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MobileGL/MobileGL/MG_IntegrationTest/Scenarios/ProgramPipelineScenario.cpp
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// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ProgramPipelineScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario - SEPARABLE PROGRAMS DRAWN THROUGH A PROGRAM PIPELINE OBJECT.
//
// A pipeline object holds one program per stage and stands in for glUseProgram; MobileGL
// flattens it into a single composite program at draw time (MG_State/GLState/Core.cpp,
// GetProgramForDraw). Sixteen conformance cases across three different families depend on that
// flattening and fail identically on BOTH backends - so the defect is in the shared frontend, not
// in either backend's draw path:
//
// compute_shader.{build-monolithic, build-separable, sso-case2, sso-case3, sso-compute-pipeline}
// shader_image_load_store.advanced-sso-{atomicCounters, simple, subroutine}
// shader_storage_buffer_object.{basic-syntaxSSO, basic-noBindingLayout}
//
// They fail with two symptoms at once - the draw renders nothing, AND the case leaves a
// GL_INVALID_OPERATION behind that the harness reports as "forcing FAIL for subcase". Anything
// claiming to be the root cause has to explain both.
//
// The cases here are the conformance shapes reduced to what fails in milliseconds, ordered from
// the simplest pipeline that can render at all up to the compute-then-draw shape of
// sso-compute-pipeline. Each one also asserts glGetError is clean at the end, because a case that
// paints correctly and leaks an error still fails conformance.
#include <cstdint>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
// Separable stage sources. A separable VS must redeclare gl_PerVertex, which is exactly
// the kind of thing a flattening step can drop on the floor.
constexpr const char* kSeparableVS = R"(#version 430 core
out gl_PerVertex { vec4 gl_Position; };
void main()
{
switch (gl_VertexID)
{
case 0: gl_Position = vec4(-1.0, -1.0, 0.0, 1.0); break;
case 1: gl_Position = vec4( 1.0, -1.0, 0.0, 1.0); break;
case 2: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
case 3: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
}
}
)";
constexpr const char* kSeparableFS = R"(#version 430 core
out vec4 o_color;
void main() { o_color = vec4(0.0, 1.0, 0.0, 1.0); }
)";
// The sso-compute-pipeline shape: a compute stage writes the vertex positions the vertex
// stage then reads as an attribute, all from one pipeline object.
constexpr const char* kComputeSource = R"(#version 430 core
layout(local_size_x = 1) in;
layout(std430, binding = 0) buffer Positions {
vec4 g_position[4];
};
void main()
{
g_position[0] = vec4(-1.0, -1.0, 0.0, 1.0);
g_position[1] = vec4( 1.0, -1.0, 0.0, 1.0);
g_position[2] = vec4(-1.0, 1.0, 0.0, 1.0);
g_position[3] = vec4( 1.0, 1.0, 0.0, 1.0);
}
)";
constexpr const char* kAttributeVS = R"(#version 430 core
layout(location = 0) in vec4 i_position;
out gl_PerVertex { vec4 gl_Position; };
void main() { gl_Position = i_position; }
)";
// Two shader storage blocks with NO layout(binding) qualifier, so the only thing that
// can say where they live is glShaderStorageBlockBinding - which is per-PROGRAM state.
constexpr const char* kStorageBlockVS = R"(#version 430 core
out gl_PerVertex { vec4 gl_Position; };
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);
}
)";
class ProgramPipelineScenario : public ScenarioTest {
protected:
void TearDown() override {
if (!Ready()) return;
glBindProgramPipeline(0);
glUseProgram(0);
for (GLuint p : m_programs) glDeleteProgram(p);
for (GLuint p : m_pipelines) glDeleteProgramPipelines(1, &p);
m_programs.clear();
m_pipelines.clear();
}
GLuint MakeSeparable(GLenum stage, const char* source) {
const GLuint program = glCreateShaderProgramv(stage, 1, &source);
if (program != 0) m_programs.push_back(program);
// Checked here rather than only at the end of the case: glCreateShaderProgramv is
// specified as a sequence of other entry points, so it is the most likely place
// for one of them to leave an error nobody consumes.
EXPECT_EQ(FirstGLError(), 0u)
<< "glCreateShaderProgramv(stage 0x" << std::hex << stage << std::dec << ") left a GL error";
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char log[2048] = {};
glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
ADD_FAILURE() << "glCreateShaderProgramv(stage 0x" << std::hex << stage << std::dec
<< ") did not link: " << log;
return 0;
}
return program;
}
GLuint MakePipeline() {
GLuint pipeline = 0;
glGenProgramPipelines(1, &pipeline);
m_pipelines.push_back(pipeline);
return pipeline;
}
std::vector<GLuint> m_programs;
std::vector<GLuint> m_pipelines;
};
} // namespace
// The root cause of the cluster, stated as the two halves it actually has.
//
// Half one: glGenProgramPipelines only reserves a name, and every pipeline command used to
// demand a materialized object - so the spec's own call order (stages attached BEFORE the
// first bind, GL 4.6 core 7.4) was rejected with GL_INVALID_OPERATION and the stages were
// never recorded. Half two is the trap that fix walks into: the object now appears the
// moment anything needs somewhere to put state, so "the object exists" stops being the
// right answer for glIsProgramPipeline, which the spec ties to the first BIND. A pure
// query must not turn a reserved name into a program pipeline either.
TEST_F(ProgramPipelineScenario, AReservedNameTakesStateBeforeItIsAProgramPipeline) {
if (!Ready()) return;
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSeparableVS);
if (vs == 0) return;
const GLuint pipeline = MakePipeline();
ASSERT_NE(pipeline, 0u);
EXPECT_EQ(glIsProgramPipeline(pipeline), GL_FALSE) << "a merely reserved name is not a pipeline yet";
// A query answers out of default state - and leaves the name exactly as it found it.
GLint validateStatus = -1;
glGetProgramPipelineiv(pipeline, GL_VALIDATE_STATUS, &validateStatus);
EXPECT_EQ(FirstGLError(), 0u) << "querying a reserved pipeline name must not be an error";
EXPECT_EQ(validateStatus, 0) << "a pipeline that was never validated reports VALIDATE_STATUS 0";
EXPECT_EQ(glIsProgramPipeline(pipeline), GL_FALSE) << "a pure query must not create the object";
// ...and glUseProgramStages RECORDS the stage on the reserved name rather than
// rejecting it, which is the whole defect: without this the pipeline stayed empty.
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
EXPECT_EQ(FirstGLError(), 0u) << "glUseProgramStages before the first bind must be accepted";
GLint stageProgram = 0;
glGetProgramPipelineiv(pipeline, GL_VERTEX_SHADER, &stageProgram);
EXPECT_EQ(static_cast<GLuint>(stageProgram), vs) << "the stage program was not recorded";
EXPECT_EQ(glIsProgramPipeline(pipeline), GL_FALSE) << "taking state is still not being bound";
// The bind is what the spec ties glIsProgramPipeline to.
glBindProgramPipeline(pipeline);
EXPECT_EQ(glIsProgramPipeline(pipeline), GL_TRUE);
EXPECT_EQ(FirstGLError(), 0u);
glBindProgramPipeline(0);
}
// The floor: a two-stage pipeline must paint. If this fails, nothing above it can pass, and
// the eight shared conformance cases have exactly one cause.
TEST_F(ProgramPipelineScenario, ATwoStagePipelinePaintsWhatItsStagesDescribe) {
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, vs);
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
ASSERT_EQ(FirstGLError(), 0u) << "pipeline setup left a GL error behind";
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);
// No glUseProgram anywhere: the pipeline IS the program state for this draw.
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 two-stage program pipeline drawing a full-viewport strip"));
// The conformance harness fails a subcase on a leaked error even when the pixels are
// right, so this assertion is not redundant with the one above.
EXPECT_EQ(FirstGLError(), 0u) << "the pipeline draw leaked a GL error";
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
gl.EndFrame();
}
// glActiveShaderProgram picks which stage program glUniform* addresses - and the draw has to
// see what was written there.
//
// The second defect of the cluster, and the one the pixels expose most directly: uniform
// values live on the stage program (GetProgramForUniform returns the pipeline's active
// program) while the draw reads the composite GetProgramForDraw builds out of the stage
// programs' shaders. Two objects, two sets of uniform storage; before the composite was
// refreshed from its stage programs this painted u_color's zero default instead of green.
TEST_F(ProgramPipelineScenario, UniformsGoToTheActiveShaderProgram) {
if (!Ready()) return;
static const char* kUniformFS = R"(#version 430 core
uniform vec4 u_color;
out vec4 o_color;
void main() { o_color = u_color; }
)";
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, kUniformFS);
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);
glActiveShaderProgram(pipeline, fs);
ASSERT_EQ(FirstGLError(), 0u) << "glActiveShaderProgram left a GL error behind";
const GLint location = glGetUniformLocation(fs, "u_color");
ASSERT_NE(location, -1);
glUniform4f(location, 0.0f, 1.0f, 0.0f, 1.0f);
EXPECT_EQ(FirstGLError(), 0u) << "glUniform4f through the active shader program errored";
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);
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 was set via glActiveShaderProgram"));
EXPECT_EQ(FirstGLError(), 0u) << "the pipeline draw leaked a GL error";
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
gl.EndFrame();
}
// The sso-compute-pipeline shape: compute and non-compute stages on ONE pipeline object, the
// compute stage writing the buffer the vertex stage then reads.
//
// The third defect of the cluster: the flattening used to pull EVERY stage into one
// composite, so a single program was asked to serve both glDispatchCompute and glDrawArrays.
// GL keeps them apart - a pipeline's compute stage is a whole program dispatched on its own
// and never participates in a draw - which is why the accessors are split (GetProgramForDraw
// composites the graphics stages, GetProgramForDispatch hands back the compute stage
// program). It is also the shape that killed the process on Adreno: the composite carried a
// compute module into vkCreateGraphicsPipelines, and that driver SIGSEGVs rather than
// returning an error.
TEST_F(ProgramPipelineScenario, ComputeAndGraphicsStagesShareOnePipeline) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
GLint storageBlocks = 0;
glGetIntegerv(GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, &storageBlocks);
if (storageBlocks < 1) {
GTEST_SKIP() << "no compute shader storage blocks available";
}
const GLuint cs = MakeSeparable(GL_COMPUTE_SHADER, kComputeSource);
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kAttributeVS);
const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kSeparableFS);
if (cs == 0 || vs == 0 || fs == 0) return;
const GLuint pipeline = MakePipeline();
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
glUseProgramStages(pipeline, GL_COMPUTE_SHADER_BIT, cs);
ASSERT_EQ(FirstGLError(), 0u) << "attaching compute and graphics stages to one pipeline errored";
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * 4 * sizeof(float), nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_DEPTH_TEST);
glUseProgram(0);
glBindProgramPipeline(pipeline);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
glDispatchCompute(1, 1, 1);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
glBindVertexArray(vao);
glMemoryBarrier(GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT);
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 compute stage wrote the vertex positions"));
EXPECT_EQ(FirstGLError(), 0u) << "the compute-then-draw pipeline leaked a GL error";
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &buffer);
gl.EndFrame();
}
// Interface-resource bindings are per-PROGRAM state, and the program a pipeline draw executes
// is the composite - not the stage program the application set them on.
//
// This is shader_storage_buffer_object.basic-noBindingLayout reduced: blocks declared without
// a layout(binding) qualifier, placed onto binding points purely by
// glShaderStorageBlockBinding against the stage program. The stage program records the
// rebinding (ProgramObject::SetShaderStorageBlockBinding, keyed by block name) and the
// composite is built from the stage program's SHADERS - which carry the declared bindings and
// know nothing of the rebinding. So the draw writes wherever the shader source said, the
// bound buffer ranges never see a byte, and no GL error is raised anywhere: the readback is
// the only thing that notices.
TEST_F(ProgramPipelineScenario, AStageProgramsStorageBlockBindingReachesThePipelineDraw) {
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";
}
const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kStorageBlockVS);
if (vs == 0) return;
// Rebound to binding points the shader source never mentions, so nothing but the
// rebinding can put the writes where this case looks for them.
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) << "glShaderStorageBlockBinding on a separable program errored";
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);
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]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glActiveTexture(GL_TEXTURE0);
ASSERT_EQ(FirstGLError(), 0u) << "texture setup left a GL error behind";
const GLuint pipeline = MakePipeline();
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
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