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https://github.com/MobileGL-Dev/MobileGL
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[Fix, Test] (MG_Backend/DirectVulkan): a blit into the default framebuffer must execute the clear parked before it, not leave it for the readback
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@@ -7570,12 +7570,21 @@ void main() {
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}
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}
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if (!drawIsDefaultFbo) {
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const auto destAttachmentType =
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ResolveFramebufferCopyAttachmentType(*drawFbo, false, dstBinding.aspectMask);
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if (drawIsDefaultFbo) {
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// Same ordering rule for the default framebuffer's depth/stencil - see the
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// colour twin below.
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const Bool dstClearReady = MaterializePendingClearForDefaultFramebuffer(
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frame.commandBuffer, *drawFbo, destAttachmentType);
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MOBILEGL_ASSERT(dstClearReady,
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"BlitFramebuffer: failed to materialize the default framebuffer's pending "
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"depth/stencil clear");
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} else {
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// A clear queued for the destination predates this blit in API order;
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// execute it now, or its deferred materialization would later stomp the
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// copied contents (MC 26.3 OIT clears cloud_depth, then blits the main
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// depth into it - the stale loadOp=CLEAR erased the copy).
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const auto destAttachmentType = ResolveFramebufferCopyAttachmentType(*drawFbo, false, dstBinding.aspectMask);
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const auto& destAttachment = drawFbo->GetAttachment(destAttachmentType);
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if (auto destTexture = destAttachment.GetTexture(); destTexture != nullptr) {
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const Bool dstClearReady = MaterializePendingClearForTexture(frame.commandBuffer, *destTexture);
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@@ -7780,7 +7789,19 @@ void main() {
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}
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}
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if (!drawIsDefaultFbo) {
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if (drawIsDefaultFbo) {
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// The default framebuffer needs the same ordering, and needed it before anything
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// consumed its parked clear: Minecraft clears the default framebuffer, renders the
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// world into its own framebuffer and BLITS the result out, so nothing between the
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// clear and the blit ever opens a render pass on the default framebuffer to fold the
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// clear in as a loadOp. The clear therefore stayed pending across the whole frame,
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// and the first path that did materialize it - the readback - executed it AFTER the
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// blit and handed back a blank frame (every DirectVulkan retrace, ssim 0.000005).
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const Bool dstClearReady = MaterializePendingClearForDefaultFramebuffer(
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frame.commandBuffer, *drawFbo, drawFbo->GetDrawBuffers()[0]);
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MOBILEGL_ASSERT(dstClearReady,
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"BlitFramebuffer: failed to materialize the default framebuffer's pending clear");
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} else {
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// A clear queued for the destination predates this blit in API order; execute
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// it now, or its deferred materialization would later stomp the blitted color.
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const auto& destAttachment = drawFbo->GetAttachment(drawFbo->GetDrawBuffers()[0]);
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@@ -180,4 +180,87 @@ void main() { o_color = vec4(0.1, 0.2, 0.3, 1.0); }
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gl.EndFrame();
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glDeleteProgram(program);
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}
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// The other half of the same rule, and the one the first version of this fix got wrong: a
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// parked clear must be executed BEFORE whatever writes the framebuffer next, not whenever the
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// readback happens to notice it. Minecraft clears the default framebuffer, renders the world
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// into its own framebuffer and blits the result out; nothing in between opens a render pass on
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// the default framebuffer, so the clear stays parked across the whole frame. Materializing it
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// at readback time therefore ran it AFTER the blit and returned a blank frame - which is what
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// took every DirectVulkan retrace to ssim 0.000005.
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TEST_F(ClearThenReadPixelsScenario, ABlitIntoTheDefaultFramebufferSurvivesAnEarlierClear) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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const int width = gl.Width();
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const int height = gl.Height();
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std::string error;
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const unsigned int program = CompileProgram(kVS, kFS, &error);
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ASSERT_NE(program, 0u) << error;
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// Paint a source framebuffer, exactly as a game renders its world off-screen.
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ColorFbo source = MakeColorFbo(width, height);
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ASSERT_NE(source.fbo, 0u);
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BindFbo(source);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
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DrawFullViewportQuad(program);
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// Clear the DEFAULT framebuffer, then blit the source over it. The clear is white so a
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// frame that lost the blit is unmistakable, and the blit's colour is fshSimple's.
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BindDefaultFramebuffer();
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glViewport(0, 0, width, height);
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ClearTo(1.0f, 1.0f, 1.0f, 1.0f);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, source.fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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EXPECT_EQ(FirstGLError(), 0u);
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const Image blitted = ReadPixels(width, height);
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EXPECT_EQ(FirstGLError(), 0u);
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const Rgba8 centre = blitted.At(width / 2, height / 2);
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EXPECT_NEAR(centre.r, 26, 2) << "the blit into the default framebuffer did not survive the clear that "
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"preceded it; read back rgba(" << static_cast<int>(centre.r) << ", "
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<< static_cast<int>(centre.g) << ", " << static_cast<int>(centre.b) << ", "
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<< static_cast<int>(centre.a) << ")";
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EXPECT_NEAR(centre.g, 51, 2);
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EXPECT_NEAR(centre.b, 77, 2);
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DestroyColorFbo(source);
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gl.EndFrame();
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glDeleteProgram(program);
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}
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// The same ordering claim for the path that DOES open a render pass. It passes today (the
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// render pass folds the clear into its loadOp and pops it), and it is here so a future change
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// to the pending-clear lifecycle cannot quietly reverse clear and draw.
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TEST_F(ClearThenReadPixelsScenario, ADrawIntoTheDefaultFramebufferSurvivesAnEarlierClear) {
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if (!Ready()) return;
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HeadlessGL& gl = Gl();
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const int width = gl.Width();
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const int height = gl.Height();
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std::string error;
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const unsigned int program = CompileProgram(kVS, kFS, &error);
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ASSERT_NE(program, 0u) << error;
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BindDefaultFramebuffer();
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glViewport(0, 0, width, height);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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ClearTo(1.0f, 1.0f, 1.0f, 1.0f);
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DrawFullViewportQuad(program);
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EXPECT_EQ(FirstGLError(), 0u);
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const Image painted = ReadPixels(width, height);
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const Rgba8 centre = painted.At(width / 2, height / 2);
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EXPECT_NEAR(centre.r, 26, 2) << "the draw did not survive the clear that preceded it";
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EXPECT_NEAR(centre.g, 51, 2);
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EXPECT_NEAR(centre.b, 77, 2);
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gl.EndFrame();
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glDeleteProgram(program);
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}
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} // namespace MGITest
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