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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
[Fix] (DirectGLES): route default-framebuffer binds through the FBO-binding shadow - the raw glBindFramebuffer(0) in BindCurrentFBO/SyncAndBindFramebufferObject left the shadow claiming the previous user FBO, false-skipping its next re-bind and letting scoped guards restore a stale binding (caught by adversarial review); also scrub buffer-binding shadows when VAO client-attribute staging buffers are deleted, include cube-map arrays in the pack-image-params gate, and make the delete-recording test hook assertion-unwind safe
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@@ -1002,8 +1002,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
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}
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} else {
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MGLOG_D("Binding default framebuffer as %s FBO", (target == FramebufferTarget::Read ? "READ" : "DRAW"));
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g_GLESFuncs.glBindFramebuffer(target == FramebufferTarget::Draw ? GL_DRAW_FRAMEBUFFER : GL_READ_FRAMEBUFFER,
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0);
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// Through the shadow: a raw bind here would leave the shadow claiming
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// the previous user FBO, false-skipping its next re-bind.
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FramebufferImpl::BindFramebufferId(
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target == FramebufferTarget::Draw ? GL_DRAW_FRAMEBUFFER : GL_READ_FRAMEBUFFER, 0);
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}
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}
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@@ -1013,8 +1015,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
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ZoneScopedC(TRACY_ZONECOLOR_BACKEND);
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#endif
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if (!framebuffer || framebuffer == MG_Impl::GLImpl::FramebufferImpl::pDefaultFramebufferInfo->defaultFBO) {
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g_GLESFuncs.glBindFramebuffer(target == FramebufferTarget::Draw ? GL_DRAW_FRAMEBUFFER : GL_READ_FRAMEBUFFER,
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0);
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FramebufferImpl::BindFramebufferId(
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target == FramebufferTarget::Draw ? GL_DRAW_FRAMEBUFFER : GL_READ_FRAMEBUFFER, 0);
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return;
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}
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@@ -3993,9 +3995,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
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// accepted and repacks on the CPU.
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if (convertible) {
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// GL_PACK_IMAGE_HEIGHT/GL_PACK_SKIP_IMAGES only apply to 3D/array image
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// readbacks; 2D targets must ignore them (GL 3.3 section 6.1.4).
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const Bool applyPackImageParams =
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backendAttachTarget == GL_TEXTURE_3D || backendAttachTarget == GL_TEXTURE_2D_ARRAY;
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// readbacks (cube-map arrays address as arrays); 2D targets must ignore
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// them (GL 3.3 section 6.1.4).
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const Bool applyPackImageParams = backendAttachTarget == GL_TEXTURE_3D ||
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backendAttachTarget == GL_TEXTURE_2D_ARRAY ||
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backendAttachTarget == GL_TEXTURE_CUBE_MAP_ARRAY;
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// 3D/array images read back every slice, but the FBO path can only read one layer:
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// multi-slice reads are served from the CPU shadow (slice-major, tight layout).
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const GLsizei sliceCount = std::max(size.z(), 1);
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@@ -863,6 +863,16 @@ namespace MobileGL::MG_Backend::DirectGLES {
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g_boundPixelUnpackBufferKnown = false;
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}
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void NoteBufferIdDeleted(Uint id) {
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if (id == 0) {
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return;
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}
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if (g_boundArrayBufferKnown && g_boundArrayBufferId == id) {
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InvalidateArrayBufferBindingCache();
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}
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ScrubBufferBindingShadowsForId(id);
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}
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namespace {
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// Shadow of the GL indexed buffer bindings so redundant glBindBufferBase/Range
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// (same index + id + range) are skipped. isBase distinguishes a whole-buffer
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@@ -1202,6 +1212,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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}
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for (auto& bufferId : m_clientAttributeBufferIds) {
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if (bufferId != 0) {
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BufferImpl::NoteBufferIdDeleted(bufferId);
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g_GLESFuncs.glDeleteBuffers(1, &bufferId);
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bufferId = 0;
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}
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@@ -189,6 +189,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
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void BindPixelPackBufferId(Uint id);
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void BindPixelUnpackBufferId(Uint id);
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void InvalidatePixelBufferBindingCaches();
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// A GL buffer id is being deleted by code outside BufferImpl (e.g. the VAO
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// client-attribute staging buffers): scrub every buffer-binding shadow that
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// could false-skip when the name is recycled.
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void NoteBufferIdDeleted(Uint id);
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// Redundant-bind cache for INDEXED buffer bindings (glBindBufferBase/Range on
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// GL_UNIFORM_BUFFER / GL_SHADER_STORAGE_BUFFER): skips the GL call when the
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// (id, range) already at that index matches, like the array-buffer/texture/
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@@ -1680,13 +1680,22 @@ namespace {
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if (!g_deletedTextureIds) return;
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for (GLsizei i = 0; i < count; ++i) g_deletedTextureIds->push_back(textures[i]);
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}
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// Clears the recording hook even when a gtest assertion unwinds the test body
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// (a dangling pointer to the dead stack vector would corrupt later tests).
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struct ScopedDeletedTextureRecording {
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explicit ScopedDeletedTextureRecording(MobileGL::Vector<GLuint>& sink) { g_deletedTextureIds = &sink; }
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~ScopedDeletedTextureRecording() { g_deletedTextureIds = nullptr; }
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ScopedDeletedTextureRecording(const ScopedDeletedTextureRecording&) = delete;
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ScopedDeletedTextureRecording& operator=(const ScopedDeletedTextureRecording&) = delete;
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};
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} // namespace
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TEST(DirectGLESBackendTexture, DestructorDeletesIdAndScrubsBindingCache) {
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using namespace MobileGL::MG_Backend::DirectGLES;
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ScopedDirectGLESTextureBindings scoped; // installs glGenTextures/glBindTexture mocks + resets caches
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MobileGL::Vector<GLuint> deleted;
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g_deletedTextureIds = &deleted;
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ScopedDeletedTextureRecording recording(deleted);
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auto functions = g_GLESFuncs;
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functions.glDeleteTextures = SG_DeleteTextures;
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SetGLESFuncsTable(functions);
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@@ -1714,5 +1723,16 @@ TEST(DirectGLESBackendTexture, DestructorDeletesIdAndScrubsBindingCache) {
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--TextureImpl::g_textureContextGeneration; // restore for later tests
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EXPECT_EQ(deleted.size(), 1u);
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}
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g_deletedTextureIds = nullptr;
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}
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TEST(DirectGLESStateGuards, DefaultFramebufferBindGoesThroughShadow) {
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using namespace MobileGL::MG_Backend::DirectGLES;
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ScopedStateGuardMocks mocks;
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// The regression this guards against: binding framebuffer 0 raw while the
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// shadow keeps a user-FBO id makes the next re-bind of that FBO false-skip.
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FramebufferImpl::BindFramebufferId(GL_DRAW_FRAMEBUFFER, 7);
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FramebufferImpl::BindFramebufferId(GL_DRAW_FRAMEBUFFER, 0); // default-FBO path must use this API
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FramebufferImpl::BindFramebufferId(GL_DRAW_FRAMEBUFFER, 7); // must reach the driver again
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EXPECT_EQ(mocks.log.Count("BindFramebuffer:"), 3u);
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}
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