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https://github.com/MobileGL-Dev/MobileGL
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[Fix, Test] (MG_Impl, MG_Backend/DirectGLES): DSA by-name texture calls corrupted borrowed-slot memo pairings - process-wide glyph death under Iris
Field report: on Espryt with a BSL Iris pipeline built, every glyph in the game died - HUD, menu labels, even the vanilla title screen after leaving the world - while sprites kept rendering. Captured on-device (FCL apitrace rig), reproduced headlessly on llvmpipe, and pinned with a three-way replay: the same trace renders full text on raw Mesa desktop GL and on Magma, so the stream was intact and the execution was Espryt's. MECHANISM. WithTemporarilyBoundNamedTexture implements the by-name (DSA) texture entry points by binding the named texture onto the active unit's real slot, running the bound-texture code, and restoring - without moving the texture bind generation on either edge. DirectGLES's per-draw texture sync memo keys on that generation and BORROWS the slot pointer, so a memo built for texture A kept passing every key while a by-name call had texture B sitting in the slot: A's backend twin was driven with B's frontend object, and SyncMipmapsToBackend re-specified A's storage with B's shape. In the trace, a by-name upload to a BSL 2048x2048 map while the 16x16 lightmap was bound re-specified the lightmap's GL texture 2048x2048-NULL and back 16x16-NULL. The lightmap exists only as render output - no glTexSubImage2D ever touches it - so it stayed zero forever, and rendertype_text (vertexColor = Color * texelFetch(lightmap, ...)), alpha-discards every glyph. Background quads never sample the lightmap, which is why only text died. FIX, class-level, two layers: - Frontend (shared, closes the same hole for DirectVulkan's generation- keyed memos): the temporary bind and the restore each bump the texture bind generation (only when the slot actually changed), and the restore is an RAII scope guard so a throwing body can no longer leak the temporary binding - a second latent bug of the same class. Deliberately a generation bump and not a touched-unit note: the high-water mark must not chase by-name calls, and a completed bind/restore pair leaves the content epoch unchanged, so the cost is an owner-compare re-walk, not a memo rebuild. - DirectGLES defense in depth: both borrowed-pair memos (g_unitTextureSyncList, g_fboTextureSyncList) record which frontend texture each backend twin was paired with and re-check it before any replay (last in the key conjunction, behind the context-id compare). A stale pairing now costs a list rebuild instead of silent cross-texture storage corruption. Tests, both red with their own layer reverted: TextureTest.NamedTextureCallKeepsUnitBindingAccountingCoherent (the accounting contract) and DirectGLESTextureSync.UnitMemoRefusesToDriveA- TwinFromAnotherTexture (the corrupting sequence shape against a mock GLES table, asserting the resident texture's storage is never re-specified). 595/595 unit at default and with the async kill switch. Replay evidence: the captured BSL ESC-menu trace renders all text through Espryt post-fix, byte-comparable to the Mesa-direct and Magma replays; the no-shaderpack control is unchanged. A trace fixture wiring this scene into CI follows in a separate commit.
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@@ -1898,3 +1898,132 @@ TEST(FastSTLSanity, ErasingTheOnlyElementReturnsEnd) {
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EXPECT_EQ(next, map.end());
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EXPECT_TRUE(map.empty());
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}
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namespace {
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// Records what the per-unit texture sync actually pushed at the driver: which backend
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// texture id was current when each glTexImage2D landed, and the shape it was given.
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struct TexSpecCall {
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GLuint texture;
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GLsizei width;
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GLsizei height;
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};
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MobileGL::Vector<TexSpecCall>* g_texSpecCalls = nullptr;
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GLuint g_texSpecBoundTexture = 0;
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void TS_BindTexture(GLenum, GLuint texture) { g_texSpecBoundTexture = texture; }
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void TS_ActiveTexture(GLenum) {}
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void TS_TexParameteri(GLenum, GLenum, GLint) {}
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void TS_TexParameterf(GLenum, GLenum, GLfloat) {}
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void TS_TexParameterfv(GLenum, GLenum, const GLfloat*) {}
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void TS_PixelStorei(GLenum, GLint) {}
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void TS_BindBuffer(GLenum, GLuint) {}
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void TS_TexImage2D(GLenum, GLint level, GLint, GLsizei width, GLsizei height, GLint, GLenum, GLenum,
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const void*) {
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if (g_texSpecCalls && level == 0) {
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g_texSpecCalls->push_back({g_texSpecBoundTexture, width, height});
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}
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}
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// Clears the recording hook even when a gtest assertion unwinds the test body.
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struct ScopedTexSpecRecording {
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explicit ScopedTexSpecRecording(MobileGL::Vector<TexSpecCall>& sink) {
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g_texSpecCalls = &sink;
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g_texSpecBoundTexture = 0;
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}
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~ScopedTexSpecRecording() { g_texSpecCalls = nullptr; }
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ScopedTexSpecRecording(const ScopedTexSpecRecording&) = delete;
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ScopedTexSpecRecording& operator=(const ScopedTexSpecRecording&) = delete;
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};
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// Gives `name` a complete single-level 2D image of the requested size without going through
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// the frontend upload path (the mock table below wires only the state-pushing entry points).
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MobileGL::SharedPtr<MobileGL::MG_State::GLState::ITextureObject> MakeComplete2DTexture(GLuint name,
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MobileGL::Int size) {
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using namespace MobileGL;
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MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, name);
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auto object = MG_State::pGLContext->GetTextureUnitObject(0)
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.GetBindingSlot(TextureTarget::Texture2D)
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.GetBoundObject();
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object->SetInternalFormat(TextureInternalFormat::RGBA8);
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MG_State::GLState::AsMipmapTexture(object.get())
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->AllocateStorage(TextureUploadTarget::Texture2D, 0, {{size, size, 1}, 4});
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return object;
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}
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} // namespace
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// The per-unit texture sync memo BORROWS the binding slot: an entry holds a pointer to the
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// slot's shared_ptr plus the backend twin of whatever was in it when the entry was built. Its
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// keys (context id, bind-generation epoch, high-water mark, sampling generation) are the primary
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// guard, but they are all derived state - so the memo also has to survive a slot swap that never
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// reached them.
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//
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// It did not. The DSA by-name emulation swapped a slot silently, every key still matched, and
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// the replay drove texture A's backend twin from texture B's frontend object: A's backend
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// storage was re-specified with B's shape, destroying anything A only ever had on the GPU. On
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// Espryt + Iris/BSL that blanked Minecraft's 16x16 lightmap the moment a 2048x2048 shadow map
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// was uploaded through a by-name call, and since the text shader multiplies by the lightmap,
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// `if (color.a < 0.1) discard` then threw away every glyph in the process - HUD, menus and the
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// vanilla title screen alike.
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TEST(DirectGLESTextureSync, UnitMemoRefusesToDriveATwinFromAnotherTexture) {
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using namespace MobileGL;
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ScopedDirectGLESTextureBindings scoped; // fresh GLContext + registry + binding caches
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Vector<TexSpecCall> specs;
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ScopedTexSpecRecording recording(specs);
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auto functions = MG_Backend::DirectGLES::g_GLESFuncs;
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functions.glBindTexture = TS_BindTexture;
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functions.glActiveTexture = TS_ActiveTexture;
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functions.glTexImage2D = TS_TexImage2D;
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functions.glTexParameteri = TS_TexParameteri;
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functions.glTexParameterf = TS_TexParameterf;
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functions.glTexParameterfv = TS_TexParameterfv;
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functions.glPixelStorei = TS_PixelStorei;
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functions.glBindBuffer = TS_BindBuffer;
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MG_Backend::DirectGLES::SetGLESFuncsTable(functions);
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GLuint names[2] = {};
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MG_Impl::GLImpl::GenTextures(2, names);
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// `foreign` stands in for the shadow map, `resident` for the lightmap. Both are fully
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// specified BEFORE the first sync so that nothing between the two syncs can move the
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// sampling-resolution generation and invalidate the memo for an unrelated reason.
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const auto foreign = MakeComplete2DTexture(names[1], 32);
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const auto resident = MakeComplete2DTexture(names[0], 16);
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ASSERT_NE(foreign, nullptr);
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ASSERT_NE(resident, nullptr);
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// First sync: builds the memo with unit 0 -> `resident`, and gives `resident`'s twin its
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// 16x16 backend storage.
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MG_Backend::DirectGLES::TextureImpl::SyncNeccessaryTextures();
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auto* residentSlot = MG_Backend::DirectGLES::TextureImpl::g_backendTextureObjects.Find(resident.get());
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ASSERT_NE(residentSlot, nullptr);
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ASSERT_NE(*residentSlot, nullptr);
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const GLuint residentBackendId = (*residentSlot)->GetBackendTextureId();
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ASSERT_NE(residentBackendId, 0u);
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ASSERT_FALSE(specs.empty());
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EXPECT_EQ(specs.back().texture, residentBackendId);
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EXPECT_EQ(specs.back().width, 16);
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// The hazard, reproduced at the state level: put `foreign` on the slot the memo borrows
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// WITHOUT telling the binding accounting, exactly as the by-name emulation used to.
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MG_State::pGLContext->GetTextureUnitObject(0).GetBindingSlot(TextureTarget::Texture2D).Bind(foreign);
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const SizeT specsBeforeReplay = specs.size();
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MG_Backend::DirectGLES::TextureImpl::SyncNeccessaryTextures();
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// `foreign` must have been synced through its OWN twin...
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auto* foreignSlot = MG_Backend::DirectGLES::TextureImpl::g_backendTextureObjects.Find(foreign.get());
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ASSERT_NE(foreignSlot, nullptr);
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ASSERT_NE(*foreignSlot, nullptr);
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const GLuint foreignBackendId = (*foreignSlot)->GetBackendTextureId();
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EXPECT_NE(foreignBackendId, residentBackendId);
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// ...and above all, nothing may have re-specified the RESIDENT texture's backend storage.
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// That single call is what destroyed the lightmap.
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for (SizeT i = specsBeforeReplay; i < specs.size(); ++i) {
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EXPECT_NE(specs[i].texture, residentBackendId)
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<< "the stale memo entry re-specified the resident texture's backend storage with "
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<< specs[i].width << "x" << specs[i].height;
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}
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MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, 0);
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}
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