mirror of
https://github.com/MobileGL-Dev/MobileGL
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888 lines
41 KiB
C++
888 lines
41 KiB
C++
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ProgramPipelineScenario.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 - SEPARABLE PROGRAMS DRAWN THROUGH A PROGRAM PIPELINE OBJECT.
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//
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// A pipeline object holds one program per stage and stands in for glUseProgram; MobileGL
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// flattens it into a single composite program at draw time (MG_State/GLState/Core.cpp,
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// GetProgramForDraw). Sixteen conformance cases across three different families depend on that
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// flattening and fail identically on BOTH backends - so the defect is in the shared frontend, not
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// in either backend's draw path:
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//
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// compute_shader.{build-monolithic, build-separable, sso-case2, sso-case3, sso-compute-pipeline}
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// shader_image_load_store.advanced-sso-{atomicCounters, simple, subroutine}
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// shader_storage_buffer_object.{basic-syntaxSSO, basic-noBindingLayout}
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//
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// They fail with two symptoms at once - the draw renders nothing, AND the case leaves a
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// GL_INVALID_OPERATION behind that the harness reports as "forcing FAIL for subcase". Anything
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// claiming to be the root cause has to explain both.
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//
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// The cases here are the conformance shapes reduced to what fails in milliseconds, ordered from
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// the simplest pipeline that can render at all up to the compute-then-draw shape of
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// sso-compute-pipeline. Each one also asserts glGetError is clean at the end, because a case that
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// paints correctly and leaks an error still fails conformance.
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#include <cstdint>
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#include <string>
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#include <vector>
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#include "../Harness/HeadlessGL.h"
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#include "../Harness/ScenarioFixture.h"
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#ifdef GLAPI
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#undef GLAPI
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#endif
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glcorearb.h>
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#undef GL_GLEXT_PROTOTYPES
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namespace MGITest {
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namespace {
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// Separable stage sources. A separable VS must redeclare gl_PerVertex, which is exactly
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// the kind of thing a flattening step can drop on the floor.
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constexpr const char* kSeparableVS = R"(#version 430 core
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out gl_PerVertex { vec4 gl_Position; };
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void main()
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{
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switch (gl_VertexID)
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{
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case 0: gl_Position = vec4(-1.0, -1.0, 0.0, 1.0); break;
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case 1: gl_Position = vec4( 1.0, -1.0, 0.0, 1.0); break;
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case 2: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
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case 3: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
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}
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}
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)";
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constexpr const char* kSeparableFS = R"(#version 430 core
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out vec4 o_color;
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void main() { o_color = vec4(0.0, 1.0, 0.0, 1.0); }
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)";
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// The sso-compute-pipeline shape: a compute stage writes the vertex positions the vertex
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// stage then reads as an attribute, all from one pipeline object.
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constexpr const char* kComputeSource = R"(#version 430 core
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layout(local_size_x = 1) in;
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layout(std430, binding = 0) buffer Positions {
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vec4 g_position[4];
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};
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void main()
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{
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g_position[0] = vec4(-1.0, -1.0, 0.0, 1.0);
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g_position[1] = vec4( 1.0, -1.0, 0.0, 1.0);
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g_position[2] = vec4(-1.0, 1.0, 0.0, 1.0);
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g_position[3] = vec4( 1.0, 1.0, 0.0, 1.0);
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}
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)";
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constexpr const char* kAttributeVS = R"(#version 430 core
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layout(location = 0) in vec4 i_position;
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out gl_PerVertex { vec4 gl_Position; };
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void main() { gl_Position = i_position; }
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)";
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// Two shader storage blocks with NO layout(binding) qualifier, so the only thing that
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// can say where they live is glShaderStorageBlockBinding - which is per-PROGRAM state.
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constexpr const char* kStorageBlockVS = R"(#version 430 core
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out gl_PerVertex { vec4 gl_Position; };
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layout(std430) buffer Output0 { uint value0; };
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layout(std430) buffer Output1 { uint value1; };
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void main()
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{
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value0 = 11u;
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value1 = 22u;
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gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
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}
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)";
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class ProgramPipelineScenario : public ScenarioTest {
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protected:
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void TearDown() override {
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if (!Ready()) return;
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glBindProgramPipeline(0);
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glUseProgram(0);
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for (GLuint p : m_programs) glDeleteProgram(p);
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for (GLuint p : m_pipelines) glDeleteProgramPipelines(1, &p);
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m_programs.clear();
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m_pipelines.clear();
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}
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GLuint MakeSeparable(GLenum stage, const char* source) {
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const GLuint program = glCreateShaderProgramv(stage, 1, &source);
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if (program != 0) m_programs.push_back(program);
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// Checked here rather than only at the end of the case: glCreateShaderProgramv is
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// specified as a sequence of other entry points, so it is the most likely place
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// for one of them to leave an error nobody consumes.
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EXPECT_EQ(FirstGLError(), 0u)
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<< "glCreateShaderProgramv(stage 0x" << std::hex << stage << std::dec << ") left a GL error";
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GLint linked = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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if (linked == GL_FALSE) {
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char log[2048] = {};
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glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
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ADD_FAILURE() << "glCreateShaderProgramv(stage 0x" << std::hex << stage << std::dec
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<< ") did not link: " << log;
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return 0;
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}
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return program;
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}
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GLuint MakePipeline() {
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GLuint pipeline = 0;
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glGenProgramPipelines(1, &pipeline);
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m_pipelines.push_back(pipeline);
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return pipeline;
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}
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std::vector<GLuint> m_programs;
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std::vector<GLuint> m_pipelines;
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};
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} // namespace
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// The root cause of the cluster, stated as the two halves it actually has.
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//
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// Half one: glGenProgramPipelines only reserves a name, and every pipeline command used to
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// demand a materialized object - so the spec's own call order (stages attached BEFORE the
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// first bind, GL 4.6 core 7.4) was rejected with GL_INVALID_OPERATION and the stages were
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// never recorded. Half two is the trap that fix walks into: the object now appears the
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// moment anything needs somewhere to put state, so "the object exists" stops being the
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// right answer for glIsProgramPipeline, which the spec ties to the first BIND. A pure
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// query must not turn a reserved name into a program pipeline either.
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TEST_F(ProgramPipelineScenario, AReservedNameTakesStateBeforeItIsAProgramPipeline) {
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if (!Ready()) return;
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const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSeparableVS);
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if (vs == 0) return;
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const GLuint pipeline = MakePipeline();
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ASSERT_NE(pipeline, 0u);
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EXPECT_EQ(glIsProgramPipeline(pipeline), GL_FALSE) << "a merely reserved name is not a pipeline yet";
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// A query answers out of default state - and leaves the name exactly as it found it.
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GLint validateStatus = -1;
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glGetProgramPipelineiv(pipeline, GL_VALIDATE_STATUS, &validateStatus);
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EXPECT_EQ(FirstGLError(), 0u) << "querying a reserved pipeline name must not be an error";
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EXPECT_EQ(validateStatus, 0) << "a pipeline that was never validated reports VALIDATE_STATUS 0";
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EXPECT_EQ(glIsProgramPipeline(pipeline), GL_FALSE) << "a pure query must not create the object";
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// ...and glUseProgramStages RECORDS the stage on the reserved name rather than
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// rejecting it, which is the whole defect: without this the pipeline stayed empty.
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glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
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EXPECT_EQ(FirstGLError(), 0u) << "glUseProgramStages before the first bind must be accepted";
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GLint stageProgram = 0;
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glGetProgramPipelineiv(pipeline, GL_VERTEX_SHADER, &stageProgram);
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EXPECT_EQ(static_cast<GLuint>(stageProgram), vs) << "the stage program was not recorded";
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EXPECT_EQ(glIsProgramPipeline(pipeline), GL_FALSE) << "taking state is still not being bound";
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// The bind is what the spec ties glIsProgramPipeline to.
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glBindProgramPipeline(pipeline);
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EXPECT_EQ(glIsProgramPipeline(pipeline), GL_TRUE);
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EXPECT_EQ(FirstGLError(), 0u);
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glBindProgramPipeline(0);
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}
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// The floor: a two-stage pipeline must paint. If this fails, nothing above it can pass, and
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// the eight shared conformance cases have exactly one cause.
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TEST_F(ProgramPipelineScenario, ATwoStagePipelinePaintsWhatItsStagesDescribe) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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const int width = gl.Width();
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const int height = gl.Height();
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const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSeparableVS);
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const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kSeparableFS);
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if (vs == 0 || fs == 0) return;
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const GLuint pipeline = MakePipeline();
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glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
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glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
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ASSERT_EQ(FirstGLError(), 0u) << "pipeline setup left a GL error behind";
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GLuint vao = 0;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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BindDefaultFramebuffer();
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glViewport(0, 0, width, height);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
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// No glUseProgram anywhere: the pipeline IS the program state for this draw.
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glUseProgram(0);
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glBindProgramPipeline(pipeline);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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const Image painted = ReadPixels(width, height);
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EXPECT_TRUE(RegionIsMostly(painted, 2, width - 3, 2, height - 3, "green", 0.0,
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"a two-stage program pipeline drawing a full-viewport strip"));
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// The conformance harness fails a subcase on a leaked error even when the pixels are
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// right, so this assertion is not redundant with the one above.
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EXPECT_EQ(FirstGLError(), 0u) << "the pipeline draw leaked a GL error";
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &vao);
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gl.EndFrame();
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}
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// glActiveShaderProgram picks which stage program glUniform* addresses - and the draw has to
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// see what was written there.
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//
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// The second defect of the cluster, and the one the pixels expose most directly: uniform
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// values live on the stage program (GetProgramForUniform returns the pipeline's active
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// program) while the draw reads the composite GetProgramForDraw builds out of the stage
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// programs' shaders. Two objects, two sets of uniform storage; before the composite was
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// refreshed from its stage programs this painted u_color's zero default instead of green.
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TEST_F(ProgramPipelineScenario, UniformsGoToTheActiveShaderProgram) {
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if (!Ready()) return;
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static const char* kUniformFS = R"(#version 430 core
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uniform vec4 u_color;
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out vec4 o_color;
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void main() { o_color = u_color; }
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)";
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HeadlessGL& gl = Gl();
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const int width = gl.Width();
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const int height = gl.Height();
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const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSeparableVS);
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const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kUniformFS);
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if (vs == 0 || fs == 0) return;
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const GLuint pipeline = MakePipeline();
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glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
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glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
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glBindProgramPipeline(pipeline);
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glActiveShaderProgram(pipeline, fs);
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ASSERT_EQ(FirstGLError(), 0u) << "glActiveShaderProgram left a GL error behind";
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const GLint location = glGetUniformLocation(fs, "u_color");
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ASSERT_NE(location, -1);
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glUniform4f(location, 0.0f, 1.0f, 0.0f, 1.0f);
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EXPECT_EQ(FirstGLError(), 0u) << "glUniform4f through the active shader program errored";
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GLuint vao = 0;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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BindDefaultFramebuffer();
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glViewport(0, 0, width, height);
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glDisable(GL_DEPTH_TEST);
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ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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const Image painted = ReadPixels(width, height);
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EXPECT_TRUE(RegionIsMostly(painted, 2, width - 3, 2, height - 3, "green", 0.0,
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"a pipeline whose fragment uniform was set via glActiveShaderProgram"));
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EXPECT_EQ(FirstGLError(), 0u) << "the pipeline draw leaked a GL error";
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &vao);
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gl.EndFrame();
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}
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// The sso-compute-pipeline shape: compute and non-compute stages on ONE pipeline object, the
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// compute stage writing the buffer the vertex stage then reads.
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//
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// The third defect of the cluster: the flattening used to pull EVERY stage into one
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// composite, so a single program was asked to serve both glDispatchCompute and glDrawArrays.
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// GL keeps them apart - a pipeline's compute stage is a whole program dispatched on its own
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// and never participates in a draw - which is why the accessors are split (GetProgramForDraw
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// composites the graphics stages, GetProgramForDispatch hands back the compute stage
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// program). It is also the shape that killed the process on Adreno: the composite carried a
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// compute module into vkCreateGraphicsPipelines, and that driver SIGSEGVs rather than
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// returning an error.
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TEST_F(ProgramPipelineScenario, ComputeAndGraphicsStagesShareOnePipeline) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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const int width = gl.Width();
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const int height = gl.Height();
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GLint storageBlocks = 0;
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glGetIntegerv(GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, &storageBlocks);
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if (storageBlocks < 1) {
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GTEST_SKIP() << "no compute shader storage blocks available";
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}
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const GLuint cs = MakeSeparable(GL_COMPUTE_SHADER, kComputeSource);
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const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kAttributeVS);
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const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kSeparableFS);
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if (cs == 0 || vs == 0 || fs == 0) return;
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const GLuint pipeline = MakePipeline();
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glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
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glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
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glUseProgramStages(pipeline, GL_COMPUTE_SHADER_BIT, cs);
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ASSERT_EQ(FirstGLError(), 0u) << "attaching compute and graphics stages to one pipeline errored";
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GLuint buffer = 0;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * 4 * sizeof(float), nullptr, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLuint vao = 0;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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BindDefaultFramebuffer();
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glViewport(0, 0, width, height);
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glDisable(GL_DEPTH_TEST);
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glUseProgram(0);
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glBindProgramPipeline(pipeline);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
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glDispatchCompute(1, 1, 1);
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ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
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glBindVertexArray(vao);
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glMemoryBarrier(GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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const Image painted = ReadPixels(width, height);
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EXPECT_TRUE(RegionIsMostly(painted, 2, width - 3, 2, height - 3, "green", 0.0,
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"a pipeline whose compute stage wrote the vertex positions"));
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EXPECT_EQ(FirstGLError(), 0u) << "the compute-then-draw pipeline leaked a GL error";
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &vao);
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glDeleteBuffers(1, &buffer);
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gl.EndFrame();
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}
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// Interface-resource bindings are per-PROGRAM state, and the program a pipeline draw executes
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// is the composite - not the stage program the application set them on.
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//
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// This is shader_storage_buffer_object.basic-noBindingLayout reduced: blocks declared without
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// a layout(binding) qualifier, placed onto binding points purely by
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// glShaderStorageBlockBinding against the stage program. The stage program records the
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// rebinding (ProgramObject::SetShaderStorageBlockBinding, keyed by block name) and the
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// composite is built from the stage program's SHADERS - which carry the declared bindings and
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// know nothing of the rebinding. So the draw writes wherever the shader source said, the
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// bound buffer ranges never see a byte, and no GL error is raised anywhere: the readback is
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// the only thing that notices.
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TEST_F(ProgramPipelineScenario, AStageProgramsStorageBlockBindingReachesThePipelineDraw) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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GLint vertexStorageBlocks = 0;
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glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &vertexStorageBlocks);
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if (vertexStorageBlocks < 2) {
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GTEST_SKIP() << "fewer than two vertex shader storage blocks available";
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}
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const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kStorageBlockVS);
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if (vs == 0) return;
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// Rebound to binding points the shader source never mentions, so nothing but the
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// rebinding can put the writes where this case looks for them.
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constexpr GLuint kBinding0 = 1;
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constexpr GLuint kBinding1 = 5;
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const GLuint block0 = glGetProgramResourceIndex(vs, GL_SHADER_STORAGE_BLOCK, "Output0");
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const GLuint block1 = glGetProgramResourceIndex(vs, GL_SHADER_STORAGE_BLOCK, "Output1");
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ASSERT_NE(block0, GL_INVALID_INDEX);
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ASSERT_NE(block1, GL_INVALID_INDEX);
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glShaderStorageBlockBinding(vs, block0, kBinding0);
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glShaderStorageBlockBinding(vs, block1, kBinding1);
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ASSERT_EQ(FirstGLError(), 0u) << "glShaderStorageBlockBinding on a separable program errored";
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GLint offsetAlignment = 256;
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glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &offsetAlignment);
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if (offsetAlignment <= 0) offsetAlignment = 256;
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const GLsizeiptr secondOffset = offsetAlignment;
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GLuint buffer = 0;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
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const std::vector<GLuint> zeros(static_cast<std::size_t>(secondOffset) / sizeof(GLuint) + 4, 0u);
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glBufferData(GL_SHADER_STORAGE_BUFFER, static_cast<GLsizeiptr>(zeros.size() * sizeof(GLuint)), zeros.data(),
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GL_DYNAMIC_DRAW);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, kBinding0, buffer, 0, sizeof(GLuint));
|
|
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, kBinding1, buffer, secondOffset, sizeof(GLuint));
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
|
|
|
const GLuint pipeline = MakePipeline();
|
|
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
|
|
|
|
GLuint vao = 0;
|
|
glGenVertexArrays(1, &vao);
|
|
glBindVertexArray(vao);
|
|
BindDefaultFramebuffer();
|
|
// The whole point is the buffer writes, so the rasterizer is not involved - which is
|
|
// also what keeps a vertex-only pipeline (no fragment stage) legal here.
|
|
glEnable(GL_RASTERIZER_DISCARD);
|
|
glUseProgram(0);
|
|
glBindProgramPipeline(pipeline);
|
|
glDrawArrays(GL_POINTS, 0, 1);
|
|
glDisable(GL_RASTERIZER_DISCARD);
|
|
EXPECT_EQ(FirstGLError(), 0u) << "the storage-block pipeline draw leaked a GL error";
|
|
|
|
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
|
|
GLuint readback0 = 0;
|
|
GLuint readback1 = 0;
|
|
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(readback0), &readback0);
|
|
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, secondOffset, sizeof(readback1), &readback1);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
|
|
|
EXPECT_EQ(readback0, 11u) << "Output0 did not reach the binding glShaderStorageBlockBinding gave it";
|
|
EXPECT_EQ(readback1, 22u) << "Output1 did not reach the binding glShaderStorageBlockBinding gave it";
|
|
EXPECT_EQ(FirstGLError(), 0u);
|
|
|
|
glBindVertexArray(0);
|
|
glDeleteVertexArrays(1, &vao);
|
|
glDeleteBuffers(1, &buffer);
|
|
gl.EndFrame();
|
|
}
|
|
|
|
// CONTROL for the case above, and the thing that says whether a storage-block failure is
|
|
// about pipelines at all: the same shader, the same rebinding, in an ordinary two-stage
|
|
// monolithic program run through glUseProgram. If this one fails too then the composite is
|
|
// innocent and the defect is in how the backend replays a rebinding.
|
|
//
|
|
// Two stages on purpose. Handing glUseProgram a vertex-ONLY program would confound the
|
|
// experiment - a program with no fragment stage is a thing some backends cannot build at
|
|
// all, so its failure would say nothing about block bindings.
|
|
//
|
|
// Runs on both backends. glShaderStorageBlockBinding is a GL 4.3 entry point with no ES
|
|
// equivalent - ES fixes a storage block's binding at link from its layout(binding=)
|
|
// qualifier - so Espryt honours a rebinding by writing the effective binding into the ESSL
|
|
// it generates (the Binding decoration is rewritten before SPIRV-Cross emits, and the draw
|
|
// path rebuilds a program whose override set has moved).
|
|
TEST_F(ProgramPipelineScenario, AStorageBlockRebindingHoldsWithoutAPipeline) {
|
|
if (!Ready()) return;
|
|
HeadlessGL& gl = Gl();
|
|
|
|
GLint vertexStorageBlocks = 0;
|
|
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &vertexStorageBlocks);
|
|
if (vertexStorageBlocks < 2) {
|
|
GTEST_SKIP() << "fewer than two vertex shader storage blocks available";
|
|
}
|
|
|
|
static const char* kMonolithicVS = R"(#version 430 core
|
|
layout(std430) buffer Output0 { uint value0; };
|
|
layout(std430) buffer Output1 { uint value1; };
|
|
void main()
|
|
{
|
|
value0 = 11u;
|
|
value1 = 22u;
|
|
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
|
|
}
|
|
)";
|
|
static const char* kMonolithicFS = R"(#version 430 core
|
|
out vec4 o_color;
|
|
void main() { o_color = vec4(1.0); }
|
|
)";
|
|
std::string compileError;
|
|
const GLuint vs = CompileProgram(kMonolithicVS, kMonolithicFS, &compileError);
|
|
ASSERT_NE(vs, 0u) << compileError;
|
|
m_programs.push_back(vs);
|
|
|
|
constexpr GLuint kBinding0 = 1;
|
|
constexpr GLuint kBinding1 = 5;
|
|
const GLuint block0 = glGetProgramResourceIndex(vs, GL_SHADER_STORAGE_BLOCK, "Output0");
|
|
const GLuint block1 = glGetProgramResourceIndex(vs, GL_SHADER_STORAGE_BLOCK, "Output1");
|
|
ASSERT_NE(block0, GL_INVALID_INDEX);
|
|
ASSERT_NE(block1, GL_INVALID_INDEX);
|
|
glShaderStorageBlockBinding(vs, block0, kBinding0);
|
|
glShaderStorageBlockBinding(vs, block1, kBinding1);
|
|
ASSERT_EQ(FirstGLError(), 0u);
|
|
|
|
GLint offsetAlignment = 256;
|
|
glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &offsetAlignment);
|
|
if (offsetAlignment <= 0) offsetAlignment = 256;
|
|
const GLsizeiptr secondOffset = offsetAlignment;
|
|
|
|
GLuint buffer = 0;
|
|
glGenBuffers(1, &buffer);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
|
|
const std::vector<GLuint> zeros(static_cast<std::size_t>(secondOffset) / sizeof(GLuint) + 4, 0u);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, static_cast<GLsizeiptr>(zeros.size() * sizeof(GLuint)), zeros.data(),
|
|
GL_DYNAMIC_DRAW);
|
|
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, kBinding0, buffer, 0, sizeof(GLuint));
|
|
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, kBinding1, buffer, secondOffset, sizeof(GLuint));
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
|
|
|
GLuint vao = 0;
|
|
glGenVertexArrays(1, &vao);
|
|
glBindVertexArray(vao);
|
|
BindDefaultFramebuffer();
|
|
glEnable(GL_RASTERIZER_DISCARD);
|
|
// No pipeline anywhere: a separable program is still a perfectly good current program.
|
|
glBindProgramPipeline(0);
|
|
glUseProgram(vs);
|
|
glDrawArrays(GL_POINTS, 0, 1);
|
|
glDisable(GL_RASTERIZER_DISCARD);
|
|
EXPECT_EQ(FirstGLError(), 0u) << "the monolithic storage-block draw leaked a GL error";
|
|
|
|
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
|
|
GLuint readback0 = 0;
|
|
GLuint readback1 = 0;
|
|
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(readback0), &readback0);
|
|
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, secondOffset, sizeof(readback1), &readback1);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
|
|
|
EXPECT_EQ(readback0, 11u) << "Output0 missed its rebinding with no pipeline involved";
|
|
EXPECT_EQ(readback1, 22u) << "Output1 missed its rebinding with no pipeline involved";
|
|
|
|
glUseProgram(0);
|
|
glBindVertexArray(0);
|
|
glDeleteVertexArrays(1, &vao);
|
|
glDeleteBuffers(1, &buffer);
|
|
gl.EndFrame();
|
|
}
|
|
|
|
// The same defect through the other block flavour: glUniformBlockBinding is also per-program
|
|
// state, recorded on the stage program by GL block index, and also never reaches the
|
|
// composite the draw actually runs.
|
|
TEST_F(ProgramPipelineScenario, AStageProgramsUniformBlockBindingReachesThePipelineDraw) {
|
|
if (!Ready()) return;
|
|
HeadlessGL& gl = Gl();
|
|
const int width = gl.Width();
|
|
const int height = gl.Height();
|
|
|
|
static const char* kUniformBlockFS = R"(#version 430 core
|
|
layout(std140) uniform Colour { vec4 u_colour; };
|
|
out vec4 o_color;
|
|
void main() { o_color = u_colour; }
|
|
)";
|
|
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSeparableVS);
|
|
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kUniformBlockFS);
|
|
if (vs == 0 || fs == 0) return;
|
|
|
|
constexpr GLuint kBinding = 3; // not the default 0 the declaration implies
|
|
const GLuint blockIndex = glGetUniformBlockIndex(fs, "Colour");
|
|
ASSERT_NE(blockIndex, GL_INVALID_INDEX);
|
|
glUniformBlockBinding(fs, blockIndex, kBinding);
|
|
ASSERT_EQ(FirstGLError(), 0u) << "glUniformBlockBinding on a separable program errored";
|
|
|
|
const GLfloat green[4] = {0.0f, 1.0f, 0.0f, 1.0f};
|
|
GLuint buffer = 0;
|
|
glGenBuffers(1, &buffer);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, buffer);
|
|
glBufferData(GL_UNIFORM_BUFFER, sizeof(green), green, GL_STATIC_DRAW);
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, kBinding, buffer);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
const GLuint pipeline = MakePipeline();
|
|
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
|
|
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
|
|
|
|
GLuint vao = 0;
|
|
glGenVertexArrays(1, &vao);
|
|
glBindVertexArray(vao);
|
|
BindDefaultFramebuffer();
|
|
glViewport(0, 0, width, height);
|
|
glDisable(GL_DEPTH_TEST);
|
|
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glUseProgram(0);
|
|
glBindProgramPipeline(pipeline);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
const Image painted = ReadPixels(width, height);
|
|
EXPECT_TRUE(RegionIsMostly(painted, 2, width - 3, 2, height - 3, "green", 0.0,
|
|
"a pipeline whose fragment uniform block was rebound to binding 3"));
|
|
EXPECT_EQ(FirstGLError(), 0u) << "the uniform-block pipeline draw leaked a GL error";
|
|
|
|
glBindVertexArray(0);
|
|
glDeleteVertexArrays(1, &vao);
|
|
glDeleteBuffers(1, &buffer);
|
|
gl.EndFrame();
|
|
}
|
|
|
|
// The shared-header idiom, drawn: BOTH stages declare `u_mvp` because they both include the
|
|
// same header, and only the VERTEX program is ever written to.
|
|
//
|
|
// The composite has one slot for `u_mvp`, and mirroring every active uniform of every stage
|
|
// in stage order meant the fragment program's untouched zero matrix landed last and won.
|
|
// The vertex stage then transformed every vertex by a zero matrix and the frame came out
|
|
// empty - from an application that had done nothing wrong, with no GL error anywhere to say
|
|
// so. Only uniforms a stage has actually been written to are mirrored now.
|
|
TEST_F(ProgramPipelineScenario, AUniformDeclaredInTwoStagesKeepsTheValueTheWrittenStageHolds) {
|
|
if (!Ready()) return;
|
|
HeadlessGL& gl = Gl();
|
|
const int width = gl.Width();
|
|
const int height = gl.Height();
|
|
|
|
// The same declaration in both stages, exactly as a shared header produces it. The
|
|
// fragment stage does not even USE it for its output - declaring it is enough.
|
|
static const char* kSharedMvpVS = R"(#version 430 core
|
|
out gl_PerVertex { vec4 gl_Position; };
|
|
uniform mat4 u_mvp;
|
|
void main()
|
|
{
|
|
vec4 corner = vec4(0.0, 0.0, 0.0, 1.0);
|
|
switch (gl_VertexID)
|
|
{
|
|
case 0: corner = vec4(-1.0, -1.0, 0.0, 1.0); break;
|
|
case 1: corner = vec4( 1.0, -1.0, 0.0, 1.0); break;
|
|
case 2: corner = vec4(-1.0, 1.0, 0.0, 1.0); break;
|
|
case 3: corner = vec4( 1.0, 1.0, 0.0, 1.0); break;
|
|
}
|
|
gl_Position = u_mvp * corner;
|
|
}
|
|
)";
|
|
static const char* kSharedMvpFS = R"(#version 430 core
|
|
uniform mat4 u_mvp;
|
|
out vec4 o_color;
|
|
void main() { o_color = vec4(0.0, 1.0, 0.0, u_mvp[3][3]); }
|
|
)";
|
|
|
|
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSharedMvpVS);
|
|
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kSharedMvpFS);
|
|
if (vs == 0 || fs == 0) return;
|
|
|
|
const GLuint pipeline = MakePipeline();
|
|
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
|
|
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
|
|
glBindProgramPipeline(pipeline);
|
|
|
|
// Written through the VERTEX program only - which is the whole point. The fragment
|
|
// program's `u_mvp` is left at GL's zero default and must not win the composite's slot.
|
|
glActiveShaderProgram(pipeline, vs);
|
|
const GLint location = glGetUniformLocation(vs, "u_mvp");
|
|
ASSERT_NE(location, -1);
|
|
const GLfloat identity[16] = {1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
|
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f};
|
|
glUniformMatrix4fv(location, 1, GL_FALSE, identity);
|
|
ASSERT_EQ(FirstGLError(), 0u) << "glUniformMatrix4fv through the active shader program errored";
|
|
|
|
GLuint vao = 0;
|
|
glGenVertexArrays(1, &vao);
|
|
glBindVertexArray(vao);
|
|
BindDefaultFramebuffer();
|
|
glViewport(0, 0, width, height);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_DEPTH_TEST);
|
|
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glUseProgram(0);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
// A zero matrix collapses all four corners onto the origin and paints nothing at all, so
|
|
// "green over the whole viewport" IS the assertion that the written matrix was the one
|
|
// the draw used. (The fragment stage reads u_mvp too - into the alpha channel - purely
|
|
// so the optimizer cannot delete its declaration and make the case vacuous.)
|
|
const Image painted = ReadPixels(width, height);
|
|
EXPECT_TRUE(RegionIsMostly(painted, 2, width - 3, 2, height - 3, "green", 0.0,
|
|
"a pipeline whose u_mvp is declared in both stages and written in one"));
|
|
EXPECT_EQ(FirstGLError(), 0u) << "the shared-uniform pipeline draw leaked a GL error";
|
|
|
|
glBindVertexArray(0);
|
|
glDeleteVertexArrays(1, &vao);
|
|
gl.EndFrame();
|
|
}
|
|
|
|
// Rebinding a uniform block AFTER the pipeline has already drawn once.
|
|
//
|
|
// This is the shape the composite cache key change put weight on. The composite used to be
|
|
// thrown away and relinked whenever glUniformBlockBinding moved a stage program's backend
|
|
// state version, so the second draw here got a brand-new composite that happened to pick the
|
|
// new binding up on the way. Now the composite SURVIVES the rebinding, which means the only
|
|
// thing that can carry the new binding to the draw is the refresh path - so this case is
|
|
// what says that path is really doing the work.
|
|
TEST_F(ProgramPipelineScenario, RebindingAUniformBlockBetweenDrawsReachesTheNextDraw) {
|
|
if (!Ready()) return;
|
|
HeadlessGL& gl = Gl();
|
|
const int width = gl.Width();
|
|
const int height = gl.Height();
|
|
|
|
static const char* kUniformBlockFS = R"(#version 430 core
|
|
layout(std140) uniform Colour { vec4 u_colour; };
|
|
out vec4 o_color;
|
|
void main() { o_color = u_colour; }
|
|
)";
|
|
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSeparableVS);
|
|
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kUniformBlockFS);
|
|
if (vs == 0 || fs == 0) return;
|
|
|
|
// Two buffers on two different binding points, holding two different colours.
|
|
const GLfloat red[4] = {1.0f, 0.0f, 0.0f, 1.0f};
|
|
const GLfloat green[4] = {0.0f, 1.0f, 0.0f, 1.0f};
|
|
constexpr GLuint kFirstBinding = 2;
|
|
constexpr GLuint kSecondBinding = 5;
|
|
GLuint buffers[2] = {0, 0};
|
|
glGenBuffers(2, buffers);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, buffers[0]);
|
|
glBufferData(GL_UNIFORM_BUFFER, sizeof(red), red, GL_STATIC_DRAW);
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, kFirstBinding, buffers[0]);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, buffers[1]);
|
|
glBufferData(GL_UNIFORM_BUFFER, sizeof(green), green, GL_STATIC_DRAW);
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, kSecondBinding, buffers[1]);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
const GLuint blockIndex = glGetUniformBlockIndex(fs, "Colour");
|
|
ASSERT_NE(blockIndex, GL_INVALID_INDEX);
|
|
glUniformBlockBinding(fs, blockIndex, kFirstBinding);
|
|
|
|
const GLuint pipeline = MakePipeline();
|
|
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
|
|
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
|
|
|
|
GLuint vao = 0;
|
|
glGenVertexArrays(1, &vao);
|
|
glBindVertexArray(vao);
|
|
BindDefaultFramebuffer();
|
|
glViewport(0, 0, width, height);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glUseProgram(0);
|
|
glBindProgramPipeline(pipeline);
|
|
|
|
// Draw one: the composite is built here, against binding 2.
|
|
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
const Image first = ReadPixels(width, height);
|
|
EXPECT_TRUE(RegionIsMostly(first, 2, width - 3, 2, height - 3, "red", 0.0,
|
|
"the first pipeline draw, with Colour on binding 2"));
|
|
ASSERT_EQ(FirstGLError(), 0u) << "the first uniform-block pipeline draw leaked a GL error";
|
|
|
|
// Move the block to the other binding point, with the composite already built and cached.
|
|
glUniformBlockBinding(fs, blockIndex, kSecondBinding);
|
|
ASSERT_EQ(FirstGLError(), 0u) << "rebinding a uniform block between draws errored";
|
|
|
|
// Draw two must read the OTHER buffer.
|
|
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
const Image second = ReadPixels(width, height);
|
|
EXPECT_TRUE(RegionIsMostly(second, 2, width - 3, 2, height - 3, "green", 0.0,
|
|
"the second pipeline draw, after Colour was rebound to binding 5"));
|
|
EXPECT_EQ(FirstGLError(), 0u) << "the rebound uniform-block pipeline draw leaked a GL error";
|
|
|
|
glBindVertexArray(0);
|
|
glDeleteVertexArrays(1, &vao);
|
|
glDeleteBuffers(2, buffers);
|
|
gl.EndFrame();
|
|
}
|
|
|
|
// The sampler-unit half of the same question, in a loop: set a unit, draw, repeat. This is
|
|
// the shape KHR-GL42.shader_image_load_store.advanced-sso-* and the compute_shader SSO cases
|
|
// run, and the one that used to relink the composite on every single iteration. The pixels
|
|
// pin what the loop must PRODUCE; the composite-identity assertion that pins what it must
|
|
// COST lives in the MG_Test unit suite, where the object itself is reachable.
|
|
TEST_F(ProgramPipelineScenario, ASamplerUnitRewrittenBetweenDrawsKeepsPaintingTheRightTexture) {
|
|
if (!Ready()) return;
|
|
HeadlessGL& gl = Gl();
|
|
const int width = gl.Width();
|
|
const int height = gl.Height();
|
|
|
|
static const char* kSamplerFS = R"(#version 430 core
|
|
uniform sampler2D u_tex;
|
|
out vec4 o_color;
|
|
void main() { o_color = texture(u_tex, vec2(0.5)); }
|
|
)";
|
|
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSeparableVS);
|
|
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kSamplerFS);
|
|
if (vs == 0 || fs == 0) return;
|
|
|
|
// One texture per unit, each a different solid colour, so the pixels say which unit the
|
|
// draw actually sampled.
|
|
constexpr int kUnits = 4;
|
|
const GLubyte colours[kUnits][4] = {{255, 0, 0, 255}, {0, 255, 0, 255}, {0, 0, 255, 255}, {255, 255, 0, 255}};
|
|
const char* names[kUnits] = {"red", "green", "blue", "yellow"};
|
|
GLuint textures[kUnits] = {};
|
|
glGenTextures(kUnits, textures);
|
|
for (int unit = 0; unit < kUnits; ++unit) {
|
|
glActiveTexture(GL_TEXTURE0 + unit);
|
|
glBindTexture(GL_TEXTURE_2D, textures[unit]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, colours[unit]);
|
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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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glActiveTexture(GL_TEXTURE0);
|
|
ASSERT_EQ(FirstGLError(), 0u) << "texture setup left a GL error behind";
|
|
|
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const GLuint pipeline = MakePipeline();
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glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
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|
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
|
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glBindProgramPipeline(pipeline);
|
|
glActiveShaderProgram(pipeline, fs);
|
|
const GLint sampler = glGetUniformLocation(fs, "u_tex");
|
|
ASSERT_NE(sampler, -1);
|
|
|
|
GLuint vao = 0;
|
|
glGenVertexArrays(1, &vao);
|
|
glBindVertexArray(vao);
|
|
BindDefaultFramebuffer();
|
|
glViewport(0, 0, width, height);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glUseProgram(0);
|
|
|
|
for (int unit = 0; unit < kUnits; ++unit) {
|
|
glUniform1i(sampler, unit);
|
|
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
const Image painted = ReadPixels(width, height);
|
|
EXPECT_TRUE(RegionIsMostly(painted, 2, width - 3, 2, height - 3, names[unit], 0.0,
|
|
"a pipeline draw after its sampler was pointed at another unit"))
|
|
<< "unit " << unit;
|
|
EXPECT_EQ(FirstGLError(), 0u) << "the sampler-rewrite pipeline draw leaked a GL error at unit " << unit;
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
glDeleteVertexArrays(1, &vao);
|
|
glDeleteTextures(kUnits, textures);
|
|
gl.EndFrame();
|
|
}
|
|
|
|
// build-separable / build-monolithic reduce to this: a separable program and a monolithic one
|
|
// must both be usable, and switching between pipeline and glUseProgram must leave no error.
|
|
TEST_F(ProgramPipelineScenario, SwitchingBetweenAPipelineAndAMonolithicProgramLeavesNoError) {
|
|
if (!Ready()) return;
|
|
HeadlessGL& gl = Gl();
|
|
const int width = gl.Width();
|
|
const int height = gl.Height();
|
|
|
|
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSeparableVS);
|
|
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kSeparableFS);
|
|
if (vs == 0 || fs == 0) return;
|
|
const GLuint pipeline = MakePipeline();
|
|
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, 0);
|
|
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
|
|
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
|
|
|
|
std::string error;
|
|
const unsigned int monolithic = CompileProgram(
|
|
"#version 330 core\nin vec2 aPos;\nvoid main(){ gl_Position = vec4(aPos,0.0,1.0); }\n",
|
|
"#version 330 core\nout vec4 o;\nvoid main(){ o = vec4(1.0,0.0,0.0,1.0); }\n", &error);
|
|
ASSERT_NE(monolithic, 0u) << error;
|
|
m_programs.push_back(monolithic);
|
|
|
|
GLuint vao = 0;
|
|
glGenVertexArrays(1, &vao);
|
|
glBindVertexArray(vao);
|
|
BindDefaultFramebuffer();
|
|
glViewport(0, 0, width, height);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
// GL 4.6 core 7.3: while a program is current, it takes precedence over the pipeline.
|
|
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glBindProgramPipeline(pipeline);
|
|
glUseProgram(monolithic);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
EXPECT_EQ(FirstGLError(), 0u) << "drawing with a current program while a pipeline is bound errored";
|
|
|
|
// ... and once it is not current, the pipeline takes over again.
|
|
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glUseProgram(0);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
const Image painted = ReadPixels(width, height);
|
|
EXPECT_TRUE(RegionIsMostly(painted, 2, width - 3, 2, height - 3, "green", 0.0,
|
|
"the pipeline after the current program was unbound"));
|
|
EXPECT_EQ(FirstGLError(), 0u) << "switching back to the pipeline leaked a GL error";
|
|
|
|
glBindVertexArray(0);
|
|
glDeleteVertexArrays(1, &vao);
|
|
gl.EndFrame();
|
|
}
|
|
} // namespace MGITest
|