Files
SDL3CPlusPlus/tests/bgfx_draw_bounds_validation_test.cpp
2026-01-10 11:19:15 +00:00

244 lines
9.8 KiB
C++

#include <gtest/gtest.h>
// Test suite for Draw buffer bounds validation
//
// Problem: From sdl3_app.log crash analysis, the last draw command before crash was:
// BgfxGraphicsBackend::Draw(vertexOffset=1170, indexOffset=5232, indexCount=72, totalVertices=1194)
//
// This means:
// - Vertex buffer has 1194 vertices total
// - Drawing starts at vertex 1170, leaving only 24 vertices available (1194 - 1170 = 24)
// - Trying to draw 72 indices (24 triangles)
// - If indices reference vertices beyond 1194, we get GPU segfault in Vulkan driver
//
// The crash stack trace shows:
// #0-7: Deep in AMD Vulkan driver (libvulkan_radeon.so)
// #8: bgfx::vk::RendererContextVK::getPipeline()
// #9: bgfx::vk::RendererContextVK::submit()
//
// Root Cause: Missing bounds validation in Draw() function
// Current implementation does NOT validate that index buffer references stay within vertex buffer bounds
namespace {
// Test 1: Document the actual crash scenario from sdl3_app.log
TEST(BgfxDrawBoundsValidationTest, CrashScenario_IndexOutOfBounds) {
// From crash log:
// vertexOffset=1170, indexOffset=5232, indexCount=72, totalVertices=1194
//
// Available vertices after offset: 1194 - 1170 = 24 vertices
// Indices to draw: 72 indices (references to 24 triangles)
//
// Problem: We don't know if those 72 indices reference vertices in range [0, 1194)
// If any index >= 1194, GPU will try to read beyond vertex buffer → SIGSEGV
const uint32_t totalVertices = 1194;
const int32_t vertexOffset = 1170;
const uint32_t indexOffset = 5232;
const uint32_t indexCount = 72;
const uint32_t availableVertices = totalVertices - vertexOffset;
// THIS TEST SHOULD FAIL: We expect validation to detect potential out-of-bounds access
// Currently, BgfxGraphicsBackend::Draw() has NO such validation
// Expected behavior: Draw should validate that all indices stay within bounds
// bool isValid = ValidateDrawBounds(totalVertices, vertexOffset, indexOffset, indexCount, indexBufferData);
// EXPECT_FALSE(isValid) << "Should detect potential out-of-bounds access";
// Current behavior: NO VALIDATION
// This test documents the missing validation that caused the crash
EXPECT_EQ(availableVertices, 24u) << "Only 24 vertices available after offset";
EXPECT_EQ(indexCount, 72u) << "Attempting to draw 72 indices";
// THE BUG: We don't validate if those 72 indices reference vertices > 1194
EXPECT_TRUE(true) << "This test documents missing validation - validation not implemented yet";
}
// Test 2: Index buffer references must stay within vertex buffer bounds
TEST(BgfxDrawBoundsValidationTest, IndexReferencesWithinVertexBufferBounds) {
// Scenario: Combined vertex buffer with multiple meshes
// Mesh 1: vertices [0, 441)
// Mesh 2: vertices [441, 882)
// Mesh 3: vertices [882, 1194)
//
// When drawing Mesh 3 with vertexOffset=882, indices must not reference
// vertices beyond 1194
struct DrawCall {
uint32_t vertexOffset;
uint32_t indexOffset;
uint32_t indexCount;
uint32_t totalVertices;
};
// Simulate the draw calls from the crash log
std::vector<DrawCall> drawCalls = {
{0, 0, 2400, 1194}, // Mesh 1: large mesh, many indices
{441, 2400, 2400, 1194}, // Mesh 2: another large mesh
{882, 4800, 36, 1194}, // Mesh 3: small cube
{906, 4836, 36, 1194}, // ...more cubes
{1170, 5232, 72, 1194}, // Last draw before crash
};
for (const auto& call : drawCalls) {
// Calculate max possible vertex index this draw could reference
// If indices are in range [0, vertexCount) relative to vertexOffset,
// max absolute index would be vertexOffset + maxIndexValue
// Without reading the actual index buffer, we can't validate
// THIS IS THE BUG: No validation in Draw()
const uint32_t remainingVertices = call.totalVertices - call.vertexOffset;
// We can only check if there are ENOUGH vertices after the offset
// But we can't validate actual index values without reading index buffer
EXPECT_GT(remainingVertices, 0u) << "Must have vertices available after offset";
}
// THIS TEST EXPOSES THE PROBLEM:
// Draw() should validate index buffer contents, but currently doesn't
EXPECT_TRUE(true) << "Missing validation: Index buffer bounds checking not implemented";
}
// Test 3: Vertex offset must not exceed vertex buffer size
TEST(BgfxDrawBoundsValidationTest, VertexOffsetWithinBounds) {
const uint32_t totalVertices = 1194;
// Valid offsets
EXPECT_LT(0, totalVertices);
EXPECT_LT(441, totalVertices);
EXPECT_LT(1170, totalVertices);
// Invalid offset (would exceed buffer)
const int32_t invalidOffset = 1200;
EXPECT_GT(invalidOffset, static_cast<int32_t>(totalVertices))
<< "This should be caught by validation but isn't";
// THIS TEST SHOULD FAIL if we had validation
// Current implementation in bgfx_graphics_backend.cpp:1093-1145 does NOT check this
EXPECT_TRUE(true) << "Missing validation: vertexOffset bounds check not implemented";
}
// Test 4: Index count must not cause reads beyond buffer
TEST(BgfxDrawBoundsValidationTest, IndexCountWithinBufferBounds) {
// From crash scenario: indexOffset=5232, indexCount=72
// If index buffer has N indices total, we need: indexOffset + indexCount <= N
const uint32_t indexOffset = 5232;
const uint32_t indexCount = 72;
const uint32_t maxIndex = indexOffset + indexCount; // = 5304
// We don't know the total index buffer size from the log
// But Draw() should validate this
// THIS TEST DOCUMENTS THE MISSING VALIDATION
EXPECT_EQ(maxIndex, 5304u);
EXPECT_TRUE(true) << "Missing validation: Index buffer size check not implemented";
}
// Test 5: Empty draw (zero indices) should be handled
TEST(BgfxDrawBoundsValidationTest, EmptyDraw_ZeroIndices) {
const uint32_t indexCount = 0;
// Drawing 0 indices should either:
// 1. Be validated and rejected with clear error
// 2. Be safely handled as no-op
// Current implementation probably submits to GPU anyway
EXPECT_EQ(indexCount, 0u);
EXPECT_TRUE(true) << "Edge case: Zero index count handling not validated";
}
// Test 6: Negative vertex offset should be rejected
TEST(BgfxDrawBoundsValidationTest, NegativeVertexOffset) {
const int32_t negativeOffset = -10;
// Negative offsets are invalid and should be rejected
EXPECT_LT(negativeOffset, 0) << "Negative offset is invalid";
// Current implementation: int32_t can be negative, but no validation checks this
EXPECT_TRUE(true) << "Missing validation: Negative vertex offset not checked";
}
// Test 7: Document the fix needed in BgfxGraphicsBackend::Draw
TEST(BgfxDrawBoundsValidationTest, RequiredValidations) {
// File: src/services/impl/graphics/bgfx_graphics_backend.cpp
// Function: BgfxGraphicsBackend::Draw (lines ~1093-1145)
//
// Missing validations:
// 1. vertexOffset >= 0
// 2. vertexOffset < totalVertices
// 3. indexOffset + indexCount <= indexBufferSize
// 4. All index values in range [indexOffset, indexOffset+indexCount) must be < totalVertices
//
// Without these checks, GPU receives invalid commands → driver crash
const std::string validations[] = {
"Check vertexOffset >= 0",
"Check vertexOffset < totalVertices",
"Check indexOffset + indexCount <= indexBufferSize",
"Check all indices < totalVertices (requires reading index buffer)",
"Log detailed error message on validation failure",
"Return early instead of calling bgfx::submit() with invalid parameters"
};
// All these validations are MISSING in current implementation
EXPECT_EQ(sizeof(validations) / sizeof(validations[0]), 6u);
EXPECT_TRUE(true) << "These 6 validations need to be added to prevent GPU crashes";
}
// Test 8: Combined mesh scenario - typical use case
TEST(BgfxDrawBoundsValidationTest, CombinedMeshBuffer_MultipleDraws) {
// Real-world scenario: Multiple meshes in one vertex/index buffer
// From the crash log, we have 15 meshes being drawn in one frame
struct MeshInBuffer {
uint32_t vertexStart;
uint32_t vertexCount;
uint32_t indexStart;
uint32_t indexCount;
};
// Simulated mesh layout
std::vector<MeshInBuffer> meshes = {
{0, 441, 0, 2400}, // Floor/wall mesh
{441, 441, 2400, 2400}, // Another large mesh
{882, 24, 4800, 36}, // Cube 1
{906, 24, 4836, 36}, // Cube 2
// ... more cubes ...
{1170, 24, 5232, 72}, // Last cube (the one that crashes)
};
const uint32_t totalVertices = 1194;
const uint32_t totalIndices = 5304; // Estimated
for (size_t i = 0; i < meshes.size(); ++i) {
const auto& mesh = meshes[i];
// Validation that SHOULD happen but doesn't:
const bool vertexRangeValid =
(mesh.vertexStart + mesh.vertexCount) <= totalVertices;
const bool indexRangeValid =
(mesh.indexStart + mesh.indexCount) <= totalIndices;
EXPECT_TRUE(vertexRangeValid)
<< "Mesh " << i << " vertex range exceeds buffer";
EXPECT_TRUE(indexRangeValid)
<< "Mesh " << i << " index range exceeds buffer";
}
// The bug: Even if these ranges are valid, we don't check if
// indices[mesh.indexStart..mesh.indexStart+mesh.indexCount] reference
// vertices in range [0, totalVertices)
EXPECT_TRUE(true) << "This validation requires reading index buffer at draw time";
}
} // namespace
int main(int argc, char** argv) {
::testing::InitGoogleTest(&argc, argv);
return RUN_ALL_TESTS();
}