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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (DirectVulkan, GLImpl, MG_State, ShaderTranspiler): second audit round over the remaining memo sites
Six more verified defects from the residual memo/cache mechanisms: - Program resource cache (DirectVulkan reflection): glShaderStorageBlockBinding deliberately does not bump the backend state version, and the SSO pipeline composite is unnamed so the by-name in-place patch can never reach its slot - the composite kept serving pre-rebind SSBO bindings. The cache now keys on the program's block-binding version; a binding-only change re-applies the overrides by name instead of re-running spirv-reflect. SetShaderStorageBlockBinding also gains the equality bail-out its uniform-block sibling has, so the composite mirror's replay stops churning the version every draw. - LinkProgram's allowVSOnlyPrograms function-static latch never set its own initialized flag (dead memo, re-read every call) - and completing it would have frozen a per-backend capability across re-initialization. Replaced with a fresh per-link read from the null-checked active backend. - Query object registry: drained at full library teardown (DestroyAllQueryObjects, mirroring DestroyAllSyncObjects) - undeleted queries and their backend wrappers leaked across Destroy/Initialize cycles, stale ids stayed IsQuery == GL_TRUE in the re-initialized library, and a later delete could hand the old backend's wrapper to a different backend's DeleteBackendQuery. - Converted vertex streams and the host-side EBO max-index scan now SyncGpuWrites before reading the coherent mapping: XFB/SSBO/image writes are merely recorded at that point, so the conversion read pre-write bytes (the restart-index rewrite already synced; these two host reads did not). - Zero-stride converted bindings: both converters rejected stride 0, making the factory's documented single-element conversion unreachable and silently dropping every draw using such a binding; the stride is substituted with the element size for the one-element case. - DemoteFloat64Pass block relayout: measurement queued into the module eagerly, so a mid-struct failure left a half-relaid-out block (compacted offsets before the failing member, 64-bit offsets after) while claiming the block was left alone. Decoration writes are now collected and committed only when the whole block measures successfully.
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@@ -1057,21 +1057,20 @@ namespace MobileGL::MG_Impl::GLImpl {
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return;
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}
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static Bool allowVSOnlyPrograms;
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static Bool initialized = false;
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if (!initialized) {
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const auto& activeBackendObject = MG_Backend::pActiveBackendObject;
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if (!activeBackendObject) {
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MGLOG_E_ONCE("activeBackendObject is not initialized!");
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return;
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}
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const auto& rendererInfo = activeBackendObject->GetRendererInfo();
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allowVSOnlyPrograms = (Int)rendererInfo.StaticBackendCapability.AllowVSOnlyPrograms;
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}
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// Read fresh every link, never latched in a static: the capability is
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// per-backend, and a latch would freeze it across a backend teardown +
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// re-initialization (the previous function-static memo here never even set
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// its own initialized flag, so it re-read every call anyway - this makes
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// the always-fresh behavior the stated one). A struct-field read per
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// glLinkProgram costs nothing.
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const auto& activeBackendObject = MG_Backend::pActiveBackendObject;
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if (activeBackendObject) {
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programObject->SetMaxFragmentOutputColorNumber(activeBackendObject->GetDynamicParameters().MaxDrawBuffers);
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if (!activeBackendObject) {
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MGLOG_E_ONCE("activeBackendObject is not initialized!");
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return;
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}
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const Bool allowVSOnlyPrograms =
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activeBackendObject->GetRendererInfo().StaticBackendCapability.AllowVSOnlyPrograms;
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programObject->SetMaxFragmentOutputColorNumber(activeBackendObject->GetDynamicParameters().MaxDrawBuffers);
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programObject->Link(!allowVSOnlyPrograms);
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}
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@@ -648,4 +648,39 @@ namespace MobileGL::MG_Impl::GLImpl {
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if (!ValidateQueryStreamIndex(__FUNCTION__, target, index)) return;
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GetQueryiv(target, pname, params);
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}
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void DestroyAllQueryObjects() {
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// Detach the registry under the lock, release outside it - same discipline
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// (and the same accepted teardown race) as DestroyAllSyncObjects. Without
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// this drain, every query the app left undeleted survived full library
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// teardown in the process-global registry: the objects and their backend
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// wrappers leaked across Destroy/Initialize cycles, stale ids kept
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// answering IsQuery == GL_TRUE in the re-initialized library, and a later
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// glDeleteQueries could hand the OLD backend's handle to a DIFFERENT
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// backend's DeleteBackendQuery, which casts it to the wrong wrapper type.
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UnorderedMap<GLuint, QueryObject*> orphans;
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{
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const std::lock_guard<std::mutex> lock(g_queryObjectsMutex);
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orphans.swap(g_liveQueryObjects);
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g_activeTimeElapsedQueryId = 0;
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g_activePrimitivesWrittenQueryId = 0;
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g_activePrimitivesGeneratedQueryId = 0;
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g_activeSamplesPassedQueryId = 0;
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}
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if (orphans.empty()) {
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return;
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}
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// Backend handles must be released by the backend that created them, so
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// this runs while the function table is still populated. Both backends'
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// DeleteBackendQuery are generation-guarded, so a handle whose renderer
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// or ES context is already gone frees only the wrapper.
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const auto deleteBackendQuery = MG_Backend::gBackendFunctionsTable.GL.DeleteBackendQuery;
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for (const auto& [_, queryObject] : orphans) {
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if (deleteBackendQuery && queryObject->backendHandle) {
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deleteBackendQuery(queryObject->backendHandle);
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}
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delete queryObject;
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}
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MGLOG_D("DestroyAllQueryObjects: reclaimed %zu query object(s) the app left undeleted", orphans.size());
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}
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} // namespace MobileGL::MG_Impl::GLImpl
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@@ -29,4 +29,13 @@ namespace MobileGL::MG_Impl::GLImpl {
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void GetQueryBufferObjecti64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset);
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void GetQueryBufferObjectui64v(GLuint id, GLuint buffer, GLenum pname, GLintptr offset);
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void QueryCounter(GLuint id, GLenum target);
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// Destroys every still-registered query object exactly as DeleteQueries would.
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// GL requires queries to die with their context; called only from full library
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// teardown (DestroyImpl), where no context survives on any thread, so the
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// process-global registry can be drained wholesale. Must run while the backend
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// function table is still populated: each backend handle has to be released by
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// the backend that created it, never by a later re-initialized one (whose
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// DeleteBackendQuery would cast the wrapper to the wrong backend's type).
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// Same contract as DestroyAllSyncObjects.
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void DestroyAllQueryObjects();
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} // namespace MobileGL::MG_Impl::GLImpl
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