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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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@@ -2835,3 +2835,53 @@ TEST_F(TextureTest, BindSamplerRejectsUnitsBeyondMaxCombinedTextureImageUnits) {
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MG_Impl::GLImpl::DeleteSamplers(1, &sampler);
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DrainPendingGlErrors();
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}
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// The DSA by-name entry points are emulated by temporarily binding the named texture onto the
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// active unit's slot for its target, running the classic bound-texture code, then putting the
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// previous binding back. For as long as the emulated call runs, that swap is a REAL change to
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// which texture is bound at that unit, so both transitions have to move the texture bind
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// generation.
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//
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// They used to move nothing. Backends memoise per-unit work keyed on the bind generation and
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// BORROW the binding slot (they hold a pointer to the slot's shared_ptr, not a copy), so a memo
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// built while texture A sat in the slot stayed "valid" while B was temporarily in it - and the
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// backend then drove A's backend twin from B's frontend state, re-specifying A's backend storage
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// with B's shape. Any content A only ever had on the GPU was gone. That is what blanked
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// Minecraft's lightmap when Iris uploaded to a BSL shadow map: the text shader multiplies by the
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// lightmap, so `if (color.a < 0.1) discard` then threw away every glyph in the process.
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TEST_F(TextureTest, NamedTextureCallKeepsUnitBindingAccountingCoherent) {
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GLuint names[2] = {};
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MG_Impl::GLImpl::GenTextures(2, names);
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const GLuint boundName = names[0];
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const GLuint namedName = names[1];
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MG_Impl::GLImpl::ActiveTexture(GL_TEXTURE0);
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// Instantiate both as 2D objects, then leave `boundName` on the unit.
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MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, namedName);
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MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, boundName);
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ASSERT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
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auto& slot = MG_State::pGLContext->GetTextureUnitObject(0).GetBindingSlot(TextureTarget::Texture2D);
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const auto boundObject = slot.GetBoundObject();
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ASSERT_NE(boundObject, nullptr);
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ASSERT_EQ(boundObject->GetExternalIndex(), boundName);
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// TextureParameteriv is one of the by-name calls that is emulated by binding: it reaches
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// WithTemporarilyBoundNamedTexture, unlike the scalar TextureParameteri, which edits the
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// object directly and never touches a unit.
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const Uint64 base = MG_State::pGLContext->GetTextureBindGeneration();
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const GLint maxLevel = 0;
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MG_Impl::GLImpl::TextureParameteriv(namedName, GL_TEXTURE_MAX_LEVEL, &maxLevel);
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EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
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// The emulation put `namedName` on the unit and took it off again. A generation-keyed memo
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// must be able to see that the slot it borrows was not stable across the call.
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EXPECT_GT(MG_State::pGLContext->GetTextureBindGeneration(), base)
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<< "a by-name texture call swapped a live unit binding without moving the bind generation";
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// ...and the application-visible binding is exactly what it was before the call.
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EXPECT_EQ(slot.GetBoundObject(), boundObject);
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MG_Impl::GLImpl::BindTexture(GL_TEXTURE_2D, 0);
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MG_Impl::GLImpl::DeleteTextures(2, names);
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DrainPendingGlErrors();
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}
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