[Fix] (Espryt, Integration): compile the in-place storage-redefinition generation bump under MOBILEGL_PIPE_PUSH - it is Espryt code the pull build shares and G1 keeps the pull library byte-identical to the P4a baseline (0/0/2/0 on 419f9941), so the pull build keeps the pre-P4a hole until the bump lands on dev on its own and the F-3 texture cases decline by name there

This commit is contained in:
rereview
2026-09-08 21:11:11 -04:00
parent 419f9941b5
commit 6035c9d7f8
3 changed files with 65 additions and 17 deletions
@@ -6677,9 +6677,16 @@ namespace MobileGL::MG_Backend::DirectGLES {
// draw into it stayed masked. The first definition is not a redefinition and
// bumps nothing; a redefinition that went through RecreateBackendTexture above
// has already bumped.
#if MOBILEGL_PIPE_PUSH
// PUSH BUILDS ONLY. This is Espryt code the pull build would share, and G1
// keeps the pull library byte-identical to the P4a baseline (the bump resized
// this function and the renderbuffer twin's SyncToBackend: 0/0/2/0). So the
// pull build carries the pre-P4a hole until these lines land on dev on their
// own; every arm of a push build has the fix.
if (m_isInitialized && !m_backendStorageImmutable) {
++FramebufferImpl::g_attachmentBackendIdGeneration;
}
#endif
// Regenerate all mipmap levels
GLenum glInternalFormat, glType, glFormat;
@@ -12746,9 +12753,13 @@ namespace MobileGL::MG_Backend::DirectGLES {
// the widening masks of the storage the renderbuffer was attached with. Same
// generation a texture re-mint takes, for the same reason; the first allocation is
// not a redefinition.
#if MOBILEGL_PIPE_PUSH
// PUSH BUILDS ONLY, for the texture twin's reason (G1: the pull library stays
// byte-identical to the P4a baseline).
if (m_isInitialized) {
++FramebufferImpl::g_attachmentBackendIdGeneration;
}
#endif
Bind();
+3 -1
View File
@@ -1985,7 +1985,9 @@ namespace MobileGL::MG_Backend::DirectGLES {
// computes from the attachment's format did, and nothing else the FBO memo reads sees
// a respecify of an attached object. So "did I change something under an attachment
// point that no frontend version can tell the framebuffer about" is what this counts,
// and the re-mint is one case of it.
// and the re-mint is one case of it. The in-place bumps are compiled under
// MOBILEGL_PIPE_PUSH: G1 keeps the pull library byte-identical to the P4a baseline,
// so the pull build keeps the pre-P4a hole until they land on dev on their own.
extern Uint64 g_attachmentBackendIdGeneration;
// What g_attachmentBackendIdGeneration was when SyncCurrentFBO last stamped each
// target; part of the synced tuple above.
@@ -23,13 +23,16 @@
// lanes: a redefinition that keeps the driver id (mutable texture storage regenerated in
// place, a renderbuffer re-storaged in place) moves neither the framebuffer's frontend
// versions nor the backend-id generation the FBO memo reads, so SyncToBackend never
// re-ran and the masks stayed on both arms. The texture half is fixed on both arms (an
// in-place regeneration now takes the same generation a re-mint takes); the renderbuffer
// half only on the handle arm, where the resource record carries the re-storage - on the
// pre-handle arm a renderbuffer's twin is only ever reached from inside the FBO walk the
// memo skips (D-D2's documented hole, pre-P4a code), so that case asserts on the handle
// arm and declines by name elsewhere. Three cases, both directions, texture and
// renderbuffer. DirectGLES only: the masks are Espryt's substitution machinery.
// re-ran and the masks stayed on both arms. The texture half is fixed on both arms OF A
// PUSH BUILD (an in-place regeneration now takes the same generation a re-mint takes -
// compiled under MOBILEGL_PIPE_PUSH because G1 keeps the pull library byte-identical to
// the P4a baseline, so the pull build keeps the pre-P4a hole until the fix lands on dev on
// its own and the texture cases decline by name there); the renderbuffer half only on the
// handle arm, where the resource record carries the re-storage - on the pre-handle arm a
// renderbuffer's twin is only ever reached from inside the FBO walk the memo skips (D-D2's
// documented hole, pre-P4a code), so that case asserts on the handle arm and declines by
// name elsewhere. Three cases, both directions, texture and renderbuffer. DirectGLES only:
// the masks are Espryt's substitution machinery.
// F-1 set_sampler_views is resolved for the PROGRAM IN USE and bit 12's shutter read no program
// input, so a glUseProgram alone never re-emitted it; E's record epoch (the two set serials)
// then kept the program-independent texture sync list from ever rebuilding, and a texture
@@ -336,10 +339,26 @@ void main() { imageStore(i1, 0, imageLoad(i0, 0) + uvec4(2u, 0u, 0u, 0u)); }
DrawQuad();
ReadPixelFloat(kSize / 2, kSize / 2, pixel);
EXPECT_NEAR(pixel[1], 1.0f, 0.05f) << "the draw did not land at all";
EXPECT_NEAR(pixel[3], 0.25f, 0.02f)
<< "the draw's alpha never reached a four-channel attachment: the framebuffer record "
"(handle arm) or the FBO twin's memo (pre-handle arm) still describes the "
"three-channel storage the texture was attached with, so alpha stayed masked off (F-3)";
// PUSH BUILDS ONLY, EVERY ARM OF THEM. The pre-handle half of the fix (an in-place
// regeneration takes the backend-id generation a re-mint takes) is Espryt code the
// pull build would share, and G1 keeps the pull library byte-identical to the P4a
// baseline - so it is compiled under MOBILEGL_PIPE_PUSH and the pull build keeps the
// pre-P4a hole until the same lines land on dev on their own. The peek returns true
// exactly where it could look, which for a case that already skipped off Espryt means
// "a push build"; what it writes (is the handle arm live) does not matter here.
bool framebufferArmLive = false;
if (PeekEsprytFramebufferHandleArmIsLive(&framebufferArmLive)) {
EXPECT_NEAR(pixel[3], 0.25f, 0.02f)
<< "the draw's alpha never reached a four-channel attachment: the framebuffer record "
"(handle arm) or the FBO twin's memo (pre-handle arm) still describes the "
"three-channel storage the texture was attached with, so alpha stayed masked off (F-3)";
} else {
std::cout << "[ P4aSeamAudit ] texture respecify verdict DECLINED on the pull build (the "
"in-place regeneration bump is push-only by G1); alpha read "
<< pixel[3] << std::endl;
RecordProperty("p4a_seam_white_box", "declined");
RecordProperty("p4a_seam_white_box_reason", "texture respecify: pull build (G1)");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
@@ -488,11 +507,27 @@ void main() { imageStore(i1, 0, imageLoad(i0, 0) + uvec4(2u, 0u, 0u, 0u)); }
DrawQuad();
glDisable(GL_BLEND);
ReadPixelFloat(kSize / 2, kSize / 2, pixel);
EXPECT_NEAR(pixel[0], 1.0f, 0.05f)
<< "GL_DST_ALPHA read the stored alpha of a three-channel attachment and it was not "
"1.0: the framebuffer record (handle arm) or the FBO twin's memo (pre-handle arm) "
"still describes the four-channel storage the texture was attached with, so the "
"draw was let write alpha (F-3, mirror)";
// PUSH BUILDS ONLY, EVERY ARM OF THEM (the mirror). The pre-handle half of the fix (an in-place
// regeneration takes the backend-id generation a re-mint takes) is Espryt code the
// pull build would share, and G1 keeps the pull library byte-identical to the P4a
// baseline - so it is compiled under MOBILEGL_PIPE_PUSH and the pull build keeps the
// pre-P4a hole until the same lines land on dev on their own. The peek returns true
// exactly where it could look, which for a case that already skipped off Espryt means
// "a push build"; what it writes (is the handle arm live) does not matter here.
bool framebufferArmLive = false;
if (PeekEsprytFramebufferHandleArmIsLive(&framebufferArmLive)) {
EXPECT_NEAR(pixel[0], 1.0f, 0.05f)
<< "GL_DST_ALPHA read the stored alpha of a three-channel attachment and it was not "
"1.0: the framebuffer record (handle arm) or the FBO twin's memo (pre-handle arm) "
"still describes the four-channel storage the texture was attached with, so the "
"draw was let write alpha (F-3, mirror)";
} else {
std::cout << "[ P4aSeamAudit ] three-channel respecify verdict DECLINED on the pull build (the "
"in-place regeneration bump is push-only by G1); red read "
<< pixel[0] << std::endl;
RecordProperty("p4a_seam_white_box", "declined");
RecordProperty("p4a_seam_white_box_reason", "three-channel respecify: pull build (G1)");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);