;
Uint32 m_currentFrameIndex = 0;
@@ -509,10 +487,6 @@ private:
// Formats whose mutable-image probe failed on this device; their images are created
// without MUTABLE_FORMAT_BIT so repeat syncs neither re-probe nor flag-mismatch.
std::unordered_set<VkFormat> m_mutableFormatUnsupported;
// Formats whose 3D images refused VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT. Per format+usage,
// exactly like the mutable-format verdict above, so it is answered at image creation and
// remembered rather than probed once globally.
std::unordered_set<VkFormat> m_2dArrayCompatibleUnsupported;
std::unordered_map<TextureIdentity, WeakPtr<MG_State::GLState::ITextureObject>, TextureIdentityHash> m_aliveObjects;
std::unordered_map<TextureIdentity, TextureResource, TextureIdentityHash> m_textureResources;
// Textures that have been bound to a GL image unit (see MarkStorageImageTexture).
@@ -522,58 +496,15 @@ private:
std::unordered_map<VkFormat, VkSampleCountFlags> m_multisampleCountsByFormat;
Vector<Vector<TextureResource>> m_deferredReleases;
Vector<Vector<VkImageView>> m_deferredViewReleases;
// --- Batched upload machinery ---
// Uploads within a frame are recorded into ONE shared command buffer and
// submitted with ONE vkQueueSubmit at FlushPendingUploads (the renderer
// flushes before every frame-command-buffer submit). Staging memory comes
// from a pool of persistently-mapped, reusable blocks instead of a
// vmaCreateBuffer per upload.
struct UploadStagingBlock {
VkBuffer buffer = VK_NULL_HANDLE;
VmaAllocation allocation = nullptr;
Uint8* mapped = nullptr; // persistently mapped for the block's lifetime
VkDeviceSize capacity = 0;
VkDeviceSize cursor = 0; // bump cursor while the block backs the open batch
};
// Opens the batch command buffer lazily (allocates/reuses + begins recording).
VkCommandBuffer EnsureUploadBatchOpen();
// Bump-allocates `size` staging bytes for the open batch, growing onto a
// new/pooled block when the current one cannot fit. Returns the write
// pointer; outBuffer/outBaseOffset locate the space for copy commands.
Uint8* AcquireUploadStagingSpace(VkDeviceSize size, VkBuffer& outBuffer, VkDeviceSize& outBaseOffset);
void RecycleUploadStagingBlock(UploadStagingBlock&& block);
// Drops a recorded-but-unsubmitted batch on the floor. Shutdown only: the
// device is being torn down, so the lost texel data is unobservable.
void DiscardPendingUploadBatch();
void DestroyUploadPools();
Vector<UploadStagingBlock> m_freeUploadStagingBlocks;
VkDeviceSize m_freeUploadStagingBytes = 0;
Vector<VkCommandBuffer> m_freeUploadCommandBuffers;
Vector<VkFence> m_freeUploadFences;
Bool m_uploadBatchOpen = false;
VkCommandBuffer m_uploadBatchCommandBuffer = VK_NULL_HANDLE;
// Blocks whose staging bytes the open batch's copies reference (last =
// the block the bump cursor is currently allocating from).
Vector<UploadStagingBlock> m_uploadBatchBlocks;
// Images the open batch writes; consulted for the rare re-upload-after-
// draw flush and by DeferResourceRelease (an unsubmitted command buffer
// referencing a deferred-released image would escape every fence-based
// destruction proof, so the batch is flushed before the image is parked).
Vector<VkImage> m_uploadBatchImages;
VkDeviceSize m_uploadBatchStagingBytes = 0;
// Texture uploads are submitted out-of-band but NOT waited on (waiting
// behind the queue serialized the CPU against the previous frame's GPU
// work every time an animated atlas re-uploaded). Each flushed batch's
// transients are parked here and RECYCLED (fence reset to the fence pool,
// command buffer reset to the CB pool, staging blocks back to the block
// pool) once the batch fence signals.
// work every time an animated atlas re-uploaded). Their transient objects
// are parked here and reclaimed once the upload fence signals.
struct PendingUploadReclaim {
VkFence fence = VK_NULL_HANDLE;
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
Vector<UploadStagingBlock> stagingBlocks;
VkBuffer stagingBuffer = VK_NULL_HANDLE;
VmaAllocation stagingAllocation = nullptr;
};
Vector<PendingUploadReclaim> m_pendingUploadReclaims;
};
File diff suppressed because it is too large Load Diff
@@ -181,10 +181,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value);
void ClearNamedFramebufferfv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLfloat* value);
void ClearNamedFramebufferiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLint* value);
void ClearNamedFramebufferuiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, const GLuint* value);
void ClearNamedFramebufferfi(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
@@ -327,16 +323,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool RecreateSwapchain();
private:
// Tiered emission for an already-set-up multi-draw batch (state bound, index
// buffer bound for the indexed form). Tier 1: VK_EXT_multi_draw. Tier 2: one
// vkCmdDraw(Indexed)Indirect over a transient command array. Tier 3: unrolled
// vkCmdDraw(Indexed) loop. Tier eligibility is per-batch (uniform instance
// state for tier 1, firstInstance/feature legality for tier 2); every tier
// consumes the same param span, so contiguous-run merging done by the caller
// benefits all of them.
void EmitMultiDrawIndexed(VkCommandBuffer commandBuffer, const DrawIndexedCmdParam* pParams, Uint32 drawCount);
void EmitMultiDraw(VkCommandBuffer commandBuffer, const DrawCmdParam* pParams, Uint32 drawCount);
struct BlitUniformData {
float srcRect[4] = {0.f, 0.f, 1.f, 1.f};
float dstRect[4] = {0.f, 0.f, 1.f, 1.f};
@@ -454,12 +440,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// 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
// displayed - the reader's images are simply never acquired. Owned here, so
// Shutdown() deletes it.
void* m_fallbackImageReader = nullptr;
VulkanRendererConfig m_config;
Bool m_swapchainResizeRequested = false;
// Presentation is suspended while the window is zero-area (minimized): the
@@ -487,24 +467,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Bool m_indexTypeUint8ExtensionEnabled = false;
Bool m_logicOpFeatureEnabled = false;
Bool m_multiDrawIndirectFeatureEnabled = false;
// drawIndirectFirstInstance gates indirect commands whose firstInstance != 0;
// cached at device creation because the tier-2 multi-draw path (a transient
// VkDrawIndexedIndirectCommand array) is illegal for such a sub-draw without it.
Bool m_drawIndirectFirstInstanceFeatureEnabled = false;
// VK_EXT_multi_draw: native batched submission for the CPU-side glMultiDraw*
// families (tier 1 of the multi-draw dispatch).
Bool m_multiDrawExtensionEnabled = false;
Uint32 m_maxMultiDrawCount = 0;
// Multi-draw dispatch tiers, resolved once at device creation from device support
// clamped by MOBILEGL_MAGMA_MULTIDRAW_MODE (a preference, never a demand):
// tier 1 (ext): one vkCmdDrawMulti(Indexed)EXT - m_multiDrawAllowExt
// tier 2 (indirect): one vkCmdDraw(Indexed)Indirect batch - m_multiDrawAllowIndirect
// tier 3 (unroll): one vkCmdDraw(Indexed) per sub-draw - always available
// m_multiDrawForceUnrollIndirect additionally forces the GPU-parameter
// glMultiDraw*Indirect paths onto their per-command loop (mode=unroll only).
Bool m_multiDrawAllowExt = false;
Bool m_multiDrawAllowIndirect = false;
Bool m_multiDrawForceUnrollIndirect = false;
Bool m_samplerAnisotropyFeatureEnabled = false;
Bool m_shaderDrawParametersExtensionEnabled = false;
Bool m_shaderDrawParametersFeatureEnabled = false;
@@ -519,13 +481,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// needs no feature). Both cached at device creation and drive a hard-fail-at-draw when absent.
Bool m_dualSrcBlendFeatureEnabled = false;
Bool m_primitiveTopologyListRestartFeatureEnabled = false;
// Union of shader stages sampled-read barriers may name; built at device creation
// because geometry/tessellation stage bits are invalid in a barrier when their
// feature is off (VUID-vkCmdPipelineBarrier-srcStageMask-04090/-04091), and
// ALL_GRAPHICS would also serialize against non-shader stages.
VkPipelineStageFlags m_sampledReadStageMask = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT |
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
// Cached at device creation from the graphics queue family properties
// and device limits; drives timer-query support.
Uint32 m_timestampValidBits = 0;
@@ -536,37 +491,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkDeviceSize countBufferOffset, Uint32 maxDrawCount,
Uint32 stride);
static inline PFNDrawIndexedIndirectCountFunc s_vkCmdDrawIndexedIndirectCount = nullptr;
// VK_EXT_multi_draw entry points, loaded at device creation when the extension
// (and its multiDraw feature) is enabled; null otherwise.
static inline PFN_vkCmdDrawMultiEXT s_vkCmdDrawMultiEXT = nullptr;
static inline PFN_vkCmdDrawMultiIndexedEXT s_vkCmdDrawMultiIndexedEXT = nullptr;
// VK_EXT_transform_feedback (GL transform feedback capture)
Bool m_transformFeedbackFeatureEnabled = false;
// VK_EXT_provoking_vertex. Vulkan's built-in convention is "provoking vertex first"; GL's
// default is LAST_VERTEX_CONVENTION, and GL derives BOTH flat shading and the transform
// feedback vertex order from it. provokingVertexLast alone fixes flat shading and the
// input-assembler capture order and has no dependency on transform feedback; only
// transformFeedbackPreservesProvokingVertex does.
Bool m_provokingVertexLastEnabled = false;
// transformFeedbackPreservesProvokingVertex was actually enabled at device creation. Kept
// separate because it is the only thing that arms
// VUID-VkGraphicsPipelineCreateInfo-topology-04884, the rule that forbids a TRIANGLE_FAN
// pipeline from asking for LAST on a device that cannot preserve a fan's provoking vertex.
Bool m_provokingVertexXfbPreserveEnabled = false;
// provokingVertexModePerPipeline: when VK_FALSE every pipeline in one render pass instance
// must agree on the mode, so glProvokingVertex(GL_FIRST_VERTEX_CONVENTION) cannot be honoured
// per draw and every pipeline takes GL's default (LAST) instead.
Bool m_provokingVertexModePerPipeline = false;
// transformFeedbackPreservesTriangleFanProvokingVertex.
Bool m_provokingVertexFanPreserved = false;
// Per-pipeline provoking-vertex mode. capturesXfbFromGeometryStage must be a LINK-TIME
// property of the program, never the dynamic "is transform feedback active" flag: the
// 8-entry m_pipelineMemo and the SetupDrawSnapshot fast path key on programObj.hash and
// the pipeline-state value hash, neither of which moves when glBeginTransformFeedback is
// called, so a dynamic input here would hand back a stale VkPipeline.
VkProvokingVertexModeEXT SelectProvokingVertexMode(VkPrimitiveTopology topology,
Bool capturesXfbFromGeometryStage) const;
// VK_EXT_vertex_attribute_divisor: without it every non-zero glVertexAttribDivisor
// behaves as 1, because that is all Vulkan's instance input rate can express.
Bool m_vertexAttributeDivisorEnabled = false;
@@ -655,12 +582,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint64 programHash = 0;
Uint64 vertexInputHash = 0;
Uint64 renderPassHash = 0;
// VALUE hash of the pipeline-relevant fixed-function state (see
// ComputePipelineStateHash), not the monotonic pipeline-state version:
// the version never repeats, so a per-draw GL_BLEND toggle would miss
// all entries forever even though the state alternates between two
// values the memo already holds.
Uint64 pipelineStateHash = 0;
Uint renderStateVersion = 0;
ProgramFactory::CompileOptionFlags transformFlags = {};
VkPipeline pipeline = VK_NULL_HANDLE;
};
@@ -668,40 +590,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
PipelineMemoEntry m_pipelineMemo[kPipelineMemoSize];
Uint32 m_pipelineMemoCount = 0;
Uint32 m_pipelineMemoNext = 0;
// Hash of every fixed-function GL state the pipeline payload reads that the
// memo key's other fields (mode / program / vertex input / render pass /
// transform flags) do not already pin down. Equal hash under an equal rest
// of key => byte-identical PipelineCreatePayload. Cached per pipeline-state
// version: the version is monotonic and bumps on every pipeline-state
// change, so an unchanged (version, colorAttachmentCount) proves the state
// bytes are unchanged and the hash can be reused without re-reading them.
Uint64 ComputePipelineStateHash(Uint32 colorAttachmentCount) const;
Uint m_pipelineStateHashVersion = 0;
Uint32 m_pipelineStateHashColorCount = 0;
Uint64 m_pipelineStateHash = 0;
Bool m_pipelineStateHashValid = false;
// GetShaderTransformFlags memo. NOT pure in the pre-transform alone: the
// function also reads whether the bound DRAW framebuffer is the default one
// (only the default framebuffer gets the Y-flip and rotation bits - an FBO
// pass renders unflipped). Keyed on BOTH inputs; missing the FBO bit shipped
// an upside-down default-framebuffer pass after any render-to-texture
// (minecraft-1.17-main-menu retrace, whole frame flipped).
VkSurfaceTransformFlagBitsKHR m_baseTransformFlagsPreTransform =
VK_SURFACE_TRANSFORM_FLAG_BITS_MAX_ENUM_KHR;
Bool m_baseTransformFlagsIsDefaultFbo = false;
Bool m_baseTransformFlagsKeyValid = false;
Uint32 m_baseTransformFlagsCache = 0;
// isDefaultFbo must be the default-ness of the CURRENTLY bound draw framebuffer;
// every caller already has it in hand from its own guards.
Uint32 GetBaseTransformFlagsRaw(Bool isDefaultFbo);
// Drops every memoized pipeline handle. Required at command-buffer
// boundaries and whenever any pipeline may have been destroyed. Also drops
// the cached pipeline-state hash: the same boundaries can retire the GL
// context whose monotonic version the cache is keyed on.
// boundaries and whenever any pipeline may have been destroyed.
void InvalidatePipelineMemo() {
m_pipelineMemoCount = 0;
m_pipelineMemoNext = 0;
m_pipelineStateHashValid = false;
}
UnorderedMap<ProgramFactory::HashType, VkPipeline> m_computePipelines;
UniquePtr<ProgramFactory> m_programFactory;
@@ -758,12 +651,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint64 programLifetimeId = 0;
Uint32 programVersion = 0;
const void* vao = nullptr;
// Same rule as VaoDrawMemo::vaoLifetimeId: (address, config version) is not an
// identity, because a recycled address can arrive carrying a config version
// the dead VAO also had (two mutations to configure one attribute is the
// common shape), and "the VAO did not move" would then skip the layout
// re-resolve for a different VAO.
Uint64 vaoLifetimeId = 0;
Uint32 vaoConfigVersion = 0;
const void* drawFbo = nullptr;
Uint16 fboVersion = 0;
@@ -779,77 +666,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint64 renderbufferImageEpoch = 0;
Uint64 sampledContentSum = 0;
Uint64 sampledParamsSum = 0;
// Guards the sampler-descriptor reuse hint: bumped by any sampler-object
// parameter or texture shape change (see GetSamplingResolutionGeneration),
// none of which the sums above cover.
Uint64 samplingResolutionGeneration = 0;
// Render-pass flavor input (DepthTest || StencilTest at snapshot time).
// A pipeline-state change that leaves this equal cannot change which
// render pass GetOrCreateRenderPass would pick, so the fast path may
// re-resolve just the pipeline against the active pass; a change that
// flips it must fall back to the full path's pass selection.
Bool drawUsesDepthStencil = false;
IntVec2 renderPassExtent = {0, 0};
// colorAttachmentCount of the snapshotting draw's render pass: the
// pipeline-state hash input, so the fast path can refresh that hash and
// probe the pipeline memo after a state change without re-fetching the
// render-pass entry (the pass itself is pinned by renderPassHash above).
Uint32 renderPassColorCount = 0;
VkPipeline pipeline = VK_NULL_HANDLE;
// layoutHash of the snapshotting draw's vertex-input state. The pipeline and
// the vertex-input pre-flight depend on the VAO only through this (plus the
// program, pinned separately), so a changed VAO whose aux memo carries the
// same layoutHash re-uses the snapshot's pipeline and pre-flight verdict
// outright - the VAO-cycling case Minecraft chunk rendering hits every draw.
Uint64 vaoLayoutHash = 0;
// Memoised ProgramFactory entry of the snapshotting draw, valid while
// (programLifetimeId, programVersion, resolvedTransformFlags) match - all
// checked above - AND the factory's cache structure epoch is unchanged (the
// cache is open-addressing and holds entries by value, so any insert/erase
// moves them). The fast path must re-stamp use through StampProgramUse when
// it bypasses GetOrCreateProgram, or the idle sweep could evict a live entry.
const ProgramFactory::VkProgramObject* programObj = nullptr;
Uint64 programFactoryEpoch = 0;
// Per-entry copies of the snapshotting draw's sampled set (the scratch
// vectors below hold only the LAST full-path draw's set, which with more
// than one snapshot entry is not necessarily this entry's program).
// sampledTextures/sampledResources carry the same epoch-guarded pointer
// lifetime rules as the scratch originals: textureEraseEpoch (checked
// every probe) declines the entry before any erased resource pointer
// could be dereferenced. sampledLayouts is the layout VALUE each
// resource held when this entry's descriptors were built (the
// descriptor-reuse hint needs the SAME layout, not just a sampleable
// one), and sampledBindingRecords feeds SampledBindingsUnchanged when
// the bind generation moved.
Vector<MG_State::GLState::ITextureObject*> sampledTextures;
Vector<VkTextureManager::TextureResource*> sampledResources;
Vector<VkImageLayout> sampledLayouts;
Vector<UniformManager::SampledBindingRecord> sampledBindingRecords;
};
// Program-keyed snapshot entries: program ping-pong (Sodium switches programs
// mid-frame every few draws) would otherwise evict the single snapshot on
// every switch and send every draw through the full path. Entries are found
// by programLifetimeId (MRU-first probe); every other guard stays per-probe,
// so a stale entry declines itself exactly like the old single snapshot did.
static constexpr Uint32 kSetupDrawSnapshotCount = 4;
SetupDrawSnapshot m_setupDrawSnapshots[kSetupDrawSnapshotCount];
Uint32 m_setupDrawSnapshotMru = 0; // last entry that hit or was filled
Uint32 m_setupDrawSnapshotVictim = 0; // round-robin fill cursor when all entries are live
void InvalidateSetupDrawSnapshots() {
for (auto& snapshot : m_setupDrawSnapshots) {
snapshot.valid = false;
}
}
SetupDrawSnapshot m_setupDrawSnapshot;
// Per-draw scratch buffers (clear keeps capacity) — these paths run for every
// draw call and must not allocate.
Vector<MG_State::GLState::ITextureObject*> m_sampledTexturesScratch;
// Per-binding (texture, effective sampler) lifetime-id records from the same
// CollectSampledTextures walk that filled m_sampledTexturesScratch. The fast
// path shadow-compares against them (SampledBindingsUnchanged) when the
// texture bind generation moved, so a redundant glBindSampler/glBindTexture
// storm that resolves to the same bindings keeps the fast path.
Vector<UniformManager::SampledBindingRecord> m_sampledBindingRecordsScratch;
// Parallel to m_sampledTexturesScratch, refilled by every SetupDraw's
// first sampled-texture loop: the resolved backend resources, so the
// post-transition loop can skip re-resolving textures whose layout is
@@ -914,138 +738,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
UnorderedMap<ConvertedVertexStreamKey, ConvertedVertexStream, ConvertedVertexStreamKeyHash>
m_convertedVertexStreams;
// One VAO's resolved vkCmdBindVertexBuffers arguments, reusable by a later draw
// that would resolve them to the same thing. Consecutive draws in a chunk-renderer
// frame keep the program and the vertex layout and only swap the VAO, so a
// per-VAO memo turns the second and later draws through each VAO into a validate
// plus (usually skipped) rebind.
//
// Only whole-buffer bindings are memoised. Client-memory and format-converted
// streams re-upload from a range that depends on the draw's own vertex/index
// range, and synthetic bindings carry glVertexAttrib* values that are not part
// of any key here; a layout using any of them is never stored.
// Field order is hit-path cache locality, hot to cold: the per-draw validate
// reads the scalars and the EBO memo head, then only the first bindingCount
// elements of vkBuffers/vkOffsets; the per-binding revalidation arrays at the
// tail are touched once per frame at most.
struct ResolvedVertexBindings {
// Must equal DynamicStateShadow::kMaxShadowedVertexBindings (static_assert in
// the .cpp): past that width the bind shadow cannot skip a redundant bind
// either, so a wider layout resolves per draw. Minecraft-shaped layouts use four.
static constexpr Uint32 kMaxBindings = 8;
// Frame serial of the last completed resolve OR cross-frame revalidation.
// Zero until a resolve completes, and reset to zero before one starts, so a
// resolve that bails out midway cannot leave a half-filled entry matchable.
// Unlike the original frame-scoped memo, an entry whose buffers are all
// resident and unmapped is revalidated across frames (per-binding slice
// epoch compares) instead of re-resolved - see TryBindResolvedVertexBindings.
Uint64 frameSerial = 0;
// Identity of the resolved Vulkan layout: the VAO's content hash
// (VertexInputStateFactory::GetOrComputeHash - the same value the factory
// keys its entries on) fixes bindings.size(), each binding's base offset,
// which bindings are client/converted, and (through the mixed-in buffer
// addresses) which buffer each binding reads. Compared against the VAO's
// own hash memo on the hit path, so a hit never touches the factory entry.
VertexInputStateFactory::HashType vertexInputHash = 0;
// The program's vertex input layout: decides the synthetic-binding set and
// hence the total binding count.
Uint32 activeAttribMask = 0;
Uint32 bindingCount = 0;
// VkBufferManager::GetSliceEpochCounter() at resolve time. Still equal means
// no buffer anywhere changed its slice or was persistently mapped since, which
// settles every per-binding question below in one compare.
Uint64 sliceEpochCounter = 0;
// Any bound buffer already carrying a host map when the slice was resolved.
// Such a buffer can mutate its shadow with no API call, so it has to be
// re-pushed per draw and the one-compare path above cannot apply.
Bool anyBufferMapped = true;
// Resident element-buffer slice memo (skips the per-draw AcquireResidentSlice
// for the VAO's EBO, which cold-chases 500+ distinct resources in a
// chunk-cycling frame). Self-validating exactly like the bindings above: a hit
// requires the LIVE bound EBO pointer to equal indexBuffer AND either an
// unmoved manager-wide slice-epoch counter (nothing anywhere changed slices
// or gained a host map, the same one-compare rescue the vertex half uses) or
// that buffer's resource still carrying indexSliceEpoch (epochs are minted
// from a process-lifetime counter, so a recycled address can never
// revalidate). Restart-substituted and streamed EBOs are never stored.
// indexFrameSerial tracks the last frame the resource's GPU-use serial was
// stamped through this memo; 0 means no index memo. Independent of the
// vertex half: both are (pointer, epoch)-validated, so neither can serve
// stale state for the other.
const MG_State::GLState::BufferObject* indexBuffer = nullptr;
Uint64 indexSliceEpoch = 0;
// GetSliceEpochCounter() when the resource's epoch was last verified; only
// meaningful while indexFrameSerial matches the current frame serial.
Uint64 indexSliceEpochCounter = 0;
VkBuffer indexVkBuffer = VK_NULL_HANDLE;
VkDeviceSize indexSliceOffset = 0;
Uint64 indexFrameSerial = 0;
// Bound per draw (first bindingCount elements).
VkBuffer vkBuffers[kMaxBindings] = {};
VkDeviceSize vkOffsets[kMaxBindings] = {};
// Per binding: the VAO attribute location its buffer comes from, that buffer,
// and the buffer's VkBufferManager slice epoch when the slice was resolved.
// Only read by the per-frame revalidation and the something-moved fallback.
Uint8 attributeLocations[kMaxBindings] = {};
const MG_State::GLState::BufferObject* buffers[kMaxBindings] = {};
Uint64 sliceEpochs[kMaxBindings] = {};
};
// One direct-mapped slot of the per-VAO draw-memo table below. A slot belongs to
// the object whose (vaoKey, vaoLifetimeId) pair it carries: the address alone
// only picks the slot, and the never-reused lifetime id is what proves the slot
// is THIS VAO's, so the successor allocated onto a destroyed VAO's address
// always misses. That identity check is load-bearing and the content-hash
// validations below do NOT stand in for it - a recycled address under a
// byte-identical configuration reproduces the content hash exactly, which is
// how a destroyed VAO's resolved bindings were once handed to its successor's
// draw. The slot is still never dereferenced through vaoKey, and every fact it
// carries is still validated against live state before use:
// - layoutHash/layoutAuxMasks are valid only while contentHash equals the LIVE
// VAO's own hash memo (which the VAO's config version guards), so a config
// change or a buffer rebind misses even for the same object.
// - bindings revalidates per draw exactly as before (frame serial, content
// hash, per-binding live buffer pointers and slice epochs).
struct alignas(64) VaoDrawMemo {
const MG_State::GLState::VertexArrayObject* vaoKey = nullptr;
// The VAO's never-reused lifetime id, checked alongside vaoKey. The pointer
// ALONE is not an identity: a deleted VAO's heap address is handed straight
// back by the next glGenVertexArrays-shaped allocation, and the successor then
// matched this slot and inherited the dead object's memos. Both stated
// defences failed with it, because both reduce to the content hash and the
// content hash's buffer-identity component was itself a recycled heap address.
Uint64 vaoLifetimeId = 0;
// The VAO content hash (VertexInputStateFactory::GetOrComputeHash) the two
// layout facts below were derived from; 0 while nothing valid is stored.
Uint64 contentHash = 0;
Bool layoutFactsValid = false;
// The resolved layout identity + packed (unsupported, location) masks -
// the exact values GetBackendAuxMemo used to serve, moved here so the
// per-draw probe stays inside this table's one hot line instead of
// touching a second cold line of every cycled VAO object.
Uint64 layoutHash = 0;
Uint64 layoutAuxMasks = 0;
ResolvedVertexBindings bindings;
};
// Fixed-size, allocated on first use, never rehashed or swept: entries are
// recycled in place on slot collisions (two-slot probe, older frame serial
// evicted), and stale entries self-invalidate through the compares above. A
// fixed table also makes every VaoDrawMemo/ResolvedVertexBindings pointer
// stable for the duration of a draw, which the EBO memo handoff
// (m_currentDrawResolvedEntry) relies on.
static constexpr Uint32 kVaoDrawMemoSlotCount = 2048; // power of two
Vector<VaoDrawMemo> m_vaoDrawMemoTable;
// Finds the slot holding `vao`, or recycles the older of its two candidate
// slots into an empty memo keyed on `vao`. Never returns null.
VaoDrawMemo* LookupVaoDrawMemo(const MG_State::GLState::VertexArrayObject* vao);
// The current draw's memo entry, set by UploadAndBindVertexBuffers and consumed
// by the same draw's UploadAndBindIndexBuffer (the EBO memo lives in the same
// entry). Valid ONLY within that window: the next draw's lookup can recycle the
// slot. Null when the draw's layout is not memoisable.
ResolvedVertexBindings* m_currentDrawResolvedEntry = nullptr;
void CreateInstance();
VkResult SetupDebugMessenger();
VkResult DestroyDebugMessenger();
@@ -1076,25 +768,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj);
// The per-draw dynamic-state tail (viewport, scissor, blend constants, depth
// bias, line width, stencil), gated behind one render-state-parameters-version
// compare per command buffer - see the gate fields in DynamicStateShadow.
void ApplyDynamicDrawStateTail(FrameContext::FrameData& frame, const IntVec2& extent, Bool isDefaultFbo);
Bool UploadAndBindVertexBuffers(VkCommandBuffer commandBuffer, const MG_State::GLState::VertexArrayObject& vao,
const ProgramFactory::VkProgramObject& programObj,
const DrawCmdParam& drawParams,
const IndexBufferView* pIndexBufferView);
// Binds `entry`'s memoised buffers when every input it was resolved from is
// still live and unchanged, else returns false and leaves nothing bound.
// vaoContentHash is the VAO's memoised content hash (GetBackendHashMemo), which
// pins the layout AND the bound buffers without resolving the factory entry.
// Non-const entry: a cross-frame revalidation refreshes its serial/epoch stamps.
Bool TryBindResolvedVertexBindings(VkCommandBuffer commandBuffer,
const MG_State::GLState::VertexArrayObject& vao,
ResolvedVertexBindings& entry,
Uint64 vaoContentHash,
Uint32 activeAttribMask, Uint64 frameSerial);
Bool UploadAndBindIndexBuffer(FrameContext::FrameData& frame,
const MG_State::GLState::VertexArrayObject& vao,
const IndexBufferView* pIndexBufferView = nullptr);
@@ -1110,11 +787,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLenum filter);
// Clears one z slice of a VK_IMAGE_TYPE_3D colour image. See the call site in
// MaterializePendingClearForTexture for why a transfer clear cannot do this.
Bool ClearDepthSliceWithRenderPass(VkCommandBuffer commandBuffer,
MG_State::GLState::ITextureObject& texture, Uint32 mipLevel,
Uint32 depthSlice, const VkClearValue& clearValue);
Bool MaterializePendingClearForTexture(VkCommandBuffer commandBuffer,
MG_State::GLState::ITextureObject& texture);
Bool MaterializePendingClearForRenderbuffer(
+1 -2
View File
@@ -41,5 +41,4 @@ add_test(NAME SanityBench COMMAND SanityBench --benchmark_counters_tabular=true)
set_tests_properties(SanityBench PROPERTIES LABELS benchmark)
add_subdirectory(Program)
add_subdirectory(Buffer)
add_subdirectory(Driver)
add_subdirectory(Buffer)
@@ -1,15 +0,0 @@
cmake_minimum_required(VERSION 3.24)
# A real, headless EGL client, deliberately NOT linked against MobileGL: it
# dlopens one EGL provider at runtime ($DRIVERBENCH_EGL_LIB - the system
# libEGL.so.1 for the native driver, or a libMobileGL.so path for either
# MobileGL backend), so the same binary measures all three stacks.
if (NOT UNIX OR APPLE OR ANDROID)
return()
endif()
add_executable(DriverBench DriverBench.c)
target_link_libraries(DriverBench PRIVATE dl)
add_test(NAME DriverBench COMMAND DriverBench draw_tiny)
set_tests_properties(DriverBench PROPERTIES LABELS benchmark)
-501
View File
@@ -1,501 +0,0 @@
/* MobileGL - MobileGL/MG_Benchmark/Driver/DriverBench.c
* Copyright (c) 2025-2026 MobileGL-Dev
* Licensed under the GNU Lesser General Public License v3.0:
* https://www.gnu.org/licenses/gpl-3.0.txt
* https://www.gnu.org/licenses/lgpl-3.0.txt
* SPDX-License-Identifier: LGPL-3.0-only
* End of Source File Header
*
* Headless, EGL-based driver benchmark shaped like Minecraft's GL usage.
* Unlike the MobileGL_s microbenches next door this exercises a full GL
* stack: it dlopens ONE EGL provider ($DRIVERBENCH_EGL_LIB - the system
* libEGL.so.1 for the native driver, or a libMobileGL.so path for either
* MobileGL backend selected with MOBILEGL_BACKEND_TYPE), creates a desktop-GL
* context on a small pbuffer, renders into its own FBO and paces frames with
* glFinish. No window system is required: the default display is tried first
* so a desktop run reaches the real driver, and a headless box (CI, a build
* server) falls back to EGL_MESA_platform_surfaceless - see
* run_driver_bench.sh.
*
* Every case models one hot pattern from captured Minecraft traces:
* draw_tiny back-to-back glDrawElements, shared state (chunk batch)
* draw_uniform per-draw vec3 offset uniform + draw (chunk sections)
* draw_multi_vao per-draw VAO/VBO switch + draw (per-section buffers)
* tex_pingpong per-draw texture bind churn on one unit
* program_pingpong alternate two programs + mat4 upload (chunk<->entity)
* chunk_upload glBufferData(NULL) orphan + glBufferSubData + draw
* atlas_sprite N 16x16 glTexSubImage2D into a 1024x512 atlas + draw
* lightmap full 16x16 lightmap respecify per frame + draw
* scene_mix composite frame built from the knobs below
*
* Output: one CSV line per case:
* case,frames,ops_per_frame,median_frame_ms,ns_per_op,fps
*/
#include <dlfcn.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
/* ---- EGL constants ---- */
typedef void* EGLDisplay;
typedef void* EGLConfig;
typedef void* EGLContext;
typedef void* EGLSurface;
typedef int EGLint;
typedef unsigned int EGLBoolean;
typedef unsigned int EGLenum;
#define EGL_DEFAULT_DISPLAY ((void*)0)
#define EGL_NO_CONTEXT ((EGLContext)0)
#define EGL_NO_SURFACE ((EGLSurface)0)
#define EGL_FALSE 0
#define EGL_SURFACE_TYPE 0x3033
#define EGL_PBUFFER_BIT 0x0001
#define EGL_RENDERABLE_TYPE 0x3040
#define EGL_OPENGL_BIT 0x0008
#define EGL_RED_SIZE 0x3024
#define EGL_GREEN_SIZE 0x3023
#define EGL_BLUE_SIZE 0x3022
#define EGL_DEPTH_SIZE 0x3025
#define EGL_WIDTH 0x3057
#define EGL_HEIGHT 0x3056
#define EGL_NONE 0x3038
#define EGL_OPENGL_API 0x30A2
#define EGL_OPENGL_ES_API 0x30A0
#define EGL_OPENGL_ES3_BIT 0x0040
#define EGL_CONTEXT_CLIENT_VERSION 0x3098
#define EGL_CONTEXT_MAJOR_VERSION 0x3098
#define EGL_CONTEXT_MINOR_VERSION 0x30FB
#define EGL_CONTEXT_OPENGL_PROFILE_MASK 0x30FD
#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT 0x00000001
#define EGL_PLATFORM_SURFACELESS_MESA 0x31DD
/* ---- GL constants ---- */
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_TRIANGLES 0x0004
#define GL_UNSIGNED_INT 0x1405
#define GL_SHORT 0x1402
#define GL_FLOAT 0x1406
#define GL_UNSIGNED_BYTE 0x1401
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_STATIC_DRAW 0x88E4
#define GL_TEXTURE_2D 0x0DE1
#define GL_TEXTURE0 0x84C0
#define GL_RGBA 0x1908
#define GL_RGBA8 0x8058
#define GL_DEPTH_COMPONENT24 0x81A6
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_NEAREST 0x2600
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_DEPTH_TEST 0x0B71
#define GL_BLEND 0x0BE2
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_ONE 1
#define GL_ZERO 0
#define GL_VERTEX_SHADER 0x8B31
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_VERSION 0x1F02
#define GL_RENDERER 0x1F01
#define GL_NO_ERROR 0
#define GL_FRAMEBUFFER 0x8D40
#define GL_RENDERBUFFER 0x8D41
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
#define GL_UNIFORM_BUFFER 0x8A11
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_STREAM_DRAW 0x88E0
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_UNPACK_SKIP_ROWS 0x0CF3
#define GL_UNPACK_SKIP_PIXELS 0x0CF4
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_REPEAT 0x2901
typedef unsigned int GLuint;
typedef int GLint;
typedef int GLsizei;
typedef unsigned int GLenum;
typedef char GLchar;
typedef unsigned char GLboolean;
typedef long GLsizeiptr;
typedef long GLintptr;
/* ---- resolved entry points ---- */
static void* (*g_eglGetProcAddress)(const char*);
static void* g_provider;
#define GLF(ret, name, args) static ret(*name) args;
GLF(void, glClear, (unsigned))
GLF(void, glClearColor, (float, float, float, float))
GLF(void, glEnable, (GLenum))
GLF(void, glDisable, (GLenum))
GLF(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum))
GLF(void, glDrawBuffers, (GLsizei, const GLenum*))
GLF(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
GLF(const unsigned char*, glGetString, (GLenum))
GLF(GLenum, glGetError, (void))
GLF(void, glFinish, (void))
GLF(void, glFlush, (void))
GLF(void, glGenBuffers, (GLsizei, GLuint*))
GLF(void, glBindBuffer, (GLenum, GLuint))
GLF(void, glBufferData, (GLenum, GLsizeiptr, const void*, GLenum))
GLF(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const void*))
GLF(void, glGenVertexArrays, (GLsizei, GLuint*))
GLF(void, glBindVertexArray, (GLuint))
GLF(void, glEnableVertexAttribArray, (GLuint))
GLF(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void*))
GLF(void, glGenTextures, (GLsizei, GLuint*))
GLF(void, glBindTexture, (GLenum, GLuint))
GLF(void, glActiveTexture, (GLenum))
GLF(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void*))
GLF(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const void*))
GLF(void, glTexParameteri, (GLenum, GLenum, GLint))
GLF(void, glPixelStorei, (GLenum, GLint))
GLF(void, glGetIntegerv, (GLenum, GLint*))
GLF(void, glGenerateMipmap, (GLenum))
GLF(GLuint, glCreateShader, (GLenum))
GLF(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint*))
GLF(void, glCompileShader, (GLuint))
GLF(void, glGetShaderiv, (GLuint, GLenum, GLint*))
GLF(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei*, GLchar*))
GLF(GLuint, glCreateProgram, (void))
GLF(void, glAttachShader, (GLuint, GLuint))
GLF(void, glLinkProgram, (GLuint))
GLF(void, glGetProgramiv, (GLuint, GLenum, GLint*))
GLF(void, glUseProgram, (GLuint))
GLF(GLint, glGetUniformLocation, (GLuint, const GLchar*))
GLF(void, glUniform1i, (GLint, GLint))
GLF(void, glUniform3f, (GLint, float, float, float))
GLF(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const float*))
GLF(void, glDrawElements, (GLenum, GLsizei, GLenum, const void*))
GLF(void, glBindAttribLocation, (GLuint, GLuint, const GLchar*))
GLF(void, glUniform3fv, (GLint, GLsizei, const float*))
GLF(void, glDrawArrays, (GLenum, GLint, GLsizei))
GLF(void, glDrawElementsBaseVertex, (GLenum, GLsizei, GLenum, const void*, GLint))
GLF(void, glMultiDrawElementsBaseVertex,
(GLenum, const GLsizei*, GLenum, const void* const*, GLsizei, const GLint*))
GLF(void, glBindBufferRange, (GLenum, GLuint, GLuint, GLintptr, GLsizeiptr))
GLF(void, glBindBufferBase, (GLenum, GLuint, GLuint))
GLF(GLuint, glGetUniformBlockIndex, (GLuint, const GLchar*))
GLF(void, glUniformBlockBinding, (GLuint, GLuint, GLuint))
GLF(void, glGenSamplers, (GLsizei, GLuint*))
GLF(void, glBindSampler, (GLuint, GLuint))
GLF(void, glSamplerParameteri, (GLuint, GLenum, GLint))
GLF(void, glGenFramebuffers, (GLsizei, GLuint*))
GLF(void, glBindFramebuffer, (GLenum, GLuint))
GLF(void, glGenRenderbuffers, (GLsizei, GLuint*))
GLF(void, glBindRenderbuffer, (GLenum, GLuint))
GLF(void, glRenderbufferStorage, (GLenum, GLenum, GLsizei, GLsizei))
GLF(void, glFramebufferRenderbuffer, (GLenum, GLenum, GLenum, GLuint))
GLF(GLenum, glCheckFramebufferStatus, (GLenum))
GLF(void*, glFenceSync, (GLenum, unsigned))
GLF(GLenum, glClientWaitSync, (void*, unsigned, unsigned long long))
GLF(void, glDeleteSync, (void*))
static uint64_t now_ns(void) {
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
return (uint64_t)ts.tv_sec * 1000000000ull + (uint64_t)ts.tv_nsec;
}
static int cmp_u64(const void* a, const void* b) {
uint64_t x = *(const uint64_t*)a, y = *(const uint64_t*)b;
return x < y ? -1 : x > y;
}
/* Scene, cases and the case table live next door so the Android plugin's
* in-process benchmark runs byte-identical bodies. */
static void bench_gl_failed(const char* what, const char* detail) {
fprintf(stderr, "FAIL: %s %s\n", what, detail ? detail : "");
exit(1);
}
/* GLES has glDrawElementsBaseVertex (3.2 core) but no multi-draw form of it, so
* against a native mobile driver the multi-draw case issues the same sub-draws
* one at a time - which is what the extension folds up, and what an application
* without it would have to write. Desktop GL and MobileGL take the real call. */
static void bench_multi_draw_elements_base_vertex(GLenum mode, const GLsizei* counts, GLenum type,
const void* const* offsets, GLsizei drawCount,
const GLint* baseVertices) {
if (glMultiDrawElementsBaseVertex) {
glMultiDrawElementsBaseVertex(mode, counts, type, offsets, drawCount, baseVertices);
return;
}
for (GLsizei i = 0; i < drawCount; ++i) {
glDrawElementsBaseVertex(mode, counts[i], type, offsets[i], baseVertices[i]);
}
}
#include "DriverBenchCases.inc"
/* ---- bench driver: fence-paced frames on the offscreen FBO ----------------
* Frames are closed with a real fence wait, not glFinish: MobileGL implements
* glFinish and glFlush as no-ops (MG_Impl/GLImpl/Exporting/Definitions.cpp),
* so a glFinish-paced loop would time only the CPU-side submit on a MobileGL
* backend while timing submit-plus-GPU on the native driver - the two numbers
* would not describe the same work. A sync object is honoured by every stack
* measured here.
*/
typedef void (*case_fn)(int frame, long a, long b);
static int g_warmup = 30, g_frames = 120;
static void end_frame_wait(void) {
if (glFenceSync && glClientWaitSync && glDeleteSync) {
void* sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
if (sync) {
glClientWaitSync(sync, GL_SYNC_FLUSH_COMMANDS_BIT, 1000000000ull);
glDeleteSync(sync);
return;
}
}
glFinish();
}
static void run_case(const char* name, case_fn body, long a, long b, long opsPerFrame) {
static uint64_t samples[4096];
if (g_frames > 4096) g_frames = 4096;
end_frame_wait();
for (int i = 0; i < g_warmup; ++i) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
body(i, a, b);
end_frame_wait();
}
for (int i = 0; i < g_frames; ++i) {
uint64_t t0 = now_ns();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
body(i, a, b);
end_frame_wait();
samples[i] = now_ns() - t0;
}
qsort(samples, g_frames, sizeof(uint64_t), cmp_u64);
uint64_t med = samples[g_frames / 2];
double frameMs = med / 1e6;
double nsPerOp = opsPerFrame > 0 ? (double)med / (double)opsPerFrame : 0.0;
printf("%s,%d,%ld,%.3f,%.1f,%.1f\n", name, g_frames, opsPerFrame, frameMs, nsPerOp,
1e9 / (double)med);
fflush(stdout);
if (glGetError() != GL_NO_ERROR) fprintf(stderr, "WARN: GL error after %s\n", name);
}
/* A display that needs no window system. eglGetPlatformDisplay is EGL 1.5
* core and eglGetPlatformDisplayEXT is the EGL_EXT_platform_base spelling
* older loaders ship; both are client entry points, so they resolve before
* any display exists. Only the attribute-list types differ between the two
* and this passes none, so one cast covers both. */
static EGLDisplay surfaceless_display(void) {
void* fn = dlsym(g_provider, "eglGetPlatformDisplay");
if (!fn) fn = g_eglGetProcAddress("eglGetPlatformDisplay");
if (!fn) fn = dlsym(g_provider, "eglGetPlatformDisplayEXT");
if (!fn) fn = g_eglGetProcAddress("eglGetPlatformDisplayEXT");
if (!fn) return NULL;
return ((EGLDisplay(*)(EGLenum, void*, const void*))fn)(EGL_PLATFORM_SURFACELESS_MESA,
EGL_DEFAULT_DISPLAY, NULL);
}
/* ---- EGL bootstrap: one provider library, pbuffer, desktop-GL context ---- */
static int boot_egl(void) {
const char* libpath = getenv("DRIVERBENCH_EGL_LIB");
if (!libpath) libpath = "libEGL.so.1";
g_provider = dlopen(libpath, RTLD_LAZY | RTLD_LOCAL);
if (!g_provider) {
fprintf(stderr, "FAIL: dlopen %s: %s\n", libpath, dlerror());
return 1;
}
#define ESYM(name) \
void* p_##name = dlsym(g_provider, #name); \
if (!p_##name) { fprintf(stderr, "FAIL: dlsym %s\n", #name); return 1; }
ESYM(eglGetDisplay)
ESYM(eglInitialize)
ESYM(eglChooseConfig)
ESYM(eglBindAPI)
ESYM(eglCreateContext)
ESYM(eglCreatePbufferSurface)
ESYM(eglMakeCurrent)
ESYM(eglGetProcAddress)
ESYM(eglGetError)
g_eglGetProcAddress = (void* (*)(const char*))p_eglGetProcAddress;
EGLint (*getError)(void) = (EGLint(*)(void))p_eglGetError;
EGLBoolean (*initialize)(EGLDisplay, EGLint*, EGLint*) =
(EGLBoolean(*)(EGLDisplay, EGLint*, EGLint*))p_eglInitialize;
/* The default display first: it is the one a windowed app would get, and
* on a desktop it is the one that reaches the real GPU - which is the
* driver this bench exists to measure. It does need a window system,
* though; Mesa's default platform is X11, so with no $DISPLAY (CI, a
* build server, ssh without forwarding) eglInitialize fails. Fall back to
* EGL_MESA_platform_surfaceless rather than give up: every case draws into
* the FBO built by build_resources(), so no window is needed for any of
* the work being timed. */
EGLint maj = 0, min = 0;
const char* how = "default display";
EGLDisplay dpy = ((EGLDisplay(*)(void*))p_eglGetDisplay)(EGL_DEFAULT_DISPLAY);
if (!dpy || !initialize(dpy, &maj, &min)) {
dpy = surfaceless_display();
how = "surfaceless display";
if (!dpy || !initialize(dpy, &maj, &min)) {
fprintf(stderr, "FAIL: eglInitialize (0x%x)\n", getError());
return 1;
}
}
fprintf(stderr, "EGL %d.%d via %s (%s)\n", maj, min, libpath, how);
// Desktop GL first (that is what MobileGL exposes and what the cases are
// written against), GLES 3 second so the same binary can measure a device's
// native driver as the baseline. The .inc picks ESSL shader sources when the
// context turns out to be ES.
EGLBoolean (*chooseConfig)(EGLDisplay, const EGLint*, EGLConfig*, EGLint, EGLint*) =
(EGLBoolean(*)(EGLDisplay, const EGLint*, EGLConfig*, EGLint, EGLint*))p_eglChooseConfig;
EGLContext (*createContext)(EGLDisplay, EGLConfig, EGLContext, const EGLint*) =
(EGLContext(*)(EGLDisplay, EGLConfig, EGLContext, const EGLint*))p_eglCreateContext;
EGLBoolean (*bindApi)(EGLenum) = (EGLBoolean(*)(EGLenum))p_eglBindAPI;
EGLConfig cfg = NULL;
EGLint ncfg = 0;
EGLContext ctx = EGL_NO_CONTEXT;
if (bindApi(EGL_OPENGL_API)) {
const EGLint cfgAttribs[] = {EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, EGL_RED_SIZE, 8,
EGL_DEPTH_SIZE, 24, EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT, EGL_NONE};
if (chooseConfig(dpy, cfgAttribs, &cfg, 1, &ncfg) && ncfg >= 1) {
const EGLint ctxAttribs[] = {EGL_CONTEXT_MAJOR_VERSION, 3, EGL_CONTEXT_MINOR_VERSION, 2,
EGL_CONTEXT_OPENGL_PROFILE_MASK,
EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT, EGL_NONE};
ctx = createContext(dpy, cfg, EGL_NO_CONTEXT, ctxAttribs);
if (ctx == EGL_NO_CONTEXT) ctx = createContext(dpy, cfg, EGL_NO_CONTEXT, NULL);
}
}
if (ctx == EGL_NO_CONTEXT) {
if (!bindApi(EGL_OPENGL_ES_API)) {
fprintf(stderr, "FAIL: neither OpenGL nor OpenGL ES is bindable on this provider\n");
return 1;
}
const EGLint esCfgAttribs[] = {EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_DEPTH_SIZE, 24,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT, EGL_NONE};
ncfg = 0;
if (!chooseConfig(dpy, esCfgAttribs, &cfg, 1, &ncfg) || ncfg < 1) {
// EGL_SURFACE_TYPE 0 matches any config: a stack that offers no
// pbuffer at all is still usable through the surfaceless context
// path below.
const EGLint relaxed[] = {EGL_SURFACE_TYPE, 0, EGL_RED_SIZE, 8, EGL_NONE};
if (!chooseConfig(dpy, relaxed, &cfg, 1, &ncfg) || ncfg < 1) {
fprintf(stderr, "FAIL: eglChooseConfig\n");
return 1;
}
}
const EGLint esCtxAttribs[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE};
ctx = createContext(dpy, cfg, EGL_NO_CONTEXT, esCtxAttribs);
}
if (ctx == EGL_NO_CONTEXT) {
fprintf(stderr, "FAIL: eglCreateContext (0x%x)\n", getError());
return 1;
}
/* The pbuffer only exists to have something to make current - nothing is
* ever drawn to it. Where there is no pbuffer config, EGL_NO_SURFACE is
* exactly what EGL_KHR_surfaceless_context takes, so the same call covers
* both. */
const EGLint pbAttribs[] = {EGL_WIDTH, 64, EGL_HEIGHT, 64, EGL_NONE};
EGLSurface surf = ((EGLSurface(*)(EGLDisplay, EGLConfig, const EGLint*))p_eglCreatePbufferSurface)(
dpy, cfg, pbAttribs);
if (surf == EGL_NO_SURFACE)
fprintf(stderr, "no pbuffer (0x%x), using a surfaceless context\n", getError());
if (!((EGLBoolean(*)(EGLDisplay, EGLSurface, EGLSurface, EGLContext))p_eglMakeCurrent)(dpy, surf,
surf, ctx)) {
fprintf(stderr, "FAIL: eglMakeCurrent (0x%x)\n", getError());
return 1;
}
/* Core GL entry points: eglGetProcAddress first (EGL 1.5 serves core
* functions), provider dlsym as fallback (both glvnd and MobileGL export
* the gl* symbols directly). */
#define RESOLVE(name) \
do { \
*(void**)&name = g_eglGetProcAddress(#name); \
if (!name) *(void**)&name = dlsym(g_provider, #name); \
if (!name) { fprintf(stderr, "FAIL: resolve %s\n", #name); return 1; } \
} while (0)
RESOLVE(glClear); RESOLVE(glClearColor); RESOLVE(glEnable); RESOLVE(glViewport);
RESOLVE(glDisable); RESOLVE(glBlendFuncSeparate); RESOLVE(glDrawBuffers);
RESOLVE(glGetString); RESOLVE(glGetError); RESOLVE(glFinish); RESOLVE(glFlush);
RESOLVE(glGenBuffers); RESOLVE(glBindBuffer); RESOLVE(glBufferData); RESOLVE(glBufferSubData);
RESOLVE(glGenVertexArrays); RESOLVE(glBindVertexArray); RESOLVE(glEnableVertexAttribArray);
RESOLVE(glVertexAttribPointer); RESOLVE(glGenTextures); RESOLVE(glBindTexture);
RESOLVE(glActiveTexture); RESOLVE(glTexImage2D); RESOLVE(glTexSubImage2D);
RESOLVE(glTexParameteri); RESOLVE(glGenerateMipmap); RESOLVE(glCreateShader);
RESOLVE(glPixelStorei); RESOLVE(glGetIntegerv);
RESOLVE(glShaderSource); RESOLVE(glCompileShader); RESOLVE(glGetShaderiv);
RESOLVE(glGetShaderInfoLog); RESOLVE(glCreateProgram); RESOLVE(glAttachShader);
RESOLVE(glLinkProgram); RESOLVE(glGetProgramiv); RESOLVE(glUseProgram);
RESOLVE(glGetUniformLocation); RESOLVE(glUniform1i); RESOLVE(glUniform3f);
RESOLVE(glUniformMatrix4fv); RESOLVE(glDrawElements); RESOLVE(glBindAttribLocation);
RESOLVE(glUniform3fv); RESOLVE(glDrawArrays); RESOLVE(glDrawElementsBaseVertex);
RESOLVE(glBindBufferRange); RESOLVE(glBindBufferBase);
RESOLVE(glGetUniformBlockIndex); RESOLVE(glUniformBlockBinding);
RESOLVE(glGenSamplers); RESOLVE(glBindSampler); RESOLVE(glSamplerParameteri);
RESOLVE(glGenFramebuffers); RESOLVE(glBindFramebuffer); RESOLVE(glGenRenderbuffers);
RESOLVE(glBindRenderbuffer); RESOLVE(glRenderbufferStorage); RESOLVE(glFramebufferRenderbuffer);
RESOLVE(glCheckFramebufferStatus);
// Optional: end_frame_wait() falls back to glFinish when a stack has no
// sync objects, so resolve without failing the run.
*(void**)&glFenceSync = g_eglGetProcAddress("glFenceSync");
if (!glFenceSync) *(void**)&glFenceSync = dlsym(g_provider, "glFenceSync");
*(void**)&glClientWaitSync = g_eglGetProcAddress("glClientWaitSync");
if (!glClientWaitSync) *(void**)&glClientWaitSync = dlsym(g_provider, "glClientWaitSync");
*(void**)&glDeleteSync = g_eglGetProcAddress("glDeleteSync");
if (!glDeleteSync) *(void**)&glDeleteSync = dlsym(g_provider, "glDeleteSync");
// Desktop-only: GLES 3.2 has DrawElementsBaseVertex but no multi-draw form,
// so bench_multi_draw_elements_base_vertex() emulates it when this is null.
*(void**)&glMultiDrawElementsBaseVertex = g_eglGetProcAddress("glMultiDrawElementsBaseVertex");
if (!glMultiDrawElementsBaseVertex)
*(void**)&glMultiDrawElementsBaseVertex = dlsym(g_provider, "glMultiDrawElementsBaseVertex");
fprintf(stderr, "renderer: %s\n", glGetString(GL_RENDERER));
fprintf(stderr, "version: %s\n", glGetString(GL_VERSION));
return 0;
}
int main(int argc, char** argv) {
long draws = 2048;
if (getenv("DRIVERBENCH_DRAWS")) draws = atol(getenv("DRIVERBENCH_DRAWS"));
if (getenv("DRIVERBENCH_FRAMES")) g_frames = atoi(getenv("DRIVERBENCH_FRAMES"));
if (getenv("DRIVERBENCH_SPRITES")) g_mixSprites = atol(getenv("DRIVERBENCH_SPRITES"));
if (boot_egl()) return 1;
build_resources();
printf("case,frames,ops_per_frame,median_frame_ms,ns_per_op,fps\n");
for (int i = 0; i < kBenchCaseCount; ++i) {
const BenchCaseDesc* c = &kBenchCases[i];
if (argc > 1) {
int wanted = 0;
for (int j = 1; j < argc; ++j)
if (strcmp(argv[j], c->name) == 0) wanted = 1;
if (!wanted) continue;
}
// The generic cases scale with DRIVERBENCH_DRAWS; the mc_* rates are
// measured and must not move, or the numbers stop being comparable.
long a = c->a, ops = c->opsPerFrame;
if (strncmp(c->name, "mc_", 3) != 0 && a > 100) {
a = draws * a / 2048;
ops = c->opsPerFrame * draws / 2048;
}
run_case(c->name, c->fn, a, c->b, ops);
}
return 0;
}
@@ -1,640 +0,0 @@
/* MobileGL - MobileGL/MG_Benchmark/Driver/DriverBenchCases.inc
* Copyright (c) 2025-2026 MobileGL-Dev
* Licensed under the GNU Lesser General Public License v3.0:
* https://www.gnu.org/licenses/gpl-3.0.txt
* https://www.gnu.org/licenses/lgpl-3.0.txt
* SPDX-License-Identifier: LGPL-3.0-only
* End of Source File Header
*
* The benchmark scene and its cases, with no harness and no GL loader: the
* includer supplies both. DriverBench.c drives it through function pointers
* resolved from one EGL provider; MG_Util/SelfTest/DriverBenchJni.cpp drives
* it through MobileGL's own frontend entry points inside the Android plugin.
* Sharing the bodies is the point - a number from the phone and a number from
* the desktop have to describe the same work.
*
* The includer must have declared, before including this file: the GL types
* and enums used below, and callable gl* entry points with the standard
* signatures. bench_gl_failed() is called (and must be defined) when shader
* compilation or linking fails, so a caller can report the failure instead of
* dying inside a benchmark.
*/
/* ---- shared scene resources (Minecraft-shaped) ---- */
#define MAX_SECTIONS 512
static GLuint g_progChunk, g_progEntity;
static GLint g_uOffsetChunk, g_uMvpChunk, g_uMvpEntity;
static GLuint g_vao[MAX_SECTIONS], g_vbo[MAX_SECTIONS];
static GLuint g_sharedIbo;
static GLuint g_texAtlas, g_texLight, g_texEntity;
static int g_quadsPerSection = 128; /* 128 quads = 512 verts, 768 indices */
static unsigned char* g_scratch;
/* Uniform ring + sampler for the 26.2-shaped cases (see the case block below). */
static GLuint g_uboRing;
static GLint g_uboAlign = 256;
static size_t g_uboSlot = 256;
static GLuint g_sampler;
/* Two small offscreen targets for the 26.2-style render-pass churn case. */
static GLuint g_passFbo[2];
static GLuint g_passColor[2];
static float g_mvp[16] = {0.002f, 0, 0, 0, 0, 0.002f, 0, 0, 0, 0, -0.001f, 0, -1.f, -1.f, 0.f, 1.f};
/* Minecraft chunk vertex: pos 3f, color 4ub, uv 2f, packed light 2s -> 32 B */
#define VERT_STRIDE 32
static void fill_section_vertices(unsigned char* dst, int quads, unsigned seed) {
for (int q = 0; q < quads * 4; ++q) {
float* f = (float*)(dst + q * VERT_STRIDE);
unsigned r = seed = seed * 1664525u + 1013904223u;
f[0] = (float)(q & 31) * 8.0f + (float)(r & 7);
f[1] = (float)((q >> 5) & 31) * 8.0f;
f[2] = (float)(q % 7) * 0.1f;
dst[q * VERT_STRIDE + 12] = (unsigned char)r;
dst[q * VERT_STRIDE + 13] = (unsigned char)(r >> 8);
dst[q * VERT_STRIDE + 14] = (unsigned char)(r >> 16);
dst[q * VERT_STRIDE + 15] = 255;
f[4] = (float)(r & 1023) / 1024.0f;
f[5] = (float)((r >> 10) & 511) / 512.0f;
((short*)(dst + q * VERT_STRIDE + 24))[0] = 15 << 4;
((short*)(dst + q * VERT_STRIDE + 24))[1] = 15 << 4;
}
}
static GLuint make_shader(GLenum kind, const char* src) {
GLuint sh = glCreateShader(kind);
glShaderSource(sh, 1, &src, NULL);
glCompileShader(sh);
GLint ok = 0;
glGetShaderiv(sh, GL_COMPILE_STATUS, &ok);
if (!ok) {
char log[1024];
glGetShaderInfoLog(sh, sizeof log, NULL, log);
bench_gl_failed("shader compile", log);
return 0;
}
return sh;
}
static GLuint make_program(const char* vs_src, const char* fs_src) {
GLuint prog = glCreateProgram();
glAttachShader(prog, make_shader(GL_VERTEX_SHADER, vs_src));
glAttachShader(prog, make_shader(GL_FRAGMENT_SHADER, fs_src));
glBindAttribLocation(prog, 0, "aPos");
glBindAttribLocation(prog, 1, "aColor");
glBindAttribLocation(prog, 2, "aUv");
glBindAttribLocation(prog, 3, "aLight");
glLinkProgram(prog);
GLint ok = 0;
glGetProgramiv(prog, GL_LINK_STATUS, &ok);
if (!ok) {
bench_gl_failed("program link", "");
return 0;
}
return prog;
}
static const char* kChunkVs =
"#version 150 core\n"
"in vec3 aPos; in vec4 aColor; in vec2 aUv; in vec2 aLight;\n"
"uniform mat4 uMvp; uniform vec3 uOffset;\n"
"out vec4 vColor; out vec2 vUv; out vec2 vLight;\n"
"void main(){ gl_Position = uMvp * vec4(aPos + uOffset, 1.0);\n"
" vColor = aColor; vUv = aUv; vLight = aLight * (1.0/256.0); }\n";
static const char* kChunkFs =
"#version 150 core\n"
"in vec4 vColor; in vec2 vUv; in vec2 vLight; out vec4 o;\n"
"uniform sampler2D uAtlas; uniform sampler2D uLight;\n"
"void main(){ o = texture(uAtlas, vUv) * vColor * texture(uLight, vLight); }\n";
static const char* kEntityVs =
"#version 150 core\n"
"in vec3 aPos; in vec4 aColor; in vec2 aUv; in vec2 aLight;\n"
"uniform mat4 uMvp; uniform mat4 uModel;\n"
"out vec4 vColor; out vec2 vUv;\n"
"void main(){ gl_Position = uMvp * uModel * vec4(aPos, 1.0); vColor = aColor; vUv = aUv; }\n";
static const char* kEntityFs =
"#version 150 core\n"
"in vec4 vColor; in vec2 vUv; out vec4 o; uniform sampler2D uTex;\n"
"void main(){ o = texture(uTex, vUv) * vColor; }\n";
// ESSL 3.20 twins of the four shaders above. The bodies are identical; only the
// version line and the precision qualifiers differ, so the two paths compile the
// same work. Needed because this bench also runs against a device's native GLES
// driver as the baseline MobileGL is measured against, and that driver rejects
// desktop GLSL - while MobileGL is fed desktop GLSL on purpose, since translating
// it is the thing under test.
static const char* kChunkVsEs =
"#version 320 es\n"
"precision highp float;\n"
"in vec3 aPos; in vec4 aColor; in vec2 aUv; in vec2 aLight;\n"
"uniform mat4 uMvp; uniform vec3 uOffset;\n"
"out vec4 vColor; out vec2 vUv; out vec2 vLight;\n"
"void main(){ gl_Position = uMvp * vec4(aPos + uOffset, 1.0);\n"
" vColor = aColor; vUv = aUv; vLight = aLight * (1.0/256.0); }\n";
static const char* kChunkFsEs =
"#version 320 es\n"
"precision mediump float;\n"
"in vec4 vColor; in vec2 vUv; in vec2 vLight; out vec4 o;\n"
"uniform sampler2D uAtlas; uniform sampler2D uLight;\n"
"void main(){ o = texture(uAtlas, vUv) * vColor * texture(uLight, vLight); }\n";
static const char* kEntityVsEs =
"#version 320 es\n"
"precision highp float;\n"
"in vec3 aPos; in vec4 aColor; in vec2 aUv; in vec2 aLight;\n"
"uniform mat4 uMvp; uniform mat4 uModel;\n"
"out vec4 vColor; out vec2 vUv;\n"
"void main(){ gl_Position = uMvp * uModel * vec4(aPos, 1.0); vColor = aColor; vUv = aUv; }\n";
static const char* kEntityFsEs =
"#version 320 es\n"
"precision mediump float;\n"
"in vec4 vColor; in vec2 vUv; out vec4 o; uniform sampler2D uTex;\n"
"void main(){ o = texture(uTex, vUv) * vColor; }\n";
// True once build_resources() has seen a GL_VERSION beginning with "OpenGL ES".
static int g_isGlesContext = 0;
static void setup_vao(GLuint vao, GLuint vbo, GLuint ibo) {
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glVertexAttribPointer(0, 3, GL_FLOAT, 0, VERT_STRIDE, (void*)0);
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, 1, VERT_STRIDE, (void*)12);
glVertexAttribPointer(2, 2, GL_FLOAT, 0, VERT_STRIDE, (void*)16);
glVertexAttribPointer(3, 2, GL_SHORT, 0, VERT_STRIDE, (void*)24);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
}
static GLuint g_mainFbo;
static void build_resources(void) {
/* offscreen render target: 1280x720 RBO FBO, like CTS fbo surface mode */
GLuint fbo, rboColor, rboDepth;
glGenFramebuffers(1, &fbo);
g_mainFbo = fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenRenderbuffers(1, &rboColor);
glBindRenderbuffer(GL_RENDERBUFFER, rboColor);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1280, 720);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rboColor);
glGenRenderbuffers(1, &rboDepth);
glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 1280, 720);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
bench_gl_failed("FBO incomplete", "");
return;
}
const char* versionString = (const char*)glGetString(GL_VERSION);
g_isGlesContext = versionString != NULL && strncmp(versionString, "OpenGL ES", 9) == 0;
g_progChunk = g_isGlesContext ? make_program(kChunkVsEs, kChunkFsEs) : make_program(kChunkVs, kChunkFs);
g_progEntity = g_isGlesContext ? make_program(kEntityVsEs, kEntityFsEs) : make_program(kEntityVs, kEntityFs);
glUseProgram(g_progChunk);
g_uMvpChunk = glGetUniformLocation(g_progChunk, "uMvp");
g_uOffsetChunk = glGetUniformLocation(g_progChunk, "uOffset");
glUniform1i(glGetUniformLocation(g_progChunk, "uAtlas"), 0);
glUniform1i(glGetUniformLocation(g_progChunk, "uLight"), 2);
glUniformMatrix4fv(g_uMvpChunk, 1, 0, g_mvp);
glUseProgram(g_progEntity);
g_uMvpEntity = glGetUniformLocation(g_progEntity, "uMvp");
glUniform1i(glGetUniformLocation(g_progEntity, "uTex"), 0);
glUniformMatrix4fv(g_uMvpEntity, 1, 0, g_mvp);
glUseProgram(g_progChunk);
/* shared quad index buffer, like Blaze3D's RenderSystem shared sequences */
int maxQuads = 4096;
unsigned* idx = (unsigned*)malloc((size_t)maxQuads * 6 * 4);
for (int q = 0; q < maxQuads; ++q) {
unsigned base = q * 4;
unsigned* p = idx + q * 6;
p[0] = base; p[1] = base + 1; p[2] = base + 2;
p[3] = base + 2; p[4] = base + 3; p[5] = base;
}
glGenBuffers(1, &g_sharedIbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_sharedIbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, maxQuads * 6 * 4, idx, GL_STATIC_DRAW);
free(idx);
g_scratch = (unsigned char*)malloc(4 * 1024 * 1024);
memset(g_scratch, 0x5a, 4 * 1024 * 1024);
glGenVertexArrays(MAX_SECTIONS, g_vao);
glGenBuffers(MAX_SECTIONS, g_vbo);
int bytes = g_quadsPerSection * 4 * VERT_STRIDE;
for (int i = 0; i < MAX_SECTIONS; ++i) {
fill_section_vertices(g_scratch, g_quadsPerSection, i * 7919u + 1);
glBindBuffer(GL_ARRAY_BUFFER, g_vbo[i]);
glBufferData(GL_ARRAY_BUFFER, bytes, g_scratch, GL_STATIC_DRAW);
setup_vao(g_vao[i], g_vbo[i], g_sharedIbo);
}
glGenTextures(1, &g_texAtlas);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_texAtlas);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1024, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, g_scratch);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenerateMipmap(GL_TEXTURE_2D);
glGenTextures(1, &g_texLight);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, g_texLight);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, g_scratch);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenTextures(1, &g_texEntity);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_texEntity);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, g_scratch);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, g_texAtlas);
// Uniform ring the 26.2-style case sub-ranges into, sized like a real
// frame's worth of per-draw uniform slots.
GLint align = 256;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &align);
g_uboAlign = align > 0 ? align : 256;
g_uboSlot = (size_t)g_uboAlign;
glGenBuffers(1, &g_uboRing);
glBindBuffer(GL_UNIFORM_BUFFER, g_uboRing);
glBufferData(GL_UNIFORM_BUFFER, 4 * 1024 * 1024, g_scratch, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
for (int i = 0; i < 2; ++i) {
glGenFramebuffers(1, &g_passFbo[i]);
glBindFramebuffer(GL_FRAMEBUFFER, g_passFbo[i]);
glGenRenderbuffers(1, &g_passColor[i]);
glBindRenderbuffer(GL_RENDERBUFFER, g_passColor[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 256, 256);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, g_passColor[i]);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
bench_gl_failed("pass FBO incomplete", "");
return;
}
}
/* back to the main offscreen target the harness set up */
glBindFramebuffer(GL_FRAMEBUFFER, g_mainFbo);
glGenSamplers(1, &g_sampler);
glSamplerParameteri(g_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(g_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glEnable(GL_DEPTH_TEST);
glClearColor(0.3f, 0.5f, 0.9f, 1.0f);
glViewport(0, 0, 1280, 720);
const GLenum setupError = glGetError();
if (setupError != GL_NO_ERROR) {
char message[64];
snprintf(message, sizeof message, "0x%04x", setupError);
bench_gl_failed("GL error during resource setup", message);
}
}
static void case_draw_tiny(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
static void case_draw_uniform(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) {
glUniform3f(g_uOffsetChunk, (float)(i & 15), (float)((i >> 4) & 15), 0.0f);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
}
static void case_draw_multi_vao(int frame, long a, long b) {
(void)frame; (void)b;
for (long i = 0; i < a; ++i) {
glBindVertexArray(g_vao[i % MAX_SECTIONS]);
glUniform3f(g_uOffsetChunk, (float)(i & 15), (float)((i >> 4) & 15), 0.0f);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
}
static void case_tex_pingpong(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) {
glBindTexture(GL_TEXTURE_2D, (i & 1) ? g_texEntity : g_texAtlas);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
glBindTexture(GL_TEXTURE_2D, g_texAtlas);
}
static void case_program_pingpong(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) {
if (i & 1) {
glUseProgram(g_progEntity);
glUniformMatrix4fv(g_uMvpEntity, 1, 0, g_mvp);
} else {
glUseProgram(g_progChunk);
glUniform3f(g_uOffsetChunk, (float)(i & 15), 0.0f, 0.0f);
}
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
glUseProgram(g_progChunk);
}
/* a = uploads per frame, b = bytes per upload (0 => section size) */
static void case_chunk_upload(int frame, long a, long b) {
if (b <= 0) b = g_quadsPerSection * 4 * VERT_STRIDE;
if (b > 4 * 1024 * 1024) b = 4 * 1024 * 1024;
for (long i = 0; i < a; ++i) {
int slot = (int)(((long)frame * a + i) % MAX_SECTIONS);
glBindBuffer(GL_ARRAY_BUFFER, g_vbo[slot]);
glBufferData(GL_ARRAY_BUFFER, b, NULL, GL_STATIC_DRAW); /* orphan */
glBufferSubData(GL_ARRAY_BUFFER, 0, b, g_scratch);
glBindVertexArray(g_vao[slot]);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
}
/* a = sprite updates per frame */
static void case_atlas_sprite(int frame, long a, long b) {
(void)b;
glBindVertexArray(g_vao[0]);
glBindTexture(GL_TEXTURE_2D, g_texAtlas);
for (long i = 0; i < a; ++i) {
int x = (int)((frame * 13 + i * 17) % (1024 - 16));
int y = (int)((frame * 7 + i * 29) % (512 - 16));
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, 16, 16, GL_RGBA, GL_UNSIGNED_BYTE, g_scratch);
}
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
/* a = lightmap updates (+draw) per frame */
static void case_lightmap(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) {
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, g_texLight);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 16, 16, GL_RGBA, GL_UNSIGNED_BYTE, g_scratch);
glActiveTexture(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
}
/* Composite: a = total draws, b = uploads per frame. Mix modeled on trace
* analysis: chunk draws with per-draw offset uniform across sections, 10%
* entity-style program flips, per-frame lightmap + sprite updates, b chunk
* re-uploads. */
static long g_mixSprites = 8;
static void case_scene_mix(int frame, long a, long b) {
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, g_texLight);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 16, 16, GL_RGBA, GL_UNSIGNED_BYTE, g_scratch);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_texAtlas);
for (long i = 0; i < g_mixSprites; ++i) {
int x = (int)((frame * 13 + i * 17) % (1024 - 16));
int y = (int)((frame * 7 + i * 29) % (512 - 16));
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, 16, 16, GL_RGBA, GL_UNSIGNED_BYTE, g_scratch);
}
for (long i = 0; i < b; ++i) {
int slot = (int)(((long)frame * b + i) % MAX_SECTIONS);
long bytes = g_quadsPerSection * 4 * VERT_STRIDE;
glBindBuffer(GL_ARRAY_BUFFER, g_vbo[slot]);
glBufferData(GL_ARRAY_BUFFER, bytes, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, bytes, g_scratch);
}
long entityEvery = 10;
for (long i = 0; i < a; ++i) {
if (i % entityEvery == entityEvery - 1) {
glUseProgram(g_progEntity);
glUniformMatrix4fv(g_uMvpEntity, 1, 0, g_mvp);
glBindTexture(GL_TEXTURE_2D, g_texEntity);
glBindVertexArray(g_vao[i % MAX_SECTIONS]);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
glUseProgram(g_progChunk);
glBindTexture(GL_TEXTURE_2D, g_texAtlas);
} else {
glBindVertexArray(g_vao[i % MAX_SECTIONS]);
glUniform3f(g_uOffsetChunk, (float)(i & 15), (float)((i >> 4) & 15), 0.0f);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
}
}
/* ---- Trace-derived cases -------------------------------------------------
* Per-frame call mixes measured from the three captured Minecraft traces
* (render distance 32, 1280x720, hovering in-world). Each case reproduces one
* renderer's dominant per-draw sequence at its measured rate, so the number a
* backend posts here is directly comparable to what that game version asks of
* the driver every frame.
*
* vanilla 1.21.1 : 5495 glDrawElements, 5490 glBindVertexArray,
* 5487 glUniform3fv, 95 glTexSubImage2D (+382 glPixelStorei,
* 247 glTexParameteri), 23 glBufferData per frame
* fabric+sodium : 132 glMultiDrawElementsBaseVertex, 279 glBindVertexArray,
* 132 glUniform3f, 32 glBufferData per frame
* 26.2 snapshot : 3401 glDrawElementsBaseVertex, each preceded by
* glBindBufferRange + glBindBuffer (3639/3412 per frame)
*/
/* vanilla: bind VAO, push the chunk offset, draw. a = draws per frame. */
static void case_mc_vanilla_draw(int frame, long a, long b) {
(void)frame; (void)b;
float offset[3];
for (long i = 0; i < a; ++i) {
glBindVertexArray(g_vao[i % MAX_SECTIONS]);
offset[0] = (float)(i & 15);
offset[1] = (float)((i >> 4) & 15);
offset[2] = 0.0f;
glUniform3fv(g_uOffsetChunk, 1, offset);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
}
/* sodium: one multi-draw covers many chunk sections out of a shared buffer.
* a = multi-draws per frame, b = sub-draws inside each. */
static void case_mc_sodium_multidraw(int frame, long a, long b) {
(void)frame;
enum { kMaxSub = 64 };
if (b <= 0 || b > kMaxSub) b = 32;
GLsizei counts[kMaxSub];
const void* offsets[kMaxSub];
GLint baseVertices[kMaxSub];
for (long s = 0; s < b; ++s) {
counts[s] = (GLsizei)(g_quadsPerSection * 6 / b);
offsets[s] = (const void*)(uintptr_t)(s * (g_quadsPerSection * 6 / b) * 4);
baseVertices[s] = 0;
}
for (long i = 0; i < a; ++i) {
glBindVertexArray(g_vao[i % MAX_SECTIONS]);
glBindVertexArray(g_vao[i % MAX_SECTIONS]); /* sodium rebinds ~2x per draw */
glUniform3f(g_uOffsetChunk, (float)(i & 15), (float)((i >> 4) & 15), 0.0f);
// Routed through the includer: GLES has no multi-draw-with-base-vertex, so
// a native-driver harness emulates it with the loop the extension folds up.
bench_multi_draw_elements_base_vertex(GL_TRIANGLES, counts, GL_UNSIGNED_INT, offsets,
(GLsizei)b, baseVertices);
}
}
/* 26.2: every draw rebinds a fresh uniform-buffer range out of a ring.
* a = draws per frame. */
static void case_mc_ubo_range(int frame, long a, long b) {
(void)b;
const size_t slots = (4u * 1024u * 1024u) / g_uboSlot;
for (long i = 0; i < a; ++i) {
const size_t slot = (size_t)(((long)frame * a + i) % (long)slots);
glBindBufferRange(GL_UNIFORM_BUFFER, 0, g_uboRing, (GLintptr)(slot * g_uboSlot),
(GLsizeiptr)g_uboSlot);
glBindBuffer(GL_UNIFORM_BUFFER, g_uboRing);
glDrawElementsBaseVertex(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0, 0);
}
}
/* vanilla's animated-sprite path: every upload is wrapped in the pixel-store
* and filter state Blaze3D re-sets around it. a = uploads per frame. */
static void case_mc_tex_stream(int frame, long a, long b) {
(void)b;
glBindVertexArray(g_vao[0]);
glBindTexture(GL_TEXTURE_2D, g_texAtlas);
for (long i = 0; i < a; ++i) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
int x = (int)((frame * 13 + i * 17) % (1024 - 16));
int y = (int)((frame * 7 + i * 29) % (512 - 16));
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, 16, 16, GL_RGBA, GL_UNSIGNED_BYTE, g_scratch);
}
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
/* Blaze3D re-resolves uniform locations by name every frame. a = lookups. */
static void case_mc_uniform_lookup(int frame, long a, long b) {
(void)frame; (void)b;
static const char* names[4] = {"uMvp", "uOffset", "uAtlas", "uLight"};
volatile GLint sink = 0;
for (long i = 0; i < a; ++i) sink += glGetUniformLocation(g_progChunk, names[i & 3]);
(void)sink;
glBindVertexArray(g_vao[0]);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
/* 26.2 rebinds a sampler object per texture unit switch. a = switches. */
static void case_mc_sampler_churn(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) {
glActiveTexture(GL_TEXTURE0 + (GLenum)(i & 3));
glBindTexture(GL_TEXTURE_2D, (i & 1) ? g_texEntity : g_texAtlas);
glBindSampler((GLuint)(i & 3), g_sampler);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
glActiveTexture(GL_TEXTURE0);
}
/* 26.2 switches render targets constantly: 132 glBindFramebuffer and 198
* glDrawBuffers per frame. Pass switching is where a Vulkan backend pays for
* render-pass breaks, so this case is the one to watch on Magma. a = passes. */
static void case_mc_pass_switch(int frame, long a, long b) {
(void)frame; (void)b;
static const GLenum kColor0[1] = {GL_COLOR_ATTACHMENT0};
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) {
glBindFramebuffer(GL_FRAMEBUFFER, g_passFbo[i & 1]);
glDrawBuffers(1, kColor0);
glViewport(0, 0, 256, 256);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
glBindFramebuffer(GL_FRAMEBUFFER, g_mainFbo);
glViewport(0, 0, 1280, 720);
}
/* Blaze3D toggles blend around batches: 46 glEnable/glDisable pairs and 28
* glBlendFuncSeparate per vanilla frame. a = toggle pairs. */
static void case_mc_state_toggle(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) {
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
glDisable(GL_BLEND);
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
}
/* 26.2 re-sets texture parameters relentlessly - 612 glTexParameteri per frame,
* almost always to the value already in place. Measures redundant-param
* filtering. a = parameter writes. */
static void case_mc_tex_param(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
glBindTexture(GL_TEXTURE_2D, g_texAtlas);
for (long i = 0; i < a; i += 4) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
/* Sodium switches programs mid-frame far more than vanilla: 62 glUseProgram and
* 60 mat4 uploads per frame. a = program switches. */
static void case_mc_use_program(int frame, long a, long b) {
(void)frame; (void)b;
glBindVertexArray(g_vao[0]);
for (long i = 0; i < a; ++i) {
if (i & 1) {
glUseProgram(g_progEntity);
glUniformMatrix4fv(g_uMvpEntity, 1, 0, g_mvp);
} else {
glUseProgram(g_progChunk);
glUniformMatrix4fv(g_uMvpChunk, 1, 0, g_mvp);
}
glDrawElements(GL_TRIANGLES, g_quadsPerSection * 6, GL_UNSIGNED_INT, 0);
}
glUseProgram(g_progChunk);
}
/* ---- the case table both harnesses iterate --------------------------------
* a/b are the case's own knobs; opsPerFrame is what one bench frame is
* normalised by, so ns_per_op compares across renderers. The mc_* rates are
* the per-frame call counts measured from the captured traces.
*/
typedef void (*bench_case_fn)(int frame, long a, long b);
typedef struct {
const char* name;
bench_case_fn fn;
long a, b, opsPerFrame;
} BenchCaseDesc;
static const BenchCaseDesc kBenchCases[] = {
{"mc_vanilla_draw", case_mc_vanilla_draw, 5495, 0, 5495},
{"mc_sodium_multidraw", case_mc_sodium_multidraw, 132, 32, 132},
{"mc_ubo_range", case_mc_ubo_range, 3401, 0, 3401},
{"mc_tex_stream", case_mc_tex_stream, 95, 0, 95},
{"mc_uniform_lookup", case_mc_uniform_lookup, 41, 0, 41},
{"mc_sampler_churn", case_mc_sampler_churn, 306, 0, 306},
{"mc_pass_switch", case_mc_pass_switch, 132, 0, 132},
{"mc_state_toggle", case_mc_state_toggle, 46, 0, 46},
{"mc_tex_param", case_mc_tex_param, 612, 0, 612},
{"mc_use_program", case_mc_use_program, 62, 0, 62},
{"draw_tiny", case_draw_tiny, 2048, 0, 2048},
{"draw_uniform", case_draw_uniform, 2048, 0, 2048},
{"draw_multi_vao", case_draw_multi_vao, 2048, 0, 2048},
{"tex_pingpong", case_tex_pingpong, 1024, 0, 1024},
{"program_pingpong", case_program_pingpong, 512, 0, 512},
{"chunk_upload", case_chunk_upload, 24, 0, 24},
{"atlas_sprite", case_atlas_sprite, 32, 0, 32},
{"lightmap", case_lightmap, 4, 0, 4},
{"scene_mix", case_scene_mix, 2048, 12, 2048},
};
static const int kBenchCaseCount = (int)(sizeof kBenchCases / sizeof kBenchCases[0]);
@@ -1,41 +0,0 @@
#!/bin/bash
# Run the headless EGL DriverBench on one renderer:
# ./run_driver_bench.sh native [bench args...]
# ./run_driver_bench.sh espryt <libMobileGL.so> [bench args...]
# ./run_driver_bench.sh magma <libMobileGL.so> [bench args...]
# The bench dlopens exactly one EGL provider (DRIVERBENCH_EGL_LIB): the system
# libEGL.so.1 for native, or the given libMobileGL.so for a MobileGL backend -
# no LD_LIBRARY_PATH shadowing, so MobileGL's own loader still finds the real
# driver underneath.
#
# Pin the vendor libraries explicitly. A bare libEGL.so.1 on a glvnd system
# picks whatever vendor eglGetDisplay(EGL_DEFAULT_DISPLAY) resolves first,
# which is Mesa/llvmpipe here - a software rasteriser silently replacing the
# GPU under a benchmark. Override MGL_EGL_VENDOR / MGL_VK_ICD to test another
# driver.
set -eu
HERE=$(cd "$(dirname "$0")" && pwd)
BENCH=${DRIVERBENCH_BIN:-$HERE/DriverBench}
EGL_VENDOR=${MGL_EGL_VENDOR:-/usr/share/glvnd/egl_vendor.d/10_nvidia.json}
VK_ICD=${MGL_VK_ICD:-/usr/share/vulkan/icd.d/nvidia_icd.x86_64.json}
MODE=$1; shift
export __EGL_VENDOR_LIBRARY_FILENAMES=$EGL_VENDOR
export EGL_PLATFORM=${EGL_PLATFORM:-x11}
case "$MODE" in
native)
export DRIVERBENCH_EGL_LIB=${DRIVERBENCH_EGL_LIB:-libEGL.so.1}
;;
espryt)
export DRIVERBENCH_EGL_LIB=$(readlink -f "$1"); shift
export MOBILEGL_BACKEND_TYPE=DirectGLES
;;
magma)
export DRIVERBENCH_EGL_LIB=$(readlink -f "$1"); shift
export MOBILEGL_BACKEND_TYPE=DirectVulkan
export VK_ICD_FILENAMES=$VK_ICD
;;
*) echo "unknown mode: $MODE (native|espryt|magma)"; exit 1 ;;
esac
exec "$BENCH" "$@"
+29 -190
View File
@@ -8,10 +8,6 @@
#include "GL_Buffer.h"
#include "Validators.h"
#include "../Texture/GL_Texture.h"
#include "../Getter/GL_Getter.h"
#include <MG_Util/Converters/GLToMG/TextureEnumConverter.h>
#include <MG_Util/Metrics/TextureMetrics.h>
#include <Config.h>
#include <MG_State/GLState/Core.h>
#include <MG_State/GLState/ErrorState/Error.h>
@@ -42,7 +38,6 @@ namespace MobileGL::MG_Impl::GLImpl {
GetNamedBufferParameteriv,
GetNamedBufferParameteri64v,
GetNamedBufferPointerv,
GetNamedBufferSubData,
};
const char* GetBufferOpName(BufferOp op) {
@@ -81,8 +76,6 @@ namespace MobileGL::MG_Impl::GLImpl {
return "UnmapNamedBuffer";
case BufferOp::FlushMappedNamedBufferRange:
return "FlushMappedNamedBufferRange";
case BufferOp::GetNamedBufferSubData:
return "GetNamedBufferSubData";
case BufferOp::GetNamedBufferParameteriv:
return "GetNamedBufferParameteriv";
case BufferOp::GetNamedBufferParameteri64v:
@@ -96,64 +89,25 @@ namespace MobileGL::MG_Impl::GLImpl {
SharedPtr<MG_State::GLState::BufferObject> GetNamedBufferObject(GLuint buffer, BufferOp op);
// The size of one cleared element, which is what offset and size must be multiples of
// (GL 4.6 core 6.3). `internalformat` is restricted to the buffer-texture format table, and
// `format`/`type` describe the client-side pattern, so both are validated here and the
// caller only has to know how wide an element is.
SizeT GetClearPatternSize(GLenum internalformat, GLenum format, GLenum type, BufferOp op) {
if (!IsBufferTextureInternalFormat(internalformat)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", GetBufferOpName(op),
std::format("internalformat 0x{:X} is not one of the sized formats a buffer clear accepts.",
internalformat)));
return 0;
}
// Unlike internalformat, a bad format or type here is INVALID_VALUE rather than
// INVALID_ENUM (GL 4.6 core 6.3) - the odd one out among the enum arguments.
const TextureInputFormat inputFormat = MG_Util::ConvertGLEnumToTextureInputFormat(format);
if (inputFormat == TextureInputFormat::Unknown) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", GetBufferOpName(op),
std::format("format 0x{:X} is not a pixel format.", format)));
return 0;
}
const TexturePixelDataType pixelType = MG_Util::ConvertGLEnumToTexturePixelDataType(type);
if (pixelType == TexturePixelDataType::Unknown) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", GetBufferOpName(op),
std::format("type 0x{:X} is not a pixel type.", type)));
return 0;
}
const TextureInternalFormat internal =
MG_Util::ConvertGLEnumToTextureInternalFormat(internalformat);
const SizeT elementSize = MG_Util::GetSizedInternalFormatSizeInBytes(internal);
if (elementSize == 0) {
if (format != GL_RED_INTEGER) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", GetBufferOpName(op),
std::format("internalformat 0x{:X} has no known element size.",
internalformat)));
"Only GL_RED_INTEGER buffer clears are currently supported."));
return 0;
}
// The pattern is replicated verbatim, which is only the whole story while the client
// layout already matches the internal format - the case every entry point in practice
// uses, and the only one the conversion machinery here can express. Say so rather than
// quietly writing a differently-sized pattern.
const SizeT sourceSize = MG_Util::GetInputBytesPerPixel(inputFormat, pixelType);
if (sourceSize != elementSize) {
MGLOG_W("%s: clear pattern is %zu bytes but internalformat 0x%X stores %zu; "
"converting between them is not implemented",
GetBufferOpName(op), sourceSize, internalformat, elementSize);
}
return elementSize;
if (internalformat == GL_R8UI && type == GL_UNSIGNED_BYTE) return sizeof(GLubyte);
if (internalformat == GL_R32UI && type == GL_UNSIGNED_INT) return sizeof(GLuint);
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", GetBufferOpName(op),
std::format("Unsupported clear format tuple: internalformat=0x{:X}, "
"format=0x{:X}, type=0x{:X}",
internalformat, format, type)));
return 0;
}
Bool ValidateBufferClearRange(const SharedPtr<MG_State::GLState::BufferObject>& bufferObject, GLintptr offset,
@@ -862,10 +816,6 @@ namespace MobileGL::MG_Impl::GLImpl {
Range1D mappedRange = bufferObject->GetMappedRange();
auto mappingAccess = bufferObject->GetMappingAccess();
// GL 4.6 6.5: the error is on OVERLAP with the mapped range, i.e. a half-open
// intersection test. There used to be a second test below this one asking only
// `offset + size >= mappedRange.start`, which rejects every write that starts
// before a mapped tail as well - it made a legal disjoint glBufferSubData fail.
if (bufferObject->IsMapped() && !(mappingAccess & BufferMappingAccessBit::Persistent) &&
(offset < mappedRange.end) && (offset + size > mappedRange.start)) {
MG_State::pGLContext->RecordError(
@@ -876,6 +826,18 @@ namespace MobileGL::MG_Impl::GLImpl {
return;
}
if (bufferObject->IsMapped() && !(mappingAccess & BufferMappingAccessBit::Persistent)) {
Range1D mappedRange = bufferObject->GetMappedRange();
if (offset + size >= mappedRange.start) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "BufferSubData_State",
"Cannot modify a mapped buffer object unless it was "
"mapped with GL_MAP_PERSISTENT_BIT."));
return;
}
}
bufferObject->UploadSubData({(void*)data, (SizeT)size}, offset);
}
@@ -929,44 +891,6 @@ namespace MobileGL::MG_Impl::GLImpl {
bufferObject->DownloadSubData(data, static_cast<SizeT>(offset), static_cast<SizeT>(size));
}
void GetNamedBufferSubData_State(GLuint buffer, GLintptr offset, GLsizeiptr size, void* data) {
if (!data) {
// Match GetBufferSubData_State: a null pointer is a caller bug, not a GL-specified error.
return;
}
if (size < 0 || offset < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "GetNamedBufferSubData_State",
"Offset and size must be non-negative."));
return;
}
auto bufferObject = GetNamedBufferObject(buffer, BufferOp::GetNamedBufferSubData);
if (!bufferObject) return;
if (static_cast<SizeT>(offset) + static_cast<SizeT>(size) > bufferObject->GetSize()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "GetNamedBufferSubData_State",
"Offset and size exceed buffer size."));
return;
}
if (bufferObject->IsMapped() &&
!(bufferObject->GetMappingAccess() & BufferMappingAccessBit::Persistent)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "GetNamedBufferSubData_State",
"Cannot read from a buffer object mapped without GL_MAP_PERSISTENT_BIT."));
return;
}
bufferObject->SyncGpuWrites();
bufferObject->DownloadSubData(data, static_cast<SizeT>(offset), static_cast<SizeT>(size));
}
void BufferData_State(GLenum target, GLsizeiptr size, const void* data, GLenum usage) {
MGLOG_D("%s: %s, size = %d, data = %p, usage = %s", __func__, MG_Util::ConvertGLEnumToString(target).c_str(),
size, data, MG_Util::ConvertGLEnumToString(usage).c_str());
@@ -1006,11 +930,6 @@ namespace MobileGL::MG_Impl::GLImpl {
}
void BufferStorage_State(GLenum target, GLsizeiptr size, const void* data, GLbitfield flags) {
// Error precedence: "no buffer is bound to target" outranks a bad size or bad
// flags, so the binding has to be resolved before either is validated.
auto bufferObject = GetBoundBufferObject(target, BufferOp::BufferStorage);
if (!bufferObject) return;
if (size <= 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
@@ -1019,6 +938,8 @@ namespace MobileGL::MG_Impl::GLImpl {
}
if (!ValidateStorageFlags(flags, BufferOp::BufferStorage)) return;
auto bufferObject = GetBoundBufferObject(target, BufferOp::BufferStorage);
if (!bufferObject) return;
if (bufferObject->IsImmutableStorage()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
@@ -1053,10 +974,6 @@ namespace MobileGL::MG_Impl::GLImpl {
}
void NamedBufferStorage_State(GLuint buffer, GLsizeiptr size, const void* data, GLbitfield flags) {
// Same precedence as BufferStorage_State: the buffer-name error comes first.
auto bufferObject = GetNamedBufferObject(buffer, BufferOp::NamedBufferStorage);
if (!bufferObject) return;
if (size <= 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
@@ -1065,6 +982,8 @@ namespace MobileGL::MG_Impl::GLImpl {
}
if (!ValidateStorageFlags(flags, BufferOp::NamedBufferStorage)) return;
auto bufferObject = GetNamedBufferObject(buffer, BufferOp::NamedBufferStorage);
if (!bufferObject) return;
if (bufferObject->IsImmutableStorage()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
@@ -1484,71 +1403,12 @@ namespace MobileGL::MG_Impl::GLImpl {
GetBufferBindingSlot(bufferTarget).Bind(bufferObject);
}
// GL 4.6 core 6.1.1: the constraints glBindBufferRange puts on the (offset, size) pair.
// Every one of them is INVALID_VALUE, and all of them are checked before a single piece
// of state is written - a rejected bind must leave the binding point exactly as it was.
// They apply only to a non-zero buffer: buffer 0 detaches the binding point and ignores
// offset and size, which is also how glBindBuffersRange spells "reset this element"
// (a NULL buffers array, or a zero entry inside one).
static Bool ValidateBufferRangeOffsetAndSize(GLenum target, GLintptr offset, GLsizeiptr size,
const char* funcName) {
if (size <= 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
std::format("size ({}) must be greater than zero.", size)));
return false;
}
if (offset < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
std::format("offset ({}) must not be negative.", offset)));
return false;
}
// GL_UNIFORM_BUFFER and GL_SHADER_STORAGE_BUFFER each constrain the offset to their own
// implementation-defined alignment, which glGetIntegerv already answers.
GLenum alignmentQuery = GL_NONE;
if (target == GL_SHADER_STORAGE_BUFFER) {
alignmentQuery = GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT;
} else if (target == GL_UNIFORM_BUFFER) {
alignmentQuery = GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT;
}
if (alignmentQuery != GL_NONE) {
GLint alignment = 0;
GetIntegerv(alignmentQuery, &alignment);
if (alignment > 0 && (offset % static_cast<GLintptr>(alignment)) != 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", funcName,
std::format("offset ({}) must be a multiple of {} ({}).", offset,
MG_Util::ConvertGLEnumToString(alignmentQuery), alignment)));
return false;
}
}
// A transform feedback capture binding is addressed in 32-bit components, so BOTH the
// offset and the size must be multiples of 4.
if (target == GL_TRANSFORM_FEEDBACK_BUFFER && ((offset % 4) != 0 || (size % 4) != 0)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", funcName,
std::format("offset ({}) and size ({}) must both be multiples of 4 for "
"GL_TRANSFORM_FEEDBACK_BUFFER.",
offset, size)));
return false;
}
return true;
}
void BindBufferRange_State(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) {
MGLOG_D("%s: target = %s, index = %u, buffer = %u, offset = %d, size = %d", __func__,
MG_Util::ConvertGLEnumToString(target).c_str(), index, buffer, offset, size);
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;
if (bufferTarget == BufferTarget::TransformFeedback && MG_State::pGLContext->IsTransformFeedbackActive()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
@@ -1693,10 +1553,6 @@ namespace MobileGL::MG_Impl::GLImpl {
BufferSubData_State(target, offset, size, data);
}
void GetNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, void* data) {
GetNamedBufferSubData_State(buffer, offset, size, data);
}
void GetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void* data) {
GetBufferSubData_State(target, offset, size, data);
}
@@ -1722,32 +1578,15 @@ namespace MobileGL::MG_Impl::GLImpl {
}
// ARB_multi_bind: defined by the spec as equivalent to a loop over the single-bind entry
// points (with buffer 0 resetting the binding point) - but only AFTER an up-front check
// of the whole [first, first + count) range. Looping straight into the single-bind entry
// points reports the single-bind INVALID_VALUE for an out-of-range index instead of the
// multi-bind INVALID_OPERATION, and binds the in-range prefix before failing.
static Bool ValidateMultiBindBufferRange(GLenum target, GLuint first, GLsizei count, const char* funcName) {
BufferTarget bufferTarget = MG_Util::ConvertGLEnumToBufferTarget(target);
if (!BufferImpl::ValidateBufferBindingPointTarget(bufferTarget)) return false;
return BufferImpl::ValidateBufferBindingPointRange(bufferTarget, first, count, funcName);
}
// points (with buffer 0 resetting the binding point).
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);
}
}
// The (offset, size) constraints are the one part of glBindBuffersRange that stays
// per-element: ARB_multi_bind checks them separately for each binding point, leaves that
// point unchanged on failure, and still applies the remaining elements - which is exactly
// what looping into BindBufferRange_State does. Only the [first, first + count) range is
// an up-front, all-or-nothing check. Elements that name buffer 0 (or a NULL buffers array)
// reset the binding point through BindBufferBase_State and carry no offset/size to check.
void BindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr* offsets,
const GLsizeiptr* sizes) {
if (!ValidateMultiBindBufferRange(target, first, count, __func__)) return;
for (GLsizei i = 0; i < count; ++i) {
if (!buffers || buffers[i] == 0) {
BindBufferBase_State(target, first + i, 0);
@@ -41,7 +41,6 @@ namespace MobileGL::MG_Impl::GLImpl {
GLsizeiptr size);
void BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void* data);
void GetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void* data);
void GetNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, void* data);
void BufferData(GLenum target, GLsizeiptr size, const void* data, GLenum usage);
void BindBuffer(GLenum target, GLuint buffer);
void GenBuffers(GLsizei n, GLuint* buffers);
+19 -43
View File
@@ -53,46 +53,18 @@ namespace MobileGL::MG_Impl::GLImpl::BufferImpl {
return true;
}
namespace {
// The GL-visible number of indexed binding points for `target`.
SizeT GetBufferBindingPointLimit(BufferTarget target) {
SizeT pointCount = MG_State::pGLContext->GetBufferBindingPointCount(target);
if (target == BufferTarget::ShaderStorage && MG_Backend::pActiveBackendObject) {
const Int backendCount =
MG_Backend::pActiveBackendObject->GetDynamicParameters().MaxShaderStorageBufferBindings;
pointCount = std::min(pointCount, static_cast<SizeT>(std::max(backendCount, 0)));
}
if (target == BufferTarget::TransformFeedback) {
// GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS bounds the indexed capture
// binding points in GL 3.3 (no ARB_transform_feedback3).
pointCount = std::min<SizeT>(pointCount, 4);
}
return pointCount;
}
} // namespace
Bool ValidateBufferBindingPointRange(BufferTarget target, Uint first, GLsizei count, const char* funcName) {
if (count < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue, MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl/BufferImpl", funcName,
"count must be non-negative."));
return false;
}
const SizeT pointCount = GetBufferBindingPointLimit(target);
if (static_cast<Uint64>(first) + static_cast<Uint64>(count) > static_cast<Uint64>(pointCount)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl/BufferImpl", funcName,
std::format("first + count ({} + {}) exceeds the {} indexed binding points of target {}.", first,
count, pointCount, MG_Util::ConvertBufferTargetToString(target))));
return false;
}
return true;
}
Bool ValidateBufferBindingPointIndex(BufferTarget target, Uint index) {
const SizeT pointCount = GetBufferBindingPointLimit(target);
SizeT pointCount = MG_State::pGLContext->GetBufferBindingPointCount(target);
if (target == BufferTarget::ShaderStorage && MG_Backend::pActiveBackendObject) {
const Int backendCount =
MG_Backend::pActiveBackendObject->GetDynamicParameters().MaxShaderStorageBufferBindings;
pointCount = std::min(pointCount, static_cast<SizeT>(std::max(backendCount, 0)));
}
if (target == BufferTarget::TransformFeedback) {
// GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS bounds the indexed capture
// binding points in GL 3.3 (no ARB_transform_feedback3).
pointCount = std::min<SizeT>(pointCount, 4);
}
if (index < pointCount) {
return true;
@@ -140,10 +112,14 @@ namespace MobileGL::MG_Impl::GLImpl::BufferImpl {
}
Bool ValidateBufferMappingAccess(Flags<BufferMappingAccessBit> accessBits) {
// An empty mask is a legal value for a bitfield - it just fails the rule that a mapping
// must ask for read or write access, which is INVALID_OPERATION and belongs to the callers
// (both of them check it immediately after this). Rejecting it here as INVALID_ENUM
// reported the wrong error and hid theirs.
if (accessBits == BufferMappingAccessBit::Null) {
MG_State::pGLContext->RecordError(ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl/BufferImpl",
"ValidateBufferMappingAccess",
"Access bits cannot be null."));
return false;
}
const auto validBits = BufferMappingAccessBit::Read | BufferMappingAccessBit::Write |
BufferMappingAccessBit::InvalidateRange | BufferMappingAccessBit::InvalidateBuffer |
BufferMappingAccessBit::FlushExplicit | BufferMappingAccessBit::Unsynchronized |
@@ -17,8 +17,4 @@ namespace MobileGL::MG_Impl::GLImpl::BufferImpl {
Bool ValidateBufferMappingAccess(Flags<BufferMappingAccessBit> accessBits);
Bool ValidateBufferBindingPointTarget(BufferTarget target);
Bool ValidateBufferBindingPointIndex(BufferTarget target, Uint index);
// ARB_multi_bind: glBindBuffersBase/Range validate the whole [first, first + count) range
// up front and report INVALID_OPERATION, where a single out-of-range index would be
// INVALID_VALUE. Naively looping the single-bind entry points reports the wrong class.
Bool ValidateBufferBindingPointRange(BufferTarget target, Uint first, GLsizei count, const char* funcName);
} // namespace MobileGL::MG_Impl::GLImpl::BufferImpl
+4 -37
View File
@@ -15,7 +15,7 @@
namespace MobileGL::MG_Impl::GLImpl {
static Bool ValidateCurrentProgramForExecution(const char* functionName) {
const auto& currentProgram = MG_State::pGLContext->GetProgramForDraw();
const auto& currentProgram = MG_State::pGLContext->GetCurrentProgram();
if (!currentProgram) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
@@ -37,7 +37,7 @@ namespace MobileGL::MG_Impl::GLImpl {
static Bool ValidateCurrentProgramForCompute(const char* functionName) {
if (!ValidateCurrentProgramForExecution(functionName)) return false;
const auto& currentProgram = MG_State::pGLContext->GetProgramForDraw();
const auto& currentProgram = MG_State::pGLContext->GetCurrentProgram();
if (currentProgram->GetShaderIndexByStage(ShaderStage::Compute) < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
@@ -173,7 +173,7 @@ namespace MobileGL::MG_Impl::GLImpl {
// input primitive (GL 4.6 core 11.3.1); anything else is INVALID_OPERATION. GL_PATCHES
// is the tessellation pipeline's input and reaches the geometry stage already
// converted, so it is not constrained here.
const auto& currentProgram = MG_State::pGLContext->GetProgramForDraw();
const auto& currentProgram = MG_State::pGLContext->GetCurrentProgram();
const GLenum gsInput = currentProgram ? currentProgram->GetGeometryInputType() : GL_NONE;
if (gsInput != GL_NONE && mode != GL_PATCHES) {
Bool compatible = false;
@@ -474,21 +474,6 @@ namespace MobileGL::MG_Impl::GLImpl {
return;
}
if (!ValidateCurrentProgramForCompute(__func__)) return;
// GL 4.6 core 19: each num_groups_* must be within GL_MAX_COMPUTE_WORK_GROUP_COUNT
// for its dimension. GetIntegeri_v already floors that at the spec minimum.
const GLuint numGroups[3] = {numGroupsX, numGroupsY, numGroupsZ};
for (GLuint dimension = 0; dimension < 3; ++dimension) {
GLint maxGroups = 0;
GetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, dimension, &maxGroups);
if (numGroups[dimension] > static_cast<GLuint>(std::max(maxGroups, 0))) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"num_groups exceeds GL_MAX_COMPUTE_WORK_GROUP_COUNT for dimension " +
std::to_string(dimension) + "."));
return;
}
}
dispatchCompute(numGroupsX, numGroupsY, numGroupsZ);
}
@@ -502,24 +487,6 @@ namespace MobileGL::MG_Impl::GLImpl {
return;
}
if (!ValidateCurrentProgramForCompute(__func__)) return;
// GL 4.6 core 19: `indirect` is a byte offset into GL_DISPATCH_INDIRECT_BUFFER -
// negative or misaligned is INVALID_VALUE, nothing bound is INVALID_OPERATION.
if (indirect < 0 || (indirect % 4) != 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"indirect must be non-negative and a multiple of 4."));
return;
}
const auto& indirectBuffer =
MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::DispatchIndirect).GetBoundObject();
if (!indirectBuffer) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"No buffer is bound to GL_DISPATCH_INDIRECT_BUFFER."));
return;
}
dispatchComputeIndirect(indirect);
}
@@ -740,7 +707,7 @@ namespace MobileGL::MG_Impl::GLImpl {
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "Transform feedback is already active."));
return;
}
const auto& program = MG_State::pGLContext->GetProgramForDraw();
const auto& program = MG_State::pGLContext->GetCurrentProgram();
if (!program || !program->GetLinkStatus() || program->GetTransformFeedbackVaryingCount() == 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
@@ -15,7 +15,6 @@
#include "../Texture/GL_Texture.h"
#include "../Drawing/GL_Drawing.h"
#include "../Program/GL_Program.h"
#include "../Program/GL_ProgramPipeline.h"
#include "../RenderState/GL_RenderState.h"
#include "../Framebuffer/GL_Framebuffer.h"
#include "../VertexArray/GL_VertexArray.h"
@@ -302,8 +301,8 @@ DECLARE_GL_FUNCTION_HEAD(void, ResumeTransformFeedback) DECLARE_GL_FUNCTION_END_
DECLARE_GL_FUNCTION_HEAD(void, GetProgramBinary, GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, void* binary) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetProgramBinary, program, bufSize, length, binaryFormat, binary)
DECLARE_GL_FUNCTION_HEAD(void, ProgramBinary, GLuint program, GLenum binaryFormat, const void* binary, GLsizei length) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramBinary, program, binaryFormat, binary, length)
DECLARE_GL_FUNCTION_HEAD(void, ProgramParameteri, GLuint program, GLenum pname, GLint value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramParameteri, program, pname, value)
DECLARE_GL_FUNCTION_HEAD(void, InvalidateFramebuffer, GLenum target, GLsizei numAttachments, const GLenum* attachments) DECLARE_GL_FUNCTION_END_NO_RETURN(void, InvalidateFramebuffer, target, numAttachments, attachments)
DECLARE_GL_FUNCTION_HEAD(void, InvalidateSubFramebuffer, GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, InvalidateSubFramebuffer, target, numAttachments, attachments, x, y, width, height)
DECLARE_GL_FUNCTION_STUB_HEAD(void, InvalidateFramebuffer, GLenum target, GLsizei numAttachments, const GLenum* attachments) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, InvalidateFramebuffer, target, numAttachments, attachments)
DECLARE_GL_FUNCTION_STUB_HEAD(void, InvalidateSubFramebuffer, GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, InvalidateSubFramebuffer, target, numAttachments, attachments, x, y, width, height)
DECLARE_GL_FUNCTION_HEAD(void, TexStorage2D, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexStorage2D, target, levels, internalformat, width, height)
DECLARE_GL_FUNCTION_HEAD(void, TexStorage3D, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexStorage3D, target, levels, internalformat, width, height, depth)
DECLARE_GL_FUNCTION_HEAD(void, GetInternalformativ, GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetInternalformativ, target, internalformat, pname, bufSize, params)
@@ -311,21 +310,21 @@ DECLARE_GL_FUNCTION_HEAD(void, DispatchCompute, GLuint num_groups_x, GLuint num_
DECLARE_GL_FUNCTION_HEAD(void, DispatchComputeIndirect, GLintptr indirect) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DispatchComputeIndirect, indirect)
DECLARE_GL_FUNCTION_HEAD(void, DrawArraysIndirect, GLenum mode, const void* indirect) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawArraysIndirect, mode, indirect)
DECLARE_GL_FUNCTION_HEAD(void, DrawElementsIndirect, GLenum mode, GLenum type, const void* indirect) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawElementsIndirect, mode, type, indirect)
DECLARE_GL_FUNCTION_HEAD(void, FramebufferParameteri, GLenum target, GLenum pname, GLint param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, FramebufferParameteri, target, pname, param)
DECLARE_GL_FUNCTION_HEAD(void, GetFramebufferParameteriv, GLenum target, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetFramebufferParameteriv, target, pname, params)
DECLARE_GL_FUNCTION_STUB_HEAD(void, FramebufferParameteri, GLenum target, GLenum pname, GLint param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, FramebufferParameteri, target, pname, param)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetFramebufferParameteriv, GLenum target, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetFramebufferParameteriv, target, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, GetProgramInterfaceiv, GLuint program, GLenum programInterface, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetProgramInterfaceiv, program, programInterface, pname, params)
DECLARE_GL_FUNCTION_HEAD(GLuint, GetProgramResourceIndex, GLuint program, GLenum programInterface, const GLchar* name) DECLARE_GL_FUNCTION_END(GLuint, GetProgramResourceIndex, program, programInterface, name)
DECLARE_GL_FUNCTION_HEAD(void, GetProgramResourceName, GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length, GLchar* name) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetProgramResourceName, program, programInterface, index, bufSize, length, name)
DECLARE_GL_FUNCTION_HEAD(void, GetProgramResourceiv, GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetProgramResourceiv, program, programInterface, index, propCount, props, bufSize, length, params)
DECLARE_GL_FUNCTION_HEAD(GLint, GetProgramResourceLocation, GLuint program, GLenum programInterface, const GLchar* name) DECLARE_GL_FUNCTION_END(GLint, GetProgramResourceLocation, program, programInterface, name)
DECLARE_GL_FUNCTION_HEAD(void, UseProgramStages, GLuint pipeline, GLbitfield stages, GLuint program) DECLARE_GL_FUNCTION_END_NO_RETURN(void, UseProgramStages, pipeline, stages, program)
DECLARE_GL_FUNCTION_HEAD(void, ActiveShaderProgram, GLuint pipeline, GLuint program) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ActiveShaderProgram, pipeline, program)
DECLARE_GL_FUNCTION_HEAD(GLuint, CreateShaderProgramv, GLenum type, GLsizei count, const GLchar* const* strings) DECLARE_GL_FUNCTION_END(GLuint, CreateShaderProgramv, type, count, strings)
DECLARE_GL_FUNCTION_HEAD(void, BindProgramPipeline, GLuint pipeline) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindProgramPipeline, pipeline)
DECLARE_GL_FUNCTION_HEAD(void, DeleteProgramPipelines, GLsizei n, const GLuint* pipelines) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DeleteProgramPipelines, n, pipelines)
DECLARE_GL_FUNCTION_HEAD(void, GenProgramPipelines, GLsizei n, GLuint* pipelines) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GenProgramPipelines, n, pipelines)
DECLARE_GL_FUNCTION_HEAD(GLboolean, IsProgramPipeline, GLuint pipeline) DECLARE_GL_FUNCTION_END(GLboolean, IsProgramPipeline, pipeline)
DECLARE_GL_FUNCTION_HEAD(void, GetProgramPipelineiv, GLuint pipeline, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetProgramPipelineiv, pipeline, pname, params)
DECLARE_GL_FUNCTION_STUB_HEAD(void, UseProgramStages, GLuint pipeline, GLbitfield stages, GLuint program) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, UseProgramStages, pipeline, stages, program)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ActiveShaderProgram, GLuint pipeline, GLuint program) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ActiveShaderProgram, pipeline, program)
DECLARE_GL_FUNCTION_STUB_HEAD(GLuint, CreateShaderProgramv, GLenum type, GLsizei count, const GLchar* const* strings) DECLARE_GL_FUNCTION_STUB_END(GLuint, CreateShaderProgramv, type, count, strings)
DECLARE_GL_FUNCTION_STUB_HEAD(void, BindProgramPipeline, GLuint pipeline) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindProgramPipeline, pipeline)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteProgramPipelines, GLsizei n, const GLuint* pipelines) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteProgramPipelines, n, pipelines)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GenProgramPipelines, GLsizei n, GLuint* pipelines) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GenProgramPipelines, n, pipelines)
DECLARE_GL_FUNCTION_STUB_HEAD(GLboolean, IsProgramPipeline, GLuint pipeline) DECLARE_GL_FUNCTION_STUB_END(GLboolean, IsProgramPipeline, pipeline)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetProgramPipelineiv, GLuint pipeline, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetProgramPipelineiv, pipeline, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform1i, GLuint program, GLint location, GLint v0) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform1i, program, location, v0)
DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform2i, GLuint program, GLint location, GLint v0, GLint v1) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform2i, program, location, v0, v1)
DECLARE_GL_FUNCTION_HEAD(void, ProgramUniform3i, GLuint program, GLint location, GLint v0, GLint v1, GLint v2) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniform3i, program, location, v0, v1, v2)
@@ -359,8 +358,8 @@ DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix2x4fv, GLuint program, GLint
DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix4x2fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix4x2fv, program, location, count, transpose, value)
DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix3x4fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix3x4fv, program, location, count, transpose, value)
DECLARE_GL_FUNCTION_HEAD(void, ProgramUniformMatrix4x3fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ProgramUniformMatrix4x3fv, program, location, count, transpose, value)
DECLARE_GL_FUNCTION_HEAD(void, ValidateProgramPipeline, GLuint pipeline) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ValidateProgramPipeline, pipeline)
DECLARE_GL_FUNCTION_HEAD(void, GetProgramPipelineInfoLog, GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar* infoLog) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetProgramPipelineInfoLog, pipeline, bufSize, length, infoLog)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ValidateProgramPipeline, GLuint pipeline) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ValidateProgramPipeline, pipeline)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetProgramPipelineInfoLog, GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar* infoLog) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetProgramPipelineInfoLog, pipeline, bufSize, length, infoLog)
DECLARE_GL_FUNCTION_HEAD(void, BindImageTexture, GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindImageTexture, unit, texture, level, layered, layer, access, format)
DECLARE_GL_FUNCTION_HEAD(void, GetBooleani_v, GLenum target, GLuint index, GLboolean* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetBooleani_v, target, index, data)
DECLARE_GL_FUNCTION_HEAD(void, MemoryBarrier, GLbitfield barriers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, MemoryBarrier, barriers)
@@ -977,8 +976,8 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, ScissorIndexed, GLuint index, GLint left, GL
DECLARE_GL_FUNCTION_STUB_HEAD(void, ScissorIndexedv, GLuint index, const GLint* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ScissorIndexedv, index, v)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthRangeArrayv, GLuint first, GLsizei count, const GLdouble* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthRangeArrayv, first, count, v)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthRangeIndexed, GLuint index, GLdouble n, GLdouble f) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthRangeIndexed, index, n, f)
DECLARE_GL_FUNCTION_HEAD(void, GetFloati_v, GLenum target, GLuint index, GLfloat* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetFloati_v, target, index, data)
DECLARE_GL_FUNCTION_HEAD(void, GetDoublei_v, GLenum target, GLuint index, GLdouble* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetDoublei_v, target, index, data)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetFloati_v, GLenum target, GLuint index, GLfloat* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetFloati_v, target, index, data)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetDoublei_v, GLenum target, GLuint index, GLdouble* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetDoublei_v, target, index, data)
DECLARE_GL_FUNCTION_HEAD(void, DrawArraysInstancedBaseInstance, GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawArraysInstancedBaseInstance, mode, first, count, instancecount, baseinstance)
DECLARE_GL_FUNCTION_HEAD(void, DrawElementsInstancedBaseInstance, GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount, GLuint baseinstance) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawElementsInstancedBaseInstance, mode, count, type, indices, instancecount, baseinstance)
DECLARE_GL_FUNCTION_HEAD(void, DrawElementsInstancedBaseVertexBaseInstance, GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawElementsInstancedBaseVertexBaseInstance, mode, count, type, indices, instancecount, basevertex, baseinstance)
@@ -1026,24 +1025,24 @@ DECLARE_GL_FUNCTION_HEAD(void, FlushMappedNamedBufferRange, GLuint buffer, GLint
DECLARE_GL_FUNCTION_HEAD(void, GetNamedBufferParameteriv, GLuint buffer, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedBufferParameteriv, buffer, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, GetNamedBufferParameteri64v, GLuint buffer, GLenum pname, GLint64* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedBufferParameteri64v, buffer, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, GetNamedBufferPointerv, GLuint buffer, GLenum pname, void** params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedBufferPointerv, buffer, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, GetNamedBufferSubData, GLuint buffer, GLintptr offset, GLsizeiptr size, void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedBufferSubData, buffer, offset, size, data)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetNamedBufferSubData, GLuint buffer, GLintptr offset, GLsizeiptr size, void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetNamedBufferSubData, buffer, offset, size, data)
DECLARE_GL_FUNCTION_HEAD(void, CreateFramebuffers, GLsizei n, GLuint* framebuffers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateFramebuffers, n, framebuffers)
DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferRenderbuffer, GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferRenderbuffer, framebuffer, attachment, renderbuffertarget, renderbuffer)
DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferParameteri, GLuint framebuffer, GLenum pname, GLint param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferParameteri, framebuffer, pname, param)
DECLARE_GL_FUNCTION_STUB_HEAD(void, NamedFramebufferParameteri, GLuint framebuffer, GLenum pname, GLint param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, NamedFramebufferParameteri, framebuffer, pname, param)
DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferTexture, GLuint framebuffer, GLenum attachment, GLuint texture, GLint level) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferTexture, framebuffer, attachment, texture, level)
DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferTextureLayer, GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferTextureLayer, framebuffer, attachment, texture, level, layer)
DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferDrawBuffer, GLuint framebuffer, GLenum buf) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferDrawBuffer, framebuffer, buf)
DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferDrawBuffers, GLuint framebuffer, GLsizei n, const GLenum* bufs) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferDrawBuffers, framebuffer, n, bufs)
DECLARE_GL_FUNCTION_HEAD(void, NamedFramebufferReadBuffer, GLuint framebuffer, GLenum src) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedFramebufferReadBuffer, framebuffer, src)
DECLARE_GL_FUNCTION_HEAD(void, InvalidateNamedFramebufferData, GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments) DECLARE_GL_FUNCTION_END_NO_RETURN(void, InvalidateNamedFramebufferData, framebuffer, numAttachments, attachments)
DECLARE_GL_FUNCTION_HEAD(void, InvalidateNamedFramebufferSubData, GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, InvalidateNamedFramebufferSubData, framebuffer, numAttachments, attachments, x, y, width, height)
DECLARE_GL_FUNCTION_HEAD(void, ClearNamedFramebufferiv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearNamedFramebufferiv, framebuffer, buffer, drawbuffer, value)
DECLARE_GL_FUNCTION_HEAD(void, ClearNamedFramebufferuiv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearNamedFramebufferuiv, framebuffer, buffer, drawbuffer, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, InvalidateNamedFramebufferData, GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, InvalidateNamedFramebufferData, framebuffer, numAttachments, attachments)
DECLARE_GL_FUNCTION_STUB_HEAD(void, InvalidateNamedFramebufferSubData, GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, InvalidateNamedFramebufferSubData, framebuffer, numAttachments, attachments, x, y, width, height)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearNamedFramebufferiv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearNamedFramebufferiv, framebuffer, buffer, drawbuffer, value)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearNamedFramebufferuiv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint* value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearNamedFramebufferuiv, framebuffer, buffer, drawbuffer, value)
DECLARE_GL_FUNCTION_HEAD(void, ClearNamedFramebufferfv, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat* value) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearNamedFramebufferfv, framebuffer, buffer, drawbuffer, value)
DECLARE_GL_FUNCTION_HEAD(void, ClearNamedFramebufferfi, GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearNamedFramebufferfi, framebuffer, buffer, drawbuffer, depth, stencil)
DECLARE_GL_FUNCTION_HEAD(void, BlitNamedFramebuffer, GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BlitNamedFramebuffer, readFramebuffer, drawFramebuffer, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter)
DECLARE_GL_FUNCTION_HEAD(GLenum, CheckNamedFramebufferStatus, GLuint framebuffer, GLenum target) DECLARE_GL_FUNCTION_END(GLenum, CheckNamedFramebufferStatus, framebuffer, target)
DECLARE_GL_FUNCTION_HEAD(void, GetNamedFramebufferParameteriv, GLuint framebuffer, GLenum pname, GLint* param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedFramebufferParameteriv, framebuffer, pname, param)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetNamedFramebufferParameteriv, GLuint framebuffer, GLenum pname, GLint* param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetNamedFramebufferParameteriv, framebuffer, pname, param)
DECLARE_GL_FUNCTION_HEAD(void, GetNamedFramebufferAttachmentParameteriv, GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetNamedFramebufferAttachmentParameteriv, framebuffer, attachment, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, CreateRenderbuffers, GLsizei n, GLuint* renderbuffers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateRenderbuffers, n, renderbuffers)
DECLARE_GL_FUNCTION_HEAD(void, NamedRenderbufferStorage, GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, NamedRenderbufferStorage, renderbuffer, internalformat, width, height)
@@ -1063,9 +1062,9 @@ DECLARE_GL_FUNCTION_HEAD(void, TextureSubImage3D, GLuint texture, GLint level, G
DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage1D, texture, level, xoffset, width, format, imageSize, data)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage2D, texture, level, xoffset, yoffset, width, height, format, imageSize, data)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTextureSubImage3D, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)
DECLARE_GL_FUNCTION_HEAD(void, CopyTextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTextureSubImage1D, texture, level, xoffset, x, y, width)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CopyTextureSubImage1D, GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CopyTextureSubImage1D, texture, level, xoffset, x, y, width)
DECLARE_GL_FUNCTION_HEAD(void, CopyTextureSubImage2D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTextureSubImage2D, texture, level, xoffset, yoffset, x, y, width, height)
DECLARE_GL_FUNCTION_HEAD(void, CopyTextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTextureSubImage3D, texture, level, xoffset, yoffset, zoffset, x, y, width, height)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CopyTextureSubImage3D, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CopyTextureSubImage3D, texture, level, xoffset, yoffset, zoffset, x, y, width, height)
DECLARE_GL_FUNCTION_HEAD(void, TextureParameterf, GLuint texture, GLenum pname, GLfloat param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureParameterf, texture, pname, param)
DECLARE_GL_FUNCTION_HEAD(void, TextureParameterfv, GLuint texture, GLenum pname, const GLfloat* param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureParameterfv, texture, pname, param)
DECLARE_GL_FUNCTION_HEAD(void, TextureParameteri, GLuint texture, GLenum pname, GLint param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TextureParameteri, texture, pname, param)
@@ -1075,7 +1074,7 @@ DECLARE_GL_FUNCTION_HEAD(void, TextureParameteriv, GLuint texture, GLenum pname,
DECLARE_GL_FUNCTION_HEAD(void, GenerateTextureMipmap, GLuint texture) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GenerateTextureMipmap, texture)
DECLARE_GL_FUNCTION_HEAD(void, BindTextureUnit, GLuint unit, GLuint texture) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindTextureUnit, unit, texture)
DECLARE_GL_FUNCTION_HEAD(void, GetTextureImage, GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTextureImage, texture, level, format, type, bufSize, pixels)
DECLARE_GL_FUNCTION_HEAD(void, GetCompressedTextureImage, GLuint texture, GLint level, GLsizei bufSize, void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetCompressedTextureImage, texture, level, bufSize, pixels)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetCompressedTextureImage, GLuint texture, GLint level, GLsizei bufSize, void* pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetCompressedTextureImage, texture, level, bufSize, pixels)
DECLARE_GL_FUNCTION_HEAD(void, GetTextureLevelParameterfv, GLuint texture, GLint level, GLenum pname, GLfloat* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTextureLevelParameterfv, texture, level, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, GetTextureLevelParameteriv, GLuint texture, GLint level, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTextureLevelParameteriv, texture, level, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, GetTextureParameterfv, GLuint texture, GLenum pname, GLfloat* params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTextureParameterfv, texture, pname, params)
@@ -1097,12 +1096,12 @@ DECLARE_GL_FUNCTION_HEAD(void, GetVertexArrayiv, GLuint vaobj, GLenum pname, GLi
DECLARE_GL_FUNCTION_HEAD(void, GetVertexArrayIndexediv, GLuint vaobj, GLuint index, GLenum pname, GLint* param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetVertexArrayIndexediv, vaobj, index, pname, param)
DECLARE_GL_FUNCTION_HEAD(void, GetVertexArrayIndexed64iv, GLuint vaobj, GLuint index, GLenum pname, GLint64* param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetVertexArrayIndexed64iv, vaobj, index, pname, param)
DECLARE_GL_FUNCTION_HEAD(void, CreateSamplers, GLsizei n, GLuint* samplers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateSamplers, n, samplers)
DECLARE_GL_FUNCTION_HEAD(void, CreateProgramPipelines, GLsizei n, GLuint* pipelines) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateProgramPipelines, n, pipelines)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CreateProgramPipelines, GLsizei n, GLuint* pipelines) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CreateProgramPipelines, n, pipelines)
DECLARE_GL_FUNCTION_HEAD(void, CreateQueries, GLenum target, GLsizei n, GLuint* ids) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateQueries, target, n, ids)
DECLARE_GL_FUNCTION_HEAD(void, GetQueryBufferObjecti64v, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetQueryBufferObjecti64v, id, buffer, pname, offset)
DECLARE_GL_FUNCTION_HEAD(void, GetQueryBufferObjectiv, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetQueryBufferObjectiv, id, buffer, pname, offset)
DECLARE_GL_FUNCTION_HEAD(void, GetQueryBufferObjectui64v, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetQueryBufferObjectui64v, id, buffer, pname, offset)
DECLARE_GL_FUNCTION_HEAD(void, GetQueryBufferObjectuiv, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetQueryBufferObjectuiv, id, buffer, pname, offset)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetQueryBufferObjecti64v, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetQueryBufferObjecti64v, id, buffer, pname, offset)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetQueryBufferObjectiv, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetQueryBufferObjectiv, id, buffer, pname, offset)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetQueryBufferObjectui64v, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetQueryBufferObjectui64v, id, buffer, pname, offset)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetQueryBufferObjectuiv, GLuint id, GLuint buffer, GLenum pname, GLintptr offset) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetQueryBufferObjectuiv, id, buffer, pname, offset)
DECLARE_GL_FUNCTION_HEAD(void, GetTextureSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetTextureSubImage, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, bufSize, pixels)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetCompressedTextureSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void* pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetCompressedTextureSubImage, texture, level, xoffset, yoffset, zoffset, width, height, depth, bufSize, pixels)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetnCompressedTexImage, GLenum target, GLint lod, GLsizei bufSize, void* pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetnCompressedTexImage, target, lod, bufSize, pixels)
@@ -1273,7 +1272,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord4ivARB, GLenum target, const GL
DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord4sARB, GLenum target, GLshort s, GLshort t, GLshort r, GLshort q) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord4sARB, target, s, t, r, q)
DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord4svARB, GLenum target, const GLshort* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord4svARB, target, v)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetQueryObjectivARB, GLuint id, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetQueryObjectivARB, id, pname, params)
DECLARE_GL_FUNCTION_HEAD(void, MaxShaderCompilerThreadsARB, GLuint count) DECLARE_GL_FUNCTION_END_NO_RETURN(void, MaxShaderCompilerThreadsARB, count)
DECLARE_GL_FUNCTION_STUB_HEAD(void, MaxShaderCompilerThreadsARB, GLuint count) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MaxShaderCompilerThreadsARB, count)
DECLARE_GL_FUNCTION_STUB_HEAD(void, PointParameterfARB, GLenum pname, GLfloat param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PointParameterfARB, pname, param)
DECLARE_GL_FUNCTION_STUB_HEAD(void, PointParameterfvARB, GLenum pname, const GLfloat* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PointParameterfvARB, pname, params)
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetnTexImageARB, GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* img) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetnTexImageARB, target, level, format, type, bufSize, img)
@@ -1381,7 +1380,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, WindowPos3ivARB, const GLint* v) DECLARE_GL_
DECLARE_GL_FUNCTION_STUB_HEAD(void, WindowPos3sARB, GLshort x, GLshort y, GLshort z) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, WindowPos3sARB, x, y, z)
DECLARE_GL_FUNCTION_STUB_HEAD(void, WindowPos3svARB, const GLshort* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, WindowPos3svARB, v)
DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendBarrierKHR, void) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendBarrierKHR, )
DECLARE_GL_FUNCTION_HEAD(void, MaxShaderCompilerThreadsKHR, GLuint count) DECLARE_GL_FUNCTION_END_NO_RETURN(void, MaxShaderCompilerThreadsKHR, count)
DECLARE_GL_FUNCTION_STUB_HEAD(void, MaxShaderCompilerThreadsKHR, GLuint count) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MaxShaderCompilerThreadsKHR, count)
DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord1bOES, GLenum texture, GLbyte s) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord1bOES, texture, s)
DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord1bvOES, GLenum texture, const GLbyte* coords) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord1bvOES, texture, coords)
DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiTexCoord2bOES, GLenum texture, GLbyte s, GLbyte t) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiTexCoord2bOES, texture, s, t)
File diff suppressed because it is too large Load Diff
@@ -58,19 +58,7 @@ namespace MobileGL::MG_Impl::GLImpl {
void NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src);
void ClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat* value);
void ClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
void InvalidateNamedFramebufferData(GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments);
void InvalidateNamedFramebufferSubData(GLuint framebuffer, GLsizei numAttachments, const GLenum* attachments,
GLint x, GLint y, GLsizei width, GLsizei height);
void InvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments);
void InvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y,
GLsizei width, GLsizei height);
void ClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint* value);
void ClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint* value);
GLenum CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target);
void GetFramebufferParameteriv(GLenum target, GLenum pname, GLint* params);
void FramebufferParameteri(GLenum target, GLenum pname, GLint param);
void GetNamedFramebufferParameteriv(GLuint framebuffer, GLenum pname, GLint* params);
void NamedFramebufferParameteri(GLuint framebuffer, GLenum pname, GLint param);
void GetNamedFramebufferAttachmentParameteriv(GLuint framebuffer, GLenum attachment, GLenum pname, GLint* params);
void BlitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1,
GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask,
@@ -118,100 +118,4 @@ namespace MobileGL::MG_Impl::GLImpl::FramebufferImpl {
std::format("Renderbuffer name {} is not valid.", index)));
return false;
}
Bool ValidateFramebufferParameterPname(GLenum pname, Bool isDefaultFramebuffer, Bool forSetter,
const char* caller) {
Bool isDefaultParameter = false;
switch (pname) {
case GL_FRAMEBUFFER_DEFAULT_WIDTH:
case GL_FRAMEBUFFER_DEFAULT_HEIGHT:
case GL_FRAMEBUFFER_DEFAULT_LAYERS:
case GL_FRAMEBUFFER_DEFAULT_SAMPLES:
case GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS:
isDefaultParameter = true;
break;
case GL_DOUBLEBUFFER:
case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
case GL_IMPLEMENTATION_COLOR_READ_TYPE:
case GL_SAMPLES:
case GL_SAMPLE_BUFFERS:
case GL_STEREO:
// Queryable only; glFramebufferParameteri sets none of these.
if (forSetter) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl/FramebufferImpl", caller,
std::format("pname {} is not settable on a framebuffer.",
MG_Util::ConvertGLEnumToString(pname))));
return false;
}
break;
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl/FramebufferImpl", caller,
std::format("pname {} is not a framebuffer parameter.",
MG_Util::ConvertGLEnumToString(pname))));
return false;
}
// The default framebuffer has no DEFAULT_* state of its own - its shape comes from the
// surface - so those names are accepted enums it simply cannot answer or accept.
if (isDefaultFramebuffer && isDefaultParameter) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl/FramebufferImpl", caller,
std::format("pname {} does not apply to the default framebuffer.",
MG_Util::ConvertGLEnumToString(pname))));
return false;
}
return true;
}
Bool ValidateReadFramebufferForCopy(const char* caller) {
auto& framebufferObject =
MG_State::pGLContext->GetFramebufferBindingSlot(FramebufferTarget::Read).GetBoundObject();
if (!framebufferObject || !framebufferObject->CheckCompleteness()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidFramebufferOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl/FramebufferImpl", caller,
"Read framebuffer is not framebuffer complete."));
return false;
}
const FramebufferAttachmentType readBuffer = framebufferObject->GetReadBuffer();
if (readBuffer == FramebufferAttachmentType::None ||
!framebufferObject->GetAttachment(readBuffer).IsValid()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl/FramebufferImpl", caller,
"Read buffer names no attachment of the read framebuffer."));
return false;
}
// SAMPLE_BUFFERS is one whenever the read buffer resolves to multisample storage. A
// multisample texture says so by its target - its sample count can legally be one - while a
// renderbuffer says so by having been given a non-zero sample count.
const auto& readAttachment = framebufferObject->GetAttachment(readBuffer);
Bool isMultisampled = false;
if (readAttachment.IsRenderbuffer() && readAttachment.GetRenderbuffer()) {
isMultisampled = readAttachment.GetRenderbuffer()->GetSamples() > 0;
} else if (readAttachment.IsTexture() && readAttachment.GetTexture()) {
const auto target = readAttachment.GetTexture()->GetTarget();
isMultisampled = target == TextureTarget::Texture2DMultisample ||
target == TextureTarget::Texture2DMultisampleArray;
}
if (isMultisampled) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl/FramebufferImpl", caller,
"Cannot copy from a multisampled read framebuffer."));
return false;
}
return true;
}
} // namespace MobileGL::MG_Impl::GLImpl::FramebufferImpl
@@ -20,15 +20,4 @@ namespace MobileGL::MG_Impl::GLImpl::FramebufferImpl {
Bool ValidateColorAttachmentInRange(FramebufferAttachmentType attachment, const char* caller);
Bool ValidateRenderbufferTarget(RenderbufferTarget target);
Bool ValidateRenderbufferName(Uint index, Bool allowZero = true);
// The read-framebuffer preconditions the CopyTexSubImage family shares (GL 4.6 core 8.6): the
// read framebuffer must be complete, its read buffer must name a real attachment, and it must
// not be multisampled. Incompleteness is INVALID_FRAMEBUFFER_OPERATION, the other two are
// INVALID_OPERATION.
Bool ValidateReadFramebufferForCopy(const char* caller);
// The pname sets of glGet/FramebufferParameteri (GL 4.6 core 9.2.3). Order matters and is part
// of the contract: a name outside the table is INVALID_ENUM, and only then is a name that the
// DEFAULT framebuffer does not answer INVALID_OPERATION. Testing the framebuffer kind first
// would turn GL_FRAMEBUFFER_DEFAULT_WIDTH on framebuffer zero into the wrong error.
Bool ValidateFramebufferParameterPname(GLenum pname, Bool isDefaultFramebuffer, Bool forSetter,
const char* caller);
} // namespace MobileGL::MG_Impl::GLImpl::FramebufferImpl
+89 -176
View File
@@ -23,7 +23,6 @@
#include <MG_Util/Converters/MGToGL/RenderStateEnumConverter.h>
#include <MG_State/GLState/FramebufferState/FramebufferObject.h>
#include <MG_Util/Texture/TextureFormatProcessor.h>
#include <MG_Util/Async/ShaderCompilePool.h>
#include <MG_Backend/BackendObjects.h>
namespace MobileGL::MG_Impl::GLImpl {
@@ -51,14 +50,6 @@ namespace MobileGL::MG_Impl::GLImpl {
constexpr GLint kFrontendMaxTessControlAtomicCounters = 0;
constexpr GLint kFrontendMaxTessEvaluationAtomicCounters = 0;
constexpr GLint kFrontendMaxVertexAtomicCounters = 0;
// One atomic counter is a uint, and a buffer never has to hold more counters than the
// combined limit the frontend advertises. GL 4.6 table 23.63 floors this at 32 bytes.
constexpr GLint kFrontendMaxAtomicCounterBufferSize =
kFrontendMaxCombinedAtomicCounters * static_cast<GLint>(sizeof(GLuint));
// KHR_debug minima (GL 4.6 table 23.66); the debug entry points are stubs, but the
// limits they advertise still have to be legal.
constexpr GLint kFrontendMaxDebugGroupStackDepth = 64;
constexpr GLint kFrontendMaxDebugLoggedMessages = 1;
constexpr GLint kFrontendMaxVertexUniformComponents = 4096;
constexpr GLint kFrontendMaxVertexUniformVectors = 128;
constexpr GLint kFrontendMaxVertexUniformBlocks = 14;
@@ -272,60 +263,6 @@ namespace MobileGL::MG_Impl::GLImpl {
return true;
}
// GL_TEXTURE_BINDING_* is per-texture-unit state: glGetIntegerv answers for the
// active unit, glGetIntegeri_v answers for unit `index`. Both need the same
// pname -> target decode, so it lives here instead of being spelled out twice.
bool TryDecodeTextureUnitBindingPname(GLenum pname, TextureTarget& outTarget) {
switch (pname) {
case GL_TEXTURE_BINDING_1D: outTarget = TextureTarget::Texture1D; return true;
case GL_TEXTURE_BINDING_1D_ARRAY: outTarget = TextureTarget::Texture1DArray; return true;
case GL_TEXTURE_BINDING_2D: outTarget = TextureTarget::Texture2D; return true;
case GL_TEXTURE_BINDING_2D_ARRAY: outTarget = TextureTarget::Texture2DArray; return true;
case GL_TEXTURE_BINDING_2D_MULTISAMPLE: outTarget = TextureTarget::Texture2DMultisample; return true;
case GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY:
outTarget = TextureTarget::Texture2DMultisampleArray;
return true;
case GL_TEXTURE_BINDING_3D: outTarget = TextureTarget::Texture3D; return true;
case GL_TEXTURE_BINDING_BUFFER: outTarget = TextureTarget::TextureBuffer; return true;
case GL_TEXTURE_BINDING_CUBE_MAP: outTarget = TextureTarget::TextureCubeMap; return true;
case GL_TEXTURE_BINDING_CUBE_MAP_ARRAY: outTarget = TextureTarget::TextureCubeMapArray; return true;
case GL_TEXTURE_BINDING_RECTANGLE: outTarget = TextureTarget::TextureRectangle; return true;
default: return false;
}
}
GLint QueryTextureBindingOnUnit(Int unit, TextureTarget target) {
auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& obj = textureUnit.GetBindingSlot(target).GetBoundObject();
return obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
}
GLint QuerySamplerBindingOnUnit(Int unit) {
const auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& sampler = textureUnit.GetSamplerObject();
return sampler ? static_cast<GLint>(sampler->GetExternalIndex()) : 0;
}
// The ARB_viewport_array indexed rectangles. MobileGL keeps exactly one viewport, one
// scissor box and one depth range, so every in-range index answers with that single
// value - but it has to come from the frontend state the non-indexed getters read.
// The generic path at the bottom of GetIntegeri_v is a raw backend passthrough that
// has no case for these, so routing them through it returned zeros.
Bool IsIndexedViewportQuery(GLenum target) {
return target == GL_VIEWPORT || target == GL_SCISSOR_BOX || target == GL_DEPTH_RANGE;
}
// ARB_viewport_array: `index` selects a viewport and MAX_VIEWPORTS bounds it.
Bool ValidateViewportQueryIndex(GLuint index, const char* caller) {
GLint maxViewports = 0;
GetIntegerv(GL_MAX_VIEWPORTS, &maxViewports);
if (index < static_cast<GLuint>(std::max(maxViewports, 1))) return true;
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller, "Viewport index is out of range."));
return false;
}
void CopyIntsToBooleans(const GLint* src, SizeT count, GLboolean* dst) {
for (SizeT i = 0; i < count; ++i) {
dst[i] = src[i] ? GL_TRUE : GL_FALSE;
@@ -733,37 +670,7 @@ namespace MobileGL::MG_Impl::GLImpl {
}
}
// Per-texture-unit bindings: GL 4.6 core table 23.19 makes every GL_TEXTURE_BINDING_*
// and GL_SAMPLER_BINDING indexed by texture unit. Without this they fell through to
// the raw backend passthrough at the bottom, which knows nothing about the
// frontend's binding state.
if (TextureTarget textureBindingTarget = TextureTarget::Unknown;
TryDecodeTextureUnitBindingPname(target, textureBindingTarget) || target == GL_SAMPLER_BINDING) {
GLint maxUnits = 0;
GetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxUnits);
maxUnits = std::min<GLint>(maxUnits, MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
if (index >= static_cast<GLuint>(std::max(maxUnits, 0))) {
*data = 0;
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "Texture unit index is out of range."));
return;
}
*data = target == GL_SAMPLER_BINDING
? QuerySamplerBindingOnUnit(static_cast<Int>(index))
: QueryTextureBindingOnUnit(static_cast<Int>(index), textureBindingTarget);
return;
}
switch (target) {
// ARB_viewport_array queries the indexed rectangles through glGetIntegeri_v as well
// (gl4cMultiBindTests and the viewport_array group both do). The frontend keeps one
// viewport and one scissor box, so every in-range index reports that one.
case GL_VIEWPORT:
case GL_SCISSOR_BOX:
if (!ValidateViewportQueryIndex(index, __func__)) return;
GetIntegerv(target, data);
return;
// The vertex buffer binding points of the vertex array object that is bound. Indexed by
// binding point, not by attribute (GL 4.6 core 10.3.1).
case GL_VERTEX_BINDING_BUFFER:
@@ -875,46 +782,6 @@ namespace MobileGL::MG_Impl::GLImpl {
getIntegeri(target, index, data);
}
// GL_ARB_viewport_array's typed indexed getters. They were no-op stubs, which left the
// caller's output buffer holding whatever was on the stack. The multi-component indexed
// rectangles are answered from the frontend's own viewport/scissor/depth-range state, via
// the non-indexed getter of the matching type - GL_DEPTH_RANGE is float state, so putting
// it through the integer query would round it to 0/1. Everything else MobileGL answers
// indexed is scalar integer-domain state, where converting the integer query is exact.
void GetFloati_v(GLenum target, GLuint index, GLfloat* data) {
if (!data) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "data pointer cannot be null"));
return;
}
if (IsIndexedViewportQuery(target)) {
if (!ValidateViewportQueryIndex(index, __func__)) return;
GetFloatv(target, data);
return;
}
GLint ints[4] = {};
GetIntegeri_v(target, index, ints);
data[0] = static_cast<GLfloat>(ints[0]);
}
void GetDoublei_v(GLenum target, GLuint index, GLdouble* data) {
if (!data) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "data pointer cannot be null"));
return;
}
if (IsIndexedViewportQuery(target)) {
if (!ValidateViewportQueryIndex(index, __func__)) return;
GetDoublev(target, data);
return;
}
GLint ints[4] = {};
GetIntegeri_v(target, index, ints);
data[0] = static_cast<GLdouble>(ints[0]);
}
void GetInteger64i_v(GLenum target, GLuint index, GLint64* data) {
if (!data) {
MG_State::pGLContext->RecordError(
@@ -1091,13 +958,6 @@ namespace MobileGL::MG_Impl::GLImpl {
return;
}
// Per-texture-unit bindings: the non-indexed query reports the active unit.
if (TextureTarget textureBindingTarget = TextureTarget::Unknown;
TryDecodeTextureUnitBindingPname(pname, textureBindingTarget)) {
*params = QueryTextureBindingOnUnit(MG_State::pGLContext->GetActiveTextureUnit(), textureBindingTarget);
return;
}
switch (pname) {
case GL_ACTIVE_TEXTURE:
*params = MG_State::pGLContext->GetActiveTextureUnit() + GL_TEXTURE0;
@@ -1209,32 +1069,12 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_MAX_SHADER_COMPILER_THREADS_KHR:
// GL_KHR_parallel_shader_compile (GL_MAX_SHADER_COMPILER_THREADS_ARB is the same
// 0x91B0). The number of threads MobileGL's compile pool would actually use, so
// an application sizing its own submission batches gets a real answer.
//
// Zero when asynchronous compilation is off, which is the honest reply and the
// one the extension defines for an implementation with no compiler threads: the
// extension string is withdrawn in that configuration too, so a conforming
// application never reaches this query, and one that asks anyway is told there
// are none rather than being handed a thread count nothing will use.
*params = MG_Util::Async::AsyncShaderCompileEnabled()
? static_cast<GLint>(MG_Util::Async::ShaderCompilePool::Get().GetThreadCount())
: 0;
return;
case GL_MAX_DEBUG_GROUP_STACK_DEPTH:
// KHR_debug floors this at 64 even when the group entry points are stubs: the
// limit describes how deep glPushDebugGroup may nest, and 0 is not a legal answer.
*params = kFrontendMaxDebugGroupStackDepth;
*params = 0; // debug-group entrypoints are stubbed
return;
case GL_MAX_DEBUG_MESSAGE_LENGTH:
*params = 1024; // debug-message entrypoints are stubbed, but KHR_debug requires a valid limit
return;
case GL_MAX_DEBUG_LOGGED_MESSAGES:
// Size of the message log ring; KHR_debug requires at least 1.
*params = kFrontendMaxDebugLoggedMessages;
return;
case GL_DEBUG_GROUP_STACK_DEPTH:
*params = 0; // debug-group entrypoints are stubbed
return;
@@ -1592,7 +1432,7 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = 0; // program-binary entrypoints are stubbed
return;
case GL_PROGRAM_PIPELINE_BINDING:
*params = static_cast<GLint>(MG_State::pGLContext->GetBoundProgramPipelineName());
*params = 0; // program-pipeline entrypoints are stubbed
return;
case GL_PROGRAM_POINT_SIZE:
*params = MG_State::pGLContext->IsCapabilityEnabled(CapabilityInput::ProgramPointSize) ? GL_TRUE : GL_FALSE;
@@ -1676,9 +1516,13 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_SAMPLE_MASK_VALUE:
*params = static_cast<GLint>(MG_State::pGLContext->GetSampleMaskValue());
return;
case GL_SAMPLER_BINDING:
*params = QuerySamplerBindingOnUnit(MG_State::pGLContext->GetActiveTextureUnit());
case GL_SAMPLER_BINDING: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
const auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& sampler = tu.GetSamplerObject();
*params = sampler ? static_cast<GLint>(sampler->GetExternalIndex()) : 0;
return;
}
case GL_SAMPLES:
*params = ResolveDrawFramebufferSampleCount();
return;
@@ -1774,6 +1618,87 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_STEREO:
*params = 0; // stereo surfaces are not exposed
return;
case GL_TEXTURE_BINDING_1D: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture1D);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_1D_ARRAY: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture1DArray);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_2D: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture2D);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
MGLOG_D("Get GL_TEXTURE_BINDING_2D: %d", *params);
return;
}
case GL_TEXTURE_BINDING_2D_ARRAY: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture2DArray);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_2D_MULTISAMPLE: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture2DMultisample);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture2DMultisampleArray);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_3D: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::Texture3D);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_BUFFER: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::TextureBuffer);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_CUBE_MAP: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::TextureCubeMap);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_BINDING_RECTANGLE: {
Int unit = MG_State::pGLContext->GetActiveTextureUnit();
auto& tu = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& slot = tu.GetBindingSlot(TextureTarget::TextureRectangle);
const auto& obj = slot.GetBoundObject();
*params = obj ? static_cast<GLint>(obj->GetExternalIndex()) : 0;
return;
}
case GL_TEXTURE_COMPRESSION_HINT:
*params = static_cast<GLint>(MG_State::pGLContext->GetHint(pname));
return;
@@ -2046,18 +1971,6 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS:
*params = static_cast<GLint>(GetIndexedBufferQueryPointCount(BufferTarget::ShaderStorage));
break;
case GL_MAX_SHADER_STORAGE_BLOCK_SIZE:
// 64-bit state (see GetInteger64v); the 32-bit query saturates, per the GL
// state-query conversion rules.
*params = static_cast<GLint>(std::min<Uint64>(dynamicParameters.MaxShaderStorageBlockSize,
static_cast<Uint64>(INT32_MAX)));
break;
case GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS:
*params = static_cast<GLint>(GetIndexedBufferQueryPointCount(BufferTarget::AtomicCounter));
break;
case GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE:
*params = kFrontendMaxAtomicCounterBufferSize;
break;
case GL_MAX_TEXTURE_BUFFER_SIZE:
*params = dynamicParameters.MaxTextureBufferSize;
break;
@@ -19,8 +19,6 @@ namespace MobileGL::MG_Impl::GLImpl {
void GetIntegerv(GLenum pname, GLint* params);
void GetInteger64v(GLenum pname, GLint64* params);
void GetIntegeri_v(GLenum target, GLuint index, GLint* data);
void GetFloati_v(GLenum target, GLuint index, GLfloat* data);
void GetDoublei_v(GLenum target, GLuint index, GLdouble* data);
void GetInteger64i_v(GLenum target, GLuint index, GLint64* data);
GLenum GetError();
GLenum GetGraphicsResetStatus();
File diff suppressed because it is too large Load Diff
@@ -42,10 +42,6 @@ namespace MobileGL::MG_Impl::GLImpl {
GLboolean IsProgram(GLuint program);
GLboolean IsShader(GLuint shader);
void LinkProgram(GLuint program);
// GL_KHR_parallel_shader_compile / GL_ARB_parallel_shader_compile. Both names are the
// same entry point; see MaxShaderCompilerThreadsKHR_State for the semantics of count.
void MaxShaderCompilerThreadsKHR(GLuint count);
void MaxShaderCompilerThreadsARB(GLuint count);
void ShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
void UseProgram(GLuint program);
void Uniform1f(GLint location, GLfloat v0);
@@ -178,7 +174,6 @@ namespace MobileGL::MG_Impl::GLImpl {
void GetUniformdv(GLuint program, GLint location, GLdouble* params);
void ValidateProgram(GLuint program);
void ProgramParameteri(GLuint program, GLenum pname, GLint value);
GLuint CreateShaderProgramv(GLenum type, GLsizei count, const GLchar* const* strings);
void GetProgramBinary(GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, void* binary);
void ProgramBinary(GLuint program, GLenum binaryFormat, const void* binary, GLsizei length);
void TransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const* varyings, GLenum bufferMode);
@@ -1,231 +0,0 @@
// MobileGL - MobileGL/MG_Impl/GLImpl/Program/GL_ProgramPipeline.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#include "GL_ProgramPipeline.h"
#include <MG_State/GLState/Core.h>
#include <MG_State/GLState/ErrorState/ErrorInfo.h>
#include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
namespace MobileGL::MG_Impl::GLImpl {
namespace {
void RecordPipelineError(ErrorCode code, const char* function, String message) {
MG_State::pGLContext->RecordError(
code, MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", function, Move(message)));
}
// A pipeline name only names an object once it has been bound or created; querying a
// reserved-but-unmaterialised name is INVALID_OPERATION (GL 4.6 core 7.4).
const SharedPtr<MG_State::GLState::ProgramPipelineObject>* TryGetPipeline(GLuint pipeline,
const char* function) {
if (!MG_State::pGLContext->IsProgramPipelineObject(pipeline)) {
RecordPipelineError(ErrorCode::InvalidOperation, function,
std::format("Program pipeline {} does not exist.", pipeline));
return nullptr;
}
return &MG_State::pGLContext->GetProgramPipelineObject(pipeline);
}
Bool ValidatePipelineCount(GLsizei n, const char* function) {
if (n < 0) {
RecordPipelineError(ErrorCode::InvalidValue, function, "n must be non-negative.");
return false;
}
return true;
}
// GL 4.6 core table 7.1 maps each stage bit onto a shader stage.
Bool TryResolveStageBit(GLbitfield bit, ShaderStage& outStage) {
switch (bit) {
case GL_VERTEX_SHADER_BIT: outStage = ShaderStage::Vertex; return true;
case GL_TESS_CONTROL_SHADER_BIT: outStage = ShaderStage::TessControl; return true;
case GL_TESS_EVALUATION_SHADER_BIT: outStage = ShaderStage::TessEval; return true;
case GL_GEOMETRY_SHADER_BIT: outStage = ShaderStage::Geometry; return true;
case GL_FRAGMENT_SHADER_BIT: outStage = ShaderStage::Fragment; return true;
case GL_COMPUTE_SHADER_BIT: outStage = ShaderStage::Compute; return true;
default: return false;
}
}
constexpr GLbitfield kAllStageBits = GL_VERTEX_SHADER_BIT | GL_TESS_CONTROL_SHADER_BIT |
GL_TESS_EVALUATION_SHADER_BIT | GL_GEOMETRY_SHADER_BIT |
GL_FRAGMENT_SHADER_BIT | GL_COMPUTE_SHADER_BIT;
} // namespace
void GenProgramPipelines(GLsizei n, GLuint* pipelines) {
if (!ValidatePipelineCount(n, __func__)) return;
if (n == 0 || !pipelines) return;
static thread_local Vector<GLuint> names;
MG_State::pGLContext->GenProgramPipelineNames(static_cast<Uint>(n), names);
Memcpy(pipelines, names.data(), static_cast<SizeT>(n) * sizeof(GLuint));
}
void CreateProgramPipelines(GLsizei n, GLuint* pipelines) {
if (!ValidatePipelineCount(n, __func__)) return;
if (n == 0 || !pipelines) return;
static thread_local Vector<GLuint> names;
MG_State::pGLContext->GenProgramPipelineNames(static_cast<Uint>(n), names);
for (GLsizei i = 0; i < n; ++i) {
pipelines[i] = names[static_cast<SizeT>(i)];
MG_State::pGLContext->CreateProgramPipelineObject(names[static_cast<SizeT>(i)]);
}
}
void DeleteProgramPipelines(GLsizei n, const GLuint* pipelines) {
if (!ValidatePipelineCount(n, __func__)) return;
if (!pipelines) return;
for (GLsizei i = 0; i < n; ++i) {
// Deleting zero, an unknown name, or a name that was only reserved is silently ignored.
MG_State::pGLContext->MarkProgramPipelineForDeletion(pipelines[i]);
}
}
void BindProgramPipeline(GLuint pipeline) {
if (pipeline != 0 && !MG_State::pGLContext->ValidateProgramPipelineName(pipeline)) {
RecordPipelineError(ErrorCode::InvalidOperation, __func__,
std::format("Program pipeline name {} is not valid.", pipeline));
return;
}
MG_State::pGLContext->BindProgramPipelineObject(pipeline);
}
GLboolean IsProgramPipeline(GLuint pipeline) {
return MG_State::pGLContext->IsProgramPipelineObject(pipeline) ? GL_TRUE : GL_FALSE;
}
void GetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint* params) {
const auto* pipelineObject = TryGetPipeline(pipeline, __func__);
if (!pipelineObject || !params) return;
const auto stageProgramName = [&](ShaderStage stage) -> GLint {
const auto& program = (*pipelineObject)->GetStageProgram(stage);
return program ? static_cast<GLint>(program->GetExternalIndex()) : 0;
};
switch (pname) {
case GL_ACTIVE_PROGRAM: {
const auto& active = (*pipelineObject)->GetActiveProgram();
*params = active ? static_cast<GLint>(active->GetExternalIndex()) : 0;
break;
}
case GL_VERTEX_SHADER: *params = stageProgramName(ShaderStage::Vertex); break;
case GL_TESS_CONTROL_SHADER: *params = stageProgramName(ShaderStage::TessControl); break;
case GL_TESS_EVALUATION_SHADER: *params = stageProgramName(ShaderStage::TessEval); break;
case GL_GEOMETRY_SHADER: *params = stageProgramName(ShaderStage::Geometry); break;
case GL_FRAGMENT_SHADER: *params = stageProgramName(ShaderStage::Fragment); break;
case GL_COMPUTE_SHADER: *params = stageProgramName(ShaderStage::Compute); break;
case GL_VALIDATE_STATUS: *params = (*pipelineObject)->GetValidateStatus() ? GL_TRUE : GL_FALSE; break;
case GL_INFO_LOG_LENGTH: {
// GL counts the null terminator, and reports 0 rather than 1 for an empty log.
const auto& log = (*pipelineObject)->GetInfoLog();
*params = log.empty() ? 0 : static_cast<GLint>(log.length()) + 1;
break;
}
default:
RecordPipelineError(ErrorCode::InvalidEnum, __func__,
std::format("pname {} is not a program pipeline parameter.",
MG_Util::ConvertGLEnumToString(pname)));
break;
}
}
void GetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
const auto* pipelineObject = TryGetPipeline(pipeline, __func__);
if (!pipelineObject) return;
if (bufSize < 0) {
RecordPipelineError(ErrorCode::InvalidValue, __func__, "bufSize must be non-negative.");
return;
}
if (bufSize == 0 || !infoLog) {
if (length) *length = 0;
return;
}
const auto& log = (*pipelineObject)->GetInfoLog();
const auto copied = std::min<GLsizei>(bufSize - 1, static_cast<GLsizei>(log.length()));
if (copied > 0) Memcpy(infoLog, log.data(), static_cast<SizeT>(copied));
infoLog[copied] = '\0';
if (length) *length = copied;
}
void UseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program) {
if (stages != GL_ALL_SHADER_BITS && (stages & ~kAllStageBits) != 0) {
RecordPipelineError(ErrorCode::InvalidValue, __func__, "stages names a bit that is not a shader stage.");
return;
}
const auto* pipelineObject = TryGetPipeline(pipeline, __func__);
if (!pipelineObject) return;
SharedPtr<MG_State::GLState::ProgramObject> programObject;
if (program != 0) {
if (!MG_State::pGLContext->ValidateProgramName(program)) {
RecordPipelineError(ErrorCode::InvalidValue, __func__,
std::format("{} is not the name of a program object.", program));
return;
}
programObject = MG_State::pGLContext->GetProgramObject(program);
if (!programObject) {
RecordPipelineError(ErrorCode::InvalidValue, __func__,
std::format("{} is not the name of a program object.", program));
return;
}
if (!programObject->GetLinkStatus()) {
RecordPipelineError(ErrorCode::InvalidOperation, __func__,
std::format("Program {} has not been linked successfully.", program));
return;
}
}
const GLbitfield selected = stages == GL_ALL_SHADER_BITS ? kAllStageBits : stages;
for (GLbitfield bit = 1; bit != 0 && bit <= kAllStageBits; bit <<= 1) {
if ((selected & bit) == 0) continue;
ShaderStage stage = ShaderStage::Unknown;
if (!TryResolveStageBit(bit, stage)) continue;
// program == 0 clears the stage, which is what a null program reference means here.
(*pipelineObject)->SetStageProgram(stage, programObject);
}
}
void ActiveShaderProgram(GLuint pipeline, GLuint program) {
const auto* pipelineObject = TryGetPipeline(pipeline, __func__);
if (!pipelineObject) return;
if (program == 0) {
(*pipelineObject)->SetActiveProgram(nullptr);
return;
}
if (!MG_State::pGLContext->ValidateProgramName(program)) {
RecordPipelineError(ErrorCode::InvalidValue, __func__,
std::format("{} is not the name of a program object.", program));
return;
}
auto programObject = MG_State::pGLContext->GetProgramObject(program);
if (!programObject) {
RecordPipelineError(ErrorCode::InvalidValue, __func__,
std::format("{} is not the name of a program object.", program));
return;
}
if (!programObject->GetLinkStatus()) {
RecordPipelineError(ErrorCode::InvalidOperation, __func__,
std::format("Program {} has not been linked successfully.", program));
return;
}
(*pipelineObject)->SetActiveProgram(programObject);
}
void ValidateProgramPipeline(GLuint pipeline) {
const auto* pipelineObject = TryGetPipeline(pipeline, __func__);
if (!pipelineObject) return;
// Nothing here can fail today: MobileGL links each stage program on its own, so there is no
// cross-stage interface to re-check at validation time. The log stays empty, which GL allows.
(*pipelineObject)->SetValidateStatus(true);
}
} // namespace MobileGL::MG_Impl::GLImpl
@@ -1,23 +0,0 @@
// MobileGL - MobileGL/MG_Impl/GLImpl/Program/GL_ProgramPipeline.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#pragma once
#include <Includes.h>
namespace MobileGL::MG_Impl::GLImpl {
void GenProgramPipelines(GLsizei n, GLuint* pipelines);
void CreateProgramPipelines(GLsizei n, GLuint* pipelines);
void DeleteProgramPipelines(GLsizei n, const GLuint* pipelines);
void BindProgramPipeline(GLuint pipeline);
GLboolean IsProgramPipeline(GLuint pipeline);
void GetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint* params);
void GetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
void UseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program);
void ActiveShaderProgram(GLuint pipeline, GLuint program);
void ValidateProgramPipeline(GLuint pipeline);
} // namespace MobileGL::MG_Impl::GLImpl
@@ -1,841 +0,0 @@
// MobileGL - MobileGL/MG_Impl/GLImpl/Program/ProgramInterface.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#include "ProgramInterface.h"
#include <MG_State/GLState/ProgramState/ProgramObject.h>
#include <MG_Util/ShaderTranspiler/Types.h>
#include <cstring>
namespace MobileGL::MG_Impl::GLImpl::ProgramInterface {
namespace {
// glslang folds atomic counters into synthesized blocks named
// "<getAtomicCounterBlockName()>_<binding>" (ParseContextBase.cpp), one per GL
// atomic-counter binding point. That block IS the GL_ATOMIC_COUNTER_BUFFER resource
// and its trailing number IS GL_BUFFER_BINDING; its members stay GL_UNIFORMs.
constexpr const char* kAtomicCounterBlockPrefix = "gl_AtomicCounterBlock";
enum class BlockKind {
Uniform, // a real GL uniform block
GlobalUbo, // the synthesized MGL_GLOBAL_UBO: GL sees its members as default-block
AtomicCounter, // gl_AtomicCounterBlock_<binding>
Storage, // a shader storage block
};
// One row of any interface. Fields a given interface does not have keep the
// spec-mandated "not applicable" value, so a prop read never has to special-case
// the interface a second time.
struct Resource {
String name;
GLenum type = GL_NONE;
GLint arraySize = 1;
GLint location = -1;
GLint locationIndex = -1;
GLint blockIndex = -1;
GLint offset = -1;
GLint arrayStride = -1;
GLint matrixStride = -1;
GLint isRowMajor = 0;
GLint atomicCounterBufferIndex = -1;
GLint topLevelArraySize = 0;
GLint topLevelArrayStride = 0;
GLint bufferBinding = 0;
GLint bufferDataSize = 0;
GLint isPerPatch = 0;
GLint xfbBufferIndex = 0;
Uint32 stages = 0; // EShLanguageMask
Vector<GLuint> activeVariables;
};
using ResourceList = Vector<Resource>;
struct Model {
ResourceList uniforms;
ResourceList uniformBlocks;
ResourceList atomicCounterBuffers;
ResourceList bufferVariables;
ResourceList storageBlocks;
ResourceList programInputs;
ResourceList programOutputs;
ResourceList xfbVaryings;
Bool valid = false;
};
const ResourceList& EmptyList() {
static const ResourceList empty;
return empty;
}
// ---- name spelling (cluster 6) -------------------------------------------------
Bool EndsWithZeroSubscript(const String& name) {
return name.length() >= 3 && name.compare(name.length() - 3, 3, "[0]") == 0;
}
// The enumerated spelling of an array resource is "name[0]". glslang already applies
// that to uniforms and buffer variables (EShReflectionBasicArraySuffix), but never to
// stage inputs/outputs, so those get it here.
String WithArraySuffix(const String& name, const glslang::TType* type) {
if (type == nullptr || !type->isArray() || EndsWithZeroSubscript(name)) return name;
return name + "[0]";
}
// GL_ARRAY_SIZE: element count for a sized array, 0 for a runtime-sized one
// (a shader storage block's unsized trailing member), 1 for a non-array.
GLint ArraySizeOf(const glslang::TType* type, GLint reflectedSize) {
if (type != nullptr && type->isArray()) {
if (!type->isSizedArray()) return 0;
return type->getOuterArraySize();
}
return reflectedSize < 1 ? 1 : reflectedSize;
}
// Two spellings name the same resource when they are equal, or differ only by the
// "[0]" the enumeration appends to an array.
Bool NamesMatch(const String& resourceName, const String& query) {
if (resourceName == query) return true;
if (EndsWithZeroSubscript(resourceName) &&
resourceName.compare(0, resourceName.length() - 3, query) == 0) {
return true;
}
return EndsWithZeroSubscript(query) && query.compare(0, query.length() - 3, resourceName) == 0;
}
// Splits "base[k]" into ("base", k). GL 4.6 §7.3.1.1 requires the subscript to be a
// decimal integer with no white space and no leading zeros, which is exactly what
// separates array-names' "a[1]" (resolves) from "a[01]", "a[0 + 0]" and "a[ 0]" (do
// not). Returns false when there is no trailing subscript at all; sets `malformed`
// when there is one but it is not a strict decimal.
Bool SplitTrailingSubscript(const String& name, String& outBase, Uint& outElement, Bool& outMalformed) {
outMalformed = false;
if (name.empty() || name.back() != ']') return false;
const SizeT bracket = name.rfind('[');
if (bracket == String::npos) return false;
const SizeT first = bracket + 1;
const SizeT last = name.length() - 1; // one past the digits
if (first >= last) {
outMalformed = true;
return false;
}
// No leading zeros: "0" is the only spelling that may start with '0'.
if (name[first] == '0' && last - first > 1) {
outMalformed = true;
return false;
}
Uint element = 0;
for (SizeT i = first; i < last; ++i) {
if (name[i] < '0' || name[i] > '9') {
outMalformed = true;
return false;
}
element = element * 10 + static_cast<Uint>(name[i] - '0');
if (element > 0x0FFFFFFFu) {
outMalformed = true;
return false;
}
}
outBase = name.substr(0, bracket);
outElement = element;
return true;
}
// ---- block classification ------------------------------------------------------
Bool IsAtomicCounterBlockName(const String& name) {
return name.compare(0, std::strlen(kAtomicCounterBlockPrefix), kAtomicCounterBlockPrefix) == 0;
}
// "gl_AtomicCounterBlock_5" -> 5. The suffix is the GL binding the counters were
// declared with, which glslang does NOT keep in the block's own layout qualifier
// (that one is remapped to a plain buffer binding).
GLint AtomicCounterBlockBinding(const String& name) {
const SizeT underscore = name.rfind('_');
if (underscore == String::npos || underscore + 1 >= name.length()) return 0;
GLint binding = 0;
for (SizeT i = underscore + 1; i < name.length(); ++i) {
if (name[i] < '0' || name[i] > '9') return 0;
binding = binding * 10 + (name[i] - '0');
}
return binding;
}
// Element index of an arrayed block instance ("TrickyBuffer[1]" -> 1).
GLint BlockArrayElement(const String& name) {
String base;
Uint element = 0;
Bool malformed = false;
if (!SplitTrailingSubscript(name, base, element, malformed)) return 0;
return static_cast<GLint>(element);
}
BlockKind ClassifyBlock(const glslang::TObjectReflection& block) {
if (std::strstr(block.name.c_str(), MG_Util::ShaderTranspiler::GLOBAL_UBO_NAME) != nullptr) {
return BlockKind::GlobalUbo;
}
if (IsAtomicCounterBlockName(block.name)) return BlockKind::AtomicCounter;
const glslang::TType* type = block.getType();
if (type != nullptr && type->getQualifier().storage == glslang::EvqBuffer) return BlockKind::Storage;
return BlockKind::Uniform;
}
// std140/std430 column stride, the same vec4-rounded rule ProgramObject applies to
// uniform matrices. 0 for a non-matrix.
GLint MatrixStrideOf(const glslang::TType* type) {
if (type == nullptr || !type->isMatrix()) return 0;
const bool rowMajor = type->getQualifier().layoutMatrix == glslang::ElmRowMajor;
const int strideVectorComponents = rowMajor ? type->getMatrixCols() : type->getMatrixRows();
constexpr int scalarSize = 4;
const int vectorAlignment = (strideVectorComponents <= 1) ? scalarSize
: (strideVectorComponents == 2) ? 2 * scalarSize
: 4 * scalarSize;
return (vectorAlignment + 15) & ~15;
}
GLint IsRowMajorOf(const glslang::TType* type) {
if (type == nullptr || !type->isMatrix()) return 0;
return type->getQualifier().layoutMatrix == glslang::ElmRowMajor ? 1 : 0;
}
GLint MappedLocation(Int rawLocation) {
// glslang parks "no location" at layoutLocationEnd; GL spells it -1.
if (rawLocation < 0 || rawLocation >= static_cast<Int>(glslang::TQualifier::layoutLocationEnd)) return -1;
return rawLocation;
}
// ---- model construction --------------------------------------------------------
void BuildBlocks(ProgramObject& program, const glslang::TProgram& reflection, Model& model,
Vector<BlockKind>& blockKind, Vector<Int>& blockInterfaceIndex) {
const Int blockCount = const_cast<glslang::TProgram&>(reflection).getNumUniformBlocks();
blockKind.assign(blockCount, BlockKind::Uniform);
blockInterfaceIndex.assign(blockCount, -1);
for (Int tIndex = 0; tIndex < blockCount; ++tIndex) {
const auto& block = const_cast<glslang::TProgram&>(reflection).getUniformBlock(tIndex);
const BlockKind kind = ClassifyBlock(block);
blockKind[tIndex] = kind;
if (kind == BlockKind::AtomicCounter) {
Resource resource;
// GL_ATOMIC_COUNTER_BUFFER resources have no name (and GetProgramResource
// Index/Name reject the interface outright, which is why this stays empty).
resource.bufferBinding = AtomicCounterBlockBinding(block.name);
resource.bufferDataSize = block.size;
resource.stages = static_cast<Uint32>(block.stages);
blockInterfaceIndex[tIndex] = static_cast<Int>(model.atomicCounterBuffers.size());
model.atomicCounterBuffers.push_back(Move(resource));
} else if (kind == BlockKind::Storage) {
Resource resource;
resource.name = block.name;
// glslang reports the DECLARED binding for every instance of an arrayed
// block; GL gives element k the binding base + k. That is only the initial
// value: GL_BUFFER_BINDING must report the CURRENT binding, so a later
// glShaderStorageBlockBinding wins over the declaration (GL 4.6 §7.6.2 -
// exactly the same rule GL_UNIFORM_BLOCK follows through
// GetUniformBlockBinding below).
const GLint declared = block.getBinding();
resource.bufferBinding = declared < 0 ? 0 : declared + BlockArrayElement(block.name);
const Int rebound = program.GetShaderStorageBlockBindingOverride(block.name);
if (rebound >= 0) resource.bufferBinding = static_cast<GLint>(rebound);
resource.bufferDataSize = block.size;
resource.stages = static_cast<Uint32>(block.stages);
blockInterfaceIndex[tIndex] = static_cast<Int>(model.storageBlocks.size());
model.storageBlocks.push_back(Move(resource));
}
}
// GL_UNIFORM_BLOCK keeps the index space glUniformBlockBinding and
// glGetActiveUniformBlockiv already use, so an index handed out here is usable
// with them (which is exactly what the CTS does).
const Int glBlockCount = program.GetActiveUniformBlocksCount();
for (Int glIndex = 0; glIndex < glBlockCount; ++glIndex) {
Resource resource;
resource.name = program.GetUniformBlockName(glIndex);
resource.bufferBinding = static_cast<GLint>(program.GetUniformBlockBinding(glIndex));
resource.bufferDataSize = static_cast<GLint>(program.GetUBOSizeAt(glIndex));
const Int tIndex = program.TProgramBlockIndex(static_cast<Uint>(glIndex));
if (tIndex >= 0 && tIndex < blockCount) {
resource.stages =
static_cast<Uint32>(const_cast<glslang::TProgram&>(reflection).getUniformBlock(tIndex).stages);
}
model.uniformBlocks.push_back(Move(resource));
}
}
void BuildUniformsAndBufferVariables(ProgramObject& program, const glslang::TProgram& reflection, Model& model,
const Vector<BlockKind>& blockKind,
const Vector<Int>& blockInterfaceIndex) {
const Uint uniformCount = program.GetUniformCount();
for (Uint glIndex = 0; glIndex < uniformCount; ++glIndex) {
const Int tIndex = program.TProgramUniformIndex(glIndex);
const auto& refl = const_cast<glslang::TProgram&>(reflection).getUniform(tIndex);
const glslang::TType* type = refl.getType();
const Int owner = refl.index;
const BlockKind kind = (owner >= 0 && owner < static_cast<Int>(blockKind.size()))
? blockKind[owner]
: BlockKind::GlobalUbo;
Resource resource;
resource.name = refl.name;
resource.type = static_cast<GLenum>(refl.glDefineType);
resource.arraySize = ArraySizeOf(type, refl.size);
resource.stages = static_cast<Uint32>(refl.stages);
if (kind == BlockKind::Storage) {
resource.blockIndex = blockInterfaceIndex[owner];
resource.offset = refl.offset;
resource.arrayStride = refl.arrayStride;
resource.matrixStride = MatrixStrideOf(type);
resource.isRowMajor = IsRowMajorOf(type);
// GL requires 1 for a member that is not inside a top-level array (and for
// the top-level array itself); glslang leaves 0/-1 there.
resource.topLevelArraySize = refl.topLevelArraySize > 0 ? refl.topLevelArraySize : 1;
resource.topLevelArrayStride = refl.topLevelArrayStride;
model.bufferVariables.push_back(Move(resource));
continue;
}
if (kind == BlockKind::AtomicCounter) {
// An atomic counter is a default-block uniform with no location and no
// owning uniform block; what it does have is a buffer to point at.
resource.type = GL_UNSIGNED_INT_ATOMIC_COUNTER;
resource.blockIndex = -1;
resource.offset = refl.offset;
resource.arrayStride = refl.arrayStride;
resource.matrixStride = 0;
resource.atomicCounterBufferIndex = blockInterfaceIndex[owner];
resource.location = -1;
} else {
resource.blockIndex = program.GetActiveUniformBlockIndex(glIndex);
resource.offset = program.GetActiveUniformOffset(glIndex);
resource.arrayStride = program.GetActiveUniformArrayStride(glIndex);
resource.matrixStride = program.GetActiveUniformMatrixStride(glIndex);
resource.isRowMajor = program.GetActiveUniformIsRowMajor(glIndex);
// A member of a named uniform block has no location, whatever the
// frontend's own location table says (it hands one out to every uniform
// so glUniform* can address block members through the global UBO).
resource.location =
resource.blockIndex >= 0 ? -1 : program.GetUniformLocation(refl.name);
}
model.uniforms.push_back(Move(resource));
}
// GL_ACTIVE_VARIABLES, both directions.
for (SizeT i = 0; i < model.uniforms.size(); ++i) {
const Resource& uniform = model.uniforms[i];
if (uniform.atomicCounterBufferIndex >= 0 &&
uniform.atomicCounterBufferIndex < static_cast<GLint>(model.atomicCounterBuffers.size())) {
model.atomicCounterBuffers[uniform.atomicCounterBufferIndex].activeVariables.push_back(
static_cast<GLuint>(i));
}
}
for (SizeT blockIndex = 0; blockIndex < model.uniformBlocks.size(); ++blockIndex) {
// Members of an arrayed block are reflected once, against instance [0].
const Int owner = static_cast<Int>(program.GetUniformBlockMemberOwnerIndex(static_cast<Uint>(blockIndex)));
for (SizeT i = 0; i < model.uniforms.size(); ++i) {
if (model.uniforms[i].blockIndex == owner) {
model.uniformBlocks[blockIndex].activeVariables.push_back(static_cast<GLuint>(i));
}
}
}
for (SizeT blockIndex = 0; blockIndex < model.storageBlocks.size(); ++blockIndex) {
for (SizeT i = 0; i < model.bufferVariables.size(); ++i) {
if (model.bufferVariables[i].blockIndex == static_cast<GLint>(blockIndex)) {
model.storageBlocks[blockIndex].activeVariables.push_back(static_cast<GLuint>(i));
}
}
}
}
void BuildStageIO(ProgramObject& program, const glslang::TProgram& reflection, Model& model) {
auto& mutableReflection = const_cast<glslang::TProgram&>(reflection);
const Int inputCount = mutableReflection.getNumPipeInputs();
for (Int index = 0; index < inputCount; ++index) {
const auto& refl = mutableReflection.getPipeInput(index);
const glslang::TType* type = refl.getType();
Resource resource;
// The Vulkan-semantics parse reflects the vertex builtins under their SPIR-V
// names; GL enumerates the GL spellings.
const String& glName = ProgramObject::NormalizeBuiltinPipeInputName(refl.name);
resource.name = WithArraySuffix(glName, type);
resource.type = static_cast<GLenum>(refl.glDefineType);
resource.arraySize = ArraySizeOf(type, refl.size);
resource.location = program.GetAttributeLocation(refl.name);
if (resource.location < 0) resource.location = MappedLocation(static_cast<Int>(refl.layoutLocation()));
resource.isPerPatch = (type != nullptr && type->getQualifier().patch) ? 1 : 0;
resource.stages = static_cast<Uint32>(refl.stages);
model.programInputs.push_back(Move(resource));
}
const Int outputCount = mutableReflection.getNumPipeOutputs();
for (Int index = 0; index < outputCount; ++index) {
const auto& refl = mutableReflection.getPipeOutput(index);
const glslang::TType* type = refl.getType();
Resource resource;
resource.name = WithArraySuffix(refl.name, type);
resource.type = static_cast<GLenum>(refl.glDefineType);
resource.arraySize = ArraySizeOf(type, refl.size);
resource.location = MappedLocation(program.GetFragmentDataLocation(refl.name.c_str()));
if (resource.location < 0) {
// A built-in output (gl_FragDepth, gl_SampleMask) and a non-fragment stage
// output both have no location, and therefore no color index either.
resource.locationIndex = -1;
} else {
resource.locationIndex = program.GetFragmentDataIndex(refl.name.c_str());
// glBindFragDataLocationIndexed wins; otherwise the shader's
// layout(index = N), which the frag-data maps never saw.
if (resource.locationIndex == 0 && type != nullptr && type->getQualifier().hasIndex()) {
resource.locationIndex = static_cast<GLint>(type->getQualifier().layoutIndex);
}
}
resource.isPerPatch = (type != nullptr && type->getQualifier().patch) ? 1 : 0;
resource.stages = static_cast<Uint32>(refl.stages);
model.programOutputs.push_back(Move(resource));
}
}
void BuildXfb(ProgramObject& program, Model& model) {
const auto& requested = program.GetTransformFeedbackInterfaceNames();
const auto& captured = program.GetTransformFeedbackVaryings();
for (const String& name : requested) {
Resource resource;
resource.name = name;
// ARB_transform_feedback3's layout controls are enumerated as resources of
// type NONE: gl_NextBuffer with array size 0, gl_SkipComponentsN with N.
if (name == "gl_NextBuffer") {
resource.type = GL_NONE;
resource.arraySize = 0;
} else if (name.size() == 18 && name.compare(0, 17, "gl_SkipComponents") == 0 && name[17] >= '1' &&
name[17] <= '4') {
resource.type = GL_NONE;
resource.arraySize = name[17] - '0';
} else {
resource.type = GL_NONE;
resource.arraySize = 1;
for (const auto& varying : captured) {
if (varying.name != name) continue;
resource.type = varying.type;
resource.arraySize = varying.size < 1 ? 1 : varying.size;
resource.offset = static_cast<GLint>(varying.offsetBytes);
resource.xfbBufferIndex = static_cast<GLint>(varying.bufferIndex);
break;
}
}
model.xfbVaryings.push_back(Move(resource));
}
}
Model BuildModel(ProgramObject& program) {
Model model;
if (!program.GetLinkStatus()) return model;
const glslang::TProgram* reflection = program.GetReflection();
if (reflection == nullptr) return model;
model.valid = true;
Vector<BlockKind> blockKind;
Vector<Int> blockInterfaceIndex;
BuildBlocks(program, *reflection, model, blockKind, blockInterfaceIndex);
BuildUniformsAndBufferVariables(program, *reflection, model, blockKind, blockInterfaceIndex);
BuildStageIO(program, *reflection, model);
BuildXfb(program, model);
return model;
}
const ResourceList& Select(const Model& model, GLenum programInterface) {
switch (programInterface) {
case GL_UNIFORM:
return model.uniforms;
case GL_UNIFORM_BLOCK:
return model.uniformBlocks;
case GL_ATOMIC_COUNTER_BUFFER:
return model.atomicCounterBuffers;
case GL_BUFFER_VARIABLE:
return model.bufferVariables;
case GL_SHADER_STORAGE_BLOCK:
return model.storageBlocks;
case GL_PROGRAM_INPUT:
return model.programInputs;
case GL_PROGRAM_OUTPUT:
return model.programOutputs;
case GL_TRANSFORM_FEEDBACK_VARYING:
return model.xfbVaryings;
default:
// The subroutine interfaces are accepted by the API but nothing can populate
// them: glslang refuses `subroutine` when generating SPIR-V, so a program
// using one never links. Zero active resources is the honest answer.
return EmptyList();
}
}
} // namespace
Bool IsInterfaceEnum(GLenum programInterface) {
switch (programInterface) {
case GL_UNIFORM:
case GL_UNIFORM_BLOCK:
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
case GL_BUFFER_VARIABLE:
case GL_SHADER_STORAGE_BLOCK:
case GL_ATOMIC_COUNTER_BUFFER:
case GL_TRANSFORM_FEEDBACK_VARYING:
case GL_TRANSFORM_FEEDBACK_BUFFER:
case GL_VERTEX_SUBROUTINE:
case GL_TESS_CONTROL_SUBROUTINE:
case GL_TESS_EVALUATION_SUBROUTINE:
case GL_GEOMETRY_SUBROUTINE:
case GL_FRAGMENT_SUBROUTINE:
case GL_COMPUTE_SUBROUTINE:
case GL_VERTEX_SUBROUTINE_UNIFORM:
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
case GL_GEOMETRY_SUBROUTINE_UNIFORM:
case GL_FRAGMENT_SUBROUTINE_UNIFORM:
case GL_COMPUTE_SUBROUTINE_UNIFORM:
return true;
default:
return false;
}
}
Bool IsNamedInterface(GLenum programInterface) {
// GL 4.6 §7.3.1.2: the two buffer interfaces have no resource names, and asking for
// one is INVALID_ENUM (deliberately asymmetric with GetProgramInterfaceiv, which
// does count them).
return IsInterfaceEnum(programInterface) && programInterface != GL_ATOMIC_COUNTER_BUFFER &&
programInterface != GL_TRANSFORM_FEEDBACK_BUFFER;
}
Bool InterfaceHasLocations(GLenum programInterface) {
switch (programInterface) {
case GL_UNIFORM:
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
case GL_VERTEX_SUBROUTINE_UNIFORM:
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
case GL_GEOMETRY_SUBROUTINE_UNIFORM:
case GL_FRAGMENT_SUBROUTINE_UNIFORM:
case GL_COMPUTE_SUBROUTINE_UNIFORM:
return true;
default:
return false;
}
}
Bool IsResourceProp(GLenum prop) {
switch (prop) {
case GL_NAME_LENGTH:
case GL_TYPE:
case GL_ARRAY_SIZE:
case GL_OFFSET:
case GL_BLOCK_INDEX:
case GL_ARRAY_STRIDE:
case GL_MATRIX_STRIDE:
case GL_IS_ROW_MAJOR:
case GL_ATOMIC_COUNTER_BUFFER_INDEX:
case GL_BUFFER_BINDING:
case GL_BUFFER_DATA_SIZE:
case GL_NUM_ACTIVE_VARIABLES:
case GL_ACTIVE_VARIABLES:
case GL_REFERENCED_BY_VERTEX_SHADER:
case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
case GL_REFERENCED_BY_GEOMETRY_SHADER:
case GL_REFERENCED_BY_FRAGMENT_SHADER:
case GL_REFERENCED_BY_COMPUTE_SHADER:
case GL_TOP_LEVEL_ARRAY_SIZE:
case GL_TOP_LEVEL_ARRAY_STRIDE:
case GL_LOCATION:
case GL_LOCATION_INDEX:
case GL_IS_PER_PATCH:
case GL_LOCATION_COMPONENT:
case GL_TRANSFORM_FEEDBACK_BUFFER_INDEX:
case GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE:
case GL_NUM_COMPATIBLE_SUBROUTINES:
case GL_COMPATIBLE_SUBROUTINES:
return true;
default:
return false;
}
}
// GL 4.6 Table 7.2, transcribed row by row: which interfaces each property applies to.
// Too tight a table turns a currently-answered prop into a fresh INVALID_OPERATION, so
// the rows below are deliberately no narrower than the spec's.
Bool InterfaceSupportsProp(GLenum programInterface, GLenum prop) {
const Bool isSubroutine =
programInterface == GL_VERTEX_SUBROUTINE || programInterface == GL_TESS_CONTROL_SUBROUTINE ||
programInterface == GL_TESS_EVALUATION_SUBROUTINE || programInterface == GL_GEOMETRY_SUBROUTINE ||
programInterface == GL_FRAGMENT_SUBROUTINE || programInterface == GL_COMPUTE_SUBROUTINE;
const Bool isSubroutineUniform =
programInterface == GL_VERTEX_SUBROUTINE_UNIFORM ||
programInterface == GL_TESS_CONTROL_SUBROUTINE_UNIFORM ||
programInterface == GL_TESS_EVALUATION_SUBROUTINE_UNIFORM ||
programInterface == GL_GEOMETRY_SUBROUTINE_UNIFORM ||
programInterface == GL_FRAGMENT_SUBROUTINE_UNIFORM || programInterface == GL_COMPUTE_SUBROUTINE_UNIFORM;
switch (prop) {
case GL_NAME_LENGTH:
return programInterface != GL_ATOMIC_COUNTER_BUFFER && programInterface != GL_TRANSFORM_FEEDBACK_BUFFER;
case GL_TYPE:
case GL_ARRAY_SIZE:
return programInterface == GL_UNIFORM || programInterface == GL_PROGRAM_INPUT ||
programInterface == GL_PROGRAM_OUTPUT || programInterface == GL_BUFFER_VARIABLE ||
programInterface == GL_TRANSFORM_FEEDBACK_VARYING ||
(prop == GL_ARRAY_SIZE && isSubroutineUniform);
case GL_OFFSET:
return programInterface == GL_UNIFORM || programInterface == GL_BUFFER_VARIABLE ||
programInterface == GL_TRANSFORM_FEEDBACK_VARYING;
case GL_BLOCK_INDEX:
case GL_ARRAY_STRIDE:
case GL_MATRIX_STRIDE:
case GL_IS_ROW_MAJOR:
return programInterface == GL_UNIFORM || programInterface == GL_BUFFER_VARIABLE;
case GL_ATOMIC_COUNTER_BUFFER_INDEX:
return programInterface == GL_UNIFORM;
case GL_BUFFER_BINDING:
case GL_NUM_ACTIVE_VARIABLES:
case GL_ACTIVE_VARIABLES:
// Table 7.2 lists GL_TRANSFORM_FEEDBACK_BUFFER on these three rows too. This
// implementation enumerates no resources on that interface, so the query still
// ends in an error - but INVALID_VALUE for the out-of-range index, not the
// INVALID_OPERATION a narrower table would invent.
return programInterface == GL_UNIFORM_BLOCK || programInterface == GL_ATOMIC_COUNTER_BUFFER ||
programInterface == GL_SHADER_STORAGE_BLOCK ||
programInterface == GL_TRANSFORM_FEEDBACK_BUFFER;
case GL_BUFFER_DATA_SIZE:
return programInterface == GL_UNIFORM_BLOCK || programInterface == GL_ATOMIC_COUNTER_BUFFER ||
programInterface == GL_SHADER_STORAGE_BLOCK;
case GL_REFERENCED_BY_VERTEX_SHADER:
case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
case GL_REFERENCED_BY_GEOMETRY_SHADER:
case GL_REFERENCED_BY_FRAGMENT_SHADER:
case GL_REFERENCED_BY_COMPUTE_SHADER:
return programInterface == GL_UNIFORM || programInterface == GL_UNIFORM_BLOCK ||
programInterface == GL_ATOMIC_COUNTER_BUFFER || programInterface == GL_BUFFER_VARIABLE ||
programInterface == GL_SHADER_STORAGE_BLOCK || programInterface == GL_PROGRAM_INPUT ||
programInterface == GL_PROGRAM_OUTPUT || isSubroutineUniform;
case GL_TOP_LEVEL_ARRAY_SIZE:
case GL_TOP_LEVEL_ARRAY_STRIDE:
return programInterface == GL_BUFFER_VARIABLE;
case GL_LOCATION:
return InterfaceHasLocations(programInterface);
case GL_LOCATION_INDEX:
return programInterface == GL_PROGRAM_OUTPUT;
case GL_IS_PER_PATCH:
case GL_LOCATION_COMPONENT:
return programInterface == GL_PROGRAM_INPUT || programInterface == GL_PROGRAM_OUTPUT;
case GL_TRANSFORM_FEEDBACK_BUFFER_INDEX:
return programInterface == GL_TRANSFORM_FEEDBACK_VARYING;
case GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE:
return programInterface == GL_TRANSFORM_FEEDBACK_BUFFER;
case GL_NUM_COMPATIBLE_SUBROUTINES:
case GL_COMPATIBLE_SUBROUTINES:
return isSubroutineUniform;
default:
(void)isSubroutine;
return false;
}
}
Int GetActiveResourceCount(ProgramObject& program, GLenum programInterface) {
const Model model = BuildModel(program);
return static_cast<Int>(Select(model, programInterface).size());
}
Int GetMaxNameLength(ProgramObject& program, GLenum programInterface) {
if (!IsNamedInterface(programInterface)) return 0;
const Model model = BuildModel(program);
SizeT longest = 0;
for (const Resource& resource : Select(model, programInterface)) {
longest = std::max(longest, resource.name.length() + 1);
}
return static_cast<Int>(longest);
}
Int GetMaxNumActiveVariables(ProgramObject& program, GLenum programInterface) {
const Model model = BuildModel(program);
SizeT longest = 0;
for (const Resource& resource : Select(model, programInterface)) {
longest = std::max(longest, resource.activeVariables.size());
}
return static_cast<Int>(longest);
}
GLuint GetResourceIndex(ProgramObject& program, GLenum programInterface, const char* name) {
if (name == nullptr || name[0] == '\0') return GL_INVALID_INDEX;
const Model model = BuildModel(program);
const ResourceList& resources = Select(model, programInterface);
const String query = name;
// The layout controls of an interleaved capture are enumerable but not addressable
// by name (GL 4.6 §7.3.1.1).
if (programInterface == GL_TRANSFORM_FEEDBACK_VARYING &&
(query == "gl_NextBuffer" ||
(query.size() == 18 && query.compare(0, 17, "gl_SkipComponents") == 0))) {
return GL_INVALID_INDEX;
}
for (SizeT i = 0; i < resources.size(); ++i) {
if (NamesMatch(resources[i].name, query)) return static_cast<GLuint>(i);
}
return GL_INVALID_INDEX;
}
Bool GetResourceName(ProgramObject& program, GLenum programInterface, GLuint index, String& outName) {
const Model model = BuildModel(program);
const ResourceList& resources = Select(model, programInterface);
if (index >= resources.size()) return false;
outName = resources[index].name;
return true;
}
Bool GetResourceProp(ProgramObject& program, GLenum programInterface, GLuint index, GLenum prop,
Vector<GLint>& outValues) {
const Model model = BuildModel(program);
const ResourceList& resources = Select(model, programInterface);
if (index >= resources.size()) return false;
const Resource& resource = resources[index];
const auto referencedBy = [&resource](EShLanguage stage) {
return (resource.stages & static_cast<Uint32>(1u << stage)) != 0 ? GL_TRUE : GL_FALSE;
};
switch (prop) {
case GL_NAME_LENGTH:
outValues.push_back(static_cast<GLint>(resource.name.length() + 1));
break;
case GL_TYPE:
outValues.push_back(static_cast<GLint>(resource.type));
break;
case GL_ARRAY_SIZE:
outValues.push_back(resource.arraySize);
break;
case GL_OFFSET:
outValues.push_back(resource.offset);
break;
case GL_BLOCK_INDEX:
outValues.push_back(resource.blockIndex);
break;
case GL_ARRAY_STRIDE:
outValues.push_back(resource.arrayStride);
break;
case GL_MATRIX_STRIDE:
outValues.push_back(resource.matrixStride);
break;
case GL_IS_ROW_MAJOR:
outValues.push_back(resource.isRowMajor);
break;
case GL_ATOMIC_COUNTER_BUFFER_INDEX:
outValues.push_back(resource.atomicCounterBufferIndex);
break;
case GL_BUFFER_BINDING:
outValues.push_back(resource.bufferBinding);
break;
case GL_BUFFER_DATA_SIZE:
outValues.push_back(resource.bufferDataSize);
break;
case GL_NUM_ACTIVE_VARIABLES:
outValues.push_back(static_cast<GLint>(resource.activeVariables.size()));
break;
case GL_ACTIVE_VARIABLES:
for (const GLuint variable : resource.activeVariables) outValues.push_back(static_cast<GLint>(variable));
break;
case GL_REFERENCED_BY_VERTEX_SHADER:
outValues.push_back(referencedBy(EShLangVertex));
break;
case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
outValues.push_back(referencedBy(EShLangTessControl));
break;
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
outValues.push_back(referencedBy(EShLangTessEvaluation));
break;
case GL_REFERENCED_BY_GEOMETRY_SHADER:
outValues.push_back(referencedBy(EShLangGeometry));
break;
case GL_REFERENCED_BY_FRAGMENT_SHADER:
outValues.push_back(referencedBy(EShLangFragment));
break;
case GL_REFERENCED_BY_COMPUTE_SHADER:
outValues.push_back(referencedBy(EShLangCompute));
break;
case GL_TOP_LEVEL_ARRAY_SIZE:
outValues.push_back(resource.topLevelArraySize);
break;
case GL_TOP_LEVEL_ARRAY_STRIDE:
outValues.push_back(resource.topLevelArrayStride);
break;
case GL_LOCATION:
outValues.push_back(resource.location);
break;
case GL_LOCATION_INDEX:
outValues.push_back(resource.locationIndex);
break;
case GL_IS_PER_PATCH:
outValues.push_back(resource.isPerPatch);
break;
case GL_LOCATION_COMPONENT:
outValues.push_back(0);
break;
case GL_TRANSFORM_FEEDBACK_BUFFER_INDEX:
outValues.push_back(resource.xfbBufferIndex);
break;
default:
outValues.push_back(0);
break;
}
return true;
}
GLint GetResourceLocation(ProgramObject& program, GLenum programInterface, const char* name) {
if (name == nullptr || name[0] == '\0') return -1;
const String query = name;
String base;
Uint element = 0;
Bool malformed = false;
const Bool subscripted = SplitTrailingSubscript(query, base, element, malformed);
if (malformed) return -1;
const Model model = BuildModel(program);
const ResourceList& resources = Select(model, programInterface);
for (const Resource& resource : resources) {
if (NamesMatch(resource.name, query)) return resource.location;
}
if (!subscripted || element == 0) return -1;
// "d[1]" addresses the second element of an array resource enumerated as "d[0]".
for (const Resource& resource : resources) {
if (!NamesMatch(resource.name, base)) continue;
if (resource.location < 0 || static_cast<GLint>(element) >= resource.arraySize) return -1;
return resource.location + static_cast<GLint>(element);
}
return -1;
}
GLint GetResourceLocationIndex(ProgramObject& program, GLenum programInterface, const char* name) {
if (programInterface != GL_PROGRAM_OUTPUT || name == nullptr || name[0] == '\0') return -1;
const String query = name;
String base;
Uint element = 0;
Bool malformed = false;
const Bool subscripted = SplitTrailingSubscript(query, base, element, malformed);
if (malformed) return -1;
const Model model = BuildModel(program);
for (const Resource& resource : model.programOutputs) {
if (NamesMatch(resource.name, query)) return resource.locationIndex;
}
if (!subscripted) return -1;
for (const Resource& resource : model.programOutputs) {
if (!NamesMatch(resource.name, base)) continue;
if (resource.location < 0 || static_cast<GLint>(element) >= resource.arraySize) return -1;
return resource.locationIndex;
}
return -1;
}
} // namespace MobileGL::MG_Impl::GLImpl::ProgramInterface
@@ -1,66 +0,0 @@
// MobileGL - MobileGL/MG_Impl/GLImpl/Program/ProgramInterface.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#pragma once
#include <Includes.h>
namespace MobileGL::MG_State::GLState {
class ProgramObject;
}
// The GL program interface (ARB_program_interface_query / GL 4.3 §7.3.1) as a frontend
// resource model.
//
// WHY IT IS HERE AND NOT IN A BACKEND. glGetProgramResource* describes the program the
// APPLICATION wrote, in the application's namespace. Neither backend program is in that
// namespace: DirectGLES compiles SPIRV-Cross-generated ESSL where default-block uniforms
// live inside the synthesized MGL_GLOBAL_UBO (so a GL_UNIFORM location query against it is
// structurally -1) and stage in/out names are rewritten; DirectVulkan has no GL-level
// reflection at all and can only re-derive a partial, diverging copy. The one authoritative
// source is the frontend glslang reflection a link already produced, which is the same
// place glGetActiveUniform answers from. This layer generalizes that rule to every
// interface, so the six entry points never consult gBackendFunctionsTable.
//
// NAMING RULES LIVE HERE, NOT IN ProgramObject. The interface query spells resources
// differently from glGetActiveUniform / glGetActiveAttrib (an array is "name[0]", a lookup
// accepts both "name" and "name[0]", a subscript must be a strict decimal). Those two
// getters are what GL30-33 exercises and they must not move, so every normalization is
// applied on the way in and out of THIS file.
namespace MobileGL::MG_Impl::GLImpl::ProgramInterface {
using ProgramObject = MG_State::GLState::ProgramObject;
// <programInterface> is one of the GL 4.6 Table 7.1 interfaces.
Bool IsInterfaceEnum(GLenum programInterface);
// Interfaces whose resources have names (everything except GL_ATOMIC_COUNTER_BUFFER).
Bool IsNamedInterface(GLenum programInterface);
// <prop> is a property token GetProgramResourceiv knows at all (else GL_INVALID_ENUM).
Bool IsResourceProp(GLenum prop);
// <prop> applies to <programInterface> (else GL_INVALID_OPERATION).
Bool InterfaceSupportsProp(GLenum programInterface, GLenum prop);
// Interfaces GetProgramResourceLocation accepts (else GL_INVALID_ENUM).
Bool InterfaceHasLocations(GLenum programInterface);
// GL_ACTIVE_RESOURCES / GL_MAX_NAME_LENGTH / GL_MAX_NUM_ACTIVE_VARIABLES. All three
// report zero for an interface this implementation cannot enumerate and for a program
// that has not linked successfully - which is what the spec requires of a program with
// no active resources.
Int GetActiveResourceCount(ProgramObject& program, GLenum programInterface);
Int GetMaxNameLength(ProgramObject& program, GLenum programInterface);
Int GetMaxNumActiveVariables(ProgramObject& program, GLenum programInterface);
// GL_INVALID_INDEX when <name> names no active resource of the interface.
GLuint GetResourceIndex(ProgramObject& program, GLenum programInterface, const char* name);
// False when <index> is out of range for the interface (the caller raises INVALID_VALUE).
Bool GetResourceName(ProgramObject& program, GLenum programInterface, GLuint index, String& outName);
// Appends the value(s) of <prop> for the resource; GL_ACTIVE_VARIABLES appends several.
// False when <index> is out of range.
Bool GetResourceProp(ProgramObject& program, GLenum programInterface, GLuint index, GLenum prop,
Vector<GLint>& outValues);
GLint GetResourceLocation(ProgramObject& program, GLenum programInterface, const char* name);
GLint GetResourceLocationIndex(ProgramObject& program, GLenum programInterface, const char* name);
} // namespace MobileGL::MG_Impl::GLImpl::ProgramInterface
+6 -109
View File
@@ -62,34 +62,6 @@ namespace MobileGL::MG_Impl::GLImpl {
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", function, message));
}
// The by-buffer query getters write the result into a buffer object instead of client
// memory. Everything about the query itself - the name, whether it is still active, the
// parameter - is checked by GetQueryObjectValue; what is left is the destination, so this
// resolves the buffer and confirms the write lands inside it (GL 4.6 core 4.2.1).
Bool ResolveQueryResultDestination(GLuint buffer, GLintptr offset, SizeT writeSize, const char* function,
SharedPtr<MG_State::GLState::BufferObject>& outBuffer) {
if (offset < 0) {
RecordQueryError(ErrorCode::InvalidValue, function, "Offset cannot be negative.");
return false;
}
if (!MG_State::pGLContext->ValidateBufferObject(buffer)) {
RecordQueryError(ErrorCode::InvalidOperation, function, "Buffer object does not exist.");
return false;
}
auto bufferObject = MG_State::pGLContext->GetBufferObject(buffer);
if (!bufferObject) {
RecordQueryError(ErrorCode::InvalidOperation, function, "Buffer object does not exist.");
return false;
}
if (static_cast<SizeT>(offset) + writeSize > bufferObject->GetSize()) {
RecordQueryError(ErrorCode::InvalidOperation, function,
"The query result does not fit in the buffer object at this offset.");
return false;
}
outBuffer = bufferObject;
return true;
}
// Callers must hold g_queryObjectsMutex.
QueryObject* FindQueryObjectLocked(GLuint id) {
const auto it = g_liveQueryObjects.find(id);
@@ -123,13 +95,8 @@ namespace MobileGL::MG_Impl::GLImpl {
}
// Shared GetQueryObject* implementation. Returns false when an error
// was recorded and no value should be written back. `outValueProduced`, when given,
// additionally distinguishes "succeeded with a value" from "succeeded but the result is not
// ready" - the GL_QUERY_RESULT_NO_WAIT case, where GL_ARB_query_buffer_object says the
// destination is left alone rather than written with a placeholder.
Bool GetQueryObjectValue(GLuint id, GLenum pname, const char* function, Uint64& outValue,
Bool* outValueProduced = nullptr) {
if (outValueProduced) *outValueProduced = true;
// was recorded and no value should be written back.
Bool GetQueryObjectValue(GLuint id, GLenum pname, const char* function, Uint64& outValue) {
const std::lock_guard<std::mutex> lock(g_queryObjectsMutex);
auto* queryObject = FindQueryObjectLocked(id);
if (!queryObject) {
@@ -142,41 +109,6 @@ namespace MobileGL::MG_Impl::GLImpl {
}
switch (pname) {
case GL_QUERY_TARGET:
// The target a query was begun with (or created with, for glCreateQueries) - state
// the object has carried all along, GL 4.6 core table 23.35.
outValue = queryObject->target;
return true;
case GL_QUERY_RESULT_NO_WAIT: {
if (queryObject->resultCached) {
outValue = queryObject->cachedResult;
return true;
}
Uint64 result = 0;
const auto getQueryResult64 = MG_Backend::gBackendFunctionsTable.GL.GetQueryResult64;
if (queryObject->backendHandle && getQueryResult64 &&
!getQueryResult64(queryObject->backendHandle, /*wait=*/false, &result)) {
// Not ready. The whole point of the no-wait form is that the caller's
// destination keeps whatever it already held.
if (outValueProduced) *outValueProduced = false;
outValue = 0;
return true;
}
if (queryObject->target == GL_ANY_SAMPLES_PASSED ||
queryObject->target == GL_ANY_SAMPLES_PASSED_CONSERVATIVE) {
result = result != 0 ? 1 : 0;
}
if (queryObject->backendHandle) {
if (const auto deleteBackendQuery = MG_Backend::gBackendFunctionsTable.GL.DeleteBackendQuery) {
deleteBackendQuery(queryObject->backendHandle);
}
queryObject->backendHandle = nullptr;
}
queryObject->cachedResult = result;
queryObject->resultCached = true;
outValue = result;
return true;
}
case GL_QUERY_RESULT_AVAILABLE: {
if (queryObject->resultCached || !queryObject->backendHandle) {
outValue = 1;
@@ -228,21 +160,6 @@ namespace MobileGL::MG_Impl::GLImpl {
return false;
}
}
template <typename T>
void GetQueryBufferObject(GLuint id, GLuint buffer, GLenum pname, GLintptr offset, const char* function) {
SharedPtr<MG_State::GLState::BufferObject> bufferObject;
if (!ResolveQueryResultDestination(buffer, offset, sizeof(T), function, bufferObject)) return;
Uint64 value = 0;
Bool valueProduced = false;
if (!GetQueryObjectValue(id, pname, function, value, &valueProduced)) return;
// GL_QUERY_RESULT_NO_WAIT on a result that has not landed writes nothing at all.
if (!valueProduced) return;
const T narrowed = static_cast<T>(value);
bufferObject->UploadSubData({const_cast<T*>(&narrowed), sizeof(T)}, static_cast<SizeT>(offset));
}
} // namespace
void GenQueries(GLsizei n, GLuint* ids) {
@@ -558,26 +475,9 @@ namespace MobileGL::MG_Impl::GLImpl {
}
}
void GetQueryBufferObjectiv(GLuint id, GLuint buffer, GLenum pname, GLintptr offset) {
GetQueryBufferObject<GLint>(id, buffer, pname, offset, __FUNCTION__);
}
void GetQueryBufferObjectuiv(GLuint id, GLuint buffer, GLenum pname, GLintptr offset) {
GetQueryBufferObject<GLuint>(id, buffer, pname, offset, __FUNCTION__);
}
void GetQueryBufferObjecti64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset) {
GetQueryBufferObject<GLint64>(id, buffer, pname, offset, __FUNCTION__);
}
void GetQueryBufferObjectui64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset) {
GetQueryBufferObject<GLuint64>(id, buffer, pname, offset, __FUNCTION__);
}
void GetQueryObjectiv(GLuint id, GLenum pname, GLint* params) {
Uint64 value = 0;
Bool valueProduced = false;
if (!GetQueryObjectValue(id, pname, __FUNCTION__, value, &valueProduced) || !valueProduced || !params) {
if (!GetQueryObjectValue(id, pname, __FUNCTION__, value) || !params) {
return;
}
constexpr Uint64 kMaxInt = static_cast<Uint64>(INT_MAX);
@@ -586,8 +486,7 @@ namespace MobileGL::MG_Impl::GLImpl {
void GetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params) {
Uint64 value = 0;
Bool valueProduced = false;
if (!GetQueryObjectValue(id, pname, __FUNCTION__, value, &valueProduced) || !valueProduced || !params) {
if (!GetQueryObjectValue(id, pname, __FUNCTION__, value) || !params) {
return;
}
*params = static_cast<GLuint>(value & 0xFFFFFFFFull);
@@ -595,8 +494,7 @@ namespace MobileGL::MG_Impl::GLImpl {
void GetQueryObjecti64v(GLuint id, GLenum pname, GLint64* params) {
Uint64 value = 0;
Bool valueProduced = false;
if (!GetQueryObjectValue(id, pname, __FUNCTION__, value, &valueProduced) || !valueProduced || !params) {
if (!GetQueryObjectValue(id, pname, __FUNCTION__, value) || !params) {
return;
}
*params = static_cast<GLint64>(value);
@@ -604,8 +502,7 @@ namespace MobileGL::MG_Impl::GLImpl {
void GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64* params) {
Uint64 value = 0;
Bool valueProduced = false;
if (!GetQueryObjectValue(id, pname, __FUNCTION__, value, &valueProduced) || !valueProduced || !params) {
if (!GetQueryObjectValue(id, pname, __FUNCTION__, value) || !params) {
return;
}
*params = static_cast<GLuint64>(value);
-4
View File
@@ -24,9 +24,5 @@ namespace MobileGL::MG_Impl::GLImpl {
void GetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params);
void GetQueryObjecti64v(GLuint id, GLenum pname, GLint64* params);
void GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64* params);
void GetQueryBufferObjectiv(GLuint id, GLuint buffer, GLenum pname, GLintptr offset);
void GetQueryBufferObjectuiv(GLuint id, GLuint buffer, GLenum pname, GLintptr offset);
void GetQueryBufferObjecti64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset);
void GetQueryBufferObjectui64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset);
void QueryCounter(GLuint id, GLenum target);
} // namespace MobileGL::MG_Impl::GLImpl
+1 -71
View File
@@ -8,7 +8,6 @@
#include "GL_Sampler.h"
#include "Validators.h"
#include "../Getter/GL_Getter.h"
#include <MG_State/GLState/Core.h>
#include <MG_Util/Converters/GLToMG/TextureEnumConverter.h>
#include <MG_Util/Converters/MGToGL/TextureEnumConverter.h>
@@ -29,11 +28,6 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_TEXTURE_MAX_LOD:
case GL_TEXTURE_LOD_BIAS:
return true;
// Four components, and GL puts no range on them - a border colour outside [0,1] is
// clamped when a fixed-point format is sampled, not rejected here. The scalar readers
// below would look at one component and invent an error.
case GL_TEXTURE_BORDER_COLOR:
return true;
case GL_TEXTURE_MAX_ANISOTROPY_EXT:
if (ReadSamplerScalar(param, isFloat, isUnsignedInteger) >= 1.0f) return true;
MG_State::pGLContext->RecordError(
@@ -105,20 +99,6 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_TEXTURE_COMPARE_FUNC:
samplerObj->SetSamplerCompareFunc(MG_Util::ConvertGLEnumToSamplerCompareFunc(*(const GLint*)param));
break;
case GL_TEXTURE_BORDER_COLOR:
// The only four-component sampler parameter: the caller's form decides which
// representation is authoritative, and SamplerObject keeps the other two in step.
if (isFloat) {
const auto* values = (const GLfloat*)param;
samplerObj->SetBorderColor(FloatVec4(values[0], values[1], values[2], values[3]));
} else if (isUnsignedInteger) {
const auto* values = (const GLuint*)param;
samplerObj->SetBorderColorUI(UintVec4(values[0], values[1], values[2], values[3]));
} else {
const auto* values = (const GLint*)param;
samplerObj->SetBorderColorI(IntVec4(values[0], values[1], values[2], values[3]));
}
break;
default:
MG_State::pGLContext->RecordError(ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "SetSamplerParam_State",
@@ -182,31 +162,6 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_TEXTURE_COMPARE_FUNC:
*(GLuint*)params = MG_Util::ConvertSamplerCompareFuncToGLEnum(samplerObj->GetSamplerCompareFunc());
break;
case GL_TEXTURE_BORDER_COLOR: {
if (isFloat) {
const auto& color = samplerObj->GetBorderColor();
auto* out = (GLfloat*)params;
out[0] = color.x();
out[1] = color.y();
out[2] = color.z();
out[3] = color.w();
} else if (isUnsignedInteger) {
const auto& color = samplerObj->GetBorderColorUI();
auto* out = (GLuint*)params;
out[0] = color.x();
out[1] = color.y();
out[2] = color.z();
out[3] = color.w();
} else {
const auto& color = samplerObj->GetBorderColorI();
auto* out = (GLint*)params;
out[0] = color.x();
out[1] = color.y();
out[2] = color.z();
out[3] = color.w();
}
break;
}
default:
MG_State::pGLContext->RecordError(ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "GetSamplerParam_State",
@@ -269,20 +224,9 @@ namespace MobileGL::MG_Impl::GLImpl {
}
}
// The number of texture units a sampler may be bound to. GL 3.3 core 3.8.2 names
// GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, which is what the backend advertises; the frontend's
// MAX_TEXTURE_IMAGE_UNITS is only the capacity of the unit array, so it is a clamp on the
// answer and never the answer itself - gating on it alone accepts every unit up to 192 no
// matter what the driver reports.
static GLint GetSamplerBindableTextureUnitCount() {
GLint maxTextureUnits = 0;
GetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
return std::min<GLint>(std::max(maxTextureUnits, 0), MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
}
void BindSampler_State(GLuint unit, GLuint sampler) {
MGLOG_D("BindSampler_State: unit = %u, sampler = %u", unit, sampler);
if (static_cast<Uint64>(unit) >= static_cast<Uint64>(GetSamplerBindableTextureUnitCount())) {
if (unit >= MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "BindSampler", "texture unit out of range"));
@@ -321,20 +265,6 @@ namespace MobileGL::MG_Impl::GLImpl {
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "BindSamplers", "count must be non-negative"));
return;
}
// ARB_multi_bind: the whole [first, first + count) range is checked up front and a
// range that runs past the last texture unit is INVALID_OPERATION - not the
// INVALID_VALUE the single-bind BindSampler_State reports per element, and nothing is
// bound when it fails. Both gates read the same limit (see
// GetSamplerBindableTextureUnitCount), so an out-of-range multi-bind can no longer slip
// past this check and be caught one element at a time with the wrong error class.
const GLint maxTextureUnits = GetSamplerBindableTextureUnitCount();
if (static_cast<Uint64>(first) + static_cast<Uint64>(count) > static_cast<Uint64>(maxTextureUnits)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "BindSamplers",
"first + count exceeds the number of texture units."));
return;
}
for (GLsizei i = 0; i < count; ++i) {
BindSampler_State(first + i, samplers ? samplers[i] : 0);
@@ -75,11 +75,7 @@ namespace MobileGL::MG_Impl::GLImpl::SamplerImpl {
break;
case GL_TEXTURE_COMPARE_FUNC:
// The eight depth-compare functions are contiguous from GL_NEVER (0x0200) to
// GL_ALWAYS (0x0207); GL_LEQUAL sits in the middle of that block, so starting
// the range there rejected NEVER/LESS/EQUAL and let GREATER/NOTEQUAL/GEQUAL
// through only by accident of them being above LEQUAL.
if (param < GL_NEVER || param > GL_ALWAYS) {
if (param < GL_LEQUAL || param > GL_ALWAYS) {
MG_State::pGLContext->RecordError(ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "ValidateSamplerParam",
"Invalid compare function parameter"));
File diff suppressed because it is too large Load Diff
@@ -11,10 +11,6 @@
namespace MobileGL::MG_Impl::GLImpl {
/* @INSERTION_POINT:FUNCTION_DECLARATION@ */
// The sized internal formats a buffer texture accepts (GL 4.6 core table 8.16). The buffer
// clears take the same list, so it is shared rather than written out twice.
Bool IsBufferTextureInternalFormat(GLenum internalformat);
void ClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void* data);
void ClearTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width,
GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* data);
@@ -46,7 +42,6 @@ namespace MobileGL::MG_Impl::GLImpl {
void GenerateTextureMipmap(GLuint texture);
void BindTextureUnit(GLuint unit, GLuint texture);
void GetTextureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* pixels);
void GetCompressedTextureImage(GLuint texture, GLint level, GLsizei bufSize, void* pixels);
void TexBufferRange(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
void TextureBuffer(GLuint texture, GLenum internalformat, GLuint buffer);
void TextureBufferRange(GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
@@ -106,9 +101,6 @@ namespace MobileGL::MG_Impl::GLImpl {
GLsizei width, GLsizei height);
void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width,
GLsizei height);
void CopyTextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
void CopyTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x,
GLint y, GLsizei width, GLsizei height);
void CopyTextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y,
GLsizei width, GLsizei height);
void CopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
@@ -226,9 +226,6 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
case TextureInternalFormat::Depth24Stencil8:
case TextureInternalFormat::Depth32FStencil8:
case TextureInternalFormat::DepthStencil:
// Stencil-only is not a colour format either: a colour client format read against a
// STENCIL_INDEX8 texture has to be the same INVALID_OPERATION as against a depth one.
case TextureInternalFormat::StencilIndex8:
return true;
default:
return false;
@@ -353,7 +350,7 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
return true;
}
Bool ValidateTextureObject(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject) {
Bool ValidateTextureObject(SharedPtr<MG_State::GLState::ITextureObject> textureObject) {
if (!textureObject) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
@@ -376,7 +373,7 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
return true;
}
Bool ValidateTextureTargetUniformity(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject,
Bool ValidateTextureTargetUniformity(SharedPtr<MG_State::GLState::ITextureObject> textureObject,
TextureTarget target) {
if (!textureObject) return true; // should be created later
TextureTarget prevTarget = textureObject->GetTarget();
@@ -390,7 +387,7 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
return true;
}
Bool ValidateTextureSubImageOffsets(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject, Int xoffset,
Bool ValidateTextureSubImageOffsets(SharedPtr<MG_State::GLState::ITextureObject> textureObject, Int xoffset,
Int width, Int yoffset, Int height, Int zoffset, Int depth) {
auto baseSize = textureObject->GetBaseSize();
if (xoffset < 0 || (xoffset + width) > baseSize.x()) {
+3 -3
View File
@@ -30,15 +30,15 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
TextureInternalFormat internalFormat,
TexturePixelDataType type);
Bool ValidateTextureLevelWithUploadTarget(TextureUploadTarget target, Int level);
Bool ValidateTextureObject(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject);
Bool ValidateTextureObject(SharedPtr<MG_State::GLState::ITextureObject> textureObject);
// Rejects the per-target default texture objects (name 0) with GL_INVALID_OPERATION for entry
// points that require a GenTextures-created texture, e.g. TexStorage* ("An INVALID_OPERATION
// error is generated if zero is bound to target", ARB_texture_storage).
Bool ValidateTextureNotDefault(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject,
const char* caller);
Bool ValidateTextureTargetUniformity(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject,
Bool ValidateTextureTargetUniformity(SharedPtr<MG_State::GLState::ITextureObject> textureObject,
TextureTarget target);
Bool ValidateTextureSubImageOffsets(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject, Int xoffset,
Bool ValidateTextureSubImageOffsets(SharedPtr<MG_State::GLState::ITextureObject> textureObject, Int xoffset,
Int width, Int yoffset = 0, Int height = 0, Int zoffset = 0, Int depth = 0);
Bool ValidateBaseInternalFormatMatch(TextureInternalFormat format1, TextureInternalFormat format2);
} // namespace MobileGL::MG_Impl::GLImpl::TextureImpl
@@ -8,7 +8,6 @@
#include "GL_VertexArray.h"
#include "Validators.h"
#include <MG_Backend/BackendObjects.h>
#include <MG_Impl/GLImpl/Buffer/Validators.h>
#include <MG_State/GLState/Core.h>
#include <MG_State/GLState/ErrorState/Error.h>
@@ -106,21 +105,6 @@ namespace MobileGL::MG_Impl::GLImpl {
return pname == GL_CURRENT_VERTEX_ATTRIB;
}
// The two ARB_vertex_attrib_binding per-attribute queries. They do not live on the
// resolved VertexAttribute (which is the flat, already-combined view) but on the VAO's
// binding-point mapping, so they need the object, not the attribute.
static bool TryGetVertexAttribBindingQuery(GLuint index, GLenum pname, GLint& out) {
if (pname != GL_VERTEX_ATTRIB_BINDING && pname != GL_VERTEX_ATTRIB_RELATIVE_OFFSET) return false;
const auto& vao = MG_State::pGLContext->GetBoundVertexArray();
if (!vao) {
out = 0;
return true;
}
out = pname == GL_VERTEX_ATTRIB_BINDING ? static_cast<GLint>(vao->GetAttributeBindingIndex(index))
: static_cast<GLint>(vao->GetAttributeRelativeOffset(index));
return true;
}
// The stride a pointer-style call gives its binding point: the argument when it is non-zero,
// otherwise the tightly packed element size (GL 4.6 core 10.3.2). A packed 2_10_10_10 or
// 10F_11F_11F attribute is one 32-bit word regardless of its component count.
@@ -189,16 +173,8 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_CURRENT_VERTEX_ATTRIB:
case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
case GL_VERTEX_ATTRIB_ARRAY_INTEGER:
// Core since GL 4.1 (ARB_vertex_attrib_64bit). It was rejected while no attribute could
// ever be long; now that IsLong is real state the pname has to be accepted.
case GL_VERTEX_ATTRIB_ARRAY_LONG:
case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
case GL_VERTEX_ATTRIB_ARRAY_POINTER:
// ARB_vertex_attrib_binding (core since GL 4.3). The binding-point view is real
// state on the VAO (GetAttributeBindingIndex / GetAttributeRelativeOffset), so
// both of its per-attribute queries are answerable.
case GL_VERTEX_ATTRIB_BINDING:
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET:
return true;
default:
MG_State::pGLContext->RecordError(
@@ -484,38 +460,19 @@ namespace MobileGL::MG_Impl::GLImpl {
relativeoffset, isBgra);
}
// The long (64-bit) attribute format: the values reach the shader as doubles, unconverted
// (GL 4.6 core 10.3.2). ValidateVertexAttribLFormat has already pinned type to GL_DOUBLE, so the
// recorded DataType is always Float64 - what IsLong adds is that this is the *unconverted* form,
// as opposed to VertexAttribFormat(GL_DOUBLE), which asks for a float conversion.
//
// Whether the backend can feed it is detected, not assumed: DirectVulkan needs shaderFloat64,
// and DirectGLES can never have it at all. A backend without it declines here, loudly - GL error
// plus a log line naming the reason - rather than accepting state no draw could honour and
// rendering garbage. The matching startup POST row is in MG_Util/SelfTest/DriverPost.cpp.
static void VertexAttribLFormatSeparate_State(const SharedPtr<MG_State::GLState::VertexArrayObject>& vao,
GLuint attribindex, GLint size, GLenum type,
// The long (64-bit) attribute format. MobileGL has no 64-bit vertex attributes, so nothing is
// recorded; what the entry point owes the application is the parameter validation, which is
// observable through glGetError regardless of whether the format could be used in a draw.
static void VertexAttribLFormatSeparate_State(GLuint attribindex, GLint size, GLenum type,
GLuint relativeoffset) {
if (!VertexArrayImpl::ValidateVertexAttributeIndex(attribindex)) return;
if (!VertexArrayImpl::ValidateVertexAttribLFormat(attribindex, size, type)) return;
if (!VertexArrayImpl::ValidateVertexAttribRelativeOffset(relativeoffset)) return;
if (!MG_Backend::pActiveBackendObject ||
!MG_Backend::pActiveBackendObject->GetDynamicParameters().SupportsFloat64VertexAttributes) {
MGLOG_I("VertexAttribLFormat: attribute %u asked for a 64-bit (GL_DOUBLE) format, but this "
"backend has no double-precision vertex attribute support - see the "
"\"64-bit vertex attributes\" / \"shaderFloat64\" POST row for what that costs",
attribindex);
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "VertexAttribLFormat",
"64-bit vertex attributes are not supported by this backend."));
return;
}
vao->SetAttributeFormatSeparate(attribindex, size, MG_Util::ConvertGLEnumToDataType(type),
/*normalized: */ false, /*isInteger: */ false, relativeoffset,
/*isBgra: */ false, /*isLong: */ true);
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "VertexAttribLFormat",
"64-bit vertex attributes are not supported."));
}
void VertexArrayAttribFormat_State(GLuint vaobj, GLuint attribindex, GLint size, GLenum type,
@@ -958,19 +915,9 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_VERTEX_ATTRIB_ARRAY_INTEGER:
params[0] = attr->IsInteger ? 1.0f : 0.0f;
return;
case GL_VERTEX_ATTRIB_ARRAY_LONG:
params[0] = attr->IsLong ? 1.0f : 0.0f;
return;
case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
params[0] = static_cast<GLfloat>(attr->Divisor);
return;
case GL_VERTEX_ATTRIB_BINDING:
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET: {
GLint value = 0;
TryGetVertexAttribBindingQuery(index, pname, value);
params[0] = static_cast<GLfloat>(value);
return;
}
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
@@ -1028,19 +975,9 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_VERTEX_ATTRIB_ARRAY_INTEGER:
params[0] = attr->IsInteger ? 1.0 : 0.0;
return;
case GL_VERTEX_ATTRIB_ARRAY_LONG:
params[0] = attr->IsLong ? 1.0 : 0.0;
return;
case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
params[0] = static_cast<GLdouble>(attr->Divisor);
return;
case GL_VERTEX_ATTRIB_BINDING:
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET: {
GLint value = 0;
TryGetVertexAttribBindingQuery(index, pname, value);
params[0] = static_cast<GLdouble>(value);
return;
}
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
@@ -1094,16 +1031,9 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_VERTEX_ATTRIB_ARRAY_INTEGER:
params[0] = attr->IsInteger ? GL_TRUE : GL_FALSE;
return;
case GL_VERTEX_ATTRIB_ARRAY_LONG:
params[0] = attr->IsLong ? GL_TRUE : GL_FALSE;
return;
case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
params[0] = static_cast<GLint>(attr->Divisor);
return;
case GL_VERTEX_ATTRIB_BINDING:
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET:
TryGetVertexAttribBindingQuery(index, pname, params[0]);
return;
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
@@ -1234,7 +1164,8 @@ namespace MobileGL::MG_Impl::GLImpl {
*param = attr.IsInteger ? GL_TRUE : GL_FALSE;
return;
case GL_VERTEX_ATTRIB_ARRAY_LONG:
*param = attr.IsLong ? GL_TRUE : GL_FALSE;
// 64-bit attributes are not supported, so no attribute is ever a long one.
*param = GL_FALSE;
return;
case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
*param = static_cast<GLint>(attr.Divisor);
@@ -1242,9 +1173,6 @@ namespace MobileGL::MG_Impl::GLImpl {
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET:
*param = static_cast<GLint>(vao->GetAttributeRelativeOffset(index));
return;
case GL_VERTEX_ATTRIB_BINDING:
*param = static_cast<GLint>(vao->GetAttributeBindingIndex(index));
return;
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
@@ -1331,13 +1259,13 @@ namespace MobileGL::MG_Impl::GLImpl {
void VertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) {
auto vao = GetBoundVertexArrayOrError("VertexAttribLFormat");
if (!vao) return;
VertexAttribLFormatSeparate_State(vao, attribindex, size, type, relativeoffset);
VertexAttribLFormatSeparate_State(attribindex, size, type, relativeoffset);
}
void VertexArrayAttribLFormat(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) {
auto vao = GetNamedVertexArrayObject_State(vaobj, "VertexArrayAttribLFormat");
if (!vao) return;
VertexAttribLFormatSeparate_State(vao, attribindex, size, type, relativeoffset);
VertexAttribLFormatSeparate_State(attribindex, size, type, relativeoffset);
}
void VertexAttribBinding(GLuint attribindex, GLuint bindingindex) {
@@ -147,30 +147,6 @@ namespace MobileGL::MG_Impl::GLImpl::VertexArrayImpl {
return false;
}
// The integer path takes exactly the six signed/unsigned integer types (GL 4.6
// core 10.3.2): BYTE, UNSIGNED_BYTE, SHORT, UNSIGNED_SHORT, INT, UNSIGNED_INT.
// A blacklist could not express that: GL_FLOAT, GL_HALF_FLOAT,
// GL_DOUBLE and GL_FIXED all convert to a perfectly valid DataType, so they slipped
// through and were recorded as integer attributes.
if (integerPath) {
switch (type) {
case DataType::Int8:
case DataType::Uint8:
case DataType::Int16:
case DataType::Uint16:
case DataType::Int32:
case DataType::Uint32:
break;
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", fn,
std::format("Type is not an integer vertex attribute type (attribute {}).", index)));
return false;
}
}
if (sizeRaw == static_cast<GLint>(GL_BGRA)) {
// GL_BGRA is a float-path-only size: it needs GL_UNSIGNED_BYTE or a 2_10_10_10 type and
// normalized == GL_TRUE. On the integer path it is simply an out-of-range size.
@@ -15,257 +15,4 @@ MOBILEGL_GLX_API void* glXGetProcAddress(const char* name) {
MOBILEGL_GLX_API void* glXGetProcAddressARB(const char* name) {
return MG_Impl::GLXImpl::GetProcAddressARB(name);
}
#if defined(__linux__) && !defined(__ANDROID__)
#include "../GLXImpl.h"
namespace GLXImpl = MobileGL::MG_Impl::GLXImpl;
// GLX handle/type spellings from GL/glx.h, expressed without including it:
// GLXContext/GLXFBConfig are opaque pointers, drawables are XIDs, Bool is int,
// and XVisualInfo* crosses as void*.
MOBILEGL_GLX_API int glXQueryExtension(Display* dpy, int* errorBase, int* eventBase) {
return GLXImpl::QueryExtension(dpy, errorBase, eventBase);
}
MOBILEGL_GLX_API int glXQueryVersion(Display* dpy, int* major, int* minor) {
return GLXImpl::QueryVersion(dpy, major, minor);
}
MOBILEGL_GLX_API const char* glXQueryExtensionsString(Display* dpy, int screen) {
return GLXImpl::QueryExtensionsString(dpy, screen);
}
MOBILEGL_GLX_API const char* glXGetClientString(Display* dpy, int name) {
return GLXImpl::GetClientString(dpy, name);
}
MOBILEGL_GLX_API const char* glXQueryServerString(Display* dpy, int screen, int name) {
return GLXImpl::QueryServerString(dpy, screen, name);
}
MOBILEGL_GLX_API void** glXGetFBConfigs(Display* dpy, int screen, int* nelements) {
return GLXImpl::GetFBConfigs(dpy, screen, nelements);
}
MOBILEGL_GLX_API void** glXChooseFBConfig(Display* dpy, int screen, const int* attribList,
int* nelements) {
return GLXImpl::ChooseFBConfig(dpy, screen, attribList, nelements);
}
MOBILEGL_GLX_API int glXGetFBConfigAttrib(Display* dpy, void* config, int attribute, int* value) {
return GLXImpl::GetFBConfigAttrib(dpy, config, attribute, value);
}
MOBILEGL_GLX_API void* glXGetVisualFromFBConfig(Display* dpy, void* config) {
return GLXImpl::GetVisualFromFBConfig(dpy, config);
}
MOBILEGL_GLX_API void* glXChooseVisual(Display* dpy, int screen, int* attribList) {
return GLXImpl::ChooseVisual(dpy, screen, attribList);
}
MOBILEGL_GLX_API int glXGetConfig(Display* dpy, void* visualInfo, int attribute, int* value) {
return GLXImpl::GetConfig(dpy, visualInfo, attribute, value);
}
MOBILEGL_GLX_API void* glXCreateContext(Display* dpy, void* visualInfo, void* shareList, int direct) {
return GLXImpl::CreateContext(dpy, visualInfo, shareList, direct);
}
MOBILEGL_GLX_API void* glXCreateNewContext(Display* dpy, void* config, int renderType,
void* shareList, int direct) {
return GLXImpl::CreateNewContext(dpy, config, renderType, shareList, direct);
}
MOBILEGL_GLX_API void* glXCreateContextAttribsARB(Display* dpy, void* config, void* shareContext,
int direct, const int* attribList) {
return GLXImpl::CreateContextAttribsARB(dpy, config, shareContext, direct, attribList);
}
MOBILEGL_GLX_API void glXDestroyContext(Display* dpy, void* context) {
GLXImpl::DestroyContext(dpy, context);
}
MOBILEGL_GLX_API int glXMakeCurrent(Display* dpy, unsigned long drawable, void* context) {
return GLXImpl::MakeCurrent(dpy, drawable, context);
}
MOBILEGL_GLX_API int glXMakeContextCurrent(Display* dpy, unsigned long draw, unsigned long read,
void* context) {
return GLXImpl::MakeContextCurrent(dpy, draw, read, context);
}
MOBILEGL_GLX_API void glXSwapBuffers(Display* dpy, unsigned long drawable) {
GLXImpl::SwapBuffers(dpy, drawable);
}
MOBILEGL_GLX_API unsigned long glXCreateWindow(Display* dpy, void* config, unsigned long window,
const int* attribList) {
return GLXImpl::CreateWindow(dpy, config, window, attribList);
}
MOBILEGL_GLX_API void glXDestroyWindow(Display* dpy, unsigned long window) {
GLXImpl::DestroyWindow(dpy, window);
}
MOBILEGL_GLX_API void* glXGetCurrentContext() {
return GLXImpl::GetCurrentContext();
}
MOBILEGL_GLX_API unsigned long glXGetCurrentDrawable() {
return GLXImpl::GetCurrentDrawable();
}
MOBILEGL_GLX_API unsigned long glXGetCurrentReadDrawable() {
return GLXImpl::GetCurrentReadDrawable();
}
MOBILEGL_GLX_API Display* glXGetCurrentDisplay() {
return GLXImpl::GetCurrentDisplay();
}
MOBILEGL_GLX_API int glXIsDirect(Display* dpy, void* context) {
return GLXImpl::IsDirect(dpy, context);
}
MOBILEGL_GLX_API void glXWaitGL() {
GLXImpl::WaitGL();
}
MOBILEGL_GLX_API void glXWaitX() {
GLXImpl::WaitX();
}
MOBILEGL_GLX_API int glXQueryContext(Display* dpy, void* context, int attribute, int* value) {
return GLXImpl::QueryContext(dpy, context, attribute, value);
}
MOBILEGL_GLX_API void glXQueryDrawable(Display* dpy, unsigned long drawable, int attribute,
unsigned int* value) {
GLXImpl::QueryDrawable(dpy, drawable, attribute, value);
}
MOBILEGL_GLX_API void glXSwapIntervalEXT(Display* dpy, unsigned long drawable, int interval) {
GLXImpl::SwapIntervalEXT(dpy, drawable, interval);
}
MOBILEGL_GLX_API int glXSwapIntervalMESA(unsigned int interval) {
return GLXImpl::SwapIntervalMESA(interval);
}
MOBILEGL_GLX_API int glXGetSwapIntervalMESA() {
return GLXImpl::GetSwapIntervalMESA();
}
MOBILEGL_GLX_API int glXSwapIntervalSGI(int interval) {
return GLXImpl::SwapIntervalSGI(interval);
}
// Legacy entry points some loaders probe for; harmless no-op stubs.
MOBILEGL_GLX_API void glXCopyContext(Display*, void*, void*, unsigned long) {
MGLOG_W("glx: glXCopyContext is not supported");
}
MOBILEGL_GLX_API unsigned long glXCreateGLXPixmap(Display*, void*, unsigned long) {
MGLOG_W("glx: glXCreateGLXPixmap is not supported");
return 0;
}
MOBILEGL_GLX_API void glXDestroyGLXPixmap(Display*, unsigned long) {}
MOBILEGL_GLX_API unsigned long glXCreatePixmap(Display*, void*, unsigned long, const int*) {
MGLOG_W("glx: glXCreatePixmap is not supported");
return 0;
}
MOBILEGL_GLX_API void glXDestroyPixmap(Display*, unsigned long) {}
MOBILEGL_GLX_API unsigned long glXCreatePbuffer(Display*, void*, const int*) {
MGLOG_W("glx: glXCreatePbuffer is not supported");
return 0;
}
MOBILEGL_GLX_API void glXDestroyPbuffer(Display*, unsigned long) {}
MOBILEGL_GLX_API void glXUseXFont(unsigned long, int, int, int) {
MGLOG_W("glx: glXUseXFont is not supported");
}
MOBILEGL_GLX_API void glXSelectEvent(Display*, unsigned long, unsigned long) {}
MOBILEGL_GLX_API void glXGetSelectedEvent(Display*, unsigned long, unsigned long* eventMask) {
if (eventMask) {
*eventMask = 0;
}
}
namespace MobileGL::MG_Impl::GLXImpl {
namespace {
struct GLXEntryPoint {
const char* Name;
void* Proc;
};
const GLXEntryPoint kGLXEntryPoints[] = {
{"glXChooseFBConfig", reinterpret_cast<void*>(glXChooseFBConfig)},
{"glXChooseVisual", reinterpret_cast<void*>(glXChooseVisual)},
{"glXCopyContext", reinterpret_cast<void*>(glXCopyContext)},
{"glXCreateContext", reinterpret_cast<void*>(glXCreateContext)},
{"glXCreateContextAttribsARB", reinterpret_cast<void*>(glXCreateContextAttribsARB)},
{"glXCreateGLXPixmap", reinterpret_cast<void*>(glXCreateGLXPixmap)},
{"glXCreateNewContext", reinterpret_cast<void*>(glXCreateNewContext)},
{"glXCreatePbuffer", reinterpret_cast<void*>(glXCreatePbuffer)},
{"glXCreatePixmap", reinterpret_cast<void*>(glXCreatePixmap)},
{"glXCreateWindow", reinterpret_cast<void*>(glXCreateWindow)},
{"glXDestroyContext", reinterpret_cast<void*>(glXDestroyContext)},
{"glXDestroyGLXPixmap", reinterpret_cast<void*>(glXDestroyGLXPixmap)},
{"glXDestroyPbuffer", reinterpret_cast<void*>(glXDestroyPbuffer)},
{"glXDestroyPixmap", reinterpret_cast<void*>(glXDestroyPixmap)},
{"glXDestroyWindow", reinterpret_cast<void*>(glXDestroyWindow)},
{"glXGetClientString", reinterpret_cast<void*>(glXGetClientString)},
{"glXGetConfig", reinterpret_cast<void*>(glXGetConfig)},
{"glXGetCurrentContext", reinterpret_cast<void*>(glXGetCurrentContext)},
{"glXGetCurrentDisplay", reinterpret_cast<void*>(glXGetCurrentDisplay)},
{"glXGetCurrentDrawable", reinterpret_cast<void*>(glXGetCurrentDrawable)},
{"glXGetCurrentReadDrawable", reinterpret_cast<void*>(glXGetCurrentReadDrawable)},
{"glXGetFBConfigAttrib", reinterpret_cast<void*>(glXGetFBConfigAttrib)},
{"glXGetFBConfigs", reinterpret_cast<void*>(glXGetFBConfigs)},
{"glXGetProcAddress", reinterpret_cast<void*>(glXGetProcAddress)},
{"glXGetProcAddressARB", reinterpret_cast<void*>(glXGetProcAddressARB)},
{"glXGetSelectedEvent", reinterpret_cast<void*>(glXGetSelectedEvent)},
{"glXGetSwapIntervalMESA", reinterpret_cast<void*>(glXGetSwapIntervalMESA)},
{"glXGetVisualFromFBConfig", reinterpret_cast<void*>(glXGetVisualFromFBConfig)},
{"glXIsDirect", reinterpret_cast<void*>(glXIsDirect)},
{"glXMakeContextCurrent", reinterpret_cast<void*>(glXMakeContextCurrent)},
{"glXMakeCurrent", reinterpret_cast<void*>(glXMakeCurrent)},
{"glXQueryContext", reinterpret_cast<void*>(glXQueryContext)},
{"glXQueryDrawable", reinterpret_cast<void*>(glXQueryDrawable)},
{"glXQueryExtension", reinterpret_cast<void*>(glXQueryExtension)},
{"glXQueryExtensionsString", reinterpret_cast<void*>(glXQueryExtensionsString)},
{"glXQueryServerString", reinterpret_cast<void*>(glXQueryServerString)},
{"glXQueryVersion", reinterpret_cast<void*>(glXQueryVersion)},
{"glXSelectEvent", reinterpret_cast<void*>(glXSelectEvent)},
{"glXSwapBuffers", reinterpret_cast<void*>(glXSwapBuffers)},
{"glXSwapIntervalEXT", reinterpret_cast<void*>(glXSwapIntervalEXT)},
{"glXSwapIntervalMESA", reinterpret_cast<void*>(glXSwapIntervalMESA)},
{"glXSwapIntervalSGI", reinterpret_cast<void*>(glXSwapIntervalSGI)},
{"glXUseXFont", reinterpret_cast<void*>(glXUseXFont)},
{"glXWaitGL", reinterpret_cast<void*>(glXWaitGL)},
{"glXWaitX", reinterpret_cast<void*>(glXWaitX)},
};
} // namespace
void* GetGLXEntryPoint(const char* name) {
for (const auto& entry : kGLXEntryPoints) {
if (std::strcmp(entry.Name, name) == 0) {
return entry.Proc;
}
}
return nullptr;
}
} // namespace MobileGL::MG_Impl::GLXImpl
#endif // __linux__ && !__ANDROID__
}
File diff suppressed because it is too large Load Diff
-69
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@@ -1,69 +0,0 @@
// MobileGL - MobileGL/MG_Impl/GLXImpl/GLXImpl.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#pragma once
#include <Includes.h>
#if defined(__linux__) && !defined(__ANDROID__)
namespace MobileGL::MG_Impl::GLXImpl {
// GLX layered on MobileGL's own EGL, mirroring WGLImpl/CGLImpl. Handles are
// opaque to callers; XVisualInfo crosses the ABI as void* so this header
// needs no Xlib includes (Includes.h forward-declares Display/XID/Window).
using GLXFBConfigHandle = void*;
using GLXContextHandle = void*;
using GLXDrawableHandle = unsigned long; // XID
int QueryExtension(Display* dpy, int* errorBase, int* eventBase);
int QueryVersion(Display* dpy, int* major, int* minor);
const char* QueryExtensionsString(Display* dpy, int screen);
const char* GetClientString(Display* dpy, int name);
const char* QueryServerString(Display* dpy, int screen, int name);
GLXFBConfigHandle* GetFBConfigs(Display* dpy, int screen, int* nelements);
GLXFBConfigHandle* ChooseFBConfig(Display* dpy, int screen, const int* attribList, int* nelements);
int GetFBConfigAttrib(Display* dpy, GLXFBConfigHandle config, int attribute, int* value);
void* GetVisualFromFBConfig(Display* dpy, GLXFBConfigHandle config);
void* ChooseVisual(Display* dpy, int screen, int* attribList);
int GetConfig(Display* dpy, void* visualInfo, int attribute, int* value);
GLXContextHandle CreateContext(Display* dpy, void* visualInfo, GLXContextHandle share, int direct);
GLXContextHandle CreateNewContext(Display* dpy, GLXFBConfigHandle config, int renderType,
GLXContextHandle share, int direct);
GLXContextHandle CreateContextAttribsARB(Display* dpy, GLXFBConfigHandle config, GLXContextHandle share,
int direct, const int* attribList);
void DestroyContext(Display* dpy, GLXContextHandle context);
int MakeCurrent(Display* dpy, GLXDrawableHandle drawable, GLXContextHandle context);
int MakeContextCurrent(Display* dpy, GLXDrawableHandle draw, GLXDrawableHandle read,
GLXContextHandle context);
void SwapBuffers(Display* dpy, GLXDrawableHandle drawable);
GLXDrawableHandle CreateWindow(Display* dpy, GLXFBConfigHandle config, GLXDrawableHandle window,
const int* attribList);
void DestroyWindow(Display* dpy, GLXDrawableHandle window);
GLXContextHandle GetCurrentContext();
GLXDrawableHandle GetCurrentDrawable();
GLXDrawableHandle GetCurrentReadDrawable();
Display* GetCurrentDisplay();
int IsDirect(Display* dpy, GLXContextHandle context);
void WaitGL();
void WaitX();
int QueryContext(Display* dpy, GLXContextHandle context, int attribute, int* value);
void QueryDrawable(Display* dpy, GLXDrawableHandle drawable, int attribute, unsigned int* value);
void SwapIntervalEXT(Display* dpy, GLXDrawableHandle drawable, int interval);
int SwapIntervalMESA(unsigned int interval);
int GetSwapIntervalMESA();
int SwapIntervalSGI(int interval);
// Name -> exported glX entry point (table lives with the exports).
void* GetGLXEntryPoint(const char* name);
} // namespace MobileGL::MG_Impl::GLXImpl
#endif // __linux__ && !__ANDROID__
+3 -19
View File
@@ -8,27 +8,11 @@
#include "LookUp.h"
#if defined(__linux__) && !defined(__ANDROID__)
#include "../GLXImpl.h"
#endif
namespace MG_Impl::GLXImpl {
// TODO: implement complete GLX functionality
void* GetProcAddress(const char* name) {
if (!name) {
return nullptr;
}
MGLOG_D("glXGetProcAddress(\"%s\")", name);
#if defined(__linux__) && !defined(__ANDROID__)
if (name[0] == 'g' && name[1] == 'l' && name[2] == 'X') {
// glX entry points resolve from the GLX layer's own table; GL/EGL
// names fall through to the shared resolver below.
void* proc = MobileGL::MG_Impl::GLXImpl::GetGLXEntryPoint(name);
if (!proc) {
MGLOG_D("glXGetProcAddress: unknown glX entry point %s", name);
}
return proc;
}
#endif
void* proc = MobileGL::MG_Impl::GetProcAddress(name);
if (!proc) {
MGLOG_W("Failed to get function: %s", (const char*)name);
@@ -41,4 +25,4 @@ namespace MG_Impl::GLXImpl {
void* GetProcAddressARB(const char* name) {
return GetProcAddress(name);
}
} // namespace MG_Impl::GLXImpl
} // namespace MG_Impl::GLXImpl
-270
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@@ -1,270 +0,0 @@
cmake_minimum_required(VERSION 3.24)
# MobileGL headless GPU integration tests.
#
# These are not unit tests: each scenario brings up a real EGL context on a
# pbuffer, renders real frames through a real backend and asserts on
# glReadPixels output. They need a GPU, so the module is OFF by default
# (MOBILEGL_BUILD_INTEGRATION_TEST) and every scenario skips cleanly - never
# fails, never hangs - on a machine without one. "Cleanly" is not a hope: the
# harness runs the whole bring-up in a forked child first, because MobileGL
# ABORTS rather than returning an error on an unusable platform (HeadlessGL.cpp).
#
# A clean skip is also indistinguishable from a pass, so set
# MOBILEGL_ITEST_REQUIRE_GPU wherever the machine is supposed to have a GPU.
#
# Backend selection is latched at initialization from MOBILEGL_BACKEND_TYPE, so
# one process is one backend: the same binary is registered twice, once per
# backend, under the `integration-gpu` label.
message(STATUS "Generating build files for MobileGL Integration Test...")
set(CMAKE_CXX_STANDARD 23)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(MGL_ITEST_ROOT ${CMAKE_CURRENT_LIST_DIR}/../..)
# Only meaningful where MobileGL_s exists (i.e. not Android).
if (NOT TARGET MobileGL_s)
message(STATUS "MobileGL_s is not available; skipping the integration test module")
return()
endif()
# MG_Test already pulls googletest in when MOBILEGL_BUILD_TEST is ON. Stand on
# our own feet when it is not, so this module can be built by itself.
if (NOT TARGET GTest::gtest)
include(FetchContent)
FetchContent_Declare(
googletest
GIT_REPOSITORY https://github.com/google/googletest.git
GIT_TAG v1.17.0
)
set(gtest_force_shared_crt ON CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(googletest)
endif()
add_executable(MobileGLIntegrationTest
Main.cpp
Harness/HeadlessGL.cpp
Scenarios/OrientationScenario.cpp
Scenarios/CrossFrameBufferScenario.cpp
Scenarios/ResidentIndexScenario.cpp
Scenarios/MultiDrawScenario.cpp
Scenarios/AsyncCompileScenario.cpp
Scenarios/XfbAfterClipDistanceScenario.cpp
Scenarios/ThreeChannelAttachmentScenario.cpp
)
target_include_directories(MobileGLIntegrationTest PRIVATE
${MGL_ITEST_ROOT}/include
${MGL_ITEST_ROOT}/MobileGL
)
# gtest, not gtest_main: Main.cpp installs the harness banner itself.
target_link_libraries(MobileGLIntegrationTest PRIVATE
GTest::gtest
MobileGL_s
)
if (MSVC)
# Same reason as MG_Test/Backend/DirectVulkan: the GLES headers declare gl*
# as dllimport on Windows, so the in-library GL entry-point definitions only
# resolve if the whole static library is part of the link.
target_link_options(MobileGLIntegrationTest PRIVATE /WHOLEARCHIVE:MobileGL_s)
endif()
target_compile_definitions(MobileGLIntegrationTest PRIVATE -DNOMINMAX)
# --- ctest wiring --------------------------------------------------------
# A bare libEGL on a glvnd box resolves to whatever vendor comes first, which is
# usually Mesa/llvmpipe - a software rasteriser silently replacing the GPU under
# a GPU test. Pin the vendor/ICD json the same way MG_Benchmark's
# run_driver_bench.sh does.
#
# Leaving these empty is not a neutral default, it is the failure mode: an
# unpinned libEGL lands on llvmpipe and the suite goes green having tested a
# software rasteriser. So they are DETECTED here rather than defaulted to empty,
# and an empty result is a loud warning.
#
# mgl_itest_find_driver_json(<outVar> <description> <glob> [<glob>...])
# Picks the first json a real hardware vendor owns, in preference order, and
# never picks a software rasteriser (llvmpipe / lavapipe / swrast) - landing on
# one of those silently is the exact accident this pinning exists to prevent.
function(mgl_itest_find_driver_json outVar)
set(candidates "")
foreach(pattern IN LISTS ARGN)
file(GLOB matches "${pattern}")
list(APPEND candidates ${matches})
endforeach()
list(SORT candidates)
# Vendors ship an i686 json beside the x86_64 one and it sorts first. Pinning
# the wrong word size is worse than not pinning at all - the loader finds no
# driver and the whole suite skips - so drop the mismatched ones outright.
if (CMAKE_SIZEOF_VOID_P EQUAL 8)
list(FILTER candidates EXCLUDE REGEX "i686|i386")
else()
list(FILTER candidates EXCLUDE REGEX "x86_64|aarch64")
endif()
set(software "")
foreach(vendor IN ITEMS nvidia amdgpu amd radeon intel_hasvk intel broadcom freedreno panfrost)
foreach(candidate IN LISTS candidates)
get_filename_component(leaf "${candidate}" NAME)
string(TOLOWER "${leaf}" leaf)
if (leaf MATCHES "${vendor}")
set(${outVar} "${candidate}" PARENT_SCOPE)
return()
endif()
endforeach()
endforeach()
# Nothing recognised as hardware. Report the first non-software entry if there
# is one; otherwise report nothing, so the warning below fires.
foreach(candidate IN LISTS candidates)
get_filename_component(leaf "${candidate}" NAME)
string(TOLOWER "${leaf}" leaf)
if (NOT leaf MATCHES "lvp|llvmpipe|lavapipe|swrast|softpipe")
set(${outVar} "${candidate}" PARENT_SCOPE)
return()
endif()
set(software "${candidate}")
endforeach()
set(${outVar} "" PARENT_SCOPE)
endfunction()
set(MGL_ITEST_DETECTED_EGL_VENDOR "")
set(MGL_ITEST_DETECTED_VK_ICD "")
if (UNIX AND NOT APPLE AND NOT ANDROID)
mgl_itest_find_driver_json(MGL_ITEST_DETECTED_EGL_VENDOR
"/usr/share/glvnd/egl_vendor.d/*.json"
"/etc/glvnd/egl_vendor.d/*.json")
mgl_itest_find_driver_json(MGL_ITEST_DETECTED_VK_ICD
"/usr/share/vulkan/icd.d/*.json"
"/etc/vulkan/icd.d/*.json")
endif()
set(MOBILEGL_ITEST_EGL_VENDOR "${MGL_ITEST_DETECTED_EGL_VENDOR}" CACHE FILEPATH
"glvnd EGL vendor json to pin for the integration tests (empty: leave the loader alone)")
set(MOBILEGL_ITEST_VK_ICD "${MGL_ITEST_DETECTED_VK_ICD}" CACHE FILEPATH
"Vulkan ICD json to pin for the DirectVulkan integration tests (empty: leave the loader alone)")
if (MOBILEGL_ITEST_EGL_VENDOR)
message(STATUS "Integration tests: pinning EGL vendor ${MOBILEGL_ITEST_EGL_VENDOR}")
else()
message(WARNING
"Integration tests: no EGL vendor json found or configured (MOBILEGL_ITEST_EGL_VENDOR is empty). "
"An unpinned libEGL on a glvnd system resolves to whichever vendor comes first, which is usually "
"Mesa/llvmpipe - the scenarios would then go green against a software rasteriser instead of the GPU. "
"Set -DMOBILEGL_ITEST_EGL_VENDOR=/usr/share/glvnd/egl_vendor.d/<vendor>.json.")
endif()
if (MOBILEGL_ITEST_VK_ICD)
message(STATUS "Integration tests: pinning Vulkan ICD ${MOBILEGL_ITEST_VK_ICD}")
else()
message(WARNING
"Integration tests: no Vulkan ICD json found or configured (MOBILEGL_ITEST_VK_ICD is empty). "
"DirectVulkan would then load whichever ICD the loader enumerates first, quite possibly lavapipe. "
"Set -DMOBILEGL_ITEST_VK_ICD=/usr/share/vulkan/icd.d/<vendor>.json.")
endif()
# Turns "no usable GPU" from a clean skip into a failure - see ScenarioFixture.h.
# Without it the integration-gpu label is unfalsifiable: a run that skipped every
# scenario and a run that passed every scenario are the same green in ctest.
option(MOBILEGL_ITEST_REQUIRE_GPU
"Fail (rather than skip) the integration scenarios when the headless harness is unusable" OFF)
# DirectGLES asks the system EGL for a pbuffer config, and on Mesa the default
# platform is not X11 unless it is said out loud (run_driver_bench.sh sets the
# same variable). Wrong platform here is not a soft failure: eglCreatePbuffer
# fails and every scenario skips.
if (UNIX AND NOT APPLE AND NOT ANDROID)
set(MOBILEGL_ITEST_EGL_PLATFORM "x11" CACHE STRING
"EGL_PLATFORM for the integration tests (empty: leave the loader alone)")
else()
set(MOBILEGL_ITEST_EGL_PLATFORM "" CACHE STRING
"EGL_PLATFORM for the integration tests (empty: leave the loader alone)")
endif()
set(MGL_ITEST_COMMON_ENV "")
if (MOBILEGL_ITEST_EGL_VENDOR)
list(APPEND MGL_ITEST_COMMON_ENV "__EGL_VENDOR_LIBRARY_FILENAMES=${MOBILEGL_ITEST_EGL_VENDOR}")
endif()
if (MOBILEGL_ITEST_EGL_PLATFORM)
list(APPEND MGL_ITEST_COMMON_ENV "EGL_PLATFORM=${MOBILEGL_ITEST_EGL_PLATFORM}")
endif()
if (MOBILEGL_ITEST_REQUIRE_GPU)
list(APPEND MGL_ITEST_COMMON_ENV "MOBILEGL_ITEST_REQUIRE_GPU=1")
endif()
set(MGL_ITEST_VULKAN_ENV ${MGL_ITEST_COMMON_ENV})
if (MOBILEGL_ITEST_VK_ICD)
list(APPEND MGL_ITEST_VULKAN_ENV "VK_ICD_FILENAMES=${MOBILEGL_ITEST_VK_ICD}")
endif()
# The ENVIRONMENT test property is itself a `;`-list, and gtest_discover_tests
# forwards PROPERTIES as a flat list - so a plain `;`-joined value arrives as
# four separate arguments and everything after the first is silently read as
# another property name. Escaping the separators keeps the whole thing one list
# element until set_tests_properties expands it back. Without this only
# MOBILEGL_BACKEND_TYPE reaches the test and the vendor/ICD pinning is lost.
function(mgl_itest_join_environment outVar)
set(joined "")
foreach(entry IN LISTS ARGN)
if (joined)
string(APPEND joined "\\;${entry}")
else()
set(joined "${entry}")
endif()
endforeach()
set(${outVar} "${joined}" PARENT_SCOPE)
endfunction()
mgl_itest_join_environment(MGL_ITEST_GLES_ENVIRONMENT
"MOBILEGL_BACKEND_TYPE=DirectGLES" ${MGL_ITEST_COMMON_ENV})
mgl_itest_join_environment(MGL_ITEST_VULKAN_ENVIRONMENT
"MOBILEGL_BACKEND_TYPE=DirectVulkan" ${MGL_ITEST_VULKAN_ENV})
mgl_itest_join_environment(MGL_ITEST_VULKAN_ASYNC_ENVIRONMENT
"MOBILEGL_BACKEND_TYPE=DirectVulkan" "MOBILEGL_ASYNC_SHADER_COMPILE=1" ${MGL_ITEST_VULKAN_ENV})
# TIMEOUT on every entry: a GPU test that wedges must fail the run, not hang it.
set(MGL_ITEST_TIMEOUT 120)
include(GoogleTest)
# Discovery runs `--gtest_list_tests`, which does not construct the harness and
# so needs no GPU. One registration per backend; TEST_PREFIX keeps the two sets
# of ctest names apart.
gtest_discover_tests(MobileGLIntegrationTest
TEST_PREFIX "DirectGLES."
DISCOVERY_TIMEOUT 30
PROPERTIES
LABELS integration-gpu
TIMEOUT ${MGL_ITEST_TIMEOUT}
ENVIRONMENT "${MGL_ITEST_GLES_ENVIRONMENT}"
)
gtest_discover_tests(MobileGLIntegrationTest
TEST_PREFIX "DirectVulkan."
DISCOVERY_TIMEOUT 30
PROPERTIES
LABELS integration-gpu
TIMEOUT ${MGL_ITEST_TIMEOUT}
ENVIRONMENT "${MGL_ITEST_VULKAN_ENVIRONMENT}"
)
# A third registration, of ONE scenario, with asynchronous shader compilation
# pinned on. Not a second code path in the renderer: a second ALLOCATION pattern.
# The async pipeline's job objects change which of the freed blocks the capture
# phase is handed, and that is what decides whether the destroyed-VAO address is
# reached at all - on the ablated (pre-fix) tree async=1 reproduced 3 runs out of
# 3 where the ambient default reproduced 2 of 3. Pinning it here means the
# high-signal configuration runs whatever the shipped default becomes, instead of
# the suite quietly weakening the day that default flips. It must be process-wide
# (the ENVIRONMENT property), not an in-process scope: the compile pool and its
# threads are stood up at initialization, and their allocations are half the
# point. DirectVulkan only - the memo this pins is DirectVulkan's.
gtest_discover_tests(MobileGLIntegrationTest
TEST_PREFIX "DirectVulkan.AsyncCompile."
TEST_FILTER "XfbAfterClipDistanceScenario.*"
DISCOVERY_TIMEOUT 30
PROPERTIES
LABELS integration-gpu
TIMEOUT ${MGL_ITEST_TIMEOUT}
ENVIRONMENT "${MGL_ITEST_VULKAN_ASYNC_ENVIRONMENT}"
)
@@ -1,587 +0,0 @@
// MobileGL - MobileGL/MG_IntegrationTest/Harness/HeadlessGL.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#include "HeadlessGL.h"
#include <algorithm>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <ostream>
#include <sstream>
// MobileGL's own headers, in the order MobileGL/Includes.h uses them: GL/gl.h
// first, then glcorearb.h for the 3.x+ entry points. This binary links
// MobileGL_s, so every gl*/egl* below binds to MobileGL's implementation, not
// to a system loader.
#ifdef GLAPI
#undef GLAPI
#endif
#include <EGL/egl.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
// The pre-flight below runs the whole EGL bring-up in a forked child, which is
// the only construction that is actually predictive here: MobileGL ABORTS
// (MOBILEGL_ASSERT -> SIGTRAP) rather than returning an error on an unusable
// platform, so nothing the parent can call in-process is allowed to be wrong.
#if !defined(_WIN32) && !defined(__APPLE__) && __has_include(<sys/wait.h>)
#define MGITEST_HAVE_FORK_PREFLIGHT 1
#include <csignal>
#include <ctime>
#include <sys/resource.h>
#include <sys/types.h>
#include <sys/wait.h>
#include <unistd.h>
#else
#define MGITEST_HAVE_FORK_PREFLIGHT 0
#endif
namespace MGITest {
namespace {
// Small enough that a readback is cheap, big enough that "top third" and
// "bottom third" are unambiguous. Non-square on purpose: a transposing
// bug cannot hide behind a square.
constexpr int kSurfaceWidth = 128;
constexpr int kSurfaceHeight = 96;
std::string EnvOr(const char* name, const char* fallback) {
const char* value = std::getenv(name);
return (value != nullptr && value[0] != '\0') ? std::string(value) : std::string(fallback);
}
// A skip reason is only useful if it says which call failed AND why, so
// every bring-up step reports the EGL error it left behind.
std::string WithEglError(const char* what) {
std::ostringstream out;
out << what << " (eglGetError=0x" << std::hex << eglGetError() << ")";
return out.str();
}
// The EGL objects one bring-up produces.
struct EglBringUp {
void* display = nullptr;
void* surface = nullptr;
void* context = nullptr;
std::string renderer;
};
// THE bring-up, in one function so the pre-flight child and the parent run
// literally the same sequence - a pre-flight that tests something narrower
// than what the parent will do is exactly the kind of "predictive" check
// that is not.
//
// Returns 0 on success, or the 1-based index of the step that failed, and
// fills outReason either way.
int RunEglBringUp(EglBringUp& out, std::string& outReason) {
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (display == EGL_NO_DISPLAY) {
outReason = WithEglError("eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
return 1;
}
EGLint major = 0, minor = 0;
if (eglInitialize(display, &major, &minor) != EGL_TRUE) {
outReason = WithEglError("eglInitialize failed: no usable display/driver on this machine");
return 2;
}
if (eglBindAPI(EGL_OPENGL_API) != EGL_TRUE) {
outReason = WithEglError("eglBindAPI(EGL_OPENGL_API) failed");
return 3;
}
const EGLint configAttribs[] = {EGL_SURFACE_TYPE,
EGL_PBUFFER_BIT,
EGL_RED_SIZE,
8,
EGL_GREEN_SIZE,
8,
EGL_BLUE_SIZE,
8,
EGL_ALPHA_SIZE,
8,
EGL_DEPTH_SIZE,
24,
EGL_RENDERABLE_TYPE,
EGL_OPENGL_BIT,
EGL_NONE};
EGLConfig config = nullptr;
EGLint configCount = 0;
if (eglChooseConfig(display, configAttribs, &config, 1, &configCount) != EGL_TRUE || configCount < 1) {
outReason = WithEglError("eglChooseConfig found no pbuffer-capable RGBA8/D24 config");
return 4;
}
const EGLint contextAttribs[] = {EGL_CONTEXT_MAJOR_VERSION, 3, EGL_CONTEXT_MINOR_VERSION, 3, EGL_NONE};
EGLContext context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
if (context == EGL_NO_CONTEXT) {
context = eglCreateContext(display, config, EGL_NO_CONTEXT, nullptr);
}
if (context == EGL_NO_CONTEXT) {
outReason = WithEglError("eglCreateContext failed: no desktop-GL context available");
return 5;
}
const EGLint pbufferAttribs[] = {EGL_WIDTH, kSurfaceWidth, EGL_HEIGHT, kSurfaceHeight, EGL_NONE};
EGLSurface surface = eglCreatePbufferSurface(display, config, pbufferAttribs);
if (surface == EGL_NO_SURFACE) {
outReason = WithEglError("eglCreatePbufferSurface failed");
return 6;
}
// The step that brings the whole backend up (DirectVulkan creates its
// instance, device and surface in here) and therefore the step that
// aborts instead of returning an error on an unusable platform.
if (eglMakeCurrent(display, surface, surface, context) != EGL_TRUE) {
outReason = WithEglError("eglMakeCurrent failed");
return 7;
}
const GLubyte* renderer = glGetString(GL_RENDERER);
if (renderer == nullptr) {
outReason = "glGetString(GL_RENDERER) returned null after eglMakeCurrent";
return 8;
}
out.display = display;
out.surface = surface;
out.context = context;
out.renderer = reinterpret_cast<const char*>(renderer);
outReason.clear();
return 0;
}
// Platform pre-flight, and the reason this module can claim to skip
// cleanly rather than merely hope to.
//
// MobileGL does not return errors when the platform is unusable - it
// ABORTS. MOBILEGL_ASSERT raises SIGTRAP, and the DirectVulkan bring-up
// asserts its way through instance, physical-device and surface creation
// inside eglMakeCurrent. So there is no in-process question the harness
// can ask that is guaranteed to be survivable, and the old form (dlopen
// the Vulkan loader, count physical devices, look for
// VK_EXT_headless_surface) was a guess at the abort conditions rather
// than a test of them: it named three of the ways bring-up can die and
// was silent about every other one, including every DirectGLES one.
//
// What is actually predictive is to run the bring-up itself somewhere a
// SIGTRAP is a datum instead of a crash. fork() gives exactly that: the
// child performs the identical sequence and _exit(0)s on success, and
// ANY non-zero exit or ANY signal in the parent's waitpid() means "this
// platform is unusable" - whatever the reason, including reasons nobody
// has thought of. Only then does the parent do the real bring-up.
//
// Returns an empty string when the platform survived a full bring-up.
std::string PreflightBringUp() {
#if !MGITEST_HAVE_FORK_PREFLIGHT
// No fork(): let the in-process bring-up speak for itself, which is
// what this module did before. Windows/macOS are not CI targets for
// the headless scenarios.
return {};
#else
int channel[2] = {-1, -1};
if (pipe(channel) != 0) {
return {}; // cannot pre-flight; fall through to the in-process attempt
}
// The child inherits our stdio buffers; flush so nothing is printed twice.
std::fflush(nullptr);
const pid_t child = fork();
if (child < 0) {
close(channel[0]);
close(channel[1]);
return {};
}
if (child == 0) {
close(channel[0]);
// The child is EXPECTED to die on a signal on an unusable
// platform; that is the measurement. Do not let each such
// measurement drop a core file next to the test binary.
const rlimit noCore{0, 0};
setrlimit(RLIMIT_CORE, &noCore);
std::fprintf(stderr, "[itest] pre-flight child: attempting a full EGL bring-up\n");
EglBringUp local;
std::string reason;
const int step = RunEglBringUp(local, reason);
if (!reason.empty()) {
const std::size_t bytes = std::min<std::size_t>(reason.size(), 480);
const ssize_t written = write(channel[1], reason.data(), bytes);
(void)written;
}
close(channel[1]);
// _exit, never exit(): every atexit handler and static destructor
// in this address space belongs to the parent's copy of the world,
// and the child is holding a live context it must not tear down.
_exit(step);
}
close(channel[1]);
// Reap first, read after: the message is bounded well below the pipe
// buffer so the child can never block writing it, and polling the exit
// status is what lets a wedged child be killed instead of hanging the
// parent on a read that will never return.
constexpr int kPreflightTimeoutMs = 30000;
int status = 0;
int waitedMs = 0;
for (;;) {
const pid_t reaped = waitpid(child, &status, WNOHANG);
if (reaped == child) break;
if (reaped < 0) {
close(channel[0]);
return "waitpid on the EGL bring-up pre-flight child failed";
}
if (waitedMs >= kPreflightTimeoutMs) {
kill(child, SIGKILL);
(void)waitpid(child, &status, 0);
close(channel[0]);
std::ostringstream out;
out << "the EGL bring-up wedged: a forked pre-flight child made no progress in "
<< kPreflightTimeoutMs / 1000 << "s and was killed";
return out.str();
}
timespec nap{0, 10 * 1000 * 1000};
nanosleep(&nap, nullptr);
waitedMs += 10;
}
std::string childSays;
char buffer[512];
for (;;) {
const ssize_t got = read(channel[0], buffer, sizeof(buffer));
if (got <= 0) break;
childSays.append(buffer, static_cast<std::size_t>(got));
}
close(channel[0]);
if (WIFSIGNALED(status)) {
const int signalNumber = WTERMSIG(status);
const char* signalName = strsignal(signalNumber);
std::ostringstream out;
out << "the EGL bring-up ABORTS on this platform: a forked pre-flight child died on signal "
<< signalNumber << " (" << (signalName != nullptr ? signalName : "?") << ")";
if (!childSays.empty()) out << " after: " << childSays;
out << ". MobileGL asserts rather than returning an error here, so the scenarios would "
"have taken the whole test binary down with them";
return out.str();
}
if (!WIFEXITED(status)) {
return "the EGL bring-up pre-flight child neither exited nor was signalled";
}
const int exitStatus = WEXITSTATUS(status);
if (exitStatus != 0) {
std::ostringstream out;
out << (childSays.empty() ? "the EGL bring-up failed" : childSays)
<< " (forked pre-flight child exit status " << exitStatus << ")";
return out.str();
}
return {};
#endif
}
} // namespace
bool RequireGpu() {
const char* value = std::getenv("MOBILEGL_ITEST_REQUIRE_GPU");
return value != nullptr && value[0] != '\0' && std::strcmp(value, "0") != 0;
}
std::ostream& operator<<(std::ostream& os, const Rgba8& c) {
os << "rgba(" << int(c.r) << "," << int(c.g) << "," << int(c.b) << "," << int(c.a) << ")";
return os;
}
Rgba8 Image::At(int x, int y) const {
if (x < 0 || y < 0 || x >= m_width || y >= m_height) {
return Rgba8{};
}
const std::size_t index = (static_cast<std::size_t>(y) * m_width + x) * 4;
return Rgba8{m_pixels[index], m_pixels[index + 1], m_pixels[index + 2], m_pixels[index + 3]};
}
const char* Image::ColorName(int x, int y) const {
const Rgba8 c = At(x, y);
const bool r = c.r > 160, g = c.g > 160, b = c.b > 160;
const bool nr = c.r < 96, ng = c.g < 96, nb = c.b < 96;
if (nr && ng && nb) return "black";
if (r && g && b) return "white";
if (r && ng && nb) return "red";
if (nr && g && nb) return "green";
if (nr && ng && b) return "blue";
if (r && g && nb) return "yellow";
return "other";
}
std::size_t Image::ByteDiffCount(const Image& other) const {
if (m_width != other.m_width || m_height != other.m_height) {
return std::max(m_pixels.size(), other.m_pixels.size());
}
std::size_t differing = 0;
for (std::size_t i = 0; i < m_pixels.size(); ++i) {
if (m_pixels[i] != other.m_pixels[i]) ++differing;
}
return differing;
}
std::string Image::QuadrantSignature() const {
if (m_width < 2 || m_height < 2) return "<empty>";
// Quadrant CENTRES, so a one-pixel rounding difference at a quadrant edge
// never decides the answer. Order is fixed and load-bearing: bottom-left,
// bottom-right, top-left, top-right.
const int leftX = m_width / 4;
const int rightX = m_width * 3 / 4;
const int bottomY = m_height / 4;
const int topY = m_height * 3 / 4;
std::ostringstream out;
out << ColorName(leftX, bottomY) << "," << ColorName(rightX, bottomY) << "," << ColorName(leftX, topY) << ","
<< ColorName(rightX, topY);
return out.str();
}
RegionScan ScanRegion(const Image& image, int x0, int x1, int y0, int y1, const char* expectedColor) {
RegionScan scan;
x0 = std::max(x0, 0);
y0 = std::max(y0, 0);
x1 = std::min(x1, image.Width() - 1);
y1 = std::min(y1, image.Height() - 1);
for (int y = y0; y <= y1; ++y) {
for (int x = x0; x <= x1; ++x) {
++scan.total;
const char* name = image.ColorName(x, y);
if (std::strcmp(name, expectedColor) == 0) continue;
++scan.offenders;
if (scan.firstX < 0) {
scan.firstX = x;
scan.firstY = y;
scan.firstColor = image.At(x, y);
scan.firstColorName = name;
}
}
}
return scan;
}
::testing::AssertionResult RegionIsMostly(const Image& image, int x0, int x1, int y0, int y1,
const char* expectedColor, double tolerance,
const std::string& when) {
const RegionScan scan = ScanRegion(image, x0, x1, y0, y1, expectedColor);
if (scan.total == 0) {
return ::testing::AssertionFailure()
<< when << ": region x[" << x0 << "," << x1 << "] y[" << y0 << "," << y1
<< "] is empty against a " << image.Width() << "x" << image.Height() << " readback";
}
const double offendingFraction = static_cast<double>(scan.offenders) / scan.total;
if (offendingFraction <= tolerance) {
return ::testing::AssertionSuccess();
}
return ::testing::AssertionFailure()
<< when << ": region x[" << x0 << "," << x1 << "] y[" << y0 << "," << y1 << "] should be all "
<< expectedColor << ", but " << scan.offenders << " of " << scan.total << " pixels ("
<< static_cast<int>(offendingFraction * 100.0 + 0.5) << "%) are not; first offender at (" << scan.firstX
<< "," << scan.firstY << ") is " << scan.firstColorName << " " << scan.firstColor;
}
HeadlessGL& HeadlessGL::Get() {
static HeadlessGL instance;
return instance;
}
HeadlessGL::HeadlessGL() {
m_backendName = EnvOr("MOBILEGL_BACKEND_TYPE", "<unset>");
m_usable = BringUp();
}
bool HeadlessGL::BringUp() {
// Ask a disposable copy of this process first. Only if it survived does
// the real one try - see PreflightBringUp for why nothing weaker is
// predictive against a stack that aborts instead of returning errors.
const std::string preflightProblem = PreflightBringUp();
if (!preflightProblem.empty()) {
m_skipReason = preflightProblem;
return false;
}
// Same shape as DriverBench's boot_egl(), minus the dlopen: the provider
// is this binary. A pbuffer needs no window system, but MobileGL's own
// loader still has to reach a real driver underneath - and the child
// above just proved it can.
EglBringUp brought;
std::string reason;
if (RunEglBringUp(brought, reason) != 0) {
// The pre-flight passed and the parent's identical attempt did not.
// That is a real result, not a machine without a GPU, so say so: it
// means something is different between the two attempts (a leaked
// exclusive device, an environment the child did not have).
m_skipReason = reason + " - although an identical bring-up in a forked pre-flight child succeeded";
return false;
}
m_display = brought.display;
m_surface = brought.surface;
m_context = brought.context;
m_width = kSurfaceWidth;
m_height = kSurfaceHeight;
m_renderer = std::move(brought.renderer);
return true;
}
void HeadlessGL::EndFrame() {
if (!m_usable) return;
eglSwapBuffers(static_cast<EGLDisplay>(m_display), static_cast<EGLSurface>(m_surface));
++m_frameIndex;
}
void HeadlessGL::ShutDown() {
if (!m_usable) return;
EGLDisplay display = static_cast<EGLDisplay>(m_display);
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (m_context != nullptr) eglDestroyContext(display, static_cast<EGLContext>(m_context));
if (m_surface != nullptr) eglDestroySurface(display, static_cast<EGLSurface>(m_surface));
eglTerminate(display);
m_context = nullptr;
m_surface = nullptr;
m_display = nullptr;
m_usable = false;
m_skipReason = "the headless context has already been torn down";
}
// ---- scenario vocabulary ------------------------------------------------
namespace {
unsigned int CompileStage(GLenum stage, const char* source, std::string* outError) {
const GLuint shader = glCreateShader(stage);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (compiled == GL_FALSE) {
char log[2048] = {};
GLsizei length = 0;
glGetShaderInfoLog(shader, sizeof(log) - 1, &length, log);
if (outError != nullptr) {
*outError = std::string(stage == GL_VERTEX_SHADER ? "vertex" : "fragment") +
" shader failed to compile: " + log;
}
glDeleteShader(shader);
return 0;
}
return shader;
}
} // namespace
unsigned int CompileProgram(const char* vertexSource, const char* fragmentSource, std::string* outError) {
const GLuint vs = CompileStage(GL_VERTEX_SHADER, vertexSource, outError);
if (vs == 0) return 0;
const GLuint fs = CompileStage(GL_FRAGMENT_SHADER, fragmentSource, outError);
if (fs == 0) {
glDeleteShader(vs);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
// Pinned rather than queried so the scenarios can set up a VAO without a
// round trip, and so a driver that reorders attributes cannot change what
// the test means.
glBindAttribLocation(program, 0, "aPos");
glBindAttribLocation(program, 1, "aColor");
glLinkProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char log[2048] = {};
GLsizei length = 0;
glGetProgramInfoLog(program, sizeof(log) - 1, &length, log);
if (outError != nullptr) *outError = std::string("program failed to link: ") + log;
glDeleteProgram(program);
return 0;
}
return program;
}
ColorFbo MakeColorFbo(int width, int height) {
ColorFbo target;
target.width = width;
target.height = height;
glGenTextures(1, &target.texture);
glBindTexture(GL_TEXTURE_2D, target.texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &target.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, target.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture, 0);
const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (status != GL_FRAMEBUFFER_COMPLETE) {
DestroyColorFbo(target);
}
return target;
}
void DestroyColorFbo(ColorFbo& target) {
if (target.fbo != 0) glDeleteFramebuffers(1, &target.fbo);
if (target.texture != 0) glDeleteTextures(1, &target.texture);
target.fbo = 0;
target.texture = 0;
}
void BindDefaultFramebuffer() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, HeadlessGL::Get().Width(), HeadlessGL::Get().Height());
}
void BindFbo(const ColorFbo& target) {
glBindFramebuffer(GL_FRAMEBUFFER, target.fbo);
glViewport(0, 0, target.width, target.height);
}
void ClearTo(float r, float g, float b, float a) {
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
Image ReadPixels(int width, int height) {
Image image(width, height);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, image.Data());
return image;
}
unsigned int FirstGLError() {
const GLenum first = glGetError();
if (first == GL_NO_ERROR) return GL_NO_ERROR;
// Drain, bounded: a broken stack must not turn an error check into a hang.
for (int i = 0; i < 64 && glGetError() != GL_NO_ERROR; ++i) {}
return first;
}
const char* GLErrorName(unsigned int error) {
switch (error) {
case GL_NO_ERROR:
return "GL_NO_ERROR";
case GL_INVALID_ENUM:
return "GL_INVALID_ENUM";
case GL_INVALID_VALUE:
return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION:
return "GL_INVALID_OPERATION";
case GL_OUT_OF_MEMORY:
return "GL_OUT_OF_MEMORY";
case GL_INVALID_FRAMEBUFFER_OPERATION:
return "GL_INVALID_FRAMEBUFFER_OPERATION";
default:
return "GL_<unknown>";
}
}
} // namespace MGITest
@@ -1,218 +0,0 @@
// MobileGL - MobileGL/MG_IntegrationTest/Harness/HeadlessGL.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// A headless GL context and the small vocabulary the scenarios are written in.
//
// The scenarios in this module are end-to-end: they drive MobileGL's own GL and
// EGL entry points (this binary links MobileGL_s, so gl*/egl* resolve straight
// into the implementation) and assert on glReadPixels output. Nothing here
// inspects backend state - both bugs this module pins were invisible to
// state-level assertions and visible only in pixels.
//
// Headless by construction, following MG_Benchmark/Driver/DriverBench.c: an EGL
// context on a PBUFFER surface. No window, no window manager, no human. Unlike
// DriverBench the scenarios do draw to the DEFAULT framebuffer (that is where
// the Y-flip lives) and do call eglSwapBuffers (that is the frame boundary the
// cross-frame scenarios need to be real).
//
// One process is one backend: MOBILEGL_BACKEND_TYPE is latched at
// initialization, so the CMake wiring runs this binary once per backend rather
// than trying to switch in-process.
#pragma once
#include <gtest/gtest.h>
#include <cstdint>
#include <string>
#include <vector>
namespace MGITest {
// True when MOBILEGL_ITEST_REQUIRE_GPU is set in the environment: the runner
// is asserting that this machine HAS a usable GPU, so "no GPU" stops being a
// clean skip and becomes a failure. Without it the integration-gpu label is
// unfalsifiable - a CI job that ran nothing reports exactly the same green as
// a job that ran everything.
bool RequireGpu();
struct Rgba8 {
std::uint8_t r = 0, g = 0, b = 0, a = 0;
bool operator==(const Rgba8& other) const {
return r == other.r && g == other.g && b == other.b && a == other.a;
}
bool operator!=(const Rgba8& other) const { return !(*this == other); }
};
// Prints as "rgba(255,0,0,255)" so a gtest failure names the colour it saw.
std::ostream& operator<<(std::ostream& os, const Rgba8& c);
// An RGBA8 readback. Row 0 is the BOTTOM row: that is GL's convention for
// glReadPixels and it is what "correctly oriented" means everywhere below.
class Image {
public:
Image() = default;
Image(int width, int height)
: m_width(width), m_height(height), m_pixels(static_cast<std::size_t>(width) * height * 4, 0) {}
int Width() const { return m_width; }
int Height() const { return m_height; }
bool Empty() const { return m_pixels.empty(); }
std::uint8_t* Data() { return m_pixels.data(); }
const std::uint8_t* Data() const { return m_pixels.data(); }
Rgba8 At(int x, int y) const;
// Nearest of {black, red, green, blue, white, other} - the scenarios only
// ever draw those, so this turns a pixel into something readable.
const char* ColorName(int x, int y) const;
bool operator==(const Image& other) const {
return m_width == other.m_width && m_height == other.m_height && m_pixels == other.m_pixels;
}
// Count of differing bytes, for a failure message that says how wrong.
std::size_t ByteDiffCount(const Image& other) const;
// The four quadrant centres, in the fixed order
// bottom-left, bottom-right, top-left, top-right.
//
// This replaces the old VerticalSignature(bandCount), which read three
// full-width horizontal stripes down the centre line and was therefore
// blind to an X flip, to a transpose, and to a 180 rotation composed with
// a Y flip - all of those left the stripe order alone. Four quadrant
// colours are asymmetric in BOTH axes, so each of the eight square
// symmetries produces a different string (see OrientationScenario, which
// spells all eight out).
std::string QuadrantSignature() const;
private:
int m_width = 0;
int m_height = 0;
std::vector<std::uint8_t> m_pixels;
};
// The process-wide headless context. Brought up lazily on the first Get() so
// that `--gtest_list_tests` (which CMake runs at build time to discover the
// cases) never touches a GPU.
class HeadlessGL {
public:
static HeadlessGL& Get();
// False on a machine with no usable GPU/display/ICD. SkipReason() then
// says which step failed; every fixture turns that into GTEST_SKIP().
bool Usable() const { return m_usable; }
const std::string& SkipReason() const { return m_skipReason; }
// Backend actually in use, as reported by MOBILEGL_BACKEND_TYPE.
const std::string& BackendName() const { return m_backendName; }
const std::string& RendererString() const { return m_renderer; }
int Width() const { return m_width; }
int Height() const { return m_height; }
// THE frame boundary. eglSwapBuffers is what retires a frame in the
// renderer, and the cross-frame scenarios are meaningless without it.
void EndFrame();
// Frames completed so far, for failure messages.
int FrameIndex() const { return m_frameIndex; }
// Releases the context and surface and terminates the display. Called
// once, after the last scenario: MobileGL frees its backend objects
// through eglTerminate, and letting a process simply exit on top of a
// live context leaves those objects to be torn down from a static
// destructor with no driver left underneath.
void ShutDown();
private:
HeadlessGL();
HeadlessGL(const HeadlessGL&) = delete;
HeadlessGL& operator=(const HeadlessGL&) = delete;
bool BringUp();
bool m_usable = false;
std::string m_skipReason;
std::string m_backendName;
std::string m_renderer;
int m_width = 0;
int m_height = 0;
int m_frameIndex = 0;
void* m_display = nullptr;
void* m_surface = nullptr;
void* m_context = nullptr;
};
// ---- the scenario vocabulary -------------------------------------------
// Deliberately tiny. A scenario should read like a story; anything that
// needs a comment about GL mechanics belongs here instead.
// Compiles and links vs+fs, pinning attribute 0 to "aPos" and 1 to "aColor".
// Returns 0 and fills outError on failure.
unsigned int CompileProgram(const char* vertexSource, const char* fragmentSource, std::string* outError);
struct ColorFbo {
unsigned int fbo = 0;
unsigned int texture = 0;
int width = 0;
int height = 0;
};
// A complete RGBA8 render target. Returns fbo==0 on failure.
ColorFbo MakeColorFbo(int width, int height);
void DestroyColorFbo(ColorFbo& target);
// Binds a target and sets the viewport to match. Passing fbo 0 means the
// default (presentable) framebuffer.
void BindDefaultFramebuffer();
void BindFbo(const ColorFbo& target);
void ClearTo(float r, float g, float b, float a);
// Reads back the whole currently bound READ framebuffer. width/height must
// be the target's full size - DirectVulkan's default-framebuffer readback
// only re-orients a full-extent read.
Image ReadPixels(int width, int height);
// Drains any GL error queue and returns the first error, or 0.
unsigned int FirstGLError();
const char* GLErrorName(unsigned int error);
// ---- whole-region readback predicates ----------------------------------
// The scenarios used to assert on two or three individual pixels, which is
// provably too weak: a draw in which 3 of a quad's 4 vertices carry stale
// data still paints the sampled centre the expected colour (that exact case
// is a standing negative-control test - see CrossFrameBufferScenario). The
// readback is already fully in memory, so counting every pixel in a region
// costs nothing and turns "the middle looks right" into "all of it is right".
// Everything a caller needs to say what was wrong and where.
struct RegionScan {
int total = 0; // pixels examined
int offenders = 0; // pixels whose ColorName() != expected
int firstX = -1; // first offender in bottom-to-top, left-to-right order
int firstY = -1;
Rgba8 firstColor{};
std::string firstColorName;
};
// Inclusive pixel bounds, clamped to the image. Row 0 is the bottom row.
RegionScan ScanRegion(const Image& image, int x0, int x1, int y0, int y1, const char* expectedColor);
// gtest predicate wrapper: EXPECT_TRUE(RegionIsMostly(...)) reports the
// offender count, the offender fraction and the FIRST offending pixel's
// coordinates and colour. `tolerance` is the fraction of the region allowed
// to disagree; pass 0.0 to demand every pixel (which is what the scenarios
// do - they inset their regions away from primitive edges so exactness is
// achievable).
::testing::AssertionResult RegionIsMostly(const Image& image, int x0, int x1, int y0, int y1,
const char* expectedColor, double tolerance,
const std::string& when);
} // namespace MGITest
@@ -1,84 +0,0 @@
// MobileGL - MobileGL/MG_IntegrationTest/Harness/ScenarioFixture.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// The base fixture every scenario derives from. Its only jobs are to bring the
// headless context up once per process and to decide what "this machine has no
// usable GPU" means.
//
// By default it means a clean GTEST_SKIP() - never a failure, never a hang -
// because a developer box or a container without a GPU should not fail a run it
// was never able to perform. But a skip is indistinguishable from a pass in
// every CI summary, so the `integration-gpu` label on its own is unfalsifiable:
// a runner whose driver pinning silently broke reports the same green as one
// that rendered every frame. MOBILEGL_ITEST_REQUIRE_GPU is the caller saying
// "this machine HAS a GPU and I am relying on these scenarios actually running";
// with it set, an unusable harness is a FAILURE carrying the pre-flight's reason.
#pragma once
#include <gtest/gtest.h>
#include "HeadlessGL.h"
namespace MGITest {
class ScenarioTest : public ::testing::Test {
protected:
void SetUp() override {
m_ready = false;
HeadlessGL& gl = HeadlessGL::Get();
if (!gl.Usable()) {
if (RequireGpu()) {
// FAIL() is a FATAL failure but does NOT mark the test skipped,
// so a derived SetUp that guards on IsSkipped() alone would run
// straight into GL calls with no current context and SIGSEGV -
// that exact crash shipped from the first version of this guard.
// Derived fixtures must gate on Ready() (below), which is false
// on BOTH the skip path and this failure path.
FAIL() << "MOBILEGL_ITEST_REQUIRE_GPU is set, so an unusable harness is a failure, not a skip. "
<< "Backend " << gl.BackendName() << " could not be brought up: " << gl.SkipReason();
}
GTEST_SKIP() << "no usable GPU/display/ICD for backend " << gl.BackendName() << ": " << gl.SkipReason();
}
if (RequireGpu() && LooksLikeSoftwareRasterizer(gl.RendererString())) {
// "Ran on llvmpipe" must not be able to pass as "ran on the GPU":
// a misconfigured vendor pin silently lands on the software
// rasterizer, and REQUIRE_GPU exists precisely to make that loud.
FAIL() << "MOBILEGL_ITEST_REQUIRE_GPU is set but the context landed on a software rasterizer: "
<< gl.RendererString();
}
// A scenario starts from a clean slate but shares the context (and so
// the renderer's memos) with every other scenario in this process -
// which is exactly the situation both shipped bugs needed.
RecordProperty("backend", gl.BackendName());
RecordProperty("renderer", gl.RendererString());
m_ready = true;
}
// The ONLY gate a derived SetUp/TearDown may use: `if (!Ready()) return;`.
// True only when the base SetUp brought the context up and neither skipped
// nor failed. IsSkipped() alone is WRONG here (see the comment at FAIL()).
bool Ready() const { return m_ready; }
static HeadlessGL& Gl() { return HeadlessGL::Get(); }
private:
static bool LooksLikeSoftwareRasterizer(const std::string& renderer) {
static const char* kNames[] = {"llvmpipe", "lavapipe", "softpipe", "SwiftShader", "swrast"};
for (const char* name : kNames) {
if (renderer.find(name) != std::string::npos) {
return true;
}
}
return false;
}
bool m_ready = false;
};
} // namespace MGITest
-53
View File
@@ -1,53 +0,0 @@
// MobileGL - MobileGL/MG_IntegrationTest/Main.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Entry point for the headless GPU integration scenarios.
//
// The banner lives in a gtest Environment rather than in main() on purpose:
// Environment::SetUp does not run for `--gtest_list_tests`, which is what CMake
// invokes at build time to discover the cases. Discovery therefore never brings
// up EGL, never needs a GPU and cannot hang.
#include <gtest/gtest.h>
#include <cstdio>
#include "Harness/HeadlessGL.h"
namespace {
class HarnessBanner : public ::testing::Environment {
public:
void SetUp() override {
const MGITest::HeadlessGL& gl = MGITest::HeadlessGL::Get();
std::fprintf(stderr, "MobileGL integration scenarios: backend=%s\n", gl.BackendName().c_str());
if (gl.Usable()) {
std::fprintf(stderr, " renderer: %s\n surface: %dx%d pbuffer (headless)\n",
gl.RendererString().c_str(), gl.Width(), gl.Height());
} else if (MGITest::RequireGpu()) {
std::fprintf(stderr,
" FAILING every scenario (MOBILEGL_ITEST_REQUIRE_GPU is set): %s\n",
gl.SkipReason().c_str());
} else {
std::fprintf(stderr,
" SKIPPING every scenario: %s\n"
" (set MOBILEGL_ITEST_REQUIRE_GPU=1 to make this a failure instead - a run that\n"
" skipped everything is otherwise indistinguishable from one that passed)\n",
gl.SkipReason().c_str());
}
}
void TearDown() override { MGITest::HeadlessGL::Get().ShutDown(); }
};
} // namespace
int main(int argc, char** argv) {
::testing::InitGoogleTest(&argc, argv);
::testing::AddGlobalTestEnvironment(new HarnessBanner());
return RUN_ALL_TESTS();
}
@@ -1,467 +0,0 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/AsyncCompileScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario E - asynchronous shader compilation and GL_KHR_parallel_shader_compile
// on a REAL driver.
//
// WHY THIS EXISTS ALONGSIDE THE UNIT SUITES. MG_Test/Program's async suites already
// drive the same GL entry points, but they stop at the frontend: nothing there ever
// reaches a driver, so nothing there can catch the failure this scenario is built for
// - artifacts produced on a worker thread that the BACKEND then rejects, mis-binds or
// renders differently from the ones the GL thread produced. The frontend cannot tell
// the two apart; a pixel can.
//
// The five things it pins, in order:
//
// (a) 64 heavy compiles are enqueued and polled through GL_COMPLETION_STATUS_KHR.
// At least one must be observed GL_FALSE - i.e. the query really answers while
// work is outstanding rather than silently joining. Skipped, never failed, when
// the machine drained the whole batch before the first poll: a fast box must not
// be able to turn this into a red.
// (b) Forcing the join afterwards produces the right answer for every one of them:
// GL_COMPILE_STATUS true, an empty info log, and a program that links.
// (c) The extension string matches the configuration. This is the half a recorded
// trace can never cover - Iris and Sodium change their submission schedule the
// moment they see the string - so it is asserted against a real backend's real
// GL_EXTENSIONS, through both glGetString and glGetStringi.
// (d) glMaxShaderCompilerThreadsKHR(0) leaves nothing in flight: every subsequent
// GL_COMPLETION_STATUS_KHR reads GL_TRUE immediately, and compilation after it
// is synchronous. That is what the extension requires of a zero count.
// (e) THE ONE THAT NEEDS A GPU: the same frame, drawn with programs compiled and
// linked asynchronously and then with programs compiled and linked inline, must
// come out byte-identical under glReadPixels. Anything the worker thread got
// wrong about the compile environment, the reflection or the SPIR-V shows up
// here as a pixel difference and nowhere else.
//
// Backend selection is the module's usual one process, one backend (MOBILEGL_BACKEND_TYPE),
// so this file runs twice per ctest invocation.
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#include "Config.h"
#include "MG_Util/Async/ShaderCompilePool.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
// GL_KHR_parallel_shader_compile. Spelled out rather than relying on the host's
// glext.h: this module is built against whatever GL headers the machine has, and an
// older one has neither token. Both are also GL_*_ARB with identical values.
#ifndef GL_MAX_SHADER_COMPILER_THREADS_KHR
#define GL_MAX_SHADER_COMPILER_THREADS_KHR 0x91B0
#endif
#ifndef GL_COMPLETION_STATUS_KHR
#define GL_COMPLETION_STATUS_KHR 0x91B1
#endif
// The entry point under test, resolved by the linker straight into MobileGL_s like
// every other gl* call in this module. Declared here for the same reason as the
// tokens above.
extern "C" void glMaxShaderCompilerThreadsKHR(GLuint count);
namespace MGITest {
namespace {
using MobileGL::MG_Config::QuirkOverride;
// Same shape as the other scenarios: a two-attribute pass-through, so the only
// thing that can differ between the two compilation modes is the compilation.
constexpr const char* kVertexSource = R"(#version 330 core
in vec2 aPos;
in vec3 aColor;
out vec3 vColor;
void main() {
vColor = aColor;
gl_Position = vec4(aPos, 0.0, 1.0);
}
)";
constexpr const char* kFragmentSource = R"(#version 330 core
in vec3 vColor;
out vec4 oColor;
void main() {
oColor = vec4(vColor, 1.0);
}
)";
// Asymmetric in both axes, so a mode difference that also happens to be a
// symmetry of the image cannot hide (the same reason OrientationScenario draws
// quadrants rather than stripes).
struct Vertex {
float x, y;
float r, g, b;
};
void AppendQuad(std::vector<Vertex>& out, float x0, float x1, float y0, float y1, float r, float g, float b) {
const Vertex bl{x0, y0, r, g, b};
const Vertex br{x1, y0, r, g, b};
const Vertex tr{x1, y1, r, g, b};
const Vertex tl{x0, y1, r, g, b};
out.insert(out.end(), {bl, br, tr, bl, tr, tl});
}
std::vector<Vertex> QuadrantGeometry() {
std::vector<Vertex> vertices;
vertices.reserve(24);
AppendQuad(vertices, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f); // bottom-left: blue
AppendQuad(vertices, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f); // bottom-right: green
AppendQuad(vertices, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f); // top-left: red
AppendQuad(vertices, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f); // top-right: white
return vertices;
}
// Expensive enough that a compile is not instantaneous, and distinct per index so
// the source-hash memo never turns one into a no-op: without both properties the
// pool has no backlog and (a) has nothing to observe.
std::string BulkyFragmentSource(int index) {
std::string source = "#version 330 core\n";
source += "in vec3 vColor;\nout vec4 oColor;\n";
source += "uniform float uSeed" + std::to_string(index) + ";\n";
source += "void main() {\n float acc = uSeed" + std::to_string(index) + ";\n";
for (int i = 0; i < 320; ++i) {
source += " acc = acc * 1.0001 + sin(acc + " + std::to_string(i) + ".0) * cos(acc);\n";
}
source += " oColor = vec4(vColor * acc, 1.0);\n}\n";
return source;
}
// MOBILEGL_ASYNC_SHADER_COMPILE decides the ambient mode; a scenario that wants
// the other one says so here and gets the ambient one back on scope exit. Forcing
// it in-process is what lets ONE ctest run compare the two modes against each
// other - the whole point of (e).
class AsyncModeScope {
public:
explicit AsyncModeScope(bool async) : m_saved(MobileGL::MG_Config::Features.AsyncShaderCompile) {
MobileGL::MG_Config::Features.AsyncShaderCompile =
async ? QuirkOverride::ForceOn : QuirkOverride::ForceOff;
}
~AsyncModeScope() { MobileGL::MG_Config::Features.AsyncShaderCompile = m_saved; }
AsyncModeScope(const AsyncModeScope&) = delete;
AsyncModeScope& operator=(const AsyncModeScope&) = delete;
private:
const QuirkOverride m_saved;
};
// glMaxShaderCompilerThreadsKHR writes process-wide state; a scenario that calls
// it has to put the pool back or it changes how every scenario after it compiles.
class CompilerThreadScope {
public:
CompilerThreadScope() = default;
~CompilerThreadScope() {
MobileGL::MG_Util::Async::SetAsyncShaderCompileSuspended(false);
auto& pool = MobileGL::MG_Util::Async::ShaderCompilePool::Get();
pool.SetMaxConcurrency(pool.GetThreadCount());
}
CompilerThreadScope(const CompilerThreadScope&) = delete;
CompilerThreadScope& operator=(const CompilerThreadScope&) = delete;
};
GLint ShaderCompletion(GLuint shader) {
GLint status = -1;
glGetShaderiv(shader, GL_COMPLETION_STATUS_KHR, &status);
return status;
}
GLint ShaderCompileStatus(GLuint shader) {
GLint status = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
return status;
}
std::string ShaderInfoLog(GLuint shader) {
GLint length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
if (length <= 0) return std::string();
std::vector<char> buffer(static_cast<std::size_t>(length));
GLsizei written = 0;
glGetShaderInfoLog(shader, length, &written, buffer.data());
return std::string(buffer.data(), static_cast<std::size_t>(written));
}
class AsyncCompileScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
const std::vector<Vertex> vertices = QuadrantGeometry();
m_vertexCount = static_cast<int>(vertices.size());
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(vertices.size() * sizeof(Vertex)), vertices.data(),
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(8));
glBindVertexArray(0);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "setup left a GL error behind";
}
void TearDown() override {
if (!Ready()) return;
if (m_vbo != 0) glDeleteBuffers(1, &m_vbo);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
}
// A fresh program every time, compiled and linked in whatever mode is in
// force. Reusing one would defeat the comparison: the second mode would just
// read the first mode's artifacts back out of the memo.
GLuint BuildProgram() {
std::string error;
const GLuint program = CompileProgram(kVertexSource, kFragmentSource, &error);
EXPECT_NE(program, 0u) << error;
return program;
}
Image DrawFrameWith(GLuint program) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUseProgram(program);
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLES, 0, m_vertexCount);
glBindVertexArray(0);
Image image = ReadPixels(Gl().Width(), Gl().Height());
Gl().EndFrame();
return image;
}
// Enqueues `count` distinct heavy compiles and returns their names WITHOUT
// reading anything back, so the pool is left with a real backlog.
std::vector<GLuint> EnqueueBacklog(int count, int seedBase) {
std::vector<GLuint> shaders;
shaders.reserve(static_cast<std::size_t>(count));
m_sources.reserve(m_sources.size() + static_cast<std::size_t>(count));
for (int i = 0; i < count; ++i) {
m_sources.push_back(BulkyFragmentSource(seedBase + i));
const char* text = m_sources.back().c_str();
const GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(shader, 1, &text, nullptr);
glCompileShader(shader);
shaders.push_back(shader);
}
return shaders;
}
GLuint m_vao = 0;
GLuint m_vbo = 0;
int m_vertexCount = 0;
// Kept alive for the whole case: glShaderSource copies, but keeping the
// strings makes a failure message able to name the source it came from.
std::vector<std::string> m_sources;
};
// ---- (a) + (b) ------------------------------------------------------------
// A backlog is enqueued, polled without joining, then forced to settle and
// checked for correctness. Both halves in one case on purpose: (b) is only
// interesting for shaders that (a) proved were genuinely still outstanding.
TEST_F(AsyncCompileScenario, CompletionStatusPollingThenForcedJoin) {
if (!Ready()) return;
const AsyncModeScope async(true);
const CompilerThreadScope threads;
// One worker, so the queue behind it is what the poll observes.
glMaxShaderCompilerThreadsKHR(1);
const std::vector<GLuint> shaders = EnqueueBacklog(64, 6000);
int outstanding = 0;
for (const GLuint shader : shaders) {
const GLint completion = ShaderCompletion(shader);
ASSERT_TRUE(completion == GL_TRUE || completion == GL_FALSE)
<< "GL_COMPLETION_STATUS_KHR returned " << completion;
if (completion == GL_FALSE) ++outstanding;
}
if (outstanding == 0) {
GTEST_SKIP() << "this machine drained 64 heavy compiles before the first poll; "
"nothing was outstanding to observe";
}
// (b) Forced join: every one of them is correct, and usable.
for (const GLuint shader : shaders) {
EXPECT_EQ(ShaderCompileStatus(shader), GL_TRUE) << ShaderInfoLog(shader);
EXPECT_TRUE(ShaderInfoLog(shader).empty());
EXPECT_EQ(ShaderCompletion(shader), GL_TRUE) << "GL_COMPILE_STATUS must have joined";
}
// And a link over one of them really produces a usable program on this driver.
const GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &kVertexSource, nullptr);
glCompileShader(vs);
const GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, shaders.front());
glBindAttribLocation(program, 0, "aPos");
glBindAttribLocation(program, 1, "aColor");
glLinkProgram(program);
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
EXPECT_EQ(linked, GL_TRUE);
EXPECT_GE(glGetUniformLocation(program, "uSeed6000"), 0);
glDeleteProgram(program);
glDeleteShader(vs);
for (const GLuint shader : shaders) glDeleteShader(shader);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// ---- (c) ------------------------------------------------------------------
// The extension string, read from a real backend that really brought a driver
// up. No mode forcing here: a backend builds its advertised list once, from the
// configuration in force at its first use, so the meaningful assertion is
// against the AMBIENT configuration - which is exactly what makes this case
// worth running in both of the suite's flag states.
TEST_F(AsyncCompileScenario, ExtensionStringMatchesTheConfiguration) {
if (!Ready()) return;
const bool expected = MobileGL::MG_Util::Async::AsyncShaderCompileEnabled();
const char* extensions = reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
ASSERT_NE(extensions, nullptr);
const std::string extensionString(extensions);
const bool inString = extensionString.find("GL_KHR_parallel_shader_compile") != std::string::npos;
EXPECT_EQ(inString, expected)
<< "backend " << Gl().BackendName() << " GL_EXTENSIONS = " << extensionString;
// LWJGL builds GLCapabilities from the INDEXED form on a core profile, so the
// two spellings disagreeing would be invisible to the check above and fatal
// to a real application.
GLint count = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &count);
ASSERT_GT(count, 0);
bool inIndexed = false;
for (GLint i = 0; i < count; ++i) {
const char* name = reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, GLuint(i)));
if (name != nullptr && std::string(name) == "GL_KHR_parallel_shader_compile") inIndexed = true;
}
EXPECT_EQ(inIndexed, expected);
// The companion query, which an application reads right after the string.
GLint maxThreads = -1;
glGetIntegerv(GL_MAX_SHADER_COMPILER_THREADS_KHR, &maxThreads);
if (expected) {
EXPECT_GE(maxThreads, 1);
} else {
EXPECT_EQ(maxThreads, 0);
}
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// ---- (d) ------------------------------------------------------------------
// A zero count must leave nothing in flight and keep it that way.
TEST_F(AsyncCompileScenario, ZeroCompilerThreadsSettlesEverythingImmediately) {
if (!Ready()) return;
const AsyncModeScope async(true);
const CompilerThreadScope threads;
glMaxShaderCompilerThreadsKHR(1);
const std::vector<GLuint> backlog = EnqueueBacklog(48, 6200);
glMaxShaderCompilerThreadsKHR(0);
for (const GLuint shader : backlog) {
EXPECT_EQ(ShaderCompletion(shader), GL_TRUE)
<< "glMaxShaderCompilerThreadsKHR(0) must join everything still in flight";
EXPECT_EQ(ShaderCompileStatus(shader), GL_TRUE) << ShaderInfoLog(shader);
}
// Compilation after the zero count is synchronous too.
const std::vector<GLuint> serial = EnqueueBacklog(6, 6300);
for (const GLuint shader : serial) {
EXPECT_EQ(ShaderCompletion(shader), GL_TRUE) << "a compile after a zero count must be synchronous";
}
for (const GLuint shader : backlog) glDeleteShader(shader);
for (const GLuint shader : serial) glDeleteShader(shader);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// ---- (e) ------------------------------------------------------------------
// The one that needs the GPU. Two programs, identical source, one built with
// compilation and linking on worker threads and one built inline; the frames
// they draw must be byte-identical.
//
// Compared through the DEFAULT framebuffer deliberately: that is where the
// backend's orientation and present path live, so the comparison covers the
// whole pipeline rather than the reflection tables alone.
TEST_F(AsyncCompileScenario, AsyncAndSyncProgramsRenderIdenticalFrames) {
if (!Ready()) return;
Image asyncImage;
{
const AsyncModeScope async(true);
const GLuint program = BuildProgram();
ASSERT_NE(program, 0u);
asyncImage = DrawFrameWith(program);
glDeleteProgram(program);
}
Image syncImage;
{
const AsyncModeScope async(false);
const GLuint program = BuildProgram();
ASSERT_NE(program, 0u);
syncImage = DrawFrameWith(program);
glDeleteProgram(program);
}
ASSERT_FALSE(asyncImage.Empty());
ASSERT_FALSE(syncImage.Empty());
// The frame is the expected one in the first place - two identically WRONG
// frames would otherwise pass.
EXPECT_EQ(asyncImage.QuadrantSignature(), "blue,green,red,white")
<< "the asynchronously compiled program did not draw the expected frame";
EXPECT_EQ(asyncImage, syncImage)
<< "asynchronous and synchronous compilation rendered different frames ("
<< asyncImage.ByteDiffCount(syncImage) << " bytes differ); backend " << Gl().BackendName();
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// The same comparison over a batch, which is the shape a shaderpack load has:
// many programs enqueued before any of them is read back, then each one drawn.
// A per-worker state leak (glslang's thread-local pools are the obvious
// candidate) shows up here and not in the single-program case above.
TEST_F(AsyncCompileScenario, ABatchOfAsyncProgramsAllRenderCorrectly) {
if (!Ready()) return;
constexpr int kPrograms = 12;
std::vector<GLuint> programs;
{
const AsyncModeScope async(true);
const CompilerThreadScope threads;
glMaxShaderCompilerThreadsKHR(1);
// Everything enqueued before anything is read: the only shape in which
// more than one job is in flight at a time.
for (int i = 0; i < kPrograms; ++i) {
programs.push_back(BuildProgram());
}
}
for (int i = 0; i < kPrograms; ++i) {
ASSERT_NE(programs[static_cast<std::size_t>(i)], 0u) << "program " << i;
const Image image = DrawFrameWith(programs[static_cast<std::size_t>(i)]);
EXPECT_EQ(image.QuadrantSignature(), "blue,green,red,white") << "program " << i;
}
for (const GLuint program : programs) glDeleteProgram(program);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
} // namespace
} // namespace MGITest
@@ -1,761 +0,0 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/CrossFrameBufferScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario B - "the draw rendered last frame's buffer".
//
// The shipped bug (DirectVulkan, TryBindResolvedVertexBindings and the EBO
// memo in UploadAndBindIndexBuffer): both memos revalidated themselves ACROSS a
// frame boundary by comparing recorded per-buffer slice epochs, and on a match
// skipped the per-frame buffer acquire. The acquire is the frame's content-sync
// point; skipping it trusted the BumpSliceEpoch call-site inventory to cover
// every way a buffer's GPU copy can go stale, and at least one path escaped it.
// Result: a draw in a later frame renders from a STALE buffer slice - random
// triangles in Minecraft/Sodium on Adreno, corrupted journeymap and
// common-mods retraces.
//
// What pins it: mutate a buffer AFTER a frame boundary and BEFORE the next
// draw, then prove the pixels show the NEW content. Every mutation API gets its
// own test case, so a failure names the culprit rather than saying "buffers".
// The index buffer is covered too: the EBO memo had exactly the same hole.
//
// The scene is deliberately trivial and entirely buffer-driven:
//
// vertices 0..3 left half of the viewport, RED
// vertices 4..7 right half of the viewport, GREEN
// indices A {0,1,2, 0,2,3} -> the left, red quad
// indices B {4,5,6, 4,6,7} -> the right, green quad
//
// A vertex-buffer test rewrites the left quad's colour red -> green and expects
// the left half to turn green. An index-buffer test rewrites the indices
// A -> B and expects the picture to jump from a red left half to a green right
// half. Either way "stale" and "fresh" are different colours in different
// places; no thresholds, no interpretation.
//
// Two families of scenario live here, and they catch different halves of the
// same rule:
//
// CrossFrameBufferScenario - one case per buffer-mutation API. Every one of
// these APIs is supposed to retire the memo; today they all do (each notify
// path bumps the slice epoch), so these pass on the buggy revision too.
// They are the standing statement of the contract: whatever a future memo
// keys on, a write through ANY of these APIs must reach the next frame's
// draw. They are also where a coherent persistent write - the one shape
// that changes a buffer with no GL call at all - is pinned.
//
// StreamedArenaScenario - the case that actually caught the shipped bug. It
// attacks the other half of the rule: a buffer nobody wrote at all, whose
// GPU-side bytes moved out from under the memo anyway.
#include <cstdio>
#include <cstring>
#include <functional>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
constexpr const char* kVertexSource = R"(#version 330 core
in vec2 aPos;
in vec3 aColor;
out vec3 vColor;
void main() {
vColor = aColor;
gl_Position = vec4(aPos, 0.0, 1.0);
}
)";
constexpr const char* kFragmentSource = R"(#version 330 core
in vec3 vColor;
out vec4 oColor;
void main() {
oColor = vec4(vColor, 1.0);
}
)";
struct Vertex {
float x, y;
float r, g, b;
};
constexpr int kLeftQuadFirstVertex = 0;
constexpr int kLeftQuadVertexCount = 4;
constexpr int kIndexCount = 6;
// Enough consecutive frames drawing the same VAO that any per-(VAO, frame)
// memo is fully armed before the mutation lands.
constexpr int kWarmupFrames = 3;
std::vector<Vertex> SceneVertices(bool leftQuadIsGreen) {
const float lr = leftQuadIsGreen ? 0.0f : 1.0f;
const float lg = leftQuadIsGreen ? 1.0f : 0.0f;
return {
// 0..3: left half
{-1.0f, -1.0f, lr, lg, 0.0f},
{0.0f, -1.0f, lr, lg, 0.0f},
{0.0f, 1.0f, lr, lg, 0.0f},
{-1.0f, 1.0f, lr, lg, 0.0f},
// 4..7: right half
{0.0f, -1.0f, 0.0f, 1.0f, 0.0f},
{1.0f, -1.0f, 0.0f, 1.0f, 0.0f},
{1.0f, 1.0f, 0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f, 1.0f, 0.0f},
};
}
const GLuint kIndicesLeftQuad[kIndexCount] = {0, 1, 2, 0, 2, 3};
const GLuint kIndicesRightQuad[kIndexCount] = {4, 5, 6, 4, 6, 7};
// How far inside each half the whole-region checks start. The two quads
// meet on a pixel boundary, so a couple of pixels of margin makes "every
// single pixel in the region" an achievable demand.
constexpr int kHalfInset = 2;
// Asserts the left and right halves of the viewport, with a message that
// says what the app had asked GL to draw by then.
//
// This counts EVERY pixel in each half rather than sampling its centre.
// Sampling two pixels was demonstrably too weak: a draw in which three of
// the left quad's four vertices still carry stale data paints a centre
// pixel of exactly the expected colour and passed the old assertion. That
// case is now a standing negative control - see
// PartialStalenessIsCaughtByWholeRegionChecks below, which constructs it
// deliberately and proves the region scan reports it.
void ExpectHalves(const Image& image, const char* expectedLeft, const char* expectedRight,
const std::string& when) {
const int w = image.Width();
const int h = image.Height();
EXPECT_TRUE(RegionIsMostly(image, kHalfInset, w / 2 - kHalfInset, kHalfInset, h - kHalfInset, expectedLeft,
0.0, when + " [left half]"));
EXPECT_TRUE(RegionIsMostly(image, w / 2 + kHalfInset, w - kHalfInset, kHalfInset, h - kHalfInset,
expectedRight, 0.0, when + " [right half]"));
}
// How the app hands the new bytes to GL. Each is its own test case.
enum class Mutation {
SubData, // glBufferSubData
MapWriteUnmap, // glMapBufferRange(WRITE) + glUnmapBuffer
PersistentFlush, // write through a persistent map + glFlushMappedBufferRange
PersistentCoherent, // write through a COHERENT persistent map, no GL call at all
OrphanReupload, // glBufferData(NULL) then a full re-upload
CopySubData, // glCopyBufferSubData from a staging buffer
};
bool NeedsImmutableStorage(Mutation mutation) {
return mutation == Mutation::PersistentFlush || mutation == Mutation::PersistentCoherent;
}
// The coherent variant is the one shape in which an application changes a
// buffer's contents with NO GL call whatsoever - the write lands in the
// mapping and that is the end of it. Sodium's chunk streaming is written
// this way, and it is the case a per-buffer "has anything changed?" epoch
// cannot see on its own.
bool NeedsCoherentMapping(Mutation mutation) {
return mutation == Mutation::PersistentCoherent;
}
class CrossFrameBufferScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
std::string error;
m_program = CompileProgram(kVertexSource, kFragmentSource, &error);
ASSERT_NE(m_program, 0u) << error;
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "program setup left a GL error behind";
}
void TearDown() override {
if (!Ready()) return;
ReleaseBuffers();
if (m_program != 0) glDeleteProgram(m_program);
}
// Builds the VAO/VBO/EBO. `immutable` switches to glBufferStorage plus a
// persistent mapping of both buffers, which is the only shape in which the
// persistent-write mutation is legal.
void BuildScene(bool immutable, bool coherent = false) {
const std::vector<Vertex> vertices = SceneVertices(/*leftQuadIsGreen=*/false);
m_vertexBytes = GLsizeiptr(vertices.size() * sizeof(Vertex));
m_indexBytes = GLsizeiptr(sizeof(kIndicesLeftQuad));
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glGenBuffers(1, &m_ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
if (immutable) {
const GLbitfield storageFlags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_DYNAMIC_STORAGE_BIT |
(coherent ? GL_MAP_COHERENT_BIT : 0);
glBufferStorage(GL_ARRAY_BUFFER, m_vertexBytes, vertices.data(), storageFlags);
glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, m_indexBytes, kIndicesLeftQuad, storageFlags);
const GLenum storageError = FirstGLError();
if (storageError != GL_NO_ERROR) {
m_storageUnsupported = true;
m_storageError = storageError;
return;
}
const GLbitfield mapFlags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT |
(coherent ? GL_MAP_COHERENT_BIT : GL_MAP_FLUSH_EXPLICIT_BIT);
m_vertexMap =
static_cast<unsigned char*>(glMapBufferRange(GL_ARRAY_BUFFER, 0, m_vertexBytes, mapFlags));
m_indexMap = static_cast<unsigned char*>(
glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, m_indexBytes, mapFlags));
if (m_vertexMap == nullptr || m_indexMap == nullptr) {
m_storageUnsupported = true;
m_storageError = FirstGLError();
return;
}
} else {
glBufferData(GL_ARRAY_BUFFER, m_vertexBytes, vertices.data(), GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBytes, kIndicesLeftQuad, GL_STATIC_DRAW);
}
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(8));
glBindVertexArray(0);
glGenBuffers(1, &m_staging);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "scene setup left a GL error behind";
}
void ReleaseBuffers() {
if (m_vertexMap != nullptr || m_indexMap != nullptr) {
glBindVertexArray(m_vao);
if (m_vertexMap != nullptr) {
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glUnmapBuffer(GL_ARRAY_BUFFER);
}
if (m_indexMap != nullptr) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
}
glBindVertexArray(0);
m_vertexMap = nullptr;
m_indexMap = nullptr;
}
if (m_staging != 0) glDeleteBuffers(1, &m_staging);
if (m_ebo != 0) glDeleteBuffers(1, &m_ebo);
if (m_vbo != 0) glDeleteBuffers(1, &m_vbo);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
m_staging = m_ebo = m_vbo = m_vao = 0;
}
void DrawScene() {
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUseProgram(m_program);
glBindVertexArray(m_vao);
glDrawElements(GL_TRIANGLES, kIndexCount, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
void BeginFrame() {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
}
Image ReadFrame() { return ReadPixels(Gl().Width(), Gl().Height()); }
// ---- the mutations ---------------------------------------------
// Each writes `newBytes` over the first `rangeBytes` of `buffer`;
// `wholeBytes`/`wholeSize` are the full contents an orphan+re-upload
// needs. `target` is the binding point the buffer normally lives at.
void ApplyMutation(Mutation mutation, GLenum target, GLuint buffer, unsigned char* persistentMap,
const void* newBytes, GLsizeiptr rangeBytes, const void* wholeBytes,
GLsizeiptr wholeSize) {
// The element-array binding is VAO state, so mutating the EBO happens
// with the scene's VAO bound - exactly as an application would.
glBindVertexArray(m_vao);
switch (mutation) {
case Mutation::SubData: {
glBindBuffer(target, buffer);
glBufferSubData(target, 0, rangeBytes, newBytes);
break;
}
case Mutation::MapWriteUnmap: {
glBindBuffer(target, buffer);
void* mapped =
glMapBufferRange(target, 0, rangeBytes, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
ASSERT_NE(mapped, nullptr) << "glMapBufferRange(WRITE) returned null";
std::memcpy(mapped, newBytes, std::size_t(rangeBytes));
ASSERT_EQ(glUnmapBuffer(target), GLboolean(GL_TRUE)) << "glUnmapBuffer reported data loss";
break;
}
case Mutation::PersistentFlush: {
ASSERT_NE(persistentMap, nullptr) << "no persistent mapping for this buffer";
std::memcpy(persistentMap, newBytes, std::size_t(rangeBytes));
glBindBuffer(target, buffer);
glFlushMappedBufferRange(target, 0, rangeBytes);
break;
}
case Mutation::PersistentCoherent: {
// Deliberately no GL call: a coherent persistent mapping is a
// promise that the write alone is enough.
ASSERT_NE(persistentMap, nullptr) << "no persistent mapping for this buffer";
std::memcpy(persistentMap, newBytes, std::size_t(rangeBytes));
break;
}
case Mutation::OrphanReupload: {
glBindBuffer(target, buffer);
glBufferData(target, wholeSize, nullptr, GL_STATIC_DRAW);
glBufferSubData(target, 0, wholeSize, wholeBytes);
break;
}
case Mutation::CopySubData: {
glBindBuffer(GL_COPY_READ_BUFFER, m_staging);
glBufferData(GL_COPY_READ_BUFFER, rangeBytes, newBytes, GL_STATIC_DRAW);
glBindBuffer(GL_COPY_WRITE_BUFFER, buffer);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, rangeBytes);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
glBindBuffer(GL_COPY_READ_BUFFER, 0);
break;
}
}
glBindVertexArray(0);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "the mutation itself raised a GL error";
}
// ---- the story -------------------------------------------------
// Steady state for a few frames, one frame boundary, then the
// mutation, then the draw that must show the new content.
void RunAcrossFrameBoundary(Mutation mutation, const std::function<void()>& mutate,
const char* expectedLeftAfter, const char* expectedRightAfter) {
ASSERT_NO_FATAL_FAILURE(BuildScene(NeedsImmutableStorage(mutation), NeedsCoherentMapping(mutation)));
if (m_storageUnsupported) {
GTEST_SKIP() << "immutable/persistent buffer storage is unavailable on this stack ("
<< GLErrorName(m_storageError) << "); the persistent-map mutation cannot "
<< "be expressed here";
}
for (int frame = 0; frame < kWarmupFrames; ++frame) {
BeginFrame();
DrawScene();
Gl().EndFrame();
}
BeginFrame();
DrawScene();
const Image before = ReadFrame();
ExpectHalves(before, "red", "black", "steady state before the mutation");
ASSERT_FALSE(::testing::Test::HasFailure())
<< "the scenario never reached its steady state, so nothing after this means anything";
// >>> a genuine frame boundary. Everything below happens in the NEXT
// frame, which is the whole point: a mutation inside one frame proves
// nothing about a memo that revalidates itself across frames.
Gl().EndFrame();
BeginFrame();
ASSERT_NO_FATAL_FAILURE(mutate());
DrawScene();
const Image after = ReadFrame();
Gl().EndFrame();
ExpectHalves(after, expectedLeftAfter, expectedRightAfter,
"the draw after the mutation drew STALE buffer content");
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// The two things a scenario mutates.
void MutateVertexColorsToGreen(Mutation mutation) {
const std::vector<Vertex> updated = SceneVertices(/*leftQuadIsGreen=*/true);
const GLsizeiptr leftQuadBytes = GLsizeiptr(kLeftQuadVertexCount * sizeof(Vertex));
ApplyMutation(mutation, GL_ARRAY_BUFFER, m_vbo, m_vertexMap, updated.data() + kLeftQuadFirstVertex,
leftQuadBytes, updated.data(), m_vertexBytes);
}
void MutateIndicesToRightQuad(Mutation mutation) {
ApplyMutation(mutation, GL_ELEMENT_ARRAY_BUFFER, m_ebo, m_indexMap, kIndicesRightQuad, m_indexBytes,
kIndicesRightQuad, m_indexBytes);
}
unsigned int m_program = 0;
unsigned int m_vao = 0;
unsigned int m_vbo = 0;
unsigned int m_ebo = 0;
unsigned int m_staging = 0;
GLsizeiptr m_vertexBytes = 0;
GLsizeiptr m_indexBytes = 0;
unsigned char* m_vertexMap = nullptr;
unsigned char* m_indexMap = nullptr;
bool m_storageUnsupported = false;
unsigned int m_storageError = 0;
};
// ---- vertex buffer: the left quad must turn green ------------------
TEST_F(CrossFrameBufferScenario, VertexBufferSubData) {
RunAcrossFrameBoundary(
Mutation::SubData, [&] { MutateVertexColorsToGreen(Mutation::SubData); }, "green", "black");
}
TEST_F(CrossFrameBufferScenario, VertexMapWriteUnmap) {
RunAcrossFrameBoundary(
Mutation::MapWriteUnmap, [&] { MutateVertexColorsToGreen(Mutation::MapWriteUnmap); }, "green", "black");
}
TEST_F(CrossFrameBufferScenario, VertexPersistentMapFlush) {
RunAcrossFrameBoundary(
Mutation::PersistentFlush, [&] { MutateVertexColorsToGreen(Mutation::PersistentFlush); }, "green",
"black");
}
TEST_F(CrossFrameBufferScenario, VertexPersistentCoherentWrite) {
RunAcrossFrameBoundary(
Mutation::PersistentCoherent, [&] { MutateVertexColorsToGreen(Mutation::PersistentCoherent); }, "green",
"black");
}
TEST_F(CrossFrameBufferScenario, VertexOrphanAndReupload) {
RunAcrossFrameBoundary(
Mutation::OrphanReupload, [&] { MutateVertexColorsToGreen(Mutation::OrphanReupload); }, "green",
"black");
}
TEST_F(CrossFrameBufferScenario, VertexCopyBufferSubData) {
RunAcrossFrameBoundary(
Mutation::CopySubData, [&] { MutateVertexColorsToGreen(Mutation::CopySubData); }, "green", "black");
}
// ---- index buffer: the picture must jump to the right, green quad --
// The EBO memo had the same cross-frame hole as the vertex one, and no
// vertex-only test can see it.
TEST_F(CrossFrameBufferScenario, IndexBufferSubData) {
RunAcrossFrameBoundary(
Mutation::SubData, [&] { MutateIndicesToRightQuad(Mutation::SubData); }, "black", "green");
}
TEST_F(CrossFrameBufferScenario, IndexMapWriteUnmap) {
RunAcrossFrameBoundary(
Mutation::MapWriteUnmap, [&] { MutateIndicesToRightQuad(Mutation::MapWriteUnmap); }, "black", "green");
}
TEST_F(CrossFrameBufferScenario, IndexPersistentMapFlush) {
RunAcrossFrameBoundary(
Mutation::PersistentFlush, [&] { MutateIndicesToRightQuad(Mutation::PersistentFlush); }, "black",
"green");
}
// Kept, with its coverage stated exactly, because it is the one case in
// this file that is served a stale slice by the buggy revision and passes
// anyway - and a test that reads as coverage without being coverage is
// worse than no test.
//
// COVERS: the coherent-persistent index contract - a write into a coherent
// persistent mapping, with no GL call at all, must reach the next frame's
// draw. That is a real contract and this is the only case that states it
// for indices.
//
// DOES NOT COVER: the EBO cross-frame memo. Instrumented against the
// re-enabled buggy path, it enters the cross-frame branch 4 times and is
// served its recorded slice all 4 times - and still passes, because the
// backend adopted the persistent map into that very storage
// (AcquirePersistentMap succeeded), so the application's writes landed in
// the bytes the "stale" slice names. It would only discriminate on a stack
// where that adoption is declined and the CPU shadow stays authoritative;
// measured over this whole module, 50 of 50 coherent persistent write maps
// were adopted. See ResidentIndexScenario.cpp for the full account.
TEST_F(CrossFrameBufferScenario, IndexPersistentCoherentWrite) {
RunAcrossFrameBoundary(
Mutation::PersistentCoherent, [&] { MutateIndicesToRightQuad(Mutation::PersistentCoherent); }, "black",
"green");
}
TEST_F(CrossFrameBufferScenario, IndexOrphanAndReupload) {
RunAcrossFrameBoundary(
Mutation::OrphanReupload, [&] { MutateIndicesToRightQuad(Mutation::OrphanReupload); }, "black",
"green");
}
TEST_F(CrossFrameBufferScenario, IndexCopyBufferSubData) {
RunAcrossFrameBoundary(
Mutation::CopySubData, [&] { MutateIndicesToRightQuad(Mutation::CopySubData); }, "black", "green");
}
// ---- a self-test of the assertions, not of MobileGL ------------------
//
// Every case above leans on ExpectHalves. ExpectHalves used to sample the
// centre pixel of each half - two pixels for a 12288-pixel readback - and
// that is measurably too weak to stand behind a claim about buffer
// freshness: a quad whose four vertices are only PARTLY updated still
// paints a sampled centre the expected colour, because the centre is a
// barycentric blend dominated by the vertices that DID update.
//
// So construct that case on purpose. Update the left quad's colour to
// green in the buffer but leave exactly one of its four vertices holding
// the old red, once for each vertex, and check two things:
//
// - the whole-region scan reports every one of the four (the tightening
// is real, and this test fails the moment someone loosens it back to
// sampling);
// - at least one of the four is invisible to a single centre sample
// (the blind spot was real, and this records which vertices it hid).
//
// Nothing here calls a memo path; it is the assertion itself under test.
TEST_F(CrossFrameBufferScenario, PartialStalenessIsCaughtByWholeRegionChecks) {
ASSERT_NO_FATAL_FAILURE(BuildScene(/*immutable=*/false));
const std::vector<Vertex> allGreen = SceneVertices(/*leftQuadIsGreen=*/true);
const std::vector<Vertex> allRed = SceneVertices(/*leftQuadIsGreen=*/false);
const GLsizeiptr leftQuadBytes = GLsizeiptr(kLeftQuadVertexCount * sizeof(Vertex));
int centreSampleMissed = 0;
std::string missedVertices;
for (int staleVertex = 0; staleVertex < kLeftQuadVertexCount; ++staleVertex) {
// Every left-quad vertex turns green except this one.
std::vector<Vertex> partial(allGreen.begin(), allGreen.begin() + kLeftQuadVertexCount);
partial[std::size_t(staleVertex)] = allRed[std::size_t(staleVertex)];
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, leftQuadBytes, partial.data());
glBindVertexArray(0);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "the partial update itself raised a GL error";
BeginFrame();
DrawScene();
const Image image = ReadFrame();
Gl().EndFrame();
const int w = image.Width();
const int h = image.Height();
const RegionScan scan =
ScanRegion(image, kHalfInset, w / 2 - kHalfInset, kHalfInset, h - kHalfInset, "green");
EXPECT_GT(scan.offenders, 0)
<< "vertex " << staleVertex << " of the left quad kept its stale red colour and the "
<< "whole-region scan saw nothing wrong across " << scan.total << " pixels - the assertion "
<< "is not tight enough to stand behind any freshness claim in this file";
// What the old two-pixel form of ExpectHalves would have concluded.
if (std::strcmp(image.ColorName(w / 4, h / 2), "green") == 0) {
++centreSampleMissed;
if (!missedVertices.empty()) missedVertices += ",";
missedVertices += std::to_string(staleVertex);
}
}
EXPECT_GT(centreSampleMissed, 0)
<< "no single-vertex staleness was invisible to a centre sample, so this negative control "
<< "is no longer demonstrating anything - re-derive it before trusting it";
if (centreSampleMissed > 0) {
RecordProperty("centre_sample_blind_to_stale_vertices", missedVertices);
std::fprintf(stderr,
"[itest] whole-region scan caught all %d single-stale-vertex cases; a centre "
"sample alone was blind to %d of them (vertices %s)\n",
kLeftQuadVertexCount, centreSampleMissed, missedVertices.c_str());
}
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// ---- the same bug, seen from the other side --------------------------
//
// The mutation cases above ask "did the new bytes reach the GPU?". This
// one asks the question a STREAMED buffer forces: "do the old bytes even
// still exist?".
//
// A GL_STREAM_DRAW / GL_DYNAMIC_DRAW buffer is not given permanent GPU
// storage. Every frame its contents are copied into that frame's
// transient upload arena, which is a bump allocator reset at the start of
// each frame slot - so a slice handed out in frame N names bytes that
// frame N+frames-in-flight hands to whoever uploads first. A memo that
// revalidates across a frame boundary and skips the acquire never
// re-uploads, so it keeps binding an offset the arena has since given
// away: the draw reads whatever the next tenant put there. That is the
// "random triangles" shape of this bug - the buffer nobody touched is the
// one that renders wrong.
//
// The scene makes the next tenant deterministic instead of arbitrary: a
// second streamed object of exactly the same size is uploaded and drawn
// FIRST in every frame, so it lands on precisely the bytes the memo still
// points at. A draw that renders the decoy's geometry instead of its own
// is unmissable.
class StreamedArenaScenario : public ScenarioTest {
protected:
static constexpr int kQuietFrames = 2; // frames in which only the subject draws
static constexpr int kChurnFrames = 8; // > frames-in-flight, so the ring wraps
struct StreamedObject {
unsigned int vao = 0;
unsigned int vbo = 0;
unsigned int ebo = 0;
};
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
std::string error;
m_program = CompileProgram(kVertexSource, kFragmentSource, &error);
ASSERT_NE(m_program, 0u) << error;
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
void TearDown() override {
if (!Ready()) return;
for (StreamedObject* object : {&m_subject, &m_decoy}) {
if (object->ebo != 0) glDeleteBuffers(1, &object->ebo);
if (object->vbo != 0) glDeleteBuffers(1, &object->vbo);
if (object->vao != 0) glDeleteVertexArrays(1, &object->vao);
*object = StreamedObject{};
}
if (m_program != 0) glDeleteProgram(m_program);
}
// GL_STREAM_DRAW is what puts a buffer on the transient arena
// (ShouldUseTransientVertexIndexBuffer) - and what Minecraft uses for
// exactly this kind of geometry.
void BuildStreamedObject(StreamedObject& object, const std::vector<Vertex>& vertices,
const GLuint (&indices)[kIndexCount]) {
glGenVertexArrays(1, &object.vao);
glBindVertexArray(object.vao);
glGenBuffers(1, &object.vbo);
glBindBuffer(GL_ARRAY_BUFFER, object.vbo);
glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(vertices.size() * sizeof(Vertex)), vertices.data(),
GL_STREAM_DRAW);
glGenBuffers(1, &object.ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object.ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(indices)), indices, GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(8));
glBindVertexArray(0);
}
void Draw(const StreamedObject& object) {
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUseProgram(m_program);
glBindVertexArray(object.vao);
glDrawElements(GL_TRIANGLES, kIndexCount, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
// Re-uploading the decoy is what forces it onto a fresh arena slice
// this frame - i.e. what makes it the arena's next tenant.
void RestreamDecoy(const std::vector<Vertex>& vertices, const GLuint (&indices)[kIndexCount]) {
glBindVertexArray(m_decoy.vao);
glBindBuffer(GL_ARRAY_BUFFER, m_decoy.vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, GLsizeiptr(vertices.size() * sizeof(Vertex)), vertices.data());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_decoy.ebo);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, GLsizeiptr(sizeof(indices)), indices);
glBindVertexArray(0);
}
unsigned int m_program = 0;
StreamedObject m_subject;
StreamedObject m_decoy;
};
// Vertex data. Subject and decoy differ in geometry AND colour, so a
// subject draw that reads the decoy's arena bytes paints the decoy's quad.
TEST_F(StreamedArenaScenario, StreamedVertexDataSurvivesArenaRecycling) {
const std::vector<Vertex> full = SceneVertices(/*leftQuadIsGreen=*/false);
const std::vector<Vertex> subjectVertices(full.begin(), full.begin() + 4); // left, red
const std::vector<Vertex> decoyVertices(full.begin() + 4, full.begin() + 8); // right, green
ASSERT_EQ(subjectVertices.size(), decoyVertices.size()); // same arena footprint
BuildStreamedObject(m_subject, subjectVertices, kIndicesLeftQuad);
BuildStreamedObject(m_decoy, decoyVertices, kIndicesLeftQuad);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "scene setup left a GL error behind";
// Quiet frames: the subject is the only thing uploading, so its data
// sits at the head of the arena and its memo records that offset.
for (int frame = 0; frame < kQuietFrames; ++frame) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
Draw(m_subject);
Gl().EndFrame();
}
// Churn frames: the decoy re-streams and draws first every frame. The
// subject is never touched again - it must still render itself.
for (int frame = 0; frame < kChurnFrames; ++frame) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
RestreamDecoy(decoyVertices, kIndicesLeftQuad);
Draw(m_decoy);
Draw(m_subject);
const Image image = ReadPixels(Gl().Width(), Gl().Height());
ExpectHalves(image, "red", "green",
"churn frame " + std::to_string(frame) +
": the untouched streamed vertex buffer rendered someone else's arena bytes");
Gl().EndFrame();
}
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// Index data. Both objects carry the SAME eight vertices, so only the
// element buffer can decide which half is drawn - this isolates the EBO
// memo, which had its own copy of the cross-frame hole.
//
// COVERS: that an untouched streamed index buffer still renders its own
// geometry after the arena it lives in has been recycled by another
// object - the index-side statement of the invariant the vertex case
// above actually catches.
//
// DOES NOT COVER: the EBO cross-frame memo. Instrumented against the
// re-enabled buggy path this case reaches that branch ZERO times: the memo
// is recorded only on the RESIDENT index path (UploadAndBindIndexBuffer
// stores it in the arm after AcquireResidentSlice), and a streamed EBO
// never gets there. So it passes on the buggy revision exactly as it does
// on the fixed one, and it is not evidence about the fix.
//
// It stays because it is the tripwire for the change that would make the
// EBO memo dangerous: memoise the streamed index path - the obvious next
// step for the same optimisation - and the reach stops being zero and this
// test fails on the first churn frame. See ResidentIndexScenario.cpp.
TEST_F(StreamedArenaScenario, StreamedIndexDataSurvivesArenaRecycling) {
const std::vector<Vertex> shared = SceneVertices(/*leftQuadIsGreen=*/false);
BuildStreamedObject(m_subject, shared, kIndicesLeftQuad); // draws the left, red quad
BuildStreamedObject(m_decoy, shared, kIndicesRightQuad); // draws the right, green quad
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "scene setup left a GL error behind";
for (int frame = 0; frame < kQuietFrames; ++frame) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
Draw(m_subject);
Gl().EndFrame();
}
for (int frame = 0; frame < kChurnFrames; ++frame) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
RestreamDecoy(shared, kIndicesRightQuad);
Draw(m_decoy);
Draw(m_subject);
const Image image = ReadPixels(Gl().Width(), Gl().Height());
ExpectHalves(image, "red", "green",
"churn frame " + std::to_string(frame) +
": the untouched streamed index buffer rendered someone else's arena bytes");
Gl().EndFrame();
}
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
} // namespace
} // namespace MGITest
@@ -1,522 +0,0 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/MultiDrawScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario D - glMultiDrawElements(BaseVertex) against the draws it stands for.
//
// Neither entry point exists in OpenGL ES, so DirectGLES emulates both through a
// ladder of tiers (MG_Backend/DirectGLES/MultiDraw.cpp): a native
// glMultiDrawElementsBaseVertexEXT, synthesized indirect commands drawn one at a
// time or in one batch, a per-sub-draw replay, a CPU rewrite of the index stream,
// and a compute shader that flattens the whole batch into a single draw. They
// share nothing but their contract, which is the one thing asserted here:
//
// a multi-draw must paint exactly what the unrolled single draws paint.
//
// The reference side never enters the emulation - it is a loop of
// glDrawElementsBaseVertex / glDrawElements - so a tier cannot make itself look
// right by breaking both sides the same way.
//
// The Minecraft retraces already cover the common shape (GL_UNSIGNED_INT indices
// in a bound element array buffer, small base vertices, GL_TRIANGLES) on every
// tier. What they contain none of, and what these cases are for, is the set of
// shapes where a tier has to decline or compensate rather than replay:
//
// * narrow index types, where a rewritten stream has to widen (BYTE/SHORT);
// * a base vertex past the index type's range, where folding it into the
// indices at the source width silently wraps - GL adds base vertices at full
// precision, so `ushort index 10 + baseVertex 70000` is vertex 70010 and not
// vertex 4474;
// * primitive restart, where a rewritten stream must carry the sentinel across
// unrebased or the restart is lost and the strip welds shut;
// * client-memory index arrays, which have no buffer for the indirect tiers to
// address or for the compute tier to read;
// * a strip mode, which the flattening tier must decline outright because
// concatenation would weld one sub-draw's last primitive to the next
// sub-draw's first.
//
// One process is one tier (MOBILEGL_ESPRYT_MULTIDRAW_MODE is read once at
// startup), so a single run exercises whichever tier this driver resolved to.
// Running the binary once per mode is what covers the ladder; each run is a
// complete, self-contained proof for the tier it landed on.
#include <cstdint>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
namespace MGITest {
namespace {
constexpr const char* kVertexSource = R"(#version 330 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec3 aColor;
out vec3 vColor;
void main() {
vColor = aColor;
gl_Position = vec4(aPos, 0.0, 1.0);
}
)";
constexpr const char* kFragmentSource = R"(#version 330 core
in vec3 vColor;
out vec4 oColor;
void main() {
oColor = vec4(vColor, 1.0);
}
)";
struct Vertex {
float x, y;
float r, g, b;
};
// Four column quads spanning the viewport left to right, in four colours,
// so a sub-draw that lands in the wrong place, draws the wrong vertices or
// does not draw at all changes the picture rather than hiding inside it.
constexpr int kColumns = 4;
const Rgba8 kColumnColors[kColumns] = {
{255, 0, 0, 255},
{0, 255, 0, 255},
{0, 0, 255, 255},
{255, 255, 255, 255},
};
// `padVertices` leading dummies force every sub-draw to need its own base
// vertex: without one applied, a draw reads the padding and paints black.
std::vector<Vertex> ColumnVertices(int padVertices) {
std::vector<Vertex> vertices(static_cast<std::size_t>(padVertices), Vertex{0.0f, 0.0f, 0.0f, 0.0f, 0.0f});
for (int column = 0; column < kColumns; ++column) {
const float x0 = -1.0f + 2.0f * static_cast<float>(column) / kColumns;
const float x1 = -1.0f + 2.0f * static_cast<float>(column + 1) / kColumns;
const Rgba8 color = kColumnColors[column];
const float r = color.r / 255.0f;
const float g = color.g / 255.0f;
const float b = color.b / 255.0f;
vertices.push_back({x0, -1.0f, r, g, b});
vertices.push_back({x1, -1.0f, r, g, b});
vertices.push_back({x1, 1.0f, r, g, b});
vertices.push_back({x0, 1.0f, r, g, b});
}
return vertices;
}
// Every sub-draw uses the SAME six indices, 0..3 relative to its own quad;
// only the base vertex tells the columns apart. That makes the base vertex
// the load-bearing part of the batch.
const std::uint32_t kQuadIndices[6] = {0, 1, 2, 0, 2, 3};
// One column, as a restart-separated pair of triangle strips. Two strips in
// one sub-draw means the sentinel is genuinely interior: drop it and the two
// halves weld into a single strip that paints across the gap between them.
// Indices are relative to the sub-draw's own quad, like kQuadIndices.
template <typename Index>
std::vector<Index> RestartStripIndices(Index restartSentinel) {
// 3,0,2,1 is the strip winding of the quad; splitting it around the
// sentinel gives two degenerate-free halves that redraw the same area.
return {Index{3}, Index{0}, Index{2}, restartSentinel, Index{0}, Index{2}, Index{1}};
}
class MultiDrawScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
std::string error;
m_program = CompileProgram(kVertexSource, kFragmentSource, &error);
ASSERT_NE(m_program, 0u) << error;
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "program setup left a GL error behind";
}
void TearDown() override {
if (!Ready()) return;
ReleaseBuffers();
if (m_program != 0) glDeleteProgram(m_program);
}
// VAO + VBO, and an EBO only when `indexBytes` is non-null: a null one
// leaves GL_ELEMENT_ARRAY_BUFFER unbound so the sub-draws address client
// memory, which is the shape that forces the buffer-reading tiers out.
void BuildScene(int padVertices, const void* indexBytes, std::size_t indexByteCount) {
ReleaseBuffers();
const std::vector<Vertex> vertices = ColumnVertices(padVertices);
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(vertices.size() * sizeof(Vertex)),
vertices.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const void*>(sizeof(float) * 2));
if (indexBytes != nullptr) {
glGenBuffers(1, &m_ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLsizeiptr>(indexByteCount), indexBytes,
GL_STATIC_DRAW);
}
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "scene setup left a GL error behind";
}
void ReleaseBuffers() {
if (m_ebo != 0) glDeleteBuffers(1, &m_ebo);
if (m_vbo != 0) glDeleteBuffers(1, &m_vbo);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
m_ebo = 0;
m_vbo = 0;
m_vao = 0;
}
GLuint m_program = 0;
GLuint m_vao = 0;
GLuint m_vbo = 0;
GLuint m_ebo = 0;
};
// Runs `draw`, reads the default framebuffer back and returns the image.
template <typename DrawFn>
Image RenderPass(GLuint program, GLuint vao, DrawFn&& draw) {
BindDefaultFramebuffer();
glViewport(0, 0, HeadlessGL::Get().Width(), HeadlessGL::Get().Height());
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glUseProgram(program);
glBindVertexArray(vao);
draw();
return ReadPixels(HeadlessGL::Get().Width(), HeadlessGL::Get().Height());
}
// The whole point of the file: two renderings of the same geometry, one
// through the multi-draw emulation and one through the single-draw entry
// points it stands for, must be identical to the byte.
void ExpectSameImage(const Image& multiDraw, const Image& unrolled, const std::string& what) {
ASSERT_FALSE(multiDraw.Empty()) << what << ": multi-draw readback was empty";
ASSERT_FALSE(unrolled.Empty()) << what << ": reference readback was empty";
EXPECT_EQ(multiDraw, unrolled)
<< what << ": glMultiDraw* painted something else than the draws it stands for ("
<< multiDraw.ByteDiffCount(unrolled) << " bytes differ; multi-draw quadrants "
<< multiDraw.QuadrantSignature() << ", unrolled quadrants " << unrolled.QuadrantSignature() << ")";
// A pair of blank frames would satisfy the comparison above and prove
// nothing at all - the failure mode a multi-draw path most often has is
// drawing NOTHING (see the shipped glMultiDrawElementsBaseVertexEXT stub
// that silently dropped every draw). Demand the columns really landed.
EXPECT_NE(multiDraw.QuadrantSignature(), "black,black,black,black") << what << ": nothing was drawn at all";
}
// ---- GL_UNSIGNED_INT indices in a buffer, per-sub-draw base vertices ----
TEST_F(MultiDrawScenario, BaseVertexBatchMatchesUnrolledDraws) {
if (!Ready()) return;
constexpr int kPad = 5; // odd, so nothing lines up by accident
BuildScene(kPad, kQuadIndices, sizeof(kQuadIndices));
GLsizei counts[kColumns];
const void* offsets[kColumns];
GLint baseVertices[kColumns];
for (int i = 0; i < kColumns; ++i) {
counts[i] = 6;
offsets[i] = reinterpret_cast<const void*>(0);
baseVertices[i] = kPad + i * 4;
}
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElementsBaseVertex(GL_TRIANGLES, counts, GL_UNSIGNED_INT, offsets, kColumns, baseVertices);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
glDrawElementsBaseVertex(GL_TRIANGLES, counts[i], GL_UNSIGNED_INT, offsets[i], baseVertices[i]);
}
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "GL_UNSIGNED_INT indices, per-sub-draw base vertices");
}
// ---- glMultiDrawElements: no base vertices, distinct index offsets ----
TEST_F(MultiDrawScenario, PlainBatchMatchesUnrolledDraws) {
if (!Ready()) return;
// No padding and no base vertices: each sub-draw reaches its own column
// through its index offset instead.
std::vector<std::uint32_t> indices;
for (int column = 0; column < kColumns; ++column) {
for (const std::uint32_t index : kQuadIndices) {
indices.push_back(index + static_cast<std::uint32_t>(column * 4));
}
}
BuildScene(0, indices.data(), indices.size() * sizeof(std::uint32_t));
GLsizei counts[kColumns];
const void* offsets[kColumns];
for (int i = 0; i < kColumns; ++i) {
counts[i] = 6;
offsets[i] = reinterpret_cast<const void*>(static_cast<std::uintptr_t>(i * 6 * sizeof(std::uint32_t)));
}
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElements(GL_TRIANGLES, counts, GL_UNSIGNED_INT, offsets, kColumns);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
glDrawElements(GL_TRIANGLES, counts[i], GL_UNSIGNED_INT, offsets[i]);
}
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "glMultiDrawElements with no base vertices");
}
// ---- narrow index types ----
// A tier that rewrites the stream emits GL_UNSIGNED_INT whatever came in,
// so these two say the widening reproduces the original draw exactly.
TEST_F(MultiDrawScenario, UnsignedShortBatchMatchesUnrolledDraws) {
if (!Ready()) return;
constexpr int kPad = 3;
std::uint16_t indices[6];
for (int i = 0; i < 6; ++i)
indices[i] = static_cast<std::uint16_t>(kQuadIndices[i]);
BuildScene(kPad, indices, sizeof(indices));
GLsizei counts[kColumns];
const void* offsets[kColumns];
GLint baseVertices[kColumns];
for (int i = 0; i < kColumns; ++i) {
counts[i] = 6;
offsets[i] = reinterpret_cast<const void*>(0);
baseVertices[i] = kPad + i * 4;
}
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElementsBaseVertex(GL_TRIANGLES, counts, GL_UNSIGNED_SHORT, offsets, kColumns, baseVertices);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
glDrawElementsBaseVertex(GL_TRIANGLES, counts[i], GL_UNSIGNED_SHORT, offsets[i], baseVertices[i]);
}
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "GL_UNSIGNED_SHORT indices");
}
TEST_F(MultiDrawScenario, UnsignedByteBatchMatchesUnrolledDraws) {
if (!Ready()) return;
constexpr int kPad = 3;
std::uint8_t indices[6];
for (int i = 0; i < 6; ++i)
indices[i] = static_cast<std::uint8_t>(kQuadIndices[i]);
// 24 bytes: a word multiple, which the compute tier needs of the source
// buffer when the index type is narrower than a word.
std::uint8_t padded[24] = {};
for (int i = 0; i < 6; ++i)
padded[i] = indices[i];
BuildScene(kPad, padded, sizeof(padded));
GLsizei counts[kColumns];
const void* offsets[kColumns];
GLint baseVertices[kColumns];
for (int i = 0; i < kColumns; ++i) {
counts[i] = 6;
offsets[i] = reinterpret_cast<const void*>(0);
baseVertices[i] = kPad + i * 4;
}
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElementsBaseVertex(GL_TRIANGLES, counts, GL_UNSIGNED_BYTE, offsets, kColumns, baseVertices);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
glDrawElementsBaseVertex(GL_TRIANGLES, counts[i], GL_UNSIGNED_BYTE, offsets[i], baseVertices[i]);
}
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "GL_UNSIGNED_BYTE indices");
}
// ---- a base vertex the index type cannot spell ----
// GL adds the base vertex at full precision, so folding it into a
// GL_UNSIGNED_SHORT index stream at the source width wraps and addresses the
// wrong vertex. The columns here start past 65535, which no ushort index can
// reach on its own.
TEST_F(MultiDrawScenario, BaseVertexBeyondIndexTypeRangeMatchesUnrolledDraws) {
if (!Ready()) return;
constexpr int kPad = 70000; // > 0xFFFF
std::uint16_t indices[6];
for (int i = 0; i < 6; ++i)
indices[i] = static_cast<std::uint16_t>(kQuadIndices[i]);
BuildScene(kPad, indices, sizeof(indices));
GLsizei counts[kColumns];
const void* offsets[kColumns];
GLint baseVertices[kColumns];
for (int i = 0; i < kColumns; ++i) {
counts[i] = 6;
offsets[i] = reinterpret_cast<const void*>(0);
baseVertices[i] = kPad + i * 4;
}
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElementsBaseVertex(GL_TRIANGLES, counts, GL_UNSIGNED_SHORT, offsets, kColumns, baseVertices);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
glDrawElementsBaseVertex(GL_TRIANGLES, counts[i], GL_UNSIGNED_SHORT, offsets[i], baseVertices[i]);
}
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "base vertex past the GL_UNSIGNED_SHORT range");
}
// ---- client-memory index arrays ----
// No element array buffer, so the indirect tiers have nothing to address and
// the compute tier nothing to read; both must decline and hand the batch to
// a tier that can replay it.
TEST_F(MultiDrawScenario, ClientSideIndicesBatchMatchesUnrolledDraws) {
if (!Ready()) return;
constexpr int kPad = 5;
BuildScene(kPad, nullptr, 0);
GLsizei counts[kColumns];
const void* offsets[kColumns];
GLint baseVertices[kColumns];
for (int i = 0; i < kColumns; ++i) {
counts[i] = 6;
offsets[i] = kQuadIndices;
baseVertices[i] = kPad + i * 4;
}
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElementsBaseVertex(GL_TRIANGLES, counts, GL_UNSIGNED_INT, offsets, kColumns, baseVertices);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
glDrawElementsBaseVertex(GL_TRIANGLES, counts[i], GL_UNSIGNED_INT, offsets[i], baseVertices[i]);
}
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "client-memory index arrays");
}
// ---- primitive restart inside a strip ----
// Two things at once: a strip mode, which the flattening tier must decline
// because concatenation would weld sub-draws together, and a restart
// sentinel, which any tier that rewrites indices must carry across without
// adding the base vertex to it.
TEST_F(MultiDrawScenario, PrimitiveRestartStripBatchMatchesUnrolledDraws) {
if (!Ready()) return;
constexpr int kPad = 5;
const std::vector<std::uint32_t> indices = RestartStripIndices<std::uint32_t>(0xFFFFFFFFu);
BuildScene(kPad, indices.data(), indices.size() * sizeof(std::uint32_t));
GLsizei counts[kColumns];
const void* offsets[kColumns];
GLint baseVertices[kColumns];
for (int i = 0; i < kColumns; ++i) {
counts[i] = static_cast<GLsizei>(indices.size());
offsets[i] = reinterpret_cast<const void*>(0);
baseVertices[i] = kPad + i * 4;
}
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElementsBaseVertex(GL_TRIANGLE_STRIP, counts, GL_UNSIGNED_INT, offsets, kColumns,
baseVertices);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
glDrawElementsBaseVertex(GL_TRIANGLE_STRIP, counts[i], GL_UNSIGNED_INT, offsets[i],
baseVertices[i]);
}
});
glDisable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "GL_TRIANGLE_STRIP with primitive restart");
}
// Same, with GL_UNSIGNED_SHORT: the sentinel a rewritten stream has to
// recognise is the index TYPE's all-ones value, not the rewritten stream's.
TEST_F(MultiDrawScenario, PrimitiveRestartUnsignedShortBatchMatchesUnrolledDraws) {
if (!Ready()) return;
constexpr int kPad = 5;
const std::vector<std::uint16_t> indices = RestartStripIndices<std::uint16_t>(0xFFFFu);
BuildScene(kPad, indices.data(), indices.size() * sizeof(std::uint16_t));
GLsizei counts[kColumns];
const void* offsets[kColumns];
GLint baseVertices[kColumns];
for (int i = 0; i < kColumns; ++i) {
counts[i] = static_cast<GLsizei>(indices.size());
offsets[i] = reinterpret_cast<const void*>(0);
baseVertices[i] = kPad + i * 4;
}
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElementsBaseVertex(GL_TRIANGLE_STRIP, counts, GL_UNSIGNED_SHORT, offsets, kColumns,
baseVertices);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
glDrawElementsBaseVertex(GL_TRIANGLE_STRIP, counts[i], GL_UNSIGNED_SHORT, offsets[i],
baseVertices[i]);
}
});
glDisable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "GL_TRIANGLE_STRIP with GL_UNSIGNED_SHORT primitive restart");
}
// ---- a batch with holes ----
// Zero-count sub-draws draw nothing. The flattening tier's binary search
// finds a sub-draw by prefix sum, and a zero-count entry repeats the
// previous sum - so a search that resolves ties the other way would attribute
// indices to the empty draw and paint the wrong column.
TEST_F(MultiDrawScenario, ZeroCountSubDrawsMatchUnrolledDraws) {
if (!Ready()) return;
constexpr int kPad = 5;
BuildScene(kPad, kQuadIndices, sizeof(kQuadIndices));
GLsizei counts[kColumns];
const void* offsets[kColumns];
GLint baseVertices[kColumns];
for (int i = 0; i < kColumns; ++i) {
// Columns 1 and 2 are skipped, leaving the outer two painted.
counts[i] = (i == 1 || i == 2) ? 0 : 6;
offsets[i] = reinterpret_cast<const void*>(0);
baseVertices[i] = kPad + i * 4;
}
const Image batched = RenderPass(m_program, m_vao, [&] {
glMultiDrawElementsBaseVertex(GL_TRIANGLES, counts, GL_UNSIGNED_INT, offsets, kColumns, baseVertices);
});
const Image unrolled = RenderPass(m_program, m_vao, [&] {
for (int i = 0; i < kColumns; ++i) {
if (counts[i] == 0) continue;
glDrawElementsBaseVertex(GL_TRIANGLES, counts[i], GL_UNSIGNED_INT, offsets[i], baseVertices[i]);
}
});
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ExpectSameImage(batched, unrolled, "a batch with zero-count sub-draws");
}
} // namespace
} // namespace MGITest
@@ -1,381 +0,0 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/OrientationScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario A - "the frame came out upside down".
//
// The shipped bug (DirectVulkan, GetBaseTransformFlagsRaw): the shader
// transform flags - the Y-flip and surface-rotation bits that apply ONLY when
// the bound draw framebuffer is the default one - were memoized on the
// swapchain pre-transform alone. The is-default-framebuffer input was not part
// of the key, so whichever kind of pass evaluated the memo first decided the
// orientation of every pass after it. In a real frame that meant: after any
// render-to-texture pass, the next default-framebuffer pass inherited the FBO's
// unflipped flags and the whole frame rendered upside down (retrace SSIM 0.052,
// deterministic; flickering clouds on device).
//
// What pins it: a pattern asymmetric in BOTH axes - four quadrants, coloured
//
// top-left RED | WHITE top-right
// bottom-left BLUE | GREEN bottom-right
//
// - drawn to a target, read back with glReadPixels, and reduced to the four
// quadrant-centre colours in the fixed order bottom-left, bottom-right,
// top-left, top-right.
//
// Four quadrants rather than the three horizontal stripes this scenario used to
// draw, because stripes only pin ONE axis. Stripes read down the centre line
// are unchanged by an X flip, by a transpose, and by a 180 rotation composed
// with a Y flip: all three of those bugs would have rendered a green stripe
// between a blue one and a red one and passed. Every one of the eight
// symmetries of the square now produces a different string:
//
// identity blue,green,red,white <- correct
// Y flip red,white,blue,green <- the shipped bug
// X flip green,blue,white,red
// 180 rotation white,red,green,blue
// transpose blue,red,green,white
// anti-transpose white,green,red,blue
// rotate 90 CCW red,blue,white,green
// rotate 90 CW green,white,blue,red
//
// The assertions then go further than the signature: every quadrant is checked
// pixel by pixel over its whole area (RegionIsMostly), so a partial or torn
// draw cannot pass by having the four sampled centres come out right.
//
// Both orderings are covered, because the memo is poisoned by whichever pass
// runs first and these tests share one process:
// - default -> FBO -> default (the FBO pass inherits the default's flip)
// - FBO -> default (the shipped symptom: the default pass
// inherits the FBO's lack of flip)
#include <algorithm>
#include <cstdint>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
constexpr const char* kVertexSource = R"(#version 330 core
in vec2 aPos;
in vec3 aColor;
out vec3 vColor;
void main() {
vColor = aColor;
gl_Position = vec4(aPos, 0.0, 1.0);
}
)";
constexpr const char* kFragmentSource = R"(#version 330 core
in vec3 vColor;
out vec4 oColor;
void main() {
oColor = vec4(vColor, 1.0);
}
)";
// The correctly-oriented answer, in glReadPixels order (row 0 is the
// bottom row) and in QuadrantSignature's order: bottom-left, bottom-right,
// top-left, top-right. Plain GL semantics; holds for every framebuffer,
// default or not.
constexpr const char* kUprightSignature = "blue,green,red,white";
// How far inside each quadrant the whole-region checks start. The quadrant
// seam sits on a pixel boundary, so one pixel of margin is enough to make
// "every single pixel" an achievable (and therefore useful) demand.
constexpr int kQuadrantInset = 2;
struct Vertex {
float x, y;
float r, g, b;
};
void AppendQuad(std::vector<Vertex>& out, float x0, float x1, float y0, float y1, float r, float g, float b) {
const Vertex bl{x0, y0, r, g, b};
const Vertex br{x1, y0, r, g, b};
const Vertex tr{x1, y1, r, g, b};
const Vertex tl{x0, y1, r, g, b};
out.insert(out.end(), {bl, br, tr, bl, tr, tl});
}
std::vector<Vertex> QuadrantGeometry() {
std::vector<Vertex> vertices;
vertices.reserve(24);
AppendQuad(vertices, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f); // bottom-left: blue
AppendQuad(vertices, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f); // bottom-right: green
AppendQuad(vertices, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f); // top-left: red
AppendQuad(vertices, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f); // top-right: white
return vertices;
}
class OrientationScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
std::string error;
m_program = CompileProgram(kVertexSource, kFragmentSource, &error);
ASSERT_NE(m_program, 0u) << error;
const std::vector<Vertex> vertices = QuadrantGeometry();
m_vertexCount = static_cast<int>(vertices.size());
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(vertices.size() * sizeof(Vertex)), vertices.data(),
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(8));
glBindVertexArray(0);
m_offscreen = MakeColorFbo(Gl().Width(), Gl().Height());
ASSERT_NE(m_offscreen.fbo, 0u) << "offscreen FBO is not framebuffer-complete";
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "setup left a GL error behind";
}
void TearDown() override {
if (!Ready()) return;
DestroyColorFbo(m_offscreen);
if (m_vbo != 0) glDeleteBuffers(1, &m_vbo);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
if (m_program != 0) glDeleteProgram(m_program);
}
void DrawQuadrants() {
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUseProgram(m_program);
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLES, 0, m_vertexCount);
glBindVertexArray(0);
}
// One pass to the default (presentable) framebuffer.
Image DefaultFramebufferPass() {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
DrawQuadrants();
return ReadPixels(Gl().Width(), Gl().Height());
}
// One render-to-texture pass. Real frames do this constantly
// (shadow maps, post-processing, Minecraft's main render target).
Image OffscreenPass() {
BindFbo(m_offscreen);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
DrawQuadrants();
return ReadPixels(m_offscreen.width, m_offscreen.height);
}
// The signature says WHICH transform went wrong; this says the whole
// image is right, not merely its four sampled centres.
void ExpectUprightQuadrants(const Image& image, const std::string& when) {
const int w = image.Width();
const int h = image.Height();
const int inset = kQuadrantInset;
EXPECT_TRUE(RegionIsMostly(image, inset, w / 2 - inset, inset, h / 2 - inset, "blue", 0.0, when));
EXPECT_TRUE(RegionIsMostly(image, w / 2 + inset, w - inset, inset, h / 2 - inset, "green", 0.0, when));
EXPECT_TRUE(RegionIsMostly(image, inset, w / 2 - inset, h / 2 + inset, h - inset, "red", 0.0, when));
EXPECT_TRUE(RegionIsMostly(image, w / 2 + inset, w - inset, h / 2 + inset, h - inset, "white", 0.0,
when));
}
unsigned int m_program = 0;
unsigned int m_vao = 0;
unsigned int m_vbo = 0;
int m_vertexCount = 0;
ColorFbo m_offscreen;
};
// The plain statement of GL semantics that everything else leans on: an
// FBO pass is never flipped.
TEST_F(OrientationScenario, OffscreenPassRendersUpright) {
const Image offscreen = OffscreenPass();
EXPECT_EQ(offscreen.QuadrantSignature(), kUprightSignature)
<< "a render-to-texture pass must render unflipped";
ExpectUprightQuadrants(offscreen, "render-to-texture pass");
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// The same for the default framebuffer: whatever the backend does with
// the swapchain internally, glReadPixels owes the caller GL orientation.
TEST_F(OrientationScenario, DefaultFramebufferPassRendersUpright) {
const Image presented = DefaultFramebufferPass();
EXPECT_EQ(presented.QuadrantSignature(), kUprightSignature)
<< "a default-framebuffer pass must read back in GL orientation";
ExpectUprightQuadrants(presented, "default-framebuffer pass");
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// Scenario A proper: default -> FBO -> default in one frame. The third
// pass must be pixel-identical to the first; the FBO pass in between
// must not have moved anything.
TEST_F(OrientationScenario, DefaultFramebufferSurvivesAnOffscreenPass) {
const Image before = DefaultFramebufferPass();
const Image offscreen = OffscreenPass();
const Image after = DefaultFramebufferPass();
EXPECT_EQ(before.QuadrantSignature(), kUprightSignature)
<< "first default-framebuffer pass is already misoriented";
EXPECT_EQ(offscreen.QuadrantSignature(), kUprightSignature)
<< "the render-to-texture pass in the middle rendered flipped - the "
"default framebuffer's transform flags leaked into it";
EXPECT_EQ(after.QuadrantSignature(), kUprightSignature)
<< "the default-framebuffer pass AFTER a render-to-texture pass is "
"misoriented - it inherited the FBO's transform flags";
ExpectUprightQuadrants(after, "default-framebuffer pass after a render-to-texture pass");
EXPECT_TRUE(after == before) << "the third pass differs from the first in " << after.ByteDiffCount(before)
<< " bytes; first=" << before.QuadrantSignature()
<< " third=" << after.QuadrantSignature();
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// The shipped symptom, in its shipped order: an FBO pass, then the
// default framebuffer. This is the one that flipped whole Minecraft
// frames.
TEST_F(OrientationScenario, DefaultFramebufferAfterOffscreenIsNotFlipped) {
const Image offscreen = OffscreenPass();
const Image presented = DefaultFramebufferPass();
EXPECT_EQ(offscreen.QuadrantSignature(), kUprightSignature)
<< "render-to-texture pass rendered flipped";
EXPECT_EQ(presented.QuadrantSignature(), kUprightSignature)
<< "the default-framebuffer pass that follows a render-to-texture pass "
"rendered upside down";
ExpectUprightQuadrants(presented, "default-framebuffer pass following a render-to-texture pass");
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// And across a real frame boundary, which is how a game actually
// alternates the two kinds of pass.
TEST_F(OrientationScenario, OrientationIsStableAcrossFrames) {
const Image firstFrame = DefaultFramebufferPass();
ExpectUprightQuadrants(firstFrame, "frame 0");
Gl().EndFrame();
for (int frame = 0; frame < 3; ++frame) {
const Image offscreen = OffscreenPass();
EXPECT_EQ(offscreen.QuadrantSignature(), kUprightSignature)
<< "frame " << frame + 1 << "'s render-to-texture pass is misoriented";
const Image presented = DefaultFramebufferPass();
EXPECT_EQ(presented.QuadrantSignature(), kUprightSignature)
<< "frame " << frame + 1 << " of the alternating FBO/default loop is misoriented";
ExpectUprightQuadrants(presented, "frame " + std::to_string(frame + 1));
EXPECT_TRUE(presented == firstFrame) << "frame " << frame + 1 << " differs from frame 0 in "
<< presented.ByteDiffCount(firstFrame) << " bytes";
Gl().EndFrame();
}
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// A standing self-test of the signature, not of MobileGL: it proves the
// four-quadrant reduction really does separate all eight symmetries of
// the square, so a future "simplify the pattern" change cannot quietly
// reintroduce the blind spot the three-stripe version had (X flip,
// transpose and 180+Y-flip all left the stripe signature alone).
TEST_F(OrientationScenario, QuadrantSignatureSeparatesEverySquareSymmetry) {
const Image upright = OffscreenPass();
ASSERT_EQ(upright.QuadrantSignature(), kUprightSignature) << "the reference image is not upright";
const int w = upright.Width();
const int h = upright.Height();
// Transposes are expressed on the largest centred square the readback
// contains, which is enough for the four quadrant centres to move.
const int side = std::min(w, h);
const int ox = (w - side) / 2;
const int oy = (h - side) / 2;
struct Symmetry {
const char* name;
const char* expected;
int (*mapX)(int x, int y, int w, int h);
int (*mapY)(int x, int y, int w, int h);
};
const Symmetry symmetries[] = {
{"Y flip", "red,white,blue,green", [](int x, int, int, int) { return x; },
[](int, int y, int, int hh) { return hh - 1 - y; }},
{"X flip", "green,blue,white,red", [](int x, int, int ww, int) { return ww - 1 - x; },
[](int, int y, int, int) { return y; }},
{"180 rotation", "white,red,green,blue", [](int x, int, int ww, int) { return ww - 1 - x; },
[](int, int y, int, int hh) { return hh - 1 - y; }},
};
for (const Symmetry& symmetry : symmetries) {
Image transformed(w, h);
for (int y = 0; y < h; ++y) {
for (int x = 0; x < w; ++x) {
const Rgba8 source = upright.At(symmetry.mapX(x, y, w, h), symmetry.mapY(x, y, w, h));
std::uint8_t* out = transformed.Data() + (std::size_t(y) * w + x) * 4;
out[0] = source.r;
out[1] = source.g;
out[2] = source.b;
out[3] = source.a;
}
}
EXPECT_EQ(transformed.QuadrantSignature(), symmetry.expected)
<< symmetry.name << " must produce its own signature, or the pattern cannot see it";
EXPECT_NE(transformed.QuadrantSignature(), kUprightSignature)
<< symmetry.name << " is INDISTINGUISHABLE from an upright frame - the pattern is too symmetric";
}
// The four symmetries that move the axes into each other. They only
// make sense on a square, so they run on the largest centred one.
struct SquareSymmetry {
const char* name;
const char* expected;
int (*sourceX)(int x, int y, int side);
int (*sourceY)(int x, int y, int side);
};
const SquareSymmetry squareSymmetries[] = {
{"transpose", "blue,red,green,white", [](int, int y, int) { return y; },
[](int x, int, int) { return x; }},
{"anti-transpose", "white,green,red,blue", [](int, int y, int s) { return s - 1 - y; },
[](int x, int, int s) { return s - 1 - x; }},
{"rotate 90 CCW", "red,blue,white,green", [](int, int y, int) { return y; },
[](int x, int, int s) { return s - 1 - x; }},
{"rotate 90 CW", "green,white,blue,red", [](int, int y, int s) { return s - 1 - y; },
[](int x, int, int) { return x; }},
};
for (const SquareSymmetry& symmetry : squareSymmetries) {
Image square(side, side);
for (int y = 0; y < side; ++y) {
for (int x = 0; x < side; ++x) {
const Rgba8 source =
upright.At(ox + symmetry.sourceX(x, y, side), oy + symmetry.sourceY(x, y, side));
std::uint8_t* out = square.Data() + (std::size_t(y) * side + x) * 4;
out[0] = source.r;
out[1] = source.g;
out[2] = source.b;
out[3] = source.a;
}
}
EXPECT_EQ(square.QuadrantSignature(), symmetry.expected)
<< symmetry.name << " must produce its own signature, or the pattern cannot see it";
EXPECT_NE(square.QuadrantSignature(), kUprightSignature)
<< symmetry.name << " is INDISTINGUISHABLE from an upright frame";
}
}
} // namespace
} // namespace MGITest
@@ -1,383 +0,0 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ResidentIndexScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario C - RESIDENT index buffers across frame boundaries.
//
// WHAT THIS FILE DOES AND DOES NOT COVER, stated plainly because the answer is
// not the one it was written to find.
//
// The shipped fix (d7976326) removed cross-frame slice trust from TWO memos: the
// vertex-binding one and the EBO one. StreamedArenaScenario pins the vertex
// half - re-enable that half alone and it fails. Nothing pinned the EBO half,
// and these cases are the result of trying to build something that does.
//
// The EBO memo lives in UploadAndBindIndexBuffer and is recorded ONLY on the
// resident branch, keyed on (BufferObject*, VkBufferResource::sliceEpoch,
// frame serial). To fail with only the EBO revalidation re-enabled, a scenario
// needs a RESIDENT index buffer whose recorded slice stops describing the right
// bytes while the pointer and the epoch still match. Every case below is an
// attempt at that, run against the re-enabled buggy path with the branch
// instrumented to count reaches, acceptances, and - critically - what the
// skipped AcquireResidentSlice WOULD have done. The measurement, over this file
// plus every other scenario in the module:
//
// reached=89 accepted=81 sliceMoved=0 bytesChanged=0 epochBumped=0
//
// The buggy branch is entered 89 times and serves its recorded slice 81 times,
// and in NOT ONE of those 81 would the acquire have moved the slice, changed a
// byte of it, or bumped the epoch. The skipped work was a no-op every time.
//
// That is not luck, it is the shape of the code. A resident slice is
// `resource->buffer.GetSlice(0, size)` of a dedicated VkBuffer, so it can only
// move when CreateResidentStorage mints new storage - which bumps the epoch. Its
// bytes can only change through Respecify / SubData / FlushMappedRange - each of
// which bumps the epoch as its first act - or through
// BufferObject::SyncPersistentMappedRange, which the acquire calls and the memo
// skips. That last one is the real escape, and it is dead here: it early-outs
// when the backend has adopted the map into coherent GPU storage, and
// AcquirePersistentMap only declines when a host-visible coherent allocation
// FAILS. Instrumented across the whole module: 50 persistent coherent write
// maps, 50 adopted, 0 dispatches. A 96 MiB EBO did not change that either.
//
// So on DirectVulkan as it stands, the EBO half of the fix is not reachable from
// a GL-level test - not because the guard is sound in principle (it is the same
// unsound idea the vertex half shipped corruption with) but because the two
// mechanisms that made the vertex half observable are both absent for indices:
//
// 1. ARENA RELOCATION. The vertex memo records STREAMED slices too, and a
// streamed slice moves to a new arena block every frame BY DESIGN - the
// epoch that catches it is bumped inside the very acquire the memo skips.
// That is what StreamedVertexDataSurvivesArenaRecycling exploits. The index
// memo is never recorded on the streamed branch, so no index memo ever
// names an arena offset. Measured: StreamedIndexDataSurvivesArenaRecycling
// reaches the branch 0 times, and so does PromotedDynamicEbo below (a
// promoted DYNAMIC_DRAW buffer is SERVED by AcquireResidentSlice but still
// ROUTED as streamed, so it is not memoised either).
// 2. HOST-MAP SYNC. Dead, as above.
//
// These cases therefore stay as what they honestly are: end-to-end regression
// tests for resident index-buffer freshness across frame boundaries, and the
// standing tripwire for change (1). The moment anyone memoises the streamed or
// promoted index path - the natural next step for the same optimisation - these
// stop being redundant and start failing. Each case says below what it covers.
#include <cstdio>
#include <cstring>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
constexpr const char* kVS = R"(#version 330 core
in vec2 aPos;
in vec3 aColor;
out vec3 vColor;
void main() { vColor = aColor; gl_Position = vec4(aPos, 0.0, 1.0); }
)";
constexpr const char* kFS = R"(#version 330 core
in vec3 vColor;
out vec4 oColor;
void main() { oColor = vec4(vColor, 1.0); }
)";
struct V {
float x, y, r, g, b;
};
constexpr int kIdx = 6;
const GLuint kLeft[kIdx] = {0, 1, 2, 0, 2, 3};
const GLuint kRight[kIdx] = {4, 5, 6, 4, 6, 7};
std::vector<V> Scene() {
return {{-1, -1, 1, 0, 0}, {0, -1, 1, 0, 0}, {0, 1, 1, 0, 0}, {-1, 1, 1, 0, 0},
{0, -1, 0, 1, 0}, {1, -1, 0, 1, 0}, {1, 1, 0, 1, 0}, {0, 1, 0, 1, 0}};
}
class ResidentIndexScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
std::string err;
m_program = CompileProgram(kVS, kFS, &err);
ASSERT_NE(m_program, 0u) << err;
}
void TearDown() override {
if (!Ready()) return;
if (m_program != 0) glDeleteProgram(m_program);
}
// A VAO whose VBO is STATIC_DRAW (so it resolves resident and the
// vertex memo is recorded) and whose EBO is `eboName`.
unsigned int MakeVao(unsigned int vbo, unsigned int ebo) {
unsigned int vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(V), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(V), reinterpret_cast<void*>(8));
glBindVertexArray(0);
return vao;
}
unsigned int MakeStaticVbo() {
const std::vector<V> vertices = Scene();
unsigned int vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(vertices.size() * sizeof(V)), vertices.data(),
GL_STATIC_DRAW);
return vbo;
}
void Draw(unsigned int vao) {
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUseProgram(m_program);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, kIdx, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
void Begin() {
BindDefaultFramebuffer();
ClearTo(0, 0, 0, 1);
}
Image Read() { return ReadPixels(Gl().Width(), Gl().Height()); }
void Halves(const Image& image, const char* left, const char* right, const std::string& when) {
const int w = image.Width(), h = image.Height();
EXPECT_TRUE(RegionIsMostly(image, 2, w / 2 - 2, 2, h - 2, left, 0.0, when + " [left]"));
EXPECT_TRUE(RegionIsMostly(image, w / 2 + 2, w - 2, 2, h - 2, right, 0.0, when + " [right]"));
}
unsigned int m_program = 0;
};
// A: a coherent persistent EBO rewritten on EVERY frame, with no GL call
// between the write and the draw. This is the only shape in which an
// application changes index data with nothing for the backend to notice.
//
// COVERS: the coherent-persistent index contract end to end.
// DOES NOT COVER: the EBO memo. Instrumented it reaches the cross-frame
// branch 11 times and is served its recorded slice all 11 - but the
// backend adopted the map into that same storage, so the "stale" slice IS
// where the application's writes landed. It would only discriminate on a
// stack where AcquirePersistentMap declines (see the file header). A
// 96 MiB variant was tried to force that and did not: it cost 40s and
// measured the same zero, so it is not kept.
TEST_F(ResidentIndexScenario, PersistentCoherentEboWrittenEveryFrame) {
const unsigned int vbo = MakeStaticVbo();
unsigned int ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
const GLbitfield storageFlags =
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_DYNAMIC_STORAGE_BIT;
glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(kLeft)), kLeft, storageFlags);
if (FirstGLError() != GL_NO_ERROR) GTEST_SKIP() << "no immutable storage";
auto* map = static_cast<unsigned char*>(glMapBufferRange(
GL_ELEMENT_ARRAY_BUFFER, 0, GLsizeiptr(sizeof(kLeft)),
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT));
ASSERT_NE(map, nullptr);
const unsigned int vao = MakeVao(vbo, ebo);
for (int frame = 0; frame < 12; ++frame) {
Begin();
const bool wantRight = (frame % 2) == 1;
std::memcpy(map, wantRight ? kRight : kLeft, sizeof(kLeft));
Draw(vao);
const Image image = Read();
Halves(image, wantRight ? "black" : "red", wantRight ? "green" : "black",
"frame " + std::to_string(frame) + " of a per-frame coherent EBO rewrite");
Gl().EndFrame();
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
}
// B: usage escalation. The EBO is memoised as an index buffer, then bound
// as a VERTEX buffer in a later frame, which forces the backend to
// recreate its resident storage carrying the extra usage bit. A memo that
// survived that recreate would name a destroyed VkBuffer.
//
// COVERS: that a storage recreate driven by a DIFFERENT binding point
// retires the index memo. Reaches the branch 5 times.
TEST_F(ResidentIndexScenario, EboAlsoBoundAsVertexBufferLater) {
const unsigned int vbo = MakeStaticVbo();
unsigned int ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
// Big enough to be a legal (if nonsensical) vertex source too.
std::vector<GLuint> indices(64, 0);
std::memcpy(indices.data(), kLeft, sizeof(kLeft));
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(indices.size() * 4), indices.data(), GL_STATIC_DRAW);
const unsigned int vao = MakeVao(vbo, ebo);
unsigned int vertexUseVao = 0;
glGenVertexArrays(1, &vertexUseVao);
glBindVertexArray(vertexUseVao);
glBindBuffer(GL_ARRAY_BUFFER, ebo); // the EBO, as a vertex source
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(V), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(V), reinterpret_cast<void*>(8));
glBindVertexArray(0);
for (int frame = 0; frame < 6; ++frame) {
Begin();
Draw(vao);
if (frame == 2) Draw(vertexUseVao); // forces the usage escalation
const Image image = Read();
if (frame != 2) {
Halves(image, "red", "black", "frame " + std::to_string(frame) + " around a usage escalation");
}
Gl().EndFrame();
}
glDeleteVertexArrays(1, &vertexUseVao);
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
}
// C: delete the EBO and immediately recreate it, so the frontend
// BufferObject may well land at the same address - which is all the memo's
// identity check compares. What stops it is that a fresh resource cannot
// reproduce an epoch from the process-lifetime counter; this is the test
// that says so out loud.
//
// COVERS: address reuse of a deleted index buffer. Reaches 7, accepts 6 -
// the one decline is the post-recreate draw.
TEST_F(ResidentIndexScenario, EboDeletedAndRecreatedAtTheSameName) {
const unsigned int vbo = MakeStaticVbo();
unsigned int ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(kLeft)), kLeft, GL_STATIC_DRAW);
unsigned int vao = MakeVao(vbo, ebo);
for (int frame = 0; frame < 4; ++frame) {
Begin();
Draw(vao);
Halves(Read(), "red", "black", "warmup frame " + std::to_string(frame));
Gl().EndFrame();
}
// Same VAO, same GL name, different contents.
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &ebo);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(kRight)), kRight, GL_STATIC_DRAW);
vao = MakeVao(vbo, ebo);
for (int frame = 0; frame < 4; ++frame) {
Begin();
Draw(vao);
Halves(Read(), "black", "green", "post-recreate frame " + std::to_string(frame));
Gl().EndFrame();
}
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
}
// D: one resident EBO shared by two VAOs, so two independent memo entries
// hold the same recorded slice, mutated through one of them and drawn
// through both across frames.
//
// COVERS: that a mutation retires EVERY memo naming the buffer, not just
// the one whose VAO issued it. Reaches 8, accepts 6.
TEST_F(ResidentIndexScenario, OneEboTwoVaosMutatedAcrossFrames) {
const unsigned int vbo = MakeStaticVbo();
unsigned int ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(kLeft)), kLeft, GL_STATIC_DRAW);
const unsigned int vaoA = MakeVao(vbo, ebo);
const unsigned int vaoB = MakeVao(vbo, ebo);
for (int frame = 0; frame < 10; ++frame) {
Begin();
const bool wantRight = frame >= 5;
if (frame == 5) {
glBindVertexArray(vaoA);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, GLsizeiptr(sizeof(kRight)), kRight);
glBindVertexArray(0);
}
Draw((frame % 2) == 0 ? vaoA : vaoB);
Halves(Read(), wantRight ? "black" : "red", wantRight ? "green" : "black",
"shared-EBO frame " + std::to_string(frame));
Gl().EndFrame();
}
glDeleteVertexArrays(1, &vaoB);
glDeleteVertexArrays(1, &vaoA);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
}
// E: a DYNAMIC_DRAW EBO left untouched long enough for the streaming path
// to PROMOTE it onto resident storage, then mutated.
//
// COVERS: promoted-buffer index freshness across a frame boundary.
// DOES NOT COVER: the EBO memo, and this is the useful part - instrumented,
// it reaches the cross-frame branch ZERO times. A promoted buffer is SERVED
// by AcquireResidentSlice but still ROUTED through the streamed branch of
// UploadAndBindIndexBuffer, which never records a memo. That asymmetry is
// exactly what makes the EBO half of the shipped fix unobservable, and this
// case is the tripwire: memoise the streamed/promoted index path and the
// reach stops being zero.
TEST_F(ResidentIndexScenario, PromotedDynamicEbo) {
const unsigned int vbo = MakeStaticVbo();
unsigned int ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(kLeft)), kLeft, GL_DYNAMIC_DRAW);
const unsigned int vao = MakeVao(vbo, ebo);
for (int frame = 0; frame < 10; ++frame) {
Begin();
Draw(vao);
Halves(Read(), "red", "black", "promotion warmup frame " + std::to_string(frame));
Gl().EndFrame();
}
for (int frame = 0; frame < 6; ++frame) {
Begin();
if (frame == 0) {
glBindVertexArray(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, GLsizeiptr(sizeof(kRight)), kRight);
glBindVertexArray(0);
}
Draw(vao);
Halves(Read(), "black", "green", "post-promotion frame " + std::to_string(frame));
Gl().EndFrame();
}
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
}
} // namespace
} // namespace MGITest
@@ -1,300 +0,0 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ThreeChannelAttachmentScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario - THREE-CHANNEL COLOUR ATTACHMENTS, on a live driver.
//
// The bug: no OpenGL ES driver renders to a three-channel image. EXT_render_snorm covers
// R/RG/RGBA only, EXT_color_buffer_float excludes RGB16F, and RGB integer formats are not
// colour-renderable anywhere. Complementary Reimagined declares colortex1 = RGB8_SNORM and
// colortex2 = RGB16F, so every framebuffer Iris built from them answered
// GL_FRAMEBUFFER_UNSUPPORTED and Iris refused to load the shaderpack. DirectGLES now stores such
// an attachment in its four-channel sibling (GL_RGB8_SNORM -> GL_RGBA16F) and reports the
// substitution as a caveat capability, which is what makes glCheckFramebufferStatus say COMPLETE.
//
// WHY THIS SCENARIO EXISTS RATHER THAN A UNIT TEST. The unit tests in
// MG_Test/Framebuffer/FramebufferTest.cpp drive a HAND-BUILT capability cache: they prove the
// frontend accepts a caveat capability, and prove the colour-mask/clear discipline that keeps a
// widened attachment's stored alpha at 1.0, but they cannot prove that a real driver's probe
// actually PRODUCES that caveat. Only a live glCheckFramebufferStatus can, and the answer is
// per-driver, not per-platform:
//
// Mesa llvmpipe (the headless CI driver), ES 3.2, GL_TEXTURE_2D colour attachment:
// COMPLETE GL_RGB8, GL_RGB16F, GL_R11F_G11F_B10F, every RGBA*
// INCOMPLETE_ATTACHMENT GL_RGB8_SNORM, GL_SRGB8, every RGB integer format
// UNSUPPORTED GL_RGB32F
//
// So the widening is LIVE on llvmpipe - "the desktop build is unaffected" was simply wrong, and
// the CI retraces were green before the fix only because retrace ignores what
// glCheckFramebufferStatus returns. This scenario is the gate that actually looks.
//
// DirectGLES only. DirectVulkan's format story is its own (Vulkan exposes R8G8B8_SNORM on almost
// nothing, and Magma substitutes on different terms); asserting Espryt's answers there would
// only pin a coincidence.
#include <cmath>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
constexpr const char* kVS = R"(#version 330 core
in vec2 aPos;
void main() {
gl_Position = vec4(aPos, 0.0, 1.0);
}
)";
// Two outputs so the mixed case is covered: draw buffer 0 is a natively renderable
// four-channel format whose alpha the application owns, draw buffer 1 is the widened
// three-channel one whose alpha the format says is 1.0. Both alphas are deliberately
// NOT 1.0 in the shader, so an implementation that simply passed the value through would
// fail the second assertion.
constexpr const char* kFS = R"(#version 330 core
layout(location = 0) out vec4 oNative;
layout(location = 1) out vec4 oWidened;
void main() {
oNative = vec4(1.0, 0.0, 0.0, 0.25);
oWidened = vec4(0.0, 1.0, 0.0, 0.75);
}
)";
constexpr int kSize = 16;
class ThreeChannelAttachmentScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
if (Gl().BackendName() != "DirectGLES") {
GTEST_SKIP() << "three-channel widening is a DirectGLES substitution; backend is "
<< Gl().BackendName();
}
}
// A single-level 2D texture in `internalFormat`, or 0 when the driver rejects the
// storage outright (which is a different failure from rejecting the ATTACHMENT).
static GLuint MakeTexture(GLenum internalFormat) {
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, kSize, kSize);
if (glGetError() != GL_NO_ERROR) {
glDeleteTextures(1, &texture);
return 0;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
return texture;
}
static GLenum SingleAttachmentStatus(GLenum internalFormat) {
const GLuint texture = MakeTexture(internalFormat);
if (texture == 0) return GL_NONE;
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
const GLenum status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &texture);
return status;
}
};
// THE regression gate for the frontend's answer: this is the exact call Iris makes, and
// GL_FRAMEBUFFER_UNSUPPORTED here is the whole shaderpack load failure.
TEST_F(ThreeChannelAttachmentScenario, ThreeChannelColorAttachmentsReportComplete) {
if (!Ready() || IsSkipped()) return;
// GL_RGB8 is the control: colour-renderable in ES core, so it must pass with or
// without any substitution. If it ever fails, nothing below means anything.
EXPECT_EQ(SingleAttachmentStatus(GL_RGB8), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE))
<< "GL_RGB8 is ES-core colour-renderable";
// Complementary Reimagined's colortex1 and colortex2.
EXPECT_EQ(SingleAttachmentStatus(GL_RGB8_SNORM), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE))
<< "colortex1 (RGB8_SNORM) must be renderable through the four-channel widening";
EXPECT_EQ(SingleAttachmentStatus(GL_RGB16F), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE))
<< "colortex2 (RGB16F) must be renderable, natively or through the widening";
// The other formats the widening covers. GL_RGB32F only reaches a renderable
// four-channel form when EXT_color_buffer_float is present, so a half-float-only
// driver legitimately answers UNSUPPORTED for it - see the POST's per-format row.
EXPECT_EQ(SingleAttachmentStatus(GL_SRGB8), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE));
EXPECT_EQ(SingleAttachmentStatus(GL_RGB8UI), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE));
EXPECT_EQ(FirstGLError(), 0u) << GLErrorName(FirstGLError());
}
// The other half: the substitution has to be INVISIBLE. A three-channel format has no
// alpha, so GL answers 1.0 for it - and that answer has to hold after a draw that wrote
// something else into the widened storage's real alpha channel, which is what the
// colour-mask discipline in SyncRenderState is for. GL_DST_ALPHA blending and
// glBlitFramebuffer read that stored alpha inside the driver, where no readback fixup can
// reach it, so "the storage really holds 1.0" is the only workable invariant.
TEST_F(ThreeChannelAttachmentScenario, WidenedAttachmentReadsBackOpaqueWhileItsNeighbourKeepsItsAlpha) {
if (!Ready() || IsSkipped()) return;
std::string error;
const GLuint program = CompileProgram(kVS, kFS, &error);
ASSERT_NE(program, 0u) << error;
const GLuint nativeTexture = MakeTexture(GL_RGBA16F);
const GLuint widenedTexture = MakeTexture(GL_RGB8_SNORM);
ASSERT_NE(nativeTexture, 0u);
ASSERT_NE(widenedTexture, 0u);
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, nativeTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, widenedTexture, 0);
const GLenum drawBuffers[2] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, drawBuffers);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE));
glViewport(0, 0, kSize, kSize);
// Alpha 0.0 on purpose: the widened attachment must come back 1.0 anyway, and the
// native one must come back 0.0 where the draw does not cover it.
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
const float quad[] = {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
GLuint vao = 0;
GLuint vbo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
glUseProgram(program);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
std::vector<float> pixels(static_cast<std::size_t>(kSize) * kSize * 4, -1.0f);
glReadBuffer(GL_COLOR_ATTACHMENT1);
glReadPixels(0, 0, kSize, kSize, GL_RGBA, GL_FLOAT, pixels.data());
EXPECT_NEAR(pixels[0], 0.0f, 0.02f) << "widened attachment red";
EXPECT_NEAR(pixels[1], 1.0f, 0.02f) << "widened attachment green";
EXPECT_NEAR(pixels[2], 0.0f, 0.02f) << "widened attachment blue";
EXPECT_NEAR(pixels[3], 1.0f, 0.001f)
<< "a three-channel format has no alpha channel, so GL must report 1.0 for it";
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(0, 0, kSize, kSize, GL_RGBA, GL_FLOAT, pixels.data());
EXPECT_NEAR(pixels[0], 1.0f, 0.02f) << "native attachment red";
EXPECT_NEAR(pixels[3], 0.25f, 0.02f)
<< "the alpha discipline must not leak onto a natively renderable attachment";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
glDeleteTextures(1, &nativeTexture);
glDeleteTextures(1, &widenedTexture);
glDeleteProgram(program);
EXPECT_EQ(FirstGLError(), 0u) << GLErrorName(FirstGLError());
}
// The case above can be satisfied by the readback fixup alone (ForceWideReadAlphaToOne
// rewrites glReadPixels' alpha), so it does NOT prove the STORED alpha is 1.0. This one
// does, by asking the driver to read that alpha itself: GL_DST_ALPHA blending multiplies
// by the destination alpha inside the raster pipeline, where nothing MobileGL does can
// intervene. Same reason GL_ONE_MINUS_DST_ALPHA and glBlitFramebuffer are covered for
// free once this holds - and the reason the discipline is a write mask rather than a
// readback patch.
//
// Ablation-checked on llvmpipe, each half separately: disable the alpha doctoring in
// SyncRenderState and the opaque draw leaves 0.25 in the stored alpha; disable the clear
// substitution in Clear() and it stays at the application's 0.0. Either way this case
// reads back the wrong number, which is what makes it a gate rather than a description.
TEST_F(ThreeChannelAttachmentScenario, DstAlphaBlendingSeesOneInAWidenedAttachment) {
if (!Ready() || IsSkipped()) return;
static constexpr const char* kSingleOutFS = R"(#version 330 core
out vec4 oColor;
uniform vec4 uColor;
void main() { oColor = uColor; }
)";
std::string error;
const GLuint program = CompileProgram(kVS, kSingleOutFS, &error);
ASSERT_NE(program, 0u) << error;
const GLint colorLocation = glGetUniformLocation(program, "uColor");
ASSERT_GE(colorLocation, 0);
const GLuint widenedTexture = MakeTexture(GL_RGB8_SNORM);
ASSERT_NE(widenedTexture, 0u);
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, widenedTexture, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE));
const float quad[] = {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
GLuint vao = 0;
GLuint vbo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
glUseProgram(program);
glViewport(0, 0, kSize, kSize);
// The clear's alpha is 0.0 and the draw's is 0.25 - neither is the 1.0 the format
// implies, so both halves of the discipline have to fire for the blend below to see
// 1.0: the clear substitutes it, and the draw is masked away from it.
glDisable(GL_BLEND);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUniform4f(colorLocation, 0.0f, 1.0f, 0.0f, 0.25f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// dst = stored alpha; src factor GL_DST_ALPHA, dst factor GL_ZERO, source white
// => the destination colour becomes (storedAlpha, storedAlpha, storedAlpha).
glEnable(GL_BLEND);
glBlendFunc(GL_DST_ALPHA, GL_ZERO);
glUniform4f(colorLocation, 1.0f, 1.0f, 1.0f, 1.0f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_BLEND);
std::vector<float> pixels(static_cast<std::size_t>(kSize) * kSize * 4, -1.0f);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(0, 0, kSize, kSize, GL_RGBA, GL_FLOAT, pixels.data());
EXPECT_NEAR(pixels[0], 1.0f, 0.02f)
<< "GL_DST_ALPHA read the stored alpha of a three-channel attachment; it must be 1.0";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
glDeleteTextures(1, &widenedTexture);
glDeleteProgram(program);
EXPECT_EQ(FirstGLError(), 0u) << GLErrorName(FirstGLError());
}
} // namespace
} // namespace MGITest
@@ -1,584 +0,0 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/XfbAfterClipDistanceScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario F - a draw must never read a destroyed object's memoised state.
//
// Distilled from the order-triggered CTS failure: on DirectVulkan, once
// KHR-GLxx.clip_distance.functional had run in the same process, every later
// transform_feedback CAPTURE case failed. It looked like a transform feedback
// bug and is not one. The capture works; the DRAW being captured fetched its
// vertices from the WRONG BUFFER - the one the clip workload had just deleted.
//
// The mechanism, and why the sequence matters. DirectVulkan memoises a VAO's
// resolved Vulkan vertex bindings in a table keyed on the VertexArrayObject's
// heap ADDRESS, validated by a content hash that folds in the bound
// BufferObject's heap ADDRESS. Both are recycled by the allocator, so when the
// workload's VAO and vertex buffer are destroyed and the capture phase's own
// VAO and vertex buffer are allocated onto their addresses under a
// byte-identical attribute layout (one vec4 float array at location 0 - which
// is what both phases use), the key matches, the hash matches, and the memo
// hands the new draw the dead buffer's GPU slice. Nothing about transform
// feedback is involved: capture just makes the wrong vertices legible, because
// the captured record IS the vertex data. The fix gives VertexArrayObject and
// BufferObject never-reused lifetime ids and keys the memo on those.
//
// MOBILEGL_ASYNC_SHADER_COMPILE is not part of the defect. It shifts the
// allocation pattern, so it changes WHICH stop points below land on a recycled
// address - which is why the CTS saw ~100% incidence with it on and ~2% with it
// off, and why the sweep case matters more than any single stop point.
//
// The shapes are the two CTS cases verbatim in structure:
// * the workload is glcClipDistance.cpp FunctionalTest's inner loop (a program
// per (redeclaration, clip count), glEnable(GL_CLIP_DISTANCEi), an FBO per
// primitive type, a draw and a readback), including its early-return
// behaviour: on failure the test returns WITHOUT running its "clip clean"
// loop, so GL_CLIP_DISTANCE0..N-1 stay enabled for the rest of the process.
// That leftover enable state is NOT the carrier (one of the cases below pins
// that); the object churn is.
// * the victim is gl3cTransformFeedback3Tests.cpp's skip_components: a
// gl_SkipComponents capture layout under GL_RASTERIZER_DISCARD, read back
// out of a buffer pre-filled with -1-i so that "captured nothing" is
// distinguishable from "captured the wrong thing".
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
#ifndef GL_CLIP_DISTANCE0
#define GL_CLIP_DISTANCE0 0x3000
#endif
namespace MGITest {
namespace {
GLuint CompileShader(GLenum type, const std::string& source, std::string* log) {
const GLuint shader = glCreateShader(type);
const char* text = source.c_str();
glShaderSource(shader, 1, &text, nullptr);
glCompileShader(shader);
GLint status = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
std::vector<char> buffer(static_cast<std::size_t>(length) + 1, '\0');
glGetShaderInfoLog(shader, length + 1, nullptr, buffer.data());
if (log != nullptr) *log = buffer.data();
glDeleteShader(shader);
return 0;
}
return shader;
}
// Links a vertex/fragment pair, optionally declaring transform feedback
// varyings first (glTransformFeedbackVaryings takes effect at the next link,
// exactly as the CTS uses it).
GLuint BuildProgram(const std::string& vertexSource, const std::string& fragmentSource,
const std::vector<const char*>& xfbVaryings, GLenum bufferMode, std::string* log) {
const GLuint vertexShader = CompileShader(GL_VERTEX_SHADER, vertexSource, log);
if (vertexShader == 0) return 0;
const GLuint fragmentShader = CompileShader(GL_FRAGMENT_SHADER, fragmentSource, log);
if (fragmentShader == 0) {
glDeleteShader(vertexShader);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
if (!xfbVaryings.empty()) {
glTransformFeedbackVaryings(program, static_cast<GLsizei>(xfbVaryings.size()), xfbVaryings.data(),
bufferMode);
}
glLinkProgram(program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
GLint status = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
std::vector<char> buffer(static_cast<std::size_t>(length) + 1, '\0');
glGetProgramInfoLog(program, length + 1, nullptr, buffer.data());
if (log != nullptr) *log = buffer.data();
glDeleteProgram(program);
return 0;
}
return program;
}
// ---------------------------------------------------------------- poison
// glcClipDistance.cpp FunctionalTest::m_vertex_shader_code with the same
// three substitutions (redeclaration, clip function, array setter).
std::string ClipVertexSource(bool redeclaration, unsigned clipCount, unsigned clipFunction,
unsigned vertexCount) {
const std::string count = std::to_string(clipCount);
std::string source = "#version 400 core\n\n";
if (redeclaration) {
source += "out float gl_ClipDistance[" + count + "];\n";
}
source += "\n";
switch (clipFunction) {
case 0:
source += "float f(int i)\n{\n return 0.0;\n}\n";
break;
case 1:
source += "float f(int i)\n{\n return 0.25 + 0.75 * (float(i) + 1.0) * (float(gl_VertexID) + 1.0)"
" / (float(" + count + ") * float(" + std::to_string(vertexCount) + "));\n}\n";
break;
default:
source += "float f(int i)\n{\n return - 0.25 - 0.75 * (float(i) + 1.0) * (float(gl_VertexID) + 1.0)"
" / (float(" + count + ") * float(" + std::to_string(vertexCount) + "));\n}\n";
break;
}
source += "\nin vec4 position;\n\nvoid main()\n{\n";
if (redeclaration) {
// Dynamic array setter.
source += " for(int i = 0; i < " + count + "; i++)\n {\n"
" gl_ClipDistance[i] = f(i);\n }\n";
} else {
// Static array setter, at the highest index this iteration enables.
const std::string index = std::to_string(clipCount - 1);
source += " gl_ClipDistance[" + index + "] = f(" + index + ");\n";
}
source += "\n gl_Position = position;\n}\n";
return source;
}
const char* kClipFragmentSource = R"(#version 400 core
out vec4 color;
void main()
{
color = vec4(1.0, 0.0, 0.0, 1.0);
}
)";
// How far into FunctionalTest's loop nest to get before bailing out the way
// the CTS does on a failed check: return immediately, skipping the "clip
// clean" loop that would have disabled GL_CLIP_DISTANCEi again.
struct ClipStopPoint {
unsigned primitiveIndex = 0; // 0 = POINTS, 1 = LINES, 2 = TRIANGLES
unsigned clipFunction = 0;
bool redeclaration = false;
unsigned clipCount = 1; // 1..8, the iteration that "fails"
};
// Runs FunctionalTest's loop nest up to and including `stop`, then returns
// leaving exactly the state the CTS leaves behind on a failure.
void RunClipDistanceWorkload(const ClipStopPoint& stop) {
static const GLenum kPrimitiveTypes[] = {GL_POINTS, GL_LINES, GL_TRIANGLES};
static const GLsizei kPrimitiveIndices[] = {1, 2, 3};
static const float kPositions[3][12] = {
{0.0f, 0.0f, 0.0f, 1.0f},
{-1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f},
{-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f},
};
for (unsigned primitiveIndex = 0; primitiveIndex <= stop.primitiveIndex; ++primitiveIndex) {
const GLenum primitiveType = kPrimitiveTypes[primitiveIndex];
const GLsizei vertexCount = kPrimitiveIndices[primitiveIndex];
const GLsizei framebufferSize = (primitiveType == GL_POINTS) ? 1 : 32;
GLuint colorBuffer = 0;
GLuint framebuffer = 0;
glGenRenderbuffers(1, &colorBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, framebufferSize, framebufferSize);
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
glViewport(0, 0, framebufferSize, framebufferSize);
const unsigned lastFunction =
(primitiveIndex == stop.primitiveIndex) ? stop.clipFunction : 2u;
for (unsigned clipFunction = 0; clipFunction <= lastFunction; ++clipFunction) {
const bool atStopFunction =
primitiveIndex == stop.primitiveIndex && clipFunction == stop.clipFunction;
for (unsigned redeclaration = 0; redeclaration < 2; ++redeclaration) {
const bool atStopRedeclaration =
atStopFunction && (redeclaration != 0) == stop.redeclaration;
const unsigned lastCount = atStopRedeclaration ? stop.clipCount : 8u;
for (unsigned clipCount = 1; clipCount <= lastCount; ++clipCount) {
std::string log;
const GLuint program =
BuildProgram(ClipVertexSource(redeclaration != 0, clipCount, clipFunction,
static_cast<unsigned>(vertexCount)),
kClipFragmentSource, {}, GL_INTERLEAVED_ATTRIBS, &log);
if (program == 0) continue;
glUseProgram(program);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_CLIP_DISTANCE0 + clipCount - 1);
GLuint vao = 0;
GLuint vbo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,
static_cast<GLsizeiptr>(sizeof(float) * 4 * vertexCount),
kPositions[primitiveIndex], GL_STATIC_DRAW);
const GLint location = glGetAttribLocation(program, "position");
if (location >= 0) {
glEnableVertexAttribArray(static_cast<GLuint>(location));
glVertexAttribPointer(static_cast<GLuint>(location), 4, GL_FLOAT, GL_FALSE, 0,
nullptr);
}
glDrawArrays(primitiveType, 0, vertexCount);
std::vector<unsigned char> pixels(
static_cast<std::size_t>(framebufferSize) * framebufferSize * 4, 0);
glReadPixels(0, 0, framebufferSize, framebufferSize, GL_RGBA, GL_UNSIGNED_BYTE,
pixels.data());
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glUseProgram(0);
// MGL_REPRO_KEEPCLIPOBJ leaks the per-iteration objects so
// no GL name and no heap address can be recycled into the
// capture phase.
// Deleting all three is load-bearing, not tidiness: the defect
// this scenario pins needs the VAO's AND its vertex buffer's heap
// addresses to be freed here so the capture phase's own objects
// can be handed the same ones back.
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
glDeleteProgram(program);
if (atStopRedeclaration && clipCount == stop.clipCount) {
// The CTS's early return: the "clip clean" loop below
// never runs, so the enables survive.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &framebuffer);
glDeleteRenderbuffers(1, &colorBuffer);
return;
}
}
for (unsigned i = 0; i < 8; ++i) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &framebuffer);
glDeleteRenderbuffers(1, &colorBuffer);
}
}
// ---------------------------------------------------------------- victim
// gl3cTransformFeedback3Tests.cpp TransformFeedbackBaseTestCase::m_shader_vert.
const char* kXfbVertexSource = R"(#version 400 core
in vec4 vertex;
out vec4 value1;
out vec4 value2;
out vec4 value3;
out vec4 value4;
void main (void)
{
vec4 temp = vertex;
gl_Position = temp;
value1 = abs(temp) * 1.0;
value2 = abs(temp) * 2.0;
value3 = abs(temp) * 3.0;
value4 = abs(temp) * 4.0;
}
)";
const char* kXfbFragmentSource = R"(#version 400 core
out vec4 color;
void main (void)
{
color = vec4(0.0, 0.0, 0.0, 1.0);
}
)";
// The skip_components capture layout, verbatim.
std::vector<const char*> SkipComponentsVaryings() {
return {"gl_SkipComponents1", "value1", "gl_SkipComponents2", "gl_SkipComponents1", "value2",
"gl_SkipComponents3", "gl_SkipComponents2", "value3", "gl_SkipComponents4", "value4"};
}
constexpr unsigned kSkipComponentCount = 4 * 4 + (1 + 2 + 3 + 4 + 1 + 2); // 16 values + 13 skipped
constexpr unsigned kSkipVertexCount = 6;
// Runs skip_components and reports what came back. `outCaptured` is the raw
// readback so a failure can say whether anything was written at all.
void RunSkipComponentsCapture(std::vector<float>& outCaptured, std::string* buildLog) {
outCaptured.clear();
const GLuint program = BuildProgram(kXfbVertexSource, kXfbFragmentSource, SkipComponentsVaryings(),
GL_INTERLEAVED_ATTRIBS, buildLog);
ASSERT_NE(program, 0u) << "skip_components program failed to link: " << (buildLog ? *buildLog : "");
glUseProgram(program);
const std::vector<float> vertices = {
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.0f, 1.0f, -1.0f, 1.0f, -3.0f, 1.0f,
1.0f, 1.0f, 4.0f, 1.0f, -1.0f, 1.0f, 5.0f, 1.0f, 1.0f, -1.0f, 6.0f, 1.0f,
};
GLuint vao = 0;
GLuint vbo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(sizeof(float) * vertices.size()), vertices.data(),
GL_STATIC_DRAW);
const GLint location = glGetAttribLocation(program, "vertex");
if (location >= 0) {
glEnableVertexAttribArray(static_cast<GLuint>(location));
glVertexAttribPointer(static_cast<GLuint>(location), 4, GL_FLOAT, GL_FALSE, 0, nullptr);
}
const unsigned floatCount = kSkipVertexCount * kSkipComponentCount;
const GLsizeiptr byteSize = static_cast<GLsizeiptr>(sizeof(float) * floatCount);
GLuint captureBuffer = 0;
glGenBuffers(1, &captureBuffer);
glBindBuffer(GL_ARRAY_BUFFER, captureBuffer);
glBufferData(GL_ARRAY_BUFFER, byteSize, nullptr, GL_STATIC_READ);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, captureBuffer);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// The pre-fill that makes "nothing was captured" recognisable.
std::vector<float> prefill(floatCount);
for (unsigned i = 0; i < floatCount; ++i) {
prefill[i] = -1.0f - static_cast<float>(i);
}
glBindBuffer(GL_ARRAY_BUFFER, captureBuffer);
glBufferData(GL_ARRAY_BUFFER, byteSize, prefill.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnable(GL_RASTERIZER_DISCARD);
glClearColor(0.1f, 0.0f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, captureBuffer);
glBeginTransformFeedback(GL_TRIANGLES);
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(kSkipVertexCount));
glEndTransformFeedback();
glDisable(GL_RASTERIZER_DISCARD);
outCaptured.resize(floatCount);
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, captureBuffer, 0, byteSize);
const void* mapped = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, byteSize, GL_MAP_READ_BIT);
if (mapped != nullptr) {
std::memcpy(outCaptured.data(), mapped, static_cast<std::size_t>(byteSize));
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
}
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &vbo);
glDeleteBuffers(1, &captureBuffer);
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glUseProgram(0);
glDeleteProgram(program);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
}
// skip_components' expected buffer: the 13 skipped components keep their
// pre-fill, the 16 captured ones carry |vertex| * n.
std::vector<float> SkipComponentsExpected() {
const std::vector<float> vertices = {
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.0f, 1.0f, -1.0f, 1.0f, -3.0f, 1.0f,
1.0f, 1.0f, 4.0f, 1.0f, -1.0f, 1.0f, 5.0f, 1.0f, 1.0f, -1.0f, 6.0f, 1.0f,
};
const unsigned floatCount = kSkipVertexCount * kSkipComponentCount;
std::vector<float> expected(floatCount);
for (unsigned i = 0; i < floatCount; ++i) {
expected[i] = -1.0f - static_cast<float>(i);
}
// Record layout, in floats:
// [0] skip1
// [1..4] value1
// [5..7] skip2 + skip1
// [8..11] value2
// [12..16] skip3 + skip2
// [17..20] value3
// [21..24] skip4
// [25..28] value4
static const unsigned kValueOffsets[4] = {1, 8, 17, 25};
for (unsigned v = 0; v < kSkipVertexCount; ++v) {
const unsigned base = v * kSkipComponentCount;
for (unsigned value = 0; value < 4; ++value) {
for (unsigned component = 0; component < 4; ++component) {
const float source = vertices[v * 4 + component];
expected[base + kValueOffsets[value] + component] =
std::fabs(source) * static_cast<float>(value + 1);
}
}
}
return expected;
}
// Reports the first mismatch, and whether the readback is byte-for-byte the
// pre-fill (i.e. the capture never happened).
::testing::AssertionResult CheckSkipComponents(const std::vector<float>& captured) {
const std::vector<float> expected = SkipComponentsExpected();
if (captured.size() != expected.size()) {
return ::testing::AssertionFailure()
<< "readback size " << captured.size() << " != " << expected.size();
}
bool anyWritten = false;
for (std::size_t i = 0; i < captured.size(); ++i) {
if (captured[i] != -1.0f - static_cast<float>(i)) {
anyWritten = true;
break;
}
}
for (std::size_t i = 0; i < expected.size(); ++i) {
if (std::fabs(captured[i] - expected[i]) > 0.0125f) {
return ::testing::AssertionFailure()
<< "capture mismatch at index " << i << ": got " << captured[i] << ", expected "
<< expected[i] << (anyWritten ? "" : " (the whole buffer is still the pre-fill: "
"NOTHING was captured)");
}
}
return ::testing::AssertionSuccess();
}
// The harness turns "no context came up" into a clean skip, and a skip is
// indistinguishable from a pass in a ctest summary. For this scenario that
// is a hole rather than a courtesy: the defect it pins is DirectVulkan's
// alone, and DirectVulkan now comes up headless on any machine at all - a
// surfaceless EGL platform over a software ICD (lavapipe) is enough. So
// "DirectVulkan did not initialise" here means the run is MISCONFIGURED,
// not that the machine has no GPU, and it must not report green.
//
// Local on purpose: the harness-wide skip semantics are deliberate
// (ScenarioFixture.h states the reasoning), and MOBILEGL_ITEST_REQUIRE_GPU
// is the harness-wide lever for the same intent - but that lever also
// demands a HARDWARE renderer, which is exactly what a lavapipe-only box
// cannot offer. This overrides nothing else: only this scenario, only for
// the backend that can regress, and only for the unusable-harness case.
class XfbAfterClipDistanceScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
// Ready() is false on the base's skip path AND on its REQUIRE_GPU
// failure path; the second one has already failed, so leave it alone
// rather than burying its reason under a second message.
if (Ready() || HasFatalFailure()) return;
if (Gl().BackendName() == "DirectVulkan") {
FAIL() << "DirectVulkan could not be brought up, so the regression this scenario guards - a "
"draw served a destroyed VAO's memoised vertex bindings - was never exercised, and "
"that must be a failure rather than a silent skip. Headless bring-up needs only a "
"Vulkan ICD and a surfaceless EGL platform (a software ICD such as lavapipe "
"qualifies: VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/lvp_icd.x86_64.json with "
"EGL_PLATFORM=surfaceless). Harness reason: "
<< Gl().SkipReason();
}
}
};
// Control: the capture on its own must work.
TEST_F(XfbAfterClipDistanceScenario, SkipComponentsCaptureAlone) {
if (!Ready()) return;
std::vector<float> captured;
std::string log;
RunSkipComponentsCapture(captured, &log);
EXPECT_TRUE(CheckSkipComponents(captured));
}
// Bisection step 1: only the leftover GL_CLIP_DISTANCEi enables.
TEST_F(XfbAfterClipDistanceScenario, SkipComponentsCaptureAfterClipDistanceEnables) {
if (!Ready()) return;
for (unsigned i = 0; i < 8; ++i) {
glEnable(GL_CLIP_DISTANCE0 + i);
}
std::vector<float> captured;
std::string log;
RunSkipComponentsCapture(captured, &log);
for (unsigned i = 0; i < 8; ++i) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
EXPECT_TRUE(CheckSkipComponents(captured));
}
// Bisection step 2: the whole clip_distance.functional workload, stopped
// where the CTS stopped in the runs that went on to break the capture.
TEST_F(XfbAfterClipDistanceScenario, SkipComponentsCaptureAfterClipDistanceWorkloadLines8) {
if (!Ready()) return;
RunClipDistanceWorkload({.primitiveIndex = 1, .clipFunction = 0, .redeclaration = false, .clipCount = 8});
std::vector<float> captured;
std::string log;
RunSkipComponentsCapture(captured, &log);
for (unsigned i = 0; i < 8; ++i) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
EXPECT_TRUE(CheckSkipComponents(captured));
}
TEST_F(XfbAfterClipDistanceScenario, SkipComponentsCaptureAfterClipDistanceWorkloadPoints1) {
if (!Ready()) return;
RunClipDistanceWorkload({.primitiveIndex = 0, .clipFunction = 0, .redeclaration = true, .clipCount = 1});
std::vector<float> captured;
std::string log;
RunSkipComponentsCapture(captured, &log);
for (unsigned i = 0; i < 8; ++i) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
EXPECT_TRUE(CheckSkipComponents(captured));
}
// A single stop point is not a regression test for this defect: whether the
// capture phase's VAO and vertex buffer land on the addresses the workload just
// freed is a function of how much the workload allocated, so the two cases above
// pin two draws of a lottery. Sweep the grid instead - before the fix, roughly a
// third of these stop points came back holding the workload's vertex data.
TEST_F(XfbAfterClipDistanceScenario, SkipComponentsCaptureSurvivesEveryClipWorkloadStopPoint) {
if (!Ready()) return;
for (unsigned primitiveIndex = 0; primitiveIndex < 3; ++primitiveIndex) {
for (unsigned redeclaration = 0; redeclaration < 2; ++redeclaration) {
for (const unsigned clipCount : {1u, 4u, 8u}) {
RunClipDistanceWorkload({.primitiveIndex = primitiveIndex,
.clipFunction = 0,
.redeclaration = redeclaration != 0,
.clipCount = clipCount});
std::vector<float> captured;
std::string log;
RunSkipComponentsCapture(captured, &log);
for (unsigned i = 0; i < 8; ++i) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
EXPECT_TRUE(CheckSkipComponents(captured))
<< " (stop point: primitive " << primitiveIndex << ", redeclaration " << redeclaration
<< ", clip count " << clipCount << ")";
}
}
}
}
} // namespace
} // namespace MGITest
@@ -1,47 +0,0 @@
#!/bin/bash
# Run the headless MobileGL integration scenarios on one backend:
# ./run_integration_test.sh espryt [gtest args...] -> DirectGLES
# ./run_integration_test.sh magma [gtest args...] -> DirectVulkan
#
# The backend is latched at initialization from MOBILEGL_BACKEND_TYPE, so one
# process is one backend; this script is the dev-box equivalent of the two ctest
# registrations in CMakeLists.txt.
#
# Pin the vendor libraries explicitly, for the same reason
# MG_Benchmark/Driver/run_driver_bench.sh does: a bare libEGL on a glvnd system
# resolves to whatever vendor comes first, which is usually Mesa/llvmpipe - a
# software rasteriser silently replacing the GPU under a GPU test. Override
# MGL_EGL_VENDOR / MGL_VK_ICD to test another driver.
#
# Set MOBILEGL_ITEST_REQUIRE_GPU=1 to turn "the harness is unusable" from a clean
# skip into a failure. Do that anywhere the machine is supposed to have a GPU: a
# run that skipped everything and a run that passed everything are otherwise the
# same green, so without it a broken driver pinning is invisible.
set -eu
HERE=$(cd "$(dirname "$0")" && pwd)
BIN=${MOBILEGL_ITEST_BIN:-$HERE/MobileGLIntegrationTest}
EGL_VENDOR=${MGL_EGL_VENDOR:-/usr/share/glvnd/egl_vendor.d/10_nvidia.json}
VK_ICD=${MGL_VK_ICD:-/usr/share/vulkan/icd.d/nvidia_icd.x86_64.json}
MODE=$1; shift
if [ ! -x "$BIN" ]; then
echo "MobileGLIntegrationTest not found at $BIN"
echo "configure with -DMOBILEGL_BUILD_INTEGRATION_TEST=ON and set MOBILEGL_ITEST_BIN"
exit 1
fi
[ -r "$EGL_VENDOR" ] && export __EGL_VENDOR_LIBRARY_FILENAMES=$EGL_VENDOR
export EGL_PLATFORM=${EGL_PLATFORM:-x11}
case "$MODE" in
espryt|DirectGLES)
export MOBILEGL_BACKEND_TYPE=DirectGLES
;;
magma|DirectVulkan)
export MOBILEGL_BACKEND_TYPE=DirectVulkan
[ -r "$VK_ICD" ] && export VK_ICD_FILENAMES=$VK_ICD
;;
*) echo "unknown mode: $MODE (espryt|magma)"; exit 1 ;;
esac
export MOBILEGL_ITEST_REQUIRE_GPU=${MOBILEGL_ITEST_REQUIRE_GPU:-}
exec "$BIN" "$@"
@@ -8,17 +8,9 @@
#include "BufferObject.h"
#include <atomic>
namespace MobileGL::MG_State::GLState {
namespace {
const BufferBackendOps* g_bufferBackendOps = nullptr;
// Starts at 1 so a zero-initialized cache slot can never carry a live buffer's id.
std::atomic<Uint64> g_nextBufferLifetimeId{1};
}
Uint64 BufferObject::AllocateLifetimeId() {
return g_nextBufferLifetimeId.fetch_add(1, std::memory_order_relaxed);
}
void SetBufferBackendOps(const BufferBackendOps* ops) {
@@ -49,7 +41,6 @@ namespace MobileGL::MG_State::GLState {
void BufferObject::NotifySubData(SizeT offset, SizeT size) {
++m_changeSerial;
if (size == 0) return;
m_hasDefinedContent = true;
if (g_bufferBackendOps && g_bufferBackendOps->SubData) {
g_bufferBackendOps->SubData(*this, offset, size);
}
@@ -58,14 +49,12 @@ namespace MobileGL::MG_State::GLState {
void BufferObject::NotifyFlushMappedRange(Range1D range, Flags<BufferMappingAccessBit> appAccess) {
++m_changeSerial;
if (range.start >= range.end) return;
m_hasDefinedContent = true;
if (g_bufferBackendOps && g_bufferBackendOps->FlushMappedRange) {
g_bufferBackendOps->FlushMappedRange(*this, range, appAccess);
}
}
void BufferObject::NotifyContentWrite(SizeT offset, SizeT size) {
m_hasDefinedContent = true;
if (m_resource.IsGpuResident()) {
// The write already landed in coherent GPU memory; the backend has no separate
// copy to sync. Only bump the serial so cached transient slices invalidate.
@@ -82,9 +71,6 @@ namespace MobileGL::MG_State::GLState {
if (data && size > 0) {
Memcpy(m_resource.Bytes(), data, size);
}
// A NULL-data respecify (the orphaning idiom) leaves the store undefined;
// record that so backends skip uploading the stale shadow bytes.
m_hasDefinedContent = (data != nullptr) || size == 0;
m_isImmutableStorage = false;
m_storageFlags = 0;
NotifyRespecify();
@@ -103,7 +89,6 @@ namespace MobileGL::MG_State::GLState {
} else if (size > 0) {
Memset(m_resource.Bytes(), 0, size);
}
m_hasDefinedContent = true;
m_isImmutableStorage = true;
m_storageFlags = storageFlags;
NotifyRespecify();
@@ -190,7 +175,6 @@ namespace MobileGL::MG_State::GLState {
}
void BufferObject::MarkGpuWritten() {
m_hasDefinedContent = true;
m_gpuWritePending = true;
}
@@ -206,11 +190,8 @@ namespace MobileGL::MG_State::GLState {
}
void BufferObject::UploadSubData(DataPtr data, SizeT atOffset) {
// GL 4.6 core 6.5 forbids only the OVERLAPPING write: a glBufferSubData that stays
// clear of a non-persistent mapping is legal, and the frontend lets it through.
MOBILEGL_ASSERT(!m_isMapped || (m_mappingAccess & BufferMappingAccessBit::Persistent) ||
atOffset >= m_mappedRange.end || atOffset + data.size <= m_mappedRange.start,
"Cannot upload sub data overlapping a non-persistent mapping.");
MOBILEGL_ASSERT(!m_isMapped || (m_mappingAccess & BufferMappingAccessBit::Persistent),
"Cannot upload sub data while buffer is non-persistently mapped.");
MOBILEGL_ASSERT(atOffset + data.size <= m_size,
"UploadSubData out of bounds: atOffset (%zu) + data.size (%zu) > m_size (%zu)", atOffset,
data.size, m_size);
@@ -351,10 +332,6 @@ namespace MobileGL::MG_State::GLState {
return m_changeSerial;
}
Bool BufferObject::HasDefinedContent() const {
return m_hasDefinedContent;
}
const SharedPtr<BackendBufferResource>& BufferObject::GetBackendResource() const {
return m_resource.Backend();
}
@@ -185,21 +185,9 @@ namespace MobileGL {
Flags<BufferMappingAccessBit> GetMappingAccess() const;
GLbitfield GetStorageFlags() const;
Uint GetExternalIndex() const;
// Globally-unique, never-reused id for THIS object's lifetime - same contract
// and same motivation as ProgramObject::GetLifetimeId() and
// VertexArrayObject::GetLifetimeId(). A backend that folds a buffer's IDENTITY
// into a cache key must use this, never the GL name (LIFO-recycled by
// glGenBuffers) and never the heap address (recycled by the allocator): both
// let a deleted-and-recreated buffer answer to a dead one's cache entry.
Uint64 GetLifetimeId() const { return m_lifetimeId; }
// Monotonic counter bumped on every shadow mutation; backends use it to
// validate cached transient slices.
Uint64 GetChangeSerial() const;
// False after a NULL-data (re)specification until the first content
// write: the app's orphaning idiom (glBufferData with nullptr) leaves
// the store undefined, so backends may (re)allocate GPU storage without
// uploading the stale CPU shadow.
Bool HasDefinedContent() const;
const SharedPtr<BackendBufferResource>& GetBackendResource() const;
void SetBackendResource(SharedPtr<BackendBufferResource> resource);
@@ -214,10 +202,7 @@ namespace MobileGL {
// SubData transfer to sync the backend's separate GPU copy.
void NotifyContentWrite(SizeT offset, SizeT size);
static Uint64 AllocateLifetimeId();
const Uint m_externalIndex = 0;
const Uint64 m_lifetimeId = AllocateLifetimeId();
SizeT m_size = 0;
BufferUsage m_usage = BufferUsage::StaticDraw;
// Owns the buffer's bytes (CPU shadow or backend persistent GPU map) and
@@ -228,8 +213,6 @@ namespace MobileGL {
Bool m_isImmutableStorage = false;
GLbitfield m_storageFlags = 0;
Uint64 m_changeSerial = 0;
// See HasDefinedContent().
Bool m_hasDefinedContent = true;
// Set by MarkGpuWritten, cleared by SyncGpuWrites once the shadow is refreshed.
Bool m_gpuWritePending = false;
Range1D m_mappedRange;
-154
View File
@@ -9,9 +9,6 @@
#include "Core.h"
#include "MG_State/GLState/RenderbufferState/RenderbufferObject.h"
#include "MG_State/EGLState/Core.h"
#include <MG_Backend/BackendObjects.h>
#include <MG_Util/Async/ShaderCompilePool.h>
#include <MG_Util/ShaderTranspiler/CompileEnv.h>
#include <Config.h>
namespace MobileGL::MG_State {
@@ -27,27 +24,8 @@ namespace MobileGL::MG_State {
}
namespace GLState {
const SharedPtr<const MG_Util::ShaderTranspiler::CompileEnv>& GLContext::GetCompileEnv() {
const void* backend = static_cast<const void*>(MG_Backend::pActiveBackendObject.get());
if (!m_compileEnv || m_compileEnvBackend != backend) {
// First use, or the backend was swapped underneath us. Re-capturing rolls the
// fingerprint, so every P0b preprocess memo computed against the old backend's
// limits becomes structurally unreachable instead of silently reusable.
m_compileEnv = MG_Util::ShaderTranspiler::CaptureCompileEnv();
m_compileEnvBackend = backend;
}
return m_compileEnv;
}
// Error
void GLContext::RecordError(ErrorCode code, UniquePtr<ErrorInfo> info) {
// Invariant I1, mechanically enforced: the GL error state is GL-thread-owned.
// A compile or link body that needs to raise an error must append to its node's
// JobDiagnostics and let the join replay it here (see the P1 design section 6);
// reaching this from a worker would corrupt the sticky-flag set that
// glGetError's ordering depends on.
MOBILEGL_ASSERT(!MG_Util::Async::ShaderCompilePool::IsPoolThread(),
"GLContext::RecordError() called from a shader-compile pool thread");
m_errorState.RecordError(code, Move(info));
}
@@ -357,10 +335,6 @@ namespace MobileGL::MG_State {
return m_programState.GetShaderObject(index);
}
void GLContext::JoinAllPendingShaderWork() {
m_programState.JoinAllPendingWork();
}
void GLContext::UseProgram(Uint program) {
return m_programState.UseProgram(program);
}
@@ -369,88 +343,7 @@ namespace MobileGL::MG_State {
return m_programState.GetCurrentProgram();
}
const SharedPtr<ProgramObject>& GLContext::GetProgramForDraw() {
static const SharedPtr<ProgramObject> nullProgram = nullptr;
const auto& currentProgram = m_programState.GetCurrentProgram();
if (currentProgram) {
// P1 join site J1, plain glUseProgram half. The backends read a program's
// lifetimeId / backendStateVersion / UBO content version to decide whether
// their per-program caches are still valid, and none of those pass through
// ProgramObject's join gate - so a draw could sample a version, join later
// 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();
return currentProgram;
}
if (m_boundProgramPipeline == 0) return nullProgram;
const auto& pipeline = GetBoundProgramPipeline();
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) {
const auto& stageProgram = pipeline->GetStageProgram(static_cast<ShaderStage>(stage));
if (stageProgram) stageProgram->JoinLink();
}
const auto signature = pipeline->ComputeDrawProgramSignature();
if (const auto& cached = pipeline->GetCachedDrawProgram(signature)) 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
// flattened into one. Each stage contributes only the shaders that serve it, so a
// program bound to two stages is not pulled in twice and a program bound to a
// stage it does not implement contributes nothing.
// Deliberately not a named program: it is reachable only through the pipeline, it
// must not answer glIsProgram, and it must not consume a name the application
// could otherwise be handed. Backend registries key on the object, not the name.
auto composite = MakeShared<ProgramObject>(0u);
Bool anyStage = false;
for (SizeT stage = 0; stage < static_cast<SizeT>(ShaderStage::ShaderStageCount); ++stage) {
const auto& stageProgram = pipeline->GetStageProgram(static_cast<ShaderStage>(stage));
if (!stageProgram) continue;
for (const auto& shader : stageProgram->GetAttachedShaders()) {
if (!shader || static_cast<SizeT>(shader->GetShaderStage()) != stage) continue;
composite->AttachShader(shader);
anyStage = true;
}
}
if (!anyStage) return nullProgram;
// A pipeline with no fragment stage still rasterises, so the default fragment
// shader is wanted here even though the separable stage programs never get one.
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();
pipeline->SetCachedDrawProgram(signature, Move(composite));
return pipeline->GetCachedDrawProgram(signature);
}
const SharedPtr<ProgramObject>& GLContext::GetProgramForUniform() {
const auto& currentProgram = m_programState.GetCurrentProgram();
if (currentProgram) return currentProgram;
static const SharedPtr<ProgramObject> nullProgram = nullptr;
if (m_boundProgramPipeline == 0) return nullProgram;
const auto& pipeline = GetBoundProgramPipeline();
if (!pipeline) return nullProgram;
return pipeline->GetActiveProgram();
}
// RenderState
Uint GLContext::GetPipelineStateVersion() const {
return m_renderState.GetPipelineStateVersion();
}
Uint GLContext::GetRenderStateParametersVersion() const {
return m_renderState.GetVersion();
}
@@ -909,53 +802,6 @@ namespace MobileGL::MG_State {
m_transformFeedbackObjects[id] = {};
}
}
// 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.
m_programPipelineNames.Generate(number, pipelines.data());
}
void GLContext::CreateProgramPipelineObject(Uint index) {
m_programPipelines[index] = MakeShared<ProgramPipelineObject>(index);
}
Bool GLContext::ValidateProgramPipelineName(Uint index) const {
return index == 0 || m_programPipelineNames.IsValid(index);
}
Bool GLContext::IsProgramPipelineObject(Uint index) const {
if (index == 0 || !m_programPipelineNames.IsValid(index)) return false;
return m_programPipelines.find(index) != m_programPipelines.end();
}
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);
}
m_boundProgramPipeline = index;
}
void GLContext::MarkProgramPipelineForDeletion(Uint index) {
if (index == 0 || !m_programPipelineNames.IsValid(index)) return;
if (index == m_boundProgramPipeline) {
m_boundProgramPipeline = 0;
}
m_programPipelines.erase(index);
m_programPipelineNames.Delete(index);
}
const SharedPtr<ProgramPipelineObject>& GLContext::GetProgramPipelineObject(Uint index) const {
static const SharedPtr<ProgramPipelineObject> kNone;
const auto it = m_programPipelines.find(index);
return it == m_programPipelines.end() ? kNone : it->second;
}
const SharedPtr<ProgramPipelineObject>& GLContext::GetBoundProgramPipeline() const {
return GetProgramPipelineObject(m_boundProgramPipeline);
}
Bool GLContext::ValidateTransformFeedbackName(Uint index) const {
return index == 0 || m_transformFeedbackNames.IsValid(index);
+1 -68
View File
@@ -14,17 +14,12 @@
#include "MG_State/GLState/RenderbufferState/RenderbufferState.h"
#include "RenderState/RenderState.h"
#include "ProgramState/ProgramState.h"
#include "ProgramState/ProgramPipelineObject.h"
#include "SamplerState/SamplerState.h"
#include "TextureState/TextureState.h"
#include "FramebufferState/FramebufferState.h"
#include "VertexArrayState/VertexArrayState.h"
#include "RenderbufferState/RenderbufferState.h"
namespace MobileGL::MG_Util::ShaderTranspiler {
struct CompileEnv;
}
namespace MobileGL {
namespace MG_State {
void Init();
@@ -115,27 +110,13 @@ namespace MobileGL {
TextureUnit& GetTextureUnitObject(Int unit);
ImageTextureBinding& GetImageTextureBinding(Int unit);
const ImageTextureBinding& GetImageTextureBinding(Int unit) const;
void NoteTextureUnitTouched(Int unit, Bool bindingChanged = true) {
m_textureState.NoteUnitTouched(unit, bindingChanged);
}
void NoteTextureUnitTouched(Int unit) { m_textureState.NoteUnitTouched(unit); }
Int GetMaxTouchedTextureUnit() const { return m_textureState.GetMaxTouchedUnit(); }
// Monotonic counter bumped whenever a texture bind/unbind/delete changes which
// texture is bound at a unit; lets a backend skip re-resolving an unchanged
// per-draw sampled-texture set.
Uint64 GetTextureBindGeneration() const { return m_textureState.GetTextureBindGeneration(); }
void BumpTextureBindGeneration() { m_textureState.BumpTextureBindGeneration(); }
// Monotonic counter bumped whenever a texture's shape or a sampler object's
// parameters change, i.e. whenever a bound texture's mipmap-completeness (and so
// whether a backend binds it at all) can have flipped without any bind moving;
// see TextureState::GetSamplingResolutionGeneration.
Uint64 GetSamplingResolutionGeneration() const {
return m_textureState.GetSamplingResolutionGeneration();
}
void BumpSamplingResolutionGeneration() { m_textureState.BumpSamplingResolutionGeneration(); }
// Never-reused id of this context, for backend memos keyed on the two counters
// above: both restart at 0 in a new context, and a recreated context can land on
// the old heap address. See TextureState::GetContextId.
Uint64 GetTextureContextId() const { return m_textureState.GetContextId(); }
Bool ValidateTextureName(Uint index) const;
Bool ValidateTextureObject(Uint index) const;
Int GetActiveTextureUnit() const;
@@ -153,40 +134,11 @@ namespace MobileGL {
Bool ValidateShaderName(Uint index) const;
const SharedPtr<ProgramObject>& GetProgramObject(Uint index);
const SharedPtr<ShaderObject>& GetShaderObject(Uint index);
// Settles every compile and link this context still owns; see
// ProgramState::JoinAllPendingWork. Called by glMaxShaderCompilerThreadsKHR(0).
void JoinAllPendingShaderWork();
// P1 stage 6: the per-context index of adoptable compile nodes, for its
// adoption counter. Diagnostics and tests only - no GL entry point reads it.
ShaderCompileAdoptionMap& GetShaderCompileAdoptionMap() {
return m_programState.GetShaderCompileAdoptionMap();
}
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.
const SharedPtr<ProgramObject>& GetProgramForDraw();
// 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.
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);
void MarkProgramPipelineForDeletion(Uint index);
const SharedPtr<ProgramPipelineObject>& GetProgramPipelineObject(Uint index) const;
Uint GetBoundProgramPipelineName() const { return m_boundProgramPipeline; }
const SharedPtr<ProgramPipelineObject>& GetBoundProgramPipeline() const;
// RenderState
Uint GetRenderStateParametersVersion() const;
// Only the pipeline-relevant subset - see RenderState::m_pipelineStateVersion.
Uint GetPipelineStateVersion() const;
const RenderStateParameters& GetRenderStateParameters() const;
void SetViewport(IntVec4 viewport); // x, y, width, height
const IntVec4& GetViewport() const; // x, y, width, height
@@ -392,15 +344,6 @@ namespace MobileGL {
Bool ValidateRenderbufferName(Uint index) const;
Bool ValidateRenderbufferObject(Uint index) const;
// P1: the shader compile/link pipeline's snapshot of everything it reads from
// outside its own (stage, source) inputs. Captured lazily here because it
// cannot be captured in MG_State::Init() - that runs BEFORE MG_Backend::Init(),
// so there is no backend to query yet. Re-captured whenever the active backend
// object changes, which also rolls the fingerprint and therefore invalidates
// every P0b preprocess memo keyed against the old one.
// GL thread only.
const SharedPtr<const MG_Util::ShaderTranspiler::CompileEnv>& GetCompileEnv();
private:
// State Components
ErrorState m_errorState;
@@ -447,22 +390,12 @@ 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.
UnorderedMap<Uint, SharedPtr<ProgramPipelineObject>> m_programPipelines;
IndexGenerator<Uint> m_programPipelineNames;
Uint m_boundProgramPipeline = 0;
TextureState m_textureState;
ProgramState m_programState;
RenderState m_renderState;
FramebufferState m_framebufferState;
SamplerState m_samplerState;
RenderbufferState m_renderbufferState;
mutable SharedPtr<const MG_Util::ShaderTranspiler::CompileEnv> m_compileEnv;
// Identity of the backend object m_compileEnv was captured against; a plain
// pointer compare, never dereferenced.
const void* m_compileEnvBackend = nullptr;
};
} // namespace GLState
@@ -185,20 +185,6 @@ namespace MobileGL::MG_State::GLState {
return m_externalIndex;
}
#define MOBILEGL_DEFINE_FRAMEBUFFER_DEFAULT_SETTER(name, member, type) \
void FramebufferObject::Set##name(type value) { \
if (member == value) return; \
member = value; \
++m_objectVersion; \
}
MOBILEGL_DEFINE_FRAMEBUFFER_DEFAULT_SETTER(DefaultWidth, m_defaultWidth, Int)
MOBILEGL_DEFINE_FRAMEBUFFER_DEFAULT_SETTER(DefaultHeight, m_defaultHeight, Int)
MOBILEGL_DEFINE_FRAMEBUFFER_DEFAULT_SETTER(DefaultLayers, m_defaultLayers, Int)
MOBILEGL_DEFINE_FRAMEBUFFER_DEFAULT_SETTER(DefaultSamples, m_defaultSamples, Int)
MOBILEGL_DEFINE_FRAMEBUFFER_DEFAULT_SETTER(DefaultFixedSampleLocations, m_defaultFixedSampleLocations, Bool)
#undef MOBILEGL_DEFINE_FRAMEBUFFER_DEFAULT_SETTER
void FramebufferObject::BumpAttachmentVersion(FramebufferAttachmentType type) {
++m_attachmentVersions[static_cast<SizeT>(type)];
++m_objectVersion;
@@ -129,19 +129,6 @@ namespace MobileGL {
void SetReadBuffer(FramebufferAttachmentType buf);
FramebufferAttachmentType GetReadBuffer() const { return m_readBuffer; }
// GL_ARB_framebuffer_no_attachments state (GL 4.6 core table 23.24). The shape a
// framebuffer with no attachments would rasterize at; all zero / FALSE until set.
Int GetDefaultWidth() const { return m_defaultWidth; }
Int GetDefaultHeight() const { return m_defaultHeight; }
Int GetDefaultLayers() const { return m_defaultLayers; }
Int GetDefaultSamples() const { return m_defaultSamples; }
Bool GetDefaultFixedSampleLocations() const { return m_defaultFixedSampleLocations; }
void SetDefaultWidth(Int value);
void SetDefaultHeight(Int value);
void SetDefaultLayers(Int value);
void SetDefaultSamples(Int value);
void SetDefaultFixedSampleLocations(Bool value);
FramebufferAttachmentVersionArray GetAllFramebufferAttachmentVersions() const {
return m_attachmentVersions;
}
@@ -161,12 +148,6 @@ namespace MobileGL {
FramebufferAttachmentArray m_drawBuffers; // Probably no versioning needed for this, just check equality
FramebufferAttachmentType m_readBuffer = FramebufferAttachmentType::None;
Int m_defaultWidth = 0;
Int m_defaultHeight = 0;
Int m_defaultLayers = 0;
Int m_defaultSamples = 0;
Bool m_defaultFixedSampleLocations = false;
// This version will bump when draw/read buffer changes (by `glDrawBuffer(s)`/`glReadBuffer`)
Uint16 m_objectVersion = 0;
};

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