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MobileGL/MobileGL/MG_IntegrationTest/Scenarios/NarrowIntegerAttributeScenario.cpp
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swung0x48 fd48928260 [Test] (MG_IntegrationTest, MG_IntegrationTest/Harness, MG_IntegrationTest/Scenarios): check the array types Espryt hands the driver
- IntegerAttributeTypePeek wraps the ES draw entry points and flags an enabled array whose type has the other signedness from its input
- every narrow-integer case asserts it on DirectGLES monolith and in-process; elsewhere it logs why and keeps the value checks
- new cases: two programs on one array, a first build for matching data, one source built twice, relink, recreate, bound location, DSA, zero stride, client memory, 32-bit data, multi-draw, pipeline stage, type query
- red on DirectGLES until the driver gets the input's signedness
2026-10-19 02:23:35 -04:00

823 lines
41 KiB
C++

// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/NarrowIntegerAttributeScenario.cpp
// Copyright (c) 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
//
// 8/16-bit integer attribute data read through an int/uint input of the OTHER signedness.
//
// Every desktop GL driver hands such an input the source integer converted to 32 bits by the
// SOURCE type's signedness, then reinterpreted as the declared type: GL_UNSIGNED_BYTE 240 reaches
// an `int` input as 240, GL_BYTE -1 reaches a `uint` input as 0xFFFFFFFF. Sodium 0.5 relies on it
// (GL_UNSIGNED_BYTE lightmap data into `in ivec4 a_LightAndData`), and DirectVulkan once lost it:
// its fetch format has to carry the input's signedness, which re-extends narrow data by the
// input's rule, and every lightmap value from 128 up came out negative - dark terrain under
// shaderpacks. The values are captured with transform feedback so every bit is compared.
//
// The second case draws one program over two vertex arrays that differ only in the signedness
// of the data, in both orders and each twice in a row: the correction is chosen per draw from the
// data, so a pipeline or program cached for one array, or the variant the previous draw settled
// on, must never be handed to the other.
// On DirectGLES every case also watches the driver itself (IntegerAttributeTypePeek.h): an array
// whose type has the other signedness from its input reads a value ES leaves undefined, so a case
// can show the right values on one driver and still render black on another. Where the watch
// cannot look it says so and the value checks still run.
#include <cstddef>
#include <cstdlib>
#include <cstring>
#include <functional>
#include <iostream>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/IntegerAttributeTypePeek.h"
#include "../Harness/ScenarioFixture.h"
#include "../Harness/SplitRuntimePeek.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 GLuint kPoison = 0xDEADBEEFu;
GLuint CompileShader(GLenum type, const char* source, std::string* log) {
const GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint status = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
std::vector<char> buffer(static_cast<std::size_t>(length) + 1, '\0');
glGetShaderInfoLog(shader, length + 1, nullptr, buffer.data());
if (log != nullptr) *log = buffer.data();
glDeleteShader(shader);
return 0;
}
return shader;
}
const char* const kFragmentSource = R"(#version 410 core
out vec4 color;
void main()
{
color = vec4(1.0);
}
)";
// A program of `vertexSource` and `fragmentSource` capturing the vertex stage's flat outputs
// `varyings` (none: no capture), interleaved; `beforeLink` runs on it just before the link.
GLuint BuildProgram(const char* vertexSource, const char* fragmentSource,
const std::vector<const char*>& varyings, std::string* log,
const std::function<void(GLuint)>& beforeLink = {}) {
const GLuint vertexShader = CompileShader(GL_VERTEX_SHADER, vertexSource, log);
if (vertexShader == 0) return 0;
const GLuint fragmentShader = CompileShader(GL_FRAGMENT_SHADER, fragmentSource, log);
if (fragmentShader == 0) {
glDeleteShader(vertexShader);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
if (!varyings.empty()) {
glTransformFeedbackVaryings(program, static_cast<GLsizei>(varyings.size()), varyings.data(),
GL_INTERLEAVED_ATTRIBS);
}
if (beforeLink) beforeLink(program);
glLinkProgram(program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
GLint status = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
std::vector<char> buffer(static_cast<std::size_t>(length) + 1, '\0');
glGetProgramInfoLog(program, length + 1, nullptr, buffer.data());
if (log != nullptr) *log = buffer.data();
glDeleteProgram(program);
return 0;
}
return program;
}
// A capture program: the vertex stage's flat outputs `varyings`, interleaved.
GLuint BuildCaptureProgram(const char* vertexSource, const std::vector<const char*>& varyings, std::string* log,
const std::function<void(GLuint)>& beforeLink = {}) {
return BuildProgram(vertexSource, kFragmentSource, varyings, log, beforeLink);
}
// Every pairing the correction covers, plus two that must keep their value untouched:
// matching signedness (location 2) and 32-bit data (location 6).
const char* const kEveryPairingVertexSource = R"(#version 410 core
layout(location = 0) in ivec4 ubyteAsInt;
layout(location = 1) in uvec4 byteAsUint;
layout(location = 2) in uvec2 ushortAsUint;
layout(location = 3) in ivec2 ushortAsInt;
layout(location = 4) in uvec2 shortAsUint;
layout(location = 5) in ivec2 instancedUbyteAsInt;
layout(location = 6) in uint intAsUint;
flat out ivec4 capturedA;
flat out uvec4 capturedB;
flat out ivec4 capturedC;
flat out uvec4 capturedD;
void main()
{
capturedA = ubyteAsInt;
capturedB = byteAsUint;
capturedC = ivec4(ushortAsInt, instancedUbyteAsInt);
capturedD = uvec4(shortAsUint, ushortAsUint.x, intAsUint);
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
}
)";
const char* const kSingleInputVertexSource = R"(#version 410 core
layout(location = 0) in ivec4 value;
flat out ivec4 captured;
void main()
{
captured = value;
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
}
)";
const char* const kSingleUintInputVertexSource = R"(#version 410 core
layout(location = 0) in uvec4 value;
flat out uvec4 captured;
void main()
{
captured = value;
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
}
)";
// No layout qualifier: the location comes from glBindAttribLocation.
const char* const kUnplacedInputVertexSource = R"(#version 410 core
in ivec4 value;
flat out ivec4 captured;
void main()
{
captured = value;
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
}
)";
const char* const kWideAndMatchedVertexSource = R"(#version 410 core
layout(location = 0) in ivec2 uintAsInt;
layout(location = 1) in uvec2 ushortAsUint;
flat out ivec4 captured;
void main()
{
captured = ivec4(uintAsInt, ivec2(ushortAsUint));
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
}
)";
// A program without a capture list, read back through a 2x1 RGBA32I target instead, so its
// first build is not one that captures. Vertex i lands on pixel i.
const char* const kRenderVertexSource = R"(#version 410 core
layout(location = 0) in ivec4 value;
flat out ivec4 passed;
void main()
{
passed = value;
gl_Position = vec4(gl_VertexID == 0 ? -0.5 : 0.5, 0.0, 0.0, 1.0);
}
)";
const char* const kRenderFragmentSource = R"(#version 410 core
flat in ivec4 passed;
layout(location = 0) out ivec4 color;
void main()
{
color = passed;
}
)";
const char* const kSeparableVertexSource = R"(#version 410 core
layout(location = 0) in ivec4 value;
layout(location = 0) flat out ivec4 passed;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
passed = value;
gl_Position = vec4(gl_VertexID == 0 ? -0.5 : 0.5, 0.0, 0.0, 1.0);
}
)";
const char* const kSeparableFragmentSource = R"(#version 410 core
layout(location = 0) flat in ivec4 passed;
layout(location = 0) out ivec4 color;
void main()
{
color = passed;
}
)";
// The same four bytes as GL_BYTE and as GL_UNSIGNED_BYTE, and the words each reaches an
// input with: sign-extended from GL_BYTE, zero-extended from GL_UNSIGNED_BYTE, whatever the
// input's own signedness.
const GLubyte kBytes[4] = {0xFF, 0x80, 5, 127};
const std::vector<GLuint> kBytesAsSigned = {0xFFFFFFFFu, 0xFFFFFF80u, 5u, 127u};
const std::vector<GLuint> kBytesAsUnsigned = {255u, 128u, 5u, 127u};
const GLubyte kLightBytes[4] = {240, 200, 128, 7};
const std::vector<GLuint> kLightWords = {240u, 200u, 128u, 7u};
// One vertex of kEveryPairingVertexSource's per-vertex data, tightly packed.
struct PerVertex {
GLubyte ubyteAsInt[4];
GLbyte byteAsUint[4];
GLushort ushortAsUint[2];
GLushort ushortAsInt[2];
GLshort shortAsUint[2];
GLint intAsUint;
};
class NarrowIntegerAttributeScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
glGenBuffers(1, &m_capture);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, m_capture);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, kCaptureWords * sizeof(GLuint), nullptr, GL_DYNAMIC_READ);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, m_capture);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "capture buffer setup";
std::string whyNot;
m_watching = StartIntegerAttributeTypeWatch(&whyNot);
if (!m_watching) {
// A log line and a property, never a skip: the value checks below still run.
std::cout << "[itest] integer attribute type watch off: " << whyNot << std::endl;
RecordProperty("integer_attribute_type_watch", whyNot);
}
}
void TearDown() override {
if (!Ready()) return;
if (m_watching) StopIntegerAttributeTypeWatch();
if (m_target != 0) glDeleteFramebuffers(1, &m_target);
if (m_targetTexture != 0) glDeleteTextures(1, &m_targetTexture);
glDisable(GL_RASTERIZER_DISCARD);
glUseProgram(0);
glBindVertexArray(0);
for (const GLuint program : m_programs)
glDeleteProgram(program);
for (const GLuint vao : m_vaos)
glDeleteVertexArrays(1, &vao);
for (const GLuint buffer : m_buffers)
glDeleteBuffers(1, &buffer);
if (m_capture != 0) glDeleteBuffers(1, &m_capture);
ScenarioTest::TearDown();
}
GLuint MakeBuffer(const void* data, GLsizeiptr size) {
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
m_buffers.push_back(buffer);
return buffer;
}
GLuint MakeVertexArray() {
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
m_vaos.push_back(vao);
return vao;
}
// One point drawn under GL_RASTERIZER_DISCARD; the first `words` captured words.
std::vector<GLuint> Capture(GLuint program, GLuint vao, std::size_t words,
const std::function<void()>& draw = {}) {
const std::vector<GLuint> poison(kCaptureWords, kPoison);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, m_capture);
glBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, 0, kCaptureWords * sizeof(GLuint), poison.data());
glUseProgram(program);
glBindVertexArray(vao);
glEnable(GL_RASTERIZER_DISCARD);
glBeginTransformFeedback(GL_POINTS);
if (draw)
draw();
else
glDrawArraysInstanced(GL_POINTS, 0, 1, 1);
glEndTransformFeedback();
glDisable(GL_RASTERIZER_DISCARD);
std::vector<GLuint> result(words, kPoison);
const void* mapped =
glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, words * sizeof(GLuint), GL_MAP_READ_BIT);
if (mapped == nullptr) {
ADD_FAILURE() << "glMapBufferRange returned null";
return result;
}
std::memcpy(result.data(), mapped, words * sizeof(GLuint));
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
return result;
}
// `points` points drawn into a 2x1 RGBA32I target with `program` (0: the bound pipeline),
// by `draw` or one glDrawArrays; the four words its fragment stage wrote for each.
std::vector<GLuint> Render(GLuint program, GLuint vao, int points = 1,
const std::function<void()>& draw = {}) {
if (m_target == 0) {
glGenTextures(1, &m_targetTexture);
glBindTexture(GL_TEXTURE_2D, m_targetTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32I, 2, 1);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &m_target);
glBindFramebuffer(GL_FRAMEBUFFER, m_target);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_targetTexture, 0);
EXPECT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE));
}
glBindFramebuffer(GL_FRAMEBUFFER, m_target);
glViewport(0, 0, 2, 1);
const GLint poison[4] = {static_cast<GLint>(kPoison), static_cast<GLint>(kPoison),
static_cast<GLint>(kPoison), static_cast<GLint>(kPoison)};
glClearBufferiv(GL_COLOR, 0, poison);
glUseProgram(program);
glBindVertexArray(vao);
if (draw)
draw();
else
glDrawArrays(GL_POINTS, 0, 1);
GLint pixels[8] = {};
glReadPixels(0, 0, 2, 1, GL_RGBA_INTEGER, GL_INT, pixels);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return std::vector<GLuint>(pixels, pixels + 4 * points);
}
// A vertex array whose location 0 reads `bytes` as four `type` components.
GLuint MakeByteArray(const GLubyte (&bytes)[4], GLenum type) {
const GLuint vao = MakeVertexArray();
MakeBuffer(bytes, sizeof(bytes));
glVertexAttribIPointer(0, 4, type, 0, nullptr);
glEnableVertexAttribArray(0);
return vao;
}
// The driver's view of every draw so far; null where the watch is off.
bool ReadWatch(IntegerAttributeTypeTally* tally) {
if (!m_watching) return false;
glFinish();
const bool read = ReadIntegerAttributeTypeWatch(tally);
EXPECT_TRUE(read) << "the integer attribute type watch started but could not be read";
return read;
}
// Every array a draw so far handed the driver has the signedness of the input it feeds.
void ExpectDriverArraysFitTheirInputs() {
IntegerAttributeTypeTally tally;
if (!ReadWatch(&tally)) return;
RecordProperty("integer_attribute_type_watch_draws", static_cast<int>(tally.draws));
EXPECT_GT(tally.draws, 0u) << "the watch saw no draw, so it checked nothing";
EXPECT_EQ(tally.violations, 0u) << tally.firstViolation;
}
// Driver links so far, or -1 where the watch is off.
long LinksSoFar() {
IntegerAttributeTypeTally tally;
return ReadWatch(&tally) ? static_cast<long>(tally.links) : -1;
}
static constexpr std::size_t kCaptureWords = 16;
bool m_watching = false;
GLuint m_target = 0;
GLuint m_targetTexture = 0;
GLuint m_capture = 0;
std::vector<GLuint> m_programs;
std::vector<GLuint> m_vaos;
std::vector<GLuint> m_buffers;
};
TEST_F(NarrowIntegerAttributeScenario, EveryNarrowTypeKeepsItsOwnValueInAnInputOfTheOtherSignedness) {
if (!Ready()) GTEST_SKIP();
std::string log;
const GLuint program = BuildCaptureProgram(kEveryPairingVertexSource,
{"capturedA", "capturedB", "capturedC", "capturedD"}, &log);
ASSERT_NE(program, 0u) << log;
m_programs.push_back(program);
const PerVertex vertex{{240, 200, 128, 7}, {-1, 5, -128, 127}, {65000, 300},
{65000, 40000}, {-2, 1000}, -1};
const GLubyte instance[4] = {250, 129, 0, 0};
const GLuint vao = MakeVertexArray();
MakeBuffer(&vertex, sizeof(vertex));
const auto offset = [](std::size_t bytes) { return reinterpret_cast<const void*>(bytes); };
constexpr GLsizei stride = sizeof(PerVertex);
glVertexAttribIPointer(0, 4, GL_UNSIGNED_BYTE, stride, offset(offsetof(PerVertex, ubyteAsInt)));
glVertexAttribIPointer(1, 4, GL_BYTE, stride, offset(offsetof(PerVertex, byteAsUint)));
glVertexAttribIPointer(2, 2, GL_UNSIGNED_SHORT, stride, offset(offsetof(PerVertex, ushortAsUint)));
glVertexAttribIPointer(3, 2, GL_UNSIGNED_SHORT, stride, offset(offsetof(PerVertex, ushortAsInt)));
glVertexAttribIPointer(4, 2, GL_SHORT, stride, offset(offsetof(PerVertex, shortAsUint)));
glVertexAttribIPointer(6, 1, GL_INT, stride, offset(offsetof(PerVertex, intAsUint)));
MakeBuffer(instance, sizeof(instance));
glVertexAttribIPointer(5, 2, GL_UNSIGNED_BYTE, 4, nullptr);
glVertexAttribDivisor(5, 1);
for (GLuint location = 0; location <= 6; ++location)
glEnableVertexAttribArray(location);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "vertex array setup";
const std::vector<GLuint> captured = Capture(program, vao, 16);
const std::vector<GLuint> expected = {
240u, 200u, 128u, 7u, // GL_UNSIGNED_BYTE -> ivec4: zero-extended
0xFFFFFFFFu, 5u, 0xFFFFFF80u, 127u, // GL_BYTE -> uvec4: sign-extended
65000u, 40000u, // GL_UNSIGNED_SHORT -> ivec2: zero-extended
250u, 129u, // instanced GL_UNSIGNED_BYTE -> ivec2
0xFFFFFFFEu, 1000u, // GL_SHORT -> uvec2: sign-extended
65000u, // GL_UNSIGNED_SHORT -> uvec2: already right
0xFFFFFFFFu, // 32-bit GL_INT -> uint: the same bits
};
EXPECT_EQ(captured, expected);
EXPECT_EQ(glGetError(), GL_NO_ERROR);
ExpectDriverArraysFitTheirInputs();
}
TEST_F(NarrowIntegerAttributeScenario, OneProgramFollowsTheSignednessOfEachVertexArray) {
if (!Ready()) GTEST_SKIP();
std::string log;
const GLuint program = BuildCaptureProgram(kSingleInputVertexSource, {"captured"}, &log);
ASSERT_NE(program, 0u) << log;
m_programs.push_back(program);
// The same four bytes, once as GL_BYTE and once as GL_UNSIGNED_BYTE.
const GLubyte bytes[4] = {0xFF, 0x80, 5, 127};
const GLuint signedArray = MakeVertexArray();
MakeBuffer(bytes, sizeof(bytes));
glVertexAttribIPointer(0, 4, GL_BYTE, 0, nullptr);
glEnableVertexAttribArray(0);
const GLuint unsignedArray = MakeVertexArray();
MakeBuffer(bytes, sizeof(bytes));
glVertexAttribIPointer(0, 4, GL_UNSIGNED_BYTE, 0, nullptr);
glEnableVertexAttribArray(0);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "vertex array setup";
const std::vector<GLuint> asSigned = {0xFFFFFFFFu, 0xFFFFFF80u, 5u, 127u};
const std::vector<GLuint> asUnsigned = {255u, 128u, 5u, 127u};
EXPECT_EQ(Capture(program, signedArray, 4), asSigned) << "GL_BYTE first";
EXPECT_EQ(Capture(program, signedArray, 4), asSigned) << "GL_BYTE twice in a row";
EXPECT_EQ(Capture(program, unsignedArray, 4), asUnsigned) << "then GL_UNSIGNED_BYTE";
EXPECT_EQ(Capture(program, unsignedArray, 4), asUnsigned) << "GL_UNSIGNED_BYTE twice in a row";
EXPECT_EQ(Capture(program, signedArray, 4), asSigned) << "GL_BYTE again";
EXPECT_EQ(Capture(program, unsignedArray, 4), asUnsigned) << "GL_UNSIGNED_BYTE again";
EXPECT_EQ(glGetError(), GL_NO_ERROR);
ExpectDriverArraysFitTheirInputs();
}
// The negative control for the driver watch, on canned input: the rule must call an
// unsigned array into an int input wrong, and every matching pairing right.
TEST_F(NarrowIntegerAttributeScenario, TheDriverWatchRuleRejectsAnArrayOfTheOtherSignedness) {
EXPECT_FALSE(IntegerAttributeTypeFitsInput(GL_INT_VEC4, true, GL_UNSIGNED_BYTE));
EXPECT_FALSE(IntegerAttributeTypeFitsInput(GL_UNSIGNED_INT_VEC2, true, GL_SHORT));
EXPECT_FALSE(IntegerAttributeTypeFitsInput(GL_INT, true, GL_UNSIGNED_INT));
EXPECT_FALSE(IntegerAttributeTypeFitsInput(GL_INT_VEC4, false, GL_FLOAT));
EXPECT_FALSE(IntegerAttributeTypeFitsInput(GL_FLOAT_VEC4, true, GL_BYTE));
EXPECT_TRUE(IntegerAttributeTypeFitsInput(GL_INT_VEC4, true, GL_BYTE));
EXPECT_TRUE(IntegerAttributeTypeFitsInput(GL_INT_VEC2, true, GL_SHORT));
EXPECT_TRUE(IntegerAttributeTypeFitsInput(GL_INT, true, GL_INT));
EXPECT_TRUE(IntegerAttributeTypeFitsInput(GL_UNSIGNED_INT_VEC4, true, GL_UNSIGNED_BYTE));
EXPECT_TRUE(IntegerAttributeTypeFitsInput(GL_UNSIGNED_INT_VEC3, true, GL_UNSIGNED_SHORT));
EXPECT_TRUE(IntegerAttributeTypeFitsInput(GL_UNSIGNED_INT, true, GL_UNSIGNED_INT));
EXPECT_TRUE(IntegerAttributeTypeFitsInput(GL_FLOAT_VEC4, false, GL_UNSIGNED_BYTE));
}
// One array read in turn by an int and a uint program: each switch changes which of the two
// signednesses the array has to be issued with, and the second round must need no relink.
TEST_F(NarrowIntegerAttributeScenario, AnIntAndAUintProgramTakeTurnsOnOneArray) {
if (!Ready()) GTEST_SKIP();
std::string log;
const GLuint intProgram = BuildCaptureProgram(kSingleInputVertexSource, {"captured"}, &log);
ASSERT_NE(intProgram, 0u) << log;
m_programs.push_back(intProgram);
const GLuint uintProgram = BuildCaptureProgram(kSingleUintInputVertexSource, {"captured"}, &log);
ASSERT_NE(uintProgram, 0u) << log;
m_programs.push_back(uintProgram);
const GLuint signedArray = MakeByteArray(kBytes, GL_BYTE);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "vertex array setup";
EXPECT_EQ(Capture(intProgram, signedArray, 4), kBytesAsSigned) << "int first";
EXPECT_EQ(Capture(uintProgram, signedArray, 4), kBytesAsSigned) << "then uint";
const long linksAfterFirstRound = LinksSoFar();
for (int round = 0; round < 2; ++round) {
EXPECT_EQ(Capture(intProgram, signedArray, 4), kBytesAsSigned) << "int, round " << round;
EXPECT_EQ(Capture(uintProgram, signedArray, 4), kBytesAsSigned) << "uint, round " << round;
}
EXPECT_EQ(LinksSoFar(), linksAfterFirstRound) << "switching programs relinked one";
EXPECT_EQ(glGetError(), GL_NO_ERROR);
ExpectDriverArraysFitTheirInputs();
}
// A program that never captures is built for the data it first meets. Fed data of the other
// signedness afterwards it may be rebuilt once, and every value - before, during and after
// the switch - is still GL's.
TEST_F(NarrowIntegerAttributeScenario, AProgramFirstDrawnWithMatchingDataKeepsEveryValue) {
if (!Ready()) GTEST_SKIP();
std::string log;
const GLuint program = BuildProgram(kRenderVertexSource, kRenderFragmentSource, {}, &log);
ASSERT_NE(program, 0u) << log;
m_programs.push_back(program);
const GLuint signedArray = MakeByteArray(kBytes, GL_BYTE);
const GLuint unsignedArray = MakeByteArray(kBytes, GL_UNSIGNED_BYTE);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "vertex array setup";
EXPECT_EQ(Render(program, signedArray), kBytesAsSigned) << "matching data first";
const long linksAfterFirstDraw = LinksSoFar();
EXPECT_EQ(Render(program, unsignedArray), kBytesAsUnsigned) << "then the other signedness";
EXPECT_EQ(Render(program, signedArray), kBytesAsSigned) << "matching data again";
EXPECT_EQ(Render(program, unsignedArray), kBytesAsUnsigned) << "the other signedness again";
if (linksAfterFirstDraw >= 0) EXPECT_LE(LinksSoFar(), linksAfterFirstDraw + 1) << "rebuilt more than once";
EXPECT_EQ(glGetError(), GL_NO_ERROR);
ExpectDriverArraysFitTheirInputs();
}
// Two programs from one source, the first built for matching data only and the second for
// data of the other signedness. Whatever the backend shares between the two builds must not
// hand the second one the first one's shader.
TEST_F(NarrowIntegerAttributeScenario, TwoProgramsFromOneSourceKeepTheirOwnBuilds) {
if (!Ready()) GTEST_SKIP();
std::string log;
const GLuint first = BuildProgram(kRenderVertexSource, kRenderFragmentSource, {}, &log);
ASSERT_NE(first, 0u) << log;
m_programs.push_back(first);
const GLuint second = BuildProgram(kRenderVertexSource, kRenderFragmentSource, {}, &log);
ASSERT_NE(second, 0u) << log;
m_programs.push_back(second);
const GLuint signedArray = MakeByteArray(kBytes, GL_BYTE);
const GLuint unsignedArray = MakeByteArray(kBytes, GL_UNSIGNED_BYTE);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "vertex array setup";
EXPECT_EQ(Render(first, signedArray), kBytesAsSigned) << "the first program, matching data";
EXPECT_EQ(Render(second, unsignedArray), kBytesAsUnsigned) << "the second, the other signedness";
EXPECT_EQ(Render(first, signedArray), kBytesAsSigned) << "the first again";
EXPECT_EQ(glGetError(), GL_NO_ERROR);
ExpectDriverArraysFitTheirInputs();
}
// A relink between two draws of the same data: whatever per-program state the correction
// keeps has to survive the program being rebuilt underneath it.
TEST_F(NarrowIntegerAttributeScenario, ARelinkBetweenDrawsKeepsTheValues) {
if (!Ready()) GTEST_SKIP();
std::string log;
const GLuint program = BuildCaptureProgram(kSingleInputVertexSource, {"captured"}, &log);
ASSERT_NE(program, 0u) << log;
m_programs.push_back(program);
const GLuint unsignedArray = MakeByteArray(kLightBytes, GL_UNSIGNED_BYTE);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "vertex array setup";
EXPECT_EQ(Capture(program, unsignedArray, 4), kLightWords) << "before the relink";
glLinkProgram(program);
GLint status = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &status);
ASSERT_EQ(status, GL_TRUE);
EXPECT_EQ(Capture(program, unsignedArray, 4), kLightWords) << "after the relink";
EXPECT_EQ(Capture(program, unsignedArray, 4), kLightWords) << "and once more";
EXPECT_EQ(glGetError(), GL_NO_ERROR);
ExpectDriverArraysFitTheirInputs();
}
// A program and a vertex array deleted and created again, most likely under the same names,
// with the signedness of input and data swapped: nothing learned about the first pair may
// be believed for the second.
TEST_F(NarrowIntegerAttributeScenario, AProgramAndAnArrayCreatedAgainStartOver) {
if (!Ready()) GTEST_SKIP();
std::string log;
const GLuint intProgram = BuildCaptureProgram(kSingleInputVertexSource, {"captured"}, &log);
ASSERT_NE(intProgram, 0u) << log;
GLuint unsignedArray = 0;
glGenVertexArrays(1, &unsignedArray);
glBindVertexArray(unsignedArray);
MakeBuffer(kLightBytes, sizeof(kLightBytes));
glVertexAttribIPointer(0, 4, GL_UNSIGNED_BYTE, 0, nullptr);
glEnableVertexAttribArray(0);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "first pair setup";
EXPECT_EQ(Capture(intProgram, unsignedArray, 4), kLightWords) << "the first pair";
glUseProgram(0);
glBindVertexArray(0);
glDeleteProgram(intProgram);
glDeleteVertexArrays(1, &unsignedArray);
const GLuint uintProgram = BuildCaptureProgram(kSingleUintInputVertexSource, {"captured"}, &log);
ASSERT_NE(uintProgram, 0u) << log;
m_programs.push_back(uintProgram);
const GLuint signedArray = MakeByteArray(kBytes, GL_BYTE);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "second pair setup";
RecordProperty("program_name_reused", uintProgram == intProgram ? 1 : 0);
RecordProperty("vertex_array_name_reused", signedArray == unsignedArray ? 1 : 0);
EXPECT_EQ(Capture(uintProgram, signedArray, 4), kBytesAsSigned) << "the second pair";
EXPECT_EQ(glGetError(), GL_NO_ERROR);
ExpectDriverArraysFitTheirInputs();
}
// The input's location comes from glBindAttribLocation rather than the shader.
TEST_F(NarrowIntegerAttributeScenario, ABoundAttributeLocationIsCorrected) {
if (!Ready()) GTEST_SKIP();
std::string log;
const GLuint program = BuildCaptureProgram(kUnplacedInputVertexSource, {"captured"}, &log,
[](GLuint p) { glBindAttribLocation(p, 5, "value"); });
ASSERT_NE(program, 0u) << log;
m_programs.push_back(program);
ASSERT_EQ(glGetAttribLocation(program, "value"), 5);
const GLuint vao = MakeVertexArray();
MakeBuffer(kLightBytes, sizeof(kLightBytes));
glVertexAttribIPointer(5, 4, GL_UNSIGNED_BYTE, 0, nullptr);
glEnableVertexAttribArray(5);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "vertex array setup";
EXPECT_EQ(Capture(program, vao, 4), kLightWords);
EXPECT_EQ(glGetError(), GL_NO_ERROR);
ExpectDriverArraysFitTheirInputs();
}
// The array is described through the direct-state-access entry points.
TEST_F(NarrowIntegerAttributeScenario, ADirectStateAccessArrayIsCorrected) {
if (!Ready()) GTEST_SKIP();
std::string log;
const GLuint program = BuildCaptureProgram(kSingleInputVertexSource, {"captured"}, &log);
ASSERT_NE(program, 0u) << log;
m_programs.push_back(program);
GLuint vao = 0;
glCreateVertexArrays(1, &vao);
m_vaos.push_back(vao);
GLuint buffer = 0;
glCreateBuffers(1, &buffer);
m_buffers.push_back(buffer);
glNamedBufferData(buffer, sizeof(kLightBytes), kLightBytes, GL_STATIC_DRAW);
glVertexArrayVertexBuffer(vao, 0, buffer, 0, 4);
glVertexArrayAttribIFormat(vao, 0, 4, GL_UNSIGNED_BYTE, 0);
glVertexArrayAttribBinding(vao, 0, 0);
glEnableVertexArrayAttrib(vao, 0);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "vertex array setup";
EXPECT_EQ(Capture(program, vao, 4), kLightWords);
EXPECT_EQ(glGetError(), GL_NO_ERROR);
ExpectDriverArraysFitTheirInputs();
}
// A binding of stride zero, which never advances: two points read the same element.
TEST_F(NarrowIntegerAttributeScenario, AZeroStrideBindingIsCorrected) {
if (!Ready()) GTEST_SKIP();
std::string log;
const GLuint program = BuildCaptureProgram(kSingleInputVertexSource, {"captured"}, &log);
ASSERT_NE(program, 0u) << log;
m_programs.push_back(program);
const GLuint vao = MakeVertexArray();
const GLuint buffer = MakeBuffer(kLightBytes, sizeof(kLightBytes));
glVertexAttribIFormat(0, 4, GL_UNSIGNED_BYTE, 0);
glVertexAttribBinding(0, 0);
glBindVertexBuffer(0, buffer, 0, 0);
glEnableVertexAttribArray(0);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "vertex array setup";
std::vector<GLuint> expected = kLightWords;
expected.insert(expected.end(), kLightWords.begin(), kLightWords.end());
EXPECT_EQ(Capture(program, vao, 8, [] { glDrawArrays(GL_POINTS, 0, 2); }), expected);
EXPECT_EQ(glGetError(), GL_NO_ERROR);
ExpectDriverArraysFitTheirInputs();
}
// An array in the application's own memory. Only a library-hosted backend reads client
// memory at the draw, and only relaxed semantics allow such an array, so the case stops
// before its first draw anywhere else.
TEST_F(NarrowIntegerAttributeScenario, AClientMemoryArrayIsCorrected) {
if (!Ready()) GTEST_SKIP();
const std::string transport = SplitLane::MarkerValue("MOBILEGL_TRANSPORT");
if (PeekSplitRuntime().transportResolved || (!transport.empty() && transport != "monolith"))
GTEST_SKIP() << "client-memory arrays are drawn only with the backend in this library";
GLint profile = 0;
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &profile);
if ((profile & GL_CONTEXT_CORE_PROFILE_BIT) != 0 &&
AmbientQuirkFromEnvironment("MOBILEGL_RELAXED_SEMANTICS") != AmbientQuirk::On) {
GTEST_SKIP() << "a core profile without relaxed semantics has no client-memory arrays";
}
std::string log;
const GLuint program = BuildCaptureProgram(kSingleInputVertexSource, {"captured"}, &log);
ASSERT_NE(program, 0u) << log;
m_programs.push_back(program);
const GLuint vao = MakeVertexArray();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribIPointer(0, 4, GL_UNSIGNED_BYTE, 0, kLightBytes);
glEnableVertexAttribArray(0);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "vertex array setup";
EXPECT_EQ(Capture(program, vao, 4, [] { glDrawArrays(GL_POINTS, 0, 1); }), kLightWords);
EXPECT_EQ(glGetError(), GL_NO_ERROR);
ExpectDriverArraysFitTheirInputs();
}
// 32-bit data of the other signedness is the same bits, and 16-bit data of the input's own
// signedness is untouched; both still reach the driver with the input's signedness.
TEST_F(NarrowIntegerAttributeScenario, WideDataAndMatchingDataKeepTheirBits) {
if (!Ready()) GTEST_SKIP();
std::string log;
const GLuint program = BuildCaptureProgram(kWideAndMatchedVertexSource, {"captured"}, &log);
ASSERT_NE(program, 0u) << log;
m_programs.push_back(program);
const GLuint wide[2] = {0xFFFFFFF0u, 7u};
const GLushort matched[2] = {65000, 300};
const GLuint vao = MakeVertexArray();
MakeBuffer(wide, sizeof(wide));
glVertexAttribIPointer(0, 2, GL_UNSIGNED_INT, 0, nullptr);
MakeBuffer(matched, sizeof(matched));
glVertexAttribIPointer(1, 2, GL_UNSIGNED_SHORT, 0, nullptr);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "vertex array setup";
const std::vector<GLuint> expected = {0xFFFFFFF0u, 7u, 65000u, 300u};
EXPECT_EQ(Capture(program, vao, 4), expected);
EXPECT_EQ(glGetError(), GL_NO_ERROR);
ExpectDriverArraysFitTheirInputs();
}
// Two points through one glMultiDrawArrays, read back rather than captured.
TEST_F(NarrowIntegerAttributeScenario, AMultiDrawIsCorrected) {
if (!Ready()) GTEST_SKIP();
std::string log;
const GLuint program = BuildProgram(kRenderVertexSource, kRenderFragmentSource, {}, &log);
ASSERT_NE(program, 0u) << log;
m_programs.push_back(program);
const GLubyte points[8] = {240, 200, 128, 7, 250, 129, 1, 255};
const GLuint vao = MakeVertexArray();
MakeBuffer(points, sizeof(points));
glVertexAttribIPointer(0, 4, GL_UNSIGNED_BYTE, 0, nullptr);
glEnableVertexAttribArray(0);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "vertex array setup";
const std::vector<GLuint> expected = {240u, 200u, 128u, 7u, 250u, 129u, 1u, 255u};
EXPECT_EQ(Render(program, vao, 2,
[] {
const GLint firsts[2] = {0, 1};
const GLsizei counts[2] = {1, 1};
glMultiDrawArrays(GL_POINTS, firsts, counts, 2);
}),
expected);
EXPECT_EQ(glGetError(), GL_NO_ERROR);
ExpectDriverArraysFitTheirInputs();
}
// The integer input belongs to a separable vertex program bound through a pipeline.
TEST_F(NarrowIntegerAttributeScenario, AProgramPipelineVertexStageIsCorrected) {
if (!Ready()) GTEST_SKIP();
const GLuint vertexStage = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &kSeparableVertexSource);
const GLuint fragmentStage = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &kSeparableFragmentSource);
ASSERT_NE(vertexStage, 0u);
ASSERT_NE(fragmentStage, 0u);
m_programs.push_back(vertexStage);
m_programs.push_back(fragmentStage);
GLint linked = GL_FALSE;
glGetProgramiv(vertexStage, GL_LINK_STATUS, &linked);
ASSERT_EQ(linked, GL_TRUE);
glGetProgramiv(fragmentStage, GL_LINK_STATUS, &linked);
ASSERT_EQ(linked, GL_TRUE);
GLuint pipeline = 0;
glGenProgramPipelines(1, &pipeline);
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vertexStage);
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fragmentStage);
const GLuint unsignedArray = MakeByteArray(kLightBytes, GL_UNSIGNED_BYTE);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "pipeline setup";
glUseProgram(0);
glBindProgramPipeline(pipeline);
EXPECT_EQ(Render(0, unsignedArray), kLightWords);
glBindProgramPipeline(0);
glDeleteProgramPipelines(1, &pipeline);
EXPECT_EQ(glGetError(), GL_NO_ERROR);
ExpectDriverArraysFitTheirInputs();
}
// Whatever the driver is handed, the application still reads back the type it declared.
TEST_F(NarrowIntegerAttributeScenario, TheArrayTypeQueryStillReportsTheDeclaredType) {
if (!Ready()) GTEST_SKIP();
std::string log;
const GLuint program = BuildCaptureProgram(kSingleInputVertexSource, {"captured"}, &log);
ASSERT_NE(program, 0u) << log;
m_programs.push_back(program);
const GLuint unsignedArray = MakeByteArray(kLightBytes, GL_UNSIGNED_BYTE);
ASSERT_EQ(glGetError(), GL_NO_ERROR) << "vertex array setup";
EXPECT_EQ(Capture(program, unsignedArray, 4), kLightWords);
glBindVertexArray(unsignedArray);
GLint type = 0;
GLint integer = 0;
glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_TYPE, &type);
glGetVertexAttribiv(0, GL_VERTEX_ATTRIB_ARRAY_INTEGER, &integer);
EXPECT_EQ(type, GL_UNSIGNED_BYTE);
EXPECT_EQ(integer, GL_TRUE);
EXPECT_EQ(glGetError(), GL_NO_ERROR);
ExpectDriverArraysFitTheirInputs();
}
} // namespace
} // namespace MGITest