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MobileGL/MobileGL/MG_IntegrationTest/Scenarios/DepthStencilReadbackAttachmentShapeScenario.cpp
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// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/DepthStencilReadbackAttachmentShapeScenario.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 - DEPTH/STENCIL READBACK WHEN THE ATTACHMENT IS NOT A PLAIN GL_TEXTURE_2D,
// AND THE DEFAULT FRAMEBUFFER'S ADVERTISED DEPTH/STENCIL FORMAT.
//
// Three shipped defects, all of them invisible to a test that only ever attaches a 2D texture
// or only ever asks the default framebuffer for a colour value.
//
// (1) The ES depth/stencil readback emulation identifies the source format by binding the
// attachment's texture NAME to GL_TEXTURE_2D and asking that target for its internal
// format. A name whose target is GL_TEXTURE_2D_ARRAY (attached by
// glFramebufferTextureLayer) makes the bind answer GL_INVALID_OPERATION and change
// nothing - so the query then truthfully describes whatever texture was already on
// GL_TEXTURE_2D, which on that path is the emulation's own staging scratch. A wrong
// answer that looks like a right one: the staging blit is issued between mismatched
// depth formats, ES rejects it, and the read reports nothing at all.
//
// (2) Adreno answers GL_NONE for GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE on an attachment made
// by glFramebufferTexture (a cube map, attached layered) while still reporting its depth
// and stencil bits correctly. The emulation took OBJECT_TYPE as the sole witness for "is
// there an aspect here at all" and declined the whole read.
//
// (3) DirectGLES never told the frontend what its default framebuffer's depth/stencil format
// actually is, so the placeholder from MG_Impl/Init.cpp - GL_DEPTH32F_STENCIL8 - was what
// every attachment query answered, whatever the surface really had. That is not cosmetic:
// GL blits depth/stencil only between IDENTICAL formats, so an application that reads
// GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, allocates the buffer it was just told about and
// blits gets GL_INVALID_OPERATION - and a rejected glBlitFramebuffer transfers NOTHING,
// colour bits included. DirectVulkan has published its real format since the swapchain
// work; this is the half that was missing.
//
// Every case poisons its destination with a value the correct answer cannot be, so "the
// backend wrote nothing" fails loudly instead of passing on stale memory. The plain
// GL_TEXTURE_2D case at the end is the built-in control: it shares every line of the readback
// path with the array and cube cases, so its passing is what says a failure above is about the
// attachment's SHAPE and not about depth readback in general.
//
// The scenario name starts with DepthStencilReadback on purpose - that is the filter the
// forced-emulation ctest registration uses (MG_IntegrationTest/CMakeLists.txt), and without
// that registration these cases are unfalsifiable on llvmpipe, which accepts the native ES
// depth reads that the Adreno device does not have.
#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 {
constexpr float kDepthPoison = 0.2f;
constexpr int kStencilPoison = 50;
constexpr float kDepthValue = 0.75f;
constexpr int kStencilValue = 7;
constexpr int kSize = 16;
class DepthStencilReadbackAttachmentShapeScenario : public ScenarioTest {
protected:
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;
}
// Clears the currently bound framebuffer's depth and stencil to the shared
// reference values, with both write masks explicitly open (glClear honours them,
// and a leftover mask from another scenario in this shared context would look
// exactly like the bug under test).
void ClearDepthStencil() const {
glDepthMask(GL_TRUE);
glStencilMask(0xFFu);
glDisable(GL_SCISSOR_TEST);
glClearDepth(kDepthValue);
glClearStencil(kStencilValue);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
};
// Fails the calling test if the framebuffer bound at both targets is not complete;
// an incomplete framebuffer would make every read below return the poison for a
// reason that has nothing to do with what is being tested.
::testing::AssertionResult FramebufferIsComplete() {
const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status == GL_FRAMEBUFFER_COMPLETE) return ::testing::AssertionSuccess();
return ::testing::AssertionFailure() << "framebuffer status 0x" << std::hex << status;
}
} // namespace
// (1) A depth slice of a 2D ARRAY texture, attached with glFramebufferTextureLayer.
// Pre-fix this read back the poison: the format probe answered with the staging scratch's
// GL_DEPTH24_STENCIL8 instead of the array's GL_DEPTH_COMPONENT24, and the mismatched
// staging blit was rejected.
TEST_F(DepthStencilReadbackAttachmentShapeScenario, DepthOfAnArrayLayerAttachmentReadsBack) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
GLuint fbo = 0;
GLuint depthArray = 0;
glGenFramebuffers(1, &fbo);
glGenTextures(1, &depthArray);
glBindTexture(GL_TEXTURE_2D_ARRAY, depthArray);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH_COMPONENT24, kSize, kSize, 4);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Layer 2, not layer 0: a backend that silently reads the wrong slice would still
// agree with a single-layer texture.
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthArray, 0, 2);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
EXPECT_EQ(FirstGLError(), 0u);
ASSERT_TRUE(FramebufferIsComplete());
glViewport(0, 0, kSize, kSize);
ClearDepthStencil();
const float depth = ReadDepthAt(kSize / 2, kSize / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(depth, kDepthValue, 1.0f / 4096.0f)
<< "glReadPixels(GL_DEPTH_COMPONENT) of a GL_TEXTURE_2D_ARRAY layer attachment returned " << depth
<< (std::fabs(depth - kDepthPoison) < 1e-6f ? " - the destination was never written at all" : "");
BindDefaultFramebuffer();
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &depthArray);
gl.EndFrame();
}
// (2) A depth cube map, attached whole with glFramebufferTexture - a LAYERED attachment.
// Pre-fix the emulation declined outright, because the driver reports GL_NONE for that
// attachment's OBJECT_TYPE.
TEST_F(DepthStencilReadbackAttachmentShapeScenario, DepthOfALayeredCubeAttachmentReadsBack) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
GLuint fbo = 0;
GLuint depthCube = 0;
glGenFramebuffers(1, &fbo);
glGenTextures(1, &depthCube);
glBindTexture(GL_TEXTURE_CUBE_MAP, depthCube);
glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT24, kSize, kSize);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthCube, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
EXPECT_EQ(FirstGLError(), 0u);
ASSERT_TRUE(FramebufferIsComplete());
glViewport(0, 0, kSize, kSize);
ClearDepthStencil();
const float depth = ReadDepthAt(kSize / 2, kSize / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(depth, kDepthValue, 1.0f / 4096.0f)
<< "glReadPixels(GL_DEPTH_COMPONENT) of a layered GL_TEXTURE_CUBE_MAP attachment returned " << depth
<< (std::fabs(depth - kDepthPoison) < 1e-6f ? " - the destination was never written at all" : "");
BindDefaultFramebuffer();
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &depthCube);
gl.EndFrame();
}
// Both aspects of a packed array attachment. The stencil half goes through a different
// sampling mode than the depth half, and only the depth half was covered above.
TEST_F(DepthStencilReadbackAttachmentShapeScenario, PackedArrayLayerAttachmentReadsBackBothAspects) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
GLuint fbo = 0;
GLuint packedArray = 0;
glGenFramebuffers(1, &fbo);
glGenTextures(1, &packedArray);
glBindTexture(GL_TEXTURE_2D_ARRAY, packedArray);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH24_STENCIL8, kSize, kSize, 3);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, packedArray, 0, 1);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
EXPECT_EQ(FirstGLError(), 0u);
ASSERT_TRUE(FramebufferIsComplete());
glViewport(0, 0, kSize, kSize);
ClearDepthStencil();
const float depth = ReadDepthAt(kSize / 2, kSize / 2);
const int stencil = ReadStencilAt(kSize / 2, kSize / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(depth, kDepthValue, 1.0f / 4096.0f)
<< "depth of a packed GL_TEXTURE_2D_ARRAY layer attachment returned " << depth;
EXPECT_EQ(stencil, kStencilValue)
<< "stencil of a packed GL_TEXTURE_2D_ARRAY layer attachment returned " << stencil
<< (stencil == kStencilPoison ? " - the destination was never written at all" : "");
BindDefaultFramebuffer();
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &packedArray);
gl.EndFrame();
}
// The control: the plain GL_TEXTURE_2D shape, which always worked. If this one ever fails
// alongside the three above, the fault is in depth readback generally rather than in how
// the attachment's format and presence are discovered.
TEST_F(DepthStencilReadbackAttachmentShapeScenario, DepthOfAPlainTexture2DAttachmentReadsBack) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
GLuint fbo = 0;
GLuint depthTex = 0;
glGenFramebuffers(1, &fbo);
glGenTextures(1, &depthTex);
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT24, kSize, kSize);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
EXPECT_EQ(FirstGLError(), 0u);
ASSERT_TRUE(FramebufferIsComplete());
glViewport(0, 0, kSize, kSize);
ClearDepthStencil();
const float depth = ReadDepthAt(kSize / 2, kSize / 2);
EXPECT_EQ(FirstGLError(), 0u);
EXPECT_NEAR(depth, kDepthValue, 1.0f / 4096.0f)
<< "the control case failed: even a plain GL_TEXTURE_2D depth attachment read back " << depth;
BindDefaultFramebuffer();
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &depthTex);
gl.EndFrame();
}
// (3) The default framebuffer must describe its depth/stencil truthfully enough that a
// buffer allocated from that description is blit-compatible with it. This is the exact
// sequence KHR-GLxx.framebuffer_blit performs, and the exact reason 22 of its cases died
// on DirectGLES: the frontend answered 32-bit float depth for a 24-bit fixed-point
// surface, so the renderbuffer the caller allocated could never be blitted to.
TEST_F(DepthStencilReadbackAttachmentShapeScenario, DefaultFramebufferDepthStencilFormatIsBlitCompatible) {
if (!Ready()) return;
HeadlessGL& gl = Gl();
const int width = gl.Width();
const int height = gl.Height();
BindDefaultFramebuffer();
GLint depthBits = 0;
GLint stencilBits = 0;
GLint componentType = GL_UNSIGNED_NORMALIZED;
glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_DEPTH,
GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, &depthBits);
glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_STENCIL,
GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE, &stencilBits);
glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_DEPTH,
GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE, &componentType);
EXPECT_EQ(FirstGLError(), 0u);
if (depthBits <= 0 || stencilBits <= 0) {
GTEST_SKIP() << "this surface has no packed depth/stencil (depth=" << depthBits
<< " stencil=" << stencilBits << "); the blit-compatibility contract needs both";
}
// The one sized format the reported description names. Getting here with the wrong
// answer is the bug: the two candidates are not interchangeable for a blit.
const GLenum reported = (componentType == GL_FLOAT || depthBits > 24) ? GL_DEPTH32F_STENCIL8
: GL_DEPTH24_STENCIL8;
GLuint fbo = 0;
GLuint colorRbo = 0;
GLuint depthRbo = 0;
glGenFramebuffers(1, &fbo);
glGenRenderbuffers(1, &colorRbo);
glGenRenderbuffers(1, &depthRbo);
glBindRenderbuffer(GL_RENDERBUFFER, colorRbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, depthRbo);
glRenderbufferStorage(GL_RENDERBUFFER, reported, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRbo);
EXPECT_EQ(FirstGLError(), 0u);
ASSERT_TRUE(FramebufferIsComplete());
// Put a known depth in the default framebuffer, then blit colour+depth+stencil out of
// it into the buffer that its own description asked for.
BindDefaultFramebuffer();
glViewport(0, 0, width, height);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ClearDepthStencil();
EXPECT_EQ(FirstGLError(), 0u);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
EXPECT_EQ(FirstGLError(), 0u)
<< "blitting depth/stencil out of the default framebuffer into a buffer allocated from the format "
"the default framebuffer itself reported was rejected - the report and the storage disagree";
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
unsigned char color[4] = {0, 0, 0, 0};
glReadPixels(width / 2, height / 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, color);
const float depth = ReadDepthAt(width / 2, height / 2);
const int stencil = ReadStencilAt(width / 2, height / 2);
EXPECT_EQ(FirstGLError(), 0u);
// The colour bit is the precondition, not the claim: it says this stack can blit out of
// its default framebuffer at all, which has nothing to do with depth/stencil formats.
// DirectVulkan on a surfaceless pbuffer cannot - the whole call, colour included, is a
// no-op there, while the same blit works on a real surface (KHR-GLxx.framebuffer_blit
// exercises exactly it and Magma passes 33/33 on device). Skipping keeps the
// depth/stencil claim below falsifiable instead of drowning it in an unrelated
// harness limitation.
if (int(color[1]) <= 192) {
GTEST_SKIP() << "backend " << gl.BackendName() << " on this surface transferred no colour either (green="
<< int(color[1])
<< "): it cannot blit out of the default framebuffer here, so the depth/stencil half proves "
"nothing. The GL-error assertion above still ran, and it is the format contract";
}
EXPECT_NEAR(depth, kDepthValue, 1.0f / 4096.0f)
<< "depth blitted out of the default framebuffer read back " << depth
<< (std::fabs(depth - kDepthPoison) < 1e-6f ? " - the blit transferred nothing" : "");
EXPECT_EQ(stencil, kStencilValue) << "stencil blitted out of the default framebuffer read back " << stencil;
BindDefaultFramebuffer();
glDeleteFramebuffers(1, &fbo);
glDeleteRenderbuffers(1, &colorRbo);
glDeleteRenderbuffers(1, &depthRbo);
gl.EndFrame();
}
} // namespace MGITest