Files
MobileGL/MobileGL/MG_IntegrationTest/Scenarios/F1WireScenario.cpp
T

2212 lines
113 KiB
C++

// f1 split-only pixel controls: every result depends on the migrated verb.
#include "../Harness/ScenarioFixture.h"
#include "../Harness/SplitRuntimePeek.h"
#include "../Harness/PipeStatsWindow.h"
#include "../Harness/SplitLane.h"
#include <array>
#include <algorithm>
#include <cstring>
#include <vector>
#include <cstdio>
#include <cstdlib>
#include <fstream>
#include <initializer_list>
#include <sstream>
#include <utility>
#if !defined(_WIN32) && GTEST_HAS_DEATH_TEST
#include <unistd.h>
#endif
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
constexpr const char* kWireVertexIdTriangle = R"(#version 430 core
void main() {
vec2 positions[3] = vec2[3](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));
gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
}
)";
GLuint BuildWireProgram(std::initializer_list<std::pair<GLenum, const char*>> sources) {
const GLuint program = glCreateProgram();
for (const auto& stage : sources) {
const GLuint shader = glCreateShader(stage.first);
glShaderSource(shader, 1, &stage.second, nullptr);
glCompileShader(shader);
GLint compiled = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
char log[4096]{};
glGetShaderInfoLog(shader, sizeof(log), nullptr, log);
ADD_FAILURE() << "wire pixel shader compilation: " << log;
glDeleteShader(shader);
glDeleteProgram(program);
return 0;
}
glAttachShader(program, shader);
glDeleteShader(shader);
}
glLinkProgram(program);
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked) {
char log[4096]{};
glGetProgramInfoLog(program, sizeof(log), nullptr, log);
ADD_FAILURE() << "wire pixel program link: " << log;
glDeleteProgram(program);
return 0;
}
return program;
}
class F1WireScenario : public ScenarioTest {
protected:
GLuint fbo = 0, texture = 0;
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
const auto why = SplitRuntimeSkipReason();
if (!why.empty()) GTEST_SKIP() << why;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glDisable(GL_SCISSOR_TEST);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glStencilMask(~0u);
}
void TearDown() override {
if (!Ready()) return;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (fbo) glDeleteFramebuffers(1, &fbo);
if (texture) glDeleteTextures(1, &texture);
ScenarioTest::TearDown();
}
void Attach(GLenum format, GLenum attachment = GL_COLOR_ATTACHMENT0, int levels = 1) {
glTexStorage2D(GL_TEXTURE_2D, levels, format, 8, 8);
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, texture, 0);
if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); }
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE)) << "F1.setup.framebuffer";
}
void PaintNonSquareBlitSource() {
// GL coordinates: red/green on the bottom, blue/yellow on the top.
// A non-square source makes accidental extent/axis interchange visible.
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 6, 4);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
constexpr GLfloat colors[4][4] = {{1, 0, 0, 1}, {0, 1, 0, 1}, {0, 0, 1, 1}, {1, 1, 0, 1}};
glEnable(GL_SCISSOR_TEST);
for (int quadrant = 0; quadrant < 4; ++quadrant) {
glScissor((quadrant % 2) * 3, (quadrant / 2) * 2, 3, 2);
glClearColor(colors[quadrant][0], colors[quadrant][1], colors[quadrant][2], colors[quadrant][3]);
glClear(GL_COLOR_BUFFER_BIT);
}
glDisable(GL_SCISSOR_TEST);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "paint non-square source FBO";
}
std::array<GLubyte, 4> ReadOnePixel(int x, int y) {
std::array<GLubyte, 4> pixel{31, 47, 63, 79};
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
return pixel;
}
};
}
TEST_F(F1WireScenario, TextureReadbackLargerThanAReplySlotContainsGpuWrites) {
if (!Ready()) return;
constexpr int width = 1024, height = 600;
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glScissor(0, height / 2, width, height / 2);
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
std::vector<GLubyte> pixels(width * height * 4, 0x5a);
glGetTextureImage(texture, 0, GL_RGBA, GL_UNSIGNED_BYTE, static_cast<GLsizei>(pixels.size()), pixels.data());
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
for (int y = 0; y < height; ++y) {
for (int x : {0, width / 2, width - 1}) {
const size_t offset = (size_t(y) * width + x) * 4;
const std::array<GLubyte, 4> expected = y < height / 2
? std::array<GLubyte, 4>{255, 0, 0, 255} : std::array<GLubyte, 4>{0, 0, 255, 255};
EXPECT_TRUE(std::equal(expected.begin(), expected.end(), pixels.begin() + offset)) << x << "," << y;
}
}
}
TEST_F(F1WireScenario, TextureReadbackRejectsPackedDestinationOverflowBeforeWriting) {
if (!Ready()) return;
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glPixelStorei(GL_PACK_SKIP_PIXELS, 1);
std::array<GLubyte, 8> actual{1, 2, 3, 4, 5, 6, 7, 8};
const auto sentinel = actual;
glGetTextureImage(texture, 0, GL_RGBA, GL_UNSIGNED_BYTE, 4, actual.data());
EXPECT_EQ(glGetError(), GLenum(GL_INVALID_OPERATION));
EXPECT_EQ(actual, sentinel);
GLuint pbo = 0;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo);
glBufferData(GL_PIXEL_PACK_BUFFER, 4, actual.data(), GL_DYNAMIC_READ);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_EQ(glGetError(), GLenum(GL_INVALID_OPERATION));
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
EXPECT_EQ(glGetError(), GLenum(GL_INVALID_OPERATION));
glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, 4, actual.data());
EXPECT_EQ(actual, sentinel);
glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glDeleteBuffers(1, &pbo);
}
TEST_F(F1WireScenario, TextureAndFramebufferReadsPreservePackBufferPadding) {
if (!Ready()) return;
Attach(GL_RGBA8);
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
constexpr size_t size = 512, offset = 12, stride = 40;
std::vector<GLubyte> expected(size, 0x5a), actual(size);
GLuint pbo = 0;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo);
glBufferData(GL_PIXEL_PACK_BUFFER, size, expected.data(), GL_DYNAMIC_READ);
glPixelStorei(GL_PACK_ROW_LENGTH, 10);
glPixelStorei(GL_PACK_SKIP_ROWS, 1);
glPixelStorei(GL_PACK_SKIP_PIXELS, 1);
for (int mode = 0; mode < 2; ++mode) {
glBufferSubData(GL_PIXEL_PACK_BUFFER, 0, size, expected.data());
if (mode == 0) glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, reinterpret_cast<void*>(offset));
else glReadPixels(0, 0, 8, 8, GL_RGBA, GL_UNSIGNED_BYTE, reinterpret_cast<void*>(offset));
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, size, actual.data());
auto wanted = expected;
for (size_t y = 0; y < 8; ++y) for (size_t x = 0; x < 8; ++x) {
const size_t at = offset + stride + 4 + y * stride + x * 4;
wanted[at] = 0; wanted[at + 1] = 255; wanted[at + 2] = 0; wanted[at + 3] = 255;
}
EXPECT_EQ(actual, wanted) << "read API " << mode;
}
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glPixelStorei(GL_PACK_SKIP_ROWS, 0);
glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glDeleteBuffers(1, &pbo);
}
// P5f exit: each published frame must have a real draw and server stamp, and
// zero residual reads. Missing instrumentation is a failure rather than a false zero.
TEST_F(F1WireScenario, EachWireFrameHasZeroResidualPulls) {
if (!Ready()) return;
if (!SplitLane::MarkerIsOne("MGITEST_P5F_RSP_LANE"))
GTEST_SKIP() << "requires the dedicated per-frame stats lane";
ASSERT_FALSE(PipeStatsWindow::LibraryLogPath().empty());
Attach(GL_RGBA8);
const char* fragment = R"(#version 430 core
uniform float value;
layout(location=0) out vec4 color;
void main() { color = vec4(value, 0.25, 0.75, 1.0); }
)";
const GLuint program = BuildWireProgram({{GL_VERTEX_SHADER, kWireVertexIdTriangle},
{GL_FRAGMENT_SHADER, fragment}});
ASSERT_NE(program, 0u);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glUseProgram(program);
const GLint location = glGetUniformLocation(program, "value");
ASSERT_GE(location, 0);
glViewport(0, 0, 8, 8);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_RASTERIZER_DISCARD);
Gl().EndFrame(); // close setup's counter window
for (int frame = 0; frame < 3; ++frame) {
const float value = float(frame + 1) / 4.0f;
glUniform1f(location, value);
glDrawArrays(GL_TRIANGLES, 0, 3);
std::array<GLubyte, 4> pixel{};
glReadPixels(3, 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
EXPECT_NEAR(pixel[0], value * 255.0f, 1) << "frame " << frame;
EXPECT_NEAR(pixel[1], 64, 1);
EXPECT_NEAR(pixel[2], 191, 1);
EXPECT_EQ(pixel[3], 255);
Gl().EndFrame();
// Present returns before apply under run-ahead. Inspect this completed
// frame's window, not the previous (possibly empty setup) log line.
ASSERT_TRUE(WaitForSplitAppliedForTesting(PeekSplitRuntime().emitSeq));
const auto window = PipeStatsWindow::LastFromLaneLog();
ASSERT_TRUE(window.found) << "P5f rsp window missing on frame " << frame;
// Magma does not publish Espryt's draw counter. The changing uniform and
// checked pixel above prove each draw executed; a missing stats field still fails.
EXPECT_GE(PipeStatsWindow::CounterOrAbsent(window, "draws"), 0) << window.line;
EXPECT_GT(PipeStatsWindow::CounterOrAbsent(window, "vbs"), 0) << window.line;
EXPECT_EQ(PipeStatsWindow::CounterOrAbsent(window, "rsp"), 0)
<< "P5f residual pull on frame " << frame << ": " << window.line;
RecordProperty("p5f_frame_" + std::to_string(frame), window.line);
}
glUseProgram(0);
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glDeleteProgram(program);
}
TEST_F(F1WireScenario, ClearBufferfvPixels) {
// Red once (executed, reverted): zero the clear record values; F1.ClearBufferfv.pixels fails.
if (!Ready()) return;
Attach(GL_RGBA8);
const GLfloat value[4] = {0.25f, 0.5f, 0.75f, 1.0f};
const auto before = PeekSplitRuntime().emitSeq;
glClearBufferfv(GL_COLOR, 0, value);
ASSERT_GT(PeekSplitRuntime().emitSeq, before) << "F1.ClearBufferfv.wire";
GLubyte pixel[4]{};
glReadPixels(2, 3, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.ClearBufferfv.error";
const int expected[4] = {64, 128, 191, 255};
for (int i = 0; i < 4; ++i) EXPECT_NEAR(pixel[i], expected[i], 1) << "F1.ClearBufferfv.pixels";
}
TEST_F(F1WireScenario, ClearNamedFramebufferfvPixels) {
// Red once (executed, reverted): zero the clear record values; F1.ClearNamedFramebufferfv.pixels fails.
if (!Ready()) return;
Attach(GL_RGBA8);
const GLfloat value[4] = {0.25f, 0.5f, 0.75f, 1.0f};
const auto before = PeekSplitRuntime().emitSeq;
glClearNamedFramebufferfv(fbo, GL_COLOR, 0, value);
ASSERT_GT(PeekSplitRuntime().emitSeq, before) << "F1.ClearNamedFramebufferfv.wire";
GLubyte pixel[4]{};
glReadPixels(2, 3, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.ClearNamedFramebufferfv.error";
const int expected[4] = {64, 128, 191, 255};
for (int i = 0; i < 4; ++i) EXPECT_NEAR(pixel[i], expected[i], 1) << "F1.ClearNamedFramebufferfv.pixels";
}
TEST_F(F1WireScenario, ClearBufferivPixels) {
// Red once (executed, reverted): zero the clear record values; F1.ClearBufferiv.pixels fails.
if (!Ready()) return;
Attach(GL_RGBA32I);
const GLint value[4] = {-37, 19, -11, 5};
const auto before = PeekSplitRuntime().emitSeq;
glClearBufferiv(GL_COLOR, 0, value);
ASSERT_GT(PeekSplitRuntime().emitSeq, before) << "F1.ClearBufferiv.wire";
GLint pixel[4]{};
glReadPixels(2, 3, 1, 1, GL_RGBA_INTEGER, GL_INT, pixel);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.ClearBufferiv.error";
for (int i = 0; i < 4; ++i) EXPECT_EQ(pixel[i], value[i]) << "F1.ClearBufferiv.pixels";
}
TEST_F(F1WireScenario, ClearNamedFramebufferivPixels) {
// Red once (executed, reverted): zero the clear record values; F1.ClearNamedFramebufferiv.pixels fails.
if (!Ready()) return;
Attach(GL_RGBA32I);
const GLint value[4] = {-37, 19, -11, 5};
const auto before = PeekSplitRuntime().emitSeq;
glClearNamedFramebufferiv(fbo, GL_COLOR, 0, value);
ASSERT_GT(PeekSplitRuntime().emitSeq, before) << "F1.ClearNamedFramebufferiv.wire";
GLint pixel[4]{};
glReadPixels(2, 3, 1, 1, GL_RGBA_INTEGER, GL_INT, pixel);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.ClearNamedFramebufferiv.error";
for (int i = 0; i < 4; ++i) EXPECT_EQ(pixel[i], value[i]) << "F1.ClearNamedFramebufferiv.pixels";
}
TEST_F(F1WireScenario, ClearBufferuivPixels) {
// Red once (executed, reverted): zero the clear record values; F1.ClearBufferuiv.pixels fails.
if (!Ready()) return;
Attach(GL_RGBA32UI);
const GLuint value[4] = {37, 19, 11, 5};
const auto before = PeekSplitRuntime().emitSeq;
glClearBufferuiv(GL_COLOR, 0, value);
ASSERT_GT(PeekSplitRuntime().emitSeq, before) << "F1.ClearBufferuiv.wire";
GLuint pixel[4]{};
glReadPixels(2, 3, 1, 1, GL_RGBA_INTEGER, GL_UNSIGNED_INT, pixel);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.ClearBufferuiv.error";
for (int i = 0; i < 4; ++i) EXPECT_EQ(pixel[i], value[i]) << "F1.ClearBufferuiv.pixels";
}
TEST_F(F1WireScenario, ClearNamedFramebufferuivPixels) {
// Red once (executed, reverted): zero the clear record values; F1.ClearNamedFramebufferuiv.pixels fails.
if (!Ready()) return;
Attach(GL_RGBA32UI);
const GLuint value[4] = {37, 19, 11, 5};
const auto before = PeekSplitRuntime().emitSeq;
glClearNamedFramebufferuiv(fbo, GL_COLOR, 0, value);
ASSERT_GT(PeekSplitRuntime().emitSeq, before) << "F1.ClearNamedFramebufferuiv.wire";
GLuint pixel[4]{};
glReadPixels(2, 3, 1, 1, GL_RGBA_INTEGER, GL_UNSIGNED_INT, pixel);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.ClearNamedFramebufferuiv.error";
for (int i = 0; i < 4; ++i) EXPECT_EQ(pixel[i], value[i]) << "F1.ClearNamedFramebufferuiv.pixels";
}
TEST_F(F1WireScenario, ClearBufferfiPixels) {
// Red once (executed, reverted): zero the clear record values; F1.ClearBufferfi.pixels fails.
if (!Ready()) return;
Attach(GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL_ATTACHMENT);
const auto before = PeekSplitRuntime().emitSeq;
glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.375f, 91);
ASSERT_GT(PeekSplitRuntime().emitSeq, before) << "F1.ClearBufferfi.wire";
GLuint pixel = 0;
glReadPixels(2, 3, 1, 1, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, &pixel);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.ClearBufferfi.error";
EXPECT_EQ(pixel & 255u, 91u) << "F1.ClearBufferfi.pixels";
EXPECT_NEAR(double(pixel >> 8) / 16777215.0, 0.375, 0.00001) << "F1.ClearBufferfi.pixels";
}
TEST_F(F1WireScenario, ClearNamedFramebufferfiPixels) {
// Red once (executed, reverted): zero the clear record values; F1.ClearNamedFramebufferfi.pixels fails.
if (!Ready()) return;
Attach(GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL_ATTACHMENT);
const auto before = PeekSplitRuntime().emitSeq;
glClearNamedFramebufferfi(fbo, GL_DEPTH_STENCIL, 0, 0.375f, 91);
ASSERT_GT(PeekSplitRuntime().emitSeq, before) << "F1.ClearNamedFramebufferfi.wire";
GLuint pixel = 0;
glReadPixels(2, 3, 1, 1, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, &pixel);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.ClearNamedFramebufferfi.error";
EXPECT_EQ(pixel & 255u, 91u) << "F1.ClearNamedFramebufferfi.pixels";
EXPECT_NEAR(double(pixel >> 8) / 16777215.0, 0.375, 0.00001) << "F1.ClearNamedFramebufferfi.pixels";
}
TEST_F(F1WireScenario, CopyTexImage2DPixels) {
// Red once (executed, reverted): omit the copy sink call; F1.CopyTexImage2D.pixels fails.
if (!Ready()) return;
Attach(GL_RGBA8);
glClearColor(0.25f, 0.5f, 0.75f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLuint destination = 0;
glGenTextures(1, &destination);
glBindTexture(GL_TEXTURE_2D, destination);
const auto before = PeekSplitRuntime().emitSeq;
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 3, 4, 4, 0);
ASSERT_GT(PeekSplitRuntime().emitSeq, before) << "F1.CopyTexImage2D.wire";
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destination, 0);
GLubyte pixel[4]{};
glReadPixels(1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.CopyTexImage2D.error";
const int expected[4] = {64, 128, 191, 255};
for (int i = 0; i < 4; ++i) EXPECT_NEAR(pixel[i], expected[i], 1) << "F1.CopyTexImage2D.pixels";
glDeleteTextures(1, &destination);
}
TEST_F(F1WireScenario, CopyTexSubImage2DPixels) {
// Red once (executed, reverted): omit the copy sink call; F1.CopyTexSubImage2D.pixels fails.
if (!Ready()) return;
Attach(GL_RGBA8);
glClearColor(0.25f, 0.5f, 0.75f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLuint destination = 0;
glGenTextures(1, &destination);
glBindTexture(GL_TEXTURE_2D, destination);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4);
const auto before = PeekSplitRuntime().emitSeq;
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 2, 3, 2, 2);
ASSERT_GT(PeekSplitRuntime().emitSeq, before) << "F1.CopyTexSubImage2D.wire";
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destination, 0);
GLubyte pixel[4]{};
glReadPixels(1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.CopyTexSubImage2D.error";
const int expected[4] = {64, 128, 191, 255};
for (int i = 0; i < 4; ++i) EXPECT_NEAR(pixel[i], expected[i], 1) << "F1.CopyTexSubImage2D.pixels";
glDeleteTextures(1, &destination);
}
TEST_F(F1WireScenario, GenerateMipmapPixels) {
// Red once (executed, reverted): omit the mipmap sink call; F1.GenerateMipmap.pixels fails.
if (!Ready()) return;
Attach(GL_RGBA8, GL_COLOR_ATTACHMENT0, 4);
glClearColor(0.25f, 0.5f, 0.75f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
const auto before = PeekSplitRuntime().emitSeq;
glGenerateMipmap(GL_TEXTURE_2D);
ASSERT_GT(PeekSplitRuntime().emitSeq, before) << "F1.GenerateMipmap.wire";
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 2);
GLubyte pixel[4]{};
glReadPixels(1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.GenerateMipmap.error";
const int expected[4] = {64, 128, 191, 255};
for (int i = 0; i < 4; ++i) EXPECT_NEAR(pixel[i], expected[i], 1) << "F1.GenerateMipmap.pixels";
}
TEST_F(F1WireScenario, GenerateMipmapPackedFloatPixels) {
if (!Ready()) return;
// Only level zero exists initially. Generating the special-format chain must use the
// shape published by the client, and level two must contain the generated GPU pixels.
std::array<GLfloat, 8 * 8 * 3> source{};
for (size_t i = 0; i < source.size(); i += 3) {
source[i] = 0.25f; source[i + 1] = 0.5f; source[i + 2] = 0.75f;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_R11F_G11F_B10F, 8, 8, 0, GL_RGB, GL_FLOAT, source.data());
const auto before = PeekSplitRuntime().emitSeq;
glGenerateMipmap(GL_TEXTURE_2D);
ASSERT_GT(PeekSplitRuntime().emitSeq, before);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 2);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
GLfloat pixel[4]{};
glReadPixels(1, 1, 1, 1, GL_RGBA, GL_FLOAT, pixel);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
const GLfloat expected[4] = {0.25f, 0.5f, 0.75f, 1.0f};
for (int i = 0; i < 4; ++i) EXPECT_NEAR(pixel[i], expected[i], 0.01f);
// Change the base on the GPU after its client upload. The regenerated mip
// must read those new pixels, and offscreen shader blits must keep row order.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glDisable(GL_SCISSOR_TEST);
glClearColor(0.875f, 0.375f, 0.125f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 4, 8, 4);
glClearColor(0.125f, 0.75f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
glGenerateMipmap(GL_TEXTURE_2D);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 2);
GLfloat rows[8]{};
glReadPixels(1, 0, 1, 2, GL_RGBA, GL_FLOAT, rows);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
const GLfloat generated[8] = {0.875f, 0.375f, 0.125f, 1.0f, 0.125f, 0.75f, 0.5f, 1.0f};
for (int i = 0; i < 8; ++i) EXPECT_NEAR(rows[i], generated[i], 0.01f);
}
// P7 wave 2-B: THE ARM THE HOST CANNOT REACH ON ITS OWN.
//
// Two Iris cases (minecraft-1.21.4-fabric-iris-iterationt-in-world and its -nodsa twin) killed
// the server apply thread on a Redmi (Adreno 830v2) with
// MGPipe: Fatal{UnmigratedVerb, "Magma:mipmap-shader-format-or-shape"}
// deterministically, under both run-ahead and lockstep, while the monolith arm passed and the
// host lane stayed green. It stayed green because lavapipe reports BLIT_SRC|BLIT_DST for every
// colour format this scenario can create: `nativeBlit` is always true here, so NEITHER shader
// arm of GenerateWireMipmap has ever executed on the gate machine. A refusal no host lane can
// reach is a refusal that ships.
//
// MGITEST_MAGMA_FORCE_SHADER_MIPMAP is what makes them reachable, and it selects which one:
// 1 - drop the native blit only. The destination level is still a colour attachment, so the
// pass renders straight into it (the arm an Adreno takes for a format without BLIT_DST).
// 2 - also treat the destination as not attachable. The pass renders into owned scratch and
// copies the mip in (the arm it takes for a texture whose image never got
// COLOR_ATTACHMENT usage - which, before this package, was the refusal itself).
//
// The assertion is the ORDINARY mip result, per half: a shader mip that renders somewhere else
// is still wrong unless the level holds what a blit would have put there, in GL's row order.
// Red once (executed, reverted): drop the scratch arm (force `viaScratch` false) and the tier-2
// entry dies with Fatal{UnmigratedVerb, "Magma:mipmap-shader-format-or-shape ..."} by name.
TEST_F(F1WireScenario, GenerateMipmapWithoutNativeBlitPixels) {
if (!Ready()) return;
const std::string tier = SplitLane::MarkerValue("MGITEST_MAGMA_FORCE_SHADER_MIPMAP");
if (tier.empty())
GTEST_SKIP() << "MGITEST_MAGMA_FORCE_SHADER_MIPMAP is unset: this driver reports "
"BLIT_SRC|BLIT_DST for GL_RGBA8, so the shader mip arms under test are "
"not entered and this case would assert the native blit twice over";
Attach(GL_RGBA8, GL_COLOR_ATTACHMENT0, 4);
glDisable(GL_SCISSOR_TEST);
glClearColor(0.75f, 0.25f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Two different halves, not one flat colour: a pass that loses GL's row order averages to
// the same number everywhere and a single-colour assertion would call that correct.
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, 8, 4);
glClearColor(0.25f, 0.75f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
const auto before = PeekSplitRuntime().emitSeq;
glGenerateMipmap(GL_TEXTURE_2D);
ASSERT_GT(PeekSplitRuntime().emitSeq, before) << "F1.ShaderMip.wire";
// Level one is 4x4, and each of its rows averages two source rows from ONE half - the
// boundary never falls inside a destination texel, so the two colours survive unmixed.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
GLubyte rows[4][4]{};
glReadPixels(1, 0, 1, 4, GL_RGBA, GL_UNSIGNED_BYTE, rows);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.ShaderMip.error";
const int bottom[4] = {64, 191, 128, 255};
const int top[4] = {191, 64, 128, 255};
for (int row = 0; row < 4; ++row) {
const int* expected = row < 2 ? bottom : top;
for (int channel = 0; channel < 4; ++channel)
EXPECT_NEAR(rows[row][channel], expected[channel], 2)
<< "F1.ShaderMip.pixels tier=" << tier << " row=" << row << " channel=" << channel;
}
}
TEST_F(F1WireScenario, GenerateMipmapDepthPixels) {
if (!Ready()) return;
std::array<GLfloat, 8 * 8> source{};
source.fill(0.375f);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 8, 8, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, source.data());
const auto before = PeekSplitRuntime().emitSeq;
glGenerateMipmap(GL_TEXTURE_2D);
ASSERT_GT(PeekSplitRuntime().emitSeq, before);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texture, 2);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
GLfloat pixel = 0;
glReadPixels(1, 1, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &pixel);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
EXPECT_NEAR(pixel, 0.375f, 0.00001f);
}
// P7 wave 2-B, CONTRACT-P7 §5.1 (A): the baked depth mip program, on the two GL depth formats
// that reach it as a depth-only Vulkan aspect (DEPTH_COMPONENT24 -> X8_D24_UNORM_PACK32,
// DEPTH_COMPONENT32F -> D32_SFLOAT). GenerateMipmapDepthPixels above passes on this host
// because lavapipe blits depth natively; the knob removes that arm, which is what an Adreno
// does by itself - VK_FORMAT_FEATURE_BLIT_DST is OPTIONAL for depth formats, so a depth chain
// through a shader is the ordinary case and not the exotic one.
//
// TWO HALVES AND A BAND THAT IS NOT ASSERTED. The generated level is read back through a real
// sampled attachment, so a flat fill would prove nothing: the source is split at its middle
// row instead. The ported filter takes a 2x2 box at ivec2(texCoord * srcTexelSize), which
// lands half a texel off the destination centre - the monolith's own arithmetic, kept
// deliberately (§3.2 retires a refusal by matching that arm, defects included). Under either
// reading of that half texel, destination rows 0..2 come only from the lower half and rows
// 4..7 only from the upper half; row 3 is the straddle and is the one row this case does not
// pin, because pinning it would assert the half-texel offset rather than the mip.
TEST_F(F1WireScenario, GenerateMipmapDepthWithoutNativeBlitPixels) {
if (!Ready()) return;
const std::string tier = SplitLane::MarkerValue("MGITEST_MAGMA_FORCE_SHADER_MIPMAP");
if (tier.empty())
GTEST_SKIP() << "MGITEST_MAGMA_FORCE_SHADER_MIPMAP is unset: this driver blits depth "
"natively, so the baked depth mip program under test is not entered";
for (const GLenum internalFormat : {GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32F}) {
GLuint depth = 0;
glGenTextures(1, &depth);
glBindTexture(GL_TEXTURE_2D, depth);
glTexStorage2D(GL_TEXTURE_2D, 5, internalFormat, 16, 16);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE))
<< "format 0x" << std::hex << internalFormat;
glDepthMask(GL_TRUE);
glDisable(GL_SCISSOR_TEST);
glClearDepth(0.75);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, 16, 8);
glClearDepth(0.25);
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
const auto before = PeekSplitRuntime().emitSeq;
glGenerateMipmap(GL_TEXTURE_2D);
ASSERT_GT(PeekSplitRuntime().emitSeq, before) << "F1.DepthMip.wire";
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 1);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
GLfloat rows[8]{};
glReadPixels(2, 0, 1, 8, GL_DEPTH_COMPONENT, GL_FLOAT, rows);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.DepthMip.error";
for (int row = 0; row < 8; ++row) {
if (row == 3) continue;
const GLfloat expected = row < 3 ? 0.25f : 0.75f;
EXPECT_NEAR(rows[row], expected, 0.002f)
<< "F1.DepthMip.pixels tier=" << tier << " format=0x" << std::hex << internalFormat
<< std::dec << " row=" << row;
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
glDeleteTextures(1, &depth);
glBindTexture(GL_TEXTURE_2D, texture);
}
glClearDepth(1.0);
}
// The OTHER half of `depth-stencil-mipmap@P7`, and it is a decline rather than a retirement
// (CONTRACT-P7 §3.2): a combined depth/stencil texture has no mip generation on EITHER arm -
// the monolith's shader fallback asserts depth-only, and an assert is nothing in the release
// build both arms ship as. What this case pins is that the wire arm now says so and carries
// on, rather than taking the session down: no GL error, the session still alive afterwards,
// and level zero still holding what was cleared into it.
//
// No knob: the decline is decided on the ASPECT, before the blit-support question is asked,
// so it fires on every driver.
// Red once (executed, reverted): restore the MagmaWireFatal and this case dies with
// Fatal{UnmigratedVerb, "Magma:depth-stencil-mipmap@P7"}.
//
// MAGMA ONLY, like the three other `*Declines*` cases below. Rule I and §3.2 are MG_Backend/
// DirectVulkan's wire-arm contract, but the DirectGLES whole-binary entry discovers this case
// too and reaches its body whenever the process resolves a split transport - the primary
// integration lane runs every integration-gpu entry under MOBILEGL_TRANSPORT=inproc. Espryt
// answers this shape with GL_INVALID_OPERATION and leaves level zero and the session intact
// (measured, DirectGLES x inproc on lavapipe): a different answer, not a broken decline.
TEST_F(F1WireScenario, GenerateMipmapDepthStencilDeclinesAndKeepsTheSession) {
if (!Ready()) return;
if (Gl().BackendName() != "DirectVulkan")
GTEST_SKIP() << "Magma wire-arm decline (CONTRACT-P7 3.2, depth-stencil-mipmap): Espryt ("
<< Gl().BackendName()
<< ") answers a depth/stencil glGenerateMipmap with GL_INVALID_OPERATION and "
"leaves level 0 intact, which is not the no-error decline this case pins";
GLuint depthStencil = 0;
glGenTextures(1, &depthStencil);
glBindTexture(GL_TEXTURE_2D, depthStencil);
glTexStorage2D(GL_TEXTURE_2D, 4, GL_DEPTH24_STENCIL8, 8, 8);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
glDepthMask(GL_TRUE);
glDisable(GL_SCISSOR_TEST);
glClearDepth(0.5);
glClear(GL_DEPTH_BUFFER_BIT);
glGenerateMipmap(GL_TEXTURE_2D);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.DepthStencilMip.error";
// The session is what the retired Fatal used to take with it. A readback is a round trip
// through the server, so it answers that question and the level-zero one at once.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthStencil, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
GLfloat level0 = 0;
glReadPixels(1, 1, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &level0);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.DepthStencilMip.readback";
EXPECT_NEAR(level0, 0.5f, 0.002f) << "F1.DepthStencilMip.level0";
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
glDeleteTextures(1, &depthStencil);
glBindTexture(GL_TEXTURE_2D, texture);
glClearDepth(1.0);
}
TEST_F(F1WireScenario, GenerateMipmapHonorsMutableBaseAndMaxWithoutChangingOtherLevels) {
if (!Ready()) return;
const std::array<GLubyte, 4> colors[5] = {
{255, 0, 0, 255}, {0, 255, 255, 255}, {0, 0, 255, 255},
{255, 255, 0, 255}, {255, 0, 255, 255}};
for (int level = 0; level < 5; ++level) {
const int side = 16 >> level;
std::vector<GLubyte> pixels(static_cast<size_t>(side * side * 4));
for (size_t at = 0; at < pixels.size(); at += 4)
std::copy(colors[level].begin(), colors[level].end(), pixels.begin() + at);
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, side, side, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 1);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
// The actual base differs from its uploaded shadow. No readback separates
// this GPU write from generation, and level zero contains a different color.
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glGenerateMipmap(GL_TEXTURE_2D);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
for (int level = 0; level < 5; ++level) {
const int side = 16 >> level;
GLint width = 0, height = 0;
glGetTexLevelParameteriv(GL_TEXTURE_2D, level, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv(GL_TEXTURE_2D, level, GL_TEXTURE_HEIGHT, &height);
EXPECT_EQ(width, side) << "level " << level;
EXPECT_EQ(height, side) << "level " << level;
std::vector<GLubyte> pixels(static_cast<size_t>(side * side * 4), 17);
glGetTexImage(GL_TEXTURE_2D, level, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
const std::array<GLubyte, 4> expected = level == 1 || level == 2
? std::array<GLubyte, 4>{0, 255, 0, 255} : colors[level];
size_t wrong = 0;
for (size_t at = 0; at < pixels.size(); at += 4)
if (!std::equal(expected.begin(), expected.end(), pixels.begin() + at)) ++wrong;
EXPECT_EQ(wrong, 0u) << "level " << level << " must retain or generate its own pixels";
}
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
TEST_F(F1WireScenario, GenerateMipmapThroughViewKeepsOwnerLevelsAndLayersOutsideItsWindow) {
if (!Ready()) return;
GLuint root = 0, view = 0;
glGenTextures(1, &root);
glBindTexture(GL_TEXTURE_2D_ARRAY, root);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 5, GL_RGBA8, 16, 16, 4);
const std::array<GLubyte, 4> colors[5] = {
{255, 0, 0, 255}, {0, 0, 255, 255}, {255, 255, 0, 255},
{255, 0, 255, 255}, {0, 255, 255, 255}};
for (int level = 0; level < 5; ++level) {
const int side = 16 >> level;
std::vector<GLubyte> pixels(static_cast<size_t>(side * side * 4 * 4));
for (size_t at = 0; at < pixels.size(); at += 4)
std::copy(colors[level].begin(), colors[level].end(), pixels.begin() + at);
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, side, side, 4,
GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
}
glGenTextures(1, &view);
// Logical levels 0..2 alias owner levels 1..3; only owner layers 1..2 belong
// to this view. Its nonzero BASE_LEVEL makes owner level 2 the source.
glTextureView(view, GL_TEXTURE_2D_ARRAY, root, GL_RGBA8, 1, 3, 1, 2);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
glTextureParameteri(view, GL_TEXTURE_BASE_LEVEL, 1);
glTextureParameteri(view, GL_TEXTURE_MAX_LEVEL, 2);
for (const int layer : {1, 2}) {
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, root, 2, layer);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
}
glGenerateTextureMipmap(view);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
glBindTexture(GL_TEXTURE_2D_ARRAY, root);
for (int level = 0; level < 5; ++level) {
const int side = 16 >> level;
GLint width = 0, height = 0, layers = 0;
glGetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, level, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, level, GL_TEXTURE_HEIGHT, &height);
glGetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, level, GL_TEXTURE_DEPTH, &layers);
EXPECT_EQ(width, side) << "owner mip " << level;
EXPECT_EQ(height, side) << "owner mip " << level;
ASSERT_EQ(layers, 4) << "generation through a two-layer view must not resize its owner's level";
const size_t layerBytes = static_cast<size_t>(side * side * 4);
std::vector<GLubyte> pixels(layerBytes * 4, 17);
glGetTexImage(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
for (int layer = 0; layer < 4; ++layer) {
const bool generated = (level == 2 || level == 3) && (layer == 1 || layer == 2);
const std::array<GLubyte, 4> expected = generated
? std::array<GLubyte, 4>{0, 255, 0, 255} : colors[level];
size_t wrong = 0;
for (size_t at = 0; at < layerBytes; at += 4)
if (!std::equal(expected.begin(), expected.end(), pixels.begin() + layerBytes * layer + at)) ++wrong;
EXPECT_EQ(wrong, 0u) << "owner mip " << level << ", layer " << layer;
}
}
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
glDeleteTextures(1, &view);
glDeleteTextures(1, &root);
}
TEST_F(F1WireScenario, VertexIdSamplerAndScalarUniformPixels) {
if (!Ready()) return;
Attach(GL_RGBA8);
const char* fragment = R"(#version 430 core
uniform sampler2D sourceTexture;
uniform float scale;
layout(location=0) out vec4 color;
void main() { color = vec4(texture(sourceTexture, vec2(0.5)).rgb * scale, 1.0); }
)";
const GLuint program = BuildWireProgram({{GL_VERTEX_SHADER, kWireVertexIdTriangle},
{GL_FRAGMENT_SHADER, fragment}});
ASSERT_NE(program, 0u);
GLuint vao = 0, source = 0, sampler = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao); // No attributes, VBO, UBO or SSBO participates in either draw.
glGenTextures(1, &source);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, source);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
const std::array<GLubyte, 4> texel{64, 128, 192, 255};
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, texel.data());
glGenSamplers(1, &sampler);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindSampler(3, sampler);
glUseProgram(program);
const GLint sourceLocation = glGetUniformLocation(program, "sourceTexture");
const GLint scaleLocation = glGetUniformLocation(program, "scale");
ASSERT_GE(sourceLocation, 0);
ASSERT_GE(scaleLocation, 0);
glUniform1i(sourceLocation, 3);
glViewport(0, 0, 8, 8);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_RASTERIZER_DISCARD);
glDisable(GL_FRAMEBUFFER_SRGB);
for (const GLfloat scale : {0.5f, 0.25f}) {
glUniform1f(scaleLocation, scale); // Post-link changes must come from GlobalConstants.
glDrawArrays(GL_TRIANGLES, 0, 3);
std::array<GLubyte, 4> pixel{};
glReadPixels(2, 3, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
for (int channel = 0; channel < 3; ++channel)
EXPECT_NEAR(pixel[channel], texel[channel] * scale, 1) << "scalar uniform " << scale;
EXPECT_EQ(pixel[3], 255);
}
glUseProgram(0);
glBindVertexArray(0);
glBindSampler(3, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glDeleteSamplers(1, &sampler);
glDeleteTextures(1, &source);
glDeleteVertexArrays(1, &vao);
glDeleteProgram(program);
}
TEST_F(F1WireScenario, ComputeImageStoreFramebufferPixels) {
if (!Ready()) return;
Attach(GL_RGBA8);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
const char* compute = R"(#version 430 core
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(rgba8, binding=2) writeonly uniform image2D destination;
void main() {
ivec2 p = ivec2(gl_GlobalInvocationID.xy);
imageStore(destination, p, vec4(vec2(p + ivec2(1)) / 8.0, 0.5, 1.0));
}
)";
const GLuint program = BuildWireProgram({{GL_COMPUTE_SHADER, compute}});
ASSERT_NE(program, 0u);
glBindImageTexture(2, texture, 0, GL_FALSE, 7, GL_WRITE_ONLY, GL_RGBA8); // 2D ignores the layer.
glUseProgram(program);
glDispatchCompute(8, 8, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_FRAMEBUFFER_BARRIER_BIT);
// Read through an FBO so the assertion does not depend on the class-C GetTexImage path.
std::array<GLubyte, 8 * 8 * 4> pixels{};
glReadPixels(0, 0, 8, 8, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
for (int y = 0; y < 8; ++y) {
for (int x = 0; x < 8; ++x) {
const size_t at = static_cast<size_t>(y * 8 + x) * 4;
EXPECT_NEAR(pixels[at], (x + 1) * 255.0 / 8.0, 1) << x << ", " << y;
EXPECT_NEAR(pixels[at + 1], (y + 1) * 255.0 / 8.0, 1) << x << ", " << y;
EXPECT_NEAR(pixels[at + 2], 128, 1);
EXPECT_EQ(pixels[at + 3], 255);
}
}
glBindImageTexture(2, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
glUseProgram(0);
glDeleteProgram(program);
}
TEST_F(F1WireScenario, ComputeImageStoreThroughViewPreservesOtherRootLayer) {
if (!Ready()) return;
GLuint root = 0, view = 0;
glGenTextures(1, &root);
glBindTexture(GL_TEXTURE_2D_ARRAY, root);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 8, 8, 2);
std::array<GLubyte, 8 * 8 * 2 * 4> red{};
for (size_t i = 0; i < red.size(); i += 4) {
red[i] = 255;
red[i + 3] = 255;
}
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 8, 8, 2,
GL_RGBA, GL_UNSIGNED_BYTE, red.data());
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, root, 0, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
// Materialize the root's Vulkan image before any storage-image binding. The
// subsequent view-only bind must upgrade the root and preserve its other layer.
std::array<GLubyte, 4> initial{};
glReadPixels(2, 3, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, initial.data());
ASSERT_EQ(initial, (std::array<GLubyte, 4>{255, 0, 0, 255}));
glGenTextures(1, &view);
glTextureView(view, GL_TEXTURE_2D, root, GL_RGBA8, 0, 1, 1, 1);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
const char* compute = R"(#version 430 core
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(rgba8, binding=2) writeonly uniform image2D destination;
void main() { imageStore(destination, ivec2(gl_GlobalInvocationID.xy), vec4(0.0, 1.0, 0.0, 1.0)); }
)";
const GLuint program = BuildWireProgram({{GL_COMPUTE_SHADER, compute}});
ASSERT_NE(program, 0u);
glBindImageTexture(2, view, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
glUseProgram(program);
glDispatchCompute(8, 8, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_FRAMEBUFFER_BARRIER_BIT);
for (const int layer : {0, 1}) {
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, root, 0, layer);
std::array<GLubyte, 8 * 8 * 4> pixels{};
glReadPixels(0, 0, 8, 8, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
const std::array<GLubyte, 4> expected = layer == 1
? std::array<GLubyte, 4>{0, 255, 0, 255} : std::array<GLubyte, 4>{255, 0, 0, 255};
for (size_t at = 0; at < pixels.size(); at += 4) {
const std::array<GLubyte, 4> actual{pixels[at], pixels[at + 1], pixels[at + 2], pixels[at + 3]};
EXPECT_EQ(actual, expected) << "root layer " << layer << ", texel " << at / 4;
}
}
glBindImageTexture(2, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
glUseProgram(0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
glDeleteProgram(program);
glDeleteTextures(1, &view);
glDeleteTextures(1, &root);
}
// Historical case name retained for the registered test catalogue. The old P7
// refusal is retired: this case now requires the VBO draw's actual green pixels.
TEST_F(F1WireScenario, EnabledVertexBufferDrawKeepsNamedP7Fatal) {
if (!Ready()) return;
Attach(GL_RGBA8);
const char* vertex = R"(#version 430 core
layout(location=0) in vec2 position;
void main() { gl_Position = vec4(position, 0.0, 1.0); }
)";
const char* fragment = R"(#version 430 core
layout(location=0) out vec4 color;
void main() { color = vec4(0.0, 1.0, 0.0, 1.0); }
)";
const GLuint program = BuildWireProgram({{GL_VERTEX_SHADER, vertex}, {GL_FRAGMENT_SHADER, fragment}});
ASSERT_NE(program, 0u);
GLuint vao = 0, vbo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
const GLfloat positions[] = {-1, -1, 3, -1, -1, 3};
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(0);
glUseProgram(program);
glViewport(0, 0, 8, 8);
glDisable(GL_DEPTH_TEST);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
std::array<GLubyte, 8 * 8 * 4> pixels{};
glReadPixels(0, 0, 8, 8, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
for (size_t i = 0; i < pixels.size(); i += 4) {
EXPECT_EQ(pixels[i], 0) << "VBO draw red component at pixel " << i / 4;
EXPECT_EQ(pixels[i + 1], 255) << "VBO draw green component at pixel " << i / 4;
EXPECT_EQ(pixels[i + 2], 0);
EXPECT_EQ(pixels[i + 3], 255);
}
glUseProgram(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
glDeleteProgram(program);
}
TEST_F(F1WireScenario, UniformBufferRangeAndRebindPixels) {
if (!Ready()) return;
Attach(GL_RGBA8);
const char* fragment = R"(#version 430 core
layout(std140, binding=3) uniform Colour { vec4 value; };
layout(location=0) out vec4 color;
void main() { color = value; }
)";
const GLuint program = BuildWireProgram({{GL_VERTEX_SHADER, kWireVertexIdTriangle},
{GL_FRAGMENT_SHADER, fragment}});
ASSERT_NE(program, 0u);
const GLuint block = glGetUniformBlockIndex(program, "Colour");
ASSERT_NE(block, GLuint(GL_INVALID_INDEX));
glUniformBlockBinding(program, block, 3);
GLint alignment = 0;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment);
ASSERT_GT(alignment, 0);
const size_t stride = ((sizeof(GLfloat) * 4 + alignment - 1) / alignment) * alignment;
const std::array<GLfloat, 4> red{1, 0, 0, 1}, green{0, 1, 0, 1}, blue{0, 0, 1, 1}, yellow{1, 1, 0, 1};
std::vector<GLubyte> bytes(stride * 3);
std::memcpy(bytes.data(), red.data(), sizeof(red));
std::memcpy(bytes.data() + stride, green.data(), sizeof(green));
std::memcpy(bytes.data() + 2 * stride, blue.data(), sizeof(blue));
GLuint buffers[2]{}, vao = 0;
glGenBuffers(2, buffers);
glBindBuffer(GL_UNIFORM_BUFFER, buffers[0]);
glBufferData(GL_UNIFORM_BUFFER, GLsizeiptr(bytes.size()), bytes.data(), GL_DYNAMIC_DRAW);
std::memcpy(bytes.data() + stride, red.data(), sizeof(red));
glBindBuffer(GL_UNIFORM_BUFFER, buffers[1]);
glBufferData(GL_UNIFORM_BUFFER, GLsizeiptr(bytes.size()), bytes.data(), GL_DYNAMIC_DRAW);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glUseProgram(program);
glViewport(0, 0, 8, 8);
glDisable(GL_DEPTH_TEST);
const auto drawAndExpect = [&](const std::array<GLfloat, 4>& expected, const char* when) {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
std::array<GLubyte, 4> pixel{};
glReadPixels(4, 4, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << when;
for (size_t i = 0; i < pixel.size(); ++i) EXPECT_EQ(pixel[i], GLubyte(expected[i] * 255)) << when << " channel " << i;
};
glBindBufferRange(GL_UNIFORM_BUFFER, 3, buffers[0], GLintptr(stride), sizeof(green));
drawAndExpect(green, "nonzero UBO range offset");
glBindBufferRange(GL_UNIFORM_BUFFER, 3, buffers[0], GLintptr(2 * stride), sizeof(blue));
drawAndExpect(blue, "same UBO, changed range");
glBindBufferRange(GL_UNIFORM_BUFFER, 3, buffers[1], GLintptr(stride), sizeof(red));
drawAndExpect(red, "changed UBO handle at the same binding and offset");
glBindBuffer(GL_UNIFORM_BUFFER, buffers[1]);
glBufferSubData(GL_UNIFORM_BUFFER, GLintptr(stride), sizeof(yellow), yellow.data());
drawAndExpect(yellow, "subdata changes an already bound UBO");
glBindBufferRange(GL_UNIFORM_BUFFER, 5, buffers[0], 0, sizeof(red));
glUniformBlockBinding(program, block, 5);
drawAndExpect(red, "program block binding changes without relinking");
glBindBufferBase(GL_UNIFORM_BUFFER, 3, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, 5, 0);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glUseProgram(0);
glBindVertexArray(0);
glDeleteBuffers(2, buffers);
glDeleteVertexArrays(1, &vao);
glDeleteProgram(program);
}
TEST_F(F1WireScenario, ShortUniformBufferRangePadsMissingBytes) {
if (!Ready()) return;
// Magma's compatibility policy for short application UBOs, not a claim about
// undefined short-range reads on arbitrary native GL drivers. Bytes outside
// the bound range are deliberately nonzero, so widening a descriptor fails.
if (Gl().BackendName() != "DirectVulkan") GTEST_SKIP() << "Magma short-UBO compatibility policy";
Attach(GL_RGBA8);
const char* fragment = R"(#version 430 core
layout(std140, binding=3) uniform ShortColour { vec4 value; vec4 tail; };
layout(location=0) out vec4 color;
void main() { color = value + tail; }
)";
const GLuint program = BuildWireProgram({{GL_VERTEX_SHADER, kWireVertexIdTriangle},
{GL_FRAGMENT_SHADER, fragment}});
ASSERT_NE(program, 0u);
GLint alignment = 0;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment);
ASSERT_GT(alignment, 0);
const size_t offset = size_t(alignment);
std::vector<GLubyte> bytes(offset + 8 * sizeof(GLfloat), 0);
const GLfloat values[] = {0, 1, 0, 1, 0, 1, 1, 1};
std::memcpy(bytes.data() + offset, values, sizeof(values));
GLuint ubo = 0, vao = 0;
glGenBuffers(1, &ubo);
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
glBufferData(GL_UNIFORM_BUFFER, GLsizeiptr(bytes.size()), bytes.data(), GL_STATIC_DRAW);
glBindBufferRange(GL_UNIFORM_BUFFER, 3, ubo, GLintptr(offset), 5 * sizeof(GLfloat));
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glUseProgram(program);
glViewport(0, 0, 8, 8);
glDisable(GL_DEPTH_TEST);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
std::array<GLubyte, 4> pixel{};
glReadPixels(4, 4, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
EXPECT_EQ(pixel, (std::array<GLubyte, 4>{0, 255, 0, 255})) << "range-external poison leaked into short UBO tail";
glBindBufferBase(GL_UNIFORM_BUFFER, 3, 0);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glUseProgram(0);
glBindVertexArray(0);
glDeleteBuffers(1, &ubo);
glDeleteVertexArrays(1, &vao);
glDeleteProgram(program);
}
TEST_F(F1WireScenario, SubWordUniformBufferRangePadsMissingBytes) {
if (!Ready()) return;
// The sibling of ShortUniformBufferRangePadsMissingBytes whose bound range does NOT
// end on a four-byte boundary. That window is what `uniform-buffer-byte-tail`
// used to refuse (a named Fatal that took the whole session with it), and it is the
// live boundary the Redmi Minecraft run reported (notes/p5f/magma-inproc-fix.md #5).
//
// Only the SIZE can land off a word here. glBindBufferRange constrains the offset to
// GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT and records GL_INVALID_VALUE otherwise
// (MG_Impl/GLImpl/Buffer/GL_Buffer.cpp ValidateBufferRangeOffsetAndSize), so an odd
// offset never reaches the backend through the public API - but GL 4.6 core 6.1.1
// puts no such rule on size, which is why 19 is a legal bind and 19 % 4 is not 0.
if (Gl().BackendName() != "DirectVulkan") GTEST_SKIP() << "Magma short-UBO compatibility policy";
Attach(GL_RGBA8);
const char* fragment = R"(#version 430 core
layout(std140, binding=3) uniform ShortColour { vec4 value; vec4 tail; };
layout(location=0) out vec4 color;
void main() { color = value + tail; }
)";
const GLuint program = BuildWireProgram({{GL_VERTEX_SHADER, kWireVertexIdTriangle},
{GL_FRAGMENT_SHADER, fragment}});
ASSERT_NE(program, 0u);
GLint alignment = 0;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment);
ASSERT_GT(alignment, 0);
const size_t offset = size_t(alignment);
const GLsizeiptr boundSize = 19; // 16 bytes of `value` plus three bytes of tail.x
std::vector<GLubyte> bytes(offset + 8 * sizeof(GLfloat), 0);
const GLfloat values[] = {0, 1, 0, 1, 0, 1, 1, 1};
std::memcpy(bytes.data() + offset, values, sizeof(values));
// The byte immediately past the bound range, and the reason this case is sharper than
// its four-byte sibling: rounding the read OUT to a word pulls byte 19 into the staging
// slice, and the block must still end at byte 19. If it leaks, tail.x reads 0.5f and
// the red channel comes back 127 instead of 0.
bytes[offset + 19] = 0x3F;
GLuint ubo = 0, vao = 0;
glGenBuffers(1, &ubo);
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
glBufferData(GL_UNIFORM_BUFFER, GLsizeiptr(bytes.size()), bytes.data(), GL_STATIC_DRAW);
glBindBufferRange(GL_UNIFORM_BUFFER, 3, ubo, GLintptr(offset), boundSize);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "a 19-byte uniform range is a legal bind";
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glUseProgram(program);
glViewport(0, 0, 8, 8);
glDisable(GL_DEPTH_TEST);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
std::array<GLubyte, 4> pixel{};
glReadPixels(4, 4, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
EXPECT_EQ(pixel, (std::array<GLubyte, 4>{0, 255, 0, 255}))
<< "the sub-word uniform range did not pad to the reflected block exactly";
glBindBufferBase(GL_UNIFORM_BUFFER, 3, 0);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glUseProgram(0);
glBindVertexArray(0);
glDeleteBuffers(1, &ubo);
glDeleteVertexArrays(1, &vao);
glDeleteProgram(program);
}
TEST_F(F1WireScenario, ComputeWrittenVertexAndIndexBuffersDrawAndReadBack) {
if (!Ready()) return;
Attach(GL_RGBA8);
const char* compute = R"(#version 430 core
layout(local_size_x=1) in;
layout(std430, binding=0) buffer Vertices { vec4 positions[]; };
layout(std430, binding=1) buffer Indices { uint indices[]; };
void main() {
positions[0] = vec4(-1, -1, 0, 1);
positions[1] = vec4(3, -1, 0, 1);
positions[2] = vec4(-1, 3, 0, 1);
indices[0] = 0u; indices[1] = 1u; indices[2] = 2u;
}
)";
const char* vertex = R"(#version 430 core
layout(location=0) in vec4 position;
void main() { gl_Position = position; }
)";
const char* fragment = R"(#version 430 core
layout(location=0) out vec4 color;
void main() { color = vec4(0, 1, 0, 1); }
)";
const GLuint cs = BuildWireProgram({{GL_COMPUTE_SHADER, compute}});
const GLuint graphics = BuildWireProgram({{GL_VERTEX_SHADER, vertex}, {GL_FRAGMENT_SHADER, fragment}});
ASSERT_NE(cs, 0u);
ASSERT_NE(graphics, 0u);
GLuint buffers[2]{}, vao = 0;
glGenBuffers(2, buffers);
const GLfloat poisonPositions[12]{}; // A degenerate triangle if stale CPU bytes reach the draw.
const GLuint poisonIndices[3]{};
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffers[0]);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(poisonPositions), poisonPositions, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffers[0]);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffers[1]);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(poisonIndices), poisonIndices, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, buffers[1]);
glUseProgram(cs);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT | GL_ELEMENT_ARRAY_BARRIER_BIT | GL_BUFFER_UPDATE_BARRIER_BIT);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
glUseProgram(graphics);
glViewport(0, 0, 8, 8);
glDisable(GL_DEPTH_TEST);
const auto drawAndExpect = [&](const char* when) {
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, nullptr);
std::array<GLubyte, 4> pixel{};
glReadPixels(4, 4, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << when;
EXPECT_EQ(pixel, (std::array<GLubyte, 4>{0, 255, 0, 255})) << when;
};
drawAndExpect("GPU-written vertex/index bytes before any CPU readback");
std::array<GLfloat, 12> actualPositions{};
std::array<GLuint, 3> actualIndices{};
glGetBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(actualPositions), actualPositions.data());
glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(actualIndices), actualIndices.data());
EXPECT_EQ(actualPositions, (std::array<GLfloat, 12>{-1, -1, 0, 1, 3, -1, 0, 1, -1, 3, 0, 1}));
EXPECT_EQ(actualIndices, (std::array<GLuint, 3>{0, 1, 2}));
drawAndExpect("readback must not replace the canonical GPU-written buffers with old CPU shadows");
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 0);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glUseProgram(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(2, buffers);
glDeleteVertexArrays(1, &vao);
glDeleteProgram(cs);
glDeleteProgram(graphics);
}
TEST_F(F1WireScenario, UnalignedAtomicCounterRangeDeclinesAndTheSessionLives) {
if (!Ready()) return;
// The one shape in the P7 unaligned-range cluster an application can actually reach.
// GL 4.6 core 6.1.1 gives GL_ATOMIC_COUNTER_BUFFER no queryable offset alignment, so
// glBindBufferRange only enforces offset % 4 on it, while glslang lowers the counter
// block onto a storage buffer whose descriptor offset must be a multiple of
// GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT (minStorageBufferOffsetAlignment: 16 on
// lavapipe, 64 on Adreno). Offset 4 is therefore a legal bind the backend cannot
// express. It used to take the session with it as a named Fatal; it is now a decline,
// and what this case pins is exactly that - the dispatch is lost, nothing else is.
if (Gl().BackendName() != "DirectVulkan") GTEST_SKIP() << "Magma descriptor-alignment decline";
GLint storageAlignment = 0;
glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &storageAlignment);
if (storageAlignment <= 4) GTEST_SKIP() << "this device can express a 4-byte-aligned counter range";
const char* compute = R"(#version 430 core
layout(local_size_x=1) in;
layout(binding=0, offset=0) uniform atomic_uint counter;
void main() { atomicCounterIncrement(counter); }
)";
const GLuint cs = BuildWireProgram({{GL_COMPUTE_SHADER, compute}});
ASSERT_NE(cs, 0u);
GLuint counters = 0;
glGenBuffers(1, &counters);
const std::array<GLuint, 4> seed{0x11111111u, 0x22222222u, 0x33333333u, 0x44444444u};
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, counters);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, GLsizeiptr(seed.size() * sizeof(GLuint)), seed.data(), GL_DYNAMIC_COPY);
// Offset 4: a multiple of 4 and so a legal GL bind, but not a multiple of the storage
// alignment this device reports. The bind itself must NOT raise a GL error.
glBindBufferRange(GL_ATOMIC_COUNTER_BUFFER, 0, counters, GLintptr(4), GLsizeiptr(sizeof(GLuint)));
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "offset 4 is a legal GL_ATOMIC_COUNTER_BUFFER range";
glUseProgram(cs);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_ATOMIC_COUNTER_BARRIER_BIT | GL_BUFFER_UPDATE_BARRIER_BIT);
// The session is still here - this is the whole point - and it still answers GL.
std::array<GLuint, 4> after{};
glGetBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, GLsizeiptr(after.size() * sizeof(GLuint)), after.data());
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "the declined dispatch must not poison the context";
// The dispatch was declined, so the counter is untouched; the bytes outside the bound
// range must be untouched either way. Both halves of that are worth pinning: a future
// copy-back implementation turns the first EXPECT into seed[1] + 1 and nothing else.
EXPECT_EQ(after[1], seed[1]) << "a declined counter dispatch must not have run";
EXPECT_EQ(after[0], seed[0]);
EXPECT_EQ(after[2], seed[2]);
EXPECT_EQ(after[3], seed[3]);
// And the context is still usable for ordinary work afterwards.
GLuint probe = 0;
glGenBuffers(1, &probe);
glBindBuffer(GL_ARRAY_BUFFER, probe);
glBufferData(GL_ARRAY_BUFFER, 16, seed.data(), GL_STATIC_DRAW);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "the session survived the decline";
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &probe);
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, 0);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, 0);
glUseProgram(0);
glDeleteBuffers(1, &counters);
glDeleteProgram(cs);
}
TEST_F(F1WireScenario, SrgbDrawTracksFramebufferConversion) {
if (!Ready()) return;
Attach(GL_SRGB8_ALPHA8);
const char* fragment = R"(#version 430 core
layout(location=0) out vec4 color;
void main() { color = vec4(0.5, 0.5, 0.5, 1.0); }
)";
const GLuint program = BuildWireProgram({{GL_VERTEX_SHADER, kWireVertexIdTriangle},
{GL_FRAGMENT_SHADER, fragment}});
ASSERT_NE(program, 0u);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glUseProgram(program);
glViewport(0, 0, 8, 8);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_RASTERIZER_DISCARD);
for (const bool conversion : {false, true}) {
if (conversion) glEnable(GL_FRAMEBUFFER_SRGB);
else glDisable(GL_FRAMEBUFFER_SRGB);
glDrawArrays(GL_TRIANGLES, 0, 3);
std::array<GLubyte, 4> pixel{};
glReadPixels(3, 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
for (int channel = 0; channel < 3; ++channel)
EXPECT_NEAR(pixel[channel], conversion ? 188 : 128, 1) << "FRAMEBUFFER_SRGB=" << conversion;
EXPECT_EQ(pixel[3], 255);
}
glDisable(GL_FRAMEBUFFER_SRGB);
glUseProgram(0);
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glDeleteProgram(program);
}
TEST_F(F1WireScenario, Texture1DFramebufferClearPixels) {
if (!Ready()) return;
GLuint line = 0;
glGenTextures(1, &line);
glBindTexture(GL_TEXTURE_1D, line);
glTexStorage1D(GL_TEXTURE_1D, 1, GL_RGBA8, 8);
glFramebufferTexture1D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_1D, line, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
glClearColor(0.25f, 0.5f, 0.75f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
std::array<GLubyte, 8 * 4> pixels{};
glReadPixels(0, 0, 8, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
const int expected[] = {64, 128, 191, 255};
for (int x = 0; x < 8; ++x)
for (int channel = 0; channel < 4; ++channel)
EXPECT_NEAR(pixels[x * 4 + channel], expected[channel], 1) << "1D texel " << x;
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0);
glBindTexture(GL_TEXTURE_1D, 0);
glDeleteTextures(1, &line);
}
TEST_F(F1WireScenario, PartialTextureUploadPreservesGpuClearPixels) {
if (!Ready()) return;
Attach(GL_RGBA8);
// The client shadow is red. The GPU then changes every texel to green, so
// applying a later one-pixel upload as a whole shadow loses observable data.
std::array<GLubyte, 8 * 8 * 4> red{};
for (size_t i = 0; i < red.size(); i += 4) {
red[i] = 255;
red[i + 3] = 255;
}
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 8, 8, GL_RGBA, GL_UNSIGNED_BYTE, red.data());
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
const std::array<GLubyte, 4> blue{0, 0, 255, 255};
glTexSubImage2D(GL_TEXTURE_2D, 0, 1, 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, blue.data());
std::array<GLubyte, 8 * 8 * 4> pixels{};
glReadPixels(0, 0, 8, 8, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
for (int y = 0; y < 8; ++y) {
for (int x = 0; x < 8; ++x) {
const std::array<GLubyte, 4> expected = x == 1 && y == 2
? blue : std::array<GLubyte, 4>{0, 255, 0, 255};
const size_t at = static_cast<size_t>(y * 8 + x) * 4;
const std::array<GLubyte, 4> actual{pixels[at], pixels[at + 1], pixels[at + 2], pixels[at + 3]};
EXPECT_EQ(actual, expected) << "GPU clear survived outside upload at " << x << ", " << y;
}
}
}
TEST_F(F1WireScenario, TextureViewClearTargetsItsRootMipAndLayer) {
if (!Ready()) return;
GLuint root = 0, view = 0;
glGenTextures(1, &root);
glBindTexture(GL_TEXTURE_2D_ARRAY, root);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 2, GL_RGBA8, 8, 8, 2);
std::array<GLubyte, 8 * 8 * 2 * 4> red{};
for (size_t i = 0; i < red.size(); i += 4) {
red[i] = 255;
red[i + 3] = 255;
}
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 8, 8, 2,
GL_RGBA, GL_UNSIGNED_BYTE, red.data());
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 1, 0, 0, 0, 4, 4, 2,
GL_RGBA, GL_UNSIGNED_BYTE, red.data());
std::array<GLubyte, 4 * 4 * 4> blue{};
for (size_t i = 0; i < blue.size(); i += 4) {
blue[i + 2] = 255;
blue[i + 3] = 255;
}
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 1, 0, 0, 0, 4, 4, 1,
GL_RGBA, GL_UNSIGNED_BYTE, blue.data());
glGenTextures(1, &view);
glTextureView(view, GL_TEXTURE_2D, root, GL_RGBA8, 1, 1, 1, 1);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "view construction";
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, view, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
std::array<GLubyte, 4> pixel{};
glReadPixels(1, 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
EXPECT_EQ(pixel, (std::array<GLubyte, 4>{0, 255, 0, 255})) << "view reads its cleared window";
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, root, 1, 1);
glReadPixels(1, 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
EXPECT_EQ(pixel, (std::array<GLubyte, 4>{0, 255, 0, 255})) << "view clear reaches root mip 1, layer 1";
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, root, 1, 0);
glReadPixels(1, 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
EXPECT_EQ(pixel, (std::array<GLubyte, 4>{0, 0, 255, 255})) << "the neighboring root layer is preserved";
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, root, 0, 1);
glReadPixels(1, 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
EXPECT_EQ(pixel, (std::array<GLubyte, 4>{255, 0, 0, 255})) << "the neighboring root mip is preserved";
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0);
glDeleteTextures(1, &view);
glDeleteTextures(1, &root);
}
TEST_F(F1WireScenario, NamedBlitPreservesBindingsAndRestoresNextVerbsPixels) {
if (!Ready()) return;
Attach(GL_RGBA8);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
GLuint fbos[3]{}, textures[3]{};
glGenFramebuffers(3, fbos);
glGenTextures(3, textures);
for (int i = 0; i < 3; ++i) {
glBindFramebuffer(GL_FRAMEBUFFER, fbos[i]);
glBindTexture(GL_TEXTURE_2D, textures[i]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 8, 8);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[i], 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
glClearColor(0, i == 1 ? 1 : 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbos[1]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[2]);
const auto before = PeekSplitRuntime().emitSeq;
glBlitNamedFramebuffer(fbo, fbos[0], 0, 0, 8, 8, 0, 0, 8, 8, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GT(PeekSplitRuntime().emitSeq, before);
GLint read = 0, draw = 0;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &read);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &draw);
EXPECT_EQ(read, GLint(fbos[1]));
EXPECT_EQ(draw, GLint(fbos[2]));
// No intervening bind: this must clear the restored draw FBO, not the DSA destination.
glClearColor(1, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbos[2]);
std::array<GLubyte, 4> pixel{};
glReadPixels(2, 3, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
EXPECT_EQ(pixel, (std::array<GLubyte, 4>{255, 0, 255, 255})) << "named blit restored draw before clear";
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
glReadPixels(2, 3, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
EXPECT_EQ(pixel, (std::array<GLubyte, 4>{255, 0, 0, 255})) << "unbound named blit copied source";
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbos[1]);
glBlitFramebuffer(0, 0, 8, 8, 0, 0, 8, 8, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbos[2]);
glReadPixels(2, 3, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
EXPECT_EQ(pixel, (std::array<GLubyte, 4>{0, 255, 255, 255})) << "ordinary blit follows restored bindings";
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glDeleteFramebuffers(3, fbos);
glDeleteTextures(3, textures);
}
TEST_F(F1WireScenario, NamedBlitDefaultEndpointPixels) {
if (!Ready()) return;
Attach(GL_RGBA8);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBlitNamedFramebuffer(fbo, 0, 0, 0, 8, 8, 0, 0, 8, 8, GL_COLOR_BUFFER_BIT, GL_NEAREST);
GLint read = 0, draw = 0;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &read);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &draw);
EXPECT_EQ(read, GLint(fbo));
EXPECT_EQ(draw, GLint(fbo));
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
std::array<GLubyte, 4> pixel{};
glReadPixels(2, 3, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
EXPECT_EQ(pixel, (std::array<GLubyte, 4>{255, 0, 0, 255})) << "default draw endpoint";
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glBlitNamedFramebuffer(0, fbo, 0, 0, 8, 8, 0, 0, 8, 8, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &read);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &draw);
EXPECT_EQ(read, GLint(fbo));
EXPECT_EQ(draw, GLint(fbo));
glReadPixels(2, 3, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel.data());
EXPECT_EQ(pixel, (std::array<GLubyte, 4>{255, 0, 0, 255})) << "default read endpoint";
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
TEST_F(F1WireScenario, ColorBlitToDefaultIgnoresViewportAndPreservesOrientation) {
if (!Ready()) return;
ASSERT_GE(Gl().Width(), 16);
ASSERT_GE(Gl().Height(), 16);
ASSERT_NO_FATAL_FAILURE(PaintNonSquareBlitSource());
const int width = Gl().Width(), height = Gl().Height();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // The destination really is the default framebuffer.
glClearColor(1, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(1, 2, 3, 5); // glBlitFramebuffer must ignore this unrelated viewport.
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, 6, 4, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
EXPECT_EQ(ReadOnePixel(width / 4, height / 4), (std::array<GLubyte, 4>{255, 0, 0, 255})) << "bottom left";
EXPECT_EQ(ReadOnePixel(3 * width / 4, height / 4), (std::array<GLubyte, 4>{0, 255, 0, 255})) << "bottom right";
EXPECT_EQ(ReadOnePixel(width / 4, 3 * height / 4), (std::array<GLubyte, 4>{0, 0, 255, 255})) << "top left";
EXPECT_EQ(ReadOnePixel(3 * width / 4, 3 * height / 4), (std::array<GLubyte, 4>{255, 255, 0, 255})) << "top right";
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
GLint viewport[4]{};
glGetIntegerv(GL_VIEWPORT, viewport);
EXPECT_EQ((std::array<GLint, 4>{viewport[0], viewport[1], viewport[2], viewport[3]}),
(std::array<GLint, 4>{1, 2, 3, 5})) << "blit must not mutate the application's viewport";
Gl().EndFrame();
}
TEST_F(F1WireScenario, ColorBlitToDefaultHonorsScissorAndReversedRect) {
if (!Ready()) return;
ASSERT_GE(Gl().Width(), 16);
ASSERT_GE(Gl().Height(), 16);
ASSERT_NO_FATAL_FAILURE(PaintNonSquareBlitSource());
const int width = Gl().Width(), height = Gl().Height();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glClearColor(1, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(2, 1, 5, 3);
// Copy into the centre half with BOTH destination axes reversed. Scissor
// keeps only its left half, so a plain unclipped vkCmdBlitImage is incorrect.
glScissor(width / 4, height / 4, width / 4, height / 2);
glEnable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, 6, 4, 3 * width / 4, 3 * height / 4,
width / 4, height / 4, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
EXPECT_EQ(ReadOnePixel(3 * width / 8, 3 * height / 8), (std::array<GLubyte, 4>{255, 255, 0, 255}))
<< "reversed bottom-left destination reads the source top-right yellow quadrant";
EXPECT_EQ(ReadOnePixel(3 * width / 8, 5 * height / 8), (std::array<GLubyte, 4>{0, 255, 0, 255}))
<< "reversed top-left destination reads the source bottom-right green quadrant";
const std::array<GLubyte, 4> untouched{255, 0, 255, 255};
EXPECT_EQ(ReadOnePixel(5 * width / 8, 3 * height / 8), untouched) << "inside destination, outside scissor";
EXPECT_EQ(ReadOnePixel(5 * width / 8, 5 * height / 8), untouched) << "upper destination outside scissor";
EXPECT_EQ(ReadOnePixel(width / 8, height / 2), untouched) << "outside destination rectangle";
EXPECT_EQ(ReadOnePixel(3 * width / 8, height / 8), untouched) << "below destination and scissor";
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
glDisable(GL_SCISSOR_TEST);
Gl().EndFrame();
}
// P7 wave 2-B, CONTRACT-P7 §3.2: `default-color-blit-shape@P7` RETIRES.
//
// One Fatal covered three unrelated situations. The shader pass it guarded exists for ROTATION
// and can only SAMPLE its source - sampler2D, a float result, one of two 2D view types - so a
// 3D slice or an integer attachment made it return false and the refusal fired EVEN ON A SURFACE
// WITH NO ROTATION, where the ordinary vkCmdBlitImage arm below it would have done the blit
// correctly and does handle those shapes. Identity now falls through to that arm; a rotated
// surface moves the region into an owned 2D float scratch and blits that; anything outside the
// four rotations declines by name.
//
// THE SOURCE IS A 3D TEXTURE SLICE, which is ordinary defined GL (a layer of a 3D texture is a
// legal colour attachment) and is exactly the shape the shader pass cannot sample. The same case
// runs twice on each arm: plain, taking the identity fall-through, and under
// MGITEST_MAGMA_FORCE_DEFAULT_BLIT_SCRATCH, taking the rotated arm's scratch path on an identity
// surface - where it must produce THE SAME PIXELS. That equality is what makes the scratch arm
// testable at all: every surface this lane can create is identity, and so is the Redmi pbuffer
// the cluster's evidence comes from.
//
// Red once (executed, reverted): restore MagmaWireFatal("default-color-blit-shape@P7") and both
// entries die by that name.
TEST_F(F1WireScenario, ColorBlitToDefaultFromANonSampleableSourceDegrades) {
if (!Ready()) return;
ASSERT_GE(Gl().Width(), 16);
ASSERT_GE(Gl().Height(), 16);
const int width = Gl().Width(), height = Gl().Height();
GLuint volume = 0, volumeFbo = 0;
glGenTextures(1, &volume);
glBindTexture(GL_TEXTURE_3D, volume);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 6, 4, 2);
glGenFramebuffers(1, &volumeFbo);
glBindFramebuffer(GL_FRAMEBUFFER, volumeFbo);
// Slice 1, not slice 0: a scratch copy that forgot the z origin would read the other slice
// and every quadrant assertion below would still be about SOME real texels.
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, volume, 0, 1);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
constexpr GLfloat colors[4][4] = {{1, 0, 0, 1}, {0, 1, 0, 1}, {0, 0, 1, 1}, {1, 1, 0, 1}};
glEnable(GL_SCISSOR_TEST);
for (int quadrant = 0; quadrant < 4; ++quadrant) {
glScissor((quadrant % 2) * 3, (quadrant / 2) * 2, 3, 2);
glClearColor(colors[quadrant][0], colors[quadrant][1], colors[quadrant][2], colors[quadrant][3]);
glClear(GL_COLOR_BUFFER_BIT);
}
glDisable(GL_SCISSOR_TEST);
// The OTHER slice gets one flat colour that appears in no quadrant.
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, volume, 0, 0);
glClearColor(0, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, volume, 0, 1);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.DefaultBlitShape.setup";
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glClearColor(1, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_READ_FRAMEBUFFER, volumeFbo);
const auto before = PeekSplitRuntime().emitSeq;
glBlitFramebuffer(0, 0, 6, 4, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GT(PeekSplitRuntime().emitSeq, before) << "F1.DefaultBlitShape.wire";
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
const std::string arm = SplitLane::MarkerValue("MGITEST_MAGMA_FORCE_DEFAULT_BLIT_SCRATCH");
EXPECT_EQ(ReadOnePixel(width / 4, height / 4), (std::array<GLubyte, 4>{255, 0, 0, 255}))
<< "F1.DefaultBlitShape bottom left (scratch arm=" << arm << ")";
EXPECT_EQ(ReadOnePixel(3 * width / 4, height / 4), (std::array<GLubyte, 4>{0, 255, 0, 255}))
<< "F1.DefaultBlitShape bottom right (scratch arm=" << arm << ")";
EXPECT_EQ(ReadOnePixel(width / 4, 3 * height / 4), (std::array<GLubyte, 4>{0, 0, 255, 255}))
<< "F1.DefaultBlitShape top left (scratch arm=" << arm << ")";
EXPECT_EQ(ReadOnePixel(3 * width / 4, 3 * height / 4), (std::array<GLubyte, 4>{255, 255, 0, 255}))
<< "F1.DefaultBlitShape top right (scratch arm=" << arm << ")";
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.DefaultBlitShape.error";
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glDeleteFramebuffers(1, &volumeFbo);
glBindTexture(GL_TEXTURE_3D, 0);
glDeleteTextures(1, &volume);
glBindTexture(GL_TEXTURE_2D, texture);
Gl().EndFrame();
}
namespace {
// An 8x4 RGBA8 colour renderbuffer at `samples`, bottom half red and top half green in GL row
// order. TWO HALVES AND NOT ONE COLOUR, for the reason the shader-mip case gives: a pass that
// loses GL's row order averages a flat fill back to the same number everywhere and a
// single-colour assertion calls that correct. Returns false when this driver cannot host the
// attachment, which is a skip and not a failure.
bool MakeMultisampleHalvesFbo(int samples, GLuint& fbo, GLuint& renderbuffer) {
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenRenderbuffers(1, &renderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_RGBA8, 8, 4);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GLenum(GL_FRAMEBUFFER_COMPLETE)) return false;
while (glGetError() != GLenum(GL_NO_ERROR)) {}
glDisable(GL_SCISSOR_TEST);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, 8, 2);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glScissor(0, 2, 8, 2);
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
return true;
}
// A single-sample RGBA8 destination of the given size, cleared to a colour that appears in no
// assertion below - so "the blit did nothing" and "the blit landed the wrong band" read
// differently from each other.
void MakeSingleSampleTarget(int width, int height, const GLfloat (&clear)[4], GLuint& fbo, GLuint& tex) {
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
glClearColor(clear[0], clear[1], clear[2], clear[3]);
glClear(GL_COLOR_BUFFER_BIT);
}
} // namespace
// P7 wave 2-B2, CONTRACT-P7 §3.2: `multisample-blit-shape@P7` RETIRES.
//
// vkCmdResolveImage carries ONE extent and one offset per side. It can neither scale nor flip,
// so the wire arm refused every multisample colour blit whose destination rectangle was a
// different size from its source - which glBlitFramebuffer names, and which the MONOLITH arm
// already reaches by the route this package gives the wire arm (VulkanRenderer.cpp's
// `regionWasTransformed` branch: resolve into a scratch at raw offsets, then blit the scratch).
// The scratch was already here for the flip; the two size equalities were the only thing
// keeping the scale out.
//
// THE SCALE AND THE FLIP IN ONE CASE, over the same source, because they fail differently: a
// blit that dropped the scale lands a 8x4 band in a 4x2 attachment (and the driver refuses the
// command), while one that dropped the flip returns the right two colours in the wrong order.
// The second blit's expectation is the first's, rows swapped, so neither can pass the other's
// assertion.
//
// Red once (executed, reverted): restore the two `width != |dx1-dx0|` clauses in
// WireFramebuffer.inc's colour resolve arm and both blits die as
// Fatal{UnmigratedVerb, "Magma:multisample-resolve-region"}.
TEST_F(F1WireScenario, MultisampleColorBlitScalesAndFlipsThroughTheResolveScratch) {
if (!Ready()) return;
GLuint msFbo = 0, msRenderbuffer = 0;
if (!MakeMultisampleHalvesFbo(4, msFbo, msRenderbuffer)) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glDeleteFramebuffers(1, &msFbo);
glDeleteRenderbuffers(1, &msRenderbuffer);
GTEST_SKIP() << "this driver cannot host a 4x multisample RGBA8 renderbuffer";
}
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.MsBlitShape.setup";
// Half the source in each axis: every destination texel is the resolve of a 2x2 source box
// that lies wholly inside ONE half, so the boundary never falls inside a destination texel
// and the two colours cannot mix.
constexpr GLfloat kBlue[4]{0, 0, 1, 1};
GLuint dstFbo = 0, dstTexture = 0;
MakeSingleSampleTarget(4, 2, kBlue, dstFbo, dstTexture);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.MsBlitShape.target";
constexpr std::array<GLubyte, 4> kRed{255, 0, 0, 255};
constexpr std::array<GLubyte, 4> kGreen{0, 255, 0, 255};
glBindFramebuffer(GL_READ_FRAMEBUFFER, msFbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dstFbo);
glDisable(GL_SCISSOR_TEST);
const auto before = PeekSplitRuntime().emitSeq;
glBlitFramebuffer(0, 0, 8, 4, 0, 0, 4, 2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GT(PeekSplitRuntime().emitSeq, before) << "F1.MsBlitShape.wire";
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.MsBlitShape.scaled.error";
glBindFramebuffer(GL_READ_FRAMEBUFFER, dstFbo);
for (int x = 0; x < 4; ++x) {
EXPECT_EQ(ReadOnePixel(x, 0), kRed) << "F1.MsBlitShape scaled bottom row, x=" << x;
EXPECT_EQ(ReadOnePixel(x, 1), kGreen) << "F1.MsBlitShape scaled top row, x=" << x;
}
// The same source, the same destination size, with the destination rectangle inverted on
// Y. The scratch holds the resolved band at its own origin either way; only the second leg
// sees the inversion, which is what vkCmdBlitImage's reversed offsets express.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dstFbo);
glClearColor(kBlue[0], kBlue[1], kBlue[2], kBlue[3]);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_READ_FRAMEBUFFER, msFbo);
glBlitFramebuffer(0, 0, 8, 4, 0, 2, 4, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.MsBlitShape.flipped.error";
glBindFramebuffer(GL_READ_FRAMEBUFFER, dstFbo);
for (int x = 0; x < 4; ++x) {
EXPECT_EQ(ReadOnePixel(x, 0), kGreen) << "F1.MsBlitShape flipped bottom row, x=" << x;
EXPECT_EQ(ReadOnePixel(x, 1), kRed) << "F1.MsBlitShape flipped top row, x=" << x;
}
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glDeleteFramebuffers(1, &dstFbo);
glDeleteTextures(1, &dstTexture);
glDeleteFramebuffers(1, &msFbo);
glDeleteRenderbuffers(1, &msRenderbuffer);
glBindTexture(GL_TEXTURE_2D, texture);
Gl().EndFrame();
}
// The surviving half of `multisample-blit-shape@P7`, and it is a DECLINE (rule I (a)).
//
// A MULTISAMPLE DESTINATION is the other side of the same guard and has no arm at all:
// vkCmdCopyImage is the only command that writes a multisampled image, it takes one extent, and
// GL 4.6 core 18.3.1 makes a blit whose rectangles differ in size INVALID_OPERATION when either
// framebuffer is multisampled - so there is no picture to get right, only a shape that used to
// end the session. What this case pins is that it no longer does, and that the destination is
// exactly as the clear left it.
//
// THE DESTINATION IS READ THROUGH A RESOLVE, because glReadPixels on a multisampled framebuffer
// is INVALID_OPERATION: the 1:1 resolve into a single-sample attachment is the retired arm
// above, so this case also proves the decline did not disturb the arm next to it.
//
// Red once (executed, reverted): restore MagmaWireFatal("multisample-blit-shape@P7") and this
// case dies as Fatal{UnmigratedVerb, "Magma:multisample-blit-shape@P7"}.
TEST_F(F1WireScenario, MultisampleBlitOntoAMultisampleDestinationDeclinesAndKeepsTheSession) {
if (!Ready()) return;
// Magma only (see GenerateMipmapDepthStencilDeclinesAndKeepsTheSession). Espryt on the split
// arm leaves the destination untouched but no GL_INVALID_OPERATION reaches the client, which
// GL 4.6 core 18.3.1 asks for here - an Espryt debt of the same class as
// DepthStencilReadbackMatrixScenario's scaled-resolve gate, not this decline's to pin.
if (Gl().BackendName() != "DirectVulkan")
GTEST_SKIP() << "Magma wire-arm decline (CONTRACT-P7 3.2, multisample-blit-shape): Espryt ("
<< Gl().BackendName()
<< ") writes nothing for a scaled blit onto a multisample destination but "
"records no GL_INVALID_OPERATION - a P3b/P4b debt, not this decline";
GLuint msFbo = 0, msRenderbuffer = 0;
glGenFramebuffers(1, &msFbo);
glBindFramebuffer(GL_FRAMEBUFFER, msFbo);
glGenRenderbuffers(1, &msRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, msRenderbuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, 4, 2);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msRenderbuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GLenum(GL_FRAMEBUFFER_COMPLETE)) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glDeleteFramebuffers(1, &msFbo);
glDeleteRenderbuffers(1, &msRenderbuffer);
GTEST_SKIP() << "this driver cannot host a 4x multisample RGBA8 renderbuffer";
}
while (glGetError() != GLenum(GL_NO_ERROR)) {}
glDisable(GL_SCISSOR_TEST);
glClearColor(1, 0, 1, 1); // magenta: the colour the declined blit must leave behind
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.MsBlitDecline.setup";
// A single-sample 8x4 source, flat yellow, so a blit that ran at all is visible.
constexpr GLfloat kYellow[4]{1, 1, 0, 1};
GLuint srcFbo = 0, srcTexture = 0;
MakeSingleSampleTarget(8, 4, kYellow, srcFbo, srcTexture);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.MsBlitDecline.source";
glBindFramebuffer(GL_READ_FRAMEBUFFER, srcFbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFbo);
const auto before = PeekSplitRuntime().emitSeq;
glBlitFramebuffer(0, 0, 8, 4, 0, 0, 4, 2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GT(PeekSplitRuntime().emitSeq, before) << "F1.MsBlitDecline.wire";
// THE glFinish IS LOAD-BEARING, and it is what the first run of this case measured: the
// decline records its error where the blit is PERFORMED - the server's apply thread - and
// that error reaches this client's queue with a later reply, not with the blit call. Without
// the round trip the check below reads GL_NO_ERROR and the INVALID_OPERATION surfaces at
// whatever the next synchronising call happens to be, which is how it first showed up:
// attached to the resolve twenty lines down, a call that is not wrong about anything.
glFinish();
EXPECT_EQ(FirstGLError(), GLenum(GL_INVALID_OPERATION))
<< "F1.MsBlitDecline: the decline must record the error GL names for the shape";
// Resolve the multisample destination 1:1 into a single-sample attachment and read THAT:
// the round trip is also the proof that the session is still answering.
constexpr GLfloat kBlue[4]{0, 0, 1, 1};
GLuint readFbo = 0, readTexture = 0;
MakeSingleSampleTarget(4, 2, kBlue, readFbo, readTexture);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
glBindFramebuffer(GL_READ_FRAMEBUFFER, msFbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, readFbo);
glBlitFramebuffer(0, 0, 4, 2, 0, 0, 4, 2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.MsBlitDecline.resolve";
glBindFramebuffer(GL_READ_FRAMEBUFFER, readFbo);
constexpr std::array<GLubyte, 4> kMagenta{255, 0, 255, 255};
for (int y = 0; y < 2; ++y)
for (int x = 0; x < 4; ++x)
EXPECT_EQ(ReadOnePixel(x, y), kMagenta)
<< "F1.MsBlitDecline: the declined blit wrote (" << x << "," << y << ")";
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.MsBlitDecline: the session survived";
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glDeleteFramebuffers(1, &readFbo);
glDeleteTextures(1, &readTexture);
glDeleteFramebuffers(1, &srcFbo);
glDeleteTextures(1, &srcTexture);
glDeleteFramebuffers(1, &msFbo);
glDeleteRenderbuffers(1, &msRenderbuffer);
glBindTexture(GL_TEXTURE_2D, texture);
Gl().EndFrame();
}
// P7 wave 2-B2, CONTRACT-P7 §3.2: the surviving half of `multisample-blit-aspect@P7`.
//
// The half WITH an arm is ResolveWireDepthStencil's: a multisample depth or stencil source now
// reaches a single-sample destination on every device - through VK_KHR_depth_stencil_resolve
// where it exists, through WireMultisampleResolve.inc's baked pass where it does not - and the
// two MsResolve entries on each arm are its reading. This is the half with none.
//
// ONE SAMPLE INTO FOUR, with rectangles that MATCH so the shape decline next door is not what
// fires. Vulkan has no command for it: vkCmdResolveImage only ever writes a single-sample
// destination, vkCmdBlitImage refuses a multisampled side outright, and vkCmdCopyImage needs
// the two counts to be equal. GL 4.6 core 18.3.1 calls this sample replication and the wire arm
// declines it by name rather than ending the session over it.
//
// Red once (executed, reverted): restore MagmaWireFatal("multisample-blit-aspect@P7") and this
// case dies as Fatal{UnmigratedVerb, "Magma:multisample-blit-aspect@P7"}.
TEST_F(F1WireScenario, MultisampleBlitFromASingleSampleSourceDeclinesAndKeepsTheSession) {
if (!Ready()) return;
// Magma only (see GenerateMipmapDepthStencilDeclinesAndKeepsTheSession). The decline itself
// is a recorded Magma debt (CONTRACT-P7 §12: a same-rectangle 1 -> N blit is legal sample
// replication in GL 4.6 core 18.3.1); Espryt on the split arm neither replicates nor
// records an error, which is neither answer this case can pin.
if (Gl().BackendName() != "DirectVulkan")
GTEST_SKIP() << "Magma wire-arm decline (CONTRACT-P7 3.2, multisample-blit-aspect): Espryt ("
<< Gl().BackendName()
<< ") writes nothing for a single-sample to multisample blit and records no "
"GL error - a P3b/P4b debt, not this decline";
GLuint msFbo = 0, msRenderbuffer = 0;
glGenFramebuffers(1, &msFbo);
glBindFramebuffer(GL_FRAMEBUFFER, msFbo);
glGenRenderbuffers(1, &msRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, msRenderbuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, 4, 2);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msRenderbuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GLenum(GL_FRAMEBUFFER_COMPLETE)) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glDeleteFramebuffers(1, &msFbo);
glDeleteRenderbuffers(1, &msRenderbuffer);
GTEST_SKIP() << "this driver cannot host a 4x multisample RGBA8 renderbuffer";
}
while (glGetError() != GLenum(GL_NO_ERROR)) {}
glDisable(GL_SCISSOR_TEST);
glClearColor(1, 0, 1, 1); // magenta: the colour the declined blit must leave behind
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.MsAspectDecline.setup";
constexpr GLfloat kYellow[4]{1, 1, 0, 1};
GLuint srcFbo = 0, srcTexture = 0;
MakeSingleSampleTarget(4, 2, kYellow, srcFbo, srcTexture);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.MsAspectDecline.source";
glBindFramebuffer(GL_READ_FRAMEBUFFER, srcFbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFbo);
const auto before = PeekSplitRuntime().emitSeq;
glBlitFramebuffer(0, 0, 4, 2, 0, 0, 4, 2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_GT(PeekSplitRuntime().emitSeq, before) << "F1.MsAspectDecline.wire";
glFinish(); // the decline's error rides a later reply - see the shape case next door
EXPECT_EQ(FirstGLError(), GLenum(GL_INVALID_OPERATION))
<< "F1.MsAspectDecline: the decline must record the error GL names for the shape";
constexpr GLfloat kBlue[4]{0, 0, 1, 1};
GLuint readFbo = 0, readTexture = 0;
MakeSingleSampleTarget(4, 2, kBlue, readFbo, readTexture);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
glBindFramebuffer(GL_READ_FRAMEBUFFER, msFbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, readFbo);
glBlitFramebuffer(0, 0, 4, 2, 0, 0, 4, 2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.MsAspectDecline.resolve";
glBindFramebuffer(GL_READ_FRAMEBUFFER, readFbo);
constexpr std::array<GLubyte, 4> kMagenta{255, 0, 255, 255};
for (int y = 0; y < 2; ++y)
for (int x = 0; x < 4; ++x)
EXPECT_EQ(ReadOnePixel(x, y), kMagenta)
<< "F1.MsAspectDecline: the declined blit wrote (" << x << "," << y << ")";
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.MsAspectDecline: the session survived";
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glDeleteFramebuffers(1, &readFbo);
glDeleteTextures(1, &readTexture);
glDeleteFramebuffers(1, &srcFbo);
glDeleteTextures(1, &srcTexture);
glDeleteFramebuffers(1, &msFbo);
glDeleteRenderbuffers(1, &msRenderbuffer);
glBindTexture(GL_TEXTURE_2D, texture);
Gl().EndFrame();
}
namespace {
// One 8x8x2 RGBA8 array texture with two levels, filled so that EVERY subresource this pair
// of cases touches is distinguishable from every other one. A flat fill would let a copy that
// went to the wrong level, the wrong layer or nowhere at all read as correct.
// level 0 layer 0: four quadrants (GL row order: red/green on the bottom, blue/yellow up)
// level 0 layer 1: magenta
// level 1 layer 0: cyan level 1 layer 1: white
constexpr std::array<GLubyte, 4> kInPlaceRed{255, 0, 0, 255};
constexpr std::array<GLubyte, 4> kInPlaceGreen{0, 255, 0, 255};
constexpr std::array<GLubyte, 4> kInPlaceBlue{0, 0, 255, 255};
constexpr std::array<GLubyte, 4> kInPlaceYellow{255, 255, 0, 255};
constexpr std::array<GLubyte, 4> kInPlaceMagenta{255, 0, 255, 255};
constexpr std::array<GLubyte, 4> kInPlaceCyan{0, 255, 255, 255};
constexpr std::array<GLubyte, 4> kInPlaceWhite{255, 255, 255, 255};
std::array<GLubyte, 4> InPlaceQuadrant(int x, int y) {
if (y < 4) return x < 4 ? kInPlaceRed : kInPlaceGreen;
return x < 4 ? kInPlaceBlue : kInPlaceYellow;
}
GLuint MakeInPlaceCopyTexture() {
GLuint name = 0;
glGenTextures(1, &name);
glBindTexture(GL_TEXTURE_2D_ARRAY, name);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 2, GL_RGBA8, 8, 8, 2);
std::vector<GLubyte> level0(8 * 8 * 2 * 4);
for (int layer = 0; layer < 2; ++layer)
for (int y = 0; y < 8; ++y)
for (int x = 0; x < 8; ++x) {
const auto colour = layer == 0 ? InPlaceQuadrant(x, y) : kInPlaceMagenta;
const size_t at = (static_cast<size_t>(layer) * 64 + y * 8 + x) * 4;
std::copy(colour.begin(), colour.end(), level0.begin() + at);
}
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 8, 8, 2, GL_RGBA, GL_UNSIGNED_BYTE, level0.data());
std::vector<GLubyte> level1(4 * 4 * 2 * 4);
for (int layer = 0; layer < 2; ++layer)
for (int at = 0; at < 16; ++at) {
const auto colour = layer == 0 ? kInPlaceCyan : kInPlaceWhite;
std::copy(colour.begin(), colour.end(),
level1.begin() + (static_cast<size_t>(layer) * 16 + at) * 4);
}
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 1, 0, 0, 0, 4, 4, 2, GL_RGBA, GL_UNSIGNED_BYTE, level1.data());
return name;
}
// (level, side) -> the whole level, every layer, as glGetTexImage hands it back.
std::vector<GLubyte> ReadInPlaceLevel(GLint level, int side) {
std::vector<GLubyte> pixels(static_cast<size_t>(side) * side * 2 * 4, 17);
glGetTexImage(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
return pixels;
}
::testing::AssertionResult InPlaceTexelIs(const std::vector<GLubyte>& pixels, int side, int layer,
int x, int y, const std::array<GLubyte, 4>& expected) {
const size_t at = ((static_cast<size_t>(layer) * side * side) + static_cast<size_t>(y) * side + x) * 4;
if (at + 4 > pixels.size()) return ::testing::AssertionFailure() << "texel out of range";
for (int channel = 0; channel < 4; ++channel)
if (pixels[at + channel] != expected[channel])
return ::testing::AssertionFailure()
<< "layer " << layer << " (" << x << "," << y << ") channel " << channel
<< " is " << int(pixels[at + channel]) << ", expected " << int(expected[channel]);
return ::testing::AssertionSuccess();
}
} // namespace
// P7 wave 2-B, CONTRACT-P7 §3.2: `copy-image-in-place@P7` RETIRES.
//
// glCopyImageSubData between two subresources of ONE texture is ordinary, defined GL (4.6 core
// 18.3.2 even spells out that a texture and a view of it are two objects over one image and may
// be copied between). The wire arm took the session down for it, because the TRANSFER_SRC /
// TRANSFER_DST pair below it cannot describe one image: both endpoints share one tracked
// VkImageLayout and the second transition undoes the first. GENERAL can describe it.
//
// The monolith arm still DECLINES this shape outright, so this case is split-only in the
// strongest sense - there is no monolith reading of it to compare against, and that asymmetry
// is deliberate rather than an oversight (§3.2 asks the wire arm to perform the copy).
//
// Red once (executed, reverted): restore MagmaWireFatal("copy-image-in-place@P7") and this case
// dies by that name.
TEST_F(F1WireScenario, CopyImageInPlaceAcrossLevelsAndLayers) {
if (!Ready()) return;
const GLuint array = MakeInPlaceCopyTexture();
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.CopyInPlace.setup";
// LEVEL 0 -> LEVEL 1, same layer: the destination level is a different subresource of the
// same image, so one GENERAL transition has to cover both of them.
const auto before = PeekSplitRuntime().emitSeq;
glCopyImageSubData(array, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0,
array, GL_TEXTURE_2D_ARRAY, 1, 0, 0, 0, 4, 4, 1);
ASSERT_GT(PeekSplitRuntime().emitSeq, before) << "F1.CopyInPlace.wire";
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.CopyInPlace.levelCopy.error";
{
const auto level1 = ReadInPlaceLevel(1, 4);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.CopyInPlace.levelCopy.readback";
for (int y = 0; y < 4; ++y)
for (int x = 0; x < 4; ++x) {
// The source rectangle is level 0's bottom-left quadrant, which is all red.
EXPECT_TRUE(InPlaceTexelIs(level1, 4, 0, x, y, kInPlaceRed))
<< "F1.CopyInPlace.level1.layer0";
EXPECT_TRUE(InPlaceTexelIs(level1, 4, 1, x, y, kInPlaceWhite))
<< "F1.CopyInPlace.level1.layer1 must not be touched";
}
}
// LAYER 0 -> LAYER 1 at level 0: the same level, disjoint slices. Defined GL, and the
// overlap decline must NOT catch it.
glCopyImageSubData(array, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0,
array, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, 8, 8, 1);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.CopyInPlace.layerCopy.error";
{
const auto level0 = ReadInPlaceLevel(0, 8);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.CopyInPlace.layerCopy.readback";
for (int y = 0; y < 8; ++y)
for (int x = 0; x < 8; ++x) {
EXPECT_TRUE(InPlaceTexelIs(level0, 8, 0, x, y, InPlaceQuadrant(x, y)))
<< "F1.CopyInPlace.level0.layer0 is the source and must be unchanged";
EXPECT_TRUE(InPlaceTexelIs(level0, 8, 1, x, y, InPlaceQuadrant(x, y)))
<< "F1.CopyInPlace.level0.layer1 must carry the source's quadrants";
}
}
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
glDeleteTextures(1, &array);
glBindTexture(GL_TEXTURE_2D, texture);
}
// The one in-place shape that stays a DECLINE (§3.2): same image, same level, same layer,
// overlapping rectangles. GL 4.6 core 18.3.2 leaves that undefined, and GENERAL makes the
// command legal to RECORD rather than meaningful to execute - vkCmdCopyImage orders nothing
// between its own reads and writes inside one region. The case pins that nothing is recorded:
// no GL error, and the level still holds exactly what it held.
TEST_F(F1WireScenario, CopyImageInPlaceOverlapDeclinesAndLeavesTheLevelAlone) {
if (!Ready()) return;
// Magma only (see GenerateMipmapDepthStencilDeclinesAndKeepsTheSession). GL leaves this copy
// undefined and Espryt performs it; only the Magma wire arm promises to record nothing.
if (Gl().BackendName() != "DirectVulkan")
GTEST_SKIP() << "Magma wire-arm decline (CONTRACT-P7 3.2, copy-image-in-place): GL 4.6 core "
"18.3.2 leaves an overlapping same-subresource copy undefined and Espryt ("
<< Gl().BackendName() << ") performs it";
const GLuint array = MakeInPlaceCopyTexture();
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.CopyInPlaceOverlap.setup";
// (0,0)-(4,4) onto (2,2): four of the sixteen texels are in both rectangles.
glCopyImageSubData(array, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0,
array, GL_TEXTURE_2D_ARRAY, 0, 2, 2, 0, 4, 4, 1);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.CopyInPlaceOverlap.error";
const auto level0 = ReadInPlaceLevel(0, 8);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.CopyInPlaceOverlap.readback";
for (int y = 0; y < 8; ++y)
for (int x = 0; x < 8; ++x)
EXPECT_TRUE(InPlaceTexelIs(level0, 8, 0, x, y, InPlaceQuadrant(x, y)))
<< "F1.CopyInPlaceOverlap.level0 must be untouched by a declined copy";
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
glDeleteTextures(1, &array);
glBindTexture(GL_TEXTURE_2D, texture);
}
// ---- P7 wave 2 package B3, EXIT GATE 3: a streamed glBufferSubData -> draw pair is ordered --
//
// THE SHAPE OF THE OpenRA DEVICE DIVERGENCE, reduced to four quads. The application writes a
// batch of vertices over the SAME range of ONE dynamic buffer and immediately draws it, then
// writes the next batch over the same range and draws that, and so on - OpenRA does this ~24
// times per frame into GL buffer 1, and the picture that reached the Redmi was missing exactly
// the quads of one of those batches with the terrain under them intact.
//
// The server may answer such a write in two shapes: an ordered vkCmdCopyBuffer, or an immediate
// host memcpy when it believes the GPU is finished with the bytes. Believing that wrongly is
// silent and produces no log line and no GL error - the draw still executes, it just reads
// somebody else's vertices. So the case cannot assert "no error"; it has to assert the pixels.
//
// Registered TWICE per arm. The plain entry is a regression gate on every driver. The
// `StaleSerial.` entry (split and spawn only - the tcp arm's server never sees an entry's
// environment) carries MGITEST_MAGMA_FORCE_STALE_BUFFER_SERIAL=1, which forces the serial half
// of the busy predicate to answer "idle" - the state the unsound completed-serial floor put the
// wire arm into on the device. With the serial half forced to lie, only the submission-fence
// half can still order the copy, so the entry pins that DEFENCE term. The guarantee is the
// floor (VulkanRenderer::OnSubmitsCompletedUpTo), which the knob bypasses; its lane is the
// OpenRA split retrace's "MGWIRE-FLOOR unsound-serial-complete" red condition.
TEST_F(F1WireScenario, StreamedBufferSubDataBeforeEachDrawIsOrdered) {
if (!Ready()) return;
constexpr int kSize = 8, kBatches = 4, kColumn = kSize / kBatches;
Attach(GL_RGBA8);
const GLuint program = BuildWireProgram({
{GL_VERTEX_SHADER, R"(#version 430 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec4 aColor;
out vec4 vColor;
void main() { gl_Position = vec4(aPos, 0.0, 1.0); vColor = aColor; }
)"},
{GL_FRAGMENT_SHADER, R"(#version 430 core
in vec4 vColor;
out vec4 fragColor;
void main() { fragColor = vColor; }
)"}});
ASSERT_NE(program, 0u);
// One vertical bar per batch, each in its own two-pixel column and its own colour, so a
// draw that read another batch's bytes lands in the wrong column AND the wrong colour.
constexpr GLfloat kColors[kBatches][4] = {{1, 0, 0, 1}, {0, 1, 0, 1}, {0, 0, 1, 1}, {1, 1, 0, 1}};
const auto batchVertices = [&](int batch) {
const GLfloat x0 = -1.0f + static_cast<GLfloat>(batch) * 0.5f;
const GLfloat x1 = x0 + 0.5f;
const GLfloat* c = kColors[batch];
return std::array<GLfloat, 36>{
x0, -1, c[0], c[1], c[2], c[3], x1, -1, c[0], c[1], c[2], c[3], x1, 1, c[0], c[1], c[2], c[3],
x0, -1, c[0], c[1], c[2], c[3], x1, 1, c[0], c[1], c[2], c[3], x0, 1, c[0], c[1], c[2], c[3]};
};
GLuint vao = 0, vbo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// GL_DYNAMIC_DRAW and no orphaning: OpenRA's buffer 1 exactly.
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 36, nullptr, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), reinterpret_cast<const void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat),
reinterpret_cast<const void*>(2 * sizeof(GLfloat)));
glUseProgram(program);
glViewport(0, 0, kSize, kSize);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
for (int batch = 0; batch < kBatches; ++batch) {
const auto vertices = batchVertices(batch);
glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(sizeof(vertices)), vertices.data());
glDrawArrays(GL_TRIANGLES, 0, 6);
}
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.StreamedSubData.draw";
std::vector<GLubyte> pixels(static_cast<size_t>(kSize) * kSize * 4, 0);
glReadPixels(0, 0, kSize, kSize, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "F1.StreamedSubData.readback";
for (int batch = 0; batch < kBatches; ++batch) {
const GLubyte* want = nullptr;
const GLubyte expected[4] = {static_cast<GLubyte>(kColors[batch][0] * 255.0f),
static_cast<GLubyte>(kColors[batch][1] * 255.0f),
static_cast<GLubyte>(kColors[batch][2] * 255.0f),
static_cast<GLubyte>(kColors[batch][3] * 255.0f)};
want = expected;
for (int dx = 0; dx < kColumn; ++dx) {
const int x = batch * kColumn + dx;
const GLubyte* got = pixels.data() + (static_cast<size_t>(kSize / 2) * kSize + x) * 4;
EXPECT_EQ(got[0], want[0]) << "F1.StreamedSubData: batch " << batch << " column " << x
<< " lost its own vertices (r)";
EXPECT_EQ(got[1], want[1]) << "F1.StreamedSubData: batch " << batch << " column " << x
<< " lost its own vertices (g)";
EXPECT_EQ(got[2], want[2]) << "F1.StreamedSubData: batch " << batch << " column " << x
<< " lost its own vertices (b)";
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &vbo);
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glUseProgram(0);
glDeleteProgram(program);
}
} // namespace MGITest