mirror of
https://github.com/MobileGL-Dev/MobileGL
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398 lines
18 KiB
C++
398 lines
18 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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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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// build-separable / build-monolithic reduce to this: a separable program and a monolithic one
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// must both be usable, and switching between pipeline and glUseProgram must leave no error.
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TEST_F(ProgramPipelineScenario, SwitchingBetweenAPipelineAndAMonolithicProgramLeavesNoError) {
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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 | GL_FRAGMENT_SHADER_BIT, 0);
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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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std::string error;
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const unsigned int monolithic = CompileProgram(
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"#version 330 core\nin vec2 aPos;\nvoid main(){ gl_Position = vec4(aPos,0.0,1.0); }\n",
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"#version 330 core\nout vec4 o;\nvoid main(){ o = vec4(1.0,0.0,0.0,1.0); }\n", &error);
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ASSERT_NE(monolithic, 0u) << error;
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m_programs.push_back(monolithic);
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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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// GL 4.6 core 7.3: while a program is current, it takes precedence over the pipeline.
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ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
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glBindProgramPipeline(pipeline);
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glUseProgram(monolithic);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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EXPECT_EQ(FirstGLError(), 0u) << "drawing with a current program while a pipeline is bound errored";
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// ... and once it is not current, the pipeline takes over again.
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ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
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glUseProgram(0);
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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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"the pipeline after the current program was unbound"));
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EXPECT_EQ(FirstGLError(), 0u) << "switching back to the pipeline 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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} // namespace MGITest
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