mirror of
https://github.com/MobileGL-Dev/MobileGL
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251 lines
13 KiB
C++
251 lines
13 KiB
C++
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ClearTexImageUndefinedLevelZeroScenario.cpp
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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//
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// Scenario - glClearTexImage ON A TEXTURE WHOSE GL LEVEL 0 WAS NEVER DEFINED.
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//
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// KHR-GL4[456].clear_tex_image.* builds exactly one shape: fillTexture() issues ONE
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// glTexImage2D(GL_TEXTURE_2D, m_texLevel, ...) - the only texImage2D in the whole format/level
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// family - sets GL_TEXTURE_MAX_LEVEL to that level, clears it and reads it back with
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// glGetTexImage(..., m_texLevel, ...). For m_texLevel > 0 the levels BELOW the defined one have no
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// storage at all, and the split in the conformance results was on that alone: every texLevel_0 body
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// passed on DirectVulkan and every texLevel != 0 body failed, across all four internal formats and
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// all three entry points.
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//
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// The frontend understands this shape - the clear is a pure CPU-shadow write, and
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// ValidateTextureImageQuery deliberately does not demand mip completeness for a readback. The
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// Vulkan backend did not: VkTextureManager takes storage mip 0 as the physical image extent, so a
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// texture with no level 0 got no VkImage, SyncTextureAndGetDescriptor answered nullptr, and
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// VulkanRenderer::GetTextureImage took a silent early return - leaving the caller's buffer exactly
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// as it found it. The conformance failures carried no <Text> at all, because nothing raised a GL
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// error: the destination was simply never written, so the test compared its own zero-initialized
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// buffer against the clear value.
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//
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// The fix this pins is the readback fallback: with NO VkImage, nothing GPU-side can ever have
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// written the texture, so the CPU shadow IS its content and is the correct answer. It is gated on
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// "no image exists at all" and not on "syncing was inconvenient - a blanket shadow answer would
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// return stale bytes for every render-to-texture result instead.
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//
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// NOT covered here, and deliberately: such a texture still has no VkImage, so it remains invisible
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// to SAMPLING and rendering on DirectVulkan. Backing the image from the lowest defined level is a
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// separate change (it moves every GL-level-to-subresource translation in the backend); this
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// scenario asserts the readback contract only, and the DirectGLES leg - which has always been able
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// to define a lone level N - is the built-in control for what the answer should be.
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#include <array>
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#include <cstdint>
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#include <vector>
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#include "../Harness/HeadlessGL.h"
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#include "../Harness/ScenarioFixture.h"
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#ifdef GLAPI
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#undef GLAPI
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#endif
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glcorearb.h>
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#undef GL_GLEXT_PROTOTYPES
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namespace MGITest {
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namespace {
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// The conformance family's own shape: a mid-chain level of a texture that has nothing else.
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constexpr GLint kDefinedLevel = 3;
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constexpr GLsizei kLevelExtent = 8;
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struct Texel8 {
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GLubyte r = 0, g = 0, b = 0, a = 0;
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bool operator==(const Texel8& other) const {
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return r == other.r && g == other.g && b == other.b && a == other.a;
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}
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};
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std::ostream& operator<<(std::ostream& os, const Texel8& c) {
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return os << "rgba(" << int(c.r) << "," << int(c.g) << "," << int(c.b) << "," << int(c.a) << ")";
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}
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// The conformance test's clear value is a single repeated component; 5 is what it uses, and
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// it is deliberately neither 0 (an unwritten destination) nor 255 (a saturated one).
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constexpr Texel8 kClearValue{5, 5, 5, 5};
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constexpr Texel8 kInitialValue{200, 100, 50, 255};
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class ClearTexImageUndefinedLevelZeroScenario : public ScenarioTest {
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protected:
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void SetUp() override {
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ScenarioTest::SetUp();
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if (!Ready()) return;
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DrainErrors();
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}
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void TearDown() override {
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if (!Ready()) return;
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if (m_texture != 0) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glDeleteTextures(1, &m_texture);
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m_texture = 0;
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}
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DrainErrors();
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}
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static void DrainErrors() {
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for (int i = 0; i < 16 && glGetError() != GL_NO_ERROR; ++i) {
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}
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}
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// One level and nothing else, through glTexImage2D - deliberately NOT glTexStorage2D,
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// which would define the whole chain and could not express "level 0 does not exist".
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void MakeTextureWithOnlyLevel(GLint level) {
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if (m_texture != 0) glDeleteTextures(1, &m_texture);
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glGenTextures(1, &m_texture);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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const std::vector<Texel8> initial(static_cast<std::size_t>(kLevelExtent) * kLevelExtent, kInitialValue);
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glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, kLevelExtent, kLevelExtent, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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initial.data());
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// What the conformance case does: MAX_LEVEL names the one level that exists, and
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// BASE_LEVEL is left at its default 0 - which is what makes level 0 undefined AND
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// nominally the base level, the shape the backend could not express.
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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ASSERT_EQ(FirstGLError(), 0u) << "texture setup with only level " << level;
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}
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std::vector<Texel8> ReadLevel(GLint level) {
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std::vector<Texel8> pixels(static_cast<std::size_t>(kLevelExtent) * kLevelExtent, Texel8{0, 0, 0, 0});
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glGetTexImage(GL_TEXTURE_2D, level, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
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EXPECT_EQ(FirstGLError(), 0u) << "glGetTexImage(level " << level << ") left a GL error behind";
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return pixels;
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}
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void ExpectAllTexels(const char* what, const std::vector<Texel8>& pixels, Texel8 expected) {
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std::size_t offenders = 0;
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Texel8 firstBad{};
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for (const Texel8& pixel : pixels) {
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if (pixel == expected) continue;
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if (offenders == 0) firstBad = pixel;
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++offenders;
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}
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EXPECT_EQ(offenders, 0u) << what << ": got " << firstBad << " instead of " << expected << " ("
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<< offenders << " of " << pixels.size() << " texels wrong)";
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}
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// Level 0 defined, a GAP, then `level` defined. GL keeps the intervening levels at a zero
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// extent, so the backend's mip walk stops at the gap and the VkImage ends up with FEWER
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// mip levels than the GL level count - which is a different shape from "no image at all"
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// and is why the readback has to bound the level against the IMAGE.
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void MakeTextureWithAGapBefore(GLint level) {
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if (m_texture != 0) glDeleteTextures(1, &m_texture);
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glGenTextures(1, &m_texture);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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const std::vector<Texel8> base(static_cast<std::size_t>(kLevelExtent) * kLevelExtent, kInitialValue);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kLevelExtent, kLevelExtent, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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base.data());
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const std::vector<Texel8> gapped(static_cast<std::size_t>(kLevelExtent) * kLevelExtent, kInitialValue);
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glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, kLevelExtent, kLevelExtent, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, gapped.data());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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ASSERT_EQ(FirstGLError(), 0u) << "texture setup with a gap before level " << level;
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}
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GLuint m_texture = 0;
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};
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} // namespace
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// The regression. Before the fix glGetTexImage wrote nothing at all on DirectVulkan, so the
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// caller's buffer kept whatever it already held - which is why the conformance failures showed
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// the test's own zero-initialized memory and carried no GL error.
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TEST_F(ClearTexImageUndefinedLevelZeroScenario, ClearAndReadBackALevelWhoseLowerLevelsDoNotExist) {
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if (!Ready()) GTEST_SKIP();
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MakeTextureWithOnlyLevel(kDefinedLevel);
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// Pre-flight: the level reads back as what was uploaded. This is what makes the assertion
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// after the clear falsifiable - without it, a readback that silently wrote nothing could not
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// be told from one that wrote the right answer.
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ExpectAllTexels("before the clear", ReadLevel(kDefinedLevel), kInitialValue);
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glClearTexImage(m_texture, kDefinedLevel, GL_RGBA, GL_UNSIGNED_BYTE, &kClearValue);
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EXPECT_EQ(FirstGLError(), 0u) << "glClearTexImage was rejected";
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ExpectAllTexels("after the clear", ReadLevel(kDefinedLevel), kClearValue);
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Gl().EndFrame();
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}
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// The same shape through glClearTexSubImage, which is a separate entry point in the conformance
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// family and failed on exactly the same bodies.
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TEST_F(ClearTexImageUndefinedLevelZeroScenario, ClearSubImageOfALevelWhoseLowerLevelsDoNotExist) {
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if (!Ready()) GTEST_SKIP();
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MakeTextureWithOnlyLevel(kDefinedLevel);
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glClearTexSubImage(m_texture, kDefinedLevel, 0, 0, 0, kLevelExtent, kLevelExtent, 1, GL_RGBA,
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GL_UNSIGNED_BYTE, &kClearValue);
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EXPECT_EQ(FirstGLError(), 0u) << "glClearTexSubImage was rejected";
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ExpectAllTexels("after the sub-image clear", ReadLevel(kDefinedLevel), kClearValue);
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Gl().EndFrame();
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}
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// The negative control: an ORDINARY texture, whose level 0 does exist, must keep answering from
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// the GPU image rather than being diverted onto the shadow. A fallback that fired unconditionally
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// would pass the two tests above and this one too - but it would also hand back stale bytes for
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// anything the GPU had written, which is why the partial-clear check below matters: the readback
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// has to see a region the backend cleared and a region it did not, in one image.
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TEST_F(ClearTexImageUndefinedLevelZeroScenario, AnOrdinaryLevelZeroTextureStillReadsBackCorrectly) {
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if (!Ready()) GTEST_SKIP();
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MakeTextureWithOnlyLevel(0);
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ExpectAllTexels("before the clear", ReadLevel(0), kInitialValue);
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// Clear only the left half, so the answer is neither "all initial" nor "all cleared".
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glClearTexSubImage(m_texture, 0, 0, 0, 0, kLevelExtent / 2, kLevelExtent, 1, GL_RGBA, GL_UNSIGNED_BYTE,
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&kClearValue);
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EXPECT_EQ(FirstGLError(), 0u) << "glClearTexSubImage was rejected";
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const std::vector<Texel8> pixels = ReadLevel(0);
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ASSERT_EQ(pixels.size(), static_cast<std::size_t>(kLevelExtent) * kLevelExtent);
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for (int y = 0; y < kLevelExtent; ++y) {
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for (int x = 0; x < kLevelExtent; ++x) {
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const Texel8 expected = x < kLevelExtent / 2 ? kClearValue : kInitialValue;
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const Texel8 actual = pixels[static_cast<std::size_t>(y) * kLevelExtent + x];
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ASSERT_EQ(actual, expected) << "at (" << x << "," << y << ")";
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}
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}
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Gl().EndFrame();
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}
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// The adjacent shape the first fix did NOT cover: level 0 defined, a gap, then the level being
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// read. This one DOES get a VkImage - just one with fewer mip levels than GL thinks the texture
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// has - so the "no VkImage" test passes and the GL level was written straight into
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// imageSubresource.mipLevel and into a VkImageMemoryBarrier's baseMipLevel. An out-of-range
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// subresource is a promise the driver takes at face value; the glCopyImageSubData path two
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// functions away grew the same guard after it SIGSEGV'd inside the Adreno driver.
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//
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// The level being read really does hold its own data (the shadow is its only copy, since nothing
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// ever uploaded it), so the correct answer is the uploaded bytes - not a decline.
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TEST_F(ClearTexImageUndefinedLevelZeroScenario, ReadBackALevelSeparatedFromLevelZeroByAGap) {
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if (!Ready()) GTEST_SKIP();
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MakeTextureWithAGapBefore(kDefinedLevel);
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ExpectAllTexels("before the clear", ReadLevel(kDefinedLevel), kInitialValue);
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glClearTexImage(m_texture, kDefinedLevel, GL_RGBA, GL_UNSIGNED_BYTE, &kClearValue);
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EXPECT_EQ(FirstGLError(), 0u) << "glClearTexImage was rejected";
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ExpectAllTexels("after the clear", ReadLevel(kDefinedLevel), kClearValue);
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// Level 0 is backed by the real image and must still read back from it, so the level bound is
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// about the level and not about the texture.
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ExpectAllTexels("level 0 after clearing level 3", ReadLevel(0), kInitialValue);
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Gl().EndFrame();
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}
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} // namespace MGITest
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