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[Docs] (tools/trace_replay): reproduce the Android DirectGLES lane on Linux, and pin improved-transparency below MobileGL
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@@ -251,3 +251,76 @@ process-local. For cases registered with `coherent_as_flush` (Flywheel-style
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unflushed persistent maps, e.g. the Create fixtures), pass
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unflushed persistent maps, e.g. the Create fixtures), pass
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`--ez coherent_as_flush true` so the replay runs with
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`--ez coherent_as_flush true` so the replay runs with
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`MOBILEGL_COHERENT_AS_FLUSH=1`.
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`MOBILEGL_COHERENT_AS_FLUSH=1`.
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## Reproducing the Android DirectGLES lane on Linux (ANGLE on lavapipe)
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The APK workflow's DirectGLES lane is not the same stack as the Linux one, which
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is why a case can be green here and red there:
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| lane | stack |
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| --- | --- |
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| Linux `Test` retrace, DirectGLES | Espryt -> Mesa GLES -> llvmpipe |
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| Android `APK` retrace, DirectGLES | Espryt -> **ANGLE** -> Mesa Vulkan (lavapipe) |
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| Android `APK` retrace, DirectVulkan | Magma -> lavapipe (no ANGLE) |
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Only the Android DirectGLES lane puts ANGLE in the middle, so an ANGLE
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translation difference shows up in exactly one of the six combinations. That
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stack can be reproduced on Linux without an emulator, which is far faster to
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iterate on than a CI round trip. The Android emulator SDK ships a glibc ANGLE:
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```sh
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ANGLE=$ANDROID_SDK_ROOT/emulator/lib64/gles_angle
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mkdir -p ~/angle-farm && cd ~/angle-farm
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# MobileGL dlopens these two names; ANGLE's own libEGL then dlopens the
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# unsuffixed libGLESv2.so from the same directory - without that symlink it
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# loads a truncated entry-point table and dies on a missing EGL function.
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ln -sf $ANGLE/libEGL.so libEGL_angle.so
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ln -sf $ANGLE/libGLESv2.so libGLESv2_angle.so
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ln -sf $ANGLE/libEGL.so libEGL.so
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ln -sf $ANGLE/libGLESv2.so libGLESv2.so
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ln -sf $ANGLE/libvulkan.so.1 libvulkan.so.1 # else eglInitialize fails
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MOBILEGL_USE_ANGLE=1 \
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LD_LIBRARY_PATH=~/angle-farm:/path/to/build/ \
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VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/lvp_icd.json \
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ANGLE_DEFAULT_PLATFORM=vulkan \
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./mobilegl_trace_replay --trace trace.trace --golden golden.png \
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--target-call N --width 854 --height 480 --backend DirectGLES \
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--output outdir --pbuffer-surface
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```
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`ANGLE_DEFAULT_PLATFORM=vulkan` is required: ANGLE otherwise picks its OpenGL
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backend and you get `ANGLE (Mesa, llvmpipe ..., OpenGL 4.6 (Core Profile))`
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instead of the CI-shaped `ANGLE (Mesa, Vulkan 1.x (llvmpipe ...))`. Check
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`MOBILEGL_TRACE_GL_RENDERER` in `outdir/retrace.log` before trusting a result.
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Run the binary directly rather than through `ctest`, whose `ENVIRONMENT`
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property overrides these variables. Build with clang, not gcc: gcc rejects
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`GLXImpl.cpp` under `-Wchanges-meaning`.
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### improved-transparency-minecraft-26.3 on the ANGLE lane
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This case has never passed on the Android DirectGLES lane. It renders correctly
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everywhere else, including Android DirectVulkan on the same emulator. The
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rendered frame loses the whole translucent layer - clouds and water are absent
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while opaque geometry is pixel-exact - so the compositing chain never receives
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the translucent content rather than blending it wrongly.
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It is not a MobileGL defect. Replaying the fixture through the recipe above and
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through Mesa GLES, with a `MOBILEGL_LOG_LEVEL_DEBUG` build, gives
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SSIM 1.000000 on Mesa and 0.970127 on ANGLE while MobileGL issues a
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**byte-identical GL call stream** - 2698222 calls, same names, same order, same
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arguments, the only difference being how often the app polls
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`glClientWaitSync`. Both drivers are asked for exactly the same thing and
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disagree about the pixels, so the divergence is below MobileGL, in ANGLE's
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GLES-to-Vulkan translation (or in something we emit that is legal but
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underspecified and the two implementations resolve differently).
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Do not "fix" this by editing the DirectGLES blend or draw-buffer paths. Two
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candidates were tested and ruled out: per-attachment blend equations are both
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recorded and applied correctly on ANGLE (`glBlendEquationSeparatei` with GL_MAX
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on one attachment reads back as GL_MAX and rasterizes as GL_MAX), and the GLES
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draw-buffer slot restriction is already handled by
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`BackendFramebufferObject::RecomputeBackendColorSlots`. Narrowing this further
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means bisecting inside the frame to find which GLES construct ANGLE mistranslates;
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the accommodation, once known, belongs with the existing
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`--avoid-angle-llvmpipe-*` flags rather than in shared backend code.
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