Commit Graph
2046 Commits
Author SHA1 Message Date
BZLZHH 3025284a6e [Perf, Test] (MG_Util): libfork execution engine for the shader compile pool, runtime-selectable
Adds libfork v3.8.0 (3rdparty submodule, header-only, wired like the asio
precedent) as a second execution engine behind ShaderCompilePool, selected
per process by MOBILEGL_ASYNC_POOL=asio|libfork (default asio; unknown
values warn and fall back). The engine boundary is deliberately tiny: the
queue, the concurrency budget and its clamping, the suspension latch,
cancel request-vs-outcome, the stopped-is-synchronous fallback and the
drain all stay in the shared Impl - an engine only answers how a
budget-cleared job reaches a worker.

The libfork engine runs detached root tasks as CHAINS: a finished body
takes the next queued job in the same coroutine on the same worker, so
the refills a worker posts are absorbed without a scheduler round trip
(the naive dispatch-thread shape measured 4x worse than asio on short
jobs). Absorption is bounded at one job per live chain - unbounded
absorption serialized bursts posted from inside the pool, which is the
shipped shape (one compile settling fans out link jobs via SubmitAfter
and the adoption map), caught by the review and pinned by a permanent
peak-concurrency regression test (pre-fix: libfork peak 1 vs asio peak 4
on a 16-job worker-posted burst). External submissions go through a
round-robin adaptor instead of lf::lazy_pool::schedule, which both
avoids a data race on lazy_pool's unsynchronized xoshiro under
concurrent submits and beats birthday-collision placement by ~1.3x at
budget == thread count.

The measured answer to "does asio scale poorly": no - the executor was
never the bottleneck. On real pack corpora extracted from the trace
fixtures (BSL 61 shaders, Complementary 277), interleaved best-of-5 per
cell, the engines are within noise of each other at every thread count
(complementary: 4965/2506/1376/824 ms at 1/2/4/8 threads for asio;
libfork within 1%), both ~6x at 8 threads. perf counters show the
flattening past 4 threads is machine-level (instructions flat at 22.1e9
from 1 to 16 threads - no added work, no lock spinning - while cycles
and LLC misses double: memory-stall bound), and the separating control
- N fully independent single-threaded processes with no shared
scheduler at all - scales WORSE than the pool (5.27x vs 5.94x at 8).
The pool microbenchmark does favor libfork on pure dispatch (518 vs
530 ns/job at 1 worker, growing with worker count), but a real compile
body is 1-100 ms, so dispatch is under 0.1% either way. asio therefore
stays the default; this branch exists to make the comparison
reproducible (MG_Test/Util/AsyncPoolBench drives either engine over a
corpus directory) and to keep the alternative viable.

613/613 unit tests in all four combos ({asio, libfork} x {async default
on, kill switch}), integration scenarios byte-identical between engines
on both backends.
2026-08-09 17:24:01 -04:00
BZLZHH d8d7530011 [Fix, Test] (MG_Backend/DirectGLES, MG_Util, MG_Impl): widen three-channel render targets wherever the driver refuses them
Complementary Reimagined would not load through Espryt on Mali: Iris got
GL_FRAMEBUFFER_UNSUPPORTED building its composite framebuffer, because
colortex1 is RGB8_SNORM and colortex2 is RGB16F - three-channel formats
that no real ES driver can render to (EXT_render_snorm covers R/RG/RGBA
only, and the float extensions exclude the RGB forms). The frontend's
probe cache diagnosed this correctly and then had nothing to offer: the
NoThreeChannelRenderTarget widening machinery existed but was gated to
multisample targets alone. llvmpipe turns out to refuse most of the same
attachments - CI retrace stayed green only because a replay never
branches on glCheckFramebufferStatus - so this was never a desktop-vs-
device split, just an unlit path.

The widening now applies to every color-attachable image, renderbuffers
included, riding the driver-probe branch so the native format is still
tried first and substituted only on refusal. One ThreeChannelWidening
table owns the widened (internalformat, format, type) triple per source
format - the previous per-case branches disagreed with each other and
could emit an unuploadable (RGBA16F, GL_RGB, GL_BYTE) combination or
widen into another three-channel format the driver refuses just the
same. Uploads repack three-component client data to four with the
format's own one in the alpha channel (127 is not 1 for RGB8I - the
integer arms carry integer ones); readback drops the synthetic alpha,
derived from the actual image being read, not the bound framebuffer,
so glGetTexImage through a scratch FBO cannot be confused by an
unrelated widened attachment.

Stored alpha on a widened attachment is now an invariant 1.0 rather
than an accident: the color-mask sync clears the alpha bit per draw
buffer (glColorMaski for MRT mixes), and clears route through
glClearBufferfv with alpha substituted on widened slots only -
scissored clears inherit the discipline for free, integer color
buffers keep their explicit integer-clear path, and glGet still
answers the application's own mask. GL_DST_ALPHA blending, blits and
readback therefore all see 1.0 without further interception.

DriverPost grows the rows this bug earned: EXT_color_buffer_float
detection (previously unreferenced anywhere) with a FAIL row when
absent, the missing EXT_render_snorm row, and a three-channel-
attachment row that reports one representative per widening class -
graded so a half-float-only driver warns about the 32-bit float gap
instead of being declared unsupported.

Gates: 606/606 unit at default and with the async kill switch; full
retrace, both backends - the complementary fixtures now run with the
widening ACTIVE on llvmpipe and pass with a slightly better SSIM than
before; ext caselist DirectGLES holds 3914/4867 with zero set drift
while 54 cases move from NotSupported to genuinely passing; on the
Mali-G77 device, Complementary Reimagined builds its pipeline and
renders in-world through Espryt (md5-verified build), BSL still green.
A new ThreeChannelAttachmentScenario pins the frontend answer -
COMPLETE where it used to say UNSUPPORTED - on the real driver.
2026-08-09 15:28:34 -04:00
BZLZHH 0f394fa46f [Test] (tools/trace_replay): pin the Iris glyph-death bug with a BSL pause-menu fixture
minecraft-1.21.4-fabric-iris-bsl-esc-menu-854: Minecraft 1.21.4 Fabric +
Sodium + Iris + BSL 10.1.3 through Espryt on Mali-G77, paused at the ESC
menu over the BSL-blurred world, captured at 854x480 through the FCL
trace-capture skill. The trimmed trace keeps the whole session preamble
deliberately: the 107669b3 bug class is triggered while Iris BUILDS the
pipeline (a by-name texture call swapping the active unit's binding under
the sync memo), and the pause menu afterwards is where its damage is
legible - every glyph alpha-discards against the zeroed lightmap while
the button frames survive.

Ablation-proven as a net before landing: against a build with both layers
of 107669b3 reverted the case fails at ssim 0.949284 and the diff image
is text and only text - menu title, all button labels, the tutorial
toast; against the fixed library it matches the golden exactly, and
Magma passes the same golden at 0.998402 with no alternate needed.
Replays in about a minute per backend on llvmpipe/lavapipe (the 1.3M-call
preamble; well under the timeout and smaller than several existing
fixtures). Existing fixtures spot-checked green.
2026-08-09 12:49:10 -04:00
BZLZHH 107669b3db [Fix, Test] (MG_Impl, MG_Backend/DirectGLES): DSA by-name texture calls corrupted borrowed-slot memo pairings - process-wide glyph death under Iris
Field report: on Espryt with a BSL Iris pipeline built, every glyph in the
game died - HUD, menu labels, even the vanilla title screen after leaving
the world - while sprites kept rendering. Captured on-device (FCL apitrace
rig), reproduced headlessly on llvmpipe, and pinned with a three-way replay:
the same trace renders full text on raw Mesa desktop GL and on Magma, so
the stream was intact and the execution was Espryt's.

MECHANISM. WithTemporarilyBoundNamedTexture implements the by-name (DSA)
texture entry points by binding the named texture onto the active unit's
real slot, running the bound-texture code, and restoring - without moving
the texture bind generation on either edge. DirectGLES's per-draw texture
sync memo keys on that generation and BORROWS the slot pointer, so a memo
built for texture A kept passing every key while a by-name call had
texture B sitting in the slot: A's backend twin was driven with B's
frontend object, and SyncMipmapsToBackend re-specified A's storage with
B's shape. In the trace, a by-name upload to a BSL 2048x2048 map while
the 16x16 lightmap was bound re-specified the lightmap's GL texture
2048x2048-NULL and back 16x16-NULL. The lightmap exists only as render
output - no glTexSubImage2D ever touches it - so it stayed zero forever,
and rendertype_text (vertexColor = Color * texelFetch(lightmap, ...)),
alpha-discards every glyph. Background quads never sample the lightmap,
which is why only text died.

FIX, class-level, two layers:
- Frontend (shared, closes the same hole for DirectVulkan's generation-
  keyed memos): the temporary bind and the restore each bump the texture
  bind generation (only when the slot actually changed), and the restore
  is an RAII scope guard so a throwing body can no longer leak the
  temporary binding - a second latent bug of the same class. Deliberately
  a generation bump and not a touched-unit note: the high-water mark must
  not chase by-name calls, and a completed bind/restore pair leaves the
  content epoch unchanged, so the cost is an owner-compare re-walk, not a
  memo rebuild.
- DirectGLES defense in depth: both borrowed-pair memos
  (g_unitTextureSyncList, g_fboTextureSyncList) record which frontend
  texture each backend twin was paired with and re-check it before any
  replay (last in the key conjunction, behind the context-id compare). A
  stale pairing now costs a list rebuild instead of silent cross-texture
  storage corruption.

Tests, both red with their own layer reverted:
TextureTest.NamedTextureCallKeepsUnitBindingAccountingCoherent (the
accounting contract) and DirectGLESTextureSync.UnitMemoRefusesToDriveA-
TwinFromAnotherTexture (the corrupting sequence shape against a mock GLES
table, asserting the resident texture's storage is never re-specified).
595/595 unit at default and with the async kill switch. Replay evidence:
the captured BSL ESC-menu trace renders all text through Espryt post-fix,
byte-comparable to the Mesa-direct and Magma replays; the no-shaderpack
control is unchanged. A trace fixture wiring this scene into CI follows
in a separate commit.
2026-08-09 11:28:24 -04:00
BZLZHH 3e0460e472 [Feat, Fix] (MG_Impl, MG_State, MG_Backend): program interface queries from frontend reflection; Espryt state-shadow reset
Wave 2 of the advertised-extension conformance campaign.

PROGRAM INTERFACE QUERIES (the load-bearing piece). glGetProgramInterfaceiv
and the five glGetProgramResource* entry points were answered by the
BACKENDS - Espryt asked the real driver about SPIRV-Cross-generated ESSL
whose namespace is not the GL one (default-block uniforms live in
MGL_GLOBAL_UBO there), and Magma kept a second, partial reflection that
hardcoded types and diverged from the frontend. Both are now deleted; a new
frontend resource-model layer (ProgramInterface.{h,cpp}) answers every
interface - uniforms, uniform blocks, atomic-counter buffers (recovered
from glslang's synthesized gl_AtomicCounterBlock_<binding> lowering),
buffer variables, shader-storage blocks (classified by TType storage
qualifier since glslang reflects them as uniform blocks), program inputs/
outputs (built-ins' layoutLocationEnd sentinel mapped to -1), and
transform-feedback varyings including the gl_NextBuffer/gl_SkipComponentsN
pseudo-varyings - from the glslang reflection the frontend already trusts
for glGetActiveUniform. Name/index round-tripping, the "[0]" array
spelling, and the GL 4.6 table 7.2 prop/error matrix live in the new layer
only; GetActiveUniform*/GetActiveAttrib* are untouched.

glShaderStorageBlockBinding now takes the interface-layer index (the one
GetProgramResourceIndex returns, with a range check it never had), records
the binding on the program keyed by block NAME - the one coordinate all
three index spaces agree on - and delegates by name across the backend
boundary. Both backends reseed the recorded bindings on their own program
rebuilds, so an unrelated resync can no longer silently revert a rebound
block, and GL_BUFFER_BINDING reports the live binding, not the declared
one. The Espryt delegate applies only to an already-synced twin and can no
longer trigger SyncToBackend from a getter; the sync path's GL query
out-params are initialized and clamped (a load-dependent stack-garbage
Vector size crash caught by the gate, reproduced 3/50 pre-fix, 100/100
post-fix under saturating load).

ESPRYT RENDER-STATE SHADOW RESET (rides along because it shares
DirectGLES.cpp): the render-state shadow is file-static and survives
MobileGL context switches, so GL_FRAMEBUFFER_SRGB (and the whole synced-cap
class) leaked between contexts - the cross-test leakage class the CTS maps
have carried for a week. MakeCurrent now invalidates the shadow like it
already invalidates the program/FBO/buffer caches, and the resync resolves
a never-set scissor box to the current surface instead of pushing the
(0,0,0,0) sentinel verbatim (which scissored everything away - caught by
the retrace gate, bisected to the exact field via a bitmask probe, and
fixed by resolving like the viewport path rather than reverting).

Frontend riders exposed by the layer: glGetUniformLocation resolves
arrays-of-arrays element addressing ("a[2][1]"); transform-feedback capture
accepts element-addressed varying names ("b[1]") and snapshots the request
verbatim for the interface (Magma's decorate pass logs loudly that element
capture is unimplemented there - follow-up).

KNOWN GAPS, documented in code and tests: the 6 subroutines-* cases
(glslang refuses subroutine for SPIR-V; wave 3), the 5 separate-programs-*
cases (glslang's pipe-I/O reflection cannot see a separable non-vertex
stage's own inputs; needs stage-aware output validation first), and
uniform-block-types' per-instance stage masks (not derivable from the
reflection).

Gate: 593/593 unit at default and kill-switch, x10 each, plus the SSB race
case 100/100 under 20-way CPU load; ext caselist Espryt 77.87% -> 80.42%,
Magma 77.58% -> 79.39% (+212 fixed, 0 newly broken); program_interface_query
2/43 -> 31/43 unique on Espryt, 9/43 -> 31/43 on Magma, backends now
byte-identical; KHR-GL45.direct_state_access 370/371 + 371/371 with the 4
sRGB leak victims recovered in cross-test ordering; KHR-GL33 held at
9884/9886; full 39x2 CI retrace with zero wave-attributable failures (the
3 failing newly-added fixtures are bit-identical on the pristine baseline).
2026-08-09 08:12:30 -04:00
BZLZHH 33ff177bb2 [Fix, Test] (MG_Impl, MG_State): advertised-extension conformance wave 1 - uniforms, validators, getters
First wave of the advertised-extension CTS campaign (targeted caselist: the
glcts groups of every extension both backends advertise, 4867 cases across the
KHR-GL41..46 namespaces). All frontend, shared by both backends:

- Non-square float matrix uniforms actually upload: glUniformMatrix{2x3,3x2,
  2x4,4x2,3x4,4x3}fv and the six glProgramUniformMatrix* twins were
  validate-only no-ops; they now write column-at-a-time at the global UBO's
  16-byte std140 column stride, honouring transpose. glUniformMatrix2fv had
  the sibling bug - mat2 written as 4 contiguous floats put column 1 at byte
  8 instead of 16. The readback path only ever un-padded mat3, so
  glGetUniformfv is fixed for mat2, mat3x2 (previously mis-gathered) and
  every non-square shape, with the bounds check widened to the padded span.
- glBindBufferRange validates offset/size at last: size <= 0, offset < 0,
  SSBO and UBO offset alignment, transform-feedback offset AND size
  multiples of 4 - all before any state write (a negative offset used to
  reach Range1D unchecked). glBindBuffersRange inherits per element, with
  the ARB_multi_bind up-front [first, first+count) checks added to the
  BindBuffersBase/Range and BindSamplers prologues.
- BufferSubData's second, wrong mapped-overlap test deleted (it rejected
  every write at or after a mapped range's start, mapped or not); the state
  layer's assert relaxed to the same half-open intersection the frontend
  checks. BufferStorage error precedence fixed: no-bound-buffer now beats
  bad-size/flags.
- glSamplerParameteri accepts the full GL_NEVER..GL_ALWAYS compare-func
  range (NEVER/LESS/EQUAL were rejected by a wrong lower bound).
  glBindSampler's unit gate uses GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS instead
  of the frontend array capacity, shared with glBindSamplers by construction.
- Getters: GL_MAX_SHADER_STORAGE_BLOCK_SIZE in glGetIntegerv; atomic-counter
  buffer limits; all 11 per-unit GL_TEXTURE_BINDING_* plus GL_SAMPLER_BINDING
  in glGetIntegeri_v; GL_VERTEX_ATTRIB_BINDING/_RELATIVE_OFFSET across the
  vertex-attrib query family; glGetFloati_v/glGetDoublei_v implemented (were
  stubs); KHR_debug limits raised to spec floors.
- glCreateShader records INVALID_ENUM for an unknown type (it previously
  handed out a usable name with no error at all); glCreateShaderProgramv
  validates count up front. glDispatchCompute/Indirect validate work-group
  counts, offset alignment and indirect-buffer presence.
- glVertexAttribIFormat & friends take a positive integer-type whitelist -
  GL_FLOAT/GL_HALF_FLOAT/GL_DOUBLE/GL_FIXED no longer slip through as
  integer attributes.

Gate (headless Mesa, default config = async on): 570/570 unit at default and
with the kill switch; ext caselist Espryt 76.29% -> 77.87% (+81 fixed, 6
crashes -> 0, the whole list now runs in one glcts process), Magma 75.94% ->
77.58% (+80 fixed, 0 newly broken); KHR-GL33 full mustpass lost nothing
(9884/9886, the 2 known Mesa-drift failures); retrace smoke clean (the
bsl-GLES miss is the documented golden drift, bit-identical on the pristine
baseline). The 4 DirectGLES direct_state_access.renderbuffers_storage* cases
that turned red are a PRE-EXISTING GL_FRAMEBUFFER_SRGB cross-test leak,
A/B-proven on an unpatched 2e6fc1ff build - wave 1 removed the two accidental
maskers (a crash partition and a failing case whose error path reset the
state). Fixing the leak itself is queued.
2026-08-09 04:39:22 -04:00
BZLZHH 2e6fc1ffc0 [Feat] (MG_Util, MG_Test): enable asynchronous shader compilation by default (P1 stage 7)
kAsyncShaderCompileDefault flips to true, which also advertises
GL_KHR_parallel_shader_compile by default on both backends. Unset
MOBILEGL_ASYNC_SHADER_COMPILE now resolves to ON; =0 remains the complete kill
switch (reverts the threading and withdraws the extension together).

The gate behind the flip (headless Mesa - llvmpipe for Espryt, lavapipe for
Magma - at c6299f75): GL30/31/32/33/40 mustpass plus the
KHR-GL46.parallel_shader_compile group, both backends, async=1 with the
extension advertised. 58,344 case-runs, 8 failures - and every one of the 8
also fails standalone at async=0, in the full async=0 suite arms with an
identical per-case failure set, and under the pre-P1-stage-6 library. Zero
async-attributable deltas; the 8 are Mesa-upgrade drift (4 unique signatures:
Espryt GL40 transform_feedback.draw_xfb{,_feedbackk}_test, Magma
texture_size_promotion.functional + packed_pixels rgb9_e5_format_red on
GL32/33/40), recorded for separate follow-up.

Validation under the flipped default (no env var): 553/553 unit at the default
AND with the kill switch; parallel_shader_compile 3/3 on both backends proving
the default advertises; 44+44 integration scenarios; 71/72 CI trace-replay
fixtures (the one failure is the pre-existing create-indirect lavapipe crash,
identical under the pre-fix library). The lifecycle test's contract updates
with the default: AsyncIsOnByDefaultAndTheOverrideDecidesEitherWay.

Not covered by this gate and deliberately left open: SSO/DSA suites (GL41+,
separate follow-up per review), and real-driver confirmation on NVIDIA/Mali -
the Mali-G77 on-device sweep runs separately as a report-only pass.
2026-08-09 02:04:59 -04:00
BZLZHH c6299f754f [Fix] (MG_Backend/DirectVulkan, MG_State): key per-object memos on lifetime ids, not heap addresses
A destroyed VertexArrayObject's heap address is handed straight back by the
next allocation of its size, and so is a destroyed BufferObject's. DirectVulkan
keyed its per-VAO draw memo on the VAO POINTER and folded the bound buffer's
ADDRESS into the content hash that validates the memoised bindings, so a
delete/recreate pair under a byte-identical attribute layout reproduced both
the key and its validating hash at once. The successor VAO then inherited the
dead one's resolved bindings and the draw fetched from a destroyed VkBuffer.
Both stated defences failed together, because both reduce to the content hash
and the hash's buffer-identity component was itself a recycled address.

VertexArrayObject and BufferObject now carry a globally-unique, never-reused
GetLifetimeId() - the same contract as ProgramObject's, minted from an atomic
starting at 1 so a zero-initialised slot can never name a live object.
VaoDrawMemo matches on (address, lifetime id) and stores the id on recycle,
SetupDrawSnapshot's "the VAO did not move" test compares the id alongside the
config version, and VertexInputStateFactory::ComputeHash hashes the bound
buffer's id instead of its pointer (0 for client memory).

Proven: the use-after-free reproduces at 100% incidence headless on lavapipe,
including a SEGV whose backtrace is the driver dereferencing a destroyed vertex
buffer inside lvp_queue_submit, and it is gone with the fix. New coverage -
MG_Test/State/ObjectLifetimeIdTest (deterministic, GPU-free, no context: it
waits for the real allocator to repeat an address and asserts the id differs,
and skips loudly rather than passing quietly if it never gets the chance), and
MG_IntegrationTest XfbAfterClipDistanceScenario, registered for DirectGLES,
DirectVulkan, and a third DirectVulkan run with async shader compilation pinned
on because that is a second allocation pattern. Gates: 553/553 unit green at
async=0 and async=1; the scenario 5/5 headless at both flag states; 71/72 CI
trace-replay fixtures over both backends, the one failure a pre-existing
lavapipe crash proven not a regression (identical SIGSEGV at the identical
call number under the pre-fix library).

Pending NVIDIA/X11 confirmation: the KHR-GL{32,40} transform_feedback failures
that opened this investigation never reproduced on lavapipe - the -2/-101
pre-fill signature appears in zero pre-fix runs there - so whether this clears
them is UNPROVEN and must be re-measured on the NVIDIA rig against a freshly
re-run pre-fix baseline. The residual suspect is deliberately untouched here:
m_xfbCounterSlotByObject keys its counter slot on the raw GL transform-feedback
name, so a recycled name whose generation check happens to pass would RESUME
instead of BEGIN. That path was never exercised on lavapipe and is neither
confirmed nor exonerated.
2026-08-08 23:56:53 -04:00
BZLZHH dcf918b9ee [Perf] (MG_State): adopt in-flight compile jobs across shader objects (P1 stage 6)
~21% of a shaderpack's glCompileShader calls hand different shader objects
byte-identical source; the P0b cache only helps after one finishes, so under
async two workers would run the whole pipeline twice. Now the GL thread
consults a per-context (stage, hash, length, envFingerprint) -> weak-node
map at enqueue and ADOPTS the in-flight (or completed) node instead of
posting a duplicate - a hit is honored only after a full byte comparison
(the hash never decides), a cancel-requested or settled-cancelled node is
never adopted, and no worker ever waits.

Sharing a node makes the unconditional cancel wrong, so release is now
adopter-counted: a plain GL-thread Int (every mutation site is a GL entry
point; the single-threadedness argument and the terminal-early-out that
keeps the count exact are in the header), and the cancel fires only at
count zero AND with no pending link pinning the node (the stage-4
MarkLinkReferenced precedence). Adoption also re-points the object's source
at the node's snapshot so the layer-1 memo's pointer compare stays armed -
without that, an adopter's next glCompileShader would re-enqueue the very
duplicate this stage removes. Both guards are negative-control-proven: each
removed guard fails exactly its own tests. Count discipline was proven with
a temporary hard-abort on underflow/leak across the full suite and retrace
corpus - zero hits.

18 new tests (13 GL-surface incl. shared-node re-source/delete/orphan-sweep
isolation, shared failure logs, 48-over-6 stress with a deterministic
adoption count, flag-off and KHR-suspended zero-adoption guards; 5 direct
map cases incl. fingerprint mismatch and cancelled/expired pruning).
Gates: 538/538 unit both flag states, async suites x5 no flakes, NVIDIA
DirectGLES retrace identical sets both states. Timing: 2-worker
(Android-shaped) 1-3% faster consistently on complementary and BSL;
4-worker unchanged - the win this stage exists for lands where CPU is
scarce.
2026-08-08 20:17:51 -04:00
BZLZHH d98f72447d [Feat, Test] (MG_Backend/DirectVulkan, MG_Test): Magma advertisement + the parallel-compile test net
Same gated push as the Espryt commit. The tests ride here because they
exercise both backends' advertisement paths and every piece of the
extension: ParallelShaderCompileTest (13 unit cases - the held-job proof
that GL_FALSE is observable and a second poll still shows outstanding work,
program equivalent, untouched objects read TRUE, always-TRUE with async
off, unknown pnames still INVALID_ENUM, zero-count join+inline for compiles
AND links, nonzero restores while Initialize() does not, clamping and
0xFFFFFFFF and KHR/ARB sharing one state, the getter vs the budget, the
string tracking configuration through glGetString AND glGetStringi) and
AsyncCompileScenario (5 real-GPU cases per the design: 64-compile polling,
forced-join correctness, string/thread-count checks against a live driver,
zero-count synchronous settlement, and async-vs-sync frames rendered
byte-identical with quadrant signatures so two identically-wrong images
cannot pass). Verified 5/5 on NVIDIA in the full 2x2 backend x flag matrix
with MOBILEGL_ITEST_REQUIRE_GPU=1.
2026-08-08 13:17:58 -04:00
BZLZHH f15cb8900f [Feat] (MG_Backend/DirectGLES): advertise GL_KHR_parallel_shader_compile when async is enabled
Gated on the configuration flag on purpose: the string is the one change a
retrace can never cover (Iris/Sodium pipeline their submissions differently
once they see it), so the kill switch has to withdraw the app-visible
behaviour along with the threading.
2026-08-08 13:17:58 -04:00
BZLZHH bd0def6133 [Feat] (MG_Impl, MG_State, MG_Util): the GL_KHR_parallel_shader_compile surface (P1 stage 5)
GL_COMPLETION_STATUS_KHR in both object getters, reading the non-joining
node-direct state - the one query that must never block is asserted never
to reach a join gate. glMaxShaderCompilerThreadsKHR/ARB share one
implementation: a zero count suspends async FIRST and then joins every
outstanding compile and link this context owns (suspend-before-join is the
only order whose post-condition is 'nothing in flight'), a nonzero count
restores; the suspension is a process latch the extension controls, kept
distinct from the configuration flag that gates the ADVERTISEMENT - an app
that turned threading off has not made the extension disappear.
GL_MAX_SHADER_COMPILER_THREADS_KHR reports the thread count. DriverPost
gains the MobileGL-side async row (PASS/INFO naming the env knob) and an
informational host-driver row backed by a new GLES capability probe.

The extension string itself lands per backend in the two follow-up
commits, keeping this one green stand-alone.
2026-08-08 13:17:58 -04:00
BZLZHH 6f8b7fbc40 [Feat] (MG_State, MG_Util): async program linking on the job graph (P1 stage 4)
glLinkProgram with the flag on snapshots its inputs in a GL-thread prologue
(stage-sorted shaders with their compile nodes taken without joining, env,
explicit locations/fragdata/xfb, draw-buffer count), then runs the whole
link body - glslang link/mapIO, SPIR-V, reflection, routing tables - as a
ProgramLinkTask that auto-posts when its last compile dependency settles
(+1-guarded countdown; no worker ever waits on another job). The publish is
one move of the LinkArtifacts block at the join, with the second version
bump so nothing memoized during the pending window survives.

The consume-once TShader claim moved onto the shared compile node as a CAS:
two link jobs racing for one shader resolve to winner-takes-the-parse,
loser re-parses the preprocessed source against the node's own env -
identical SPIR-V pinned by test for 2 and for 12 sharing programs.

Two deliberate corrections to the design's cancel matrix, both test-proven:
attach/detach do NOT cancel a pending link (the snapshot isolates it, and
glCreateShaderProgramv's link-then-detach would otherwise discard its own
result before anyone read it); and a compile node a pending link depends on
is pinned against the orphan-name sweep - the ordinary LWJGL teardown
compile/attach/link/detach/delete used to cancel the dependency and turn a
must-pass link into GL_FALSE.

Continuations are now throw-contained per-item (a stage-3 leftover made
load-bearing by the first real continuation), and the review's deadlock
find is fixed: the dispatch loop no longer cancels a node while holding the
pool mutex, since that cancel can run OnDepSettled -> Post -> same mutex.

Explicit joins: the draw path (GetProgramForDraw, both the pipeline stage
loop and the plain-UseProgram half) and the composite-link site; destroy
paths cancel-not-join; COMPLETION_STATUS readers stay non-joining.

Gates: 506/506 unit both flag states; AsyncCompile/AsyncLink/AsyncTeardown
suites x10 repeats clean both states (teardown with 128 jobs in flight,
then re-Initialize); full NVIDIA DirectGLES retrace flag on twice - result
sets identical to flag off, zero new deltas. Compile-phase prefix-diff,
flag on vs off: complementary-reimagined 5.21s -> 2.16s, BSL 1.72s ->
0.90s - past the design's final acceptance targets before the KHR
extension is even advertised. Default remains OFF until stage 5+7.
2026-08-08 11:58:38 -04:00
BZLZHH e5fb57f7eb [Feat] (MG_State, MG_Util): async shader compilation behind the default-off flag (P1 stage 3)
glCompileShader with MOBILEGL_ASYNC_SHADER_COMPILE=1 snapshots its inputs on
the GL thread (source SharedPtr, CompileEnv, cache handle) and runs the whole
pure pipeline - preprocess, validators, extractors, glslang parse - as a
ShaderCompileTask on the worker pool, returning immediately. Every read of
compile-produced state joins through the single Compiled() gate; links stay
synchronous this stage and join their attached shaders at the top of the
body. Flag off, the path is the same code run inline.

Mechanics: the job node owns all its inputs (no back-pointer, no lifetime
tie to the shader object), so re-sourcing or deleting a pending shader is
cancel-and-drop, never a wait; glslang worker hygiene is a TLS-allocator
scope guard plus GL-thread builtin prewarm (gated on the flag, latch reset
on Destroy so re-initialization re-warms); worker-side diagnostics defer
through the job and replay on the GL thread at the join, enforced by
IsPoolThread asserts in RecordError and an empty-deferred-errors tripwire.
A body that throws publishes a COMPLETE failed compile (status false, real
info log) rather than an abandoned node, and never memoizes away the retry;
a failed enqueue (OOM) cancels the node instead of stranding the joiner -
including inside the dispatch loop, where the in-flight slot is repaid.
The pool StopAndDrains from an atexit sentinel too: workers still inside
glslang parse while exit() ran static destructors was a real 2-in-5 SIGSEGV,
reproduced and fixed (15/15 clean after).

Backend-internal shader objects (default FS, DirectVulkan blit/mipmap) are
cache-less and always compile inline - compile-and-read-in-one-breath needs
no round trip.

Gates: unit suite 488/488 with the flag off AND on (x5); AsyncCompileTest
(12 e2e cases: pending re-source/delete/recompile, byte-identical failure
logs across modes, 48-compile cache stress) x10 repeats clean both modes;
full NVIDIA DirectGLES retrace identical result sets flag off/on (zero new
deltas); compile-phase timing flat as designed (links still serial - the
parallel win arrives with stage 4's async link + stage 5's
KHR_parallel_shader_compile).
2026-08-08 10:33:50 -04:00
BZLZHH c93e5fa409 [Refactor] (MG_State, MG_Util): join-by-construction link/compile artifacts (P1 stage 2)
Still fully synchronous - EnsureLinkJoined()/EnsureCompileJoined() are empty
inline no-ops (verified to fold away at every one of the ~1200 call sites;
this project builds without LTO) - but every read of link- or compile-produced
state now goes through a private accessor the compiler enforces, so when
stage 4 moves the bodies onto pool workers, 'which reads must join' is a
type-system fact instead of a 400-line audit.

- ProgramObject: the 31 fields ResetLinkArtifacts clears plus the 5 link
  outputs it forgot (infoLog, linkedFragData{Location,Index}, the geometry
  strip-capture pair) move into a nested LinkArtifacts behind Artifacts().
  ResetLinkArtifacts is now a worker-safe pure clear; the link-observable
  version bumps (backendState/link/uboContent) move to a GL-thread-only
  BumpLinkObservableVersions() called once from Link()'s prologue and from
  glProgramBinary's mandated failure - the link body never writes them, so
  a stage-4 worker cannot lose an invalidation against the draw path.
- ShaderObject: compile artifacts (TShader, preprocessed source, side-channel
  maps, status/log, consume-once flag) behind Compiled(); the P0b layer-1
  memo trio deliberately stays outside as the future non-joining
  COMPLETION_STATUS_KHR fast path.
- CompileEnv (new): a GL-thread snapshot of everything the compile pipeline
  used to read live from the backend mid-parse - compute limits (the
  GetIntegeri_v reach-back is gone from the worker path), advertised
  extensions, device quirks, TBuiltInResource inputs. Captured lazily per
  backend activation; the consume-once re-parse now runs against the same
  env as the original parse.
- The GL-thread prologue / worker-body boundary is marked in Link() where
  the stage sort ends; everything below is a pure function of the snapshot.

Public getter signatures unchanged - MG_Impl and both backends compile
untouched. Unit 476/476, Program suites 117/117, DirectGLES retrace 38/39 on
llvmpipe (the one failure is the known pre-existing non-CI iterationrp case;
the NVIDIA userspace driver was updated out from under the running kernel
module mid-session, so GLX there is down until a reboot).
2026-08-08 07:12:37 -04:00
BZLZHH 8191075133 [Feat] (MG_Util): the async-compile pool skeleton behind a default-off flag (P1 stage 1)
Standalone Asio (submodule, asio-1-38-2 @ 8806a680, ASIO_STANDALONE +
ASIO_NO_DEPRECATED, header-only - no linked artifact) and the job machinery
the async shader pipeline will run on: JobNode (state machine with deferred
errors, continuations firing exactly once, dependency counters, cancel
semantics split into request vs outcome) and ShaderCompilePool
(asio::thread_pool behind a pimpl so no header leaks asio; big-core count
via cpufreq at >=85% of peak clamped to [1,4]; lazily constructed, so with
the flag off no worker thread ever exists; StopAndDrain leads DestroyImpl).

MOBILEGL_ASYNC_SHADER_COMPILE / _THREADS config knobs, default OFF. Nothing
in the GL pipeline references the pool yet - grep-verified; the full
DirectGLES retrace and compile benches are byte- and time-identical. 25
threaded unit tests, clean across 20x gtest_repeat.
2026-08-08 05:28:51 -04:00
BZLZHH d6caed7822 [Fix] (MG_Util, MG_State): five latent frontend bugs the async work made load-bearing
- SpvcSession's move constructor and move assignment dropped the parsed
  metadata, so a moved-to session silently reported empty reflection.
- ParseComputeLocalSize used std::stoull, whose std::out_of_range escaped
  glCompileShader on an oversized local_size literal; now std::from_chars
  saturating to UINT_MAX, pinned by a regression test that reproduced the
  escaping exception.
- The compute local_size std::regex was rebuilt on every compile; hoisted.
- LinkProgram dumped every shader's full source through MGLOG_D per link.
- glslang::FinalizeProcess ran before the GL context tore down, leaving the
  context's live TShaders pointing at freed builtin symbol tables.
2026-08-08 05:28:28 -04:00
BZLZHH 9152e88734 [Perf] (MG_State): dedupe shader compiles by source hash
Iris-style packs hand MobileGL the same source text repeatedly: probed across
three shaderpack traces, 28-32% of all glCompileShader work was redundant -
~9% same-object recompiles with byte-identical source, ~21% distinct shader
objects sharing identical source (the same common GLSL chunk glued into many
program stages). Two layers, both keyed by XXH64 + length with a full byte
compare on every hit (correctness never rides on the hash):

- Per-object: a successful (or failed) compile remembers its source hash;
  glShaderSource with byte-identical text keeps the compiled state and
  glCompileShader on unchanged source returns immediately. Deterministic
  (stage, source) pipeline makes the memo observationally identical to
  recompiling; the consume-once TakeShaderForLink re-parse path is untouched.

- Cross-object: a per-context bounded cache (ProgramState-owned, declared to
  outlive every shader object) shares the preprocessed source, both explicit
  side-channel maps, and the validation verdicts between objects with equal
  source; only the glslang parse stays per-object. Single-GL-thread today;
  flagged for a mutex when compiles go async (P1).

Interleaved A/B on the iterationrp trace (the recompile-heavy pack):
5.65s -> 5.46s median total replay, every round faster; BSL/complementary
stay flat (their duplicate sources are the small common shaders, so calls
drop but wall time is parse-bound on unique sources). Full DirectGLES
retrace, 445-test unit suite, and dedupe-semantics tests (no-op recompile,
invalidation on new source, failed-compile memo, cache bounds) all green.
2026-08-08 04:18:32 -04:00
BZLZHH 2406e2d219 [Perf, Fix] (MG_Util): preprocessing cleanups - dead scanners, quote-mask bug, one version inspection per compile
Three scoped changes to ShaderSourceProcessor, none altering any transform's
output (pinned by a byte-stability test across the legacy-shader anchor path):

- Delete BlankBlockComments and RemoveDefineForIdentifier - dead since their
  callers left; the former's newline-terminated quote handling moves into
  MaskCommentsAndQuotedText (below) together with its rationale comment.

- Fix MaskCommentsAndQuotedText treating a quote as running past end-of-line.
  GLSL has no multi-line literals, but a stray apostrophe in a directive or
  comment tail ("#pragma message can't") blanked the REST OF THE FILE for
  every masked consumer - the tokenizer, the version inspection, and the P0a
  explicit-location/binding extractors silently lost everything after it.

- Inspect the shader language once per PreprocessShaderSource run instead of
  up to five times: NormalizeVersionDirective now takes the already-computed
  ShaderLanguageInfo, and the two after-version injections share one
  AfterVersionAnchor instead of re-running a full masked sweep each
  (FindAfterVersionDirective -> InspectShaderLanguage) to find the same spot.

Compile-phase timings hold (BSL 1.848s, complementary-reimagined ~5.7s);
retraces and the 435-test unit suite unchanged.
2026-08-08 03:43:56 -04:00
BZLZHH b228f813c0 [Perf] (MG_Util): replace the builtin-shadowing string scans with one tokenize and a SPIR-V OpName pass
RenameBuiltinShadowingFunction probed the whole source ten times per compile
(5 names x mask + scan, each a full-text pass) and still had two blind spots:
a 5-name list and single-line-definition-only detection. On Complementary-scale
packs (4.5MB of sources) that was ~68% of the compile phase.

The rename is now split by FAILURE LAYER, both halves sharing one name table
header so they cannot drift:

- A SPIR-V OpName pass in SanitizeAndOptimizeBinary covers the full ESSL 3.20
  builtin set (~146 names). Renaming a function id is safe by construction:
  builtin calls are GLSL.std.450 instructions and can never resolve to a user
  OpFunction, overloads are distinct ids (a helper overload delegating to the
  real builtin keeps working), dead preprocessor branches never reach SPIR-V,
  and macro-expanded definitions are covered. ESSL 3.x is the only consumer
  that forbids the redefinitions, and this pass runs before its transpile.

- A lexical pass covers only the 5 names whose exact-signature redefinitions
  glslang's relaxed parse rejects outright (never producing SPIR-V for the
  backstop): the historical fma/max3/min3/round/tanh. One TokenizeCode pass;
  definition detection requires brace depth 0, a type-identifier previous
  token that is neither a statement keyword nor a directive tail, and skips
  files whose token-level braces do not balance (preprocessor-asymmetric
  arms) - over-detection is unrecoverable, so every ambiguity falls through
  to the backstop.

Measured on the compile phase (prefix-diff, 3-run medians, Espryt/NVIDIA):
complementary-reimagined 20.0s -> 5.5s, BSL 2.14s -> 1.85s. bliss (the pack
that ships from-scratch fma/tanh helpers) stays at SSIM 0.999962.

Tests: end-to-end ESSL assertions for the multiline-definition and
new-overload shapes, the three adversarial-review reproductions (statement-
keyword call under asymmetric braces, dead-#if compat shim, overload
delegating to the shadowed builtin), and a source-level assertion pinning
the lexical half specifically.
2026-08-08 03:11:38 -04:00
BZLZHH 0d0527192a [Perf] (MG_State, MG_Util): compile shaders with a single relaxed parse
glCompileShader used to parse every source twice: once under the GL client
(reflection only) and once under the relaxed Vulkan client (SPIR-V + the
plain-uniform global UBO), with GenerateBinary re-preprocessing, re-parsing
and re-linking every attached shader on every glLinkProgram. The GL-client
pass is gone: Compile() performs the one link-compatible relaxed parse and
the linked TProgram serves reflection and codegen both. Measured on the BSL
shaderpack compile phase: Espryt 2.80s -> 2.14s, Magma 3.78s -> 3.07s.

What the relaxed parse cannot provide is restored explicitly:
- explicit layout(location/binding) qualifiers on default-block uniforms and
  samplers are extracted lexically at Compile() (the relaxed parse strips
  them) and merged per link with cross-stage conflict checks;
- uniforms the relaxed parse sweeps into MGL_GLOBAL_UBO but no stage reads
  are filtered from the GL reflection surface through GL<->TProgram index
  translation maps (dead uniforms stay inactive, the synthesized block stays
  hidden, builtins reflect under their GL spellings);
- SPIR-V is generated BEFORE buildReflection touches the program (its
  live-variable analysis perturbs GlslangToSpv output - generated modules
  stay bit-identical to the old pipeline's), while the glUniform*-to-scratch
  routing tables are built strictly AFTER reflection, whose results size and
  key them;
- a TShader feeds exactly one link (mapIO mutates the intermediate); relinks
  and multi-program attachments re-parse the stored preprocessed source.

Validated: DirectGLES retrace suite green (two pre-existing local-driver
failures unchanged old vs new), KHR-GL30 877/878 on Espryt/NVIDIA (the one
failure pre-exists this change), unit tests green, per-module SPIR-V hashes
identical across a full DirectVulkan replay.
2026-08-08 01:25:54 -04:00
BZLZHH 81bcbd6c14 [Fix] (MG_State): allocate program and shader names from one shared name space
GL 3.3 core 2.11 puts program and shader names in one name space: a shader
name passed where a program is expected must fail with INVALID_OPERATION,
and vice versa. Two independent IndexGenerators handed out colliding names
(shader 2 and program 2 could coexist), so CheckProgramNameValidity resolved
a shader handle to an unrelated linked program and the error checks in
KHR-GL30.get_uniform_tests.get_uniform were silently swallowed - the case
only ever passed because the collided program happened to reject the queried
location. One shared generator keeps the names disjoint; the per-kind object
tables are unchanged.
2026-08-08 01:25:37 -04:00
BZLZHH 867fe3e0ef [Feat] (MG_Util, MG_IntegrationTest): POST rows for the Espryt multi-draw tier, and the scenario that pins it
Three DriverPost rows per the POST rule, since the ladder took on two
new driver dependencies: glDrawElementsBaseVertex (WARN when absent -
every base-vertex draw then costs a CPU index rewrite and an upload) and
compute shaders (INFO - the default tiers never use them). The third
names the tier that will actually run, with the full set the driver
supports, resolved by the same function the backend calls so the two can
not drift. The existing "Multi-draw base vertex" row stopped saying the
fallback is a per-draw loop, which is no longer the whole truth.

Scenario D asserts the one contract every tier shares: a multi-draw
paints exactly what the unrolled single draws paint. The reference side
is a loop of glDrawElementsBaseVertex and never enters the emulation, so
a tier cannot make itself look right by breaking both sides alike, and a
blank-frame pair is rejected outright - drawing nothing is the failure
mode this path actually has.

Nine cases, chosen for the shapes the Minecraft retraces contain none
of: narrow index types, a base vertex past the index type's range,
primitive restart inside a strip on two index types, client-memory index
arrays, and a batch with zero-count sub-draws (whose prefix sums the
flattening tier's binary search has to skip). Each of the six tiers
passes all nine on NVIDIA, and ext/auto/compute also pass on Mesa where
the ext tier is reachable.

The suite is falsifiable, not merely green: rewriting the rebase the way
MobileGlues does it - truncate to the source width, no restart
passthrough - fails exactly three cases on the drawelements tier (both
restart cases and the out-of-range base vertex) and leaves basevertex,
which rewrites nothing, passing. That control is also what turned up the
restart hole in the flattening tier fixed in the previous commit.
2026-08-07 08:16:08 -04:00
BZLZHH 0ec487c993 [Feat] (MG_Backend): port MobileGlues' multi-draw emulation to DirectGLES as a tier ladder
ES has neither glMultiDrawElements nor glMultiDrawElementsBaseVertex, so
both are emulated. DirectGLES had two ways of doing it - one
glMultiDrawElementsBaseVertexEXT where the driver has the extension
interaction, otherwise a per-draw loop. This adds the five MobileGlues
uses (gl/multidraw.cpp), so the ladder is now: one
glMultiDrawElementsBaseVertexEXT; one glMultiDrawElementsIndirectEXT
over a synthesized command buffer; one glDrawElementsIndirect per
command over that same buffer; the base-vertex replay; plain
glDrawElements over a CPU-rewritten index stream, for drivers with no
base-vertex draw at all; and a compute shader that flattens the whole
batch into one rebased index buffer drawn by a single glDrawElements.
They live in their own translation unit that owns the entry point
outright, preparation included - the compute tier has to dispatch BEFORE
PrepareForDraw, or it would have to unpick the program, storage-block
and index bindings the preparation just made, and a dispatch inside an
open transform-feedback span is not legal at all.

The auto ladder is ext -> basevertex -> multiindirect -> indirect ->
drawelements, which is NOT MobileGlues' order (it puts the indirect
tiers first). Measured on mc_sodium_multidraw, ns/op, median of three:
NVIDIA ES 3.2 basevertex 2500 vs multiindirect 5700 and indirect 5800;
Mesa llvmpipe ext 19300, basevertex 25200, multiindirect 27600,
drawelements 28700, indirect 31000. Ring-allocating the command staging
instead of respecifying per batch was tried first and moved the indirect
tiers by less than noise, so the cost is the indirect draw path itself,
not the upload; only a real multi-draw entry point beats replaying the
sub-draws. auto therefore resolves to basevertex on this box - byte for
byte the behaviour that shipped - and the new tiers are what a driver
with the ext interaction, or without base vertex at all, now gets.
compute is never chosen by auto (nor by MobileGlues'): it rewrites the
primitive stream rather than replaying it, and it measured slowest here.

Four places this deliberately does not follow MobileGlues, each a
correctness bug there. A rewritten stream is emitted as GL_UNSIGNED_INT
whatever came in, because GL adds baseVertex at full precision and
folding it into ushort indices wraps. The restart sentinel is carried
across a rebase unrebased, or an enabled primitive restart is lost. The
flattening tier declines strip/loop/fan modes, any sub-draw whose count
is not a whole number of primitives, and any batch at all while
primitive restart is enabled - a restart ends a primitive, so leftover
vertices would find a third vertex in the next sub-draw and become a
triangle GL never draws. And the indirect tiers decline client-memory
index arrays, which have no buffer to address.

gl_DrawID gets better rather than worse: the unrolled tiers now feed
each sub-draw its index (the spec's value, where the old loop left the
uniform untouched), and a program that actually reads it demotes the
batched tiers, which can only hold one value for the whole batch. The
per-batch cost is nil for the programs that do not read it.

Verified: the five DirectGLES retraces are byte-identical (md5) across
all six tiers on NVIDIA and on Mesa, each tier proven to have really
executed rather than silently demoted, via a per-tier announcement in
the log. Unit suite 421/421. The full retrace suite's five failures all
reproduce unchanged on a stashed tree, so none are new.
2026-08-07 08:15:54 -04:00
BZLZHH 23b880c8be [Feat] (MG_Config, MG_Util): a tier knob and two capability flags for Espryt multi-draw
MOBILEGL_ESPRYT_MULTIDRAW_MODE=ext|multiindirect|indirect|basevertex|
drawelements|compute|auto names the DirectGLES emulation tier for
glMultiDrawElements(BaseVertex). Same contract as the Magma knob: a
preference, not a demand, clamped at resolution time to what the driver
actually has, and invalid values keep auto. Nothing reads it yet.

The two capability flags the ladder selects on are new because neither
existed in the shape the choice needs. SupportsDrawElementsBaseVertex is
the weaker sibling of SupportsMultiDrawElementsBaseVertex - ES 3.2 core
or EXT/OES_draw_elements_base_vertex, with no GL_EXT_multi_draw_arrays
requirement - and it decides whether a batch can replay its sub-draws
with their own base vertices or has to fold them into rewritten indices.
SupportsComputeShader is ES 3.1 core plus the dispatch, barrier and
shader-object entry points. Both keep the house rule the multi-draw
flags already follow: the extension/version check is what proves
support, the resolved pointer only confirms it, because
eglGetProcAddress may hand back a live-looking stub for a function the
context does not implement.
2026-08-07 08:15:31 -04:00
BZLZHH ebc5bff9b1 [Fix, Feat] (MG_Backend): make DirectVulkan multi-draw actually draw, then pick its best tier
The bug: DirectVulkan.cpp::MultiDrawElements had its entire body
commented out - plain glMultiDrawElements on Magma recorded NOTHING,
no error, no pixels (readback shows the deferred clear never even
materialized). It now shares the tuned base-vertex implementation, and
both plain entries are pixel-proven by a 4-sub-draw harness.

The feature: every CPU-side multi-draw form dispatches through three
tiers after round-9's contiguous-run merge (restructured to merge into
a span BEFORE dispatch, so every tier consumes the shrunken array):
  1. VK_EXT_multi_draw: one vkCmdDrawMulti(Indexed)EXT, chunked by
     maxMultiDrawCount; per-draw vertexOffset rides in the struct. The
     extension is requested only when enumerated and its feature bit
     confirmed, entry points via vkGetDeviceProcAddr, demoted if
     missing.
  2. multiDrawIndirect: the param span uploads DIRECTLY as a transient
     INDIRECT-usage buffer - DrawIndexedCmdParam is layout-identical
     to VkDrawIndexedIndirectCommand and DrawCmdParam's head is a
     legal 24-byte-stride VkDrawIndirectCommand, both static_asserted,
     so no repacking - then one vkCmdDraw(Indexed)Indirect per
     maxDrawIndirectCount chunk. firstInstance!=0 additionally
     requires drawIndirectFirstInstance or the batch drops a tier.
  3. The byte-identical unroll.
gl_DrawID: tiers 1-2 are spec-correct (0,1,2,3 across a probe's
sub-draws); the unroll tier keeps the pre-existing always-0 contract.
The default tiers strictly improve DrawID correctness.

Adversarially verified: the five real DirectVulkan retrace images are
BIT-IDENTICAL (md5) across auto/ext/indirect/unroll; zero validation
VUIDs on every tier; a simulated no-EXT device resolves to indirect
and renders the same bytes; the known-red create-indirect fixture
crashes at the identical call before and after (not worse, not fixed).
Unit suite 423/423 on the rebased tree, retrace subset 10/10. Bench:
mc_sodium_multidraw's contiguous shape merges 32->1 before dispatch,
so no bench delta - the tiers' beneficiaries are non-contiguous real
streams (the sodium RETRACE pushes ~58-sub-draw batches, in=out
243101 with zero merges) and mobile drivers. A reproducible +3-4%
code-layout drift on mc_use_program (zero shared code, I-cache
displacement from +400 lines) stays under the action gate and is
booked here rather than hidden.
2026-08-07 06:41:21 -04:00
BZLZHH 231d5c90e4 [Feat] (MG_Config, MG_Util): a preference knob and POST rows for Magma's multi-draw tiers
MOBILEGL_MAGMA_MULTIDRAW_MODE=ext|indirect|unroll|auto selects the
DirectVulkan multi-draw dispatch tier, clamped to what the device
supports with one INFO line when it falls back; auto (and unset) picks
the best supported tier. Invalid values keep auto. Magma-only: the
variable has no effect on DirectGLES. Note for the escape hatch:
mode=unroll also forces the GL indirect multi-draw paths onto their
per-command loop, where gl_DrawID reads 0 for every sub-draw -
Flywheel-style content that keys on flw_drawId renders accordingly.

Three DriverPost rows per the POST rule: VK_EXT_multi_draw
(PASS/INFO), the multiDrawIndirect feature (WARN downgraded to INFO -
there is always a fallback tier), and the resolved dispatch tier with
the full chain. drawIndirectFirstInstance gains a row too, since the
indirect tier's legality check now relies on it.
2026-08-07 06:41:21 -04:00
BZLZHH d5f5e6405b [Perf] (MG_Backend): batch DirectGLES multi-draw base-vertex where the driver really has it
When SupportsMultiDrawElementsBaseVertex is true, glMultiDrawElements-
BaseVertex issues one glMultiDrawElementsBaseVertexEXT instead of a
per-draw loop; the fallback loop is byte-identical otherwise.

The local NVIDIA ES driver lacks GL_EXT_multi_draw_arrays, so the
batch cannot engage here and no local win is claimed (counter-proven:
batched=0 / fallback=264329 across a sodium retrace). On Mesa llvmpipe,
which implements the full interaction, the batch engages (batched=4566,
~58 sub-draws per call) and is pixel-identical to a forced-fallback
control (same SSIM to the last digit). The beneficiaries are mobile
drivers advertising the interaction - the Sodium chunk path collapses
32 driver entries into one - and the DriverPost row shows which side
any device falls on. A/B on both backends: every case inside the 5%
bar. Unit suite 423/423, retrace subset 10/10.
2026-08-07 06:00:54 -04:00
BZLZHH ac3a83b207 [Fix] (MG_Util, MG_Test): never take a non-null eglGetProcAddress result as support
On GLVND Linux eglGetProcAddress returns a non-NULL trampoline for ANY
name - including a fabricated one - so pointer-nullness can never
signal driver support. The three EXT multi-draw entry points were
registered as required (spurious error logs on drivers without them)
and their pointers were trusted; the NVIDIA ES driver hands back a
stub for glMultiDrawElementsBaseVertexEXT that SILENTLY DROPS draws,
which once made a "77% faster" multi-draw batch that rendered nothing.

The three entries are optional now, and two extension-derived
capability flags follow the established Supports* pattern - each is an
extension-string check AND a resolved pointer, so a flag alone is
sufficient at a call site:
  SupportsMultiDrawIndirect: GL_EXT_multi_draw_indirect + both entry
  points resolved.
  SupportsMultiDrawElementsBaseVertex: (GL_EXT or
  GL_OES_draw_elements_base_vertex) + GL_EXT_multi_draw_arrays + the
  entry point resolved. The multi_draw_arrays conjunct is the registry
  fact the stub exploited: glMultiDrawElementsBaseVertexEXT exists only
  in interaction with GL_EXT_multi_draw_arrays, and this NVIDIA driver
  advertises everything else EXCEPT that one - so the entry point is
  genuinely unsupported while eglGetProcAddress still "resolves" it.

Two DriverPost rows report both capabilities (INFO when absent - a
fallback always exists). Unit tests pin the stub shape, the exact
NVIDIA shape, the supported shape and extension-without-pointer.

Proven load-bearing: forcing the old pointer-only condition on the
NVIDIA ES driver reproduces the silent drop exactly (sodium retrace
SSIM 1.000000 -> 0.329522, no crash, no GL error); with the gate the
same run is a literal 1.000000. Unit suite 423/423 (two new tests),
retrace subset 10/10, integration suite 52/52.
2026-08-07 06:00:54 -04:00
BZLZHH 335f2decbd [Perf] (MG_Backend): stop DirectVulkan re-proving sampler sets and re-walking render passes
Two per-draw costs from the round-10 profiles. A per-program sampled-set
epoch inside UniformManager skips the per-binding descriptor proof walk
when no texture or sampler API ran since that program's previous draw -
the mc_sampler_churn/mc_tex_param pattern. The pass-switch path stops
re-deriving render-pass state that its own value hash already pins.

Load-gated 6-round order-alternating A/B (medians): magma tex_param
-13.3%, pass_switch -10.9%, state_toggle -5.4%; espryt untouched and
unmoved. The two matrix flags (sodium +7.5%, tex_stream +6.2%) reversed
under 10-pair isolated alternating re-runs (-5.5% and +2.5%) - the same
position-bias artifact every previous round's flags showed. Unit tests
421/421; retrace subset and the 52-entry integration suite pass.

Landing note: this diff was authored by a round-10 agent whose session
died before adjudication; the A/B data survived (r10bmag_ab_raw.csv)
and the flags were adjudicated before landing. Its relink also exposed
the pre-existing exit-teardown SIGSEGV fixed in the previous commit.
2026-08-07 04:13:55 -04:00
BZLZHH fb1ad96c04 [Fix] (MG_Backend): stop DirectGLES twin destructors calling a dead driver at exit
The static twin registries destroy their backend objects from
__run_exit_handlers, and a twin destructor then jumps through
g_GLESFuncs into a driver library that exit() may already have torn
down - a latent SIGSEGV that DriverBench has been dumping core with on
every exit, and that any relink shuffling static destructor order can
hand to the trace-replay binary (a byte-perfect replay then "fails with
status Segmentation fault").

A process-teardown flag now short-circuits the program, VAO and texture
twin destructors: past exit() the driver reclaims every GPU object
anyway, so the skip is a deliberate leak of nothing. The flag is set by
a std::atexit handler registered lazily on first registry use - by then
every static everywhere has finished constructing, so the handler runs
BEFORE any static destructor. A registry-destructor hook was tried
first and is wrong: tests and cache resets destroy temporary registry
instances mid-run, which latched the flag while the process was alive
(caught by DirectGLESBackendTexture.DestructorDeletesIdAndScrubsBindingCache).

421/421 unit tests, the retrace subset exits cleanly on both backends,
and the 52-entry integration suite passes.
2026-08-07 04:13:55 -04:00
BZLZHH 313b75a7c0 [Test] (MG_IntegrationTest): pin the two shipped memo bugs with rendered pixels
Both d7976326 bugs passed every unit test while corrupting real frames -
state-level assertions cannot see them. This module renders and reads
back.

A headless EGL-pbuffer harness (no window, no GLFW) linking MobileGL_s
directly, registered once per backend under the ctest label
integration-gpu, behind the default-OFF option
MOBILEGL_BUILD_INTEGRATION_TEST. The platform pre-flight runs the ENTIRE
bring-up in a forked child first - MobileGL aborts rather than returning
errors on an unusable platform, and the child dying on any signal turns
into a clean GTEST_SKIP instead of taking the test binary down.
MOBILEGL_ITEST_REQUIRE_GPU makes the label falsifiable: with it set, an
unusable harness (or a context that lands on a software rasterizer) is a
FAILURE - without it, a CI runner whose driver pinning silently broke
reports the same green as one that rendered every frame. Configure-time
detection pins the EGL vendor and Vulkan ICD jsons, preferring hardware
vendors and never selecting llvmpipe/lavapipe.

Scenarios assert on glReadPixels with whole-region pixel counts (a
2x2 quadrant pattern whose signature distinguishes all eight square
symmetries; every region predicate reports the first offending pixel):
- OrientationScenario: default -> FBO -> default, pinning the
  transform-flags memo key. Keying GetBaseTransformFlagsRaw on the
  pre-transform alone fails exactly 3 entries.
- StreamedArenaScenario: an untouched streamed vertex buffer must
  survive transient-arena recycling. Re-enabling only the cross-frame
  vertex revalidation fails exactly this entry.
- CrossFrameBufferScenario + ResidentIndexScenario: cross-frame
  mutation matrix (SubData, map/unmap, persistent+flush, coherent
  persistent, orphan, CopyBufferSubData; vertex and index) plus six
  adversarial resident-EBO constructions. Instrumentation showed the
  cross-frame EBO memo cannot be made to serve wrong bytes from GL
  level on this stack (89 entries, 81 accepts, zero divergent slices) -
  these cases are freshness tripwires, documented as such in-file; the
  EBO half of d7976326 remains unpinned by a failing test.

At the buggy commit 72ee7c43 the suite fails 4 entries (3 orientation +
1 streamed-arena); at d7976326 all 52 pass, 5 consecutive runs, zero
flakes, and the default build is bit-for-bit unaffected (unit suite
unchanged). Adversarially verified twice, including hostile-platform
sweeps (26 configurations, all clean skips) and hand-edits of each
production hole in isolation.
2026-08-07 03:30:18 -04:00
BZLZHH d7976326fa [Fix] (MG_Backend): two DirectVulkan draw memos trusted more than they proved
Two correctness holes from the round-7/8 fast-path work, found by
bisecting the retrace matrix after corruption reports on device.

Cross-frame slice trust: the vertex-binding and EBO memos skipped the
acquire - the frame's content-sync point - whenever their recorded
slice epochs still matched, trusting the BumpSliceEpoch inventory to
cover every way a buffer's GPU copy can go stale. At least one mutation
path escapes it: journeymap and common-mods retraces shipped visibly
corrupted, and Sodium on an Adreno device rendered random triangles
from stale vertex data. A memo recorded in an earlier frame now
declines, so the first draw of each (VAO, frame) re-runs the full
acquire; the same-frame paths (layout memo, factory-chase elimination,
one-compare rescue) are untouched. The cross-frame idea can return once
the bump-site inventory is proven complete against exactly these traces.

Transform-flags memo key: GetShaderTransformFlags reads the swapchain
pre-transform AND whether the bound draw framebuffer is the default one
- only a presenting pass gets the Y-flip/rotation bits. The memo
declared it pure in the pre-transform, so after any render-to-texture
pass the next default-framebuffer pass inherited the FBO's unflipped
flags: 1.17-main-menu retraced as a perfectly rendered, perfectly
upside-down frame (SSIM 0.052, deterministic), and cloud passes
flickered on device. The memo now keys on (preTransform, isDefaultFbo).

DirectVulkan retraces for 1.17-main-menu, journeymap, common-mods,
sodium and xaero-world-map all pass on lavapipe; unit tests 421/421.
2026-08-06 21:55:41 -04:00
BZLZHH 72ee7c439c [Perf] (MG_Backend): merge DirectVulkan's contiguous sub-draws, remember four programs
61% of mc_sodium_multidraw's steady-state CPU sat inside the driver
encoding one vkCmdDrawIndexed per sub-draw. MultiDrawElements now
collapses contiguous runs: merge only when the topology is a list
(POINTS/LINES/TRIANGLES), the accumulated count sits on a primitive
boundary, primitive restart is off, baseVertex/instanceCount/
firstInstance are identical and firstIndex is adjacent, with a
count-overflow guard - the bench's 132x32 sub-draws become 132x1.
Dangling-index discard semantics for list topologies are what the GL
spec already mandates per draw. No new Vulkan feature, so no DriverPost
gate; VK_EXT_multi_draw stays a gated follow-up.

The draw fast path's single SetupDraw snapshot died on every program
ping-pong (use_program's A/B pattern sent every other draw down the
full path, CollectSampledTextures alone 6.2% self). A 4-entry
program-keyed snapshot table (MRU by program lifetime id, per-entry
sampled-set copies, per-entry invalidation on decline or full-path
start, all entries still cleared at command-buffer boundary, pipeline
age-out and swapchain recreate) keeps all cycling programs hot.

Load-gated 6-round order-alternating A/B, sha1-fingerprinted pair:
sodium_multidraw -41.3%, use_program -23.9%, pass_switch -12.7%,
tex_param -3.8%, vanilla -2.1%; the one flag (tex_stream +5.4%)
reversed to -0.5% across 10 isolated alternating pairs. Espryt
untouched and unmoved. Unit tests 421/421.
2026-08-06 20:17:19 -04:00
BZLZHH cdea275227 [Perf] (MG_Backend): stage only the rects DirectVulkan actually dirtied
Consume MipmapStorage's new dirty-rect list: pack each rect tightly
into the staging block and issue ONE vkCmdCopyBufferToImage with N
regions instead of staging the whole union box. Offsets are computed
identically in the pack and copy loops; disjoint rects mean no
overlapping copy destinations; the combined depth-stencil and
RGB-expand/depth-convert paths keep their single-box route (gated to
the color-aspect, no-conversion case).

54% of mc_tex_stream's steady-state CPU was the one shadow->staging
memmove of the union box; staged bytes drop to 4.8% (~2MB -> ~95KB per
frame) and the case improves ~-49% (5945 -> 3048 ns/op, ~2.2x native
to ~1.2x). Zero validation-layer findings on the 95-region copy. Unit
tests 421/421.
2026-08-06 20:17:19 -04:00
BZLZHH 6a02c5fea0 [Perf] (MG_Backend): upload only the rects DirectGLES actually dirtied
Consume MipmapStorage's new dirty-rect list: when a level offers a
profitable rect list, the sync path issues one glTexSubImage2D/3D per
rect under a single UNPACK_ROW_LENGTH set/reset instead of one call
covering the union box. Striding is the exact scheme the single-box
path already uses (UNPACK_ALIGNMENT pinned to 1 by
ScopedDefaultUnpackState, so every bpp is stride-exact); levels
without a profitable list take the old path unchanged.

On the atlas-streaming case this trades one ~2MB upload for ~95 small
ones totalling ~95KB - roughly a wash in driver-call overhead on
desktop NVIDIA GL (mc_tex_stream ~-3%), a clear byte-volume win for
tiled/mobile GLES where the driver shadow-copies every upload. Unit
tests 421/421.
2026-08-06 20:17:19 -04:00
BZLZHH 7db5b35a3e [Perf] (MG_State): remember every dirty rect, not just their union
A Minecraft frame updates ~95 scattered 16x16 sprites in a 1024x512
atlas; MipmapStorage's single union dirty box turned ~95KB of changed
texels into a ~2MB upload on every backend. The storage now keeps a
bounded (96-slot) list of pairwise-disjoint dirty rects BEHIND the
untouched union box: rects cascade-merge on touch or overlap, overflow
folds the pair with minimum enlargement and re-cascades, whole-level
dirties and respecifies just clear the list (empty list = "union box
tells all"). GetDirtyRects hands the list out only when it has 2+
rects, fits the caller's capacity, and its summed area is under 75% of
the union box - fewer driver calls beat equal bytes - so consumers can
never stage more than the union box did.

The list is maintained inside the same four mutation funnels every
texel writer already goes through (MarkDirty, MarkDirtyRegion,
AllocateLevel, TruncateToLevelCount - callers enumerated at the
declaration), so list and union box cannot disagree. Backends OPT IN:
the union-box API and its update order are byte-identical, and an
unmodified backend keeps rendering exactly as before.

96 slots is measured, not guessed: on the bench's 95-sprite lattice a
16-slot list collapses to >93% of the union box, 96 slots reach 4.8%
(~2MB -> ~95KB staged per frame). Verified by a 2859-check fuzz run
against a reference dirty bitmap (union exactness, full coverage,
disjointness, bounds, profitability). Unit tests 421/421.
2026-08-06 20:17:19 -04:00
BZLZHH 990e518e33 [Perf] (MG_Backend): give DirectVulkan's draw memo a table that fits in cache lines
The per-VAO resolved-bindings map probe was ~45% of
UploadAndBindVertexBuffers' self time, and the aux-memo pointer chase
was the single hottest instruction left in TrySetupDrawFastPath. Both
die together: a fixed 2048-slot two-probe 64B-aligned VaoDrawMemo table
embeds the VAO key, content-hash-validated layout facts and the
bindings payload reordered hot-to-cold. Layout facts hold exactly while
the slot's content hash equals the live VAO's own config-guarded hash;
a recycled VAO address either misses or reproduces a byte-identical
config, for which the facts are correct by construction. Bindings keep
their full per-draw revalidation; recycled slots zero their frame
serials so half-filled entries can never match.

ComputePipelineStateHash, the depth/stencil probe and the
primitive-restart probe now take one bulk GetRenderStateParameters()
fetch instead of ~17 cross-TU accessor calls (verified pure field
reads, identical bit packing). The EBO slice memo gained the same
manager-wide epoch one-compare rescue the vertex half uses.
GetShaderTransformFlags is memoized on pre-transform. Sodium's
MultiDrawElementsBaseVertex hoists GetGLTypeSize out of the
per-sub-draw loop, replaces the division with a shift, and skips
unsupported index types loudly instead of dividing by zero.

Also verified: a GL_BLEND toggle recompiles nothing in steady state -
the glslang frames in earlier state_toggle profiles were startup
contamination.

Quiet-box load-gated 6-round A/B: sodium_multidraw -8.0%, tex_param
-4.1%, use_program -3.3%; steady-state vanilla_draw CPU -20% ns/op at
4096 frames (the 80-frame matrix compresses CPU wins under GPU boost
clocks; profiles confirm UploadAndBindVertexBuffers 6.3% -> 4.4%
including the table probe, and the aux cold-line load gone). The one
matrix flag (pass_switch +7.5%) reversed to -3.2% in 10-pair isolated
re-runs. Unit tests 421/421.
2026-08-06 14:07:49 -04:00
BZLZHH 25a8f51db5 [Perf] (MG_Backend): make DirectGLES program switches remember their own bindings
mc_use_program cycles programs whose texture bindings never change, yet
every switch re-walked the units. Six fixes, one theme: a switch back to
a known program should find its own state waiting.

Per-program 4-entry resolved-texture-binding memo (round-robin, shadow
memcmp on hit) skips the unit walk when a program returns with its
bindings intact. The whole sampler-uniform pass in
BindCurrentProgramWithResources is memoized per program twin behind
(context, unitBindingsEpoch, samplingGeneration, backendStateVersion,
textureContextGeneration) plus a per-sampled-unit sampler-shadow row
compare, invalidated on relink/backend rebuild; the
BindCurrentUnitSamplers walk sits behind the same keys. Every unit
assignment, sampler-parameter change and bind path was verified to bump
one of those inputs.

UboRingAllocate's common path is now a generation check, a power-of-two
mask, an overrun check and a head bump - the duplicate availability
probe, frame-mark retirement and divisions moved to the wrap slow path.
The per-context framebuffer binding slots (the frontend getter
linear-scans per call) are cached as direct pointers - slots are
by-value members of GLContext, so the pointers are stable by
construction - feeding SyncCurrentFBO, SyncNeccessaryTextures and the
broadcast memo; BindCurrentFBO's per-draw registry hash Find became a
TwinLookupMemo probe. The VAO config-version cold-line load is hoisted
to the top of PrepareForDraw to overlap its miss.

Quiet-box load-gated 6-round order-alternating A/B, all nine cases,
both backends: use_program -27.7%, vanilla_draw -16.2%, ubo_range
-13.4%, pass_switch -11.1%, sampler_churn -10.7%, state_toggle -9.2%,
sodium_multidraw -5.3%, rest flat. No regression on either backend
(magma's one matrix flag disproved by isolated re-runs against
byte-identical DirectVulkan sources). Unit tests 421/421.
2026-08-06 14:07:49 -04:00
BZLZHH 8f2b766b56 [Perf] (MG_Backend): let DirectVulkan trust across frames what it proved once
The draw fast path still paid for its own proofs: the hottest single
load (20% of TrySetupDrawFastPath) was chasing the cold
VertexInputStateFactory heap entry just to answer "same vertex-input
layout?". That answer now comes from the frontend VAO's config-guarded
aux memo (layout hash + attribute masks), and a VAO-cycling stream with
a stable layout skips the pre-flight AND pipeline re-resolution
entirely. The VkProgramObject* is memoized on the snapshot behind a new
ProgramFactory cache-structure epoch (bumped on every insert/erase; use
is re-stamped so the idle sweep can never evict a live entry). A
render-state version move no longer forces the full path: the pipeline
value hash is refreshed in place and the 8-entry memo probed directly
(the GL_BLEND-toggle case).

The resolved-vertex-bindings memo now revalidates all-resident unmapped
entries ACROSS frames via per-binding slice epochs - minted from a
process-lifetime counter so a recycled address can never revalidate,
with every mutation path funnelled through BumpSliceEpoch - while
stamping each resource's GPU-use serial exactly as the skipped acquire
would, preserving the busy-tracking that glBufferSubData's
host-write-vs-staged-copy choice depends on. Resident index buffers get
the same treatment through an EBO slice memo.

The six-part dynamic-state tail (viewport/scissor/blend constants/depth
bias/line width/stencil) is gated behind one render-state-parameters
version + pass-geometry compare per command buffer. GetSlice is inlined;
SampledBindingsUnchanged walks only the program's declared bindings.

Quiet-box 6-round order-alternating A/B (on top of the frontend
VAO-bind commit): vanilla_draw -20.8% (790 -> 626 ns/op, 3.4x native to
2.5x), sampler_churn -28.2%, ubo_range -8.4%, state_toggle -3.8%;
tex_param's matrix flag (+10%) was adjudicated by an isolated
alternating re-run at +1.0% - position bias, not regression. Unit tests
421/421.
2026-08-06 13:18:38 -04:00
BZLZHH b9d8ad0421 [Perf] (MG_Backend): give DirectGLES one epoch that says no buffer moved
Four draw-path costs, one theme: re-proving what nothing invalidated.

A manager-wide buffer-mutation epoch (atomic; bumped with release AFTER
every mutation lands: all six BufferBackendOps via tracking wrappers,
every backend-initiated writeback - XFB readback/scatter, the five
pack-PBO readbacks - registry registration changes, and backend context
destruction; the full site inventory lives in a comment at the accessor)
lets the per-VAO resolved-buffers memo stamp the epoch after one
all-clean probe pass and skip every IsBufferDrawClean probe while it
holds. The IBO keeps its bound-object identity compare - only the probe
is elided. Non-bumping paths are enumerated with why they are safe:
GPU-authoritative writes are ignored by the probe, persistent-mapped
resources are clean by construction, and draws on non-persistent maps
are frontend-rejected GL errors.

GetProgramForDraw is hoisted to one call per PrepareForDraw and handed
to the four consumers that each re-derived it. The enabled-draw-buffers
walk feeding the fragColor broadcast count is memoized on the
(FBO, slot version, object version) trio. The UBO-binding loop probes
IsBufferDrawClean before falling back to EnsureBufferResource.

The texture chain captures (context, maxTouchedUnit, samplingGeneration,
unitBindingsEpoch) once per draw - shared by SyncNeccessaryTextures and
BindCurrentTextures, halving the epoch computations - and an aggregate
gate that is the exact conjunction of the three Sync*ToBackend
early-outs skips the per-texture cross-TU calls.

The t_egl* thread_local verification pair became owner-thread-guarded
atomics reset by MakeCurrent/ReleaseCurrent, removing __tls_get_addr
from the draw loop.

Quiet-box 6-round order-alternating A/B (with the frontend VAO-bind
commit): all NINE Espryt cases improved - sampler_churn -11.0%,
state_toggle -9.3%, ubo_range -9.1%, vanilla_draw -5.4%, pass_switch
-3.5%, the rest -1% to -2.5%. Unit tests 421/421.
2026-08-06 13:16:44 -04:00
BZLZHH f8069c0624 [Perf] (MG_State): stop paying two atomic refcounts for every glBindVertexArray
perf annotate put 94% of VertexArrayState::Bind's 10.5% self time on the
two lock-prefixed shared_ptr refcount RMWs each bind performs. The bound
VAO is now stored as a slot index into m_vertexArrays - no SharedPtr
copy, no atomics on the bind path. The lifetime invariant (the bound
object is kept alive by its slot; any cold path that clobbers a bound
slot - delete-while-bound including slot 0, create-over-bound-slot -
detaches the old object into m_boundDetached so GetBoundVertexArray
keeps answering with it) is enforced in MarkVertexArrayForDeletion /
CreateVertexArrayObject rather than assumed, and documented at the
change. Out-of-range binds and null slots keep their exact old
semantics.

VertexArrayObject also gains two opaque config-version-guarded backend
aux memo words, letting a backend answer "same vertex-input layout?"
from the frontend object instead of chasing its own cold cache entry.

After this change the frontend Bind drops out of the DirectVulkan draw
profile entirely (11.5% -> 0.5%). Measured jointly with the two backend
rounds that land on top: quiet-box 6-round order-alternating A/B,
all nine cases, no case worse than noise on either backend. Unit tests
421/421.
2026-08-06 13:16:02 -04:00
BZLZHH d0aae85da2 [Perf] (MG_Backend): let DirectVulkan's draw fast path survive a VAO swap
TrySetupDrawFastPath declined on its VAO pointer check for every draw of
a 512-VAO cycle - the Blaze3D chunk-render shape - so the fast path was
dead exactly where it mattered: full SetupDraw, per-draw
ResolveSamplerDescriptor, SyncTextureAndGetDescriptor and render-pass
re-fetch, for draws whose only change was the VAO.

Three fixes. A moved VAO now re-runs only the vertex-input pre-flight
and re-resolves the pipeline instead of declining to the full path. That
resolution probes the value-keyed pipeline memo directly off a cached
pipeline-state hash and snapshot render-pass hash, skipping
GetOrCreateRenderPass and its GetPendingRenderbufferClear probes per
draw; a stale cached hash can only miss, never false-hit. And when the
sampler-descriptor hint holds and the program's single dynamic UBO
re-resolves to the same VkBuffer and range - only the dynamic offset
moved, the per-draw glUniform case - the descriptor walk collapses to
one offset recompute and a vkCmdBindDescriptorSets of the same recorded
set with new pDynamicOffsets. The rebind memo is invalidated at
BeginFrame, layout destruction and override walks; the program lifetime
id never repeats, and per-frame descriptor sets are never rewritten
within their frame.

mc_vanilla_draw -36.9% (1260 -> 795 ns/op, 4.6x native to 3.4x),
sodium_multidraw -18.0%, state_toggle -14.9%, sampler_churn -7.8%,
use_program -7.7%, ubo_range -7.3%, tex_param -7.3%. All nine cases on
both backends, interleaved A/B; no attributable regression. Unit tests
421/421.
2026-08-06 12:00:31 -04:00
BZLZHH b904658b10 [Perf] (MG_Backend): stop DirectGLES re-resolving the same VAO's buffers and twins every draw
Four per-draw costs, all lookups that re-answer the same question.

SyncNeccessaryBuffers walked all 32 attribute slots cold and ran
EnsureBufferResource per buffer on every draw. The backend VAO twin now
hosts a resolved-draw-buffers memo: the deduped enabled-attribute buffers
and the index buffer resolve once per VAO config version, and each hit
re-validates every entry with IsBufferDrawClean - a shadow probe mirroring
every no-op branch of EnsureBufferResource (resource identity, context
generation, pending ops, change serial) - falling back to the full path
for just the dirty entries. The IBO entry is checked against the live
bound object each draw, so slot-version wrap cannot false-hit.

The registry hash Finds that resolve state objects to their backend twins
ran several times per draw. TwinLookupMemo - a direct-mapped,
Fibonacci-hashed table (4096 VAO / 256 program slots) with weak-ptr owner
equality against address reuse - answers them in one probe; collisions
fall back to the registry. A live entry's twin is never replaced once
set, so owner equality proves the raw pointer.

SyncCurrentVertexAttributeValues' pending-mask memo was a function-static
single entry that missed every draw once the app cycled VAOs; it now
lives on the twin. CurrentXfb()'s per-draw FastSTL map lookup became a
cached pointer invalidated at every map mutation (open addressing moves
values on any insert/erase/clear).

mc_vanilla_draw -12.6% (3.4x native to 3.0x), ubo_range -9.8%,
sampler_churn -7.5%, pass_switch -6.5%, sodium_multidraw -6.0%,
state_toggle -4.6%. All nine cases measured on both backends, interleaved
A/B; no case regressed. Unit tests 421/421.
2026-08-06 12:00:31 -04:00
BZLZHH 4b3fd11462 [Perf] (MG_Backend): key DirectVulkan's pipeline memo on state values, not a version that never repeats
Two per-draw churn costs, one cause each.

A blend toggle switched pipelines through a memo keyed on a monotonic
pipeline-state version - which never repeats, so flipping GL_BLEND off and back
on produced a "new" key both times, forced the full SetupDraw and rebuilt the
whole pipeline payload for a pipeline the cache already held. The memo now keys
on a value hash of the pipeline-relevant fixed-function state, recomputed only
when the state version moved, and the consecutive-draw fast path re-resolves
just the pipeline through it when nothing but render state changed. Blaze3D
brackets every batch with exactly this toggle; mc_state_toggle drops 36%
(6629 -> 4230 ns/op, 4.8x native to 3.7x).

The sampler-churn cost had the same shape as the Espryt side fixed separately:
glBindSampler bumps the frontend texture-bind generation even when it re-binds
the sampler the unit already holds, so the per-draw fast path died every draw.
The fast path now proves each binding's descriptor inputs unchanged - texture
and sampler lifetime ids, parameter and content sums, the sampling-resolution
generation, image epochs and exact layouts - and reuses the binding's cached
VkDescriptorImageInfo instead of re-running the resolve chain.
mc_sampler_churn drops 30% (1597 -> 1125), and the proof machinery pays for
itself on the uniform-range case too (-17%).

mc_tex_param stays where it is on this backend deliberately: profiling shows its
remaining cost is frontend validation with zero backend work, unreachable from
Renderer/.

All nine cases measured on both backends, interleaved A/B, no case worse than
noise. Unit tests 421/421.
2026-08-06 11:21:26 -04:00
BZLZHH 9be5d95440 [Perf] (MG_Backend): give DirectGLES unit bindings an epoch the sampler churn cannot fake
The texture-binding memos added earlier keyed on the frontend texture-bind
generation, and 26.2-style unit switching defeats them: glBindSampler bumps the
generation even when it re-binds the sampler the unit already carries, so a
frame that cycles active units re-ran the full two-pass, eleven-slot alias
resolution and the unbind walks on every draw. mc_sampler_churn sat at 1674
ns/op against the native driver's 239 - the worst multiplier left on this
backend - with about half the time in two virtual calls per binding slot.

The units now carry an epoch: a snapshot of each touched unit's slot objects and
sampler object, compared by weak_ptr OWNERSHIP rather than raw pointer - a held
weak_ptr pins its control block, so a freed-and-recycled object can never
owner-equal its predecessor, which is the ABA hole a pointer key would have and
the reason version keying was rejected (WithTemporarilyBoundNamedTexture bumps
slot versions without touching the bind generation). The
(context id, bind generation, high-water mark) triple gates the snapshot walk to
at most once per draw; the epoch moves only when a binding really changed. Both
per-draw memos key on the epoch plus the sampling-resolution generation, which
carries what the epoch cannot see: a default texture's image appearing, and
every completeness input. Two smaller memos ride along: the per-unit
sampler-registry lookup (owner-keyed, misses never cached - the backend object
may be created later in the same draw), and the pending-vertex-attribute mask,
whose first version scanned all 32 slots and put +10% on the VAO-cycling case
before being restricted to the program's active locations.

ns per op, DriverBench on a GTX 1660 SUPER, isolated A/B, all nine cases on both
backends: mc_sampler_churn 1673 -> 732, mc_use_program 4513 -> 4279,
mc_state_toggle 2365 -> 2247, everything else within noise and nothing worse.
7.0x native to 3.1x on the churn case.

Unit tests 421/421.
2026-08-06 11:20:52 -04:00
BZLZHH d49d79a64b [Perf] (MG_Backend): pool DirectVulkan's upload staging and batch its submits
Every dirty texture bought itself a fresh staging buffer (vmaCreateBuffer +
vmaMapMemory), a fresh command buffer, a fresh fence, and its own vkQueueSubmit.
A perf profile of the sprite-animation case put 41% of the whole run in the
kernel on the resulting ioctl traffic; the reclaim list already avoided waiting
on the fences, so the cost was the allocation and submission machinery itself,
paid per texture per frame.

Staging now comes from a pool of persistently-mapped blocks (1 MiB minimum,
exact-size beyond that, bump-allocated, 32 MiB idle cap), and uploads record
into one shared batch command buffer from a dedicated command pool, going out as
one submit with one pooled fence per flush. Fences, command buffers and blocks
all recycle through the existing fence-list reclaim instead of being destroyed.
Flush points: before every frame command buffer submission (which is what
preserves the old ordering argument - the batch reaches the queue strictly
before anything that could sample its images), on the glFlush finite-time path,
when a batch would outgrow its staging bound, and eagerly at 128 KiB, which
measured faster because the GPU overlaps the copy with the rest of the frame's
CPU recording. The mid-frame upload-draw-upload-again sequence detects itself
through the batch image list and flushes first, reproducing the old two-submit
granularity exactly; a deferred image release flushes any open batch that still
references the image, because drain proofs only cover submitted work.

ns per op, DriverBench on a GTX 1660 SUPER: mc_tex_stream 9405 -> 5373 (2.3x
the native driver, from 3.9x), atlas_sprite -57%, lightmap -89%, chunk_upload
-10%; draw-path cases unchanged. The suite's sampler-churn number reads a few
percent worse right after the now-much-faster upload case, which was chased to
schedutil downclocking during the newly-blocking-free frames - isolated and
frequency-pinned runs measure parity; noted here so the next person does not
re-chase it.

Unit tests 421/421; Vulkan validation layer clean across draw and upload cases.
2026-08-06 10:36:08 -04:00
BZLZHH f5761ea1f3 [Perf] (MG_Backend): diff only the render-state span that moved, and gate the per-draw walks
Four per-draw costs in DirectGLES, all of the same species: work re-done for an
answer that had not changed.

SyncRenderState was guarded by a single version compare, so one blend toggle -
the way Blaze3D brackets every batch - re-diffed the whole ~40-field render
state block and copied the full struct back into the shadow, every draw. The
parameter struct is now split into three contiguous byte spans, each gated by a
memcmp against the backend shadow; a per-draw blend flip touches only the blend
span. The shadow is byte-cloned after each sync so the span compares stay exact,
padding included. Blocks whose inputs live outside the parameter struct (the
surface-size viewport fallback, the sRGB context capability) stay ungated, and
the dual-source-blend hard-fail still fires every draw because a throwing sync
never stamps the shadow.

SyncMipmapsToBackend gained a first-level clean gate on (context id,
sampling-resolution generation, content version, params version) that skips the
IsComplete walk and the eight-field shape probe outright; every shape mutation
funnels through BumpShapeVersion, which is what makes the gate sound.
SyncToBackend for vertex arrays compares one aggregate config version instead of
three stamps per attribute slot. And SyncNeccessaryTextures memoises the
draw-framebuffer attachment list, keyed the same way the framebuffer sync memo
already is, instead of re-walking attachments per draw.

ns per draw, DriverBench on a GTX 1660 SUPER, isolated A/B: mc_state_toggle
3151 -> 2397, mc_ubo_range 792 -> 579, mc_vanilla_draw 1111 -> 881,
mc_sampler_churn 2019 -> 1676, mc_use_program 5132 -> 4356; every one of the
nine cases improved. Against the native driver Espryt now stands at 3.6x on the
plain draw path, 2.8x on the per-draw uniform-range path and 2.1x on the blend
toggle, from 8.7x / 9.1x / 7.2x when this effort began.

Unit tests 421/421.
2026-08-06 10:35:41 -04:00
BZLZHH b3f774d2c0 [Fix] (CI): name the EGL vendor library the benchmark job runs on
The benchmark job is the only one that brings a real GL context up - DriverBench
dlopens libEGL.so.1 and renders through it - but its apt list only asks for
libegl1, which is glvnd's dispatch layer and nothing more. The vendor library
behind it, libegl-mesa0, has been arriving as a Recommends of libegl1 rather
than because anything asked for it. That is too quiet a dependency for the one
job whose whole purpose is running a driver: a base image change, or
--no-install-recommends turning up anywhere upstream, would leave eglInitialize
with no vendor to dispatch to and fail the job for a reason nothing in the
workflow explains. Name it, next to libgl1-mesa-dri, which is listed for
exactly the same reason.

Verified with a full headless ctest -C Release -L benchmark - no $DISPLAY, no
$EGL_PLATFORM, mesa as the only EGL vendor: SanityBench, ProgramBench,
BufferBench and DriverBench all pass.
2026-08-06 09:44:04 -04:00
BZLZHH d524330032 [Test] (MG_Benchmark, MG_Util): model four more Minecraft frame patterns in the driver bench
The captured traces contain per-frame patterns the bench did not exercise, and
first measurements show two of them are now the worst remaining multipliers -
which is exactly what the missing cases were hiding.

mc_pass_switch: the 26.2 snapshot switches render targets 132 times a frame and
re-declares draw buffers 198 times. Render-target churn is where a Vulkan
backend pays for render-pass breaks and where a tiler pays most on device, and
no case measured it. mc_state_toggle: Blaze3D brackets batches with blend
toggles - 46 enable/disable pairs and 28 blend-func changes per vanilla frame.
mc_tex_param: 26.2 re-sets texture parameters 612 times a frame, almost always
to the value already in place, so this measures redundant-parameter filtering.
mc_use_program: Sodium switches programs 62 times a frame with a mat4 upload on
each, roughly one switch per multi-draw.

All four live in the shared case file at the measured per-frame rates, so the
desktop harness, the on-device harness and the POST screen's Run Bench report
comparable numbers. First desktop measurements (ns/op, native / Espryt / Magma):
pass_switch 8877 / 18502 / 13896, state_toggle 1182 / 8526 / 8305,
tex_param 42 / 102 / 197, use_program 2182 / 10648 / 5096. The state-toggle
multiplier - 7x on both backends - is the largest newly exposed gap and the next
optimization target.

Unit tests 421/421; the Android JNI translation unit compiles against the
extended case set.
2026-08-06 09:39:02 -04:00