[Test] (TraceReplay): register iterationRP in-world fixture (non-CI, fixture files pending LFS)

This commit is contained in:
2026-07-19 21:39:06 -04:00
parent 9152a4a4bc
commit aa2184e47a
3 changed files with 119 additions and 4 deletions
+9
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@@ -93,6 +93,15 @@ The bundled fixtures cover:
- minecraft-1.21.4-fabric-iris-iterationt-nodsa-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and
iterationT after entering a singleplayer world, with Iris' DSA path disabled.
![Minecraft 1.21.4 Fabric Iris iterationT no-DSA in-world golden](fixtures/minecraft-1.21.4-fabric-iris-iterationt-nodsa-in-world.0000115019.png)
- minecraft-1.21.4-fabric-iris-iterationrp-novidia-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and
iterationRP after entering a singleplayer world, framing the iterationRP name overlay over a lake with far-shore
tree reflections. iterationRP's temporal auto-exposure makes a single-frame trim overexpose and drop the overlay,
so the fixture is a prefix trace (all calls up to the target frame) that replays the temporal state. The pack also
gates an NVIDIA-only shadow path (`subgroupPartitionNV`, `GL_NV_shader_subgroup_partitioned`) on the GL vendor
string, so the capture reports a masked vendor and the trace carries the portable `subgroupShuffleXor` path that
non-NVIDIA GPUs take.
The trace archive and golden are not committed yet (the repository's Git LFS quota rejects new objects with
`GH009`); the case stays registered and its fixture files are hydrated from the trace fixture mirror.
- minecraft-1.21.4-fabric-iris-photon-v1.1-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and
Photon v1.1 after entering a singleplayer world.
![Minecraft 1.21.4 Fabric Iris Photon v1.1 in-world golden](fixtures/minecraft-1.21.4-fabric-iris-photon-v1.1-in-world.0000159866.png)
@@ -80,10 +80,19 @@ Minecraft specifics that keep the capture deterministic and small:
`doMobSpawning`, `randomTickSpeed 0`, a fixed `DayTime`, and the player
`Rotation` that frames the intended subject. The camera snaps to the saved
rotation on world join, so composition is edited in the save, not in-game.
- `options.txt`: `pauseOnLostFocus:false`, a low `maxFps` (10 works), and a
small `renderDistance` (3). Frame rate and render distance are the two main
levers on trace size; a ~35 s in-world session at 10 fps lands well under
the archive budget after repack.
- `options.txt`: `pauseOnLostFocus:false`, a low `maxFps` (10 works), a small
`renderDistance` (3), and the capture resolution pinned to `WIDTH` x `HEIGHT`
(854x480) via `overrideWidth`/`overrideHeight` (or `--width`/`--height`).
These are the main levers on fixture size: a low frame rate keeps the full
trace short, a small render distance keeps per-frame geometry down, and the
854x480 resolution keeps every render target the frame references small (a
trimmed frame's framebuffer/attachment textures scale with resolution
squared). A ~35 s in-world session at 10 fps and 854x480 lands well under the
archive budget after repack.
- `maxFps` has a practical floor: Minecraft ignores values below ~10 and falls
back to unlimited/vsync (a `maxFps:1` capture rendered ~60 fps and ballooned
the trace). 10 is as low as this lever goes, so do not count on a lower frame
rate to shrink the frame count further.
- Enter the world non-interactively with `--quickPlaySingleplayer <world>` so
every capture takes the same path from boot to gameplay.
- Keep the game window UNFOCUSED for the whole capture (focus the desktop
@@ -116,6 +125,61 @@ For Java:
An `@argfile` with the full JVM+game command line keeps the invocation
reproducible across recaptures.
NEVER put a real credential on the traced command line. apitrace records the
traced process's argv into the trace as a `process.commandLine` property, so
anything passed there - `--accessToken`, session tokens, API keys - is embedded
in the trace and ships inside the committed fixture. Minecraft never validates
`--accessToken` for singleplayer, so pass a placeholder (`--accessToken 0`);
`--username`/`--uuid` are public and may stay real. Before packaging, grep the
UNCOMPRESSED trace for the secret to confirm it is absent:
```sh
"$APITRACE" repack "$WORK/$CASE/trace.trace" /tmp/plain.trace # decompress
grep -ac "<secret-prefix>" /tmp/plain.trace # must be 0
```
If a secret has already been captured, it can be scrubbed in place instead of
recapturing: apitrace's snappy container is `[length][raw snappy]` chunks with
no checksum, and a high-entropy secret is stored as literal bytes, so replacing
those bytes with an EQUAL-LENGTH filler keeps the container valid and leaves the
GL call stream byte-identical. Blank every maximal run of the secret (it splits
across chunks), then verify: frame count unchanged, the decompressed trace no
longer contains the secret, and the replayed target frame still matches the
golden. Treat any already-pushed trace as leaked regardless - rotate the
credential, since a force-push does not purge the LFS object from the remote.
Watch for vendor-gated shader paths. Shader packs branch on the GL vendor that
Iris injects (`MC_GL_VENDOR_NVIDIA` / `_AMD` / ...) and compile a
vendor-exclusive path, so capturing on an NVIDIA card can bake NVIDIA-only GLSL
into the fixture (iterationRP selects `subgroupPartitionNV` /
`GL_NV_shader_subgroup_partitioned` instead of the portable
`subgroupShuffleXor`). Iris resolves the `#ifdef` before `glShaderSource`, so
only the taken branch is in the trace and the fixture cannot replay on the
mobile GPUs MobileGL targets. Rather than hunting for a second GPU (the Windows
per-app GPU preference does NOT change which OpenGL ICD is loaded), mask the
vendor at capture time with apitrace's own config - point `GLTRACE_CONF` at a
file containing:
```
GL_VENDOR = "NoVIDIA (MobileGL spoof)"
GL_RENDERER = "NoVIDIA (MobileGL spoof)"
```
The wrapper then returns that from `glGetString`, so the pack compiles the
portable path while still running on the fast driver. Pick a string that does
NOT contain the real vendor name as a substring (Iris matches by substring, so
"Not NVIDIA ..." would still match) and that is self-describing, so nobody later
mistakes the trace for a capture on different hardware. Afterwards, grep the
decoded trace to confirm the vendor-exclusive symbols are gone:
```sh
"$APITRACE" dump "$WORK/$CASE/full.trace" | grep -c subgroupPartitionNV # must be 0
```
Software rasterisers are not a substitute here: llvmpipe exposes no
`GL_KHR_shader_subgroup` at all, and packs that use subgroup ops unguarded
cannot run on it in any vendor configuration.
Keep `full.trace` until both backends are validated.
Persistent-mapped buffers: apps may legally write a `GL_MAP_PERSISTENT_BIT`
@@ -177,12 +241,37 @@ name"-style retrace warnings. If content is missing from the trimmed trace
but present in the full trace, the fix belongs in `3rdparty/apitrace`'s
frametrim, not in the fixture.
Temporal shaders (auto-exposure / eye adaptation, TAA, temporal reflections -
e.g. the iterationRP shader pack) break a single-frame `gltrim -f`: the target
frame reads its predecessors' feedback buffers, which the isolated frame no
longer contains, so a mid-sequence frame replays overexposed to white (and any
timed name/version overlay the pack draws in its first seconds silently drops).
The symptom is a trimmed frame that looks blown-out or washed while the same
frame of `full.trace` renders correctly, and it gets worse the later the frame.
When a single-frame trim of such a pack cannot be made to render correctly, keep
the temporal history instead of the dependency slice: select an early in-world
target frame and trim a PREFIX with `apitrace trim --calls=0-<target-swap-call>`
(it preserves call numbers, so `target_call` is just that swap call). The prefix
replays every frame up to the target, so its temporal buffers are correct.
Prefer the earliest frame that already shows the intended subject - fewer lead-in
frames means a smaller archive and a faster CI replay. This deviates from the
single-frame rule deliberately; note it in the README entry.
## Generate golden
Generate frame snapshots from the trimmed trace, then choose the snapshot that
matches the selected frame. The target call used by replay registration must
come from the trimmed trace, not from a call-filtered full-trace selection.
Generate the golden with the same GL stack the scene was captured on. A headless
software renderer (llvmpipe) is fine for vanilla and light packs, but heavy
ray-traced shader packs (compute-driven atmosphere LUTs, screen-space tracing -
e.g. iterationRP) render as solid black or blown-out white under llvmpipe. Drive
the golden from a real GPU instead: on Windows a stock `glretrace.exe` (an
upstream apitrace release works for replay even on an in-tree-fork trace) replays
the trace on the discrete GPU and snapshots the target call. Read the resulting
PNG back and confirm the subject actually rendered before trusting it as golden.
```sh
mkdir -p "$WORK/$CASE/golden"
"$APITRACE" replay --headless \
@@ -260,6 +349,15 @@ Check the final archive size. The committed fixture archive should be less than
with a shorter run or a lower frame rate / render distance instead of adding
call-based filtering.
Some packs have an irreducible size floor: a large static lookup table baked
into the pack (iterationRP ships a ~17 MiB half-float atmosphere LUT that the
target frame samples) lands in the trace once and does not compress, so every
variant - single frame, prefix, or full - sits near the same size regardless of
frame count. When the floor alone exceeds the budget, neither a lower frame rate
nor fewer frames helps; confirm the fixture is worth the exception and record the
measured size in the case's README entry rather than chasing an unreachable
target.
```sh
du -h "$REPO/tools/trace_replay/fixtures/$CASE.tgz"
tar -tzf "$REPO/tools/trace_replay/fixtures/$CASE.tgz"
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@@ -280,6 +280,14 @@
"golden": "improved-transparency-minecraft-26.3.0002667619.png",
"target_call": 2667619,
"timeout_seconds": 1800
},
{
"name": "minecraft-1.21.4-fabric-iris-iterationrp-novidia-in-world",
"ci": false,
"trace_archive": "minecraft-1.21.4-fabric-iris-iterationrp-novidia-in-world.tgz",
"golden": "minecraft-1.21.4-fabric-iris-iterationrp-novidia-in-world.0000202020.png",
"target_call": 202020,
"timeout_seconds": 1800
}
]
}