mirror of
https://github.com/MobileGL-Dev/MobileGL
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1425 lines
80 KiB
C++
1425 lines
80 KiB
C++
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/DepthStencilReadbackMatrixScenario.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 - THE DEPTH/STENCIL READBACK MATRIX: every verb, every source kind.
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//
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// DepthStencilReadbackScenario pins the default framebuffer. This file pins the rest of
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// the surface a depth/stencil read has to cover, because the three verbs and the four
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// source kinds do NOT share a code path by accident - they share one on purpose, and a
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// change that quietly serves only one of them is exactly what these assertions catch:
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//
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// verbs glReadPixels(GL_DEPTH_COMPONENT | GL_STENCIL_INDEX | GL_DEPTH_STENCIL),
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// glGetTexImage(GL_DEPTH_STENCIL), glCopyTexImage2D followed by a read
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// source kinds depth(-stencil) TEXTURE, RENDERBUFFER (not samplable at all),
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// MULTISAMPLE renderbuffer (needs a resolve first), default framebuffer
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// formats DEPTH24_STENCIL8, DEPTH32F_STENCIL8, DEPTH_COMPONENT16/24/32F,
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// STENCIL_INDEX8
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// client types GL_FLOAT / GL_UNSIGNED_INT / GL_UNSIGNED_SHORT depth, GL_INT /
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// GL_UNSIGNED_BYTE stencil, both packed GL_DEPTH_STENCIL layouts
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//
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// On DirectGLES none of this exists natively - ES has no depth or stencil readback in
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// core - so every assertion here is really an assertion about the shader-sampling
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// emulation. The catch is that some ES drivers accept the reads anyway (Mesa does,
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// Adreno does not), which would make the emulation dead code on the very stack the
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// headless suite runs on. That is what the second ctest registration is for: the same
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// scenarios run again with MOBILEGL_ESPRYT_FORCE_DS_READBACK_EMULATION=1, which takes the
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// native spellings off the table and leaves only the path the device actually uses.
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//
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// Every destination is poisoned with a value the correct answer cannot be, so "the
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// backend wrote nothing" fails loudly instead of passing on a coincidence - a test that
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// only checked "no GL error" would pass against a readback that never touched the buffer,
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// which is precisely how this whole cluster hid for so long.
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#include <array>
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#include <algorithm>
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#include <cmath>
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#include <cstdlib>
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#include <cstring>
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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/PipeStatsWindow.h"
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#include "../Harness/ScenarioFixture.h"
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#include "../Harness/SplitLane.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 float kDepthPoison = 0.2f;
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constexpr int kStencilPoison = 50;
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constexpr int kWidth = 64;
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constexpr int kHeight = 48;
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// A depth-stencil pair no clear in these tests produces, packed both ways.
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constexpr unsigned int kPacked24_8Poison = 0xAAAAAA33u;
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struct D32fS8 {
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float depth;
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unsigned int stencil;
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};
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// Everything a source needs to be read: the framebuffer to bind, plus the objects
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// to delete afterwards.
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struct DepthSource {
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GLuint fbo = 0;
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GLuint colorTexture = 0;
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GLuint depthTexture = 0;
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GLuint depthRenderbuffer = 0;
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GLuint colorRenderbuffer = 0;
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};
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void DestroySource(DepthSource& source) {
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if (source.fbo != 0) glDeleteFramebuffers(1, &source.fbo);
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if (source.colorTexture != 0) glDeleteTextures(1, &source.colorTexture);
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if (source.depthTexture != 0) glDeleteTextures(1, &source.depthTexture);
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if (source.depthRenderbuffer != 0) glDeleteRenderbuffers(1, &source.depthRenderbuffer);
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if (source.colorRenderbuffer != 0) glDeleteRenderbuffers(1, &source.colorRenderbuffer);
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source = DepthSource{};
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}
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GLenum AttachmentPointFor(GLenum internalFormat) {
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switch (internalFormat) {
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case GL_DEPTH24_STENCIL8:
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case GL_DEPTH32F_STENCIL8: return GL_DEPTH_STENCIL_ATTACHMENT;
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case GL_STENCIL_INDEX8: return GL_STENCIL_ATTACHMENT;
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default: return GL_DEPTH_ATTACHMENT;
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}
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}
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bool FormatHasDepth(GLenum internalFormat) { return internalFormat != GL_STENCIL_INDEX8; }
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bool FormatHasStencil(GLenum internalFormat) {
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return internalFormat == GL_DEPTH24_STENCIL8 || internalFormat == GL_DEPTH32F_STENCIL8 ||
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internalFormat == GL_STENCIL_INDEX8;
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}
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// A framebuffer whose depth/stencil lives in a TEXTURE. The colour attachment is
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// there so a stencil-only or depth-only framebuffer still has something to size it.
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DepthSource MakeTextureSource(GLenum internalFormat) {
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DepthSource source;
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glGenFramebuffers(1, &source.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, source.fbo);
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glGenTextures(1, &source.colorTexture);
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glBindTexture(GL_TEXTURE_2D, source.colorTexture);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kWidth, kHeight);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, source.colorTexture, 0);
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glGenTextures(1, &source.depthTexture);
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glBindTexture(GL_TEXTURE_2D, source.depthTexture);
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glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, kWidth, kHeight);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, AttachmentPointFor(internalFormat), GL_TEXTURE_2D,
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source.depthTexture, 0);
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return source;
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}
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// The same, with the depth/stencil in a RENDERBUFFER - which cannot be sampled at
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// all, so the readback has no choice but to copy it somewhere samplable first.
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// `samples` > 0 makes it multisample, which additionally needs a resolve.
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DepthSource MakeRenderbufferSource(GLenum internalFormat, int samples) {
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DepthSource source;
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glGenFramebuffers(1, &source.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, source.fbo);
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glGenRenderbuffers(1, &source.colorRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, source.colorRenderbuffer);
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if (samples > 0) {
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_RGBA8, kWidth, kHeight);
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} else {
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kWidth, kHeight);
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}
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, source.colorRenderbuffer);
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glGenRenderbuffers(1, &source.depthRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, source.depthRenderbuffer);
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if (samples > 0) {
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, internalFormat, kWidth, kHeight);
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} else {
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glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, kWidth, kHeight);
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}
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, AttachmentPointFor(internalFormat), GL_RENDERBUFFER,
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source.depthRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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return source;
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}
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// Clears the bound framebuffer's depth and stencil to known values, with the masks
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// and the scissor explicitly out of the way (a leaked scissor from an earlier
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// scenario would clip the clear and every assertion after it).
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void ClearDepthStencil(GLenum internalFormat, float depth, int stencil) {
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glDisable(GL_SCISSOR_TEST);
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glViewport(0, 0, kWidth, kHeight);
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GLbitfield mask = 0;
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if (FormatHasDepth(internalFormat)) {
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glDepthMask(GL_TRUE);
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glClearDepth(depth);
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mask |= GL_DEPTH_BUFFER_BIT;
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}
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if (FormatHasStencil(internalFormat)) {
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glStencilMask(0xFFu);
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glClearStencil(stencil);
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mask |= GL_STENCIL_BUFFER_BIT;
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}
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glClear(mask);
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}
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class DepthStencilReadbackMatrixScenario : public ScenarioTest {
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protected:
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// Not every ES driver can render to every depth format (DEPTH_COMPONENT32F and
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// the multisample counts in particular), and an incomplete framebuffer would
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// turn a legitimate "this machine cannot host the source" into a spurious
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// failure about the readback.
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static bool SourceIsUsable() {
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return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GLenum(GL_FRAMEBUFFER_COMPLETE);
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}
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static std::vector<float> ReadDepthFloat(int x, int y, int width, int height) {
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std::vector<float> depth(static_cast<size_t>(width) * height, kDepthPoison);
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glReadPixels(x, y, width, height, GL_DEPTH_COMPONENT, GL_FLOAT, depth.data());
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return depth;
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}
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static std::vector<int> ReadStencilInt(int x, int y, int width, int height) {
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std::vector<int> stencil(static_cast<size_t>(width) * height, kStencilPoison);
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glReadPixels(x, y, width, height, GL_STENCIL_INDEX, GL_INT, stencil.data());
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return stencil;
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}
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// "every value in the region is `expected`" rather than "the middle pixel is":
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// a staging blit that lands the wrong rectangle, or a conversion pass with a
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// half-texel offset, still gets the centre right.
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static void ExpectAllDepth(const std::vector<float>& values, float expected, const char* what) {
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size_t bad = 0;
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float worst = expected;
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for (float value : values) {
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if (std::fabs(value - expected) > 1.0f / 4096.0f) {
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if (bad == 0) worst = value;
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++bad;
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}
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}
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EXPECT_EQ(bad, 0u) << what << ": " << bad << " of " << values.size()
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<< " depth values differ from " << expected << "; first bad value " << worst
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<< (std::fabs(worst - kDepthPoison) < 1e-6f
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? " - which is the poison value, so nothing was written at all"
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: "");
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}
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static void ExpectAllStencil(const std::vector<int>& values, int expected, const char* what) {
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size_t bad = 0;
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int worst = expected;
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for (int value : values) {
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if (value != expected) {
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if (bad == 0) worst = value;
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++bad;
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}
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}
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EXPECT_EQ(bad, 0u) << what << ": " << bad << " of " << values.size()
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<< " stencil values differ from " << expected << "; first bad value " << worst
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<< (worst == kStencilPoison
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? " - which is the poison value, so nothing was written at all"
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: "");
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}
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// P7 gate 5 (g5-msrbo review round, g5-msprobe): WHICH WIRE ARM RESOLVED, WHERE THE ENTRY
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// SAYS WHICH ONE IT HAS TO BE. Lavapipe resolves a multisample depth/stencil aspect
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// correctly through both of ResolveWireDepthStencil's arms, so the pixel assertions
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// above cannot tell them apart - and the fix that made
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// KHR-GL46.direct_state_access.renderbuffers_storage_multisample pass on the Redmi is
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// exactly an arm ORDER, chosen by a resolve probe at the server's device bring-up (the
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// shader pass first where the no-draw resolve render pass is measured leaving its target
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// unwritten, as the Adreno 830's does). Three kinds of entry name the arm:
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// - MsResolveBug. / MsFlipBug. set MGITEST_MAGMA_DEPTH_RESOLVE_PROBE=bug, which hands
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// the server's arm choice a canned "the render pass wrote nothing" measurement in
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// place of running the probe: the shader pass must resolve, the render pass never;
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// - MsResolve1. / MsFlip1. set MGITEST_MAGMA_FORCE_SHADER_DEPTH_RESOLVE=1, which drops
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// the render-pass arm altogether: same assertion;
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// - MsResolveElide. sets MGITEST_MAGMA_DEPTH_RESOLVE_PROBE=elide-subject, which runs the
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// REAL probe with its render-pass resolve left unrecorded: the measurement itself (not
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// a canned one) must report the defect - a reading whose render pass kept the sentinel
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// in every texel while the shader control resolved all of them - and the shader pass
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// must then resolve, the render pass never. The Bug entries cannot see the real
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// probe's recording, readback or tally stop detecting the defect; this one does;
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// - MsResolve0. on split and spawn sets MGITEST_EXPECT_DEPTH_RESOLVE_PROBE=clean - a
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// marker only this function reads - and asserts the REAL probe ran on the lane's
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// device (lavapipe), found the render pass clean, and that the render pass resolved.
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// Without it a probe that stopped working (or started reporting lavapipe as broken)
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// would leave every pixel green.
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// The claim is read off the SERVER's private log (the backend runs on the apply thread,
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// the server role, on every arm), where ResolveWireDepthStencil says once per arm which
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// one ran and ArmWireDepthResolveOrder states the verdict; keep the phrases in step with
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// WireFramebuffer.inc and VulkanRenderer.cpp. Every other entry asserts nothing here.
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//
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// Red once (executed, reverted): EvaluateWireDepthResolveProbe answering Clean for every
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// measurement fails the four Bug entries here (the render-pass line is in the log and
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// the verdict line says clean) while their pixels stay green. The two Elide entries go
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// red under that too, and ALONE go red when the real probe's tally counts every subject
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// texel as resolved (the canned Bug readings never pass through it).
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static void ExpectTheResolveArmWhereTheLaneAsks(const char* what) {
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const std::string probe = SplitLane::MarkerValue("MGITEST_MAGMA_DEPTH_RESOLVE_PROBE");
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const bool forcedBug = probe == "bug";
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const bool elidedSubject = probe == "elide-subject";
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const bool renderPassDropped = SplitLane::MarkerIsOne("MGITEST_MAGMA_FORCE_SHADER_DEPTH_RESOLVE");
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const bool measuredClean = SplitLane::MarkerValue("MGITEST_EXPECT_DEPTH_RESOLVE_PROBE") == "clean";
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if (!forcedBug && !elidedSubject && !renderPassDropped && !measuredClean) return;
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if (PipeStatsWindow::ServerLibraryLogPath().empty()) {
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ADD_FAILURE() << what << ": the entry names the resolve arm (probe=" << probe
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<< ", force-shader=" << renderPassDropped << ", expect-clean=" << measuredClean
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<< ") but configured no MOBILEGL_LOG_FILE_PATH, and the server's log "
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"is the only place the arm is visible";
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return;
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}
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glFinish();
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const std::string server = PipeStatsWindow::ReadServerLogSince(PipeStatsWindow::LogMark{});
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const bool shaderResolved =
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server.find("ResolveWireDepthStencil: resolved by the shader pass") != std::string::npos;
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const bool renderPassResolved =
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server.find("ResolveWireDepthStencil: resolved by the VK_KHR_depth_stencil_resolve render pass") !=
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std::string::npos;
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if (forcedBug || elidedSubject || renderPassDropped) {
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EXPECT_TRUE(shaderResolved) << what << ": the server never resolved with the shader pass (probe="
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<< probe << ", force-shader=" << renderPassDropped << ")";
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EXPECT_FALSE(renderPassResolved)
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<< what << ": the server resolved with the no-draw render pass, the arm the probe verdict "
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"(or the knob) rules out (probe=" << probe
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<< ", force-shader=" << renderPassDropped << ")";
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if (forcedBug) {
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EXPECT_NE(server.find("verdict=render-pass-resolve-broken"), std::string::npos)
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<< what << ": the forced `bug` measurement did not evaluate to the defect verdict";
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}
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if (elidedSubject) {
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// The source phrase is the REAL measurement's (a canned one says "forced by"),
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// and ArmWireDepthResolveOrder states it once per process.
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EXPECT_NE(server.find("depth/stencil resolve probe (measured on this device with its render-pass "
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"resolve elided by MGITEST_MAGMA_DEPTH_RESOLVE_PROBE=elide-subject) "
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"verdict=render-pass-resolve-broken"),
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std::string::npos)
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<< what << ": the real probe, its render-pass resolve elided, did not report the defect";
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// DescribeWireDepthResolveFormat's reading, one line per probed format: some
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// format's render pass matched no texel and kept the sentinel in all 16, and its
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// shader control resolved all 16.
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bool sentinelKeptBesideAResolvedControl = false;
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for (std::string::size_type at = server.find("depth/stencil resolve probe ");
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at != std::string::npos && !sentinelKeptBesideAResolvedControl;
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at = server.find("depth/stencil resolve probe ", at + 1)) {
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const std::string::size_type end = server.find('\n', at);
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const std::string line =
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server.substr(at, end == std::string::npos ? std::string::npos : end - at);
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sentinelKeptBesideAResolvedControl =
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line.find(" x4: ") != std::string::npos &&
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line.find("render pass 0/16 (first ") != std::string::npos &&
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line.find("sentinel 16), shader control 16/16") != std::string::npos;
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}
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EXPECT_TRUE(sentinelKeptBesideAResolvedControl)
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<< what << ": no real reading shows the elided render pass's sentinel kept beside a "
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"shader control that resolved";
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}
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return;
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}
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EXPECT_NE(server.find("depth/stencil resolve probe (measured on this device) verdict=clean"),
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std::string::npos)
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<< what << ": the server's resolve probe did not measure this device's render pass clean";
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EXPECT_TRUE(renderPassResolved)
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<< what << ": a clean probe verdict must leave the render pass first, and it never resolved";
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EXPECT_FALSE(shaderResolved) << what << ": the shader pass resolved although the probe found the "
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"render pass clean";
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}
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};
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// ---- glReadPixels across the source kinds -----------------------------------
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struct SourceCase {
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const char* name;
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GLenum internalFormat;
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int samples;
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bool renderbuffer;
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};
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const SourceCase kSourceCases[] = {
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{"texture depth24_stencil8", GL_DEPTH24_STENCIL8, 0, false},
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{"texture depth32f_stencil8", GL_DEPTH32F_STENCIL8, 0, false},
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{"texture depth_component16", GL_DEPTH_COMPONENT16, 0, false},
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{"texture depth_component24", GL_DEPTH_COMPONENT24, 0, false},
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{"texture depth_component32f", GL_DEPTH_COMPONENT32F, 0, false},
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{"renderbuffer depth24_stencil8", GL_DEPTH24_STENCIL8, 0, true},
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{"renderbuffer depth_component24", GL_DEPTH_COMPONENT24, 0, true},
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{"renderbuffer stencil_index8", GL_STENCIL_INDEX8, 0, true},
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};
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} // namespace
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TEST_F(DepthStencilReadbackMatrixScenario, EverySourceKindReadsItsClearBack) {
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if (!Ready()) return;
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int exercised = 0;
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for (const SourceCase& testCase : kSourceCases) {
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SCOPED_TRACE(testCase.name);
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DepthSource source = testCase.renderbuffer
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? MakeRenderbufferSource(testCase.internalFormat, testCase.samples)
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: MakeTextureSource(testCase.internalFormat);
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if (!SourceIsUsable()) {
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DestroySource(source);
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continue;
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}
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FirstGLError(); // the storage calls above may have probed an unsupported combination
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ClearDepthStencil(testCase.internalFormat, 0.625f, 9);
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EXPECT_EQ(FirstGLError(), 0u) << "clearing the source";
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if (FormatHasDepth(testCase.internalFormat)) {
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const std::vector<float> depth = ReadDepthFloat(0, 0, kWidth, kHeight);
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EXPECT_EQ(FirstGLError(), 0u) << "glReadPixels(GL_DEPTH_COMPONENT, GL_FLOAT)";
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ExpectAllDepth(depth, 0.625f, testCase.name);
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}
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if (FormatHasStencil(testCase.internalFormat)) {
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const std::vector<int> stencil = ReadStencilInt(0, 0, kWidth, kHeight);
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EXPECT_EQ(FirstGLError(), 0u) << "glReadPixels(GL_STENCIL_INDEX, GL_INT)";
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|
ExpectAllStencil(stencil, 9, testCase.name);
|
|
}
|
|
++exercised;
|
|
DestroySource(source);
|
|
}
|
|
// A machine that hosted none of the sources would report a vacuous pass.
|
|
EXPECT_GE(exercised, 4) << "too few depth/stencil source kinds were usable to call this a matrix";
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
Gl().EndFrame();
|
|
}
|
|
|
|
// Depth and stencil in two SEPARATE objects, with two different formats, on the same
|
|
// framebuffer. Legal GL, and the shape KHR-GL3x.framebuffer_blit builds when its depth
|
|
// config and its stencil config are configured independently - so a readback that
|
|
// describes "the" depth/stencil source as one thing serves whichever aspect it happened
|
|
// to find first and silently abandons the other. Each aspect has to be staged from its
|
|
// own attachment, in its own format.
|
|
TEST_F(DepthStencilReadbackMatrixScenario, SeparateDepthAndStencilAttachmentsAreBothReadable) {
|
|
if (!Ready()) return;
|
|
DepthSource source;
|
|
glGenFramebuffers(1, &source.fbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, source.fbo);
|
|
glGenRenderbuffers(1, &source.colorRenderbuffer);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, source.colorRenderbuffer);
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, kWidth, kHeight);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, source.colorRenderbuffer);
|
|
// Depth in a DEPTH_COMPONENT24 renderbuffer...
|
|
glGenRenderbuffers(1, &source.depthRenderbuffer);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, source.depthRenderbuffer);
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, kWidth, kHeight);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, source.depthRenderbuffer);
|
|
// ...and stencil in a STENCIL_INDEX8 one of its own.
|
|
GLuint stencilRenderbuffer = 0;
|
|
glGenRenderbuffers(1, &stencilRenderbuffer);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, stencilRenderbuffer);
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, kWidth, kHeight);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencilRenderbuffer);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
|
if (!SourceIsUsable()) {
|
|
// Separate depth and stencil images are legal GL but many stacks answer
|
|
// GL_FRAMEBUFFER_UNSUPPORTED for them; say which, so a skip here is a fact about
|
|
// the driver rather than an unexplained hole in the matrix.
|
|
const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
glDeleteRenderbuffers(1, &stencilRenderbuffer);
|
|
DestroySource(source);
|
|
GTEST_SKIP() << "this driver cannot host separate DEPTH_COMPONENT24 and STENCIL_INDEX8 attachments: "
|
|
<< "glCheckFramebufferStatus = 0x" << std::hex << status;
|
|
}
|
|
FirstGLError();
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glViewport(0, 0, kWidth, kHeight);
|
|
glDepthMask(GL_TRUE);
|
|
glStencilMask(0xFFu);
|
|
glClearDepth(0.3125);
|
|
glClearStencil(17);
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
|
|
const std::vector<float> depth = ReadDepthFloat(0, 0, kWidth, kHeight);
|
|
EXPECT_EQ(FirstGLError(), 0u) << "reading depth from a separately-attached DEPTH_COMPONENT24";
|
|
ExpectAllDepth(depth, 0.3125f, "separate depth attachment");
|
|
|
|
const std::vector<int> stencil = ReadStencilInt(0, 0, kWidth, kHeight);
|
|
EXPECT_EQ(FirstGLError(), 0u) << "reading stencil from a separately-attached STENCIL_INDEX8";
|
|
ExpectAllStencil(stencil, 17, "separate stencil attachment");
|
|
|
|
glDeleteRenderbuffers(1, &stencilRenderbuffer);
|
|
DestroySource(source);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
Gl().EndFrame();
|
|
}
|
|
|
|
// A multisample source is never read directly - glReadPixels on a multisampled
|
|
// framebuffer is INVALID_OPERATION in GL as much as in ES, and the state layer says so.
|
|
// The way multisample depth reaches a reader is a resolve blit into a single-sampled
|
|
// framebuffer, which is then read; that pair is
|
|
// KHR-GL3x.framebuffer_blit.multisampled_to_singlesampled_blit_depth_config_test, and
|
|
// the assertion here is that the resolved depth arrives intact rather than as the
|
|
// destination's own clear value.
|
|
TEST_F(DepthStencilReadbackMatrixScenario, AResolvedMultisampleDepthReadsBackFromTheDestination) {
|
|
if (!Ready()) return;
|
|
DepthSource multisampled = MakeRenderbufferSource(GL_DEPTH24_STENCIL8, 4);
|
|
if (!SourceIsUsable()) {
|
|
DestroySource(multisampled);
|
|
GTEST_SKIP() << "this driver cannot host a 4x multisample DEPTH24_STENCIL8 renderbuffer";
|
|
}
|
|
FirstGLError();
|
|
ClearDepthStencil(GL_DEPTH24_STENCIL8, 0.875f, 63);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
|
|
// The destination starts at a depth the resolve must overwrite everywhere.
|
|
DepthSource resolved = MakeTextureSource(GL_DEPTH24_STENCIL8);
|
|
ASSERT_TRUE(SourceIsUsable());
|
|
ClearDepthStencil(GL_DEPTH24_STENCIL8, 0.125f, 17);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampled.fbo);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolved.fbo);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glBlitFramebuffer(0, 0, kWidth, kHeight, 0, 0, kWidth, kHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
EXPECT_EQ(FirstGLError(), 0u) << "resolving a multisample depth buffer into a single-sampled one";
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, resolved.fbo);
|
|
const std::vector<float> depth = ReadDepthFloat(0, 0, kWidth, kHeight);
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
ExpectAllDepth(depth, 0.875f, "resolved multisample depth");
|
|
const std::vector<int> stencil = ReadStencilInt(0, 0, kWidth, kHeight);
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
ExpectAllStencil(stencil, 17, "depth-only resolve preserves destination stencil");
|
|
|
|
// Exercise stencil independently too: resolving a combined native image
|
|
// must not leak its depth into a stencil-only GL blit.
|
|
ClearDepthStencil(GL_DEPTH24_STENCIL8, 0.375f, 17);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampled.fbo);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolved.fbo);
|
|
glBlitFramebuffer(0, 0, kWidth, kHeight, 0, 0, kWidth, kHeight, GL_STENCIL_BUFFER_BIT, GL_NEAREST);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, resolved.fbo);
|
|
ExpectAllStencil(ReadStencilInt(0, 0, kWidth, kHeight), 63, "resolved multisample stencil");
|
|
ExpectAllDepth(ReadDepthFloat(0, 0, kWidth, kHeight), 0.375f,
|
|
"stencil-only resolve preserves destination depth");
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
ExpectTheResolveArmWhereTheLaneAsks("depth-only and stencil-only resolves");
|
|
|
|
DestroySource(resolved);
|
|
DestroySource(multisampled);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
Gl().EndFrame();
|
|
}
|
|
|
|
// P7 wave 2-B2 (review round): A MULTISAMPLE DEPTH RESOLVE THAT FLIPS, AND ONE THAT SCALES.
|
|
//
|
|
// GL 4.6 core 18.3.1 asks a multisample blit for identical rectangle DIMENSIONS, not for
|
|
// identical corners - Mesa compares absolute spans - so `glBlitFramebuffer(0, h, w, 0, ...)`
|
|
// out of a multisample framebuffer is legal and owes a mirrored picture, while a blit whose
|
|
// sizes differ is INVALID_OPERATION and owes nothing. The wire arm used to end the SESSION
|
|
// on both: `Magma:multisample-depth-resolve-region` covered the reversed rectangle and the
|
|
// scaled one under one Fatal.
|
|
//
|
|
// COLOUR AND DEPTH IN ONE CALL, because that is the shape that made this visible: the colour
|
|
// arm has handled a flip since P5f and handles a scale as of this package, so
|
|
// GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT resolved its colour correctly and then died on its
|
|
// depth. Asserting both aspects of the same blit is what pins them together.
|
|
//
|
|
// THE BANDS ARE UNEQUAL ON PURPOSE (0.25 bottom / 0.75 top): a flip that did not happen
|
|
// returns the bands the right way up, and a "flip" that merely reordered the readback would
|
|
// move the colour too - so colour and depth are checked to agree about which way up they are.
|
|
//
|
|
// THE CASE IS ARMED ON THE MAGMA WIRE ARM ONLY, and the two gates below say which of the
|
|
// other arms that discover it (the suite is registered whole on the monolith DirectVulkan
|
|
// arm and on every DirectGLES arm) owe this picture and do not yet produce it. Both are
|
|
// recorded debts (notes/p7/magma-b2.md §6), not agreements with the wrong answer:
|
|
// - Espryt (DirectGLES, monolith and split alike): the flipped resolve writes nothing and
|
|
// raises no error, and the scaled one raises no error either. P3b/P4b.
|
|
// - the monolith DirectVulkan arm: `VulkanRenderer.cpp` refuses a depth blit with a
|
|
// flipped rectangle ("depth blits with flipped rectangles are not supported yet" - the
|
|
// destination keeps its clear, no error) and scales a multisample depth blit that GL
|
|
// calls INVALID_OPERATION. The wire arm is the more correct one here; the monolith fix
|
|
// is P13/G1-bound.
|
|
// The backend gate runs first so a DirectGLES entry names the backend that owes the fix,
|
|
// whichever lane it sits in. The second gate is THE TRANSPORT THE PROCESS RESOLVED, read out
|
|
// of the process (SplitRuntimePeek.h), because that is the very fork that selects the wire
|
|
// arm: VulkanRenderer::BlitFramebuffer hands the call to BlitWireFramebuffers whenever
|
|
// MG_Config::Transport is not Monolith. MGITEST_SPLIT_LANE would be the wrong question
|
|
// (review round 3): it marks the CURATED lanes, not the transport - the whole-binary
|
|
// `DirectVulkan.{Split,Spawn,Tcp}.Full.` census and the `DirectVulkan.VerifySplit.` lane run
|
|
// inproc/spawn/tcp WITHOUT it on purpose (their CMake blocks say why), and a marker gate
|
|
// skipped this case there with a message about a monolith that was not running. The marker
|
|
// plays no part in this gate at all (review round 4): when it is set and the transport did
|
|
// not resolve, the fixture's SetUp has already skipped the case through
|
|
// SplitLane::SkipReasonForSplitOnlyAssertions() -> SplitRuntimeSkipReason() ("MG_Config::
|
|
// Transport resolved to 'monolith', not to a split transport"), so Ready() is false and this
|
|
// line is never reached - a `!IsSplitLane() &&` conjunct here could only ever be true, and
|
|
// round 3's comment described a branch nothing reaches.
|
|
TEST_F(DepthStencilReadbackMatrixScenario, AFlippedMultisampleResolveMirrorsTheBandsAndAScaleDeclines) {
|
|
if (!Ready()) return;
|
|
if (Gl().BackendName() != "DirectVulkan") {
|
|
GTEST_SKIP() << "Espryt (" << Gl().BackendName() << ") does not produce this picture yet: a "
|
|
"flipped multisample depth resolve writes nothing with no error and a scaled "
|
|
"one raises no INVALID_OPERATION - a P3b/P4b debt (notes/p7/magma-b2.md §6)";
|
|
}
|
|
if (!PeekSplitRuntime().transportResolved) {
|
|
GTEST_SKIP() << "the monolith DirectVulkan transport (this process resolved no split "
|
|
"transport, so BlitFramebuffer takes the monolith arm) refuses a flipped "
|
|
"depth blit (\"depth blits with flipped rectangles are not supported yet\", "
|
|
"destination untouched, no error) and scales a multisample depth blit GL "
|
|
"calls INVALID_OPERATION - a wire-vs-monolith divergence where the wire arm "
|
|
"is the correct one; the monolith fix is P13/G1-bound (notes/p7/magma-b2.md §6)";
|
|
}
|
|
DepthSource multisampled = MakeRenderbufferSource(GL_DEPTH24_STENCIL8, 4);
|
|
if (!SourceIsUsable()) {
|
|
DestroySource(multisampled);
|
|
GTEST_SKIP() << "this driver cannot host a 4x multisample DEPTH24_STENCIL8 renderbuffer";
|
|
}
|
|
constexpr int kBottomStencil = 11;
|
|
constexpr int kTopStencil = 99;
|
|
constexpr int kPrimeStencil = 3;
|
|
FirstGLError();
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glViewport(0, 0, kWidth, kHeight);
|
|
glDepthMask(GL_TRUE);
|
|
glStencilMask(0xFFu);
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(0, 0, kWidth, kHeight / 2);
|
|
glClearDepth(0.25);
|
|
glClearStencil(kBottomStencil);
|
|
glClearColor(1, 0, 0, 1);
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
|
glScissor(0, kHeight / 2, kWidth, kHeight - kHeight / 2);
|
|
glClearDepth(0.75);
|
|
glClearStencil(kTopStencil);
|
|
glClearColor(0, 1, 0, 1);
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
ASSERT_EQ(FirstGLError(), 0u) << "banding the multisample source";
|
|
|
|
DepthSource resolved = MakeTextureSource(GL_DEPTH24_STENCIL8);
|
|
ASSERT_TRUE(SourceIsUsable());
|
|
ClearDepthStencil(GL_DEPTH24_STENCIL8, 0.5f, kPrimeStencil);
|
|
glClearColor(0, 0, 1, 1);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
ASSERT_EQ(FirstGLError(), 0u) << "priming the resolve destination";
|
|
|
|
// Y REVERSED ON THE SOURCE SIDE, identical dimensions.
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampled.fbo);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolved.fbo);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glBlitFramebuffer(0, kHeight, kWidth, 0, 0, 0, kWidth, kHeight,
|
|
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
glFinish();
|
|
EXPECT_EQ(FirstGLError(), 0u) << "a flipped multisample resolve is a legal blit";
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, resolved.fbo);
|
|
// The bands come back swapped: the destination's bottom rows hold what was the top.
|
|
const std::vector<float> bottom = ReadDepthFloat(0, 0, kWidth, kHeight / 4);
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
ExpectAllDepth(bottom, 0.75f, "flipped resolve: the destination's bottom band");
|
|
const std::vector<float> top = ReadDepthFloat(0, kHeight - kHeight / 4, kWidth, kHeight / 4);
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
ExpectAllDepth(top, 0.25f, "flipped resolve: the destination's top band");
|
|
// Colour went the same way up, through the arm that could already do this.
|
|
std::array<GLubyte, 4> colour{};
|
|
glReadPixels(kWidth / 2, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, colour.data());
|
|
EXPECT_EQ(colour, (std::array<GLubyte, 4>{0, 255, 0, 255}))
|
|
<< "flipped resolve: colour and depth must agree about which way up the blit landed";
|
|
|
|
// THE STENCIL ASPECT, NARROW AND OFFSET ON BOTH SIDES. The copy-out moves one aspect
|
|
// through a buffer one row per region, and a depth/stencil buffer<->image copy wants
|
|
// every bufferOffset on a multiple of 4 (VUID-vkCmdCopyBufferToImage-pRegions-07978).
|
|
// A stencil texel is ONE byte, so a tightly packed row whose width is not a multiple
|
|
// of 4 puts every row but the first on an illegal offset - which the 64-wide depth
|
|
// leg above (4-byte texels) can never show. 29 is odd, so a 2-byte (D16) texel would
|
|
// miss the alignment too. The rectangle also sits away from the origin on both sides
|
|
// (source x 5, y 8; destination x 20, y 4), so a copy-out that forgot the min corner
|
|
// on either side lands the band somewhere else.
|
|
{
|
|
constexpr int kSx = 5, kSy = 8, kDx = 20, kDy = 4, kW = 29, kH = 32;
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampled.fbo);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolved.fbo);
|
|
glBlitFramebuffer(kSx, kSy + kH, kSx + kW, kSy, kDx, kDy, kDx + kW, kDy + kH,
|
|
GL_STENCIL_BUFFER_BIT, GL_NEAREST);
|
|
glFinish();
|
|
EXPECT_EQ(FirstGLError(), 0u) << "a flipped, narrow multisample stencil resolve is a legal blit";
|
|
glBindFramebuffer(GL_FRAMEBUFFER, resolved.fbo);
|
|
const std::vector<int> stencil = ReadStencilInt(0, 0, kWidth, kHeight);
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
size_t bad = 0;
|
|
int firstX = -1, firstY = -1, firstGot = 0, firstWant = 0;
|
|
for (int y = 0; y < kHeight; ++y) {
|
|
for (int x = 0; x < kWidth; ++x) {
|
|
int want = kPrimeStencil;
|
|
if (x >= kDx && x < kDx + kW && y >= kDy && y < kDy + kH) {
|
|
const int sourceRow = kSy + kH - 1 - (y - kDy); // the mirror
|
|
want = sourceRow < kHeight / 2 ? kBottomStencil : kTopStencil;
|
|
}
|
|
const int got = stencil[static_cast<size_t>(y) * kWidth + x];
|
|
if (got != want) {
|
|
if (bad == 0) { firstX = x; firstY = y; firstGot = got; firstWant = want; }
|
|
++bad;
|
|
}
|
|
}
|
|
}
|
|
EXPECT_EQ(bad, 0u) << "flipped narrow stencil resolve: " << bad << " of " << stencil.size()
|
|
<< " stencil values are wrong; first at (" << firstX << ", " << firstY
|
|
<< "): got " << firstGot << ", want " << firstWant;
|
|
}
|
|
// The two flipped resolves above are the only ones in this case that reach an arm: every
|
|
// leg below declines on its shape first.
|
|
ExpectTheResolveArmWhereTheLaneAsks("flipped depth and narrow stencil resolves");
|
|
|
|
// A SCALE, which is INVALID_OPERATION and must leave the destination as it is.
|
|
ClearDepthStencil(GL_DEPTH24_STENCIL8, 0.5f, 3);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampled.fbo);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolved.fbo);
|
|
glBlitFramebuffer(0, 0, kWidth, kHeight, 0, 0, kWidth / 2, kHeight / 2,
|
|
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
glFinish(); // the decline's error rides a later reply under a transport
|
|
EXPECT_EQ(FirstGLError(), GLenum(GL_INVALID_OPERATION))
|
|
<< "a scaled multisample resolve is INVALID_OPERATION, not a picture";
|
|
glBindFramebuffer(GL_FRAMEBUFFER, resolved.fbo);
|
|
ExpectAllDepth(ReadDepthFloat(0, 0, kWidth, kHeight), 0.5f,
|
|
"the declined scale must have left the destination alone");
|
|
EXPECT_EQ(FirstGLError(), 0u) << "the session survived the decline";
|
|
|
|
// THE SAME SCALE WITH COLOUR IN THE MASK. An erroring blit writes nothing (18.3.1), so
|
|
// the colour attachment must come through untouched too. The colour arm CAN scale a
|
|
// multisample resolve on its own, and it runs before the depth arm - so a decline
|
|
// decided per aspect scaled and wrote the colour and then raised the error on the
|
|
// depth. The shape is decided once, before any aspect, and this is what pins it.
|
|
glBindFramebuffer(GL_FRAMEBUFFER, resolved.fbo);
|
|
ClearDepthStencil(GL_DEPTH24_STENCIL8, 0.5f, kPrimeStencil);
|
|
glClearColor(0, 0, 1, 1);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampled.fbo);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolved.fbo);
|
|
glBlitFramebuffer(0, 0, kWidth, kHeight, 0, 0, kWidth / 2, kHeight / 2,
|
|
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
glFinish();
|
|
EXPECT_EQ(FirstGLError(), GLenum(GL_INVALID_OPERATION))
|
|
<< "a scaled multisample COLOR|DEPTH blit is INVALID_OPERATION as a whole";
|
|
glBindFramebuffer(GL_FRAMEBUFFER, resolved.fbo);
|
|
std::array<GLubyte, 4> untouched{};
|
|
glReadPixels(1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, untouched.data());
|
|
EXPECT_EQ(untouched, (std::array<GLubyte, 4>{0, 0, 255, 255}))
|
|
<< "the declined COLOR|DEPTH scale must not have written its colour either";
|
|
ExpectAllDepth(ReadDepthFloat(0, 0, kWidth, kHeight), 0.5f,
|
|
"the declined COLOR|DEPTH scale must have left the depth alone");
|
|
EXPECT_EQ(FirstGLError(), 0u) << "the session survived the combined decline";
|
|
|
|
// AN EMPTY DESTINATION BEHIND A NON-EMPTY SOURCE is a size mismatch as well, not a
|
|
// no-op: 64x48 cannot reach 0x48.
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampled.fbo);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolved.fbo);
|
|
glBlitFramebuffer(0, 0, kWidth, kHeight, 0, 0, 0, kHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
glFinish();
|
|
EXPECT_EQ(FirstGLError(), GLenum(GL_INVALID_OPERATION))
|
|
<< "a multisample resolve onto an empty destination rectangle is a size mismatch";
|
|
glBindFramebuffer(GL_FRAMEBUFFER, resolved.fbo);
|
|
ExpectAllDepth(ReadDepthFloat(0, 0, kWidth, kHeight), 0.5f,
|
|
"the empty-destination decline must have left the depth alone");
|
|
EXPECT_EQ(FirstGLError(), 0u) << "the session survived the empty-destination decline";
|
|
|
|
// THE SAME SCALE ONTO THE WINDOW (review round 3). The default framebuffer was the one
|
|
// destination the round-2 pre-pass left to the per-aspect lambdas, on the belief that a
|
|
// default draw framebuffer behind a multisample read was the resolve arm's region Fatal
|
|
// whatever the shape - but that arm asks the shape question BEFORE its region check, so
|
|
// a scaled COLOR|DEPTH resolve onto the window scaled and wrote its colour through the
|
|
// swapchain blit and then recorded INVALID_OPERATION on its depth: the partial effect
|
|
// the previous leg pins for a user framebuffer, reproduced on the only other kind of
|
|
// destination there is. The window is primed MAGENTA at depth 0.625 - values no other
|
|
// surface in this test holds (review round 4): the user framebuffer above is blue at 0.5
|
|
// and still is after its own declined blit, and the source is red/green at 0.25/0.75.
|
|
// Round 3 primed the window blue at 0.5 as well, so a glBindFramebuffer(0) that landed
|
|
// on the user framebuffer, or a default-framebuffer readback that resolved the wrong
|
|
// surface, read the same priming and passed for nothing; pointing the probes at the
|
|
// user framebuffer now fails on both aspects, shown once and restored. The source (red
|
|
// below, green above) is blown up over the whole of the window, and three probes - a
|
|
// corner, the centre, the far corner - must all still read the priming on both
|
|
// aspects. The harness's pbuffer default framebuffer has no other way of being looked
|
|
// at than glReadPixels, which is what both probes use.
|
|
{
|
|
HeadlessGL& gl = Gl();
|
|
const int windowWidth = gl.Width();
|
|
const int windowHeight = gl.Height();
|
|
ASSERT_GE(windowWidth, 4);
|
|
ASSERT_GE(windowHeight, 4);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glViewport(0, 0, windowWidth, windowHeight);
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glDepthMask(GL_TRUE);
|
|
glClearColor(1, 0, 1, 1);
|
|
glClearDepth(0.625);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
ASSERT_EQ(FirstGLError(), 0u) << "priming the default framebuffer";
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampled.fbo);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
glBlitFramebuffer(0, 0, kWidth, kHeight, 0, 0, windowWidth, windowHeight,
|
|
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
glFinish();
|
|
EXPECT_EQ(FirstGLError(), GLenum(GL_INVALID_OPERATION))
|
|
<< "a scaled multisample COLOR|DEPTH blit onto the default framebuffer is INVALID_OPERATION as a whole";
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
const int probeX[3] = {1, windowWidth / 2, windowWidth - 2};
|
|
const int probeY[3] = {1, windowHeight / 2, windowHeight - 2};
|
|
for (int i = 0; i < 3; ++i) {
|
|
const int x = probeX[i], y = probeY[i];
|
|
std::array<GLubyte, 4> window{};
|
|
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, window.data());
|
|
EXPECT_EQ(window, (std::array<GLubyte, 4>{255, 0, 255, 255}))
|
|
<< "the declined COLOR|DEPTH scale onto the window must not have written its colour at ("
|
|
<< x << ", " << y << ")";
|
|
float depth = kDepthPoison;
|
|
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
|
|
EXPECT_NEAR(depth, 0.625f, 1.0f / 4096.0f)
|
|
<< "the declined COLOR|DEPTH scale onto the window must have left its depth alone at ("
|
|
<< x << ", " << y << ")";
|
|
}
|
|
EXPECT_EQ(FirstGLError(), 0u) << "the session survived the default-framebuffer decline";
|
|
}
|
|
|
|
DestroySource(resolved);
|
|
DestroySource(multisampled);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
Gl().EndFrame();
|
|
}
|
|
|
|
// P7 gate 5 (g5-msrbo): A SINGLE-SAMPLED DEPTH/STENCIL BLIT, EVERY FORMAT, EVERY ASPECT.
|
|
//
|
|
// KHR-GL46.direct_state_access.renderbuffers_storage_multisample reduced to its samples == 0
|
|
// leg: two renderbuffers of one depth/stencil format (glNamedRenderbufferStorageMultisample
|
|
// with samples 0, the conformance case's own call), clear the first, glBlitFramebuffer
|
|
// COLOR|DEPTH|STENCIL into the second at 1:1, read both aspects back from the second. The
|
|
// wire arm moved every depth/stencil aspect with vkCmdBlitImage, which needs BLIT_SRC/BLIT_DST
|
|
// (optional for depth/stencil formats: the Adreno 830 has no BLIT_DST on any of them) where
|
|
// the monolith arm copies at 1:1 - and for ONE aspect of a packed format the blit moved the
|
|
// whole native word.
|
|
//
|
|
// THE SUB-RECTANGLE LEG is the red one without the copy arm on lavapipe (the only host it was
|
|
// measured on): a depth-only blit of a packed DEPTH24_STENCIL8 replaced the destination's
|
|
// stencil there. A driver whose one-aspect blit keeps the other aspect stays green without
|
|
// the copy arm, so this leg is a lavapipe pin, not a universal one. It also pins
|
|
// the min corners on both sides and a 1-byte stencil row whose width is not a multiple of 4
|
|
// (the buffer round trip's padded stride). THE SCALED LEG is the shape that still takes
|
|
// vkCmdBlitImage, so the copy arm must not have swallowed it.
|
|
TEST_F(DepthStencilReadbackMatrixScenario, ASingleSampledDepthStencilBlitCopiesEveryAspect) {
|
|
if (!Ready()) return;
|
|
struct BlitFormat {
|
|
const char* name;
|
|
GLenum internalFormat;
|
|
};
|
|
const BlitFormat formats[] = {
|
|
{"GL_DEPTH_COMPONENT16", GL_DEPTH_COMPONENT16}, {"GL_DEPTH_COMPONENT24", GL_DEPTH_COMPONENT24},
|
|
{"GL_DEPTH_COMPONENT32F", GL_DEPTH_COMPONENT32F}, {"GL_DEPTH24_STENCIL8", GL_DEPTH24_STENCIL8},
|
|
{"GL_DEPTH32F_STENCIL8", GL_DEPTH32F_STENCIL8}, {"GL_STENCIL_INDEX8", GL_STENCIL_INDEX8},
|
|
};
|
|
struct Extent {
|
|
int width, height;
|
|
};
|
|
// The conformance case's three shapes ({1,1}, {max/2,1}, {1,max/2}), with strips short
|
|
// enough for a CPU rasterizer, plus the matrix's own rectangle.
|
|
const Extent extents[] = {{1, 1}, {256, 1}, {1, 256}, {kWidth, kHeight}};
|
|
|
|
const auto makePair = [](GLenum internalFormat, int width, int height, GLuint (&fbo)[2], GLuint (&rbo)[2]) {
|
|
glGenFramebuffers(2, fbo);
|
|
glCreateRenderbuffers(2, rbo);
|
|
for (int i = 0; i < 2; ++i) {
|
|
glNamedRenderbufferStorageMultisample(rbo[i], 0, internalFormat, width, height);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
|
|
if (FormatHasDepth(internalFormat))
|
|
glNamedFramebufferRenderbuffer(fbo[i], GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo[i]);
|
|
if (FormatHasStencil(internalFormat))
|
|
glNamedFramebufferRenderbuffer(fbo[i], GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[i]);
|
|
}
|
|
};
|
|
const auto clearBound = [](GLenum internalFormat, int width, int height, float depth, int stencil) {
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glViewport(0, 0, width, height);
|
|
glDepthMask(GL_TRUE);
|
|
glStencilMask(0xFFu);
|
|
glClearDepth(depth);
|
|
glClearStencil(stencil);
|
|
GLbitfield mask = 0;
|
|
if (FormatHasDepth(internalFormat)) mask |= GL_DEPTH_BUFFER_BIT;
|
|
if (FormatHasStencil(internalFormat)) mask |= GL_STENCIL_BUFFER_BIT;
|
|
glClear(mask);
|
|
};
|
|
|
|
int exercised = 0;
|
|
for (const BlitFormat& format : formats) {
|
|
for (const Extent& extent : extents) {
|
|
SCOPED_TRACE(std::string(format.name) + " " + std::to_string(extent.width) + "x" +
|
|
std::to_string(extent.height));
|
|
GLuint fbo[2] = {0, 0};
|
|
GLuint rbo[2] = {0, 0};
|
|
makePair(format.internalFormat, extent.width, extent.height, fbo, rbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
|
|
const bool usable = SourceIsUsable();
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
|
|
if (!usable || !SourceIsUsable()) {
|
|
glDeleteFramebuffers(2, fbo);
|
|
glDeleteRenderbuffers(2, rbo);
|
|
FirstGLError();
|
|
continue;
|
|
}
|
|
ASSERT_EQ(FirstGLError(), 0u) << "creating the renderbuffer pair";
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
|
|
clearBound(format.internalFormat, extent.width, extent.height, kDepthPoison, kStencilPoison);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
|
|
clearBound(format.internalFormat, extent.width, extent.height, 0.5f, 7);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo[0]);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo[1]);
|
|
glBlitFramebuffer(0, 0, extent.width, extent.height, 0, 0, extent.width, extent.height,
|
|
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
|
|
EXPECT_EQ(FirstGLError(), 0u) << "a 1:1 single-sampled depth/stencil blit";
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
|
|
if (FormatHasDepth(format.internalFormat))
|
|
ExpectAllDepth(ReadDepthFloat(0, 0, extent.width, extent.height), 0.5f, "blitted depth");
|
|
if (FormatHasStencil(format.internalFormat))
|
|
ExpectAllStencil(ReadStencilInt(0, 0, extent.width, extent.height), 7, "blitted stencil");
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
++exercised;
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glDeleteFramebuffers(2, fbo);
|
|
glDeleteRenderbuffers(2, rbo);
|
|
}
|
|
}
|
|
// Six formats times four extents; a machine that hosts fewer than half is not a matrix.
|
|
EXPECT_GE(exercised, 12) << "too few depth/stencil renderbuffer pairs were usable";
|
|
|
|
// THE SUB-RECTANGLE LEG, packed DEPTH24_STENCIL8: a depth-only band, then a stencil-only
|
|
// band, each offset from the origin on both sides and narrow enough that a 1-byte stencil
|
|
// row is not a multiple of 4.
|
|
{
|
|
GLuint fbo[2] = {0, 0};
|
|
GLuint rbo[2] = {0, 0};
|
|
makePair(GL_DEPTH24_STENCIL8, kWidth, kHeight, fbo, rbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo[0]);
|
|
ASSERT_TRUE(SourceIsUsable());
|
|
clearBound(GL_DEPTH24_STENCIL8, kWidth, kHeight, 0.75f, 99);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
|
|
clearBound(GL_DEPTH24_STENCIL8, kWidth, kHeight, 0.25f, 11);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
constexpr int kSx = 5, kSy = 8, kDx = 20, kDy = 4, kW = 29, kH = 32;
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo[0]);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo[1]);
|
|
glBlitFramebuffer(kSx, kSy, kSx + kW, kSy + kH, kDx, kDy, kDx + kW, kDy + kH, GL_DEPTH_BUFFER_BIT,
|
|
GL_NEAREST);
|
|
EXPECT_EQ(FirstGLError(), 0u) << "a depth-only sub-rectangle blit";
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
|
|
const std::vector<float> depth = ReadDepthFloat(0, 0, kWidth, kHeight);
|
|
const std::vector<int> stencil = ReadStencilInt(0, 0, kWidth, kHeight);
|
|
size_t badDepth = 0, badStencil = 0;
|
|
for (int y = 0; y < kHeight; ++y) {
|
|
for (int x = 0; x < kWidth; ++x) {
|
|
const bool inside = x >= kDx && x < kDx + kW && y >= kDy && y < kDy + kH;
|
|
const size_t at = static_cast<size_t>(y) * kWidth + x;
|
|
if (std::fabs(depth[at] - (inside ? 0.75f : 0.25f)) > 1.0f / 4096.0f) ++badDepth;
|
|
if (stencil[at] != 11) ++badStencil;
|
|
}
|
|
}
|
|
EXPECT_EQ(badDepth, 0u) << "the depth-only band landed somewhere other than its destination rectangle";
|
|
EXPECT_EQ(badStencil, 0u) << "a depth-only blit replaced the destination's stencil";
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo[0]);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo[1]);
|
|
glBlitFramebuffer(kSx, kSy, kSx + kW, kSy + kH, kDx, kDy, kDx + kW, kDy + kH, GL_STENCIL_BUFFER_BIT,
|
|
GL_NEAREST);
|
|
EXPECT_EQ(FirstGLError(), 0u) << "a stencil-only sub-rectangle blit";
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
|
|
const std::vector<float> depthAfter = ReadDepthFloat(0, 0, kWidth, kHeight);
|
|
const std::vector<int> stencilAfter = ReadStencilInt(0, 0, kWidth, kHeight);
|
|
badDepth = badStencil = 0;
|
|
for (int y = 0; y < kHeight; ++y) {
|
|
for (int x = 0; x < kWidth; ++x) {
|
|
const bool inside = x >= kDx && x < kDx + kW && y >= kDy && y < kDy + kH;
|
|
const size_t at = static_cast<size_t>(y) * kWidth + x;
|
|
if (std::fabs(depthAfter[at] - (inside ? 0.75f : 0.25f)) > 1.0f / 4096.0f) ++badDepth;
|
|
if (stencilAfter[at] != (inside ? 99 : 11)) ++badStencil;
|
|
}
|
|
}
|
|
EXPECT_EQ(badStencil, 0u) << "the stencil-only band landed somewhere other than its destination rectangle";
|
|
EXPECT_EQ(badDepth, 0u) << "a stencil-only blit replaced the destination's depth";
|
|
|
|
// THE SCALED LEG: half the source onto the whole destination - the shape that still
|
|
// takes vkCmdBlitImage.
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
|
|
clearBound(GL_DEPTH24_STENCIL8, kWidth, kHeight, 0.25f, 11);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo[0]);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo[1]);
|
|
glBlitFramebuffer(0, 0, kWidth / 2, kHeight / 2, 0, 0, kWidth, kHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
glFinish();
|
|
EXPECT_EQ(FirstGLError(), 0u) << "a scaled depth blit with NEAREST is legal GL";
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo[1]);
|
|
ExpectAllDepth(ReadDepthFloat(0, 0, kWidth, kHeight), 0.75f, "a scaled depth blit");
|
|
EXPECT_EQ(FirstGLError(), 0u) << "the session survived the scaled leg";
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glDeleteFramebuffers(2, fbo);
|
|
glDeleteRenderbuffers(2, rbo);
|
|
}
|
|
Gl().EndFrame();
|
|
}
|
|
|
|
// A read whose rectangle is NOT the whole attachment. The staging copy has to carry
|
|
// the requested rect (not the origin) and hand back its rows bottom-up, which a
|
|
// full-extent uniform read is a fixed point of and therefore cannot see.
|
|
TEST_F(DepthStencilReadbackMatrixScenario, ASubRectangleReadsTheRightBandInTheRightOrder) {
|
|
if (!Ready()) return;
|
|
DepthSource source = MakeTextureSource(GL_DEPTH24_STENCIL8);
|
|
ASSERT_TRUE(SourceIsUsable());
|
|
|
|
// Bottom half 0.25, top half 0.75, and the stencil banded the other way round so a
|
|
// mix-up between the two aspects cannot pass either.
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glViewport(0, 0, kWidth, kHeight);
|
|
glDepthMask(GL_TRUE);
|
|
glStencilMask(0xFFu);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(0, 0, kWidth, kHeight / 2);
|
|
glClearDepth(0.25);
|
|
glClearStencil(11);
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
glScissor(0, kHeight / 2, kWidth, kHeight - kHeight / 2);
|
|
glClearDepth(0.75);
|
|
glClearStencil(22);
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
|
|
// A rect wholly inside the bottom band, offset from the origin in both axes.
|
|
const int rectWidth = 8;
|
|
const int rectHeight = 4;
|
|
const std::vector<float> bottom = ReadDepthFloat(16, 4, rectWidth, rectHeight);
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
ExpectAllDepth(bottom, 0.25f, "sub-rect inside the bottom depth band");
|
|
const std::vector<int> bottomStencil = ReadStencilInt(16, 4, rectWidth, rectHeight);
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
ExpectAllStencil(bottomStencil, 11, "sub-rect inside the bottom stencil band");
|
|
|
|
// And one wholly inside the top band. Reading the mirrored row would answer 0.25.
|
|
const std::vector<float> top = ReadDepthFloat(16, kHeight - 4 - rectHeight, rectWidth, rectHeight);
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
ExpectAllDepth(top, 0.75f, "sub-rect inside the top depth band");
|
|
|
|
// A rect that STRADDLES the boundary pins the row order itself: its first rows must
|
|
// be the bottom band and its last rows the top one.
|
|
const int straddleHeight = 8;
|
|
const std::vector<float> straddle =
|
|
ReadDepthFloat(16, kHeight / 2 - straddleHeight / 2, rectWidth, straddleHeight);
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
ASSERT_EQ(straddle.size(), static_cast<size_t>(rectWidth) * straddleHeight);
|
|
EXPECT_NEAR(straddle[0], 0.25f, 1.0f / 4096.0f)
|
|
<< "the first row of the returned rect must be its BOTTOM row (GL order), which is in the 0.25 band";
|
|
EXPECT_NEAR(straddle[straddle.size() - 1], 0.75f, 1.0f / 4096.0f)
|
|
<< "the last row of the returned rect must be its TOP row, which is in the 0.75 band";
|
|
|
|
DestroySource(source);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
Gl().EndFrame();
|
|
}
|
|
|
|
// The packed layouts the packed_depth_stencil family reads its gradients with.
|
|
TEST_F(DepthStencilReadbackMatrixScenario, PackedDepthStencilReadPixelsCarriesBothAspects) {
|
|
if (!Ready()) return;
|
|
struct PackedCase {
|
|
const char* name;
|
|
GLenum internalFormat;
|
|
GLenum type;
|
|
};
|
|
const PackedCase cases[] = {
|
|
{"depth24_stencil8 / GL_UNSIGNED_INT_24_8", GL_DEPTH24_STENCIL8, GL_UNSIGNED_INT_24_8},
|
|
{"depth32f_stencil8 / GL_FLOAT_32_UNSIGNED_INT_24_8_REV", GL_DEPTH32F_STENCIL8,
|
|
GL_FLOAT_32_UNSIGNED_INT_24_8_REV},
|
|
};
|
|
int exercised = 0;
|
|
for (const PackedCase& testCase : cases) {
|
|
SCOPED_TRACE(testCase.name);
|
|
DepthSource source = MakeTextureSource(testCase.internalFormat);
|
|
if (!SourceIsUsable()) {
|
|
DestroySource(source);
|
|
continue;
|
|
}
|
|
FirstGLError();
|
|
ClearDepthStencil(testCase.internalFormat, 0.5f, 3);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
|
|
const size_t pixels = static_cast<size_t>(kWidth) * kHeight;
|
|
if (testCase.type == GL_UNSIGNED_INT_24_8) {
|
|
std::vector<unsigned int> packed(pixels, kPacked24_8Poison);
|
|
glReadPixels(0, 0, kWidth, kHeight, GL_DEPTH_STENCIL, testCase.type, packed.data());
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
size_t bad = 0;
|
|
for (unsigned int value : packed) {
|
|
const float depth = static_cast<float>(value >> 8) / 16777215.0f;
|
|
const int stencil = static_cast<int>(value & 0xFFu);
|
|
if (std::fabs(depth - 0.5f) > 0.01f || stencil != 3) ++bad;
|
|
}
|
|
EXPECT_EQ(bad, 0u) << testCase.name << ": " << bad << " of " << pixels
|
|
<< " packed words carry the wrong depth or stencil (first word 0x" << std::hex
|
|
<< packed[0] << std::dec << ")";
|
|
} else {
|
|
std::vector<D32fS8> packed(pixels, D32fS8{kDepthPoison, static_cast<unsigned int>(kStencilPoison)});
|
|
glReadPixels(0, 0, kWidth, kHeight, GL_DEPTH_STENCIL, testCase.type, packed.data());
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
size_t bad = 0;
|
|
for (const D32fS8& value : packed) {
|
|
if (std::fabs(value.depth - 0.5f) > 0.01f || (value.stencil & 0xFFu) != 3u) ++bad;
|
|
}
|
|
EXPECT_EQ(bad, 0u) << testCase.name << ": " << bad << " of " << pixels
|
|
<< " packed pairs carry the wrong depth or stencil (first pair depth "
|
|
<< packed[0].depth << " stencil " << (packed[0].stencil & 0xFFu) << ")";
|
|
}
|
|
++exercised;
|
|
DestroySource(source);
|
|
}
|
|
EXPECT_GE(exercised, 1) << "neither packed depth/stencil format was renderable";
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
Gl().EndFrame();
|
|
}
|
|
|
|
// glGetTexImage reads a TEXTURE, not the bound framebuffer - a different entry point
|
|
// that has to reach the same machinery. This is verify_get_tex_image's shape.
|
|
TEST_F(DepthStencilReadbackMatrixScenario, GetTexImageReadsAPackedDepthStencilTexture) {
|
|
if (!Ready()) return;
|
|
DepthSource source = MakeTextureSource(GL_DEPTH24_STENCIL8);
|
|
ASSERT_TRUE(SourceIsUsable());
|
|
FirstGLError();
|
|
ClearDepthStencil(GL_DEPTH24_STENCIL8, 0.375f, 5);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
|
|
// Read it back through the texture, with the framebuffer that owns it unbound so a
|
|
// path that secretly read the framebuffer instead would answer from somewhere else.
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glBindTexture(GL_TEXTURE_2D, source.depthTexture);
|
|
const size_t pixels = static_cast<size_t>(kWidth) * kHeight;
|
|
std::vector<unsigned int> packed(pixels, kPacked24_8Poison);
|
|
glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, packed.data());
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
size_t bad = 0;
|
|
for (unsigned int value : packed) {
|
|
const float depth = static_cast<float>(value >> 8) / 16777215.0f;
|
|
if (std::fabs(depth - 0.375f) > 0.01f || (value & 0xFFu) != 5u) ++bad;
|
|
}
|
|
EXPECT_EQ(bad, 0u) << bad << " of " << pixels
|
|
<< " words from glGetTexImage(GL_DEPTH_STENCIL) are wrong (first word 0x" << std::hex
|
|
<< packed[0] << std::dec << ")";
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
DestroySource(source);
|
|
Gl().EndFrame();
|
|
}
|
|
|
|
TEST_F(DepthStencilReadbackMatrixScenario, TextureDepthReadbackUsesSignedRangesAndHalfFloatEncoding) {
|
|
if (!Ready()) return;
|
|
DepthSource source = MakeTextureSource(GL_DEPTH_COMPONENT32F);
|
|
ASSERT_TRUE(SourceIsUsable());
|
|
struct Sample { float depth; GLbyte byte; GLshort shortValue; GLint intValue; GLushort halfBits; };
|
|
const Sample samples[] = {
|
|
{0.0f, 0, 0, 0, 0x0000},
|
|
{0.5f, 64, 16384, 1073741824, 0x3800},
|
|
{1.0f, 127, 32767, 2147483647, 0x3c00},
|
|
};
|
|
for (const auto& sample : samples) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, source.fbo);
|
|
ClearDepthStencil(GL_DEPTH_COMPONENT32F, sample.depth, 0);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
// GPU clear, then a texture read with the source FBO unbound: neither
|
|
// the upload shadow nor the currently bound FBO can supply the result.
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glBindTexture(GL_TEXTURE_2D, source.depthTexture);
|
|
const auto read = [&](GLenum type, auto expected) {
|
|
using Value = decltype(expected);
|
|
std::vector<Value> values(static_cast<size_t>(kWidth) * kHeight, static_cast<Value>(-37));
|
|
glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, type, values.data());
|
|
EXPECT_EQ(FirstGLError(), 0u) << "depth=" << sample.depth << " type=" << type;
|
|
const auto bad = std::count_if(values.begin(), values.end(), [&](Value value) { return value != expected; });
|
|
EXPECT_EQ(bad, 0) << "depth=" << sample.depth << " type=" << type
|
|
<< " first=" << static_cast<long long>(values[0])
|
|
<< " expected=" << static_cast<long long>(expected);
|
|
};
|
|
read(GL_BYTE, sample.byte);
|
|
read(GL_SHORT, sample.shortValue);
|
|
read(GL_INT, sample.intValue);
|
|
read(GL_HALF_FLOAT, sample.halfBits);
|
|
}
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
DestroySource(source);
|
|
Gl().EndFrame();
|
|
}
|
|
|
|
TEST_F(DepthStencilReadbackMatrixScenario, TextureStencilHalfFloatReadbackEncodesTheIndex) {
|
|
if (!Ready()) return;
|
|
DepthSource source = MakeTextureSource(GL_STENCIL_INDEX8);
|
|
ASSERT_TRUE(SourceIsUsable());
|
|
ClearDepthStencil(GL_STENCIL_INDEX8, 0.0f, 5);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glBindTexture(GL_TEXTURE_2D, source.depthTexture);
|
|
std::vector<GLushort> values(static_cast<size_t>(kWidth) * kHeight, 0xdead);
|
|
glGetTexImage(GL_TEXTURE_2D, 0, GL_STENCIL_INDEX, GL_HALF_FLOAT, values.data());
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
// Half-float 5.0 is 0x4500. Writing the raw index 0x0005 is a different value.
|
|
EXPECT_EQ(std::count_if(values.begin(), values.end(), [](GLushort value) { return value != 0x4500; }), 0)
|
|
<< "first half word=" << std::hex << values[0];
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
DestroySource(source);
|
|
Gl().EndFrame();
|
|
}
|
|
|
|
// glCopyTexImage2D out of a depth attachment, then read the copy - verify_copy_tex_image.
|
|
TEST_F(DepthStencilReadbackMatrixScenario, CopyTexImageFromADepthAttachmentSurvivesAReadBack) {
|
|
if (!Ready()) return;
|
|
DepthSource source = MakeTextureSource(GL_DEPTH24_STENCIL8);
|
|
ASSERT_TRUE(SourceIsUsable());
|
|
FirstGLError();
|
|
ClearDepthStencil(GL_DEPTH24_STENCIL8, 0.75f, 6);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
|
|
GLuint copy = 0;
|
|
glGenTextures(1, ©);
|
|
glBindTexture(GL_TEXTURE_2D, copy);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, kWidth, kHeight, 0, GL_DEPTH_STENCIL,
|
|
GL_UNSIGNED_INT_24_8, nullptr);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 0, 0, kWidth, kHeight, 0);
|
|
EXPECT_EQ(FirstGLError(), 0u) << "glCopyTexImage2D from a depth/stencil attachment";
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
const size_t pixels = static_cast<size_t>(kWidth) * kHeight;
|
|
std::vector<unsigned int> packed(pixels, kPacked24_8Poison);
|
|
glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, packed.data());
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
size_t bad = 0;
|
|
for (unsigned int value : packed) {
|
|
const float depth = static_cast<float>(value >> 8) / 16777215.0f;
|
|
if (std::fabs(depth - 0.75f) > 0.01f) ++bad;
|
|
}
|
|
EXPECT_EQ(bad, 0u) << bad << " of " << pixels << " copied depth values are wrong (first word 0x" << std::hex
|
|
<< packed[0] << std::dec << ")";
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glDeleteTextures(1, ©);
|
|
DestroySource(source);
|
|
Gl().EndFrame();
|
|
}
|
|
|
|
// The integer client widths, which are a separate conversion each.
|
|
TEST_F(DepthStencilReadbackMatrixScenario, DepthAndStencilConvertIntoEveryClientWidth) {
|
|
if (!Ready()) return;
|
|
DepthSource source = MakeTextureSource(GL_DEPTH24_STENCIL8);
|
|
ASSERT_TRUE(SourceIsUsable());
|
|
FirstGLError();
|
|
ClearDepthStencil(GL_DEPTH24_STENCIL8, 0.5f, 200);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
|
|
const size_t pixels = static_cast<size_t>(kWidth) * kHeight;
|
|
|
|
std::vector<unsigned int> depthUint(pixels, 0xDEADBEEFu);
|
|
glReadPixels(0, 0, kWidth, kHeight, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, depthUint.data());
|
|
EXPECT_EQ(FirstGLError(), 0u) << "glReadPixels(GL_DEPTH_COMPONENT, GL_UNSIGNED_INT)";
|
|
// 0.5 of the full 32-bit range, with room for the source's 24-bit quantisation.
|
|
EXPECT_NEAR(static_cast<double>(depthUint[0]) / 4294967295.0, 0.5, 0.01)
|
|
<< "GL_UNSIGNED_INT depth came back as " << depthUint[0];
|
|
|
|
std::vector<unsigned short> depthUshort(pixels, 0xBEEFu);
|
|
glReadPixels(0, 0, kWidth, kHeight, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, depthUshort.data());
|
|
EXPECT_EQ(FirstGLError(), 0u) << "glReadPixels(GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT)";
|
|
EXPECT_NEAR(static_cast<double>(depthUshort[0]) / 65535.0, 0.5, 0.01)
|
|
<< "GL_UNSIGNED_SHORT depth came back as " << depthUshort[0];
|
|
|
|
// A stencil index is written unconverted into whichever width was asked for, so 200
|
|
// must survive intact in all of them - it is also large enough that a signed byte
|
|
// would wrap, which is the point of choosing it.
|
|
std::vector<unsigned char> stencilByte(pixels, static_cast<unsigned char>(kStencilPoison));
|
|
glReadPixels(0, 0, kWidth, kHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilByte.data());
|
|
EXPECT_EQ(FirstGLError(), 0u) << "glReadPixels(GL_STENCIL_INDEX, GL_UNSIGNED_BYTE)";
|
|
EXPECT_EQ(static_cast<int>(stencilByte[0]), 200);
|
|
|
|
std::vector<int> stencilInt(pixels, kStencilPoison);
|
|
glReadPixels(0, 0, kWidth, kHeight, GL_STENCIL_INDEX, GL_INT, stencilInt.data());
|
|
EXPECT_EQ(FirstGLError(), 0u) << "glReadPixels(GL_STENCIL_INDEX, GL_INT)";
|
|
EXPECT_EQ(stencilInt[0], 200);
|
|
|
|
DestroySource(source);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
Gl().EndFrame();
|
|
}
|
|
|
|
// The PACK pixel-store parameters apply to a depth read exactly as they do to a colour
|
|
// one, and the gap regions they create must be left alone.
|
|
TEST_F(DepthStencilReadbackMatrixScenario, DepthReadbackHonoursThePackPixelStoreParameters) {
|
|
if (!Ready()) return;
|
|
DepthSource source = MakeTextureSource(GL_DEPTH_COMPONENT24);
|
|
ASSERT_TRUE(SourceIsUsable());
|
|
FirstGLError();
|
|
ClearDepthStencil(GL_DEPTH_COMPONENT24, 0.5f, 0);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
|
|
const int rectWidth = 4;
|
|
const int rectHeight = 3;
|
|
const int rowLength = 8;
|
|
const int skipPixels = 2;
|
|
const int skipRows = 1;
|
|
constexpr float kGap = -7.0f;
|
|
std::vector<float> destination(static_cast<size_t>(rowLength) * (skipRows + rectHeight) + 16, kGap);
|
|
|
|
glPixelStorei(GL_PACK_ROW_LENGTH, rowLength);
|
|
glPixelStorei(GL_PACK_SKIP_PIXELS, skipPixels);
|
|
glPixelStorei(GL_PACK_SKIP_ROWS, skipRows);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 4);
|
|
glReadPixels(0, 0, rectWidth, rectHeight, GL_DEPTH_COMPONENT, GL_FLOAT, destination.data());
|
|
const unsigned int readError = FirstGLError();
|
|
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
|
|
glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
|
|
glPixelStorei(GL_PACK_SKIP_ROWS, 0);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 4);
|
|
EXPECT_EQ(readError, 0u);
|
|
|
|
size_t written = 0;
|
|
size_t gapsTouched = 0;
|
|
for (size_t index = 0; index < destination.size(); ++index) {
|
|
const long row = static_cast<long>(index) / rowLength - skipRows;
|
|
const long column = static_cast<long>(index) % rowLength - skipPixels;
|
|
const bool inRect = row >= 0 && row < rectHeight && column >= 0 && column < rectWidth;
|
|
if (inRect) {
|
|
if (std::fabs(destination[index] - 0.5f) <= 1.0f / 4096.0f) ++written;
|
|
} else if (destination[index] != kGap) {
|
|
++gapsTouched;
|
|
}
|
|
}
|
|
EXPECT_EQ(written, static_cast<size_t>(rectWidth) * rectHeight)
|
|
<< "only " << written << " of " << (rectWidth * rectHeight)
|
|
<< " destination pixels landed where GL_PACK_ROW_LENGTH/SKIP_* put them";
|
|
EXPECT_EQ(gapsTouched, 0u) << gapsTouched << " bytes outside the packed rectangle were overwritten";
|
|
|
|
DestroySource(source);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
Gl().EndFrame();
|
|
}
|
|
|
|
// The readback borrows the application's context for a full-screen pass. Everything it
|
|
// touches has to come back, or the next draw inherits it - which is how an emulation
|
|
// that "works" takes the rest of the renderer down with it.
|
|
TEST_F(DepthStencilReadbackMatrixScenario, ReadbackLeavesNoGLStateBehind) {
|
|
if (!Ready()) return;
|
|
DepthSource source = MakeTextureSource(GL_DEPTH24_STENCIL8);
|
|
ASSERT_TRUE(SourceIsUsable());
|
|
FirstGLError();
|
|
ClearDepthStencil(GL_DEPTH24_STENCIL8, 0.5f, 4);
|
|
|
|
// A deliberately awkward state: nothing here is what an emulation pass would want,
|
|
// so anything it forgets to put back shows up below.
|
|
GLuint scratchTexture = 0;
|
|
glGenTextures(1, &scratchTexture);
|
|
glBindTexture(GL_TEXTURE_2D, scratchTexture);
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glBindTexture(GL_TEXTURE_2D, scratchTexture);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(3, 5, 7, 11);
|
|
glEnable(GL_CULL_FACE);
|
|
glEnable(GL_BLEND);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_GEQUAL);
|
|
glDepthMask(GL_FALSE);
|
|
glEnable(GL_STENCIL_TEST);
|
|
glStencilFunc(GL_NOTEQUAL, 0x5, 0x0Fu);
|
|
glStencilOp(GL_INCR, GL_DECR, GL_INVERT);
|
|
glStencilMask(0x3Cu);
|
|
glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE);
|
|
glViewport(2, 3, 5, 7);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
|
|
const std::vector<float> depth = ReadDepthFloat(0, 0, kWidth, kHeight);
|
|
const std::vector<int> stencil = ReadStencilInt(0, 0, kWidth, kHeight);
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
ExpectAllDepth(depth, 0.5f, "state-preservation case depth");
|
|
ExpectAllStencil(stencil, 4, "state-preservation case stencil");
|
|
|
|
GLint viewport[4] = {0, 0, 0, 0};
|
|
GLint scissorBox[4] = {0, 0, 0, 0};
|
|
GLboolean colorMask[4] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE};
|
|
GLint depthFunc = 0;
|
|
GLboolean depthMask = GL_TRUE;
|
|
GLint stencilFunc = 0, stencilRef = 0, stencilValueMask = 0, stencilWriteMask = 0;
|
|
GLint stencilFail = 0, stencilPassDepthFail = 0, stencilPassDepthPass = 0;
|
|
GLint activeTexture = 0, boundTexture = 0;
|
|
glGetIntegerv(GL_VIEWPORT, viewport);
|
|
glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
|
|
glGetBooleanv(GL_COLOR_WRITEMASK, colorMask);
|
|
glGetIntegerv(GL_DEPTH_FUNC, &depthFunc);
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
|
|
glGetIntegerv(GL_STENCIL_FUNC, &stencilFunc);
|
|
glGetIntegerv(GL_STENCIL_REF, &stencilRef);
|
|
glGetIntegerv(GL_STENCIL_VALUE_MASK, &stencilValueMask);
|
|
glGetIntegerv(GL_STENCIL_WRITEMASK, &stencilWriteMask);
|
|
glGetIntegerv(GL_STENCIL_FAIL, &stencilFail);
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &stencilPassDepthFail);
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &stencilPassDepthPass);
|
|
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTexture);
|
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, &boundTexture);
|
|
|
|
EXPECT_EQ(viewport[0], 2);
|
|
EXPECT_EQ(viewport[1], 3);
|
|
EXPECT_EQ(viewport[2], 5);
|
|
EXPECT_EQ(viewport[3], 7);
|
|
EXPECT_EQ(scissorBox[0], 3);
|
|
EXPECT_EQ(scissorBox[1], 5);
|
|
EXPECT_EQ(scissorBox[2], 7);
|
|
EXPECT_EQ(scissorBox[3], 11);
|
|
EXPECT_EQ(glIsEnabled(GL_SCISSOR_TEST), GLboolean(GL_TRUE));
|
|
EXPECT_EQ(glIsEnabled(GL_CULL_FACE), GLboolean(GL_TRUE));
|
|
EXPECT_EQ(glIsEnabled(GL_BLEND), GLboolean(GL_TRUE));
|
|
EXPECT_EQ(glIsEnabled(GL_DEPTH_TEST), GLboolean(GL_TRUE));
|
|
EXPECT_EQ(glIsEnabled(GL_STENCIL_TEST), GLboolean(GL_TRUE));
|
|
EXPECT_EQ(colorMask[0], GLboolean(GL_FALSE));
|
|
EXPECT_EQ(colorMask[1], GLboolean(GL_TRUE));
|
|
EXPECT_EQ(colorMask[2], GLboolean(GL_FALSE));
|
|
EXPECT_EQ(colorMask[3], GLboolean(GL_TRUE));
|
|
EXPECT_EQ(depthFunc, GLint(GL_GEQUAL));
|
|
EXPECT_EQ(depthMask, GLboolean(GL_FALSE));
|
|
EXPECT_EQ(stencilFunc, GLint(GL_NOTEQUAL));
|
|
EXPECT_EQ(stencilRef, 0x5);
|
|
EXPECT_EQ(stencilValueMask, 0x0F);
|
|
EXPECT_EQ(stencilWriteMask, 0x3C);
|
|
EXPECT_EQ(stencilFail, GLint(GL_INCR));
|
|
EXPECT_EQ(stencilPassDepthFail, GLint(GL_DECR));
|
|
EXPECT_EQ(stencilPassDepthPass, GLint(GL_INVERT));
|
|
EXPECT_EQ(activeTexture, GLint(GL_TEXTURE3));
|
|
EXPECT_EQ(boundTexture, GLint(scratchTexture))
|
|
<< "the readback left a scratch texture on the application's texture unit";
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
|
|
// Put the awkward state back so the next scenario in this process starts clean.
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glDepthFunc(GL_LESS);
|
|
glDepthMask(GL_TRUE);
|
|
glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFFu);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
glStencilMask(0xFFFFFFFFu);
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glDeleteTextures(1, &scratchTexture);
|
|
DestroySource(source);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glViewport(0, 0, Gl().Width(), Gl().Height());
|
|
Gl().EndFrame();
|
|
}
|
|
|
|
} // namespace MGITest
|