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MobileGL/MobileGL/MG_IntegrationTest/Scenarios/OrientationScenario.cpp
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// 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 <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* 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;
// A deliberately asymmetric sub-rect of the 128x96 surface: neither centred nor
// full-extent in either axis, mirroring the conformance suite's randomised
// sub-viewport geometry (glcShaderRenderCase.cpp:735-741). Asymmetry is the whole
// point - y == H - y - h is exactly the case an unconverted Y origin gets right by
// accident, and it is the only case the shipped code ever exercised.
// correct band = GL rows [13, 55)
// mirrored band = GL rows [41, 83) (what H-y-h produces)
constexpr int kSubX = 17;
constexpr int kSubY = 13;
constexpr int kSubW = 60;
constexpr int kSubH = 42;
Image CropRect(const Image& source, int x0, int y0, int width, int height) {
Image out(width, height);
const std::size_t rowBytes = static_cast<std::size_t>(width) * 4;
for (int y = 0; y < height; ++y) {
const std::uint8_t* sourceRow =
source.Data() + (static_cast<std::size_t>(y0 + y) * source.Width() + x0) * 4;
std::memcpy(out.Data() + static_cast<std::size_t>(y) * rowBytes, sourceRow, rowBytes);
}
return out;
}
Image VFlip(const Image& source) {
Image out(source.Width(), source.Height());
const std::size_t rowBytes = static_cast<std::size_t>(source.Width()) * 4;
for (int y = 0; y < source.Height(); ++y) {
std::memcpy(out.Data() + static_cast<std::size_t>(y) * rowBytes,
source.Data() + static_cast<std::size_t>(source.Height() - 1 - y) * rowBytes, rowBytes);
}
return out;
}
struct Vertex {
float x, y;
float r, g, b;
};
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";
}
}
// ------------------------------------------------------------------ sub-rect / M-1 ----
//
// Everything above reads the FULL extent of its target, which is the one case
// DirectVulkan's default-framebuffer readback ever re-oriented: the remap at
// VulkanRenderer.cpp:2042 had no rect parameters at all, so :8278 gated it on
// `width == swapchainExtent.width && height == swapchainExtent.height` and fell back to a
// raw copy otherwise. Meanwhile the viewport (:422), the scissor (:506-546) and the
// ReadPixels copy offset (:8238) all used the GL bottom-origin Y verbatim as a Vulkan
// top-origin Y.
//
// In the conformance suite those defects CANCEL in placement - the draw lands in Vulkan
// rows [y, y+h) and the readback copies the same rows back - and compose into an exact
// vertical flip of a correct image. That is 1,759 of Magma's 1,793 non-pass cases, and
// image forensics over all 861 gl33 failures found 861 vertical flips and nothing else.
// Taken apart, they are two independent user-visible bugs, so they are tested apart:
// SubViewportDraw pins placement with a full-extent read, SubRectReadback pins the
// readback rect after a full-viewport draw, and SubViewportSubRectRoundTrip is the CTS
// shape where the two cancel.
// Placement: a sub-viewport draw must land in GL rows [y0, y0+h), not mirrored about the
// surface centre. Read back full-extent, which is the path that already worked, so a
// failure here can only be the viewport's Y origin.
TEST_F(OrientationScenario, SubViewportDrawLandsWhereGLPutsIt) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glViewport(kSubX, kSubY, kSubW, kSubH);
DrawQuadrants();
glViewport(0, 0, Gl().Width(), Gl().Height());
const Image whole = ReadPixels(Gl().Width(), Gl().Height());
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
const Image placed = CropRect(whole, kSubX, kSubY, kSubW, kSubH);
EXPECT_EQ(placed.QuadrantSignature(), kUprightSignature)
<< "the sub-viewport draw is not upright inside its own rect";
ExpectUprightQuadrants(placed, "sub-viewport draw, cropped out of a full-extent read");
// Nothing may have been painted outside the viewport. This is what catches the
// mirrored placement: the drawn band would sit at GL rows [41, 83) instead.
EXPECT_TRUE(RegionIsMostly(whole, 0, Gl().Width() - 1, 0, kSubY - 2, "black", 0.0,
"below the sub-viewport"));
EXPECT_TRUE(RegionIsMostly(whole, 0, Gl().Width() - 1, kSubY + kSubH + 1, Gl().Height() - 1, "black",
0.0, "above the sub-viewport"));
}
// Readback: a full-viewport draw read back through a sub-rect must return the requested
// band, in GL row order. Band and orientation are asserted separately so that fixing only
// one of the two cannot pass this case.
TEST_F(OrientationScenario, SubRectReadbackReturnsTheRequestedBandUpright) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
DrawQuadrants();
const Image whole = ReadPixels(Gl().Width(), Gl().Height());
ASSERT_EQ(whole.QuadrantSignature(), kUprightSignature)
<< "the full-extent read is already wrong, so nothing below can be trusted";
const Image sub = ReadPixelsRect(kSubX, kSubY, kSubW, kSubH);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
ASSERT_EQ(sub.Width(), kSubW);
ASSERT_EQ(sub.Height(), kSubH);
const Image requestedBand = CropRect(whole, kSubX, kSubY, kSubW, kSubH);
const Image mirroredBand = CropRect(whole, kSubX, Gl().Height() - kSubY - kSubH, kSubW, kSubH);
// The geometry has to be able to see both mistakes; if a future surface size made the
// band symmetric these assertions would be vacuous, so say so loudly instead.
ASSERT_FALSE(requestedBand == VFlip(requestedBand))
<< "the chosen sub-rect is vertically symmetric - it cannot detect a row flip";
ASSERT_FALSE(requestedBand == mirroredBand)
<< "the chosen sub-rect equals its mirror band - it cannot detect a wrong band";
EXPECT_FALSE(sub == VFlip(requestedBand))
<< "ORIENTATION: the requested band came back with its rows in Vulkan (top-first) order";
EXPECT_FALSE(sub == mirroredBand || sub == VFlip(mirroredBand))
<< "BAND: the read returned GL rows [H-y-h, H-y) instead of [y, y+h)";
EXPECT_TRUE(sub == requestedBand)
<< "the sub-rect readback differs from the same rect of the full-extent read in "
<< sub.ByteDiffCount(requestedBand) << " bytes";
}
// The exact conformance-suite shape: an asymmetric sub-viewport draw read back through the
// very same sub-rect. The placement and readback errors cancel, leaving an image that is
// correct in every pixel VALUE and vertically flipped - which is precisely the 861-case
// signature. One assertion, and it pins all of them.
TEST_F(OrientationScenario, SubViewportSubRectRoundTripIsUpright) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glViewport(kSubX, kSubY, kSubW, kSubH);
DrawQuadrants();
const Image sub = ReadPixelsRect(kSubX, kSubY, kSubW, kSubH);
glViewport(0, 0, Gl().Width(), Gl().Height());
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
EXPECT_EQ(sub.QuadrantSignature(), kUprightSignature)
<< "sub-viewport draw + same-rect readback came back flipped - this is the shape "
"behind KHR-GL33/GL40.shaders.* (861 cases each)";
ExpectUprightQuadrants(sub, "sub-viewport draw read back through the same sub-rect");
}
// The same conversion, on the other rect consumer that reads the default framebuffer.
// glBlitFramebuffer already converted its DESTINATION rect when the draw framebuffer was
// the default one (ApplyNativeBlitDefaultFramebufferTransform), but never its SOURCE rect,
// so a blit OUT of the default framebuffer took the mirrored band and wrote it upside
// down. Blitting a sub-rect and comparing against the same sub-rect of a direct read pins
// both halves at once.
TEST_F(OrientationScenario, BlitOutOfTheDefaultFramebufferKeepsBandAndOrientation) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
DrawQuadrants();
const Image whole = ReadPixels(Gl().Width(), Gl().Height());
ASSERT_EQ(whole.QuadrantSignature(), kUprightSignature)
<< "the full-extent read is already wrong, so nothing below can be trusted";
BindFbo(m_offscreen);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_offscreen.fbo);
glBlitFramebuffer(kSubX, kSubY, kSubX + kSubW, kSubY + kSubH, kSubX, kSubY, kSubX + kSubW,
kSubY + kSubH, GL_COLOR_BUFFER_BIT, GL_NEAREST);
const unsigned int blitError = FirstGLError();
if (blitError != GL_NO_ERROR) {
GTEST_SKIP() << "this backend refused the default-framebuffer blit: "
<< GLErrorName(blitError);
}
glBindFramebuffer(GL_FRAMEBUFFER, m_offscreen.fbo);
const Image blitted = ReadPixels(m_offscreen.width, m_offscreen.height);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
const Image landed = CropRect(blitted, kSubX, kSubY, kSubW, kSubH);
const Image expected = CropRect(whole, kSubX, kSubY, kSubW, kSubH);
EXPECT_FALSE(landed == VFlip(expected))
<< "ORIENTATION: the blitted band arrived upside down";
EXPECT_TRUE(landed == expected)
<< "the blitted sub-rect differs from the same sub-rect of a direct read in "
<< landed.ByteDiffCount(expected) << " bytes";
}
// Negative control. A non-default framebuffer is already self-consistent - no
// gl_Position.y negation, GL row 0 IS Vulkan row 0 - so none of the fixes above may touch
// it. If this ever starts failing, the default-FBO remap has leaked into the FBO path.
TEST_F(OrientationScenario, FboSubRectReadbackAndSubViewportAreUnaffected) {
BindFbo(m_offscreen);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
DrawQuadrants();
const Image whole = ReadPixels(m_offscreen.width, m_offscreen.height);
const Image sub = ReadPixelsRect(kSubX, kSubY, kSubW, kSubH);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
EXPECT_TRUE(sub == CropRect(whole, kSubX, kSubY, kSubW, kSubH))
<< "an FBO sub-rect readback differs from the same rect of its full-extent read in "
<< sub.ByteDiffCount(CropRect(whole, kSubX, kSubY, kSubW, kSubH)) << " bytes";
BindFbo(m_offscreen);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glViewport(kSubX, kSubY, kSubW, kSubH);
DrawQuadrants();
glViewport(0, 0, m_offscreen.width, m_offscreen.height);
const Image placedWhole = ReadPixels(m_offscreen.width, m_offscreen.height);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
EXPECT_EQ(CropRect(placedWhole, kSubX, kSubY, kSubW, kSubH).QuadrantSignature(), kUprightSignature)
<< "an FBO sub-viewport draw must land in GL rows [y0, y0+h) upright";
EXPECT_TRUE(RegionIsMostly(placedWhole, 0, m_offscreen.width - 1, 0, kSubY - 2, "black", 0.0,
"below an FBO sub-viewport"));
EXPECT_TRUE(RegionIsMostly(placedWhole, 0, m_offscreen.width - 1, kSubY + kSubH + 1,
m_offscreen.height - 1, "black", 0.0, "above an FBO sub-viewport"));
}
} // namespace
} // namespace MGITest