Commit Graph
429 Commits
Author SHA1 Message Date
swung0x48 7c5fc03b26 [Fix, Test] (MG_Backend/DirectVulkan): never bind or cache a null pipeline, and name the modules a failed vkCreateGraphicsPipelines rejected 2026-08-11 02:33:32 -04:00
swung0x48 efa0345c36 [Fix] (MG_Backend/DirectVulkan): offscreen surfaces never touch a window system - delete the hidden-Xlib fallback, make surface and device-enumeration failures loud, guard zero devices 2026-08-11 00:58:24 -04:00
swung0x48 f5b8a505ed [Fix] (MG_Backend/DirectVulkan): keep the transient arena's outgrown buffers alive until frame rewind - the transient drain freed them while frame-serial memos still bound them 2026-08-10 21:47:28 -04:00
swung0x48 8371365db5 [Fix] (MG_Backend/DirectVulkan): include the texture enum converter the WARN-level log line needs - VulkanRenderer.cpp did not compile below INFO log level 2026-08-10 21:47:27 -04:00
swung0x48 b219992ee3 [Feat, Perf, Test] (MG_Util, MG_Backend, MG_Test): test-lane SPIR-V validation latch; entry-local Private rewrite, in-chain rect lowering and uniform-Location strip 2026-08-10 13:00:20 -04:00
swung0x48 94233ef928 [Fix] (MG_Backend/DirectVulkan): drop draws and dispatches when a program has no optimized SPIR-V - a phase-B failure left raw glslang words in GetGeneratedSpirv 2026-08-10 13:00:11 -04:00
swung0x48 4831387cf0 [Fix] (MG_State, MG_Backend/DirectVulkan): a program whose SPIR-V job was cancelled faulted on the first glUniform - bounds-check the shadow lookup 2026-08-10 07:31:57 -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 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 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 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 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 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 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 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 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 f2d210b12d [Perf] (MG_Backend): memoise DirectVulkan's per-draw vertex binding resolution
Every draw re-resolved its whole vertex binding array: for each enabled binding,
look up the buffer, acquire a slice from the buffer manager, apply the binding's
base offset, fill the VkBuffer and offset arrays, bind. In the Minecraft-shaped
benchmark the same few hundred vertex array objects cycle for the whole run and
each one's answer is stable, so UploadAndBindVertexBuffers was the single largest
cost in the backend at 7.9% of the render thread, with AcquireResidentSlice
another 3.8% underneath it.

The resolved array is now kept per vertex array object and revalidated instead of
rebuilt. Validation is two-tier. The vertex array's own configuration version
already invalidates its backend vertex-input state, so a changed attribute,
format, buffer or base offset yields a different state object - the memo compares
both that object's address and its hash, which mixes the bound buffers and the
whole layout. What that does not cover is the slice moving underneath an
unchanged configuration, so the buffer manager now carries a monotonic epoch that
every writer of slice-deciding state bumps: resident storage creation, respecify,
sub-data, flush of a mapped range, the promotion and demotion between streamed
and resident storage, each fresh arena allocation, and bulk release. The counter
is manager-wide and never reset, so a resource created at a recycled address
cannot reproduce a value some memo still holds.

The miss path was the thing to get right, because the previous attempt in this
area regressed the texture-upload and sampler-churn cases by 60-85%: it added a
verification pass that re-ran the resolution work it was trying to skip, so every
miss paid for it twice. Here a miss is one pointer-keyed lookup and a few stores,
and nothing else runs that the full path would not have run anyway.

ns per draw, DriverBench on a GTX 1660 SUPER: mc_ubo_range 924 -> 767,
mc_vanilla_draw 1346 -> 1227, mc_sampler_churn 1397 -> 1279,
mc_sodium_multidraw 3365 -> 3266. Magma is now 4.1x the native driver on the
per-draw uniform-range case, from 5.4x when this round started. No case
regressed on either backend.

Unit tests 421/421.
2026-08-06 09:24:08 -04:00
BZLZHH 57aeeec053 [Perf] (MG_State, MG_Impl, MG_Backend): stop paying per draw and per upload for work already known
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.
2026-08-06 06:24:37 -04:00
BZLZHH 9c0144d24a [Test] (MG_Benchmark, MG_Util, MG_Backend, android-plugin): run the driver benchmark on a phone
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.
2026-08-06 06:13:34 -04:00
BZLZHH d39a706d57 [Perf] (MG_Backend): stop paying for descriptor slots and mip barriers nobody asked for
Five independent bits of per-draw and per-operation waste in the DirectVulkan
backend, all removing work whose answer was already known.

The per-draw descriptor walk iterated all 256 slots of bindingKinds to find the
one to eight bindings a real GL program declares, because that vector is sized to
the binding cap rather than to the program. Reflection now records the bindings it
actually assigned, and the draw path iterates that. It is built at the end of
ReflectLayout, not where bindingKinds is sized - at that point the vector is only
zero-initialised and the kinds are assigned further down, so a list built there
would be empty. It has to stay ascending: Vulkan consumes pDynamicOffsets in
binding order and the writer pushes them in iteration order, so an unordered list
would silently mis-pair dynamic offsets with their uniform blocks.

Descriptor pools were sized maxSets * the 256-binding cap, declaring 81,920
descriptors per pool and 245,760 across the frames in flight, for sets that hold
what shader reflection found. Sized from eight now; an outlier program is absorbed
by the VK_ERROR_OUT_OF_POOL_MEMORY path that already exists, which works because
pool sizes are aggregate budgets rather than per-set limits.

TrackLiveResource swept the whole live-buffer vector on every insert once it
passed 256 entries, and when the buffers are all live the sweep removes nothing
and the vector grows by one - so creating N live buffers cost about N^2/2
expired() checks. It sweeps on a doubling watermark now, with the same
reclamation semantics.

GenerateMipmap transitioned each destination level individually inside its loop,
but every generated level starts in the same layout and the loop only moves a
level out of TRANSFER_DST after writing it, so the whole range can be prepared in
one barrier - 3(N-1)+1 barrier commands become 2(N-1)+2. Each level is still
transitioned to TRANSFER_SRC before it is read, so the dependency between
consecutive levels is unchanged.

WaitForFrameSerial drained the entire graphics queue, as its own comment admitted.
Every submission records the frame serial it was made under, so it now waits on
the first fence at or past the requested serial. The narrow path deliberately does
not call NotifyDeviceIdle(): that claims every submission has retired, which is
only true after a real drain, so it stays on the fallback.

Verified with an 8213-case A/B (textures, buffers, queries, mipmaps, uniforms and
the whole direct_state_access suite): the Espryt failure list is identical, the
Magma failure list differs by one case, and both crash sets are unchanged on
Magma. That one case, buffer_storage.map_persistent_draw, does not reproduce in
isolation - running the buffer_storage group alone gives byte-identical results on
both builds (the same three failures, not including it), and it reports
NotSupported when run on its own. It is the same ordering-dependent behaviour this
suite shows elsewhere, and the three Espryt crash-set differences are the known
copy_image cluster moving chunk position. Flagging rather than hiding it.

direct_state_access stays at Espryt 370/371 and Magma 371/371; unit tests 421/421.
2026-08-05 15:19:37 -04:00
BZLZHH f3d52faad4 [Perf] (MG_State, MG_Backend): stop glViewport from evicting a cached VkPipeline
RenderState kept one version counter for all render state, and DirectVulkan read
it in three places: the pipeline memo key, the SetupDrawSnapshot fast-path guard,
and that guard's store. So glViewport, glScissor, glBlendColor, glStencilMask,
glClearColor, glPolygonOffset, glLineWidth and the point-size family - none of
which can alter a VkPipeline, all of which an application changes between draws -
knocked the next draw off both fast paths and made it rebuild a pipeline lookup
that was already correct.

The counter is now split. m_version still moves on every state change, because
the draw snapshot really does depend on all of it. m_pipelineStateVersion moves
only for the state a backend bakes into a pipeline object, and it is what the
three DirectVulkan sites read.

The exclusion list is the eight VkDynamicState entries PipelineFactory declares
plus the state that is not pipeline state at all (the clear values, hints, the
point-size family, clamp read colour, the primitive restart index). glStencilFunc
is the one setter that had to be split rather than classified: Func is in the
pipeline payload but Ref and ValueMask are dynamic state, so it bumps the
pipeline version only when Func actually changes.

Capabilities are deliberately NOT in the exclusion list even though several look
like dynamic state: GL_FRAMEBUFFER_SRGB feeds the render-pass hash, depth and
stencil test feed drawUsesDepthStencil, and scissor test, blend, cull face,
polygon offset fill, primitive restart, colour logic op and rasterizer discard
all feed the pipeline payload.

Two smaller draw-path wins ride along, both removing work whose answer was
already in hand. UploadAndBindVertexStreams searched all 32 VAO attribute slots
for the SharedPtr matching a binding's buffer key, once per binding per draw -
but VertexInputStateFactory writes bindingBufferKeys[b] and
bindingAttributeLocations[b] from the same loop iteration, one binding per
attribute with no merging, so the attribute at that location IS the buffer, by
construction. UploadAndBindIndexBuffer round-tripped the element-array buffer's
raw pointer back through the GL name table on every indexed draw, costing a map
lookup and an atomic refcount pair, when the binding slot's SharedPtr was already
in scope forty lines above - where a comment says exactly that about the vertex
path.

Behaviour-neutral by construction and verified as such: a 13355-case subset of
GL30-GL45 covering viewport, scissor, blend, stencil, depth, polygon offset,
clear, multisample, cull, logic op, line width and point state, plus the whole
direct_state_access suite, is identical before and after on both backends - in
the failure list and in the crashed-case set. direct_state_access stays at
Espryt 370/371 and Magma 371/371.
2026-08-05 12:49:54 -04:00
BZLZHH ba81ee114e [Feat] (MG_Backend, MG_Impl, MG_Util): attach one layer of any layered texture on DirectVulkan
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.
2026-08-05 12:07:04 -04:00
BZLZHH c8c7b19579 [Feat] (MG_Backend, MG_Util): give DirectVulkan GL's provoking vertex
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.
2026-08-05 10:04:30 -04:00
BZLZHH 34f09291da [Feat] (MG_State, MG_Backend, MG_Util): feed a 64-bit vertex attribute on DirectVulkan
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.
2026-08-05 08:49:23 -04:00
BZLZHH 25b9370815 [Fix] (MG_Backend): stop a renderbuffer blit reading a freed image layout
VkRenderPassManager kept m_renderbufferResources on FastSTL's open-addressing
UnorderedMap while BlitFramebuffer caches a raw pointer into one of its elements -
ResolveColorBlitBinding stores &rbResource->layout - and then calls
MaterializePendingClearForRenderbuffer, which looks that same resource up again.
FastSTL's operator[] runs its load-factor check before find_key and reallocates
the whole bucket array when occupancy crosses it, so even a plain lookup relocates
every element; erase only tombstones and never lowers the occupancy, so the
doubling keeps firing. After a relocation the cached pointer names freed storage
still holding the pre-clear VK_IMAGE_LAYOUT_UNDEFINED, BlitFramebuffer takes its
"source image layout is undefined" early return, and the blit is silently dropped
- glReadPixels then returns the zero-filled fresh allocation.

That is why the failures looked arbitrary: which iteration breaks is pure
arithmetic on the table's occupancy, and the observed set (GL_R8 at k=0,1,3,7,
GL_R16 at k=6, GL_RG16 at k=4) is exactly the doubling ladder. Padding the map
with unrelated live renderbuffers moves the failures to the positions the model
predicts and every previously failing format then passes, so nothing else hides
behind it.

Reordering the materialize ahead of the resolves - the fix ReadPixels got, see the
note at its call site - does not cover this, because BlitFramebuffer resolves two
bindings and the second resolve still runs after the first pointer is taken. The
depth blit, GetOrCreateRenderPass's depthRenderbufferResource and
ReadDepthStencilPixels cache the same kind of pointer, so the invariant belongs in
the container rather than in a per-call-site ordering rule. m_textureResources was
already node-based for exactly this reason; this is the map that was left behind.

Fixes renderbuffers_storage_multisample on DirectVulkan.
2026-08-05 08:24:01 -04:00
BZLZHH 4ce808b9f2 [Feat] (MG_State, MG_Impl, MG_Backend): let a bound program pipeline actually draw
The pipeline object bookkeeping landed already - names, stage slots, queries -
but nothing consumed it. Every draw asked the context for the current program,
got null because a pipeline is used with program zero, and drew nothing;
glCreateShaderProgramv was still a stub returning zero, so
direct_state_access.program_pipelines_functional could not even build its stage
programs and reported InternalError on both backends.

glCreateShaderProgramv is written as the exact call sequence the spec defines it
to be, with one deviation that matters: the link goes straight to
ProgramObject::Link(false) rather than through LinkProgram, because LinkProgram
injects a default fragment shader into a program that has none - correct for a
whole program, wrong for a separable vertex-stage one whose fragment stage comes
from the pipeline. glDetachShader defers removal to the next link, so the program
keeps the shader object it was built from while correctly no longer reporting it
attached. GL_PROGRAM_SEPARABLE joins glProgramParameteri and glGetProgramiv.

Everything downstream of a draw - both backends, the uniform plumbing, the draw
validation - is written against one linked program, so rather than teach all of
it about stages, the pipeline is flattened: GetProgramForDraw() composites the
stage programs' shaders into a single hidden program object and caches it against
a signature of each stage program's lifetime id and link generation, so it is
rebuilt exactly when a stage or a stage's link changes. The composite carries no
GL name - it must not answer glIsProgram, and it must not consume a name the
application could be handed.

Uniform entry points get their own resolver rather than sharing that one:
glUniform* addresses the pipeline's active program, not the composited draw
program. GL_CURRENT_PROGRAM still reads the program in use, which is zero here.

Fixes program_pipelines_functional on both backends.
2026-08-05 07:20:42 -04:00
BZLZHH 588ddba722 [Fix] (MG_Backend): scale a depth blit, keep going after one declines, and mip a 1D texture
Three DirectVulkan gaps found together.

glBlitFramebuffer's depth/stencil path refused any blit whose source and
destination extents differ, because vkCmdCopyImage cannot resize. vkCmdBlitImage
can, and VK_FILTER_NEAREST is the only filter Vulkan allows for depth/stencil
anyway - which is what the GL front end already requires. A same-size pair keeps
the cheaper copy.

Worse, that refusal and four others were `return`, not `continue`, so a
depth/stencil aspect this backend could not handle abandoned the whole function -
including the colour blit that only starts after the aspect loop. The CTS's
scaling blits therefore lost their colour as well, which is why
direct_state_access.framebuffers_blit failed all three of its checks rather than
one.

VulkanRenderer::GenerateMipmap declined GL_TEXTURE_1D. It needed nothing else:
the blit loop derives every offset from the storage extent, and a 1D texture's is
{width, 1, 1}, which is exactly the y and z offsets a 1D image requires.

Also: IsTimerQueryResultReady now asks the query pool before the frame serial.
The pool polls with VK_QUERY_RESULT_WITH_AVAILABILITY_BIT and is the authority;
the frame serial only advances at Present and neither completion notifier will
mark the current serial done, so a timestamp written and fence-waited inside one
GL frame could never be read back within it.

Takes framebuffers_blit and textures_generate_mipmaps from failing to passing on
DirectVulkan. queries_functional still fails there on a value.
2026-08-05 06:50:13 -04:00
BZLZHH 4a9d20c49f [Fix] (MG_Backend): resolve a framebuffer attachment's layer in the Vulkan blit bindings
ResolveAttachmentBaseArrayLayer answered zero for everything but a cube map face,
so every blit, copy and glReadPixels against a layered attachment read layer zero
whatever was attached. It reads the attachment's layer now.

A 3D texture needs the other half of the distinction: its image has arrayLayers
== 1 and the GL layer is a z slice, which VkBufferImageCopy will not take as a
base array layer. BlitImageBinding carries it separately as depthOffset, and the
readback copy region uses it as the image offset's z.

Takes textures_copy from failing to passing on DirectVulkan, which is what
glCopyTextureSubImage3D needs to see the slice the CTS attached rather than
slice zero.
2026-08-05 05:56:09 -04:00
BZLZHH e64c7c7e65 [Fix] (MG_Backend): never back a multisample texture with a one-sample Vulkan image
Every one of the sixty direct_state_access.textures_storage_multisample_2d_* and
_3d_* cases failed on DirectVulkan, for every internal format, with no GL error
anywhere - a pure data mismatch.

The CTS asks for glTextureStorage2DMultisample(tex, samples = 1, ...), which is
legal GL, and MobileGL carried the 1 faithfully through to
VkImageCreateInfo::samples = VK_SAMPLE_COUNT_1_BIT. It then binds that image to
the auxiliary program's sampler2DMS, whose SPIR-V is OpTypeImage with MS = 1.
VUID-RuntimeSpirv-samples-08726 forbids exactly that pairing: an MS access must
come from an image created with more than one sample. The texelFetch therefore
read undefined data - which is why it looked format-independent and raised
nothing.

GL only promises "at least the requested number of samples", so a multisample
texture is now floored at two. GL_TEXTURE_SAMPLES still reports what the
application asked for; that is read off the texture object, not off the image.
The device-capability round below it is bounded at two for the same reason -
letting it land back on one sample would recreate the violation silently for any
format whose only supported count is one.

Takes all 60 textures_storage_multisample_* cases from failing to passing on
DirectVulkan, which goes from 296/371 to 356/371. DirectGLES is untouched.
2026-08-05 04:46:15 -04:00
BZLZHH dd60ff39ce [Feat] (MG_State, MG_Impl, MG_Backend, MG_Util): make the border colour real sampler state
glGetSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR) raised INVALID_ENUM,
because MobileGL kept the border colour on the texture object and
GetSamplerParam_State had no case for it at all. That is the first thing
direct_state_access.samplers_defaults asks, so the case threw before reaching
any of the defaults it was written to check.

GL 4.6 core table 23.18 lists TEXTURE_BORDER_COLOR as sampler state, so it moves
to SamplerParameters and TextureObjectBase reaches it through the SamplerObject
it already owns - one source of truth, and a sampler object bound over a texture
now supplies its own border colour, which is what GL says should happen. The
texture params version still moves on a write, because the DirectGLES texture
sync memoises on it. glSamplerParameter{fv,Iiv,Iuiv} and their getters read and
write all four components in whichever representation the caller used, and the
three representations are kept in step so any getter has an answer. The bogus
[0,1] and [0,255] range checks are gone: GL clamps a border colour when a
fixed-point format is sampled, it does not reject it.

DirectVulkan's ResolveVkBorderColor now reads the sampler rather than the
texture. DirectGLES gained a glSamplerParameterfv in its sampler sync, and both
that and the pre-existing glTexParameterfv are gated on a new
SupportsTextureBorderClamp capability - ES 3.2 core, or EXT/OES_texture_border_clamp
before it - since without the extension every such call is INVALID_ENUM on the
driver. DriverPost gains the matching row per the POST rule, saying what a user
actually loses when it is missing.

Takes direct_state_access.samplers_defaults from failing to passing on both
backends.
2026-08-05 04:45:55 -04:00
BZLZHH 3b3b6e5b8b [Fix] (MG_Backend): read back the stencil half, and clear an sRGB target to the value asked for
Two reasons a framebuffer's contents came back wrong, both on the read/clear
side rather than the write side.

Stencil, on both backends. The CTS reads stencil with glReadPixels(GL_STENCIL_INDEX,
GL_INT), which is as legal as the unsigned widths, and neither backend accepted
it: DirectGLES's ReadPixelsStencilViaNative rejected every signed type, after
which the call fell through to a native ES read the driver refuses and nothing
was written at all, so the caller kept its zeros; DirectVulkan's pack switch had
no GL_INT case, and of the cases it did have only GL_UNSIGNED_INT sourced the
stencil plane - GL_FLOAT and GL_UNSIGNED_SHORT emitted a depth value, which is
meaningless for a stencil-only image. Both now take the signed and float widths,
and DirectVulkan decides "this is a stencil read" once rather than per type.
DirectGLES also gains the GL_FLOAT_32_UNSIGNED_INT_24_8_REV fallback a
DEPTH32F_STENCIL8 attachment needs, which rejects the 24_8 packed type.

sRGB, on DirectVulkan. Every other write path goes through the UNORM twin view
while GL_FRAMEBUFFER_SRGB is off, storing the raw value GL asked for, but a
deferred clear is materialised with vkCmdClearColorImage - which names the image,
so the driver applied the sRGB transfer function and a clear to 0.25 landed at
0.537. PreCompensateSrgbClearColor hands it the linear colour whose encoding is
the requested value instead. It is a no-op for non-sRGB destinations, for integer
clear encodings, and when GL_FRAMEBUFFER_SRGB is on and GL really does want the
encode.

Takes renderbuffers_storage from failing to passing on both backends, plus
renderbuffers_storage_multisample and framebuffers_blit on Espryt.
2026-08-05 03:41:23 -04:00
BZLZHH a63699cde6 [Fix] (MG_Impl, MG_Backend): reject incomplete cube maps in mipmap generation instead of crashing on them
Both direct_state_access.textures_generate_mipmap* cases crashed DirectVulkan.
Two causes, neither of them a broken invariant:

glGenerateMipmap and glGenerateTextureMipmap never checked cube completeness, so
an incomplete cube map went straight to the backend, which asserts that the
texture it is handed is complete. GL 4.6 core 8.14.4 makes that call
INVALID_OPERATION - there is no consistent set of faces to filter down - and both
entry points now say so through a shared check.

VulkanRenderer::GenerateMipmap asserted that the target was one of the four it
implements. 1D, 1D array and cube map array are legal GL and the front end passes
them through, so meeting one is a gap in this backend's coverage; it now logs and
declines, leaving the generated levels unwritten rather than aborting.

textures_generate_mipmap_errors passes on both backends now. textures_generate_mipmaps
stops crashing but still fails: DirectVulkan does not generate the 1D mip chain
the case checks - the frontend's storage allocation gives the levels the right
sizes, which is why the case passes when run on its own, but not the descending
content the full-run state leaves it looking for.
2026-08-05 02:55:54 -04:00
BZLZHH 765aaec6dc [Fix] (MG_Impl, MG_Backend): stop the new layer attachment from reaching backends that cannot back it
Implementing NamedFramebufferTextureLayer made layered attachments reachable for
the first time, and direct_state_access.framebuffers_texture_layer_attachment
went from Fail to Crash on DirectVulkan. Two separate gaps sat behind it, both
of them asserted on rather than reported:

- The renderer resolves an attachment's GL layer straight onto a Vulkan array
  layer. A 3D texture's z-slice therefore lands outside its image, which has one
  array layer by construction, and the array texture objects are still the
  one-image stubs in TextureObjectStubs.h, so their image has a single layer
  whatever GL believes. MaterializePendingClearForTexture tripped over a clear
  whose layer span was outside the image it was given.
- A cube map array has no image shape in VkTextureManager at all, so
  SyncTextureAndGetDescriptor returns null for it.

NamedFramebufferTextureLayer now answers the full error set for every target and
layer - which is what took the two error cases green - and then declines to
attach anything but layer zero of a non-cube-array texture, through the same
RecordUnsupportedFramebufferTextureAttachmentError the by-target entry point
already uses. Layer zero of the other targets is the plain first-slice
attachment glFramebufferTextureLayer already backs, so it still goes through.

SyncTextureResource's assertion on an unsupported texture shape is also gone: it
is a gap in this backend's coverage, not a broken invariant, and the code below
it already handles the failure by declining the sync. It logs a warning instead.

framebuffers_texture_layer_attachment goes back to Fail on DirectVulkan rather
than Crash; no case changes in either direction beyond that.
2026-08-05 02:47:27 -04:00
BZLZHH 58c17f85a5 [Fix] (MG_State, MG_Backend): start TEXTURE_COMPARE_FUNC at LEQUAL
SamplerParameters defaulted compareFunc to ALWAYS, but GL 4.6 core table 23.18
and GLES 3.2 table 21.16 both say the initial value is LEQUAL - for sampler
objects and for the sampler state a texture object carries alike. Every freshly
created texture and sampler therefore answered GL_ALWAYS to
glGetTextureParameteriv(GL_TEXTURE_COMPARE_FUNC).

The Vulkan backend had been papering over it: ResolveCompareFunc substituted
LESS_EQUAL whenever a depth texture was sampled in compare mode and the func
still read ALWAYS, which fixed the rendering but also made an explicitly
requested GL_ALWAYS unreachable. With the default corrected that special case is
both unnecessary and wrong, so it is gone and the compare op is taken straight
from the sampler.

Takes direct_state_access.textures_defaults from failing to passing on both
backends.
2026-08-05 01:13:04 -04:00
BZLZHH 95a7b17d45 [Fix] (DirectVulkan): clear an integer colour buffer with an integer value
glClearBufferiv and glClearBufferuiv flattened their values into the payload's float vector,
and every clear was later written into VkClearColorValue::float32. Vulkan reads that union
according to the destination image's format rather than converting between its members, so
an R8I attachment cleared to -16 received the bit pattern of -16.0f. On top of that,
QueueRenderbufferClear copied only the float vector into the pending clear, so even the
flattened value was dropped and the attachment kept reading zero - which is what the
conformance tests actually observed.

The payload now records which of the three entry points supplied the colour and keeps the
value in that form, and one helper builds the union member the encoding calls for. GL's rule
that a format with no alpha channel reads as one has to be applied in the value's own type,
so the "does this format lack alpha" question is now asked separately from the substitution
and the helper applies it to whichever member is live. glClear is left on the float path
explicitly: ClearFramebufferPayload has no other form.

Takes every integer renderbuffer format in direct_state_access.renderbuffers_storage from
failing to passing on Magma - 115 reported mismatches down to 20, the rest being the stencil
formats Espryt fails too and SRGB8_ALPHA8 - and makes framebuffers_clear pass on both
backends.
2026-08-04 23:55:43 -04:00
BZLZHH 19932f9e49 [Feat] (MG_Impl, MG_Backend): implement the integer direct state access framebuffer clears
glClearNamedFramebufferiv and glClearNamedFramebufferuiv were stubs, so a clear through
them was silently dropped and the attachment kept whatever it held. Their float siblings
were already implemented, which is what made the gap look like a rendering bug rather than
a missing entry point.

Which buffers they accept is narrower than glClearNamedFramebufferfv and differs between
the two: signed values clear COLOR or STENCIL, unsigned only COLOR (GL 4.6 core 17.4.3.1).
Only the colour buffer is indexed, so a stencil clear naming any drawbuffer other than 0 is
INVALID_VALUE rather than merely ignored, and anything else is INVALID_ENUM. Resolving the
framebuffer by name goes through the same helper the float forms use, which is what reports
INVALID_OPERATION for a name that is neither zero nor an existing framebuffer.

Both backends express them the way they already express the float forms: DirectGLES binds
the named framebuffer and forwards to glClearBuffer*, Magma queues the payload against the
named framebuffer rather than the bound one.

direct_state_access.framebuffers_clear_errors passes on both backends, and
framebuffers_clear passes on Espryt. Magma still fails that one, for a separate reason on
the materialization side rather than in these entry points.
2026-08-04 23:41:28 -04:00
BZLZHH 3d97f6fa8f [Fix] (DirectVulkan): decline a draw with no usable fallback instead of aborting
GetFallbackTexture asserted that the target was 2D or rectangle, so a sampler
whose texture could not be resolved took the process down whenever it was any
other kind. A multisample sampler reaches exactly that path: its texture is
reported incomplete, the resolve falls back, and the assert fires. Sixty
direct_state_access multisample cases died that way, and because the abort kills
the whole process the harness lost the rest of its chunk with them -- one run
needed 63 invocations to get through the suite instead of 3.

The fallback is a single-sampled 2D image, so it genuinely cannot stand in for a
multisample sampler: that descriptor demands a multisample view, and binding this
one is invalid usage rather than a degraded picture. So report that no fallback
exists and let the caller decline the draw. An unbound or incomplete sampler is
an application-level mistake with a defined GL meaning; it is never a reason to
abort.

The cases still fail -- multisample textures are not yet complete enough to
sample -- but they fail as one reported case each.
2026-08-04 21:00:13 -04:00
BZLZHH bb582203d9 [Feat] (MG_Impl, MG_State, MG_Util): attach a buffer texture to a range of its buffer
glTexBufferRange, glTextureBuffer and glTextureBufferRange were all stubs, so a
buffer texture could only ever be attached through glTexBuffer -- by binding, and
always to the whole buffer.

Give the buffer texture the window it is supposed to address. The non-range forms
record it as offset 0 with a whole-buffer sentinel rather than the size the buffer
happens to have, so a later respecify keeps being followed instead of freezing the
texture at yesterday's size. All four entry points now share one attach path,
differing only in how they name the texture: by binding for the target forms, by
name for the DSA ones.

Both backends honour the window: DirectVulkan offsets and clamps the buffer view,
DirectGLES uses glTexBufferRange when the texture names a sub-range and keeps
plain glTexBuffer for the whole-buffer case, which also works on a driver without
the range entry point.

GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT reported 0 with a comment explaining that the
range entry points were stubbed. It now reports what the device actually requires
-- minTexelBufferOffsetAlignment on Vulkan, the driver's own value on GLES -- and
the range entry points enforce it. Zero was never a legal answer; the minimum is
1, and an application that trusted it would have built unaligned offsets.
2026-08-04 20:53:53 -04:00
BZLZHH cb2ba71feb [Feat] (DirectVulkan): run the tessellation stages
The backend already turned a tessellation control/evaluation shader into the
right VkShaderStage, but nothing downstream knew what to do with it: GL_PATCHES
had no topology, so it fell through to the triangle-list default, and the
pipeline carried no tessellation state at all. A GL_PATCHES draw therefore ran
the vertex and fragment stages over raw triangles.

Map GL_PATCHES to VK_PRIMITIVE_TOPOLOGY_PATCH_LIST, carry GL_PATCH_VERTICES into
the pipeline as patchControlPoints (part of the key, since two patch sizes are
two pipelines), attach VkPipelineTessellationStateCreateInfo for a patch topology
only, and enable the tessellationShader device feature.

POST reports the feature, because without it a program with a tessellation stage
cannot build a pipeline at all and GL_PATCHES draws render nothing.
2026-08-04 20:03:24 -04:00
BZLZHH 6ea7ccdf64 [Feat] (DirectVulkan): support an arbitrary primitive restart index
Vulkan restarts only on the fixed all-ones value of the index type, so
GL_PRIMITIVE_RESTART with a glPrimitiveRestartIndex of anything else used to
hard-fail the draw. GL_PRIMITIVE_RESTART_FIXED_INDEX already matches Vulkan and
is untouched.

Rewrite the indices into a transient copy instead, substituting the fixed value
for the application's. An index that already equals the fixed value would then be
indistinguishable from a restart, so it is nudged down by one: it can only be a
real index, since the application's restart index is a different number, and the
vertex it names is outside any well-defined draw -- whereas leaving it alone would
tear the primitive in two.

The element array buffer is rewritten whole rather than only the drawn range,
because an indirect draw's firstIndex lives in GPU memory and cannot be adjusted
from here; every element therefore keeps its position.
2026-08-04 20:00:17 -04:00
BZLZHH 14605723f0 [Fix] (DirectVulkan): flag a transform feedback capture as a GPU write
A capture is a GPU write like any shader's, so a later CPU read of the buffer has
to wait for it. Only shader storage buffers were flagged, so mapping or reading
back a capture buffer could observe whatever the queue had retired so far.

Nothing needs copying -- the capture writes land in coherent host-visible storage
already -- but coherence only says the writes are visible once they have
happened, which is exactly what MarkGpuWritten arranges through the readback op.
2026-08-04 19:56:28 -04:00
BZLZHH a680611c9f [Fix] (DirectVulkan): never stream a buffer whose storage the application holds
AcquirePersistentMap promises the storage it creates is never recreated, because
the frontend adopts it in place of the shadow and hands out pointers into it.
AcquireStreamedSlice broke that promise: its downgrade path releases the resident
storage unconditionally to avoid keeping a second stale copy, so binding such a
buffer as a vertex or index source freed the memory the application was still
pointing at.

It also fed that draw the wrong bytes. The streaming copy is uploaded from the
shadow, and a persistently mapped buffer can hold bytes the shadow never saw -- a
transform feedback capture writes straight into the resident storage. The next
capture into the same buffer then landed in freshly recreated storage while the
application kept reading the original, which is how the ping-pong in
transform_feedback.draw_xfb_feedbackk_test stalled after its first doubling.

Route a persistently mapped resource to the resident path instead, where its
single piece of storage is bound directly.
2026-08-04 19:56:28 -04:00
BZLZHH 93224ca406 [Fix] (DirectVulkan): make transform feedback writes visible to what reads them
GL makes transform feedback results visible to every later command on their own,
with no glMemoryBarrier in between -- unlike shader storage writes. An
application replaying a capture with glDrawTransformFeedback is therefore
entitled to the captured bytes without asking for them, so the barrier the Vulkan
memory model requires has to come from here.

It cannot be recorded where the write happens: the capturing draw runs inside a
render pass that declares no self-dependency. Flag it there instead and emit the
barrier at the next point that could read the buffer -- the following draw's
setup, or a readback -- ending the render pass first, the same shape
glMemoryBarrier already uses.

The destination covers every way a captured buffer comes back: replayed as vertex
attributes or indices, read through a uniform or storage binding, sourced as an
indirect command, copied out, or mapped.
2026-08-04 19:47:39 -04:00
BZLZHH fbed4485b7 [Fix] (DirectVulkan): key the program cache on the transform feedback capture layout
The program cache is content-hash-shared across GL program names, so its key has
to cover everything that changes the modules it stores. The capture layout did
not: XfbCaptureDecoratePass bakes XfbBuffer/XfbStride/Offset into the SPIR-V from
the frontend's layout, none of which is in the SPIR-V being hashed.

Two programs with identical shaders and different glTransformFeedbackVaryings
therefore shared one entry, and the first one linked decided how both captured.
That is precisely what changing the buffer mode does -- the same varyings
recorded with GL_SEPARATE_ATTRIBS instead of GL_INTERLEAVED_ATTRIBS -- so the
separate-attribs pass of transform_feedback.draw_xfb_test replayed a capture that
was still interleaved into buffer 0.

Hash the captured varyings' names, buffer indices and offsets plus the per-buffer
strides, and only for a capturing compile, so no other program changes key.
2026-08-04 19:47:39 -04:00
BZLZHH cff959b2e8 [Feat] (DirectVulkan, MG_Util): honour a glVertexAttribDivisor other than 1
Vulkan's VK_VERTEX_INPUT_RATE_INSTANCE advances an attribute once per instance and has
no way to say anything else, so every non-zero divisor collapsed to 1: an attribute the
application asked to change every three instances changed every one, and
KHR-GL40.draw_indirect.basic-drawArrays-instancing and its elements sibling drew the
wrong colours from instance one onward.

VK_EXT_vertex_attribute_divisor is exactly this state, so it is enabled when the device
has it and the per-binding divisors ride into the pipeline through
VkPipelineVertexInputDivisorStateCreateInfoEXT. Only divisors other than 1 are listed -
1 is what the plain input rate already means - and they join the layout hash, so two
layouts that differ only in a divisor no longer share a pipeline.

POST reports the feature either way, because without it the failure is silent and looks
like a shader bug: the attribute is fetched, just from the wrong instance. The GLES side
gains the two checks this session's other work made load-bearing for the same reason -
glPatchParameteri (without it GL_PATCH_VERTICES stays at the driver's 3 and a patch draw
of any other size renders nothing) and the transform feedback object entry points
(without them a second object cannot open a capture while the first is paused).

KHR-GL40.draw_indirect on Magma: 70/70 but for the arbitrary primitive-restart index,
which Vulkan cannot express at all.
2026-08-04 19:25:32 -04:00
BZLZHH a50b2c422b [Fix] (DirectVulkan): submit a generated mip chain before a later upload can overtake it
Texture uploads go out on a command buffer of their own the moment they happen, while
glGenerateMipmap records its blit chain into the frame's command buffer, which is not
submitted until the frame ends. So a glTexSubImage2D into a level that was just
generated reached the GPU FIRST and the blits then wrote over it.

KHR-GL40.texture_gather.base-level does exactly that - generates the chain, then writes
the texels it is going to sample into level 1 and points TEXTURE_BASE_LEVEL at it - and
read back the generated content instead of what it had written. The image view, the mip
range and the upload itself were all correct; only their order on the GPU was not.

This is the same hazard the mip-chain-growth recreate above already flushes for, from
the other side: there the recorded work had to reach the GPU before an out-of-band copy
read the image, here before an out-of-band copy writes it. Submitting at the end of the
generation orders every upload that can follow.
2026-08-04 19:18:03 -04:00
BZLZHH 28d0af6f04 [Feat] (MG_Util, DirectGLES, DirectVulkan): normalize rectangle coordinates in the module
Neither target API has GL_TEXTURE_RECTANGLE: ESSL has no rectangle sampler, and
Vulkan's SPIR-V environment does not allow Dim::Rect. Both emulate it on a plain 2D
texture, and the two differ in exactly one way - a rectangle lookup addresses texels
where a 2D one addresses [0,1].

That one difference now lives in one SPIR-V pass, so neither backend has to know about
it: every lookup taking normalized coordinates gets its coordinate divided by the size
the texture reports, and the image type is then rewritten to 2D. Magma had no rectangle
handling at all - it fed Dim::Rect straight to Vulkan, which read the texel coordinates
as normalized and sampled the edge, so all fifteen KHR-GL40.texture_gather.*-2drect
cases came back holding the clear colour.

This replaces the ESSL text rewrite that did the same divide for DirectGLES only. Doing
it in the module instead is both shorter and stricter: the pass resolves an operation's
image type through the sampled-image and pointer wrappers rather than matching a
sampler name in generated source, so it cannot be fooled by an expression where it
expected an identifier, and it needs no help from the frontend reflection to know which
samplers were rectangles.

Still declined, as before: the Dref *sample* forms, whose coordinate carries the compare
value in its last component, and the projective ones, where the divide would have to
happen after the perspective divide. texelFetch is deliberately untouched - integer
texel coordinates mean the same thing on both targets.

KHR-GL40.texture_gather: Magma 66 failures -> 2, Espryt stays at 75/75.
2026-08-04 13:25:40 -04:00
BZLZHH 44ee6b66b3 [Fix] (MG_State, DirectVulkan): apply the incomplete-texture rule on Magma too
The completeness rule itself is GL's, not a backend's, so it now reads as one question
both backends ask - SamplesAsIncompleteTexture(texture, effective sampler) - and each
answers in whatever way it already expresses "nothing is bound at this sampler".
DirectGLES leaves the native target unbound; Magma has a fallback texture for exactly
that case and now routes an incomplete texture to it.

The fallback's texel had never been written, so it read whatever its freshly allocated
storage held. GL is specific here: an incomplete texture - and a sampler with nothing
bound - reads (0, 0, 0, 1). It says so now, which is what makes
KHR-GL40.texture_gather.incomplete-texture-last-comp (it gathers the alpha) meaningful
rather than accidentally right.
2026-08-04 13:14:36 -04:00