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https://github.com/MobileGL-Dev/MobileGL
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First wave of the advertised-extension CTS campaign (targeted caselist: the
glcts groups of every extension both backends advertise, 4867 cases across the
KHR-GL41..46 namespaces). All frontend, shared by both backends:
- Non-square float matrix uniforms actually upload: glUniformMatrix{2x3,3x2,
2x4,4x2,3x4,4x3}fv and the six glProgramUniformMatrix* twins were
validate-only no-ops; they now write column-at-a-time at the global UBO's
16-byte std140 column stride, honouring transpose. glUniformMatrix2fv had
the sibling bug - mat2 written as 4 contiguous floats put column 1 at byte
8 instead of 16. The readback path only ever un-padded mat3, so
glGetUniformfv is fixed for mat2, mat3x2 (previously mis-gathered) and
every non-square shape, with the bounds check widened to the padded span.
- glBindBufferRange validates offset/size at last: size <= 0, offset < 0,
SSBO and UBO offset alignment, transform-feedback offset AND size
multiples of 4 - all before any state write (a negative offset used to
reach Range1D unchecked). glBindBuffersRange inherits per element, with
the ARB_multi_bind up-front [first, first+count) checks added to the
BindBuffersBase/Range and BindSamplers prologues.
- BufferSubData's second, wrong mapped-overlap test deleted (it rejected
every write at or after a mapped range's start, mapped or not); the state
layer's assert relaxed to the same half-open intersection the frontend
checks. BufferStorage error precedence fixed: no-bound-buffer now beats
bad-size/flags.
- glSamplerParameteri accepts the full GL_NEVER..GL_ALWAYS compare-func
range (NEVER/LESS/EQUAL were rejected by a wrong lower bound).
glBindSampler's unit gate uses GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS instead
of the frontend array capacity, shared with glBindSamplers by construction.
- Getters: GL_MAX_SHADER_STORAGE_BLOCK_SIZE in glGetIntegerv; atomic-counter
buffer limits; all 11 per-unit GL_TEXTURE_BINDING_* plus GL_SAMPLER_BINDING
in glGetIntegeri_v; GL_VERTEX_ATTRIB_BINDING/_RELATIVE_OFFSET across the
vertex-attrib query family; glGetFloati_v/glGetDoublei_v implemented (were
stubs); KHR_debug limits raised to spec floors.
- glCreateShader records INVALID_ENUM for an unknown type (it previously
handed out a usable name with no error at all); glCreateShaderProgramv
validates count up front. glDispatchCompute/Indirect validate work-group
counts, offset alignment and indirect-buffer presence.
- glVertexAttribIFormat & friends take a positive integer-type whitelist -
GL_FLOAT/GL_HALF_FLOAT/GL_DOUBLE/GL_FIXED no longer slip through as
integer attributes.
Gate (headless Mesa, default config = async on): 570/570 unit at default and
with the kill switch; ext caselist Espryt 76.29% -> 77.87% (+81 fixed, 6
crashes -> 0, the whole list now runs in one glcts process), Magma 75.94% ->
77.58% (+80 fixed, 0 newly broken); KHR-GL33 full mustpass lost nothing
(9884/9886, the 2 known Mesa-drift failures); retrace smoke clean (the
bsl-GLES miss is the documented golden drift, bit-identical on the pristine
baseline). The 4 DirectGLES direct_state_access.renderbuffers_storage* cases
that turned red are a PRE-EXISTING GL_FRAMEBUFFER_SRGB cross-test leak,
A/B-proven on an unpatched 2e6fc1ff build - wave 1 removed the two accidental
maskers (a crash partition and a failing case whose error path reset the
state). Fixing the leak itself is queued.
25 lines
1.3 KiB
C++
25 lines
1.3 KiB
C++
// MobileGL - MobileGL/MG_Impl/GLImpl/Buffer/Validators.h
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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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#pragma once
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#include <Includes.h>
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#include <MG_State/GLState/BufferState/BufferObject.h>
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namespace MobileGL::MG_Impl::GLImpl::BufferImpl {
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Bool ValidateBufferTarget(BufferTarget target);
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Bool ValidateBufferName(Uint index, Bool allowZero = false);
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Bool ValidateBufferUsage(BufferUsage usage);
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Bool ValidateBufferMappingAccess(Flags<BufferMappingAccessBit> accessBits);
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Bool ValidateBufferBindingPointTarget(BufferTarget target);
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Bool ValidateBufferBindingPointIndex(BufferTarget target, Uint index);
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// ARB_multi_bind: glBindBuffersBase/Range validate the whole [first, first + count) range
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// up front and report INVALID_OPERATION, where a single out-of-range index would be
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// INVALID_VALUE. Naively looping the single-bind entry points reports the wrong class.
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Bool ValidateBufferBindingPointRange(BufferTarget target, Uint first, GLsizei count, const char* funcName);
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} // namespace MobileGL::MG_Impl::GLImpl::BufferImpl
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