[Refactor] (MG_Backend/DirectVulkan, trace-replay): extract dump-image capture out of MobileGL backend

Moves snapshot capture entirely into the apitrace retrace layer (glReadPixels + PNG encode). Drops the MOBILEGL_PRESENT_DUMP_PATH / MOBILEGL_PRESENT_STATS / MOBILEGL_PRESENT_DUMP_CALL / MOBILEGL_PRESENT_CURRENT_CALL / MOBILEGL_TRACE_CURRENT_CALL_OVERRIDE plumbing from Config, ConfigLoader, VulkanRenderer (GetPresentedDumpPixel/WritePresentedDumpPpm + present-stats readback), the EGL/GLX/Android ws shims, and the Android trace_replay_core PPM reader.

DirectVulkan ReadPixels on the default framebuffer now remaps raw swapchain pixels (top-left origin, preTransform-rotated) to GL orientation (bottom-left origin) so the retrace snapshot matches the golden; SwapchainObject also resizes the default-FBO stencil attachment to the swapchain extent to fix GL_INVALID_FRAMEBUFFER_OPERATION under the glReadPixels completeness check.
This commit is contained in:
2026-07-14 02:40:20 -04:00
parent 533219ede7
commit 3445ab9304
11 changed files with 105 additions and 444 deletions
+1
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@@ -46,6 +46,7 @@ Implementation notes:
- The trace APK builds independently from FCL and can be launched with `adb shell am start`.
- The native runner validates inputs, sets `MOBILEGL_BACKEND_TYPE`, loads `libMobileGL.so`, runs apitrace GL retrace, writes `actual.png`, and writes `result.json`.
- Snapshot capture stays entirely in the retrace layer: apitrace selects the target call, obtains drawable/read-buffer state, calls MobileGL's public `glReadPixels`, and encodes the returned pixels to PNG. MobileGL has no trace-call or output-path hooks.
- The runner uses a MobileGL-backed EGL window-system shim. GLX calls in PC traces are consumed by apitrace's GLX retrace frontend and mapped onto this EGL shim; the Android runner does not require or call a MobileGL GLX implementation.
- `DirectGLES` and `DirectVulkan` replay on the Activity `SurfaceView` by default. DirectGLES can still use the old offscreen EGL pbuffer path by passing `use_pbuffer=true`.
- Golden comparison is implemented in native C++ with libpng RGBA decode and SSIM validation. The Java Activity only passes arguments and displays the native result, so the replay/compare core is not tied to Android UI or Bitmap APIs and can be ported to Linux.