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https://github.com/MobileGL-Dev/MobileGL
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Bothd7976326bugs passed every unit test while corrupting real frames - state-level assertions cannot see them. This module renders and reads back. A headless EGL-pbuffer harness (no window, no GLFW) linking MobileGL_s directly, registered once per backend under the ctest label integration-gpu, behind the default-OFF option MOBILEGL_BUILD_INTEGRATION_TEST. The platform pre-flight runs the ENTIRE bring-up in a forked child first - MobileGL aborts rather than returning errors on an unusable platform, and the child dying on any signal turns into a clean GTEST_SKIP instead of taking the test binary down. MOBILEGL_ITEST_REQUIRE_GPU makes the label falsifiable: with it set, an unusable harness (or a context that lands on a software rasterizer) is a FAILURE - without it, a CI runner whose driver pinning silently broke reports the same green as one that rendered every frame. Configure-time detection pins the EGL vendor and Vulkan ICD jsons, preferring hardware vendors and never selecting llvmpipe/lavapipe. Scenarios assert on glReadPixels with whole-region pixel counts (a 2x2 quadrant pattern whose signature distinguishes all eight square symmetries; every region predicate reports the first offending pixel): - OrientationScenario: default -> FBO -> default, pinning the transform-flags memo key. Keying GetBaseTransformFlagsRaw on the pre-transform alone fails exactly 3 entries. - StreamedArenaScenario: an untouched streamed vertex buffer must survive transient-arena recycling. Re-enabling only the cross-frame vertex revalidation fails exactly this entry. - CrossFrameBufferScenario + ResidentIndexScenario: cross-frame mutation matrix (SubData, map/unmap, persistent+flush, coherent persistent, orphan, CopyBufferSubData; vertex and index) plus six adversarial resident-EBO constructions. Instrumentation showed the cross-frame EBO memo cannot be made to serve wrong bytes from GL level on this stack (89 entries, 81 accepts, zero divergent slices) - these cases are freshness tripwires, documented as such in-file; the EBO half ofd7976326remains unpinned by a failing test. At the buggy commit72ee7c43the suite fails 4 entries (3 orientation + 1 streamed-arena); atd7976326all 52 pass, 5 consecutive runs, zero flakes, and the default build is bit-for-bit unaffected (unit suite unchanged). Adversarially verified twice, including hostile-platform sweeps (26 configurations, all clean skips) and hand-edits of each production hole in isolation.
382 lines
18 KiB
C++
382 lines
18 KiB
C++
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/OrientationScenario.cpp
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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//
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// Scenario A - "the frame came out upside down".
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//
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// The shipped bug (DirectVulkan, GetBaseTransformFlagsRaw): the shader
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// transform flags - the Y-flip and surface-rotation bits that apply ONLY when
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// the bound draw framebuffer is the default one - were memoized on the
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// swapchain pre-transform alone. The is-default-framebuffer input was not part
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// of the key, so whichever kind of pass evaluated the memo first decided the
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// orientation of every pass after it. In a real frame that meant: after any
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// render-to-texture pass, the next default-framebuffer pass inherited the FBO's
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// unflipped flags and the whole frame rendered upside down (retrace SSIM 0.052,
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// deterministic; flickering clouds on device).
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//
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// What pins it: a pattern asymmetric in BOTH axes - four quadrants, coloured
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//
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// top-left RED | WHITE top-right
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// bottom-left BLUE | GREEN bottom-right
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//
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// - drawn to a target, read back with glReadPixels, and reduced to the four
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// quadrant-centre colours in the fixed order bottom-left, bottom-right,
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// top-left, top-right.
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//
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// Four quadrants rather than the three horizontal stripes this scenario used to
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// draw, because stripes only pin ONE axis. Stripes read down the centre line
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// are unchanged by an X flip, by a transpose, and by a 180 rotation composed
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// with a Y flip: all three of those bugs would have rendered a green stripe
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// between a blue one and a red one and passed. Every one of the eight
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// symmetries of the square now produces a different string:
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//
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// identity blue,green,red,white <- correct
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// Y flip red,white,blue,green <- the shipped bug
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// X flip green,blue,white,red
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// 180 rotation white,red,green,blue
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// transpose blue,red,green,white
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// anti-transpose white,green,red,blue
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// rotate 90 CCW red,blue,white,green
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// rotate 90 CW green,white,blue,red
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//
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// The assertions then go further than the signature: every quadrant is checked
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// pixel by pixel over its whole area (RegionIsMostly), so a partial or torn
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// draw cannot pass by having the four sampled centres come out right.
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//
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// Both orderings are covered, because the memo is poisoned by whichever pass
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// runs first and these tests share one process:
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// - default -> FBO -> default (the FBO pass inherits the default's flip)
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// - FBO -> default (the shipped symptom: the default pass
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// inherits the FBO's lack of flip)
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#include <algorithm>
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#include <cstdint>
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#include <string>
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#include <vector>
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#include "../Harness/HeadlessGL.h"
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#include "../Harness/ScenarioFixture.h"
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#ifdef GLAPI
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#undef GLAPI
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#endif
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glcorearb.h>
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#undef GL_GLEXT_PROTOTYPES
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namespace MGITest {
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namespace {
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constexpr const char* kVertexSource = R"(#version 330 core
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in vec2 aPos;
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in vec3 aColor;
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out vec3 vColor;
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void main() {
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vColor = aColor;
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gl_Position = vec4(aPos, 0.0, 1.0);
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}
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)";
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constexpr const char* kFragmentSource = R"(#version 330 core
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in vec3 vColor;
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out vec4 oColor;
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void main() {
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oColor = vec4(vColor, 1.0);
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}
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)";
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// The correctly-oriented answer, in glReadPixels order (row 0 is the
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// bottom row) and in QuadrantSignature's order: bottom-left, bottom-right,
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// top-left, top-right. Plain GL semantics; holds for every framebuffer,
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// default or not.
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constexpr const char* kUprightSignature = "blue,green,red,white";
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// How far inside each quadrant the whole-region checks start. The quadrant
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// seam sits on a pixel boundary, so one pixel of margin is enough to make
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// "every single pixel" an achievable (and therefore useful) demand.
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constexpr int kQuadrantInset = 2;
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struct Vertex {
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float x, y;
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float r, g, b;
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};
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void AppendQuad(std::vector<Vertex>& out, float x0, float x1, float y0, float y1, float r, float g, float b) {
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const Vertex bl{x0, y0, r, g, b};
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const Vertex br{x1, y0, r, g, b};
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const Vertex tr{x1, y1, r, g, b};
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const Vertex tl{x0, y1, r, g, b};
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out.insert(out.end(), {bl, br, tr, bl, tr, tl});
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}
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std::vector<Vertex> QuadrantGeometry() {
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std::vector<Vertex> vertices;
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vertices.reserve(24);
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AppendQuad(vertices, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f); // bottom-left: blue
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AppendQuad(vertices, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f); // bottom-right: green
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AppendQuad(vertices, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f); // top-left: red
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AppendQuad(vertices, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f); // top-right: white
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return vertices;
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}
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class OrientationScenario : public ScenarioTest {
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protected:
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void SetUp() override {
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ScenarioTest::SetUp();
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if (!Ready()) return;
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std::string error;
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m_program = CompileProgram(kVertexSource, kFragmentSource, &error);
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ASSERT_NE(m_program, 0u) << error;
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const std::vector<Vertex> vertices = QuadrantGeometry();
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m_vertexCount = static_cast<int>(vertices.size());
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glGenVertexArrays(1, &m_vao);
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glBindVertexArray(m_vao);
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glGenBuffers(1, &m_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(vertices.size() * sizeof(Vertex)), vertices.data(),
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GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(0));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(8));
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glBindVertexArray(0);
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m_offscreen = MakeColorFbo(Gl().Width(), Gl().Height());
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ASSERT_NE(m_offscreen.fbo, 0u) << "offscreen FBO is not framebuffer-complete";
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ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "setup left a GL error behind";
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}
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void TearDown() override {
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if (!Ready()) return;
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DestroyColorFbo(m_offscreen);
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if (m_vbo != 0) glDeleteBuffers(1, &m_vbo);
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if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
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if (m_program != 0) glDeleteProgram(m_program);
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}
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void DrawQuadrants() {
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glUseProgram(m_program);
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glBindVertexArray(m_vao);
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glDrawArrays(GL_TRIANGLES, 0, m_vertexCount);
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glBindVertexArray(0);
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}
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// One pass to the default (presentable) framebuffer.
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Image DefaultFramebufferPass() {
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BindDefaultFramebuffer();
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ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
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DrawQuadrants();
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return ReadPixels(Gl().Width(), Gl().Height());
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}
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// One render-to-texture pass. Real frames do this constantly
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// (shadow maps, post-processing, Minecraft's main render target).
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Image OffscreenPass() {
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BindFbo(m_offscreen);
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ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
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DrawQuadrants();
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return ReadPixels(m_offscreen.width, m_offscreen.height);
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}
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// The signature says WHICH transform went wrong; this says the whole
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// image is right, not merely its four sampled centres.
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void ExpectUprightQuadrants(const Image& image, const std::string& when) {
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const int w = image.Width();
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const int h = image.Height();
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const int inset = kQuadrantInset;
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EXPECT_TRUE(RegionIsMostly(image, inset, w / 2 - inset, inset, h / 2 - inset, "blue", 0.0, when));
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EXPECT_TRUE(RegionIsMostly(image, w / 2 + inset, w - inset, inset, h / 2 - inset, "green", 0.0, when));
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EXPECT_TRUE(RegionIsMostly(image, inset, w / 2 - inset, h / 2 + inset, h - inset, "red", 0.0, when));
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EXPECT_TRUE(RegionIsMostly(image, w / 2 + inset, w - inset, h / 2 + inset, h - inset, "white", 0.0,
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when));
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}
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unsigned int m_program = 0;
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unsigned int m_vao = 0;
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unsigned int m_vbo = 0;
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int m_vertexCount = 0;
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ColorFbo m_offscreen;
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};
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// The plain statement of GL semantics that everything else leans on: an
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// FBO pass is never flipped.
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TEST_F(OrientationScenario, OffscreenPassRendersUpright) {
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const Image offscreen = OffscreenPass();
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EXPECT_EQ(offscreen.QuadrantSignature(), kUprightSignature)
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<< "a render-to-texture pass must render unflipped";
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ExpectUprightQuadrants(offscreen, "render-to-texture pass");
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EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
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}
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// The same for the default framebuffer: whatever the backend does with
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// the swapchain internally, glReadPixels owes the caller GL orientation.
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TEST_F(OrientationScenario, DefaultFramebufferPassRendersUpright) {
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const Image presented = DefaultFramebufferPass();
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EXPECT_EQ(presented.QuadrantSignature(), kUprightSignature)
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<< "a default-framebuffer pass must read back in GL orientation";
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ExpectUprightQuadrants(presented, "default-framebuffer pass");
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EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
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}
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// Scenario A proper: default -> FBO -> default in one frame. The third
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// pass must be pixel-identical to the first; the FBO pass in between
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// must not have moved anything.
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TEST_F(OrientationScenario, DefaultFramebufferSurvivesAnOffscreenPass) {
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const Image before = DefaultFramebufferPass();
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const Image offscreen = OffscreenPass();
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const Image after = DefaultFramebufferPass();
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EXPECT_EQ(before.QuadrantSignature(), kUprightSignature)
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<< "first default-framebuffer pass is already misoriented";
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EXPECT_EQ(offscreen.QuadrantSignature(), kUprightSignature)
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<< "the render-to-texture pass in the middle rendered flipped - the "
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"default framebuffer's transform flags leaked into it";
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EXPECT_EQ(after.QuadrantSignature(), kUprightSignature)
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<< "the default-framebuffer pass AFTER a render-to-texture pass is "
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"misoriented - it inherited the FBO's transform flags";
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ExpectUprightQuadrants(after, "default-framebuffer pass after a render-to-texture pass");
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EXPECT_TRUE(after == before) << "the third pass differs from the first in " << after.ByteDiffCount(before)
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<< " bytes; first=" << before.QuadrantSignature()
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<< " third=" << after.QuadrantSignature();
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EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
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}
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// The shipped symptom, in its shipped order: an FBO pass, then the
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// default framebuffer. This is the one that flipped whole Minecraft
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// frames.
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TEST_F(OrientationScenario, DefaultFramebufferAfterOffscreenIsNotFlipped) {
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const Image offscreen = OffscreenPass();
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const Image presented = DefaultFramebufferPass();
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EXPECT_EQ(offscreen.QuadrantSignature(), kUprightSignature)
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<< "render-to-texture pass rendered flipped";
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EXPECT_EQ(presented.QuadrantSignature(), kUprightSignature)
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<< "the default-framebuffer pass that follows a render-to-texture pass "
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"rendered upside down";
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ExpectUprightQuadrants(presented, "default-framebuffer pass following a render-to-texture pass");
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EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
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}
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// And across a real frame boundary, which is how a game actually
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// alternates the two kinds of pass.
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TEST_F(OrientationScenario, OrientationIsStableAcrossFrames) {
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const Image firstFrame = DefaultFramebufferPass();
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ExpectUprightQuadrants(firstFrame, "frame 0");
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Gl().EndFrame();
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for (int frame = 0; frame < 3; ++frame) {
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const Image offscreen = OffscreenPass();
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EXPECT_EQ(offscreen.QuadrantSignature(), kUprightSignature)
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<< "frame " << frame + 1 << "'s render-to-texture pass is misoriented";
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const Image presented = DefaultFramebufferPass();
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EXPECT_EQ(presented.QuadrantSignature(), kUprightSignature)
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<< "frame " << frame + 1 << " of the alternating FBO/default loop is misoriented";
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ExpectUprightQuadrants(presented, "frame " + std::to_string(frame + 1));
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EXPECT_TRUE(presented == firstFrame) << "frame " << frame + 1 << " differs from frame 0 in "
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<< presented.ByteDiffCount(firstFrame) << " bytes";
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Gl().EndFrame();
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}
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EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
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}
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// A standing self-test of the signature, not of MobileGL: it proves the
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// four-quadrant reduction really does separate all eight symmetries of
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// the square, so a future "simplify the pattern" change cannot quietly
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// reintroduce the blind spot the three-stripe version had (X flip,
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// transpose and 180+Y-flip all left the stripe signature alone).
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TEST_F(OrientationScenario, QuadrantSignatureSeparatesEverySquareSymmetry) {
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const Image upright = OffscreenPass();
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ASSERT_EQ(upright.QuadrantSignature(), kUprightSignature) << "the reference image is not upright";
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const int w = upright.Width();
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const int h = upright.Height();
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// Transposes are expressed on the largest centred square the readback
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// contains, which is enough for the four quadrant centres to move.
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const int side = std::min(w, h);
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const int ox = (w - side) / 2;
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const int oy = (h - side) / 2;
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struct Symmetry {
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const char* name;
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const char* expected;
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int (*mapX)(int x, int y, int w, int h);
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int (*mapY)(int x, int y, int w, int h);
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};
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const Symmetry symmetries[] = {
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{"Y flip", "red,white,blue,green", [](int x, int, int, int) { return x; },
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[](int, int y, int, int hh) { return hh - 1 - y; }},
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{"X flip", "green,blue,white,red", [](int x, int, int ww, int) { return ww - 1 - x; },
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[](int, int y, int, int) { return y; }},
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{"180 rotation", "white,red,green,blue", [](int x, int, int ww, int) { return ww - 1 - x; },
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[](int, int y, int, int hh) { return hh - 1 - y; }},
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};
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for (const Symmetry& symmetry : symmetries) {
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Image transformed(w, h);
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for (int y = 0; y < h; ++y) {
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for (int x = 0; x < w; ++x) {
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const Rgba8 source = upright.At(symmetry.mapX(x, y, w, h), symmetry.mapY(x, y, w, h));
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std::uint8_t* out = transformed.Data() + (std::size_t(y) * w + x) * 4;
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out[0] = source.r;
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out[1] = source.g;
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out[2] = source.b;
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out[3] = source.a;
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}
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}
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EXPECT_EQ(transformed.QuadrantSignature(), symmetry.expected)
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<< symmetry.name << " must produce its own signature, or the pattern cannot see it";
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EXPECT_NE(transformed.QuadrantSignature(), kUprightSignature)
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<< symmetry.name << " is INDISTINGUISHABLE from an upright frame - the pattern is too symmetric";
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}
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// The four symmetries that move the axes into each other. They only
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// make sense on a square, so they run on the largest centred one.
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struct SquareSymmetry {
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const char* name;
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const char* expected;
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int (*sourceX)(int x, int y, int side);
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int (*sourceY)(int x, int y, int side);
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};
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const SquareSymmetry squareSymmetries[] = {
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{"transpose", "blue,red,green,white", [](int, int y, int) { return y; },
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[](int x, int, int) { return x; }},
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{"anti-transpose", "white,green,red,blue", [](int, int y, int s) { return s - 1 - y; },
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[](int x, int, int s) { return s - 1 - x; }},
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{"rotate 90 CCW", "red,blue,white,green", [](int, int y, int) { return y; },
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[](int x, int, int s) { return s - 1 - x; }},
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{"rotate 90 CW", "green,white,blue,red", [](int, int y, int s) { return s - 1 - y; },
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[](int x, int, int) { return x; }},
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};
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for (const SquareSymmetry& symmetry : squareSymmetries) {
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Image square(side, side);
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for (int y = 0; y < side; ++y) {
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for (int x = 0; x < side; ++x) {
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const Rgba8 source =
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upright.At(ox + symmetry.sourceX(x, y, side), oy + symmetry.sourceY(x, y, side));
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std::uint8_t* out = square.Data() + (std::size_t(y) * side + x) * 4;
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out[0] = source.r;
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out[1] = source.g;
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out[2] = source.b;
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out[3] = source.a;
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}
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}
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EXPECT_EQ(square.QuadrantSignature(), symmetry.expected)
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<< symmetry.name << " must produce its own signature, or the pattern cannot see it";
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EXPECT_NE(square.QuadrantSignature(), kUprightSignature)
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<< symmetry.name << " is INDISTINGUISHABLE from an upright frame";
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}
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}
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} // namespace
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} // namespace MGITest
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