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MobileGL/MobileGL/MG_IntegrationTest/Scenarios/DepthStencilReadbackScenario.cpp
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// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/DepthStencilReadbackScenario.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 - glReadPixels OF DEPTH AND STENCIL FROM THE DEFAULT FRAMEBUFFER.
//
// DirectVulkan's depth/stencil readback used to decline the default framebuffer outright
// (`ReadDepthStencilPixels` returned at its first line) because that framebuffer's depth and
// stencil "attachments" are placeholder texture objects backing no image - the real one is the
// swapchain's depth/stencil twin. Declining meant the call raised no GL error and wrote NOTHING,
// so the caller kept whatever its buffer already held.
//
// That silence is what the framebuffer_blit family trips over. Every one of its cases begins by
// clearing the default framebuffer's depth and stencil and reading them straight back as a
// sanity check, into a local pre-initialised to 0.2 (depth) and 50 (stencil); an untouched
// buffer therefore reports "expected DEPTH[0.25] but got DEPTH[0.2]" and "expected STENCIL[1] but
// got STENCIL[50]" - the exact strings in the 15 Magma failures - long before any blit happens.
// A test that only checked "no GL error" would pass against the broken path, so every case here
// poisons its destination with a value the correct answer cannot be.
//
// The orientation case is the second half. This renderer stores the default framebuffer
// display-side-up and converts GL rects on their way in, so the depth copy needs the same rect
// mapping and row re-ordering the colour readback got in the M-1 fix; without them a
// vertically-varying depth buffer reads back mirrored, which no full-extent uniform-value test
// can see.
//
// Depth/stencil readback through a USER framebuffer already worked and is asserted here too, as
// the built-in control: it shares ReadDepthStencilImageToClient with the default-framebuffer
// path, so it is what says a failure is about the default framebuffer specifically.
#include <cmath>
#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 {
// Values no correct read can produce, so "the backend wrote nothing" fails loudly instead
// of passing on whatever happened to be in the variable. These are the CTS's own poison
// values, which is why its logs report exactly them.
constexpr float kDepthPoison = 0.2f;
constexpr int kStencilPoison = 50;
class DepthStencilReadbackScenario : public ScenarioTest {
protected:
// DirectGLES reads depth and stencil back through the ES driver, which has no
// guaranteed path for either (GL_NV_read_depth / GL_NV_read_stencil are optional and
// absent on both the Adreno device and Mesa's ES). That gap is tracked separately as
// the packed_depth_stencil cluster and needs a shader-sampling emulation, not this
// change; asserting it here would only pin a known-missing feature.
bool BackendReadsDepthStencil() const { return Gl().BackendName() == "DirectVulkan"; }
float ReadDepthAt(int x, int y) const {
float depth = kDepthPoison;
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
return depth;
}
int ReadStencilAt(int x, int y) const {
int stencil = kStencilPoison;
glReadPixels(x, y, 1, 1, GL_STENCIL_INDEX, GL_INT, &stencil);
return stencil;
}
};
// A depth buffer whose value depends on the row: bottom half `bottom`, top half `top`.
// Built with a scissored clear rather than a draw so the test stays independent of
// depth-test and shader behaviour.
void ClearDepthInBands(int width, int height, float bottom, float top) {
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, width, height / 2);
glClearDepth(bottom);
glClear(GL_DEPTH_BUFFER_BIT);
glScissor(0, height / 2, width, height - height / 2);
glClearDepth(top);
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
}
} // namespace
TEST_F(DepthStencilReadbackScenario, DefaultFramebufferDepthClearIsVisibleToReadPixels) {
if (!Ready()) return;
if (!BackendReadsDepthStencil()) {
GTEST_SKIP() << "backend " << Gl().BackendName()
<< " has no depth readback path (ES lacks GL_NV_read_depth); see the packed_depth_stencil "
"cluster";
}
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_TRUE);
glClearDepth(0.25);
glClear(GL_DEPTH_BUFFER_BIT);
const float centre = ReadDepthAt(width / 2, height / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(centre, 0.25f, 1.0f / 4096.0f)
<< "glReadPixels(GL_DEPTH_COMPONENT) of the default framebuffer returned " << centre
<< (std::fabs(centre - kDepthPoison) < 1e-6f ? " - the destination was never written at all" : "");
gl.EndFrame();
}
TEST_F(DepthStencilReadbackScenario, DefaultFramebufferStencilClearIsVisibleToReadPixels) {
if (!Ready()) return;
if (!BackendReadsDepthStencil()) {
GTEST_SKIP() << "backend " << Gl().BackendName()
<< " has no stencil readback path (ES lacks GL_NV_read_stencil); see the "
"packed_depth_stencil cluster";
}
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glStencilMask(0xFFu);
glClearStencil(3);
glClear(GL_STENCIL_BUFFER_BIT);
const int centre = ReadStencilAt(width / 2, height / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_EQ(centre, 3) << "glReadPixels(GL_STENCIL_INDEX) of the default framebuffer returned " << centre
<< (centre == kStencilPoison ? " - the destination was never written at all" : "");
gl.EndFrame();
}
// The orientation half: a depth buffer that varies with the row must read back in GL's
// bottom-up order. A full-extent uniform clear is a fixed point of the flip, so only a banded
// buffer can tell the two apart.
TEST_F(DepthStencilReadbackScenario, DefaultFramebufferDepthReadbackKeepsTheGLRowOrder) {
if (!Ready()) return;
if (!BackendReadsDepthStencil()) {
GTEST_SKIP() << "backend " << Gl().BackendName() << " has no depth readback path";
}
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
ASSERT_GE(height, 8);
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glDepthMask(GL_TRUE);
ClearDepthInBands(width, height, /*bottom=*/0.25f, /*top=*/0.75f);
EXPECT_EQ(FirstGLError(), 0u);
const float bottom = ReadDepthAt(width / 2, height / 4);
const float top = ReadDepthAt(width / 2, height - 1 - height / 4);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(bottom, 0.25f, 1.0f / 4096.0f)
<< "GL row " << (height / 4) << " is in the bottom band and was cleared to 0.25, but read back " << bottom
<< " (0.75 there means the readback is upside down)";
EXPECT_NEAR(top, 0.75f, 1.0f / 4096.0f)
<< "GL row " << (height - 1 - height / 4) << " is in the top band and was cleared to 0.75, but read back "
<< top << " (0.25 there means the readback is upside down)";
gl.EndFrame();
}
// A depth blit INTO the default framebuffer has to convert its rect out of GL's bottom-origin
// space, exactly as the colour blit does. The colour path had that conversion and the
// depth path did not, so a scissored depth blit landed in the mirrored band - which is the
// whole of KHR-GL*.framebuffer_blit.scissor_blit once the readback above works well enough to
// see it (before that the test died on the poison values and never reached the blit).
TEST_F(DepthStencilReadbackScenario, AScissoredDepthBlitIntoTheDefaultFramebufferLandsInTheScissorBox) {
if (!Ready()) return;
if (!BackendReadsDepthStencil()) {
GTEST_SKIP() << "backend " << Gl().BackendName() << " has no depth readback path";
}
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
ASSERT_GE(width, 8);
ASSERT_GE(height, 8);
// Source: a user framebuffer whose depth is uniformly 0.75.
GLuint fbo = 0, colorTex = 0, depthTex = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &colorTex);
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
glGenTextures(1, &depthTex);
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, width, height, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_TRUE);
glClearDepth(0.75);
glClear(GL_DEPTH_BUFFER_BIT);
// Destination: the default framebuffer, depth 0 everywhere.
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glClearDepth(0.0);
glClear(GL_DEPTH_BUFFER_BIT);
// Blit the whole rect, but scissored to the BOTTOM-LEFT quadrant in GL coordinates.
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, width / 2, height / 2);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
EXPECT_EQ(FirstGLError(), 0u);
const float inside = ReadDepthAt(width / 4, height / 4);
const float above = ReadDepthAt(width / 4, height - 1 - height / 4);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(inside, 0.75f, 1.0f / 4096.0f)
<< "GL (" << (width / 4) << ", " << (height / 4) << ") is inside the scissor box and should hold the "
<< "blitted 0.75, but read back " << inside;
EXPECT_NEAR(above, 0.0f, 1.0f / 4096.0f)
<< "GL (" << (width / 4) << ", " << (height - 1 - height / 4)
<< ") is ABOVE the scissor box and must still hold the cleared 0.0, but read back " << above
<< " (0.75 there means the depth blit landed in the mirrored band)";
glDeleteTextures(1, &depthTex);
glDeleteTextures(1, &colorTex);
glDeleteFramebuffers(1, &fbo);
gl.EndFrame();
}
// The control: the same read against a user framebuffer, which never went through the
// declined path. It is what makes a failure above specific to the default framebuffer.
TEST_F(DepthStencilReadbackScenario, UserFramebufferDepthClearIsVisibleToReadPixels) {
if (!Ready()) return;
if (!BackendReadsDepthStencil()) {
GTEST_SKIP() << "backend " << Gl().BackendName() << " has no depth readback path";
}
HeadlessGL& gl = Gl();
const int width = 64;
const int height = 48;
GLuint fbo = 0, colorTex = 0, depthTex = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &colorTex);
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
glGenTextures(1, &depthTex);
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, width, height, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
ASSERT_EQ(FirstGLError(), 0u);
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_TRUE);
glStencilMask(0xFFu);
glClearDepth(0.5);
glClearStencil(7);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
const float depth = ReadDepthAt(width / 2, height / 2);
const int stencil = ReadStencilAt(width / 2, height / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(depth, 0.5f, 1.0f / 4096.0f) << "user-framebuffer depth readback returned " << depth;
EXPECT_EQ(stencil, 7) << "user-framebuffer stencil readback returned " << stencil;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteTextures(1, &depthTex);
glDeleteTextures(1, &colorTex);
glDeleteFramebuffers(1, &fbo);
gl.EndFrame();
}
} // namespace MGITest