[Fix] (MG_State, MG_Backend/DirectGLES): join both link phases on the draw and drain paths, and refuse to bind a program whose SPIR-V never arrived

This commit is contained in:
2026-08-10 06:08:30 -04:00
parent 1958934594
commit e02e5caa17
4 changed files with 32 additions and 13 deletions
@@ -2028,7 +2028,9 @@ namespace MobileGL::MG_Backend::DirectGLES {
g_currentDrawFrontendProgram = nullptr;
g_currentDrawBackendProgram = nullptr;
if (!currentProgram || !currentProgram->GetLinkStatus()) {
// ... || !GetSpirvStatus(): see BackendProgramObjectImpl::SyncToBackend - a
// program whose SPIR-V never arrived is linked but not drawable.
if (!currentProgram || !currentProgram->GetLinkStatus() || !currentProgram->GetSpirvStatus()) {
g_GLESFuncs.glUseProgram(0);
g_lastUsedBackendProgramId = 0;
return;
@@ -2589,7 +2591,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
static void BindCurrentProgramWithResources(
const SharedPtr<MG_State::GLState::ProgramObject>& currentProgram,
const TextureImpl::DrawTextureSyncKeys& keys) {
if (currentProgram && currentProgram->GetLinkStatus()) {
if (currentProgram && currentProgram->GetLinkStatus() && currentProgram->GetSpirvStatus()) {
#ifdef TRACY_ENABLE
ZoneScopedNC("BindCurrentProgram", TRACY_ZONECOLOR_BACKEND);
#endif
@@ -2859,7 +2861,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
// is pinned for the duration. Prefers the per-draw stash those preparations wrote.
static PrgramImpl::BackendProgramObjectImpl* GetCurrentBackendProgram() {
const auto& currentProgram = MG_State::pGLContext->GetProgramForDraw();
if (!currentProgram || !currentProgram->GetLinkStatus()) {
if (!currentProgram || !currentProgram->GetLinkStatus() || !currentProgram->GetSpirvStatus()) {
return nullptr;
}
if (PrgramImpl::g_currentDrawFrontendProgram == currentProgram.get()) {
@@ -3017,7 +3019,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
TextureImpl::SyncImageTextureBindings();
PrgramImpl::SyncCurrentProgram(currentProgram);
if (!currentProgram || !currentProgram->GetLinkStatus()) {
if (!currentProgram || !currentProgram->GetLinkStatus() || !currentProgram->GetSpirvStatus()) {
g_GLESFuncs.glUseProgram(0);
PrgramImpl::g_lastUsedBackendProgramId = 0;
return;
+8 -2
View File
@@ -4156,8 +4156,14 @@ namespace MobileGL::MG_Backend::DirectGLES {
return;
}
if (!stateProgramObject->GetLinkStatus()) {
MGLOG_E("Program object is not linked, skipping backend sync. State program ID: %u",
// GetSpirvStatus() as well as GetLinkStatus(): a program whose phase-B job was
// cancelled (teardown) or whose optimizer run failed is fully linked and fully
// queryable, but has no SPIR-V to build a driver program out of. GL cannot retract
// a LINK_STATUS it already reported true, so "linked but not drawable" is the
// answer, and this is where the ES backend expresses it.
if (!stateProgramObject->GetLinkStatus() || !stateProgramObject->GetSpirvStatus()) {
MGLOG_E("Program object is not linked or has no generated SPIR-V, skipping backend sync. State "
"program ID: %u",
stateProgramObject->GetExternalIndex());
return;
}
+12 -5
View File
@@ -380,8 +380,14 @@ namespace MobileGL::MG_State {
// inside the same draw when it finally touched an artifact, and cache under a
// version the publish had already superseded. Settling here means every
// version a backend reads during a draw describes the program it is drawing.
// One null check in steady state.
currentProgram->JoinLink();
// Two null checks in steady state.
//
// BOTH phases, and that is not optional: the phase-B publish bumps those same
// versions, so joining only phase A here would leave exactly the hazard this
// site exists to close - a backend samples a version, then trips the phase-B
// gate through GetGeneratedSpirv() deeper inside the same draw, and memoizes
// under a version the publish has already superseded.
currentProgram->JoinLinkAndSpirv();
return currentProgram;
}
if (m_boundProgramPipeline == 0) return nullProgram;
@@ -398,7 +404,7 @@ namespace MobileGL::MG_State {
// programs. In steady state this is a null check per stage.
for (SizeT stage = 0; stage < static_cast<SizeT>(ShaderStage::ShaderStageCount); ++stage) {
const auto& stageProgram = pipeline->GetStageProgram(static_cast<ShaderStage>(stage));
if (stageProgram) stageProgram->JoinLink();
if (stageProgram) stageProgram->JoinLinkAndSpirv();
}
const auto signature = pipeline->ComputeDrawProgramSignature();
@@ -430,8 +436,9 @@ namespace MobileGL::MG_State {
composite->Link(true);
// P1 join site J2. The draw that asked for this program is the very next thing to
// happen, so enqueueing the composite's link buys nothing and only moves the wait
// to whichever backend accessor happens to touch its artifacts first.
composite->JoinLink();
// to whichever backend accessor happens to touch its artifacts first. Both phases,
// for the same reason: the backend is about to read its SPIR-V.
composite->JoinLinkAndSpirv();
pipeline->SetCachedDrawProgram(signature, Move(composite));
return pipeline->GetCachedDrawProgram(signature);
}
@@ -111,9 +111,13 @@ namespace MobileGL::MG_State::GLState {
// that can grow, and a reallocation underneath this loop would be a use-after-free
// that only shows up on the one GL call that walks the whole table. The copy costs a
// refcount bump on a path a mode switch takes at most once.
// BOTH phases per program. This is the glMaxShaderCompilerThreadsKHR(0) path, whose
// contract is that nothing is outstanding when it returns - a program left with its
// SPIR-V job in flight would make the very next GL_COMPLETION_STATUS_KHR read GL_FALSE
// in a mode the extension says cannot have anything pending.
for (SizeT i = 0; i < m_programObjects.size(); ++i) {
const SharedPtr<ProgramObject> program = m_programObjects[i];
if (program) program->JoinLink();
if (program) program->JoinLinkAndSpirv();
}
for (SizeT i = 0; i < m_shaderObjects.size(); ++i) {
const SharedPtr<ShaderObject> shader = m_shaderObjects[i];
@@ -122,7 +126,7 @@ namespace MobileGL::MG_State::GLState {
// The currently-used program is reachable through m_programObjects unless
// glDeleteProgram already freed its slot while it stayed current. Nothing else holds
// a GL-visible name for it, but a draw would still join it, so settle it here too.
if (m_currentProgram) m_currentProgram->JoinLink();
if (m_currentProgram) m_currentProgram->JoinLinkAndSpirv();
}
void ProgramState::MarkShaderObjectForDeletion(Uint shader) {