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.
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.
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.
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.
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).
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).
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.
- 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.
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.
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.
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.
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.
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.
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.
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.
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.
A per-draw CPU profile of a real Minecraft frame (perf on the render thread,
which sits at 100% of one core on both backends) said the deficit is translation
overhead, not the GPU, and named where it goes. This removes the largest items
it found, on both backends and in the shared frontend they both feed.
The single biggest one was not translation at all: IsBackendContextCurrentOnThisThread
called eglGetCurrentContext on every invocation, and glvnd answers that with a
getpid() fork check - a real syscall. The predicate sits two and three deep in
every draw (the deferred-release drain, the global-UBO ring availability check,
and the ring allocation), so it accounted for 16.3% of the render thread. EGL is
still the ground truth, but re-verifying it once per thread per frame catches an
external migration at the next frame boundary rather than the next call, which
recovers the same bookkeeping.
Texture uploads now carry a dirty region instead of a per-level flag. Minecraft
animates atlas sprites with 16x16 glTexSubImage2D calls into a 1024x512 atlas
and respecifies the lightmap every frame; a per-level flag turned each of those
into a full-level re-upload - about 3.6 MB a frame of texels nobody changed.
MipmapStorage accumulates the written box, Espryt uploads it with
UNPACK_ROW_LENGTH striding into the level shadow, and Magma stages just that box.
The box is a union, not a range list: repeated writes to one level widen it and
it degrades to exactly the old whole-level upload, which is the honest worst case.
glBufferData(NULL) is the orphaning idiom, and the backend was answering it by
uploading the stale CPU shadow - turning a rename the driver does for free into
a full synchronized upload. BufferObject now records that a NULL respecify leaves
the store undefined, and the upload is skipped until content is actually written.
The rest are smaller and of a kind: the deferred-release queue is probed without
taking its mutex, the UBO ring waits on the frame fence that frees the space it
needs instead of draining the whole pipeline with glFinish at the size cap, VAO
binds go through a shadow so a draw's second bind of the same object does not
reach the driver, the per-draw clean-texture probe short-circuits on the content
version before rebuilding shape info, glUniform drops byte-identical writes
(which otherwise dirty the whole UBO for the next draw), re-binding the texture
or VAO a slot already holds no longer bumps the generation counters a backend
fast path is keyed on, and the texture validators stopped taking shared_ptr by
value.
On Magma: descriptor-set reuse keeps four entries instead of one, because draws
alternating between two programs - the chunk/entity ping-pong - thrashed a single
slot into a full re-allocate and re-write every draw; a DynamicDraw buffer whose
contents survive two frame boundaries is promoted to resident storage instead of
being re-copied into the per-frame arena forever; and sampled-read barriers name
only the shader stages whose device feature is enabled, which also removes a
latent VUID violation (ALL_GRAPHICS names geometry and tessellation stages a
device need not have).
Measured with the Minecraft rig (render distance 32, p50 fps, same machine,
single sample each): vanilla 1.21.1 Espryt 10.8 -> 36.3 and Magma 31.3 -> 44.6;
26.2 snapshot Magma 114.5 -> 210.5. Fabric+Sodium moved inside noise on Magma
(854 -> 766) with the native baseline itself moving 838 -> 1031 between the two
sessions, so treat that cell as unresolved rather than a regression measured.
Unit tests 421/421. The CTS A/B was not run: these numbers and the test suite are
the whole of the evidence, and a conformance regression would not have been
caught here.
The Minecraft-shaped driver benchmark could only be run from a desktop shell
against a desktop driver, which is the wrong machine: MobileGL exists to run on
mobile GPUs, and nothing said what its translation costs there. This puts the
same cases on an Android device, both in the plugin's POST screen and from a
shell, and adds the native-driver baseline they have to be read against.
The cases move into DriverBenchCases.inc so both harnesses run byte-identical
bodies - the desktop program resolving entry points from one EGL provider, and
DriverBenchJni.cpp calling MobileGL's frontend in-process. The JNI file binds
every gl*/egl* name to MG_Impl by macro rather than by linkage: this library
legitimately has the platform libEGL and libGLESv3 in its own lookup scope, and
a benchmark that quietly measured the device driver instead of the translation
layer would have looked like very good news.
Frames are now closed with a fence wait instead of glFinish. MobileGL implements
glFinish and glFlush as no-ops, so the old loop timed submit-plus-GPU on a native
driver and submit-only on a MobileGL backend, and the two numbers did not
describe the same work.
To measure a device's own driver the cases needed to be expressible in GLES:
ESSL 3.20 twins of the four shaders (chosen at runtime from GL_VERSION, since
MobileGL is deliberately still fed desktop GLSL - translating it is the thing
under test), a multi-draw hook that loops DrawElementsBaseVertex where the
multi-draw entry point does not exist, and an EGL bootstrap that falls back from
desktop GL to GLES 3. The binary cross-compiles for arm64 unchanged.
BenchService hosts each run in its own process and exits afterwards. That is not
caution: the backend is latched from MOBILEGL_BACKEND_TYPE at initialization, so
Espryt and Magma can never share a process, and Espryt's teardown terminates the
process-default EGL display, which would take the POST activity's own EGL
objects with it.
Running it found that Magma could not create a windowless context on Mali at
all - CreateInstance required VK_EXT_headless_surface, which no mobile driver
here exposes, and aborted the process. The Xlib path already probes and falls
back to a hidden window for the same reason on NVIDIA; Android now probes too
and hands the WSI an AImageReader's ANativeWindow, a real producer surface
attached to no display whose images are never acquired. DriverPost reports the
extension's absence as a WARN so the fallback is visible rather than silent.
Measured on a Mali-G77 MC9 (native / Espryt / Magma, ns per operation):
5495 chunk draws 14397 / 36934 / 33763, the 26.2 per-draw uniform-range pattern
13710 / 31205 / 21252, sodium-style multi-draw 256956 / 238389 / 209527. The
translation costs about 2.4x per draw here against 5-9x on the desktop, because
the mobile driver's own per-call cost dwarfs it - and both backends beat the
native driver on multi-draw, which it has to emulate.
Desktop unit tests 421/421; the POST screen and both Run Bench buttons verified
on the device.
Whether a backend can attach a single layer of a texture to a framebuffer was one
Bool, so it could only give the most conservative answer any target needed.
DirectVulkan therefore declined every layer of every target and
direct_state_access.framebuffers_texture_layer_attachment failed with 542
messages across four targets.
The three ways a GL layer maps onto Vulkan are independent capabilities, so the
flag becomes a per-TextureTarget mask. A 2D or 2D multisample array layer IS a
VkImage array layer and needed nothing but the gate opened. A cube map array is
one 2D image with arrayLayers = 6 * cubeCount and CUBE_COMPATIBLE, which is a
shape VkTextureManager simply did not have - it is declined softly when the depth
is not a whole number of cubes or the level is not square, because that function's
Bool return exists for unrepresentable shapes and asserting there would abort on
ordinary input, GL_PROXY_TEXTURE_CUBE_MAP_ARRAY above all. A 3D texture's layer is
a z slice, which needs a 2D-array-compatible image and a per-slice clear, because
vkCmdClearColorImage cannot address a subset of a 3D image's slices - a render
pass whose only content is its LOAD_OP_CLEAR can, since its attachment is a 2D
view over that one slice.
VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT is asked for per format and withdrawn per
format, mirroring the MUTABLE_FORMAT pattern already in this file: the capability
is per format+usage, so a single global probe answers a different question than
the one the frontend goes on to ask. Losing it costs per-slice attachment for that
format; failing creation would lose the texture.
Three things found on the way that are not the headline:
glFramebufferTextureLayer, the non-DSA twin, had no gate at all and additionally
refused cube map arrays that GL 4.5 requires it to accept. GL 4.6 core 9.2.8 makes
the two entry points equivalent, so they now decline in the same places - leaving
one ungated is what let an unrepresentable attachment reach the renderer.
ComputeFullMipLevelCount takes max(x, y, z), and for every array shape z is the
layer count rather than a mip-able axis, so a 4x4 array with 192 layers asked for
six mip levels on an image whose legal maximum is three
(VUID-VkImageCreateInfo-mipLevels-00958). Only the image's own extent can bound
it. lavapipe had been letting that through.
A layered GL clear queues layerCount = depth, which is illegal for a
VK_IMAGE_TYPE_3D image (VUID-vkCmdClearColorImage-baseArrayLayer-01472 pins it to
0/1, read as the whole mip level) and the old code passed it straight through.
Takes framebuffers_texture_layer_attachment green on DirectVulkan, so the whole
direct_state_access suite is 371/371 there; Espryt stays 370/371, the remaining
case being the fp64 one it declines by design.
Known and deliberately not fixed here, with a FIXME at the site:
KHR-GL44/45/46.geometry_shader.layered_framebuffer.clear_call_support now fails on
DirectVulkan - a layered clear of a 3D texture reads back zeros. Those cases exist
only in the GL44+ lists, above the 4.0 this backend reports. An A/B of a 6935-case
subset (cube map array, texture storage, framebuffer, 3D, the full DSA suite and
the GL33 texture group) is otherwise clean on both backends: 16 cases fixed and
none broken on Espryt, 15 fixed and those 2 broken on Magma, and zero difference
anywhere at GL 4.0 or below. The FIXME records which causes were already ruled out
by bisection so the next reader does not repeat them.
Vulkan's built-in convention is "provoking vertex first"; GL's default is
LAST_VERTEX_CONVENTION, and GL derives both flat shading and the transform
feedback vertex order from it. DirectVulkan had no way to say so, which is why
direct_state_access.queries_functional failed on a value with nothing in its log
- the primitives came back counted against a strip recorded in the wrong vertex
order.
VK_EXT_provoking_vertex is now enabled when present, and the mode is a hashed
field of the pipeline payload rather than dynamic state, because it is baked into
VkPipelineRasterizationStateCreateInfo: two draws differing only in it must not
collide on one cached VkPipeline, or whichever mode built first would stick for
the rest of the frame. The pNext is chained only when the mode is not Vulkan's
default, so a device without the extension produces a byte-identical
VkGraphicsPipelineCreateInfo to before.
Two carve-outs, both measured rather than reasoned:
A geometry shader already emits its triangles in GL's vertex order, so asking for
LAST rotates them a second time and transform_feedback.geometry reads back the
wrong vertices. The mode is one pipeline bit and the input-assembler path wants
the opposite, so the two cannot both be satisfied: a program that runs a geometry
shader and captures transform feedback keeps Vulkan's own convention. That test
is read off the program's own shader list, not
programObj.rasterizationProducerStage - the latter is filled by the clip-fixup
analysis, which does not run for every program and reads Unknown for exactly the
programs this guard exists to catch. Both halves are link-time facts folded into
programObj.hash, so no pipeline memo can hand back one built for the other mode;
keying on IsTransformFeedbackActive() instead would be a live bug, since neither
memo key moves on glBeginTransformFeedback.
transformFeedbackPreservesProvokingVertex is deliberately not requested. It buys
nothing here - the capture order queries_functional needs comes from
provokingVertexLast alone - and leaving it off keeps
VUID-VkGraphicsPipelineCreateInfo-topology-04884 disarmed, so a TRIANGLE_FAN
pipeline may take LAST on any device.
The blit pipeline routes through the same selector: it has no flat varying and no
capture, but on a device without provokingVertexModePerPipeline a blit left on
FIRST inside a render pass whose draws are LAST is an illegal mix.
Per the POST rule the new extension gets rows for provokingVertexLast and for the
two properties that change what MobileGL can promise.
Fixes queries_functional on Magma (370/371). An A/B over a 976-case transform
feedback / geometry shader / layered rendering subset of GL30-GL45 is otherwise
identical on both backends and additionally takes 14 geometry_shader rendering
and layered_rendering cases from failing to passing on Magma.
glCompressedTexImage2D rejected every internalformat with GL_INVALID_ENUM, so
direct_state_access.textures_get_image threw at its first compressed call and
reported InternalError with nothing in the log at all - the uncompressed half of
the case had already passed.
The compressed bytes are now kept verbatim, in a side-channel beside the texel
shadow rather than in place of it. That placement is the load-bearing decision:
both backends pair MapMipmapData with GetMipmapByteSize while sizing their copy
regions from GetMipmapTexelSize, and DirectGLES additionally divides the byte
size by the texel count to recover bytes-per-texel, so putting 16 bytes where a
4x4 RGBA8 extent says 64 would be an out-of-bounds read on both. The texel
storage therefore stays uncompressed and correctly sized - the image samples as
zeros, which is the same deviation the RGTC/BPTC/ETC2 arms of
ConvertGLEnumToTextureInternalFormat already document - while
glGetCompressedTexImage returns the image *as stored*, which GL 4.6 core 8.11
requires and which no re-encode could satisfy byte for byte. Nothing ever hands
the compressed bytes to GLES or Vulkan, so the shadow is authoritative rather
than potentially stale, which is why the readback never asks a backend.
The accepted set is exactly the RGTC/BPTC/ETC2-EAC formats core GL requires, and
it is deliberately the same set ConvertGLEnumToTextureInternalFormat can back
with uncompressed storage, so the upload can never accept a format whose texel
shadow it cannot allocate. imageSize is checked against the block arithmetic,
which is also what keeps the copy in bounds.
Three things the shape depends on. AllocateStorage clears the compressed tag, so
a glTexImage2D or glTexStorage2D over the level un-compresses it - without that,
textures_compressed_subimage would flip branches and start asking for data
MobileGL cannot produce. GL_TEXTURE_COMPRESSED and
GL_TEXTURE_COMPRESSED_IMAGE_SIZE are answered per level rather than per texture,
because a compressed internalformat handed to glTexImage2D resolves to
uncompressed storage and must keep reading as uncompressed. And
GL_TEXTURE_INTERNAL_FORMAT now reports the compressed token for such a level, or
it would claim GL_RGBA8 while GL_TEXTURE_COMPRESSED said true.
Still rejected on purpose: glCompressedTexImage1D/3D and every
glCompressedTexSubImage*, which caps the blast radius.
Fixes textures_get_image on both backends (Espryt 370/371, Magma 369/371). A/B
over a 1210-case compressed/texture-storage/texture-view/buffer-storage subset of
KHR-GL45 is identical before and after on both backends but for
get_texture_sub_image.errors_test, which stops throwing and fails on a value
instead.
glVertexAttribLFormat validated its arguments and then refused unconditionally
with "64-bit vertex attributes are not supported", so
direct_state_access.vertex_arrays_attribute_format failed every GL_DOUBLE
subcase on both backends - the format never landed, the draw fetched whatever
the attribute held before, and the captured values came back as reinterpreted
garbage.
The attribute is now real state. IsLong is its own bit rather than being
inferred from Float64, because glVertexAttribFormat(GL_DOUBLE) also reads
doubles - it just asks for them converted to float - so the type alone cannot
tell the two apart. It participates in the format comparison, so an L-format
call over a plain one still bumps the version, and glVertexAttribPointer clears
it inside the mutation block so the clear and the bump stay atomic.
GL_VERTEX_ATTRIB_ARRAY_LONG stops being hardcoded false, and the pname is now
accepted by the attribute queries at all.
Support is detected, never assumed. SupportsFloat64VertexAttributes comes from
VkPhysicalDeviceFeatures::shaderFloat64 on DirectVulkan and is false on
DirectGLES - not a driver question there and never will be, since ES has no
GL_DOUBLE vertex format and ESSL has no fp64 type to consume one with. A backend
without it declines in the entry point, with the GL error and a log line naming
the reason, rather than accepting state no draw could honour. Both cases get a
DriverPost row so the loss is named at startup instead of at draw setup.
On DirectVulkan the attribute deliberately does not use VK_FORMAT_R64*_SFLOAT:
those are optional and lavapipe advertises zero features for all four of them.
It is fetched as its 32-bit word pair (R32G32_UINT / R32G32B32A32_UINT) and
bitcast back to double in the shader by a new SPIR-V pass, which is bit-exact
and needs no format capability at all. The pass re-declares the input as uvec2 /
uvec4, demotes the original variable to a Private global and seeds it once at
the top of the entry point, so every existing load keeps its id and its double
type and no other instruction is rewritten. Both halves branch on nothing but
"is this attribute long", so they cannot disagree - and if the pass ever fails,
the assertion fires rather than letting a UINT format sit under a double input.
The pointer types are all created before any variable that names them and the
demoted variable is moved after them, since the types-and-variables section may
not forward-reference a type.
dvec3/dvec4 are declined rather than fetched wrong: six or eight uint32
components have no single VkFormat, and GL spreads such an input over two
attribute locations, which the location-per-index model here does not express.
Fixes vertex_arrays_attribute_format on Magma (369/371). On Espryt it stays
failing, now as a detected and explained decline rather than a blanket refusal.
TextureCubeMapArray was missing from every storage and upload switch in the
DirectGLES texture sync, so a cube map array reached the driver with no storage
at all - and from the glFramebufferTextureLayer branch, so attaching one of its
layers fell through to glFramebufferTexture2D and raised INVALID_ENUM. Every
GL_TEXTURE_CUBE_MAP_ARRAY colour check in
direct_state_access.framebuffers_texture_layer_attachment read nothing.
ES 3.2 has GL_TEXTURE_CUBE_MAP_ARRAY natively and it stores exactly like a 2D
array whose depth is six times the cube count, so each switch gains the case
beside Texture2DArray and nothing else changes. 1D arrays join the layer branch
for the same reason - their backend image is a 2D array.
Per the POST rule the new GLES dependency gets a capability
(SupportsTextureCubeMapArray, ES 3.2 core or EXT/OES_texture_cube_map_array) and
a DriverPost row saying what a user loses without it.
Takes framebuffers_texture_layer_attachment from failing to passing on Espryt. It
still fails on DirectVulkan, which declines a layered attachment outright.