mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-12 06:08:30 +09:00
Compare commits
2
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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c6299f754f | ||
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dcf918b9ee |
@@ -298,6 +298,7 @@ set(SOURCE_FILES
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MobileGL/MG_State/GLState/ProgramState/ShaderCompileTask.cpp
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MobileGL/MG_State/GLState/ProgramState/ShaderObject.cpp
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MobileGL/MG_State/GLState/ProgramState/ShaderPreprocessCache.cpp
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MobileGL/MG_State/GLState/ProgramState/ShaderCompileAdoptionMap.cpp
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MobileGL/MG_State/GLState/ProgramState/ProgramState.cpp
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MobileGL/MG_State/GLState/RenderState/RenderState.cpp
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MobileGL/MG_State/GLState/FramebufferState/FramebufferObject.cpp
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@@ -33,14 +33,18 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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XXHASH_VERIFY(XXH64_update(m_hashState, &attr.IsBgra, sizeof(attr.IsBgra)));
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XXHASH_VERIFY(XXH64_update(m_hashState, &attr.Divisor, sizeof(attr.Divisor)));
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// The buffer's heap address is an identity component of the key: a freed
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// buffer's reused address can alias an old cache entry, but only under a
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// byte-identical attribute layout - and the entry payload is a pure function
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// of the hashed inputs, with the draw path re-resolving bindingBufferKeys
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// against the live VAO attribute pointers, so an aliased hit returns exactly
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// what a rebuild would. Address drift only grows the map; the OnFrameBoundary
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// aging sweep bounds that.
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const SizeT bufferKey = reinterpret_cast<SizeT>(attr.Buffer.get());
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// The bound buffer's IDENTITY is a component of the key, and it has to be the
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// buffer's never-reused lifetime id - NOT its heap address, which this used to
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// hash. An address is recycled by the allocator, so a deleted-and-recreated
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// buffer reproduces it; combined with a byte-identical attribute layout that
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// reproduces the WHOLE content hash, and the hash is what
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// TryBindResolvedVertexBindings accepts as proof that a memoised binding still
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// reads the buffer it was resolved from. It did not: a destroyed buffer's GPU
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// slice was bound for its successor's draw, which is how a transform-feedback
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// capture came back holding a dead VAO's vertex data (0,0,0,1 - the previous
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// test's positions) instead of its own.
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// Zero for client memory (no buffer), which is a distinct identity of its own.
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const Uint64 bufferKey = attr.Buffer ? attr.Buffer->GetLifetimeId() : 0;
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XXHASH_VERIFY(XXH64_update(m_hashState, &bufferKey, sizeof(bufferKey)));
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}
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@@ -28,11 +28,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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struct BackendVertexInputState {
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HashType hash = 0;
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// Hash of the resolved Vulkan vertex layout only (bindings, attributes,
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// unsupported mask) - NO buffer identities. `hash` mixes buffer heap
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// addresses so per-chunk VBOs mint a fresh identity per buffer; keying
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// pipelines on that minted one VkPipeline per chunk section for an
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// identical layout, defeating pipeline reuse and the per-draw memo.
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// Pipelines depend only on the layout, so they key on this instead.
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// unsupported mask) - NO buffer identities. `hash` mixes each bound
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// buffer's never-reused LIFETIME ID, so per-chunk VBOs mint a fresh
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// identity per buffer; keying pipelines on that minted one VkPipeline per
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// chunk section for an identical layout, defeating pipeline reuse and the
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// per-draw memo. Pipelines depend only on the layout, so they key on this
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// instead.
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HashType layoutHash = 0;
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// Frame boundary of the last cache hit; entries idle past the
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// OnFrameBoundary retirement age are evicted (CPU heap only).
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@@ -86,8 +87,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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const MG_State::GLState::VertexArrayObject& vao, HashType hash);
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const BackendVertexInputState& GetOrCreateVertexInputState(const MG_State::GLState::VertexArrayObject& vao);
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// Frame boundary hook: ages the cache and evicts entries not hit for many
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// frames. The key mixes buffer heap addresses, so buffer/VAO churn keeps
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// minting fresh keys; without eviction the map grows for the whole session.
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// frames. The key mixes each bound buffer's never-reused lifetime id, so
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// buffer/VAO churn keeps minting fresh keys - and does so by construction,
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// not by luck: a recreated buffer can no longer land back on its dead
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// predecessor's key. Without eviction the map grows for the whole session.
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// Entries hold no Vulkan handles (pipeline creation copies the descriptions)
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// and the draw path's entry reference never spans a frame boundary, so
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// eviction here needs no GPU-idle proof. Self-gated: one counter bump and
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@@ -3201,12 +3201,17 @@ void main() {
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// carry the most entropy of a multiply.
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const Uint64 mixed = static_cast<Uint64>(reinterpret_cast<SizeT>(vao) >> 4) * 0x9E3779B97F4A7C15ull;
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const Uint32 index = static_cast<Uint32>(mixed >> 32) & (kVaoDrawMemoSlotCount - 1);
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// The address still picks the slot (it is what the caller has in hand), but it is
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// the lifetime id that decides whether the slot is THIS object's: an address on
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// its own is recycled, and a slot matched on a recycled address hands the new VAO
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// the dead one's resolved bindings.
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const Uint64 lifetimeId = vao->GetLifetimeId();
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VaoDrawMemo& first = m_vaoDrawMemoTable[index];
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if (first.vaoKey == vao) {
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if (first.vaoKey == vao && first.vaoLifetimeId == lifetimeId) {
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return &first;
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}
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VaoDrawMemo& second = m_vaoDrawMemoTable[index ^ 1u];
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if (second.vaoKey == vao) {
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if (second.vaoKey == vao && second.vaoLifetimeId == lifetimeId) {
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return &second;
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}
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// Miss: recycle a slot. Prefer an empty one; otherwise evict the entry whose
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@@ -3217,6 +3222,7 @@ void main() {
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victim = &second;
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}
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victim->vaoKey = vao;
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victim->vaoLifetimeId = lifetimeId;
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victim->contentHash = 0;
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victim->layoutFactsValid = false;
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// Unmatchable until a resolve completes (same rule as before: a bailed-out
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@@ -4475,9 +4481,10 @@ void main() {
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// vertex-input hash (VAO layout), render-pass hash (render targets + the draw-buffer/format
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// driven blend & write-mask gating), and the pipeline-state value hash (all fixed-function state).
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// Reset per-frame and on pipeline destruction so a memoized handle can never dangle.
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// The identity hash mixes buffer heap addresses (per-chunk VBOs mint a new
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// one per buffer); the memo and the pipeline payload key on the resolved
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// LAYOUT hash instead, so draws over identical layouts share one pipeline.
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// The identity hash mixes each bound buffer's never-reused lifetime id
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// (per-chunk VBOs mint a new one per buffer); the memo and the pipeline
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// payload key on the resolved LAYOUT hash instead, so draws over identical
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// layouts share one pipeline.
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// The one-arg fetch rides the VAO's state-pointer memo (no hash, no map).
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auto& vis = m_vertexInputStateFactory->GetOrCreateVertexInputState(vao);
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const Uint64 vertexLayoutHash = vis.layoutHash;
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@@ -5265,7 +5272,8 @@ void main() {
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// path, re-resolving descriptors and texture layouts nothing invalidated.
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const auto& vao = *MG_State::pGLContext->GetBoundVertexArray();
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const Bool vaoMoved =
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static_cast<const void*>(&vao) != snap.vao || vao.GetConfigVersion() != snap.vaoConfigVersion;
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static_cast<const void*>(&vao) != snap.vao || vao.GetLifetimeId() != snap.vaoLifetimeId ||
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vao.GetConfigVersion() != snap.vaoConfigVersion;
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const auto& drawFbo =
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MG_State::pGLContext->GetFramebufferBindingSlot(FramebufferTarget::Draw).GetBoundObject();
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if (static_cast<const void*>(drawFbo.get()) != snap.drawFbo ||
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@@ -5334,9 +5342,11 @@ void main() {
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// VAO's content-hash memo. The hash memo shares the cache line this compare
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// chain already loaded (the config version), and the table slot is compact
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// and hot - unlike the VAO's aux-memo words, which start a second cold line
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// of every object in a VAO-cycling frame. The facts are pure functions of
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// the content hash, so a slot whose contentHash equals the live memoised
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// hash serves them for ANY VAO object, recycled addresses included.
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// of every object in a VAO-cycling frame. The slot only ever answers for
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// THIS object: LookupVaoDrawMemo matches (address, lifetime id), so a slot
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// a destroyed VAO left behind at a recycled address misses and the facts
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// are re-resolved. The contentHash compare is the second gate on top of
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// that identity check, catching a reconfiguration of the same live object.
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Uint64 auxMasks = 0;
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Bool factsKnown = false;
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Uint64 contentHash = 0;
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@@ -5515,6 +5525,7 @@ void main() {
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snap.renderStateVersion = renderStateVersion;
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snap.bindGeneration = bindGeneration;
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snap.vao = static_cast<const void*>(&vao);
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snap.vaoLifetimeId = vao.GetLifetimeId();
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snap.vaoConfigVersion = vao.GetConfigVersion();
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snap.vaoLayoutHash = vaoLayoutHash;
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snap.pipeline = pipeline;
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@@ -5933,6 +5944,7 @@ void main() {
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snap.programLifetimeId = program.GetLifetimeId();
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snap.programVersion = program.GetBackendStateVersion();
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snap.vao = &vao;
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snap.vaoLifetimeId = vao.GetLifetimeId();
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snap.vaoConfigVersion = vao.GetConfigVersion();
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snap.drawFbo = drawFbo.get();
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snap.fboVersion = drawFbo->GetObjectVersion();
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@@ -758,6 +758,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Uint64 programLifetimeId = 0;
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Uint32 programVersion = 0;
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const void* vao = nullptr;
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// Same rule as VaoDrawMemo::vaoLifetimeId: (address, config version) is not an
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// identity, because a recycled address can arrive carrying a config version
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// the dead VAO also had (two mutations to configure one attribute is the
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// common shape), and "the VAO did not move" would then skip the layout
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// re-resolve for a different VAO.
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Uint64 vaoLifetimeId = 0;
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Uint32 vaoConfigVersion = 0;
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const void* drawFbo = nullptr;
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Uint16 fboVersion = 0;
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@@ -987,19 +993,30 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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const MG_State::GLState::BufferObject* buffers[kMaxBindings] = {};
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Uint64 sliceEpochs[kMaxBindings] = {};
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};
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// One direct-mapped slot of the per-VAO draw-memo table below. The key is a
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// lookup hint only - a slot is never dereferenced through vaoKey; every fact it
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// carries is validated against live state before use:
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// One direct-mapped slot of the per-VAO draw-memo table below. A slot belongs to
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// the object whose (vaoKey, vaoLifetimeId) pair it carries: the address alone
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// only picks the slot, and the never-reused lifetime id is what proves the slot
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// is THIS VAO's, so the successor allocated onto a destroyed VAO's address
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// always misses. That identity check is load-bearing and the content-hash
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// validations below do NOT stand in for it - a recycled address under a
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// byte-identical configuration reproduces the content hash exactly, which is
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// how a destroyed VAO's resolved bindings were once handed to its successor's
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// draw. The slot is still never dereferenced through vaoKey, and every fact it
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// carries is still validated against live state before use:
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// - layoutHash/layoutAuxMasks are valid only while contentHash equals the LIVE
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// VAO's own hash memo (which the VAO's config version guards), so a config
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// change, a buffer rebind, or a recycled VAO address with a different
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// configuration all miss. A recycled address with a byte-identical
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// configuration AND identical bound buffers reproduces the content hash, and
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// then the facts are correct by construction (they are a pure function of it).
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// change or a buffer rebind misses even for the same object.
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// - bindings revalidates per draw exactly as before (frame serial, content
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// hash, per-binding live buffer pointers and slice epochs).
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struct alignas(64) VaoDrawMemo {
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const MG_State::GLState::VertexArrayObject* vaoKey = nullptr;
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// The VAO's never-reused lifetime id, checked alongside vaoKey. The pointer
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// ALONE is not an identity: a deleted VAO's heap address is handed straight
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// back by the next glGenVertexArrays-shaped allocation, and the successor then
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// matched this slot and inherited the dead object's memos. Both stated
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// defences failed with it, because both reduce to the content hash and the
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// content hash's buffer-identity component was itself a recycled heap address.
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Uint64 vaoLifetimeId = 0;
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// The VAO content hash (VertexInputStateFactory::GetOrComputeHash) the two
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// layout facts below were derived from; 0 while nothing valid is stored.
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Uint64 contentHash = 0;
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@@ -51,6 +51,7 @@ add_executable(MobileGLIntegrationTest
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Scenarios/ResidentIndexScenario.cpp
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Scenarios/MultiDrawScenario.cpp
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Scenarios/AsyncCompileScenario.cpp
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Scenarios/XfbAfterClipDistanceScenario.cpp
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)
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target_include_directories(MobileGLIntegrationTest PRIVATE
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@@ -217,6 +218,8 @@ mgl_itest_join_environment(MGL_ITEST_GLES_ENVIRONMENT
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"MOBILEGL_BACKEND_TYPE=DirectGLES" ${MGL_ITEST_COMMON_ENV})
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mgl_itest_join_environment(MGL_ITEST_VULKAN_ENVIRONMENT
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"MOBILEGL_BACKEND_TYPE=DirectVulkan" ${MGL_ITEST_VULKAN_ENV})
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mgl_itest_join_environment(MGL_ITEST_VULKAN_ASYNC_ENVIRONMENT
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"MOBILEGL_BACKEND_TYPE=DirectVulkan" "MOBILEGL_ASYNC_SHADER_COMPILE=1" ${MGL_ITEST_VULKAN_ENV})
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# TIMEOUT on every entry: a GPU test that wedges must fail the run, not hang it.
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set(MGL_ITEST_TIMEOUT 120)
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@@ -243,3 +246,24 @@ gtest_discover_tests(MobileGLIntegrationTest
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TIMEOUT ${MGL_ITEST_TIMEOUT}
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ENVIRONMENT "${MGL_ITEST_VULKAN_ENVIRONMENT}"
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)
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# A third registration, of ONE scenario, with asynchronous shader compilation
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# pinned on. Not a second code path in the renderer: a second ALLOCATION pattern.
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# The async pipeline's job objects change which of the freed blocks the capture
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# phase is handed, and that is what decides whether the destroyed-VAO address is
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# reached at all - on the ablated (pre-fix) tree async=1 reproduced 3 runs out of
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# 3 where the ambient default reproduced 2 of 3. Pinning it here means the
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# high-signal configuration runs whatever the shipped default becomes, instead of
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# the suite quietly weakening the day that default flips. It must be process-wide
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# (the ENVIRONMENT property), not an in-process scope: the compile pool and its
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# threads are stood up at initialization, and their allocations are half the
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# point. DirectVulkan only - the memo this pins is DirectVulkan's.
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gtest_discover_tests(MobileGLIntegrationTest
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TEST_PREFIX "DirectVulkan.AsyncCompile."
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TEST_FILTER "XfbAfterClipDistanceScenario.*"
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DISCOVERY_TIMEOUT 30
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PROPERTIES
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LABELS integration-gpu
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TIMEOUT ${MGL_ITEST_TIMEOUT}
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ENVIRONMENT "${MGL_ITEST_VULKAN_ASYNC_ENVIRONMENT}"
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)
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@@ -0,0 +1,584 @@
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// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/XfbAfterClipDistanceScenario.cpp
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// Copyright (c) 2025-2026 MobileGL-Dev
|
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// Licensed under the GNU Lesser General Public License v3.0:
|
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// https://www.gnu.org/licenses/gpl-3.0.txt
|
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// https://www.gnu.org/licenses/lgpl-3.0.txt
|
||||
// SPDX-License-Identifier: LGPL-3.0-only
|
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// End of Source File Header
|
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//
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||||
// Scenario F - a draw must never read a destroyed object's memoised state.
|
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//
|
||||
// Distilled from the order-triggered CTS failure: on DirectVulkan, once
|
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// KHR-GLxx.clip_distance.functional had run in the same process, every later
|
||||
// transform_feedback CAPTURE case failed. It looked like a transform feedback
|
||||
// bug and is not one. The capture works; the DRAW being captured fetched its
|
||||
// vertices from the WRONG BUFFER - the one the clip workload had just deleted.
|
||||
//
|
||||
// The mechanism, and why the sequence matters. DirectVulkan memoises a VAO's
|
||||
// resolved Vulkan vertex bindings in a table keyed on the VertexArrayObject's
|
||||
// heap ADDRESS, validated by a content hash that folds in the bound
|
||||
// BufferObject's heap ADDRESS. Both are recycled by the allocator, so when the
|
||||
// workload's VAO and vertex buffer are destroyed and the capture phase's own
|
||||
// VAO and vertex buffer are allocated onto their addresses under a
|
||||
// byte-identical attribute layout (one vec4 float array at location 0 - which
|
||||
// is what both phases use), the key matches, the hash matches, and the memo
|
||||
// hands the new draw the dead buffer's GPU slice. Nothing about transform
|
||||
// feedback is involved: capture just makes the wrong vertices legible, because
|
||||
// the captured record IS the vertex data. The fix gives VertexArrayObject and
|
||||
// BufferObject never-reused lifetime ids and keys the memo on those.
|
||||
//
|
||||
// MOBILEGL_ASYNC_SHADER_COMPILE is not part of the defect. It shifts the
|
||||
// allocation pattern, so it changes WHICH stop points below land on a recycled
|
||||
// address - which is why the CTS saw ~100% incidence with it on and ~2% with it
|
||||
// off, and why the sweep case matters more than any single stop point.
|
||||
//
|
||||
// The shapes are the two CTS cases verbatim in structure:
|
||||
// * the workload is glcClipDistance.cpp FunctionalTest's inner loop (a program
|
||||
// per (redeclaration, clip count), glEnable(GL_CLIP_DISTANCEi), an FBO per
|
||||
// primitive type, a draw and a readback), including its early-return
|
||||
// behaviour: on failure the test returns WITHOUT running its "clip clean"
|
||||
// loop, so GL_CLIP_DISTANCE0..N-1 stay enabled for the rest of the process.
|
||||
// That leftover enable state is NOT the carrier (one of the cases below pins
|
||||
// that); the object churn is.
|
||||
// * the victim is gl3cTransformFeedback3Tests.cpp's skip_components: a
|
||||
// gl_SkipComponents capture layout under GL_RASTERIZER_DISCARD, read back
|
||||
// out of a buffer pre-filled with -1-i so that "captured nothing" is
|
||||
// distinguishable from "captured the wrong thing".
|
||||
|
||||
#include <cmath>
|
||||
#include <cstdio>
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "../Harness/HeadlessGL.h"
|
||||
#include "../Harness/ScenarioFixture.h"
|
||||
|
||||
#ifdef GLAPI
|
||||
#undef GLAPI
|
||||
#endif
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glcorearb.h>
|
||||
#undef GL_GLEXT_PROTOTYPES
|
||||
|
||||
#ifndef GL_CLIP_DISTANCE0
|
||||
#define GL_CLIP_DISTANCE0 0x3000
|
||||
#endif
|
||||
|
||||
namespace MGITest {
|
||||
namespace {
|
||||
|
||||
GLuint CompileShader(GLenum type, const std::string& source, std::string* log) {
|
||||
const GLuint shader = glCreateShader(type);
|
||||
const char* text = source.c_str();
|
||||
glShaderSource(shader, 1, &text, nullptr);
|
||||
glCompileShader(shader);
|
||||
GLint status = GL_FALSE;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
||||
if (status == GL_FALSE) {
|
||||
GLint length = 0;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
|
||||
std::vector<char> buffer(static_cast<std::size_t>(length) + 1, '\0');
|
||||
glGetShaderInfoLog(shader, length + 1, nullptr, buffer.data());
|
||||
if (log != nullptr) *log = buffer.data();
|
||||
glDeleteShader(shader);
|
||||
return 0;
|
||||
}
|
||||
return shader;
|
||||
}
|
||||
|
||||
// Links a vertex/fragment pair, optionally declaring transform feedback
|
||||
// varyings first (glTransformFeedbackVaryings takes effect at the next link,
|
||||
// exactly as the CTS uses it).
|
||||
GLuint BuildProgram(const std::string& vertexSource, const std::string& fragmentSource,
|
||||
const std::vector<const char*>& xfbVaryings, GLenum bufferMode, std::string* log) {
|
||||
const GLuint vertexShader = CompileShader(GL_VERTEX_SHADER, vertexSource, log);
|
||||
if (vertexShader == 0) return 0;
|
||||
const GLuint fragmentShader = CompileShader(GL_FRAGMENT_SHADER, fragmentSource, log);
|
||||
if (fragmentShader == 0) {
|
||||
glDeleteShader(vertexShader);
|
||||
return 0;
|
||||
}
|
||||
const GLuint program = glCreateProgram();
|
||||
glAttachShader(program, vertexShader);
|
||||
glAttachShader(program, fragmentShader);
|
||||
if (!xfbVaryings.empty()) {
|
||||
glTransformFeedbackVaryings(program, static_cast<GLsizei>(xfbVaryings.size()), xfbVaryings.data(),
|
||||
bufferMode);
|
||||
}
|
||||
glLinkProgram(program);
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
GLint status = GL_FALSE;
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &status);
|
||||
if (status == GL_FALSE) {
|
||||
GLint length = 0;
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
|
||||
std::vector<char> buffer(static_cast<std::size_t>(length) + 1, '\0');
|
||||
glGetProgramInfoLog(program, length + 1, nullptr, buffer.data());
|
||||
if (log != nullptr) *log = buffer.data();
|
||||
glDeleteProgram(program);
|
||||
return 0;
|
||||
}
|
||||
return program;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- poison
|
||||
|
||||
// glcClipDistance.cpp FunctionalTest::m_vertex_shader_code with the same
|
||||
// three substitutions (redeclaration, clip function, array setter).
|
||||
std::string ClipVertexSource(bool redeclaration, unsigned clipCount, unsigned clipFunction,
|
||||
unsigned vertexCount) {
|
||||
const std::string count = std::to_string(clipCount);
|
||||
std::string source = "#version 400 core\n\n";
|
||||
if (redeclaration) {
|
||||
source += "out float gl_ClipDistance[" + count + "];\n";
|
||||
}
|
||||
source += "\n";
|
||||
switch (clipFunction) {
|
||||
case 0:
|
||||
source += "float f(int i)\n{\n return 0.0;\n}\n";
|
||||
break;
|
||||
case 1:
|
||||
source += "float f(int i)\n{\n return 0.25 + 0.75 * (float(i) + 1.0) * (float(gl_VertexID) + 1.0)"
|
||||
" / (float(" + count + ") * float(" + std::to_string(vertexCount) + "));\n}\n";
|
||||
break;
|
||||
default:
|
||||
source += "float f(int i)\n{\n return - 0.25 - 0.75 * (float(i) + 1.0) * (float(gl_VertexID) + 1.0)"
|
||||
" / (float(" + count + ") * float(" + std::to_string(vertexCount) + "));\n}\n";
|
||||
break;
|
||||
}
|
||||
source += "\nin vec4 position;\n\nvoid main()\n{\n";
|
||||
if (redeclaration) {
|
||||
// Dynamic array setter.
|
||||
source += " for(int i = 0; i < " + count + "; i++)\n {\n"
|
||||
" gl_ClipDistance[i] = f(i);\n }\n";
|
||||
} else {
|
||||
// Static array setter, at the highest index this iteration enables.
|
||||
const std::string index = std::to_string(clipCount - 1);
|
||||
source += " gl_ClipDistance[" + index + "] = f(" + index + ");\n";
|
||||
}
|
||||
source += "\n gl_Position = position;\n}\n";
|
||||
return source;
|
||||
}
|
||||
|
||||
const char* kClipFragmentSource = R"(#version 400 core
|
||||
|
||||
out vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
// How far into FunctionalTest's loop nest to get before bailing out the way
|
||||
// the CTS does on a failed check: return immediately, skipping the "clip
|
||||
// clean" loop that would have disabled GL_CLIP_DISTANCEi again.
|
||||
struct ClipStopPoint {
|
||||
unsigned primitiveIndex = 0; // 0 = POINTS, 1 = LINES, 2 = TRIANGLES
|
||||
unsigned clipFunction = 0;
|
||||
bool redeclaration = false;
|
||||
unsigned clipCount = 1; // 1..8, the iteration that "fails"
|
||||
};
|
||||
|
||||
// Runs FunctionalTest's loop nest up to and including `stop`, then returns
|
||||
// leaving exactly the state the CTS leaves behind on a failure.
|
||||
void RunClipDistanceWorkload(const ClipStopPoint& stop) {
|
||||
static const GLenum kPrimitiveTypes[] = {GL_POINTS, GL_LINES, GL_TRIANGLES};
|
||||
static const GLsizei kPrimitiveIndices[] = {1, 2, 3};
|
||||
static const float kPositions[3][12] = {
|
||||
{0.0f, 0.0f, 0.0f, 1.0f},
|
||||
{-1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f},
|
||||
{-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f},
|
||||
};
|
||||
|
||||
for (unsigned primitiveIndex = 0; primitiveIndex <= stop.primitiveIndex; ++primitiveIndex) {
|
||||
const GLenum primitiveType = kPrimitiveTypes[primitiveIndex];
|
||||
const GLsizei vertexCount = kPrimitiveIndices[primitiveIndex];
|
||||
const GLsizei framebufferSize = (primitiveType == GL_POINTS) ? 1 : 32;
|
||||
|
||||
GLuint colorBuffer = 0;
|
||||
GLuint framebuffer = 0;
|
||||
glGenRenderbuffers(1, &colorBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, framebufferSize, framebufferSize);
|
||||
glGenFramebuffers(1, &framebuffer);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorBuffer);
|
||||
glViewport(0, 0, framebufferSize, framebufferSize);
|
||||
|
||||
const unsigned lastFunction =
|
||||
(primitiveIndex == stop.primitiveIndex) ? stop.clipFunction : 2u;
|
||||
for (unsigned clipFunction = 0; clipFunction <= lastFunction; ++clipFunction) {
|
||||
const bool atStopFunction =
|
||||
primitiveIndex == stop.primitiveIndex && clipFunction == stop.clipFunction;
|
||||
for (unsigned redeclaration = 0; redeclaration < 2; ++redeclaration) {
|
||||
const bool atStopRedeclaration =
|
||||
atStopFunction && (redeclaration != 0) == stop.redeclaration;
|
||||
const unsigned lastCount = atStopRedeclaration ? stop.clipCount : 8u;
|
||||
for (unsigned clipCount = 1; clipCount <= lastCount; ++clipCount) {
|
||||
std::string log;
|
||||
const GLuint program =
|
||||
BuildProgram(ClipVertexSource(redeclaration != 0, clipCount, clipFunction,
|
||||
static_cast<unsigned>(vertexCount)),
|
||||
kClipFragmentSource, {}, GL_INTERLEAVED_ATTRIBS, &log);
|
||||
if (program == 0) continue;
|
||||
glUseProgram(program);
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glEnable(GL_CLIP_DISTANCE0 + clipCount - 1);
|
||||
|
||||
GLuint vao = 0;
|
||||
GLuint vbo = 0;
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
glGenBuffers(1, &vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER,
|
||||
static_cast<GLsizeiptr>(sizeof(float) * 4 * vertexCount),
|
||||
kPositions[primitiveIndex], GL_STATIC_DRAW);
|
||||
const GLint location = glGetAttribLocation(program, "position");
|
||||
if (location >= 0) {
|
||||
glEnableVertexAttribArray(static_cast<GLuint>(location));
|
||||
glVertexAttribPointer(static_cast<GLuint>(location), 4, GL_FLOAT, GL_FALSE, 0,
|
||||
nullptr);
|
||||
}
|
||||
|
||||
glDrawArrays(primitiveType, 0, vertexCount);
|
||||
|
||||
std::vector<unsigned char> pixels(
|
||||
static_cast<std::size_t>(framebufferSize) * framebufferSize * 4, 0);
|
||||
glReadPixels(0, 0, framebufferSize, framebufferSize, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
pixels.data());
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
glUseProgram(0);
|
||||
// MGL_REPRO_KEEPCLIPOBJ leaks the per-iteration objects so
|
||||
// no GL name and no heap address can be recycled into the
|
||||
// capture phase.
|
||||
// Deleting all three is load-bearing, not tidiness: the defect
|
||||
// this scenario pins needs the VAO's AND its vertex buffer's heap
|
||||
// addresses to be freed here so the capture phase's own objects
|
||||
// can be handed the same ones back.
|
||||
glDeleteBuffers(1, &vbo);
|
||||
glDeleteVertexArrays(1, &vao);
|
||||
glDeleteProgram(program);
|
||||
|
||||
if (atStopRedeclaration && clipCount == stop.clipCount) {
|
||||
// The CTS's early return: the "clip clean" loop below
|
||||
// never runs, so the enables survive.
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glDeleteFramebuffers(1, &framebuffer);
|
||||
glDeleteRenderbuffers(1, &colorBuffer);
|
||||
return;
|
||||
}
|
||||
}
|
||||
for (unsigned i = 0; i < 8; ++i) {
|
||||
glDisable(GL_CLIP_DISTANCE0 + i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glDeleteFramebuffers(1, &framebuffer);
|
||||
glDeleteRenderbuffers(1, &colorBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- victim
|
||||
|
||||
// gl3cTransformFeedback3Tests.cpp TransformFeedbackBaseTestCase::m_shader_vert.
|
||||
const char* kXfbVertexSource = R"(#version 400 core
|
||||
in vec4 vertex;
|
||||
out vec4 value1;
|
||||
out vec4 value2;
|
||||
out vec4 value3;
|
||||
out vec4 value4;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
vec4 temp = vertex;
|
||||
|
||||
gl_Position = temp;
|
||||
|
||||
value1 = abs(temp) * 1.0;
|
||||
value2 = abs(temp) * 2.0;
|
||||
value3 = abs(temp) * 3.0;
|
||||
value4 = abs(temp) * 4.0;
|
||||
}
|
||||
)";
|
||||
|
||||
const char* kXfbFragmentSource = R"(#version 400 core
|
||||
out vec4 color;
|
||||
void main (void)
|
||||
{
|
||||
color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
// The skip_components capture layout, verbatim.
|
||||
std::vector<const char*> SkipComponentsVaryings() {
|
||||
return {"gl_SkipComponents1", "value1", "gl_SkipComponents2", "gl_SkipComponents1", "value2",
|
||||
"gl_SkipComponents3", "gl_SkipComponents2", "value3", "gl_SkipComponents4", "value4"};
|
||||
}
|
||||
|
||||
constexpr unsigned kSkipComponentCount = 4 * 4 + (1 + 2 + 3 + 4 + 1 + 2); // 16 values + 13 skipped
|
||||
constexpr unsigned kSkipVertexCount = 6;
|
||||
|
||||
// Runs skip_components and reports what came back. `outCaptured` is the raw
|
||||
// readback so a failure can say whether anything was written at all.
|
||||
void RunSkipComponentsCapture(std::vector<float>& outCaptured, std::string* buildLog) {
|
||||
outCaptured.clear();
|
||||
|
||||
const GLuint program = BuildProgram(kXfbVertexSource, kXfbFragmentSource, SkipComponentsVaryings(),
|
||||
GL_INTERLEAVED_ATTRIBS, buildLog);
|
||||
ASSERT_NE(program, 0u) << "skip_components program failed to link: " << (buildLog ? *buildLog : "");
|
||||
glUseProgram(program);
|
||||
|
||||
const std::vector<float> vertices = {
|
||||
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.0f, 1.0f, -1.0f, 1.0f, -3.0f, 1.0f,
|
||||
1.0f, 1.0f, 4.0f, 1.0f, -1.0f, 1.0f, 5.0f, 1.0f, 1.0f, -1.0f, 6.0f, 1.0f,
|
||||
};
|
||||
|
||||
GLuint vao = 0;
|
||||
GLuint vbo = 0;
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
glGenBuffers(1, &vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(sizeof(float) * vertices.size()), vertices.data(),
|
||||
GL_STATIC_DRAW);
|
||||
const GLint location = glGetAttribLocation(program, "vertex");
|
||||
if (location >= 0) {
|
||||
glEnableVertexAttribArray(static_cast<GLuint>(location));
|
||||
glVertexAttribPointer(static_cast<GLuint>(location), 4, GL_FLOAT, GL_FALSE, 0, nullptr);
|
||||
}
|
||||
|
||||
const unsigned floatCount = kSkipVertexCount * kSkipComponentCount;
|
||||
const GLsizeiptr byteSize = static_cast<GLsizeiptr>(sizeof(float) * floatCount);
|
||||
|
||||
GLuint captureBuffer = 0;
|
||||
glGenBuffers(1, &captureBuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, captureBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, byteSize, nullptr, GL_STATIC_READ);
|
||||
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, captureBuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
// The pre-fill that makes "nothing was captured" recognisable.
|
||||
std::vector<float> prefill(floatCount);
|
||||
for (unsigned i = 0; i < floatCount; ++i) {
|
||||
prefill[i] = -1.0f - static_cast<float>(i);
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER, captureBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, byteSize, prefill.data(), GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glEnable(GL_RASTERIZER_DISCARD);
|
||||
glClearColor(0.1f, 0.0f, 0.5f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, captureBuffer);
|
||||
glBeginTransformFeedback(GL_TRIANGLES);
|
||||
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(kSkipVertexCount));
|
||||
glEndTransformFeedback();
|
||||
glDisable(GL_RASTERIZER_DISCARD);
|
||||
|
||||
outCaptured.resize(floatCount);
|
||||
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, captureBuffer, 0, byteSize);
|
||||
const void* mapped = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, byteSize, GL_MAP_READ_BIT);
|
||||
if (mapped != nullptr) {
|
||||
std::memcpy(outCaptured.data(), mapped, static_cast<std::size_t>(byteSize));
|
||||
glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
|
||||
}
|
||||
|
||||
glDisableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glDeleteBuffers(1, &vbo);
|
||||
glDeleteBuffers(1, &captureBuffer);
|
||||
glBindVertexArray(0);
|
||||
glDeleteVertexArrays(1, &vao);
|
||||
glUseProgram(0);
|
||||
glDeleteProgram(program);
|
||||
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
|
||||
}
|
||||
|
||||
// skip_components' expected buffer: the 13 skipped components keep their
|
||||
// pre-fill, the 16 captured ones carry |vertex| * n.
|
||||
std::vector<float> SkipComponentsExpected() {
|
||||
const std::vector<float> vertices = {
|
||||
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.0f, 1.0f, -1.0f, 1.0f, -3.0f, 1.0f,
|
||||
1.0f, 1.0f, 4.0f, 1.0f, -1.0f, 1.0f, 5.0f, 1.0f, 1.0f, -1.0f, 6.0f, 1.0f,
|
||||
};
|
||||
const unsigned floatCount = kSkipVertexCount * kSkipComponentCount;
|
||||
std::vector<float> expected(floatCount);
|
||||
for (unsigned i = 0; i < floatCount; ++i) {
|
||||
expected[i] = -1.0f - static_cast<float>(i);
|
||||
}
|
||||
// Record layout, in floats:
|
||||
// [0] skip1
|
||||
// [1..4] value1
|
||||
// [5..7] skip2 + skip1
|
||||
// [8..11] value2
|
||||
// [12..16] skip3 + skip2
|
||||
// [17..20] value3
|
||||
// [21..24] skip4
|
||||
// [25..28] value4
|
||||
static const unsigned kValueOffsets[4] = {1, 8, 17, 25};
|
||||
for (unsigned v = 0; v < kSkipVertexCount; ++v) {
|
||||
const unsigned base = v * kSkipComponentCount;
|
||||
for (unsigned value = 0; value < 4; ++value) {
|
||||
for (unsigned component = 0; component < 4; ++component) {
|
||||
const float source = vertices[v * 4 + component];
|
||||
expected[base + kValueOffsets[value] + component] =
|
||||
std::fabs(source) * static_cast<float>(value + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
return expected;
|
||||
}
|
||||
|
||||
// Reports the first mismatch, and whether the readback is byte-for-byte the
|
||||
// pre-fill (i.e. the capture never happened).
|
||||
::testing::AssertionResult CheckSkipComponents(const std::vector<float>& captured) {
|
||||
const std::vector<float> expected = SkipComponentsExpected();
|
||||
if (captured.size() != expected.size()) {
|
||||
return ::testing::AssertionFailure()
|
||||
<< "readback size " << captured.size() << " != " << expected.size();
|
||||
}
|
||||
bool anyWritten = false;
|
||||
for (std::size_t i = 0; i < captured.size(); ++i) {
|
||||
if (captured[i] != -1.0f - static_cast<float>(i)) {
|
||||
anyWritten = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
for (std::size_t i = 0; i < expected.size(); ++i) {
|
||||
if (std::fabs(captured[i] - expected[i]) > 0.0125f) {
|
||||
return ::testing::AssertionFailure()
|
||||
<< "capture mismatch at index " << i << ": got " << captured[i] << ", expected "
|
||||
<< expected[i] << (anyWritten ? "" : " (the whole buffer is still the pre-fill: "
|
||||
"NOTHING was captured)");
|
||||
}
|
||||
}
|
||||
return ::testing::AssertionSuccess();
|
||||
}
|
||||
|
||||
// The harness turns "no context came up" into a clean skip, and a skip is
|
||||
// indistinguishable from a pass in a ctest summary. For this scenario that
|
||||
// is a hole rather than a courtesy: the defect it pins is DirectVulkan's
|
||||
// alone, and DirectVulkan now comes up headless on any machine at all - a
|
||||
// surfaceless EGL platform over a software ICD (lavapipe) is enough. So
|
||||
// "DirectVulkan did not initialise" here means the run is MISCONFIGURED,
|
||||
// not that the machine has no GPU, and it must not report green.
|
||||
//
|
||||
// Local on purpose: the harness-wide skip semantics are deliberate
|
||||
// (ScenarioFixture.h states the reasoning), and MOBILEGL_ITEST_REQUIRE_GPU
|
||||
// is the harness-wide lever for the same intent - but that lever also
|
||||
// demands a HARDWARE renderer, which is exactly what a lavapipe-only box
|
||||
// cannot offer. This overrides nothing else: only this scenario, only for
|
||||
// the backend that can regress, and only for the unusable-harness case.
|
||||
class XfbAfterClipDistanceScenario : public ScenarioTest {
|
||||
protected:
|
||||
void SetUp() override {
|
||||
ScenarioTest::SetUp();
|
||||
// Ready() is false on the base's skip path AND on its REQUIRE_GPU
|
||||
// failure path; the second one has already failed, so leave it alone
|
||||
// rather than burying its reason under a second message.
|
||||
if (Ready() || HasFatalFailure()) return;
|
||||
if (Gl().BackendName() == "DirectVulkan") {
|
||||
FAIL() << "DirectVulkan could not be brought up, so the regression this scenario guards - a "
|
||||
"draw served a destroyed VAO's memoised vertex bindings - was never exercised, and "
|
||||
"that must be a failure rather than a silent skip. Headless bring-up needs only a "
|
||||
"Vulkan ICD and a surfaceless EGL platform (a software ICD such as lavapipe "
|
||||
"qualifies: VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/lvp_icd.x86_64.json with "
|
||||
"EGL_PLATFORM=surfaceless). Harness reason: "
|
||||
<< Gl().SkipReason();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// Control: the capture on its own must work.
|
||||
TEST_F(XfbAfterClipDistanceScenario, SkipComponentsCaptureAlone) {
|
||||
if (!Ready()) return;
|
||||
std::vector<float> captured;
|
||||
std::string log;
|
||||
RunSkipComponentsCapture(captured, &log);
|
||||
EXPECT_TRUE(CheckSkipComponents(captured));
|
||||
}
|
||||
|
||||
// Bisection step 1: only the leftover GL_CLIP_DISTANCEi enables.
|
||||
TEST_F(XfbAfterClipDistanceScenario, SkipComponentsCaptureAfterClipDistanceEnables) {
|
||||
if (!Ready()) return;
|
||||
for (unsigned i = 0; i < 8; ++i) {
|
||||
glEnable(GL_CLIP_DISTANCE0 + i);
|
||||
}
|
||||
std::vector<float> captured;
|
||||
std::string log;
|
||||
RunSkipComponentsCapture(captured, &log);
|
||||
for (unsigned i = 0; i < 8; ++i) {
|
||||
glDisable(GL_CLIP_DISTANCE0 + i);
|
||||
}
|
||||
EXPECT_TRUE(CheckSkipComponents(captured));
|
||||
}
|
||||
|
||||
// Bisection step 2: the whole clip_distance.functional workload, stopped
|
||||
// where the CTS stopped in the runs that went on to break the capture.
|
||||
TEST_F(XfbAfterClipDistanceScenario, SkipComponentsCaptureAfterClipDistanceWorkloadLines8) {
|
||||
if (!Ready()) return;
|
||||
RunClipDistanceWorkload({.primitiveIndex = 1, .clipFunction = 0, .redeclaration = false, .clipCount = 8});
|
||||
std::vector<float> captured;
|
||||
std::string log;
|
||||
RunSkipComponentsCapture(captured, &log);
|
||||
for (unsigned i = 0; i < 8; ++i) {
|
||||
glDisable(GL_CLIP_DISTANCE0 + i);
|
||||
}
|
||||
EXPECT_TRUE(CheckSkipComponents(captured));
|
||||
}
|
||||
|
||||
TEST_F(XfbAfterClipDistanceScenario, SkipComponentsCaptureAfterClipDistanceWorkloadPoints1) {
|
||||
if (!Ready()) return;
|
||||
RunClipDistanceWorkload({.primitiveIndex = 0, .clipFunction = 0, .redeclaration = true, .clipCount = 1});
|
||||
std::vector<float> captured;
|
||||
std::string log;
|
||||
RunSkipComponentsCapture(captured, &log);
|
||||
for (unsigned i = 0; i < 8; ++i) {
|
||||
glDisable(GL_CLIP_DISTANCE0 + i);
|
||||
}
|
||||
EXPECT_TRUE(CheckSkipComponents(captured));
|
||||
}
|
||||
|
||||
// A single stop point is not a regression test for this defect: whether the
|
||||
// capture phase's VAO and vertex buffer land on the addresses the workload just
|
||||
// freed is a function of how much the workload allocated, so the two cases above
|
||||
// pin two draws of a lottery. Sweep the grid instead - before the fix, roughly a
|
||||
// third of these stop points came back holding the workload's vertex data.
|
||||
TEST_F(XfbAfterClipDistanceScenario, SkipComponentsCaptureSurvivesEveryClipWorkloadStopPoint) {
|
||||
if (!Ready()) return;
|
||||
for (unsigned primitiveIndex = 0; primitiveIndex < 3; ++primitiveIndex) {
|
||||
for (unsigned redeclaration = 0; redeclaration < 2; ++redeclaration) {
|
||||
for (const unsigned clipCount : {1u, 4u, 8u}) {
|
||||
RunClipDistanceWorkload({.primitiveIndex = primitiveIndex,
|
||||
.clipFunction = 0,
|
||||
.redeclaration = redeclaration != 0,
|
||||
.clipCount = clipCount});
|
||||
std::vector<float> captured;
|
||||
std::string log;
|
||||
RunSkipComponentsCapture(captured, &log);
|
||||
for (unsigned i = 0; i < 8; ++i) {
|
||||
glDisable(GL_CLIP_DISTANCE0 + i);
|
||||
}
|
||||
EXPECT_TRUE(CheckSkipComponents(captured))
|
||||
<< " (stop point: primitive " << primitiveIndex << ", redeclaration " << redeclaration
|
||||
<< ", clip count " << clipCount << ")";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace
|
||||
} // namespace MGITest
|
||||
@@ -8,9 +8,17 @@
|
||||
|
||||
#include "BufferObject.h"
|
||||
|
||||
#include <atomic>
|
||||
|
||||
namespace MobileGL::MG_State::GLState {
|
||||
namespace {
|
||||
const BufferBackendOps* g_bufferBackendOps = nullptr;
|
||||
// Starts at 1 so a zero-initialized cache slot can never carry a live buffer's id.
|
||||
std::atomic<Uint64> g_nextBufferLifetimeId{1};
|
||||
}
|
||||
|
||||
Uint64 BufferObject::AllocateLifetimeId() {
|
||||
return g_nextBufferLifetimeId.fetch_add(1, std::memory_order_relaxed);
|
||||
}
|
||||
|
||||
void SetBufferBackendOps(const BufferBackendOps* ops) {
|
||||
|
||||
@@ -185,6 +185,13 @@ namespace MobileGL {
|
||||
Flags<BufferMappingAccessBit> GetMappingAccess() const;
|
||||
GLbitfield GetStorageFlags() const;
|
||||
Uint GetExternalIndex() const;
|
||||
// Globally-unique, never-reused id for THIS object's lifetime - same contract
|
||||
// and same motivation as ProgramObject::GetLifetimeId() and
|
||||
// VertexArrayObject::GetLifetimeId(). A backend that folds a buffer's IDENTITY
|
||||
// into a cache key must use this, never the GL name (LIFO-recycled by
|
||||
// glGenBuffers) and never the heap address (recycled by the allocator): both
|
||||
// let a deleted-and-recreated buffer answer to a dead one's cache entry.
|
||||
Uint64 GetLifetimeId() const { return m_lifetimeId; }
|
||||
// Monotonic counter bumped on every shadow mutation; backends use it to
|
||||
// validate cached transient slices.
|
||||
Uint64 GetChangeSerial() const;
|
||||
@@ -207,7 +214,10 @@ namespace MobileGL {
|
||||
// SubData transfer to sync the backend's separate GPU copy.
|
||||
void NotifyContentWrite(SizeT offset, SizeT size);
|
||||
|
||||
static Uint64 AllocateLifetimeId();
|
||||
|
||||
const Uint m_externalIndex = 0;
|
||||
const Uint64 m_lifetimeId = AllocateLifetimeId();
|
||||
SizeT m_size = 0;
|
||||
BufferUsage m_usage = BufferUsage::StaticDraw;
|
||||
// Owns the buffer's bytes (CPU shadow or backend persistent GPU map) and
|
||||
|
||||
@@ -156,6 +156,11 @@ namespace MobileGL {
|
||||
// Settles every compile and link this context still owns; see
|
||||
// ProgramState::JoinAllPendingWork. Called by glMaxShaderCompilerThreadsKHR(0).
|
||||
void JoinAllPendingShaderWork();
|
||||
// P1 stage 6: the per-context index of adoptable compile nodes, for its
|
||||
// adoption counter. Diagnostics and tests only - no GL entry point reads it.
|
||||
ShaderCompileAdoptionMap& GetShaderCompileAdoptionMap() {
|
||||
return m_programState.GetShaderCompileAdoptionMap();
|
||||
}
|
||||
void UseProgram(Uint program);
|
||||
const SharedPtr<ProgramObject>& GetCurrentProgram();
|
||||
// What a draw or dispatch actually executes: the program in use, or - when
|
||||
|
||||
@@ -87,7 +87,8 @@ namespace MobileGL::MG_State::GLState {
|
||||
Uint shaderId = 0;
|
||||
m_programShaderNameGenerator.Generate(1, &shaderId);
|
||||
EnsureIndexAvail(shaderId, m_shaderObjects);
|
||||
auto shaderObject = MakeShared<ShaderObject>(stage, shaderId, m_shaderPreprocessCache);
|
||||
auto shaderObject =
|
||||
MakeShared<ShaderObject>(stage, shaderId, m_shaderPreprocessCache, m_shaderCompileAdoptionMap);
|
||||
if (shaderObject == nullptr) return 0;
|
||||
m_shaderObjects[shaderId] = shaderObject;
|
||||
return shaderId;
|
||||
@@ -153,11 +154,13 @@ namespace MobileGL::MG_State::GLState {
|
||||
auto& shaderObject = m_shaderObjects[shader];
|
||||
if (shaderObject == nullptr || !shaderObject->GetDeleteStatus()) return;
|
||||
if (ShaderHasGLVisibleAttachment(shaderObject)) return;
|
||||
// The name is about to go: nothing can observe this shader's compile any more, so a
|
||||
// job still in flight for it is pure waste. Cancel-not-join - the job owns its
|
||||
// inputs, so dropping the object out from under it is safe and the GL thread never
|
||||
// blocks on a delete.
|
||||
shaderObject->CancelCompile();
|
||||
// The name is about to go, so nothing can observe this shader's compile through THIS
|
||||
// object any more and a job still in flight for it is pure waste - unless another
|
||||
// shader object adopted the same node (stage 6) or a pending link pinned it, which is
|
||||
// exactly what ReleaseCompileNode weighs before it cancels anything. Cancel-not-join
|
||||
// either way: the job owns its inputs, so dropping the object out from under it is
|
||||
// safe and the GL thread never blocks on a delete.
|
||||
shaderObject->ReleaseCompileNode();
|
||||
shaderObject.reset();
|
||||
m_programShaderNameGenerator.Delete(shader);
|
||||
}
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
#include <Includes.h>
|
||||
#include <MG_Util/Miscellany/IndexGenerator.h>
|
||||
#include "ProgramObject.h"
|
||||
#include "ShaderCompileAdoptionMap.h"
|
||||
#include "ShaderPreprocessCache.h"
|
||||
|
||||
namespace MobileGL::MG_State::GLState {
|
||||
@@ -52,6 +53,11 @@ namespace MobileGL::MG_State::GLState {
|
||||
// CreateShader().
|
||||
ShaderPreprocessCache& GetShaderPreprocessCache() { return *m_shaderPreprocessCache; }
|
||||
|
||||
// P1 stage 6, same deal: exposed for tests and diagnostics only. Its adoption counter
|
||||
// is the one number that says how many glCompileShader calls this context turned into
|
||||
// no work at all; nothing in the GL frontend branches on it.
|
||||
ShaderCompileAdoptionMap& GetShaderCompileAdoptionMap() { return *m_shaderCompileAdoptionMap; }
|
||||
|
||||
private:
|
||||
Bool ShaderHasGLVisibleAttachment(const SharedPtr<ShaderObject>& shaderObject) const;
|
||||
// Frees the name slot and releases orphaned attached shaders; the immediate half
|
||||
@@ -82,6 +88,11 @@ namespace MobileGL::MG_State::GLState {
|
||||
// in-flight compile job may outlive the context). The FIRST-member declaration is
|
||||
// kept anyway - it costs nothing and documents the intent.
|
||||
SharedPtr<ShaderPreprocessCache> m_shaderPreprocessCache = MakeShared<ShaderPreprocessCache>();
|
||||
// P1 stage 6: the GL-thread-only index of adoptable compile nodes. Shared ownership
|
||||
// for the same reason as the cache above - a ShaderObject held by a ProgramObject can
|
||||
// outlive these tables, and its destructor releases a node - though unlike the cache
|
||||
// no worker ever sees this one, which is why it carries no lock.
|
||||
SharedPtr<ShaderCompileAdoptionMap> m_shaderCompileAdoptionMap = MakeShared<ShaderCompileAdoptionMap>();
|
||||
|
||||
Vector<SharedPtr<ProgramObject>> m_programObjects;
|
||||
Vector<SharedPtr<ShaderObject>> m_shaderObjects;
|
||||
|
||||
@@ -0,0 +1,90 @@
|
||||
// MobileGL - MobileGL/MG_State/GLState/ProgramState/ShaderCompileAdoptionMap.cpp
|
||||
// Copyright (c) 2025-2026 MobileGL-Dev
|
||||
// Licensed under the GNU Lesser General Public License v3.0:
|
||||
// https://www.gnu.org/licenses/gpl-3.0.txt
|
||||
// https://www.gnu.org/licenses/lgpl-3.0.txt
|
||||
// SPDX-License-Identifier: LGPL-3.0-only
|
||||
// End of Source File Header
|
||||
|
||||
#include "ShaderCompileAdoptionMap.h"
|
||||
|
||||
#include "ShaderCompileTask.h"
|
||||
|
||||
namespace MobileGL::MG_State::GLState {
|
||||
SharedPtr<ShaderCompileTask> ShaderCompileAdoptionMap::FindAdoptable(const ShaderStage stage,
|
||||
const Uint64 sourceHash, const String& source,
|
||||
const Uint64 envFingerprint) {
|
||||
const ShaderSourceKey key{.stage = stage,
|
||||
.sourceHash = sourceHash,
|
||||
.sourceLength = source.length(),
|
||||
.envFingerprint = envFingerprint};
|
||||
|
||||
const auto it = m_entries.find(key);
|
||||
if (it == m_entries.end()) return nullptr;
|
||||
|
||||
SharedPtr<ShaderCompileTask> node = it->second.lock();
|
||||
// Expired (every shader object that held it has released it), settled as Cancelled
|
||||
// (the enqueue lost a race with teardown, or the body threw), or CANCELLATION
|
||||
// REQUESTED but not yet settled (a releaser fired Cancel() while a worker was still
|
||||
// inside RunBody(), so the node is stuck at Running until the body returns - see
|
||||
// JobNode::Run: once m_cancelled is set, the node is DOOMED to end up Cancelled no
|
||||
// matter how the body finishes, it just has not gotten there yet). All three can
|
||||
// never publish artifacts a caller may rely on, so all three are misses. Only the
|
||||
// first two are dead weight worth pruning from the index here - a cancellation-
|
||||
// requested-but-still-running node is still reachable from its own (about to
|
||||
// release) ShaderObject and will get pruned once it actually settles, so leave the
|
||||
// entry alone and just refuse to hand this node out.
|
||||
if (!node || node->IsCancelled()) {
|
||||
m_entries.erase(it);
|
||||
return nullptr;
|
||||
}
|
||||
if (node->IsCancellationRequested()) return nullptr;
|
||||
|
||||
// Never let correctness ride on a 64-bit hash. Lengths already matched (they are part
|
||||
// of the key), so this is a plain memcmp - and it is the ONLY thing that authorizes
|
||||
// two GL shader names to share one compile.
|
||||
if (*node->source != source) return nullptr;
|
||||
|
||||
++m_adoptionCount;
|
||||
return node;
|
||||
}
|
||||
|
||||
void ShaderCompileAdoptionMap::Register(const SharedPtr<ShaderCompileTask>& node) {
|
||||
if (!node) return;
|
||||
|
||||
SweepIfCrowded();
|
||||
// operator[] rather than a find/insert pair: an existing entry for this key is either
|
||||
// a re-registration of the same source (the previous node expired or was cancelled)
|
||||
// or an astronomically rare hash collision. The newcomer wins in both cases.
|
||||
m_entries[ShaderSourceKey{.stage = node->stage,
|
||||
.sourceHash = node->sourceHash,
|
||||
.sourceLength = node->source->length(),
|
||||
.envFingerprint = node->env->fingerprint}] = node;
|
||||
}
|
||||
|
||||
void ShaderCompileAdoptionMap::Clear() {
|
||||
m_entries.clear();
|
||||
m_sweepThreshold = kMinSweepThreshold;
|
||||
}
|
||||
|
||||
void ShaderCompileAdoptionMap::SweepIfCrowded() {
|
||||
if (m_entries.size() < m_sweepThreshold) return;
|
||||
|
||||
// Collect first, erase after: FastSTL::unordered_map is open-addressed, so erasing
|
||||
// through an iterator that the same loop is still advancing is not worth reasoning
|
||||
// about on a path this cold.
|
||||
Vector<ShaderSourceKey> dead;
|
||||
for (const auto& entry : m_entries) {
|
||||
const SharedPtr<ShaderCompileTask> node = entry.second.lock();
|
||||
if (!node || node->IsCancelled()) dead.push_back(entry.first);
|
||||
}
|
||||
for (const ShaderSourceKey& key : dead) {
|
||||
m_entries.erase(key);
|
||||
}
|
||||
|
||||
// Amortization: after a sweep the map holds exactly the nodes still reachable from
|
||||
// some shader object, so letting it double before the next sweep makes the whole
|
||||
// scheme O(1) per Register() while keeping the map O(live nodes).
|
||||
m_sweepThreshold = std::max(kMinSweepThreshold, m_entries.size() * 2);
|
||||
}
|
||||
} // namespace MobileGL::MG_State::GLState
|
||||
@@ -0,0 +1,97 @@
|
||||
// MobileGL - MobileGL/MG_State/GLState/ProgramState/ShaderCompileAdoptionMap.h
|
||||
// Copyright (c) 2025-2026 MobileGL-Dev
|
||||
// Licensed under the GNU Lesser General Public License v3.0:
|
||||
// https://www.gnu.org/licenses/gpl-3.0.txt
|
||||
// https://www.gnu.org/licenses/lgpl-3.0.txt
|
||||
// SPDX-License-Identifier: LGPL-3.0-only
|
||||
// End of Source File Header
|
||||
|
||||
#pragma once
|
||||
#include <Includes.h>
|
||||
#include <MG_State/GLState/ProgramState/ShaderSourceKey.h>
|
||||
|
||||
namespace MobileGL::MG_State::GLState {
|
||||
class ShaderCompileTask;
|
||||
|
||||
// P1 stage 6: the per-context index of compile job nodes that a NEW shader object may
|
||||
// adopt instead of enqueueing a duplicate of.
|
||||
//
|
||||
// Why it is not the P0b preprocess cache. That cache only helps once a compile has
|
||||
// FINISHED - it memoizes the source-only half of the pipeline, and a worker consults it
|
||||
// from inside the job body. Under asynchronous compilation the dominant shape is
|
||||
// different: a shaderpack load hands N different shader objects byte-identical source
|
||||
// within the same GL-thread burst (measured across bsl/complementary/bliss, ~21% of all
|
||||
// Compile() calls are such cross-object duplicates), and all N are enqueued before any of
|
||||
// them completes. Every one of those workers then misses the cache, runs the whole
|
||||
// pipeline, and races the others to insert the same entry. This map closes that window on
|
||||
// the GL thread, at enqueue: the second object through takes the FIRST object's node.
|
||||
//
|
||||
// What "adopt" means: the two shader objects end up holding the same SharedPtr in their
|
||||
// m_compiled. They are two distinct GL names with two distinct info-log/COMPILE_STATUS
|
||||
// queries, but both queries read one set of artifacts - which is exactly right, because
|
||||
// the pipeline is a pure function of the key below and the full source text. Nothing is
|
||||
// copied and no worker ever waits (P1 invariant I4 is untouched: this only ever REMOVES
|
||||
// work from the pool). The single consume-once resource, the glslang parse, is already
|
||||
// guarded for sharing by ShaderCompileTask::ClaimParsedShader's CAS, which stage 4 built
|
||||
// for exactly this shape - one node, several links.
|
||||
//
|
||||
// ---- Threading: GL thread only, and therefore lock-free ----
|
||||
// Every entry point below is reached from glCompileShader (ShaderObject::Compile) and
|
||||
// from nowhere else. That is one GL entry point on the application's context thread, so
|
||||
// the map needs no mutex, unlike the preprocess cache which several workers hit at once.
|
||||
// The weak pointers are the ONLY thing this class stores, precisely so it can never keep
|
||||
// a node - or the artifacts a node owns - alive past its last real holder.
|
||||
//
|
||||
// ---- Lifetime and pruning ----
|
||||
// WeakPtr, never SharedPtr: the map is an index, not an owner. An entry whose node has
|
||||
// been released by every shader object simply expires, and a node that was CANCELLED
|
||||
// carries no result at all, so both are treated as misses and pruned where they are
|
||||
// found. Pruning is otherwise amortized: Register() sweeps the whole map whenever it has
|
||||
// grown past twice its size at the last sweep, which bounds the map at O(live nodes)
|
||||
// without a per-call cost.
|
||||
class ShaderCompileAdoptionMap {
|
||||
public:
|
||||
// Never sweep below this: a shaderpack burst is a few hundred distinct sources, and
|
||||
// an entry is a key plus a weak pointer.
|
||||
static constexpr SizeT kMinSweepThreshold = 256;
|
||||
|
||||
// The adoptable node for this exact source under this exact environment, or null.
|
||||
//
|
||||
// A hit is honored only after the FULL source text has been compared byte for byte
|
||||
// against the candidate node's own snapshot: the hash in the key is a lookup
|
||||
// accelerator, never the answer (ShaderSourceKey). A node that has settled as
|
||||
// Cancelled is never handed out - it published nothing, so adopting it would give the
|
||||
// new object a compile that can never report anything but GL_FALSE. Nor is a node
|
||||
// whose cancellation has merely been REQUESTED but not yet settled (still Running,
|
||||
// with IsCancellationRequested() true): JobNode::Run forces such a node to Cancelled
|
||||
// the moment its body returns regardless of how the body finished, so it is already
|
||||
// doomed and handing it out would just move the same GL_FALSE-with-no-log outcome to
|
||||
// a second, unrelated shader object.
|
||||
//
|
||||
// A COMPLETED node is adoptable, and deliberately so: the new object gets the right
|
||||
// answer for zero work, which is the same deal the P0b cache offers one layer down.
|
||||
SharedPtr<ShaderCompileTask> FindAdoptable(ShaderStage stage, Uint64 sourceHash, const String& source,
|
||||
Uint64 envFingerprint);
|
||||
|
||||
// Indexes `node` as the adoptable one for its key. A key already present is
|
||||
// overwritten: the newcomer is at least as fresh as whatever was there, and one entry
|
||||
// per key keeps this a plain map.
|
||||
void Register(const SharedPtr<ShaderCompileTask>& node);
|
||||
|
||||
void Clear();
|
||||
|
||||
// ---- diagnostics only; nothing in the GL frontend branches on these ----
|
||||
// Monotonic count of nodes handed out by FindAdoptable, i.e. of glCompileShader calls
|
||||
// that did NOT enqueue a job because an equivalent one already existed. Tests read it
|
||||
// as a delta across a burst.
|
||||
Uint64 GetAdoptionCount() const { return m_adoptionCount; }
|
||||
SizeT GetEntryCount() const { return m_entries.size(); }
|
||||
|
||||
private:
|
||||
void SweepIfCrowded();
|
||||
|
||||
UnorderedMap<ShaderSourceKey, WeakPtr<ShaderCompileTask>, ShaderSourceKeyHasher> m_entries;
|
||||
SizeT m_sweepThreshold = kMinSweepThreshold;
|
||||
Uint64 m_adoptionCount = 0;
|
||||
};
|
||||
} // namespace MobileGL::MG_State::GLState
|
||||
@@ -118,13 +118,61 @@ namespace MobileGL::MG_State::GLState {
|
||||
// glDeleteShader. The detach makes the shader GL-invisible, so the delete frees its
|
||||
// name, and ReleaseShaderNameIfOrphaned would cancel a compile the enqueued link is
|
||||
// waiting on - turning a link that must report GL_TRUE into GL_FALSE. Set on the GL
|
||||
// thread in Link()'s prologue, read on the GL thread by ShaderObject::CancelCompile.
|
||||
// thread in Link()'s prologue, read on the GL thread by
|
||||
// ShaderObject::ReleaseCompileNode - which from stage 6 weighs it together with the
|
||||
// adopter count below, because a node can now have both kinds of observer at once.
|
||||
//
|
||||
// Never cleared: the worst case is one stale node compiling to completion for nobody,
|
||||
// which is exactly what the pre-stage-3 implementation always did.
|
||||
void MarkLinkReferenced() { m_linkReferenced.store(true, std::memory_order_release); }
|
||||
Bool IsLinkReferenced() const { return m_linkReferenced.load(std::memory_order_acquire); }
|
||||
|
||||
// ---- P1 stage 6: the adopter count ----
|
||||
// How many live ShaderObjects currently hold this node in their m_compiled.
|
||||
//
|
||||
// It exists because stage 6 lets a node be SHARED: before it, a node had exactly one
|
||||
// shader object, so "this object stopped caring" and "nothing can observe this
|
||||
// result" were the same statement and ShaderObject::CancelCompile could cancel
|
||||
// unconditionally. Once two GL shader names hold one node, that cancel would kill the
|
||||
// other one's pending compile - a compile that must still report GL_TRUE. So a cancel
|
||||
// is now authorized by TWO conditions, both checked by the releaser:
|
||||
// * this release brings the count to zero (no shader object is left), AND
|
||||
// * IsLinkReferenced() is false (no enqueued link took the node into its snapshot).
|
||||
// The second is the stage-4 pin, unchanged; the first is what stage 6 adds.
|
||||
//
|
||||
// ---- Why a plain Int and not an atomic ----
|
||||
// Every mutation is made from ShaderObject, and every ShaderObject mutation site is a
|
||||
// GL entry point on the application's context thread: glCompileShader (adopt/create),
|
||||
// glShaderSource with different text, glDeleteShader's orphan sweep, and
|
||||
// ~ShaderObject. All of them are the SAME thread, so the count is never concurrently
|
||||
// mutated and an atomic would only buy an unneeded lock prefix on the hottest compile
|
||||
// path. Workers cannot touch it by construction: a job body's entire contract (see
|
||||
// this class's header comment) is that it reads only the node's inputs and writes only
|
||||
// `artifacts`, and a plain Int here makes that contract grep-checkable in a way an
|
||||
// atomic would quietly hide.
|
||||
//
|
||||
// The CANCEL that the count authorizes still races the worker, and deliberately so -
|
||||
// that is the settled cancel-not-join semantics from stage 3: JobNode::Cancel is
|
||||
// cooperative and non-blocking, a node already running settles as Cancelled when its
|
||||
// body returns, and a node that has already gone terminal ignores the request.
|
||||
// Nothing about that changes here.
|
||||
//
|
||||
// Exactness under that race: ShaderObject::ReleaseCompileNode returns EARLY, without
|
||||
// decrementing and without dropping its reference, when the node is already terminal
|
||||
// (there is nothing left to stop). Terminality is sticky, so if a releaser observes a
|
||||
// node as NON-terminal then no holder has ever taken that early return on it, and the
|
||||
// count it reads is exactly the number of holders. If the worker finishes in the
|
||||
// window between that observation and the Cancel(), the Cancel is a no-op on a
|
||||
// terminal node - and the count was zero, so there was no other holder to harm.
|
||||
void AddAdopter() { ++m_adopters; }
|
||||
void ReleaseAdopter() {
|
||||
MOBILEGL_ASSERT(m_adopters > 0,
|
||||
"ShaderCompileTask adopter count underflow; a ShaderObject released a node it did not "
|
||||
"hold (every release must pair with exactly one AddAdopter)");
|
||||
--m_adopters;
|
||||
}
|
||||
Int AdopterCount() const { return m_adopters; }
|
||||
|
||||
private:
|
||||
void RunBody() override;
|
||||
// The real body; RunBody wraps it so a throw becomes a GL-visible compile failure.
|
||||
@@ -132,5 +180,7 @@ namespace MobileGL::MG_State::GLState {
|
||||
|
||||
mutable std::atomic<Bool> m_parseClaimed{false};
|
||||
std::atomic<Bool> m_linkReferenced{false};
|
||||
// GL-thread-owned; see AddAdopter above for why this is not an atomic.
|
||||
Int m_adopters = 0;
|
||||
};
|
||||
} // namespace MobileGL::MG_State::GLState
|
||||
|
||||
@@ -26,16 +26,18 @@ namespace MobileGL::MG_State::GLState {
|
||||
// reason: it is computing the right answer for text this object still holds.
|
||||
if (SourceMatchesCompiledState(source)) return;
|
||||
// The text genuinely changed, so whatever a running job is computing is now about
|
||||
// an old source. Drop it where it stands - it owns its own copy of that old string,
|
||||
// so swapping the pointer below cannot race its storage.
|
||||
CancelCompile();
|
||||
// an old source. Give up our claim on it - it owns its own copy of that old string,
|
||||
// so swapping the pointer below cannot race its storage. Note "our claim", not "the
|
||||
// job": another shader object may have adopted the same node and still be waiting for
|
||||
// exactly this answer, which is what ReleaseCompileNode's count discipline protects.
|
||||
ReleaseCompileNode();
|
||||
m_source = MakeShared<const String>(source);
|
||||
InvalidateCompiledState();
|
||||
}
|
||||
|
||||
void ShaderObject::SetShaderSource(String&& source) {
|
||||
if (SourceMatchesCompiledState(source)) return;
|
||||
CancelCompile();
|
||||
ReleaseCompileNode();
|
||||
m_source = MakeShared<const String>(Move(source));
|
||||
InvalidateCompiledState();
|
||||
}
|
||||
@@ -59,33 +61,75 @@ namespace MobileGL::MG_State::GLState {
|
||||
// Errors and worker-side log lines are raised HERE, on the GL thread, at the first
|
||||
// join of the job that produced them - which for a single shader is trivially the
|
||||
// order a serial implementation would have produced them in.
|
||||
//
|
||||
// ApplyDeferredDiagnostics DRAINS, so a node shared by several shader objects
|
||||
// (stage 6) replays its worker-side log line exactly once, at whichever object joins
|
||||
// first. That is the honest report - one compile ran - and it is log text only: the
|
||||
// GL-observable half of a failure, COMPILE_STATUS and the info log, lives in
|
||||
// `artifacts` and every sharer reads the identical copy of it.
|
||||
MG_Util::Async::ApplyDeferredDiagnostics(*m_compiled);
|
||||
// A node that settled as Cancelled published nothing. Dropping it here is what keeps
|
||||
// the object's state machine to two reachable cases - "no job" and "a job that
|
||||
// completed" - so every reader below can treat a live node as authoritative.
|
||||
if (!m_compiled->IsComplete()) m_compiled.reset();
|
||||
//
|
||||
// Through DropCompileNode, not a bare reset: this object is letting the node go, so
|
||||
// its adopter slot has to go with it. A node shared with another object stays alive
|
||||
// and gets dropped once more when that object joins - once per holder, never twice
|
||||
// for the same one, because DropCompileNode is null-guarded.
|
||||
if (!m_compiled->IsComplete()) DropCompileNode();
|
||||
}
|
||||
|
||||
void ShaderObject::AdoptCompileNode(SharedPtr<ShaderCompileTask> node) const {
|
||||
// Never overwrite a hold without giving its slot back first.
|
||||
DropCompileNode();
|
||||
m_compiled = Move(node);
|
||||
m_compiled->AddAdopter();
|
||||
// Re-arm the join gate: whether this node was just created or just adopted from
|
||||
// another object, THIS object has not pulled its result yet. (An adopted node may
|
||||
// already be terminal - the join then only replays what is left of its diagnostics.)
|
||||
m_compileJoined = false;
|
||||
}
|
||||
|
||||
void ShaderObject::DropCompileNode() const {
|
||||
if (!m_compiled) return;
|
||||
m_compiled->ReleaseAdopter();
|
||||
m_compiled.reset();
|
||||
}
|
||||
|
||||
void ShaderObject::InvalidateCompiledState() {
|
||||
// The job node holds exactly what one Compile() produces, so discarding it IS the
|
||||
// invalidation - and it re-arms nothing, so the next Compile() genuinely recompiles.
|
||||
m_compiled.reset();
|
||||
DropCompileNode();
|
||||
}
|
||||
|
||||
void ShaderObject::CancelCompile() {
|
||||
if (!m_compiled || m_compiled->IsTerminal()) return;
|
||||
// Cooperative and non-blocking. A node that no worker has picked up settles
|
||||
// immediately; one that is running is flagged and settles when its body returns,
|
||||
// writing only into itself the whole time.
|
||||
void ShaderObject::ReleaseCompileNode() {
|
||||
if (!m_compiled) return;
|
||||
// Already terminal: there is nothing left to stop, so this is not a release at all -
|
||||
// the node and this object's claim on it both stay. That early return is older than
|
||||
// stage 6 and it is load-bearing: ProgramState::ReleaseShaderNameIfOrphaned calls
|
||||
// this on a shader whose name is going away but whose object a ProgramObject may
|
||||
// still hold, and dropping a COMPLETED compile there would turn that program's link
|
||||
// into GL_FALSE.
|
||||
if (m_compiled->IsTerminal()) return;
|
||||
// Two independent claimants have to be checked before a cancel, and this object is
|
||||
// authorized to cancel only if BOTH say the result has become unobservable.
|
||||
//
|
||||
// Unless a pending LINK is waiting on it. Cancelling is about discarding a result
|
||||
// nothing can observe any more, and this object is no longer the only route to this
|
||||
// one: an enqueued ProgramLinkTask holds the node as a dependency, and a cancel would
|
||||
// turn its link into GL_FALSE. Reached by the ordinary link-then-detach-then-delete
|
||||
// shader teardown - see ShaderCompileTask::MarkLinkReferenced. Dropping our own
|
||||
// reference is still right; the link keeps the node alive and finishes it.
|
||||
if (!m_compiled->IsLinkReferenced()) m_compiled->Cancel();
|
||||
m_compiled.reset();
|
||||
// 1. Other shader objects. From stage 6 a node can be SHARED by several GL shader
|
||||
// names that were handed byte-identical source; cancelling here would turn a
|
||||
// compile they must still see as GL_TRUE into GL_FALSE. Only the releaser that
|
||||
// takes the count to zero - i.e. the last holder - may cancel. See
|
||||
// ShaderCompileTask::AddAdopter for why a plain Int is sound here and for the
|
||||
// exactness argument under the worker race.
|
||||
// 2. A pending LINK. An enqueued ProgramLinkTask holds the node in its input snapshot
|
||||
// and a cancel would turn its link into GL_FALSE; reached by the ordinary
|
||||
// link-then-detach-then-delete shader teardown. See MarkLinkReferenced. Never
|
||||
// cleared, so this is a one-way pin.
|
||||
//
|
||||
// The cancel itself is cooperative and non-blocking, exactly as before: a node no
|
||||
// worker has picked up settles immediately, a running one is flagged and settles when
|
||||
// its body returns, writing only into itself the whole time.
|
||||
if (m_compiled->AdopterCount() == 1 && !m_compiled->IsLinkReferenced()) m_compiled->Cancel();
|
||||
DropCompileNode();
|
||||
}
|
||||
|
||||
void ShaderObject::Compile() {
|
||||
@@ -103,14 +147,6 @@ namespace MobileGL::MG_State::GLState {
|
||||
// source instead. Same result, one parse either way.
|
||||
if (HasMemoizedCompile()) return;
|
||||
|
||||
// The compile-environment snapshot is taken HERE, on the GL thread, and handed to
|
||||
// the job. Everything the pipeline needs to know about the device comes through it,
|
||||
// never through pActiveBackendObject - that is what makes the body movable.
|
||||
m_compiled = MakeShared<ShaderCompileTask>(m_stage, m_source, ShaderPreprocessCache::HashSource(*m_source),
|
||||
MG_Util::ShaderTranspiler::GetCurrentCompileEnv(),
|
||||
m_preprocessCache, m_externalIndex);
|
||||
m_compileJoined = false;
|
||||
|
||||
// Two reasons to stay on this thread, one rule. Without the async flag the whole
|
||||
// path must be byte-identical to the synchronous implementation, and a cache-less
|
||||
// object is an internal shader that compiles and reads its status in the same
|
||||
@@ -119,7 +155,48 @@ namespace MobileGL::MG_State::GLState {
|
||||
// has to put compilation back on this thread even though the extension is still
|
||||
// advertised, and that is exactly what makes the GL_COMPLETION_STATUS_KHR the
|
||||
// extension mandates after a zero count (immediately GL_TRUE) fall out for free.
|
||||
if (!m_preprocessCache || !MG_Util::Async::AsyncShaderCompileActive()) {
|
||||
//
|
||||
// Hoisted above the node construction because stage 6 keys off it too: this same
|
||||
// answer decides whether the adoption map is consulted at all, so a
|
||||
// glMaxShaderCompilerThreadsKHR(0) and a flag-off build both bypass sharing exactly
|
||||
// as they bypass the pool, and their behaviour stays byte-identical to pre-stage-6.
|
||||
const Bool runOnPool = m_preprocessCache && MG_Util::Async::AsyncShaderCompileActive();
|
||||
|
||||
// The compile-environment snapshot is taken HERE, on the GL thread, and handed to
|
||||
// the job. Everything the pipeline needs to know about the device comes through it,
|
||||
// never through pActiveBackendObject - that is what makes the body movable.
|
||||
const SharedPtr<const MG_Util::ShaderTranspiler::CompileEnv> env =
|
||||
MG_Util::ShaderTranspiler::GetCurrentCompileEnv();
|
||||
const Uint64 sourceHash = ShaderPreprocessCache::HashSource(*m_source);
|
||||
|
||||
// ---- P1 stage 6: adopt an equivalent compile instead of enqueueing a duplicate ----
|
||||
// ~21% of all glCompileShader calls in the shaderpack corpus are a DIFFERENT shader
|
||||
// object handed byte-identical source. P0b's memo only pays off once one of them has
|
||||
// finished; under async they are all enqueued in the same burst, so without this each
|
||||
// one runs the whole pipeline on its own worker. The map hands back the node the
|
||||
// first of them created - in flight or already complete - and this object simply
|
||||
// holds it too.
|
||||
if (runOnPool && m_adoptionMap) {
|
||||
if (SharedPtr<ShaderCompileTask> shared =
|
||||
m_adoptionMap->FindAdoptable(m_stage, sourceHash, *m_source, env->fingerprint)) {
|
||||
// Take the node's own source snapshot as ours. FindAdoptable just compared
|
||||
// the two strings in full, so this changes nothing observable - but it is not
|
||||
// optional: the layer-1 memo (HasMemoizedCompile) is a POINTER comparison
|
||||
// against the node's snapshot, so leaving our own equal-but-distinct copy in
|
||||
// place would make the very next glCompileShader on this object decide it had
|
||||
// no memo and enqueue the duplicate this whole stage exists to avoid - and
|
||||
// would make an identical glShaderSource re-source cancel a shared compile.
|
||||
// It also collapses N copies of a ~100 KB shaderpack stage into one.
|
||||
m_source = shared->source;
|
||||
AdoptCompileNode(Move(shared));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
AdoptCompileNode(MakeShared<ShaderCompileTask>(m_stage, m_source, sourceHash, env, m_preprocessCache,
|
||||
m_externalIndex));
|
||||
|
||||
if (!runOnPool) {
|
||||
m_compiled->RunInline();
|
||||
// Inline means the node is already terminal, so this join only replays
|
||||
// diagnostics; it is here so the synchronous and asynchronous paths publish
|
||||
@@ -127,6 +204,10 @@ namespace MobileGL::MG_State::GLState {
|
||||
EnsureCompileJoined();
|
||||
return;
|
||||
}
|
||||
// Registered BEFORE the post, so the very next glCompileShader in this burst can
|
||||
// adopt it however fast a worker picks it up. Registration is an index entry only -
|
||||
// the map holds a WeakPtr and never keeps a node alive.
|
||||
if (m_adoptionMap) m_adoptionMap->Register(m_compiled);
|
||||
MG_Util::Async::ShaderCompilePool::Get().Post(m_compiled);
|
||||
}
|
||||
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
#include <Includes.h>
|
||||
#include <MG_State/GLState/ProgramState/ShaderStage.h>
|
||||
#include <MG_State/GLState/ProgramState/ShaderCompileTask.h>
|
||||
#include <MG_State/GLState/ProgramState/ShaderCompileAdoptionMap.h>
|
||||
|
||||
namespace MobileGL {
|
||||
namespace MG_State::GLState {
|
||||
@@ -31,13 +32,32 @@ namespace MobileGL {
|
||||
// add a round trip. Shared ownership rather than a raw pointer: a compile job
|
||||
// outlives neither the object nor the context deterministically, and the cache
|
||||
// has to stay alive for whoever is still reading it.
|
||||
//
|
||||
// `adoptionMap` is the same context's stage-6 index of adoptable compile nodes.
|
||||
// It is non-null exactly when `preprocessCache` is (ProgramState hands both out
|
||||
// together, and nobody else hands out either), which is what makes "no cache"
|
||||
// keep meaning "compile inline, share nothing": an internal shader object has
|
||||
// neither, so it neither adopts nor registers and its path is byte-identical to
|
||||
// the pre-stage-6 one. GL-thread-only, so unlike the cache it carries no lock -
|
||||
// shared ownership only because a ShaderObject may outlive the context's tables.
|
||||
ShaderObject(const ShaderStage stage, Uint externalIndex,
|
||||
SharedPtr<ShaderPreprocessCache> preprocessCache = nullptr)
|
||||
: m_stage(stage), m_externalIndex(externalIndex), m_preprocessCache(Move(preprocessCache)) {}
|
||||
SharedPtr<ShaderPreprocessCache> preprocessCache = nullptr,
|
||||
SharedPtr<ShaderCompileAdoptionMap> adoptionMap = nullptr)
|
||||
: m_stage(stage), m_externalIndex(externalIndex), m_preprocessCache(Move(preprocessCache)),
|
||||
m_adoptionMap(Move(adoptionMap)) {}
|
||||
// Cancel-not-join: the node owns its inputs, so an in-flight compile whose
|
||||
// object just went away is safe to abandon where it stands. Nothing can observe
|
||||
// its result any more - this object was the only route to it.
|
||||
~ShaderObject() { CancelCompile(); }
|
||||
// its result any more - unless another shader object adopted the same node, or a
|
||||
// link pinned it, which is precisely what ReleaseCompileNode() checks.
|
||||
~ShaderObject() {
|
||||
ReleaseCompileNode();
|
||||
// ReleaseCompileNode KEEPS a node that has already gone terminal - there is
|
||||
// nothing left to stop, so it is not a release at all. This object is going
|
||||
// away regardless, so hand the adopter slot back here. That is what keeps
|
||||
// ShaderCompileTask::AdopterCount() exactly "how many live ShaderObjects hold
|
||||
// this node" instead of merely an upper bound.
|
||||
DropCompileNode();
|
||||
}
|
||||
|
||||
ShaderObject(const ShaderObject&) = delete;
|
||||
ShaderObject& operator=(const ShaderObject&) = delete;
|
||||
@@ -45,10 +65,17 @@ namespace MobileGL {
|
||||
void SetShaderSource(const String& source);
|
||||
void SetShaderSource(String&& source);
|
||||
void Compile();
|
||||
// Drops a compile that is still in flight, without waiting for it. Called at the
|
||||
// points where the object's compiled state stops being observable: a real source
|
||||
// change, and the release of an orphaned shader name.
|
||||
void CancelCompile();
|
||||
// Gives up this object's claim on its compile node, cancelling the node only if
|
||||
// this object was its LAST claimant. Called at the points where the object's
|
||||
// compiled state stops being observable through THIS name: a real source change,
|
||||
// and the release of an orphaned shader name.
|
||||
//
|
||||
// Named for what it does rather than for what it used to do: before stage 6 a
|
||||
// node had exactly one shader object, so giving up the claim and cancelling the
|
||||
// compile were the same act and this was CancelCompile(). They are not the same
|
||||
// act any more - see ShaderCompileTask::AddAdopter for the count discipline and
|
||||
// its single-threadedness argument. Never waits, in either case.
|
||||
void ReleaseCompileNode();
|
||||
void MarkAsDeleted();
|
||||
|
||||
// The compile job node itself, for ProgramObject::Link()'s input snapshot.
|
||||
@@ -146,6 +173,16 @@ namespace MobileGL {
|
||||
}
|
||||
|
||||
void InvalidateCompiledState();
|
||||
|
||||
// ---- the ONLY two writers of m_compiled (P1 stage 6) ----
|
||||
// Every adopter-count mutation lives in these two, which is what makes "exactly
|
||||
// one AddAdopter per hold, exactly one ReleaseAdopter per hold" auditable rather
|
||||
// than something review has to re-derive at each call site. DropCompileNode is
|
||||
// null-guarded, so calling it on an object that already let go is a no-op and a
|
||||
// double release is unrepresentable.
|
||||
void AdoptCompileNode(SharedPtr<ShaderCompileTask> node) const;
|
||||
void DropCompileNode() const;
|
||||
|
||||
// ---- P0b layer 1: per-object no-op recompile ----
|
||||
// True iff `candidate` is byte-identical to the source that produced (or is
|
||||
// producing) the compiled state this object currently holds.
|
||||
@@ -165,17 +202,31 @@ namespace MobileGL {
|
||||
// running compile cannot race its storage - and the layer-1 memo collapses to a
|
||||
// pointer comparison against the job's snapshot, because the setter only swaps
|
||||
// the pointer when the text genuinely differs.
|
||||
//
|
||||
// Not necessarily unique to this object from stage 6 on: adopting a node also
|
||||
// takes that node's source snapshot (see Compile()), so N shader objects sharing
|
||||
// one compile share one copy of the text. The string is immutable and shared-
|
||||
// owned, so that is invisible to every reader.
|
||||
SharedPtr<const String> m_source = EmptySource();
|
||||
|
||||
// P0b layer 2: the owning context's cross-object memo, or null. Internally
|
||||
// locked, because several workers hit it at once.
|
||||
const SharedPtr<ShaderPreprocessCache> m_preprocessCache;
|
||||
// P1 stage 6: the owning context's index of adoptable compile nodes, or null.
|
||||
// Touched only from Compile(), i.e. only on the GL thread, so it carries no lock.
|
||||
const SharedPtr<ShaderCompileAdoptionMap> m_adoptionMap;
|
||||
|
||||
Bool m_deleteStatus = false;
|
||||
|
||||
// ---- Compile OUTPUT ---- pending OR completed; reachable only through Compiled().
|
||||
// Mutable because the join is a read-side operation: a const getter has to be
|
||||
// able to settle an outstanding job before answering.
|
||||
//
|
||||
// SHARED from stage 6 on: several shader objects holding byte-identical source
|
||||
// under the same CompileEnv point at one node. Every read below still goes
|
||||
// through the same join gate, and a second joiner finds the node already
|
||||
// terminal, so nothing about the read path changes - only the release path does
|
||||
// (ReleaseCompileNode).
|
||||
mutable SharedPtr<ShaderCompileTask> m_compiled;
|
||||
// Exactly-once latch for the pull above. Armed with every new job node, set by
|
||||
// the one join that consumes it.
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
// Deliberately NOT ShaderObject.h: ShaderCompileTask.h needs this header, and ShaderObject.h
|
||||
// needs ShaderCompileTask.h. Only ShaderStage was ever used from there.
|
||||
#include <MG_State/GLState/ProgramState/ShaderStage.h>
|
||||
#include <MG_State/GLState/ProgramState/ShaderSourceKey.h>
|
||||
|
||||
namespace MobileGL::MG_State::GLState {
|
||||
// Where the shared, source-only half of ShaderObject::Compile() stopped. The two
|
||||
@@ -112,29 +113,10 @@ namespace MobileGL::MG_State::GLState {
|
||||
}
|
||||
|
||||
private:
|
||||
struct Key {
|
||||
ShaderStage stage = ShaderStage::Unknown;
|
||||
Uint64 sourceHash = 0;
|
||||
SizeT sourceLength = 0;
|
||||
Uint64 envFingerprint = 0;
|
||||
|
||||
Bool operator==(const Key& other) const {
|
||||
return stage == other.stage && sourceHash == other.sourceHash &&
|
||||
sourceLength == other.sourceLength && envFingerprint == other.envFingerprint;
|
||||
}
|
||||
};
|
||||
|
||||
struct KeyHasher {
|
||||
SizeT operator()(const Key& key) const {
|
||||
// The source hash already spreads well; fold the two discriminators in so
|
||||
// that same-hash-different-stage/length keys land in different buckets.
|
||||
Uint64 mixed = key.sourceHash;
|
||||
mixed ^= static_cast<Uint64>(key.sourceLength) + 0x9e3779b97f4a7c15ull + (mixed << 6) + (mixed >> 2);
|
||||
mixed ^= static_cast<Uint64>(static_cast<Int>(key.stage)) * 0xff51afd7ed558ccdull;
|
||||
mixed ^= key.envFingerprint + 0x9e3779b97f4a7c15ull + (mixed << 6) + (mixed >> 2);
|
||||
return static_cast<SizeT>(mixed);
|
||||
}
|
||||
};
|
||||
// Shared with ShaderCompileAdoptionMap so the two per-context memos cannot key
|
||||
// themselves on different notions of "the same compile" - see ShaderSourceKey.h.
|
||||
using Key = ShaderSourceKey;
|
||||
using KeyHasher = ShaderSourceKeyHasher;
|
||||
|
||||
struct Entry {
|
||||
Key key;
|
||||
|
||||
@@ -0,0 +1,51 @@
|
||||
// MobileGL - MobileGL/MG_State/GLState/ProgramState/ShaderSourceKey.h
|
||||
// Copyright (c) 2025-2026 MobileGL-Dev
|
||||
// Licensed under the GNU Lesser General Public License v3.0:
|
||||
// https://www.gnu.org/licenses/gpl-3.0.txt
|
||||
// https://www.gnu.org/licenses/lgpl-3.0.txt
|
||||
// SPDX-License-Identifier: LGPL-3.0-only
|
||||
// End of Source File Header
|
||||
|
||||
#pragma once
|
||||
#include <Includes.h>
|
||||
#include <MG_State/GLState/ProgramState/ShaderStage.h>
|
||||
|
||||
namespace MobileGL::MG_State::GLState {
|
||||
// The identity of "one glCompileShader's worth of input" - the tuple that decides
|
||||
// whether two compiles must produce byte-identical results. Shared by the two
|
||||
// per-context memos keyed on it, so that neither can drift from the other:
|
||||
// * P0b's ShaderPreprocessCache, which memoizes the source-only half of a compile;
|
||||
// * P1 stage 6's ShaderCompileAdoptionMap, which shares the job NODE itself.
|
||||
//
|
||||
// The 64-bit source hash is a LOOKUP ACCELERATOR ONLY. Every user of this key confirms
|
||||
// a candidate hit with a full byte comparison of the stored source before honoring it,
|
||||
// so a hash collision degrades to a miss and never to a wrong answer. That rule is not
|
||||
// negotiable - see the memo-hazard notes on ShaderPreprocessCache.
|
||||
//
|
||||
// envFingerprint is part of the identity because the pipeline's compute local-size
|
||||
// verdict is computed against CompileEnv's device limits: a memo must never be handed
|
||||
// back under an environment other than the one it was computed against.
|
||||
struct ShaderSourceKey {
|
||||
ShaderStage stage = ShaderStage::Unknown;
|
||||
Uint64 sourceHash = 0;
|
||||
SizeT sourceLength = 0;
|
||||
Uint64 envFingerprint = 0;
|
||||
|
||||
Bool operator==(const ShaderSourceKey& other) const {
|
||||
return stage == other.stage && sourceHash == other.sourceHash &&
|
||||
sourceLength == other.sourceLength && envFingerprint == other.envFingerprint;
|
||||
}
|
||||
};
|
||||
|
||||
struct ShaderSourceKeyHasher {
|
||||
SizeT operator()(const ShaderSourceKey& key) const {
|
||||
// The source hash already spreads well; fold the three discriminators in so
|
||||
// that same-hash-different-stage/length/env keys land in different buckets.
|
||||
Uint64 mixed = key.sourceHash;
|
||||
mixed ^= static_cast<Uint64>(key.sourceLength) + 0x9e3779b97f4a7c15ull + (mixed << 6) + (mixed >> 2);
|
||||
mixed ^= static_cast<Uint64>(static_cast<Int>(key.stage)) * 0xff51afd7ed558ccdull;
|
||||
mixed ^= key.envFingerprint + 0x9e3779b97f4a7c15ull + (mixed << 6) + (mixed >> 2);
|
||||
return static_cast<SizeT>(mixed);
|
||||
}
|
||||
};
|
||||
} // namespace MobileGL::MG_State::GLState
|
||||
@@ -8,7 +8,18 @@
|
||||
|
||||
#include "VertexArrayObject.h"
|
||||
|
||||
#include <atomic>
|
||||
|
||||
namespace MobileGL::MG_State::GLState {
|
||||
// Starts at 1 so a zero-initialized memo slot can never carry a live object's id.
|
||||
// Atomic because VAOs are GL-thread-only today but the counter costs nothing to
|
||||
// make safe, and a duplicate id would resurrect exactly the bug it exists to kill.
|
||||
static std::atomic<Uint64> s_nextVertexArrayLifetimeId{1};
|
||||
|
||||
Uint64 VertexArrayObject::AllocateLifetimeId() {
|
||||
return s_nextVertexArrayLifetimeId.fetch_add(1, std::memory_order_relaxed);
|
||||
}
|
||||
|
||||
VertexArrayObject::VertexArrayObject(Uint externIndex) : m_externalIndex(externIndex) {
|
||||
for (int index = 0; index < MAX_VERTEX_ATTRIBS; ++index) {
|
||||
auto& attr = m_attributes[index];
|
||||
|
||||
@@ -84,6 +84,18 @@ namespace MobileGL {
|
||||
|
||||
Uint GetExternalIndex() const;
|
||||
|
||||
// Globally-unique, never-reused id for THIS object's lifetime - the same
|
||||
// contract as ProgramObject::GetLifetimeId(), and needed for the same
|
||||
// reason. Neither the GL name (freed to a LIFO list and handed straight
|
||||
// back by the next glGenVertexArrays) nor the heap address (freed to the
|
||||
// allocator and handed straight back by the next allocation of this size)
|
||||
// can tell a deleted-and-recreated VAO from the original, so a backend
|
||||
// memo keyed on either one silently inherits the dead object's contents.
|
||||
// That is not hypothetical: it is what let a transform-feedback capture
|
||||
// fetch a destroyed VAO's vertex buffer slice (see the VaoDrawMemo key in
|
||||
// DirectVulkan's VulkanRenderer).
|
||||
Uint64 GetLifetimeId() const { return m_lifetimeId; }
|
||||
|
||||
void SetAttributeDivisor(Uint index, Uint divisor);
|
||||
Uint GetAttributeDivisor(Uint index) const;
|
||||
|
||||
@@ -185,7 +197,10 @@ namespace MobileGL {
|
||||
return mapping;
|
||||
}
|
||||
|
||||
static Uint64 AllocateLifetimeId();
|
||||
|
||||
const Uint m_externalIndex = 0;
|
||||
const Uint64 m_lifetimeId = AllocateLifetimeId();
|
||||
Array<VertexAttribute, MAX_VERTEX_ATTRIBS> m_attributes;
|
||||
Array<VertexAttributeVersion, MAX_VERTEX_ATTRIBS> m_attributeVersions;
|
||||
BindingSlot<BufferObject> m_indexBufferBindingSlot;
|
||||
|
||||
@@ -66,6 +66,9 @@ gtest_discover_tests(SanityTest DISCOVERY_TIMEOUT 30 PROPERTIES LABELS unit)
|
||||
|
||||
add_subdirectory(BackendLoader)
|
||||
add_subdirectory(Buffer)
|
||||
# The heap-address-is-not-an-identity invariant the backends' per-object memos
|
||||
# rest on. No GL context, no driver: it only needs the allocator.
|
||||
add_subdirectory(State)
|
||||
add_subdirectory(EGLState)
|
||||
add_subdirectory(Framebuffer)
|
||||
add_subdirectory(Texture)
|
||||
|
||||
@@ -60,6 +60,22 @@ target_link_libraries(
|
||||
${LINK_LIBRARIES}
|
||||
)
|
||||
|
||||
add_executable(
|
||||
ShaderCompileAdoptionTest
|
||||
ShaderCompileAdoptionTest.cpp
|
||||
)
|
||||
|
||||
target_include_directories(ShaderCompileAdoptionTest PRIVATE
|
||||
${MGL_ROOT}/include
|
||||
${MGL_ROOT}/MobileGL
|
||||
)
|
||||
|
||||
target_link_libraries(
|
||||
ShaderCompileAdoptionTest PRIVATE
|
||||
GTest::gtest_main
|
||||
${LINK_LIBRARIES}
|
||||
)
|
||||
|
||||
add_executable(
|
||||
ParallelShaderCompileTest
|
||||
ParallelShaderCompileTest.cpp
|
||||
@@ -76,6 +92,25 @@ target_link_libraries(
|
||||
${LINK_LIBRARIES}
|
||||
)
|
||||
|
||||
# Its own binary so the "fresh process" isolation level in it is really available
|
||||
# through --gtest_filter, and so its 60 A->B link pairs cannot perturb another
|
||||
# suite's per-context caches.
|
||||
add_executable(
|
||||
XfbFrontendOrderInvarianceTest
|
||||
XfbFrontendOrderInvarianceTest.cpp
|
||||
)
|
||||
|
||||
target_include_directories(XfbFrontendOrderInvarianceTest PRIVATE
|
||||
${MGL_ROOT}/include
|
||||
${MGL_ROOT}/MobileGL
|
||||
)
|
||||
|
||||
target_link_libraries(
|
||||
XfbFrontendOrderInvarianceTest PRIVATE
|
||||
GTest::gtest_main
|
||||
${LINK_LIBRARIES}
|
||||
)
|
||||
|
||||
# Its own binary on purpose: this one calls MobileGL::Destroy(), and ShaderCompilePool's
|
||||
# stop is a one-way latch for the whole process - every case declared after it in the same
|
||||
# binary would silently run its compiles and links inline.
|
||||
@@ -113,6 +148,11 @@ gtest_discover_tests(ProgramTest DISCOVERY_TIMEOUT 30 PROPERTIES LABELS unit)
|
||||
# compile pool so there is something in flight to race against.
|
||||
gtest_discover_tests(AsyncCompileTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
|
||||
gtest_discover_tests(AsyncLinkTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
|
||||
# Same reason: the stage-6 cases keep a backlog in flight so a release really can race a
|
||||
# worker, and the 48-object stress links every one of them.
|
||||
gtest_discover_tests(ShaderCompileAdoptionTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
|
||||
# Same reason: the GL_COMPLETION_STATUS_KHR cases saturate a one-worker pool on purpose.
|
||||
gtest_discover_tests(ParallelShaderCompileTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
|
||||
gtest_discover_tests(AsyncTeardownTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
|
||||
# Same reason again: several cases leave A links outstanding while B compiles and links.
|
||||
gtest_discover_tests(XfbFrontendOrderInvarianceTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
|
||||
|
||||
@@ -20,6 +20,7 @@
|
||||
#include "MG_Impl/GLImpl/Program/GL_Program.h"
|
||||
#include "MG_State/GLState/Core.h"
|
||||
#include "MG_State/GLState/ProgramState/ShaderPreprocessCache.h"
|
||||
#include "MG_Util/Async/ShaderCompilePool.h"
|
||||
#include "MG_Util/ShaderTranspiler/ShaderCompiler.h"
|
||||
|
||||
using namespace MobileGL;
|
||||
@@ -3006,8 +3007,19 @@ TEST_F(ProgramTest, TwoShaderObjectsWithIdenticalSourceLinkIndependently) {
|
||||
ASSERT_NE(objectA, nullptr);
|
||||
ASSERT_NE(objectB, nullptr);
|
||||
EXPECT_EQ(objectA->GetShaderSource(), objectB->GetShaderSource());
|
||||
// Independent parses despite the shared preprocess.
|
||||
EXPECT_NE(objectA->GetCompiledShader(), objectB->GetCompiledShader());
|
||||
// P0b's layer 2 shares the PREPROCESS and never the parse: glslang's TShader is
|
||||
// consume-once, so a memo hit still has to parse for itself.
|
||||
//
|
||||
// P1 stage 6 shares something stronger when it is active - the whole compile JOB, and
|
||||
// therefore the single parse that job produced - and that sharing is made safe by
|
||||
// ShaderCompileTask::ClaimParsedShader's CAS instead, exactly as it already was for one
|
||||
// shader object attached to two programs. ShaderCompileAdoptionTest is where that is
|
||||
// pinned down (it links both objects and compares the generated SPIR-V). So the
|
||||
// one-parse-per-object assertion belongs to the non-adopting path; the two independent
|
||||
// LINKS below are what both modes have to agree on, and they are the point of this case.
|
||||
if (!MG_Util::Async::AsyncShaderCompileActive()) {
|
||||
EXPECT_NE(objectA->GetCompiledShader(), objectB->GetCompiledShader());
|
||||
}
|
||||
EXPECT_NE(objectA->GetCompiledShader(), nullptr);
|
||||
EXPECT_NE(objectB->GetCompiledShader(), nullptr);
|
||||
|
||||
|
||||
@@ -0,0 +1,910 @@
|
||||
// MobileGL - MobileGL/MG_Test/Program/ShaderCompileAdoptionTest.cpp
|
||||
// Copyright (c) 2025-2026 MobileGL-Dev
|
||||
// Licensed under the GNU Lesser General Public License v3.0:
|
||||
// https://www.gnu.org/licenses/gpl-3.0.txt
|
||||
// https://www.gnu.org/licenses/lgpl-3.0.txt
|
||||
// SPDX-License-Identifier: LGPL-3.0-only
|
||||
// End of Source File Header
|
||||
|
||||
// P1 stage 6: two shader objects handed byte-identical source share ONE compile job.
|
||||
//
|
||||
// The property under test is a conjunction, and every case here attacks one half of it:
|
||||
// * the sharing itself - one job, one node, both GL names reporting the same answer, and
|
||||
// two programs linking that one node to byte-identical SPIR-V;
|
||||
// * that sharing did not make a cancel dangerous. Before this stage a node had exactly one
|
||||
// shader object, so "this object stopped caring" and "nothing can observe this result"
|
||||
// were the same statement and CancelCompile() cancelled unconditionally. They are not the
|
||||
// same statement any more, and the four mutation paths that used to reach that cancel -
|
||||
// re-source, delete, the orphan-name sweep, the destructor - are each covered below with
|
||||
// a second object still holding the node.
|
||||
//
|
||||
// Like the other async suites, every case flips MG_Config::Features.AsyncShaderCompile itself
|
||||
// and drives the real GL entry points, so the file behaves identically whether or not the
|
||||
// suite was launched with MOBILEGL_ASYNC_SHADER_COMPILE=1.
|
||||
//
|
||||
// Adoption is decided ON THE GL THREAD, before anything is posted, so the counter assertions
|
||||
// here are deterministic rather than timing-dependent: whether the first object's compile has
|
||||
// already finished changes nothing about whether the second one adopts it.
|
||||
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include <chrono>
|
||||
#include <string>
|
||||
#include <thread>
|
||||
#include <vector>
|
||||
|
||||
#include "Config.h"
|
||||
#include "Includes.h"
|
||||
#include "Init.h"
|
||||
#include "MG_Impl/GLImpl/Getter/GL_Getter.h"
|
||||
#include "MG_Impl/GLImpl/Program/GL_Program.h"
|
||||
#include "MG_State/GLState/Core.h"
|
||||
#include "MG_State/GLState/ProgramState/ShaderCompileAdoptionMap.h"
|
||||
#include "MG_State/GLState/ProgramState/ShaderCompileTask.h"
|
||||
#include "MG_State/GLState/ProgramState/ShaderPreprocessCache.h"
|
||||
#include "MG_Util/Async/ShaderCompilePool.h"
|
||||
#include "MG_Util/ShaderTranspiler/CompileEnv.h"
|
||||
|
||||
using namespace MobileGL;
|
||||
using namespace MobileGL::MG_Impl::GLImpl;
|
||||
using MobileGL::MG_State::GLState::ShaderCompileAdoptionMap;
|
||||
using MobileGL::MG_State::GLState::ShaderCompileTask;
|
||||
using MobileGL::MG_State::GLState::ShaderObject;
|
||||
using MobileGL::MG_State::GLState::ShaderPreprocessCache;
|
||||
|
||||
namespace {
|
||||
class AsyncModeScope {
|
||||
public:
|
||||
explicit AsyncModeScope(const Bool async) : m_saved(MG_Config::Features.AsyncShaderCompile) {
|
||||
MG_Config::Features.AsyncShaderCompile =
|
||||
async ? MG_Config::QuirkOverride::ForceOn : MG_Config::QuirkOverride::ForceOff;
|
||||
}
|
||||
~AsyncModeScope() { MG_Config::Features.AsyncShaderCompile = m_saved; }
|
||||
AsyncModeScope(const AsyncModeScope&) = delete;
|
||||
AsyncModeScope& operator=(const AsyncModeScope&) = delete;
|
||||
|
||||
private:
|
||||
const MG_Config::QuirkOverride m_saved;
|
||||
};
|
||||
|
||||
// The suspension latch and the concurrency budget are PROCESS-wide, so a case that
|
||||
// touches either has to put both back or it poisons every case after it in this binary.
|
||||
class CompilerThreadScope {
|
||||
public:
|
||||
CompilerThreadScope() = default;
|
||||
~CompilerThreadScope() {
|
||||
MG_Util::Async::SetAsyncShaderCompileSuspended(false);
|
||||
MG_Util::Async::ShaderCompilePool::Get().SetMaxConcurrency(
|
||||
MG_Util::Async::ShaderCompilePool::Get().GetThreadCount());
|
||||
}
|
||||
CompilerThreadScope(const CompilerThreadScope&) = delete;
|
||||
CompilerThreadScope& operator=(const CompilerThreadScope&) = delete;
|
||||
};
|
||||
|
||||
const char* kVs = R"(#version 460
|
||||
layout(location = 0) in vec3 aPos;
|
||||
uniform mat4 uModel;
|
||||
uniform vec4 uColor;
|
||||
out vec4 vColor;
|
||||
void main() {
|
||||
vColor = uColor;
|
||||
gl_Position = uModel * vec4(aPos, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
// Fails inside glslang rather than in the lexical pre-checks, so it exercises the same
|
||||
// ParseFailed path a real broken shaderpack source takes.
|
||||
const char* kBrokenFs = R"(#version 460
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() { fragColor = thisIdentifierWasNeverDeclared; }
|
||||
)";
|
||||
|
||||
// Big enough that a compile is not instantaneous, so a duplicate really would cost
|
||||
// something. Templated on an index so every instance is a distinct source.
|
||||
String MakeBulkySource(const int index) {
|
||||
String source = "#version 460\nlayout(location = 0) out vec4 fragColor;\n";
|
||||
source += "uniform float uSeed" + std::to_string(index) + ";\n";
|
||||
source += "void main() {\n float acc = uSeed" + std::to_string(index) + ";\n";
|
||||
for (int i = 0; i < 220; ++i) {
|
||||
source += " acc = acc * 1.0001 + sin(acc + " + std::to_string(i) + ".0) * cos(acc);\n";
|
||||
}
|
||||
source += " fragColor = vec4(acc, acc, acc, 1.0);\n}\n";
|
||||
return source;
|
||||
}
|
||||
|
||||
// Heavy enough that a spinning GL thread can reliably observe the compile Running on a
|
||||
// single-worker pool, for RunningCancelRequestedNodeIsNotAdopted below - MakeBulkySource
|
||||
// is tuned for "not instantaneous", this one is tuned for "actually spin-observable".
|
||||
String MakeVeryHeavySource(const int index) {
|
||||
String source = "#version 460\nlayout(location = 0) out vec4 fragColor;\n";
|
||||
source += "uniform float uSeed" + std::to_string(index) + ";\n";
|
||||
source += "void main() {\n float acc = uSeed" + std::to_string(index) + ";\n";
|
||||
for (int i = 0; i < 4000; ++i) {
|
||||
source += " acc = acc * 1.0001 + sin(acc + " + std::to_string(i) + ".0) * cos(acc);\n";
|
||||
}
|
||||
source += " fragColor = vec4(acc, acc, acc, 1.0);\n}\n";
|
||||
return source;
|
||||
}
|
||||
|
||||
Uint64 AdoptionCount() {
|
||||
return MG_State::pGLContext->GetShaderCompileAdoptionMap().GetAdoptionCount();
|
||||
}
|
||||
|
||||
// A copy of the slot, never the reference: creating another shader can reallocate the
|
||||
// context's object table.
|
||||
SharedPtr<ShaderObject> Object(const GLuint shader) {
|
||||
return MG_State::pGLContext->GetShaderObject(shader);
|
||||
}
|
||||
|
||||
// The node identity, WITHOUT joining - this is what "they share one job" means, and
|
||||
// asking must not settle anything.
|
||||
const ShaderCompileTask* NodeOf(const GLuint shader) {
|
||||
const SharedPtr<ShaderObject> object = Object(shader);
|
||||
return object ? object->CompiledNodeForLink().get() : nullptr;
|
||||
}
|
||||
|
||||
GLuint MakeShader(const GLenum type, const char* source) {
|
||||
const GLuint shader = CreateShader(type);
|
||||
ShaderSource(shader, 1, &source, nullptr);
|
||||
return shader;
|
||||
}
|
||||
|
||||
GLuint MakeAndCompile(const GLenum type, const char* source) {
|
||||
const GLuint shader = MakeShader(type, source);
|
||||
CompileShader(shader);
|
||||
return shader;
|
||||
}
|
||||
|
||||
GLint QueryCompileStatus(const GLuint shader) {
|
||||
GLint status = GL_FALSE;
|
||||
GetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
||||
return status;
|
||||
}
|
||||
|
||||
String QueryShaderInfoLog(const GLuint shader) {
|
||||
GLint length = 0;
|
||||
GetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
|
||||
if (length <= 0) return String();
|
||||
std::vector<GLchar> buffer(static_cast<size_t>(length));
|
||||
GLsizei written = 0;
|
||||
GetShaderInfoLog(shader, length, &written, buffer.data());
|
||||
return String(buffer.data(), static_cast<size_t>(written));
|
||||
}
|
||||
|
||||
GLint QueryLinkStatus(const GLuint program) {
|
||||
GLint status = GL_FALSE;
|
||||
GetProgramiv(program, GL_LINK_STATUS, &status);
|
||||
return status;
|
||||
}
|
||||
|
||||
// Content hash of a linked program's generated SPIR-V, through the state layer (there is
|
||||
// no GL query for it). This is what catches a mis-shared parse: if the claim CAS on a
|
||||
// SHARED node let two links both run mapIO over the same intermediate, the two programs
|
||||
// would disagree here.
|
||||
Vector<Uint64> SpirvDigest(const GLuint program) {
|
||||
const auto& object = MG_State::pGLContext->GetProgramObject(program);
|
||||
Vector<Uint64> digest;
|
||||
if (!object) return digest;
|
||||
for (const auto& module : object->GetGeneratedSpirv()) {
|
||||
Uint64 hash = 1469598103934665603ull;
|
||||
for (const unsigned word : module) {
|
||||
hash = (hash ^ static_cast<Uint64>(word)) * 1099511628211ull;
|
||||
}
|
||||
digest.push_back(hash);
|
||||
}
|
||||
return digest;
|
||||
}
|
||||
|
||||
// Enqueues `count` distinct heavy compiles and reads nothing back, so the pool is left
|
||||
// with a real backlog for the caller's mutations to race against.
|
||||
void SaturatePool(const int count, Vector<String>& sourceStorage) {
|
||||
sourceStorage.reserve(sourceStorage.size() + static_cast<SizeT>(count));
|
||||
for (int i = 0; i < count; ++i) {
|
||||
sourceStorage.push_back(MakeBulkySource(90000 + i));
|
||||
const char* text = sourceStorage.back().c_str();
|
||||
const GLuint shader = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(shader, 1, &text, nullptr);
|
||||
CompileShader(shader);
|
||||
}
|
||||
}
|
||||
|
||||
// Links `shader` against a freshly compiled vertex stage and returns the program.
|
||||
GLuint LinkWith(const GLuint shader) {
|
||||
const GLuint vs = MakeAndCompile(GL_VERTEX_SHADER, kVs);
|
||||
const GLuint program = CreateProgram();
|
||||
AttachShader(program, vs);
|
||||
AttachShader(program, shader);
|
||||
LinkProgram(program);
|
||||
return program;
|
||||
}
|
||||
|
||||
class ShaderCompileAdoptionTest : public ::testing::Test {
|
||||
protected:
|
||||
void SetUp() override { MobileGL::Initialize(); }
|
||||
};
|
||||
} // namespace
|
||||
|
||||
// ---------------------------------------------------------------------------------------
|
||||
// The sharing itself
|
||||
// ---------------------------------------------------------------------------------------
|
||||
|
||||
// The headline: two GL shader names, byte-identical source, exactly one job. Both names must
|
||||
// answer every query correctly, and the ONE parse they share must link into two separate
|
||||
// programs with byte-identical SPIR-V - which is the stage-4 claim CAS being exercised on a
|
||||
// shared node for the first time.
|
||||
TEST_F(ShaderCompileAdoptionTest, TwoObjectsWithIdenticalSourceShareOneCompileJob) {
|
||||
const AsyncModeScope async(true);
|
||||
Vector<String> backlog;
|
||||
SaturatePool(32, backlog);
|
||||
|
||||
const String source = MakeBulkySource(100);
|
||||
const char* text = source.c_str();
|
||||
|
||||
const Uint64 before = AdoptionCount();
|
||||
const GLuint a = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(a, 1, &text, nullptr);
|
||||
CompileShader(a);
|
||||
const GLuint b = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(b, 1, &text, nullptr);
|
||||
CompileShader(b);
|
||||
|
||||
EXPECT_EQ(AdoptionCount() - before, 1u) << "the second glCompileShader must not enqueue a duplicate";
|
||||
ASSERT_NE(NodeOf(a), nullptr);
|
||||
EXPECT_EQ(NodeOf(a), NodeOf(b)) << "both objects must hold the very same job node";
|
||||
|
||||
// Both names still answer for themselves.
|
||||
EXPECT_EQ(QueryCompileStatus(a), GL_TRUE) << QueryShaderInfoLog(a);
|
||||
EXPECT_EQ(QueryCompileStatus(b), GL_TRUE) << QueryShaderInfoLog(b);
|
||||
EXPECT_EQ(QueryShaderInfoLog(a), QueryShaderInfoLog(b));
|
||||
EXPECT_TRUE(QueryShaderInfoLog(a).empty());
|
||||
|
||||
// One node, two links: exactly one of them wins ClaimParsedShader, the other re-parses,
|
||||
// and the two must agree bit for bit.
|
||||
const GLuint programA = LinkWith(a);
|
||||
const GLuint programB = LinkWith(b);
|
||||
ASSERT_EQ(QueryLinkStatus(programA), GL_TRUE);
|
||||
ASSERT_EQ(QueryLinkStatus(programB), GL_TRUE);
|
||||
const Vector<Uint64> digestA = SpirvDigest(programA);
|
||||
const Vector<Uint64> digestB = SpirvDigest(programB);
|
||||
ASSERT_EQ(digestA.size(), 2u);
|
||||
EXPECT_EQ(digestA, digestB) << "a shared node linked twice produced different SPIR-V";
|
||||
EXPECT_GE(GetUniformLocation(programA, "uSeed100"), 0);
|
||||
EXPECT_GE(GetUniformLocation(programB, "uSeed100"), 0);
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
}
|
||||
|
||||
// Adoption must also re-arm the adopter's layer-1 memo. It is a POINTER comparison against
|
||||
// the node's own source snapshot, so an adopter that kept its own equal-but-distinct copy
|
||||
// would decide on the very next glCompileShader that it had no memo and enqueue the exact
|
||||
// duplicate this stage exists to remove - and an identical glShaderSource would cancel a
|
||||
// compile another object is still waiting on.
|
||||
TEST_F(ShaderCompileAdoptionTest, AdoptingAlsoArmsTheLayerOneMemo) {
|
||||
const AsyncModeScope async(true);
|
||||
Vector<String> backlog;
|
||||
SaturatePool(32, backlog);
|
||||
|
||||
const String source = MakeBulkySource(110);
|
||||
const char* text = source.c_str();
|
||||
|
||||
const GLuint a = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(a, 1, &text, nullptr);
|
||||
CompileShader(a);
|
||||
const GLuint b = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(b, 1, &text, nullptr);
|
||||
CompileShader(b);
|
||||
|
||||
const SharedPtr<ShaderObject> objectB = Object(b);
|
||||
ASSERT_NE(objectB, nullptr);
|
||||
EXPECT_TRUE(objectB->HasMemoizedCompile()) << "an adopted node must satisfy the layer-1 memo";
|
||||
|
||||
const ShaderCompileTask* shared = NodeOf(b);
|
||||
const Uint64 before = AdoptionCount();
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
CompileShader(b);
|
||||
EXPECT_EQ(NodeOf(b), shared) << "a repeat glCompileShader on an adopter must be a no-op";
|
||||
}
|
||||
// A byte-identical re-source is a no-op too, so it must not disturb the shared node.
|
||||
ShaderSource(b, 1, &text, nullptr);
|
||||
EXPECT_EQ(NodeOf(b), shared);
|
||||
EXPECT_EQ(AdoptionCount(), before) << "no-op calls must not even reach the adoption map";
|
||||
|
||||
EXPECT_EQ(QueryCompileStatus(a), GL_TRUE) << QueryShaderInfoLog(a);
|
||||
EXPECT_EQ(QueryCompileStatus(b), GL_TRUE) << QueryShaderInfoLog(b);
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
}
|
||||
|
||||
// Different source, and same source in a different STAGE, are different keys. This is the
|
||||
// guard against the map ever handing out a node that does not belong to the caller.
|
||||
TEST_F(ShaderCompileAdoptionTest, DifferentSourceOrStageIsNotAdopted) {
|
||||
const AsyncModeScope async(true);
|
||||
|
||||
const String first = MakeBulkySource(120);
|
||||
const String second = MakeBulkySource(121);
|
||||
const char* firstText = first.c_str();
|
||||
const char* secondText = second.c_str();
|
||||
|
||||
const Uint64 before = AdoptionCount();
|
||||
const GLuint a = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(a, 1, &firstText, nullptr);
|
||||
CompileShader(a);
|
||||
const GLuint b = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(b, 1, &secondText, nullptr);
|
||||
CompileShader(b);
|
||||
EXPECT_EQ(AdoptionCount(), before) << "different text must not adopt";
|
||||
EXPECT_NE(NodeOf(a), NodeOf(b));
|
||||
|
||||
// The same text in two stages: the vertex/fragment pair below shares no node either,
|
||||
// because the stage is part of the key.
|
||||
const GLuint vsA = MakeAndCompile(GL_VERTEX_SHADER, kVs);
|
||||
const GLuint vsB = MakeAndCompile(GL_VERTEX_SHADER, kVs);
|
||||
EXPECT_EQ(NodeOf(vsA), NodeOf(vsB)) << "same stage, same text: must share";
|
||||
EXPECT_NE(NodeOf(vsA), NodeOf(a));
|
||||
|
||||
EXPECT_EQ(QueryCompileStatus(a), GL_TRUE) << QueryShaderInfoLog(a);
|
||||
EXPECT_EQ(QueryCompileStatus(b), GL_TRUE) << QueryShaderInfoLog(b);
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
}
|
||||
|
||||
// A failed compile is shared exactly like a successful one, and both names must report the
|
||||
// identical status and the identical log - the info log lives in the node's artifacts, so
|
||||
// this is also the guard that a second joiner is not left with an empty one.
|
||||
TEST_F(ShaderCompileAdoptionTest, AdoptedFailingCompileReportsTheIdenticalLogToBothObjects) {
|
||||
const AsyncModeScope async(true);
|
||||
Vector<String> backlog;
|
||||
SaturatePool(32, backlog);
|
||||
|
||||
const Uint64 before = AdoptionCount();
|
||||
const GLuint a = MakeAndCompile(GL_FRAGMENT_SHADER, kBrokenFs);
|
||||
const GLuint b = MakeAndCompile(GL_FRAGMENT_SHADER, kBrokenFs);
|
||||
EXPECT_EQ(AdoptionCount() - before, 1u);
|
||||
EXPECT_EQ(NodeOf(a), NodeOf(b));
|
||||
|
||||
EXPECT_EQ(QueryCompileStatus(a), GL_FALSE);
|
||||
EXPECT_EQ(QueryCompileStatus(b), GL_FALSE);
|
||||
const String logA = QueryShaderInfoLog(a);
|
||||
EXPECT_FALSE(logA.empty());
|
||||
EXPECT_EQ(QueryShaderInfoLog(b), logA);
|
||||
// GL models a failed compile as status + log, never as a GL error - which is what makes
|
||||
// moving the work off-thread (and sharing it) legal at all.
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------
|
||||
// The four release paths, each with a second object still holding the node
|
||||
// ---------------------------------------------------------------------------------------
|
||||
|
||||
// glShaderSource with DIFFERENT text on one sharer. Its release must NOT cancel the node the
|
||||
// other one is still waiting on; the re-sourced object gets a fresh compile of its own.
|
||||
TEST_F(ShaderCompileAdoptionTest, ResourcingOneSharerLeavesTheOtherIntact) {
|
||||
const AsyncModeScope async(true);
|
||||
Vector<String> backlog;
|
||||
SaturatePool(48, backlog);
|
||||
|
||||
const String shared = MakeBulkySource(200);
|
||||
const char* sharedText = shared.c_str();
|
||||
const GLuint a = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(a, 1, &sharedText, nullptr);
|
||||
CompileShader(a);
|
||||
const GLuint b = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(b, 1, &sharedText, nullptr);
|
||||
CompileShader(b);
|
||||
const ShaderCompileTask* sharedNode = NodeOf(b);
|
||||
ASSERT_NE(sharedNode, nullptr);
|
||||
ASSERT_EQ(NodeOf(a), sharedNode);
|
||||
|
||||
// Replace A's text while the shared compile is very probably still outstanding.
|
||||
const String replacement = MakeBulkySource(201);
|
||||
const char* replacementText = replacement.c_str();
|
||||
ShaderSource(a, 1, &replacementText, nullptr);
|
||||
EXPECT_EQ(NodeOf(a), nullptr) << "a real source change must drop the object's node";
|
||||
EXPECT_EQ(NodeOf(b), sharedNode) << "B must still hold the shared node";
|
||||
|
||||
// B is untouched: the compile it is waiting on still publishes, and its artifacts are
|
||||
// the ones that source really produces.
|
||||
ASSERT_EQ(QueryCompileStatus(b), GL_TRUE) << QueryShaderInfoLog(b);
|
||||
const GLuint programB = LinkWith(b);
|
||||
ASSERT_EQ(QueryLinkStatus(programB), GL_TRUE);
|
||||
EXPECT_GE(GetUniformLocation(programB, "uSeed200"), 0);
|
||||
|
||||
// A gets a genuinely fresh compile of the new text.
|
||||
CompileShader(a);
|
||||
EXPECT_NE(NodeOf(a), sharedNode);
|
||||
ASSERT_EQ(QueryCompileStatus(a), GL_TRUE) << QueryShaderInfoLog(a);
|
||||
const GLuint programA = LinkWith(a);
|
||||
ASSERT_EQ(QueryLinkStatus(programA), GL_TRUE);
|
||||
EXPECT_GE(GetUniformLocation(programA, "uSeed201"), 0);
|
||||
EXPECT_EQ(GetUniformLocation(programA, "uSeed200"), -1);
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
}
|
||||
|
||||
// glDeleteShader on one sharer. The name goes immediately (no wait for a worker) and the
|
||||
// object is destroyed, so this covers the DESTRUCTOR release as well as the orphan sweep's.
|
||||
TEST_F(ShaderCompileAdoptionTest, DeletingOneSharerLeavesTheOtherIntact) {
|
||||
const AsyncModeScope async(true);
|
||||
Vector<String> backlog;
|
||||
SaturatePool(48, backlog);
|
||||
|
||||
const String source = MakeBulkySource(210);
|
||||
const char* text = source.c_str();
|
||||
const GLuint a = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(a, 1, &text, nullptr);
|
||||
CompileShader(a);
|
||||
const GLuint b = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(b, 1, &text, nullptr);
|
||||
CompileShader(b);
|
||||
const ShaderCompileTask* sharedNode = NodeOf(b);
|
||||
ASSERT_NE(sharedNode, nullptr);
|
||||
ASSERT_EQ(NodeOf(a), sharedNode);
|
||||
|
||||
DeleteShader(a);
|
||||
EXPECT_EQ(IsShader(a), GL_FALSE) << "an unattached deleted shader's name goes immediately";
|
||||
EXPECT_EQ(NodeOf(b), sharedNode);
|
||||
|
||||
ASSERT_EQ(QueryCompileStatus(b), GL_TRUE) << QueryShaderInfoLog(b);
|
||||
const GLuint program = LinkWith(b);
|
||||
ASSERT_EQ(QueryLinkStatus(program), GL_TRUE);
|
||||
EXPECT_GE(GetUniformLocation(program, "uSeed210"), 0);
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
}
|
||||
|
||||
// The window DeletingOneSharerLeavesTheOtherIntact cannot reach: there, A's compile has
|
||||
// always already finished (or not yet started) by the time B adopts, because the pool is
|
||||
// merely BUSY with other backlog. Here A's OWN node is still Running - a worker is inside
|
||||
// RunBody() for it - when the last holder releases it. ReleaseCompileNode fires Cancel(),
|
||||
// but JobNode::Cancel on a Running node only sets the cancellation-REQUEST flag; the state
|
||||
// stays Running until the worker's body returns and JobNode::Run forces the final transition
|
||||
// to Cancelled (see JobNode::Run's tail: it takes Cancelled instead of Complete whenever
|
||||
// m_cancelled is set, regardless of how the body finished). FindAdoptable must refuse a node
|
||||
// in that in-between state - not just one already settled as Cancelled - or C inherits a
|
||||
// doomed node and glGetShaderiv reports GL_FALSE with an empty info log for valid source.
|
||||
TEST_F(ShaderCompileAdoptionTest, RunningCancelRequestedNodeIsNotAdopted) {
|
||||
const AsyncModeScope async(true);
|
||||
MG_Util::Async::ShaderCompilePool::Get().SetMaxConcurrency(1);
|
||||
|
||||
const String source = MakeVeryHeavySource(310);
|
||||
const char* text = source.c_str();
|
||||
const GLuint a = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(a, 1, &text, nullptr);
|
||||
CompileShader(a);
|
||||
|
||||
// Spin on the GL thread until the single worker is actually inside A's body. The source
|
||||
// is sized to make that window observable rather than instantaneous.
|
||||
const ShaderCompileTask* node = NodeOf(a);
|
||||
ASSERT_NE(node, nullptr);
|
||||
bool sawRunning = false;
|
||||
for (int i = 0; i < 200000 && !node->IsTerminal(); ++i) {
|
||||
if (node->State() == MG_Util::Async::JobState::Running) {
|
||||
sawRunning = true;
|
||||
break;
|
||||
}
|
||||
std::this_thread::sleep_for(std::chrono::microseconds(20));
|
||||
}
|
||||
ASSERT_TRUE(sawRunning) << "could not observe A's compile Running; the synthetic source "
|
||||
"needs to be heavier, or the pool did not have a free worker";
|
||||
|
||||
// A is the ONLY holder, so this release brings the adopter count to zero and (with no
|
||||
// link pin) fires Cancel() on a node that is still Running.
|
||||
DeleteShader(a);
|
||||
ASSERT_EQ(node->State(), MG_Util::Async::JobState::Running)
|
||||
<< "the node already settled; the race window closed before the assertions below "
|
||||
"could observe it - widen MakeVeryHeavySource's loop count";
|
||||
ASSERT_TRUE(node->IsCancellationRequested());
|
||||
ASSERT_FALSE(node->IsCancelled()) << "the window this test targets does not exist here";
|
||||
|
||||
// A brand-new shader name, byte-identical source, nothing wrong with it.
|
||||
const GLuint c = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(c, 1, &text, nullptr);
|
||||
CompileShader(c);
|
||||
EXPECT_NE(NodeOf(c), node) << "C adopted a cancellation-requested, still-Running node";
|
||||
|
||||
ASSERT_EQ(QueryCompileStatus(c), GL_TRUE)
|
||||
<< "valid source reported GL_FALSE; info log: [" << QueryShaderInfoLog(c) << "]";
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
|
||||
MG_Util::Async::ShaderCompilePool::Get().SetMaxConcurrency(
|
||||
MG_Util::Async::ShaderCompilePool::Get().GetThreadCount());
|
||||
}
|
||||
|
||||
// The deferred half of glDeleteShader: A is ATTACHED, so the delete only flags it and the
|
||||
// name is freed by ReleaseShaderNameIfOrphaned when the detach removes the last GL-visible
|
||||
// attachment. That sweep is the other caller of the release path, and it must not cancel the
|
||||
// node B is sharing.
|
||||
TEST_F(ShaderCompileAdoptionTest, OrphanSweepOnOneSharerLeavesTheOtherIntact) {
|
||||
const AsyncModeScope async(true);
|
||||
Vector<String> backlog;
|
||||
SaturatePool(48, backlog);
|
||||
|
||||
const String source = MakeBulkySource(220);
|
||||
const char* text = source.c_str();
|
||||
const GLuint a = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(a, 1, &text, nullptr);
|
||||
CompileShader(a);
|
||||
const GLuint b = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(b, 1, &text, nullptr);
|
||||
CompileShader(b);
|
||||
const ShaderCompileTask* sharedNode = NodeOf(b);
|
||||
ASSERT_NE(sharedNode, nullptr);
|
||||
ASSERT_EQ(NodeOf(a), sharedNode);
|
||||
|
||||
// Attach A, flag it for deletion (name survives), then detach: the sweep fires here, with
|
||||
// NO link ever posted, so the stage-4 pin is NOT what is protecting the node - only the
|
||||
// adopter count is.
|
||||
const GLuint program = CreateProgram();
|
||||
AttachShader(program, a);
|
||||
DeleteShader(a);
|
||||
EXPECT_EQ(IsShader(a), GL_TRUE) << "an attached deleted shader keeps its name";
|
||||
DetachShader(program, a);
|
||||
EXPECT_EQ(IsShader(a), GL_FALSE) << "the detach must free the flagged shader's name";
|
||||
EXPECT_EQ(NodeOf(b), sharedNode);
|
||||
|
||||
ASSERT_EQ(QueryCompileStatus(b), GL_TRUE) << QueryShaderInfoLog(b);
|
||||
const GLuint programB = LinkWith(b);
|
||||
ASSERT_EQ(QueryLinkStatus(programB), GL_TRUE);
|
||||
EXPECT_GE(GetUniformLocation(programB, "uSeed220"), 0);
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
}
|
||||
|
||||
// The same sweep, now with the stage-4 link pin also in play: A's program is LINKED (so the
|
||||
// node is MarkLinkReferenced) and then A is detached and deleted, while B still shares the
|
||||
// node. Both protections have to hold at once - the link must report GL_TRUE and B must
|
||||
// still compile.
|
||||
TEST_F(ShaderCompileAdoptionTest, OrphanSweepWithALinkPinnedSharedNodeHoldsBoth) {
|
||||
const AsyncModeScope async(true);
|
||||
Vector<String> backlog;
|
||||
SaturatePool(48, backlog);
|
||||
|
||||
const String source = MakeBulkySource(230);
|
||||
const char* text = source.c_str();
|
||||
const GLuint a = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(a, 1, &text, nullptr);
|
||||
CompileShader(a);
|
||||
const GLuint b = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(b, 1, &text, nullptr);
|
||||
CompileShader(b);
|
||||
const ShaderCompileTask* sharedNode = NodeOf(b);
|
||||
ASSERT_NE(sharedNode, nullptr);
|
||||
ASSERT_EQ(NodeOf(a), sharedNode);
|
||||
|
||||
// The ordinary teardown order: link, then detach, then delete. No status read in between,
|
||||
// so the link's own prologue is what joins the shared compile.
|
||||
const GLuint vs = MakeAndCompile(GL_VERTEX_SHADER, kVs);
|
||||
const GLuint program = CreateProgram();
|
||||
AttachShader(program, vs);
|
||||
AttachShader(program, a);
|
||||
LinkProgram(program);
|
||||
DetachShader(program, a);
|
||||
DeleteShader(a);
|
||||
EXPECT_EQ(IsShader(a), GL_FALSE);
|
||||
|
||||
ASSERT_EQ(QueryLinkStatus(program), GL_TRUE) << "the pinned shared compile must still publish";
|
||||
EXPECT_GE(GetUniformLocation(program, "uSeed230"), 0);
|
||||
EXPECT_EQ(NodeOf(b), sharedNode);
|
||||
ASSERT_EQ(QueryCompileStatus(b), GL_TRUE) << QueryShaderInfoLog(b);
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
}
|
||||
|
||||
// Every sharer released, in turn, with nothing pinning the node: the LAST release is the one
|
||||
// that may cancel, and afterwards the map must not hand the cancelled node to anybody. The
|
||||
// property asserted is the one that matters and it is timing-free: whatever happened to the
|
||||
// old node, a later object with the same source must end up with a CORRECT compile.
|
||||
TEST_F(ShaderCompileAdoptionTest, AfterEverySharerIsGoneTheNextCompileIsStillCorrect) {
|
||||
const AsyncModeScope async(true);
|
||||
const CompilerThreadScope compilerThreads;
|
||||
// One worker and a deep backlog: a node posted now is overwhelmingly likely to still be
|
||||
// queued when its last holder drops it, which is the state in which the cancel bites.
|
||||
MG_Util::Async::ShaderCompilePool::Get().SetMaxConcurrency(1);
|
||||
Vector<String> backlog;
|
||||
SaturatePool(48, backlog);
|
||||
|
||||
const String source = MakeBulkySource(240);
|
||||
const char* text = source.c_str();
|
||||
const GLuint a = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(a, 1, &text, nullptr);
|
||||
CompileShader(a);
|
||||
const GLuint b = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(b, 1, &text, nullptr);
|
||||
CompileShader(b);
|
||||
ASSERT_EQ(NodeOf(a), NodeOf(b));
|
||||
|
||||
DeleteShader(a);
|
||||
DeleteShader(b); // the last holder: this one is authorized to cancel
|
||||
|
||||
const GLuint c = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(c, 1, &text, nullptr);
|
||||
CompileShader(c);
|
||||
ASSERT_EQ(QueryCompileStatus(c), GL_TRUE)
|
||||
<< "a cancelled node must never be adopted - it can only ever report GL_FALSE. "
|
||||
<< QueryShaderInfoLog(c);
|
||||
const GLuint program = LinkWith(c);
|
||||
ASSERT_EQ(QueryLinkStatus(program), GL_TRUE);
|
||||
EXPECT_GE(GetUniformLocation(program, "uSeed240"), 0);
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------
|
||||
// The bypasses: both must be byte-identical to the pre-stage-6 behaviour
|
||||
// ---------------------------------------------------------------------------------------
|
||||
|
||||
// The kill switch. With the flag off, compilation is synchronous and NOTHING is adopted -
|
||||
// the map is not even consulted, so the counter cannot move.
|
||||
TEST_F(ShaderCompileAdoptionTest, FlagOffAdoptsNothing) {
|
||||
const AsyncModeScope async(false);
|
||||
ASSERT_FALSE(MG_Util::Async::AsyncShaderCompileEnabled());
|
||||
|
||||
const String source = MakeBulkySource(300);
|
||||
const char* text = source.c_str();
|
||||
|
||||
const Uint64 before = AdoptionCount();
|
||||
Vector<GLuint> shaders;
|
||||
for (int i = 0; i < 6; ++i) {
|
||||
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(fs, 1, &text, nullptr);
|
||||
CompileShader(fs);
|
||||
shaders.push_back(fs);
|
||||
}
|
||||
EXPECT_EQ(AdoptionCount(), before) << "the flag-off path must not consult the adoption map";
|
||||
for (SizeT i = 1; i < shaders.size(); ++i) {
|
||||
EXPECT_NE(NodeOf(shaders[i]), NodeOf(shaders[0])) << "flag off means one node per object";
|
||||
}
|
||||
for (const GLuint fs : shaders) {
|
||||
EXPECT_EQ(QueryCompileStatus(fs), GL_TRUE) << QueryShaderInfoLog(fs);
|
||||
}
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
}
|
||||
|
||||
// glMaxShaderCompilerThreadsKHR(0) puts compilation back on the application's thread even
|
||||
// though the extension stays advertised. Adoption keys off the same predicate, so a
|
||||
// suspended context shares nothing either - which is what keeps a subsequent
|
||||
// GL_COMPLETION_STATUS_KHR immediately GL_TRUE without any reasoning about shared nodes.
|
||||
TEST_F(ShaderCompileAdoptionTest, SuspendedCompilationAdoptsNothing) {
|
||||
const AsyncModeScope async(true);
|
||||
const CompilerThreadScope compilerThreads;
|
||||
MaxShaderCompilerThreadsKHR(0);
|
||||
ASSERT_TRUE(MG_Util::Async::IsAsyncShaderCompileSuspended());
|
||||
|
||||
const String source = MakeBulkySource(310);
|
||||
const char* text = source.c_str();
|
||||
|
||||
const Uint64 before = AdoptionCount();
|
||||
Vector<GLuint> shaders;
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(fs, 1, &text, nullptr);
|
||||
CompileShader(fs);
|
||||
shaders.push_back(fs);
|
||||
GLint complete = GL_FALSE;
|
||||
GetShaderiv(fs, GL_COMPLETION_STATUS_KHR, &complete);
|
||||
EXPECT_EQ(complete, GL_TRUE) << "a zero compiler-thread count leaves nothing in flight";
|
||||
}
|
||||
EXPECT_EQ(AdoptionCount(), before);
|
||||
for (SizeT i = 1; i < shaders.size(); ++i) {
|
||||
EXPECT_NE(NodeOf(shaders[i]), NodeOf(shaders[0]));
|
||||
}
|
||||
for (const GLuint fs : shaders) {
|
||||
EXPECT_EQ(QueryCompileStatus(fs), GL_TRUE) << QueryShaderInfoLog(fs);
|
||||
}
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------
|
||||
// Stress
|
||||
// ---------------------------------------------------------------------------------------
|
||||
|
||||
// The shaderpack shape: 48 objects over 6 distinct sources, all enqueued before anything is
|
||||
// read, on a two-worker pool. 42 of the 48 compiles must simply vanish, and all 48 objects
|
||||
// must still be individually correct - each with its own name, its own status, and its own
|
||||
// link (which means 48 claims against 6 shared parses).
|
||||
TEST_F(ShaderCompileAdoptionTest, StressFortyEightObjectsOverSixSources) {
|
||||
const AsyncModeScope async(true);
|
||||
const CompilerThreadScope compilerThreads;
|
||||
MG_Util::Async::ShaderCompilePool::Get().SetMaxConcurrency(2);
|
||||
|
||||
constexpr int kDistinct = 6;
|
||||
constexpr int kDuplicates = 8;
|
||||
Vector<String> sources;
|
||||
sources.reserve(kDistinct);
|
||||
for (int i = 0; i < kDistinct; ++i) {
|
||||
sources.push_back(MakeBulkySource(400 + i));
|
||||
}
|
||||
|
||||
const Uint64 before = AdoptionCount();
|
||||
Vector<GLuint> shaders;
|
||||
for (int duplicate = 0; duplicate < kDuplicates; ++duplicate) {
|
||||
for (int i = 0; i < kDistinct; ++i) {
|
||||
const char* text = sources[static_cast<SizeT>(i)].c_str();
|
||||
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(fs, 1, &text, nullptr);
|
||||
CompileShader(fs);
|
||||
shaders.push_back(fs);
|
||||
}
|
||||
}
|
||||
const Uint64 adoptions = AdoptionCount() - before;
|
||||
// The floor the stage contracts for, with room for any future scheduling slack...
|
||||
ASSERT_GE(adoptions, 30u) << "48 objects over 6 sources adopted only " << adoptions << " times";
|
||||
// ...and the number this design actually produces, because the decision is made on the GL
|
||||
// thread before anything is posted and therefore does not depend on the workers at all.
|
||||
EXPECT_EQ(adoptions, static_cast<Uint64>(kDistinct * (kDuplicates - 1)));
|
||||
|
||||
for (SizeT s = 0; s < shaders.size(); ++s) {
|
||||
const GLuint fs = shaders[s];
|
||||
ASSERT_EQ(QueryCompileStatus(fs), GL_TRUE) << "shader " << s << ": " << QueryShaderInfoLog(fs);
|
||||
const GLuint program = LinkWith(fs);
|
||||
ASSERT_EQ(QueryLinkStatus(program), GL_TRUE) << "shader index " << s;
|
||||
const String uniform = "uSeed" + std::to_string(400 + static_cast<int>(s % kDistinct));
|
||||
EXPECT_GE(GetUniformLocation(program, uniform.c_str()), 0) << uniform;
|
||||
}
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
}
|
||||
|
||||
// The adversarial interleaving, with duplicates everywhere: compile, query, re-source,
|
||||
// re-compile, delete, all with the pool busy and most objects sharing nodes. Nothing here
|
||||
// asserts timing - what it hunts for is a node cancelled out from under a sharer, which
|
||||
// surfaces as a wrong status, a wrong uniform, or a crash.
|
||||
TEST_F(ShaderCompileAdoptionTest, StressSharedNodesUnderResourceAndDelete) {
|
||||
const AsyncModeScope async(true);
|
||||
constexpr int kRounds = 6;
|
||||
constexpr int kPerRound = 12;
|
||||
|
||||
for (int round = 0; round < kRounds; ++round) {
|
||||
Vector<String> sources;
|
||||
sources.reserve(4);
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
sources.push_back(MakeBulkySource(round * 100 + i));
|
||||
}
|
||||
const String replacement = MakeBulkySource(round * 100 + 50);
|
||||
const char* replacementText = replacement.c_str();
|
||||
|
||||
Vector<GLuint> shaders;
|
||||
for (int i = 0; i < kPerRound; ++i) {
|
||||
const char* text = sources[static_cast<SizeT>(i % 4)].c_str();
|
||||
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(fs, 1, &text, nullptr);
|
||||
CompileShader(fs);
|
||||
shaders.push_back(fs);
|
||||
}
|
||||
|
||||
// Re-source a third of them onto ONE new shared source, so the survivors of each
|
||||
// original node keep waiting on it while the movers pile onto a new one.
|
||||
for (int i = 0; i < kPerRound; i += 3) {
|
||||
ShaderSource(shaders[static_cast<SizeT>(i)], 1, &replacementText, nullptr);
|
||||
CompileShader(shaders[static_cast<SizeT>(i)]);
|
||||
}
|
||||
// And delete another third outright, while their nodes are still shared.
|
||||
for (int i = 1; i < kPerRound; i += 3) {
|
||||
DeleteShader(shaders[static_cast<SizeT>(i)]);
|
||||
}
|
||||
|
||||
for (int i = 0; i < kPerRound; ++i) {
|
||||
if (i % 3 == 1) continue; // deleted
|
||||
const GLuint shader = shaders[static_cast<SizeT>(i)];
|
||||
ASSERT_EQ(QueryCompileStatus(shader), GL_TRUE)
|
||||
<< "round " << round << " shader " << i << ": " << QueryShaderInfoLog(shader);
|
||||
const GLuint program = LinkWith(shader);
|
||||
ASSERT_EQ(QueryLinkStatus(program), GL_TRUE) << "round " << round << " shader " << i;
|
||||
const String expected =
|
||||
"uSeed" + std::to_string(i % 3 == 0 ? round * 100 + 50 : round * 100 + (i % 4));
|
||||
EXPECT_GE(GetUniformLocation(program, expected.c_str()), 0)
|
||||
<< "round " << round << " shader " << i << " expected " << expected;
|
||||
DeleteProgram(program);
|
||||
}
|
||||
for (int i = 0; i < kPerRound; ++i) {
|
||||
if (i % 3 != 1) DeleteShader(shaders[static_cast<SizeT>(i)]);
|
||||
}
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------
|
||||
// The map itself, driven directly
|
||||
// ---------------------------------------------------------------------------------------
|
||||
// Two of the map's rules cannot be forced deterministically through the GL surface - a
|
||||
// cancelled node depends on beating a worker to it, and a CompileEnv re-capture needs a
|
||||
// backend swap. Both are unconditional properties of the class, so they are asserted here
|
||||
// against the class.
|
||||
|
||||
namespace {
|
||||
SharedPtr<ShaderCompileTask> MakeNode(const String& text, const ShaderStage stage,
|
||||
const SharedPtr<const MG_Util::ShaderTranspiler::CompileEnv>& env) {
|
||||
auto source = MakeShared<const String>(text);
|
||||
const Uint64 hash = ShaderPreprocessCache::HashSource(*source);
|
||||
return MakeShared<ShaderCompileTask>(stage, source, hash, env, nullptr, 0);
|
||||
}
|
||||
} // namespace
|
||||
|
||||
TEST(ShaderCompileAdoptionMapTest, RegisteredNodeIsAdoptedOnAnExactMatch) {
|
||||
const auto& env = MG_Util::ShaderTranspiler::GetDefaultCompileEnv();
|
||||
ShaderCompileAdoptionMap map;
|
||||
const String text = "#version 460\nvoid main() {}\n";
|
||||
const SharedPtr<ShaderCompileTask> node = MakeNode(text, ShaderStage::Fragment, env);
|
||||
map.Register(node);
|
||||
|
||||
EXPECT_EQ(map.FindAdoptable(ShaderStage::Fragment, ShaderPreprocessCache::HashSource(text), text,
|
||||
env->fingerprint),
|
||||
node);
|
||||
EXPECT_EQ(map.GetAdoptionCount(), 1u);
|
||||
|
||||
// Every discriminator in the key is load-bearing.
|
||||
EXPECT_EQ(map.FindAdoptable(ShaderStage::Vertex, ShaderPreprocessCache::HashSource(text), text,
|
||||
env->fingerprint),
|
||||
nullptr);
|
||||
const String other = text + "\n";
|
||||
EXPECT_EQ(map.FindAdoptable(ShaderStage::Fragment, ShaderPreprocessCache::HashSource(other), other,
|
||||
env->fingerprint),
|
||||
nullptr);
|
||||
EXPECT_EQ(map.GetAdoptionCount(), 1u) << "a miss must not count as an adoption";
|
||||
}
|
||||
|
||||
// A memo must never be handed back under an environment other than the one it was computed
|
||||
// against: the compute local-size verdict inside the pipeline reads CompileEnv's device
|
||||
// limits, so a node captured under one backend's limits is not a valid answer under
|
||||
// another's. The fingerprint is what enforces that, and it is part of the key.
|
||||
TEST(ShaderCompileAdoptionMapTest, EnvFingerprintMismatchIsNotAdopted) {
|
||||
const auto& env = MG_Util::ShaderTranspiler::GetDefaultCompileEnv();
|
||||
ShaderCompileAdoptionMap map;
|
||||
const String text = "#version 460\nvoid main() {}\n";
|
||||
map.Register(MakeNode(text, ShaderStage::Fragment, env));
|
||||
|
||||
// A genuinely different environment: different device limits, hence a different
|
||||
// fingerprint, hence a different key.
|
||||
auto otherEnv = MakeShared<MG_Util::ShaderTranspiler::CompileEnv>(*env);
|
||||
otherEnv->maxComputeWorkGroupInvocations = env->maxComputeWorkGroupInvocations + 1;
|
||||
otherEnv->fingerprint = MG_Util::ShaderTranspiler::ComputeCompileEnvFingerprint(*otherEnv);
|
||||
ASSERT_NE(otherEnv->fingerprint, env->fingerprint);
|
||||
|
||||
EXPECT_EQ(map.FindAdoptable(ShaderStage::Fragment, ShaderPreprocessCache::HashSource(text), text,
|
||||
otherEnv->fingerprint),
|
||||
nullptr);
|
||||
EXPECT_EQ(map.GetAdoptionCount(), 0u);
|
||||
}
|
||||
|
||||
// A node that settled as Cancelled published nothing, so adopting it would hand the new
|
||||
// object a compile that can only ever report GL_FALSE. It must be a miss, and the dead entry
|
||||
// must be pruned where it is found rather than waiting for the amortized sweep.
|
||||
TEST(ShaderCompileAdoptionMapTest, CancelledNodeIsNotAdoptedAndIsPruned) {
|
||||
const auto& env = MG_Util::ShaderTranspiler::GetDefaultCompileEnv();
|
||||
ShaderCompileAdoptionMap map;
|
||||
const String text = "#version 460\nvoid main() {}\n";
|
||||
const SharedPtr<ShaderCompileTask> node = MakeNode(text, ShaderStage::Fragment, env);
|
||||
map.Register(node);
|
||||
// Never posted, so this settles the node as Cancelled right here.
|
||||
node->Cancel();
|
||||
ASSERT_TRUE(node->IsCancelled());
|
||||
ASSERT_EQ(map.GetEntryCount(), 1u);
|
||||
|
||||
EXPECT_EQ(map.FindAdoptable(ShaderStage::Fragment, ShaderPreprocessCache::HashSource(text), text,
|
||||
env->fingerprint),
|
||||
nullptr);
|
||||
EXPECT_EQ(map.GetEntryCount(), 0u) << "the dead entry must be pruned on the lookup that found it";
|
||||
EXPECT_EQ(map.GetAdoptionCount(), 0u);
|
||||
}
|
||||
|
||||
// The map is an index, never an owner: once the last real holder is gone the entry expires
|
||||
// and is pruned, so a node's artifacts can never be kept alive by the map alone.
|
||||
TEST(ShaderCompileAdoptionMapTest, ExpiredNodeIsNotAdoptedAndIsPruned) {
|
||||
const auto& env = MG_Util::ShaderTranspiler::GetDefaultCompileEnv();
|
||||
ShaderCompileAdoptionMap map;
|
||||
const String text = "#version 460\nvoid main() {}\n";
|
||||
{
|
||||
map.Register(MakeNode(text, ShaderStage::Fragment, env));
|
||||
}
|
||||
ASSERT_EQ(map.GetEntryCount(), 1u);
|
||||
|
||||
EXPECT_EQ(map.FindAdoptable(ShaderStage::Fragment, ShaderPreprocessCache::HashSource(text), text,
|
||||
env->fingerprint),
|
||||
nullptr);
|
||||
EXPECT_EQ(map.GetEntryCount(), 0u);
|
||||
}
|
||||
|
||||
// The amortized sweep keeps the index O(live nodes) instead of O(compiles ever issued).
|
||||
TEST(ShaderCompileAdoptionMapTest, SweepReclaimsDeadEntries) {
|
||||
const auto& env = MG_Util::ShaderTranspiler::GetDefaultCompileEnv();
|
||||
ShaderCompileAdoptionMap map;
|
||||
// Every one of these dies immediately, so nothing but dead weight accumulates - and the
|
||||
// map must not grow without bound because of it.
|
||||
for (SizeT i = 0; i < ShaderCompileAdoptionMap::kMinSweepThreshold * 4; ++i) {
|
||||
map.Register(MakeNode("#version 460\nvoid main() { float x" + std::to_string(i) + " = 0.0; }\n",
|
||||
ShaderStage::Fragment, env));
|
||||
}
|
||||
EXPECT_LE(map.GetEntryCount(), ShaderCompileAdoptionMap::kMinSweepThreshold)
|
||||
<< "expired entries must be reclaimed, not accumulated";
|
||||
}
|
||||
@@ -0,0 +1,984 @@
|
||||
// MobileGL - MobileGL/MG_Test/Program/XfbFrontendOrderInvarianceTest.cpp
|
||||
// Copyright (c) 2025-2026 MobileGL-Dev
|
||||
// Licensed under the GNU Lesser General Public License v3.0:
|
||||
// https://www.gnu.org/licenses/gpl-3.0.txt
|
||||
// https://www.gnu.org/licenses/lgpl-3.0.txt
|
||||
// SPDX-License-Identifier: LGPL-3.0-only
|
||||
// End of Source File Header
|
||||
//
|
||||
// The frontend's answer for a transform-feedback program must not depend on what
|
||||
// was linked before it. This binary asserts exactly that, headlessly: it links a
|
||||
// clip_distance-shaped program A, then an XFB-shaped program B, and diffs B's
|
||||
// whole frontend output (xfb varyings and their offsets, strides, buffer mode,
|
||||
// scattered-capture and geometry-strip verdicts, uniform blocks, attribute and
|
||||
// uniform counts, and every SPIR-V module byte-for-byte plus its Location /
|
||||
// Component / Index / Offset / XfbBuffer / XfbStride / BuiltIn / Binding /
|
||||
// DescriptorSet decorations) against the same B linked with no A ahead of it.
|
||||
//
|
||||
// It was written to arbitrate an order-triggered CTS failure - after
|
||||
// KHR-GLxx.clip_distance.functional ran, every later transform_feedback capture
|
||||
// case failed on DirectVulkan - and its verdict was NEGATIVE, which is what made
|
||||
// it worth keeping: B's frontend output is bit-identical under every ordering,
|
||||
// every flag state (MOBILEGL_ASYNC_SHADER_COMPILE on/off, THREADS unset/1/8) and
|
||||
// every isolation level below. That ruled out the whole frontend - the P0b
|
||||
// preprocess cache, the stage-6 adoption map, ProgramState, glslang's shared
|
||||
// built-in symbol tables, the pool workers' thread_locals - and sent the hunt
|
||||
// downstream, where the defect actually was: DirectVulkan's per-VAO vertex
|
||||
// binding memo keyed on recycled heap addresses (see
|
||||
// MG_IntegrationTest/Scenarios/XfbAfterClipDistanceScenario.cpp). Keep it as the
|
||||
// standing guard on the negative half of that split: if the frontend ever DOES
|
||||
// acquire cross-program order sensitivity, this is what says so.
|
||||
//
|
||||
// Isolation model - three levels, all in one binary:
|
||||
// * FRESH CONTEXT MG_State::Init() reinstalls pGLContext, which is what
|
||||
// drops the P0b cache, the adoption map and ProgramState.
|
||||
// Process globals (glslang tables, prewarm latch, pool
|
||||
// worker thread_locals) deliberately SURVIVE it, which is
|
||||
// what makes the fresh-context control a bisection step
|
||||
// rather than just a reset.
|
||||
// * FRESH PROCESS ctest runs each gtest case in this binary in the same
|
||||
// process, so the "control first, poisoned second" and
|
||||
// "poisoned first, control second" orderings are split
|
||||
// into two cases whose names sort in opposite orders and
|
||||
// which each capture BOTH snapshots themselves. A truly
|
||||
// fresh process is available by running one case with
|
||||
// --gtest_filter (see the FreshProcess* cases).
|
||||
// * CACHE-CLEARED context kept, but the source text of B is made unique
|
||||
// per run so no P0b/adoption hit is possible at all.
|
||||
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstdio>
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "Config.h"
|
||||
#include "Includes.h"
|
||||
#include "Init.h"
|
||||
#include "MG_Impl/GLImpl/Getter/GL_Getter.h"
|
||||
#include "MG_Impl/GLImpl/Program/GL_Program.h"
|
||||
#include "MG_State/GLState/Core.h"
|
||||
#include "MG_Util/Async/ShaderCompilePool.h"
|
||||
|
||||
using namespace MobileGL;
|
||||
using namespace MobileGL::MG_Impl::GLImpl;
|
||||
|
||||
namespace {
|
||||
|
||||
// ---------------------------------------------------------------------------------
|
||||
// Flag plumbing (same shape AsyncCompileTest uses)
|
||||
// ---------------------------------------------------------------------------------
|
||||
class AsyncModeScope {
|
||||
public:
|
||||
explicit AsyncModeScope(const Bool async)
|
||||
: m_saved(MG_Config::Features.AsyncShaderCompile) {
|
||||
MG_Config::Features.AsyncShaderCompile =
|
||||
async ? MG_Config::QuirkOverride::ForceOn : MG_Config::QuirkOverride::ForceOff;
|
||||
}
|
||||
~AsyncModeScope() { MG_Config::Features.AsyncShaderCompile = m_saved; }
|
||||
AsyncModeScope(const AsyncModeScope&) = delete;
|
||||
AsyncModeScope& operator=(const AsyncModeScope&) = delete;
|
||||
|
||||
private:
|
||||
const MG_Config::QuirkOverride m_saved;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------------
|
||||
// A: the clip_distance.functional shape
|
||||
// glcClipDistance.cpp, FunctionalTest::m_vertex_shader_code with
|
||||
// CLIP_DISTANCE_REDECLARATION = m_explicit_redeclaration and
|
||||
// CLIP_DISTANCE_SETUP = m_dynamic_array_setter, clip function 0.
|
||||
// ${VERSION} for a KHR-GL40 run is "#version 400".
|
||||
// ---------------------------------------------------------------------------------
|
||||
String ClipDistanceVs(const int clipCount, const char* version) {
|
||||
const String n = std::to_string(clipCount);
|
||||
return String(version) +
|
||||
"\n"
|
||||
"\n"
|
||||
"out float gl_ClipDistance[" + n + "];\n"
|
||||
"\n"
|
||||
"float f(int i)\n"
|
||||
"{\n"
|
||||
" return 0.0;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"in vec4 position;\n"
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" for(int i = 0; i < " + n + "; i++)\n"
|
||||
" {\n"
|
||||
" gl_ClipDistance[i] = f(i);\n"
|
||||
" }\n"
|
||||
"\n"
|
||||
" gl_Position = position;\n"
|
||||
"}\n";
|
||||
}
|
||||
|
||||
String ClipDistanceFs(const char* version) {
|
||||
return String(version) +
|
||||
"\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"out highp vec4 color;\n"
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" color = vec4(1.0, 0.0, 0.0, 1.0);\n"
|
||||
"}\n";
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------
|
||||
// B1: the transform_feedback3 skip_components shape
|
||||
// gl3cTransformFeedback3Tests.cpp, TransformFeedbackBaseTestCase::m_shader_vert
|
||||
// at "#version 150", captured with the gl_SkipComponents* varying list.
|
||||
// This is the case whose failure text is the crispest:
|
||||
// "compareArrays(GLfloat):index 1 value -2 != 1"
|
||||
// ---------------------------------------------------------------------------------
|
||||
String SkipComponentsVs(const char* version, const String& saltComment = String()) {
|
||||
return String(version) + "\n" + saltComment +
|
||||
" in vec4 vertex;\n"
|
||||
" out vec4 value1;\n"
|
||||
" out vec4 value2;\n"
|
||||
" out vec4 value3;\n"
|
||||
" out vec4 value4;\n"
|
||||
"\n"
|
||||
" void main (void)\n"
|
||||
" {\n"
|
||||
" vec4 temp = vertex;\n"
|
||||
"\n"
|
||||
" gl_Position = temp;\n"
|
||||
"\n"
|
||||
" value1 = abs(temp) * 1.0;\n"
|
||||
" value2 = abs(temp) * 2.0;\n"
|
||||
" value3 = abs(temp) * 3.0;\n"
|
||||
" value4 = abs(temp) * 4.0;\n"
|
||||
" }\n";
|
||||
}
|
||||
|
||||
String SkipComponentsFs(const char* version) {
|
||||
return String(version) +
|
||||
"\n"
|
||||
" out vec4 fragColor;\n"
|
||||
" void main (void)\n"
|
||||
" {\n"
|
||||
" fragColor = vec4(0.0, 0.0, 0.0, 1.0);\n"
|
||||
" }\n";
|
||||
}
|
||||
|
||||
Vector<String> SkipComponentsVaryings() {
|
||||
return {"gl_SkipComponents1", "value1", "gl_SkipComponents2", "gl_SkipComponents1", "value2",
|
||||
"gl_SkipComponents3", "gl_SkipComponents2", "value3", "gl_SkipComponents4", "value4"};
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------
|
||||
// B2: the capture_vertex_interleaved shape
|
||||
// gl3cTransformFeedbackTests.cpp, CaptureVertexInterleaved::
|
||||
// s_vertex_shader_source_code_template at "#version 130", with
|
||||
// MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS/4 - 1 user vec4 outputs
|
||||
// plus gl_Position as the final captured varying.
|
||||
// ---------------------------------------------------------------------------------
|
||||
String CaptureInterleavedVs(const int userVaryings, const char* version) {
|
||||
String declarations;
|
||||
String setters;
|
||||
for (int i = 0; i < userVaryings; ++i) {
|
||||
const String name = "result_" + std::to_string(i);
|
||||
declarations += "out vec4 " + name + ";\n";
|
||||
setters += " " + name + " = vec4(" + std::to_string(i * 4) + ".0, " +
|
||||
std::to_string(i * 4 + 1) + ".0, " + std::to_string(i * 4 + 2) + ".0, " +
|
||||
std::to_string(i * 4 + 3) + ".0);\n";
|
||||
}
|
||||
return String(version) + "\n\n" + declarations + "\n" +
|
||||
"void main()\n"
|
||||
"{\n" +
|
||||
setters +
|
||||
"\n"
|
||||
" vec4 position = vec4(0.0);\n"
|
||||
"\n"
|
||||
" switch(gl_VertexID)\n"
|
||||
" {\n"
|
||||
" case 0:\n"
|
||||
" position = vec4(-1.0 + 0.0625, 1.0 - 0.0625, 0.0, 1.0);\n"
|
||||
" break;\n"
|
||||
" case 1:\n"
|
||||
" position = vec4( 1.0 - 0.0625, 1.0 - 0.0625, 0.0, 1.0);\n"
|
||||
" break;\n"
|
||||
" case 2:\n"
|
||||
" position = vec4(-1.0 + 0.0625, -1.0 + 0.0625, 0.0, 1.0);\n"
|
||||
" break;\n"
|
||||
" case 3:\n"
|
||||
" position = vec4( 1.0 - 0.0625, -1.0 + 0.0625, 0.0, 1.0);\n"
|
||||
" break;\n"
|
||||
" }\n"
|
||||
"\n"
|
||||
" gl_Position = position;\n"
|
||||
"}\n";
|
||||
}
|
||||
|
||||
String CaptureInterleavedFs(const char* version) {
|
||||
return String(version) +
|
||||
"\n"
|
||||
"\n"
|
||||
"out vec4 color;\n"
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" color = vec4(0.5);\n"
|
||||
"}\n";
|
||||
}
|
||||
|
||||
Vector<String> CaptureInterleavedVaryings(const int userVaryings) {
|
||||
Vector<String> names;
|
||||
for (int i = 0; i < userVaryings; ++i) names.push_back("result_" + std::to_string(i));
|
||||
names.push_back("gl_Position");
|
||||
return names;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------
|
||||
// B3: the capture_geometry_interleaved shape. The only shape that reaches
|
||||
// ResolveGsTriangleStripCapture, i.e. the gsStripTriangles / gsStripCaptureFixup
|
||||
// artifacts - and triangle_strip is the sub-case that needs the fixup.
|
||||
// ---------------------------------------------------------------------------------
|
||||
const char* kGeometryBlankVs = "#version 130\n"
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
"}\n";
|
||||
|
||||
String CaptureGeometryGs(const int userVaryings, const char* outPrimitive) {
|
||||
String declarations;
|
||||
String setters;
|
||||
for (int i = 0; i < userVaryings; ++i) {
|
||||
const String name = "result_" + std::to_string(i);
|
||||
declarations += "out vec4 " + name + ";\n";
|
||||
setters += " " + name + " = vec4(" + std::to_string(i * 4) + ".0, " +
|
||||
std::to_string(i * 4 + 1) + ".0, " + std::to_string(i * 4 + 2) + ".0, " +
|
||||
std::to_string(i * 4 + 3) + ".0);\n";
|
||||
}
|
||||
String source = "#version 150\n"
|
||||
"\n"
|
||||
"layout(points) in;\n"
|
||||
"layout(" +
|
||||
String(outPrimitive) +
|
||||
", max_vertices = 4) out;\n"
|
||||
"\n" +
|
||||
declarations + "\n" +
|
||||
"void main()\n"
|
||||
"{\n";
|
||||
const char* positions[] = {"vec4(-1.0 + 0.0625, 1.0 - 0.0625, 0.0, 1.0)",
|
||||
"vec4( 1.0 - 0.0625, 1.0 - 0.0625, 0.0, 1.0)",
|
||||
"vec4(-1.0 + 0.0625, -1.0 + 0.0625, 0.0, 1.0)",
|
||||
"vec4( 1.0 - 0.0625, -1.0 + 0.0625, 0.0, 1.0)"};
|
||||
for (const char* position : positions) {
|
||||
source += String("\n gl_Position = ") + position + ";\n";
|
||||
source += setters;
|
||||
source += " EmitVertex();\n";
|
||||
}
|
||||
source += "}\n";
|
||||
return source;
|
||||
}
|
||||
|
||||
GLuint BuildProgramWithGeometry(const String& vertexSource, const String& geometrySource,
|
||||
const String& fragmentSource, const Vector<String>& xfbVaryings);
|
||||
|
||||
// ---------------------------------------------------------------------------------
|
||||
// SPIR-V digest: hash + every decoration that could express a slot shift, resolved
|
||||
// through OpName so the text is stable across id renumbering.
|
||||
// ---------------------------------------------------------------------------------
|
||||
constexpr Uint32 kOpName = 5;
|
||||
constexpr Uint32 kOpMemberName = 6;
|
||||
constexpr Uint32 kOpEntryPoint = 15;
|
||||
constexpr Uint32 kOpDecorate = 71;
|
||||
constexpr Uint32 kOpMemberDecorate = 72;
|
||||
|
||||
const char* DecorationName(const Uint32 decoration) {
|
||||
switch (decoration) {
|
||||
case 11: return "BuiltIn";
|
||||
case 30: return "Location";
|
||||
case 31: return "Component";
|
||||
case 32: return "Index";
|
||||
case 33: return "Binding";
|
||||
case 34: return "DescriptorSet";
|
||||
case 35: return "Offset";
|
||||
case 36: return "XfbBuffer";
|
||||
case 37: return "XfbStride";
|
||||
case 38: return "FuncParamAttr";
|
||||
default: return nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
const char* BuiltInName(const Uint32 builtIn) {
|
||||
switch (builtIn) {
|
||||
case 0: return "Position";
|
||||
case 1: return "PointSize";
|
||||
case 3: return "ClipDistance";
|
||||
case 4: return "CullDistance";
|
||||
case 5: return "VertexId";
|
||||
case 42: return "VertexIndex";
|
||||
default: return nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
String ReadSpirvString(const Vector<unsigned>& words, const SizeT firstWord, const SizeT endWord,
|
||||
SizeT& outNextWord) {
|
||||
String text;
|
||||
SizeT w = firstWord;
|
||||
for (; w < endWord; ++w) {
|
||||
const Uint32 word = words[w];
|
||||
Bool done = false;
|
||||
for (int b = 0; b < 4; ++b) {
|
||||
const char c = static_cast<char>((word >> (8 * b)) & 0xFF);
|
||||
if (c == '\0') {
|
||||
done = true;
|
||||
break;
|
||||
}
|
||||
text.push_back(c);
|
||||
}
|
||||
if (done) {
|
||||
++w;
|
||||
break;
|
||||
}
|
||||
}
|
||||
outNextWord = w;
|
||||
return text;
|
||||
}
|
||||
|
||||
Uint64 Fnv1a(const Vector<unsigned>& words) {
|
||||
Uint64 hash = 1469598103934665603ULL;
|
||||
for (const unsigned word : words) {
|
||||
for (int b = 0; b < 4; ++b) {
|
||||
hash ^= static_cast<Uint64>((word >> (8 * b)) & 0xFF);
|
||||
hash *= 1099511628211ULL;
|
||||
}
|
||||
}
|
||||
return hash;
|
||||
}
|
||||
|
||||
struct SpirvDigest {
|
||||
Uint64 hash = 0;
|
||||
SizeT wordCount = 0;
|
||||
Vector<String> decorations;
|
||||
Vector<String> interfaceNames;
|
||||
};
|
||||
|
||||
SpirvDigest DigestSpirv(const Vector<unsigned>& words) {
|
||||
SpirvDigest digest;
|
||||
digest.hash = Fnv1a(words);
|
||||
digest.wordCount = words.size();
|
||||
if (words.size() < 5 || words[0] != 0x07230203u) {
|
||||
digest.decorations.push_back("<not a SPIR-V module>");
|
||||
return digest;
|
||||
}
|
||||
|
||||
UnorderedMap<Uint32, String> names;
|
||||
Vector<Uint32> interfaceIds;
|
||||
struct PendingDecoration {
|
||||
Uint32 target;
|
||||
Int member; // -1 for OpDecorate
|
||||
Uint32 decoration;
|
||||
Vector<Uint32> operands;
|
||||
};
|
||||
Vector<PendingDecoration> pending;
|
||||
|
||||
SizeT w = 5;
|
||||
while (w < words.size()) {
|
||||
const Uint32 header = words[w];
|
||||
const Uint32 wordCount = header >> 16;
|
||||
const Uint32 opcode = header & 0xFFFFu;
|
||||
if (wordCount == 0 || w + wordCount > words.size()) break;
|
||||
|
||||
if (opcode == kOpName && wordCount >= 3) {
|
||||
SizeT next = 0;
|
||||
names[words[w + 1]] = ReadSpirvString(words, w + 2, w + wordCount, next);
|
||||
} else if (opcode == kOpMemberName && wordCount >= 4) {
|
||||
SizeT next = 0;
|
||||
const String member = ReadSpirvString(words, w + 3, w + wordCount, next);
|
||||
names[words[w + 1]] = names.count(words[w + 1]) ? names[words[w + 1]] : String("<struct>");
|
||||
(void)member;
|
||||
} else if (opcode == kOpEntryPoint && wordCount >= 4) {
|
||||
SizeT next = 0;
|
||||
(void)ReadSpirvString(words, w + 3, w + wordCount, next);
|
||||
for (SizeT i = next; i < w + wordCount; ++i) interfaceIds.push_back(words[i]);
|
||||
} else if (opcode == kOpDecorate && wordCount >= 3) {
|
||||
PendingDecoration entry{words[w + 1], -1, words[w + 2], {}};
|
||||
for (SizeT i = w + 3; i < w + wordCount; ++i) entry.operands.push_back(words[i]);
|
||||
pending.push_back(Move(entry));
|
||||
} else if (opcode == kOpMemberDecorate && wordCount >= 4) {
|
||||
PendingDecoration entry{words[w + 1], static_cast<Int>(words[w + 2]), words[w + 3], {}};
|
||||
for (SizeT i = w + 4; i < w + wordCount; ++i) entry.operands.push_back(words[i]);
|
||||
pending.push_back(Move(entry));
|
||||
}
|
||||
w += wordCount;
|
||||
}
|
||||
|
||||
const auto label = [&](const Uint32 id) {
|
||||
const auto it = names.find(id);
|
||||
if (it != names.end() && !it->second.empty()) return it->second;
|
||||
return String("%") + std::to_string(id);
|
||||
};
|
||||
|
||||
for (const auto& entry : pending) {
|
||||
const char* decorationName = DecorationName(entry.decoration);
|
||||
if (decorationName == nullptr) continue; // relocation-irrelevant decorations
|
||||
String line = label(entry.target);
|
||||
if (entry.member >= 0) line += "[member " + std::to_string(entry.member) + "]";
|
||||
line += " ";
|
||||
line += decorationName;
|
||||
line += " =";
|
||||
for (const Uint32 operand : entry.operands) {
|
||||
if (entry.decoration == 11) {
|
||||
const char* builtIn = BuiltInName(operand);
|
||||
line += String(" ") + (builtIn != nullptr ? builtIn : std::to_string(operand));
|
||||
} else {
|
||||
line += " " + std::to_string(operand);
|
||||
}
|
||||
}
|
||||
digest.decorations.push_back(line);
|
||||
}
|
||||
std::sort(digest.decorations.begin(), digest.decorations.end());
|
||||
|
||||
for (const Uint32 id : interfaceIds) digest.interfaceNames.push_back(label(id));
|
||||
std::sort(digest.interfaceNames.begin(), digest.interfaceNames.end());
|
||||
return digest;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------
|
||||
// The snapshot under test
|
||||
// ---------------------------------------------------------------------------------
|
||||
struct XfbSnapshot {
|
||||
GLint linkStatus = GL_FALSE;
|
||||
String infoLog;
|
||||
GLenum bufferMode = 0;
|
||||
Uint32 packedStride = 0;
|
||||
Bool needsScattered = false;
|
||||
Int varyingNameMaxLength = 0;
|
||||
Vector<Uint32> strides;
|
||||
Vector<String> varyings;
|
||||
GLenum gsInputPrimitive = 0;
|
||||
Bool gsStripCaptureFixup = false;
|
||||
Vector<Uint32> gsStripTriangles;
|
||||
Int uniformBlockCount = 0;
|
||||
Vector<Uint> uniformBlockBindings;
|
||||
Uint maxUniformLocation = 0;
|
||||
GLint activeAttributes = 0;
|
||||
GLint activeUniforms = 0;
|
||||
Vector<SpirvDigest> spirv;
|
||||
};
|
||||
|
||||
String QueryProgramInfoLog(const GLuint program) {
|
||||
GLint length = 0;
|
||||
GetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
|
||||
if (length <= 0) return String();
|
||||
std::vector<GLchar> buffer(static_cast<size_t>(length));
|
||||
GLsizei written = 0;
|
||||
GetProgramInfoLog(program, length, &written, buffer.data());
|
||||
return String(buffer.data(), static_cast<size_t>(written));
|
||||
}
|
||||
|
||||
XfbSnapshot Capture(const GLuint program) {
|
||||
XfbSnapshot snapshot;
|
||||
GetProgramiv(program, GL_LINK_STATUS, &snapshot.linkStatus);
|
||||
snapshot.infoLog = QueryProgramInfoLog(program);
|
||||
|
||||
const auto& object = MG_State::pGLContext->GetProgramObject(program);
|
||||
if (object == nullptr) {
|
||||
snapshot.infoLog += "<no program object>";
|
||||
return snapshot;
|
||||
}
|
||||
snapshot.bufferMode = object->GetTransformFeedbackBufferMode();
|
||||
snapshot.packedStride = object->GetTransformFeedbackPackedStride();
|
||||
snapshot.needsScattered = object->NeedsScatteredTransformFeedbackCapture();
|
||||
snapshot.varyingNameMaxLength = object->GetTransformFeedbackVaryingMaxLength();
|
||||
snapshot.gsInputPrimitive = object->GetGeometryInputType();
|
||||
snapshot.gsStripCaptureFixup = object->HasGsTriangleStripCaptureFixup();
|
||||
snapshot.gsStripTriangles = object->GetGsStripTriangles();
|
||||
// The rest of ProgramFactory::ComputeHash's input set, so "the backend cache key is
|
||||
// unchanged" is something this binary measures rather than assumes.
|
||||
snapshot.uniformBlockCount = object->GetActiveUniformBlocksCount();
|
||||
for (Int i = 0; i < snapshot.uniformBlockCount; ++i) {
|
||||
snapshot.uniformBlockBindings.push_back(object->GetUniformBlockBinding(static_cast<Uint>(i)));
|
||||
}
|
||||
snapshot.maxUniformLocation = object->GetMaxUniformLocation();
|
||||
GetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &snapshot.activeAttributes);
|
||||
GetProgramiv(program, GL_ACTIVE_UNIFORMS, &snapshot.activeUniforms);
|
||||
for (SizeT i = 0; i < object->GetTransformFeedbackBufferCount(); ++i) {
|
||||
snapshot.strides.push_back(object->GetTransformFeedbackStride(static_cast<Uint32>(i)));
|
||||
}
|
||||
for (const auto& varying : object->GetTransformFeedbackVaryings()) {
|
||||
snapshot.varyings.push_back(varying.name + " type=0x" + [&] {
|
||||
char buffer[16];
|
||||
std::snprintf(buffer, sizeof(buffer), "%04X", static_cast<unsigned>(varying.type));
|
||||
return String(buffer);
|
||||
}() + " size=" + std::to_string(varying.size) + " buf=" + std::to_string(varying.bufferIndex) +
|
||||
" off=" + std::to_string(varying.offsetBytes) +
|
||||
" bytes=" + std::to_string(varying.byteSize) +
|
||||
" packedOff=" + std::to_string(varying.packedOffsetBytes));
|
||||
}
|
||||
for (const auto& module : object->GetGeneratedSpirv()) {
|
||||
snapshot.spirv.push_back(DigestSpirv(module));
|
||||
}
|
||||
return snapshot;
|
||||
}
|
||||
|
||||
// One text blob per snapshot, so a mismatch shows up as a readable gtest diff.
|
||||
String Render(const XfbSnapshot& snapshot, const Bool includeSpirvHash) {
|
||||
String text;
|
||||
text += "linkStatus = " + std::to_string(snapshot.linkStatus) + "\n";
|
||||
if (!snapshot.infoLog.empty()) text += "infoLog = " + snapshot.infoLog + "\n";
|
||||
text += "xfbBufferMode = " + std::to_string(snapshot.bufferMode) + "\n";
|
||||
text += "xfbPackedStride = " + std::to_string(snapshot.packedStride) + "\n";
|
||||
text += "xfbNeedsScatter = " + std::to_string(static_cast<int>(snapshot.needsScattered)) + "\n";
|
||||
text += "xfbNameMaxLength = " + std::to_string(snapshot.varyingNameMaxLength) + "\n";
|
||||
text += "xfbStrides =";
|
||||
for (const Uint32 stride : snapshot.strides) text += " " + std::to_string(stride);
|
||||
text += "\n";
|
||||
text += "xfbVaryings (" + std::to_string(snapshot.varyings.size()) + "):\n";
|
||||
for (const String& varying : snapshot.varyings) text += " " + varying + "\n";
|
||||
text += "gsInputPrimitive = " + std::to_string(snapshot.gsInputPrimitive) + "\n";
|
||||
text += "gsStripFixup = " + std::to_string(static_cast<int>(snapshot.gsStripCaptureFixup)) + "\n";
|
||||
text += "gsStripTriangles =";
|
||||
for (const Uint32 triangle : snapshot.gsStripTriangles) text += " " + std::to_string(triangle);
|
||||
text += "\n";
|
||||
text += "uniformBlocks = " + std::to_string(snapshot.uniformBlockCount) + " bindings:";
|
||||
for (const Uint binding : snapshot.uniformBlockBindings) text += " " + std::to_string(binding);
|
||||
text += "\n";
|
||||
text += "maxUniformLoc = " + std::to_string(snapshot.maxUniformLocation) + "\n";
|
||||
text += "activeAttribs = " + std::to_string(snapshot.activeAttributes) + "\n";
|
||||
text += "activeUniforms = " + std::to_string(snapshot.activeUniforms) + "\n";
|
||||
for (SizeT i = 0; i < snapshot.spirv.size(); ++i) {
|
||||
const SpirvDigest& digest = snapshot.spirv[i];
|
||||
text += "spirv[" + std::to_string(i) + "] words=" + std::to_string(digest.wordCount);
|
||||
if (includeSpirvHash) {
|
||||
char buffer[32];
|
||||
std::snprintf(buffer, sizeof(buffer), " hash=%016llX",
|
||||
static_cast<unsigned long long>(digest.hash));
|
||||
text += buffer;
|
||||
}
|
||||
text += "\n";
|
||||
text += " interface:";
|
||||
for (const String& name : digest.interfaceNames) text += " " + name;
|
||||
text += "\n";
|
||||
for (const String& decoration : digest.decorations) text += " " + decoration + "\n";
|
||||
}
|
||||
return text;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------
|
||||
// Program construction through the real GL entry points
|
||||
// ---------------------------------------------------------------------------------
|
||||
GLuint BuildProgram(const String& vertexSource, const String& fragmentSource,
|
||||
const Vector<String>& xfbVaryings, const GLenum bufferMode) {
|
||||
const GLuint vertexShader = CreateShader(GL_VERTEX_SHADER);
|
||||
const char* vertexText = vertexSource.c_str();
|
||||
ShaderSource(vertexShader, 1, &vertexText, nullptr);
|
||||
CompileShader(vertexShader);
|
||||
|
||||
const GLuint fragmentShader = CreateShader(GL_FRAGMENT_SHADER);
|
||||
const char* fragmentText = fragmentSource.c_str();
|
||||
ShaderSource(fragmentShader, 1, &fragmentText, nullptr);
|
||||
CompileShader(fragmentShader);
|
||||
|
||||
const GLuint program = CreateProgram();
|
||||
AttachShader(program, vertexShader);
|
||||
AttachShader(program, fragmentShader);
|
||||
if (!xfbVaryings.empty()) {
|
||||
std::vector<const GLchar*> names;
|
||||
names.reserve(xfbVaryings.size());
|
||||
for (const String& name : xfbVaryings) names.push_back(name.c_str());
|
||||
TransformFeedbackVaryings(program, static_cast<GLsizei>(names.size()), names.data(), bufferMode);
|
||||
}
|
||||
LinkProgram(program);
|
||||
DeleteShader(vertexShader);
|
||||
DeleteShader(fragmentShader);
|
||||
return program;
|
||||
}
|
||||
|
||||
// A, exactly as the CTS builds it for the failing sub-case (1 clip distance, dynamic
|
||||
// setter, clip function 0). Returns the program so the caller can keep it alive, which
|
||||
// is what the CTS does too (it holds m_program across the whole case).
|
||||
GLuint LinkClipDistanceProgram(const int clipCount, const char* version) {
|
||||
return BuildProgram(ClipDistanceVs(clipCount, version), ClipDistanceFs(version), {},
|
||||
GL_INTERLEAVED_ATTRIBS);
|
||||
}
|
||||
|
||||
GLuint LinkSkipComponentsProgram(const char* version, const String& salt = String()) {
|
||||
return BuildProgram(SkipComponentsVs(version, salt), SkipComponentsFs(version),
|
||||
SkipComponentsVaryings(), GL_INTERLEAVED_ATTRIBS);
|
||||
}
|
||||
|
||||
GLuint LinkCaptureInterleavedProgram(const int userVaryings, const char* version) {
|
||||
return BuildProgram(CaptureInterleavedVs(userVaryings, version), CaptureInterleavedFs(version),
|
||||
CaptureInterleavedVaryings(userVaryings), GL_INTERLEAVED_ATTRIBS);
|
||||
}
|
||||
|
||||
GLuint BuildProgramWithGeometry(const String& vertexSource, const String& geometrySource,
|
||||
const String& fragmentSource, const Vector<String>& xfbVaryings) {
|
||||
const auto makeShader = [](const GLenum type, const String& source) {
|
||||
const GLuint shader = CreateShader(type);
|
||||
const char* text = source.c_str();
|
||||
ShaderSource(shader, 1, &text, nullptr);
|
||||
CompileShader(shader);
|
||||
return shader;
|
||||
};
|
||||
const GLuint vertexShader = makeShader(GL_VERTEX_SHADER, vertexSource);
|
||||
const GLuint geometryShader = makeShader(GL_GEOMETRY_SHADER, geometrySource);
|
||||
const GLuint fragmentShader = makeShader(GL_FRAGMENT_SHADER, fragmentSource);
|
||||
|
||||
const GLuint program = CreateProgram();
|
||||
AttachShader(program, vertexShader);
|
||||
AttachShader(program, geometryShader);
|
||||
AttachShader(program, fragmentShader);
|
||||
std::vector<const GLchar*> names;
|
||||
names.reserve(xfbVaryings.size());
|
||||
for (const String& name : xfbVaryings) names.push_back(name.c_str());
|
||||
TransformFeedbackVaryings(program, static_cast<GLsizei>(names.size()), names.data(),
|
||||
GL_INTERLEAVED_ATTRIBS);
|
||||
LinkProgram(program);
|
||||
DeleteShader(vertexShader);
|
||||
DeleteShader(geometryShader);
|
||||
DeleteShader(fragmentShader);
|
||||
return program;
|
||||
}
|
||||
|
||||
GLuint LinkCaptureGeometryProgram(const int userVaryings, const char* outPrimitive) {
|
||||
return BuildProgramWithGeometry(kGeometryBlankVs, CaptureGeometryGs(userVaryings, outPrimitive),
|
||||
CaptureInterleavedFs("#version 130"),
|
||||
CaptureInterleavedVaryings(userVaryings));
|
||||
}
|
||||
|
||||
// Reinstalls pGLContext: new ProgramState, new P0b preprocess cache, new stage-6
|
||||
// adoption map. glslang's process globals are untouched on purpose.
|
||||
void FreshContext() { MG_State::Init(); }
|
||||
|
||||
class XfbFrontendOrderInvarianceTest : public ::testing::Test {
|
||||
protected:
|
||||
void SetUp() override { MobileGL::Initialize(); }
|
||||
void TearDown() override { FreshContext(); }
|
||||
};
|
||||
|
||||
// The two B shapes, run through one lambda so every case tests both.
|
||||
struct BCase {
|
||||
const char* label;
|
||||
GLuint (*link)();
|
||||
};
|
||||
|
||||
GLuint LinkSkip150() { return LinkSkipComponentsProgram("#version 150"); }
|
||||
GLuint LinkCapture130() { return LinkCaptureInterleavedProgram(15, "#version 130"); }
|
||||
GLuint LinkSkip400() { return LinkSkipComponentsProgram("#version 400"); }
|
||||
GLuint LinkCapture400() { return LinkCaptureInterleavedProgram(15, "#version 400"); }
|
||||
|
||||
GLuint LinkGeometryPoints() { return LinkCaptureGeometryProgram(15, "points"); }
|
||||
GLuint LinkGeometryTriangleStrip() { return LinkCaptureGeometryProgram(15, "triangle_strip"); }
|
||||
|
||||
const BCase kBCases[] = {
|
||||
{"skip_components@150", &LinkSkip150},
|
||||
{"capture_interleaved@130", &LinkCapture130},
|
||||
{"skip_components@400", &LinkSkip400},
|
||||
{"capture_interleaved@400", &LinkCapture400},
|
||||
{"capture_geometry@points", &LinkGeometryPoints},
|
||||
{"capture_geometry@triangle_strip", &LinkGeometryTriangleStrip},
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------------
|
||||
// The core A/B comparison, parameterized on everything that could matter.
|
||||
// ---------------------------------------------------------------------------------
|
||||
struct AbResult {
|
||||
String control;
|
||||
String poisoned;
|
||||
};
|
||||
|
||||
AbResult RunAb(const BCase& bCase, const int clipCount, const char* clipVersion,
|
||||
const Bool freshContextForControl, const Bool includeSpirvHash) {
|
||||
AbResult result;
|
||||
|
||||
// CONTROL: B alone, in a context that has never seen A.
|
||||
if (freshContextForControl) FreshContext();
|
||||
{
|
||||
const GLuint program = bCase.link();
|
||||
result.control = Render(Capture(program), includeSpirvHash);
|
||||
DeleteProgram(program);
|
||||
}
|
||||
|
||||
// POISONED: A first, then B, in ONE context - the glcts shape.
|
||||
FreshContext();
|
||||
{
|
||||
const GLuint clipProgram = LinkClipDistanceProgram(clipCount, clipVersion);
|
||||
GLint clipLinked = GL_FALSE;
|
||||
GetProgramiv(clipProgram, GL_LINK_STATUS, &clipLinked);
|
||||
// The A program is deliberately kept alive across B's link, exactly as the CTS
|
||||
// holds its program object for the duration of the case.
|
||||
const GLuint program = bCase.link();
|
||||
result.poisoned = Render(Capture(program), includeSpirvHash);
|
||||
if (clipLinked != GL_TRUE) {
|
||||
result.poisoned += "\n<<< A DID NOT LINK: " + QueryProgramInfoLog(clipProgram) + " >>>\n";
|
||||
}
|
||||
DeleteProgram(program);
|
||||
DeleteProgram(clipProgram);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
// -------------------------------------------------------------------------------------
|
||||
// 1. The headline question, both flag states, both B shapes, several clip counts.
|
||||
// -------------------------------------------------------------------------------------
|
||||
TEST_F(XfbFrontendOrderInvarianceTest, AsyncOn_ClipDistanceBeforeXfbChangesNothingInTheFrontend) {
|
||||
const AsyncModeScope async(true);
|
||||
ASSERT_TRUE(MG_Util::Async::AsyncShaderCompileEnabled());
|
||||
|
||||
for (const BCase& bCase : kBCases) {
|
||||
for (const int clipCount : {1, 4, 8}) {
|
||||
for (const char* clipVersion : {"#version 400", "#version 150", "#version 130"}) {
|
||||
const AbResult result = RunAb(bCase, clipCount, clipVersion, true, true);
|
||||
EXPECT_EQ(result.control, result.poisoned)
|
||||
<< "async=1 B=" << bCase.label << " clipCount=" << clipCount
|
||||
<< " clipVersion=" << clipVersion;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(XfbFrontendOrderInvarianceTest, AsyncOff_ClipDistanceBeforeXfbChangesNothingInTheFrontend) {
|
||||
const AsyncModeScope async(false);
|
||||
|
||||
for (const BCase& bCase : kBCases) {
|
||||
for (const int clipCount : {1, 4, 8}) {
|
||||
for (const char* clipVersion : {"#version 400", "#version 150", "#version 130"}) {
|
||||
const AbResult result = RunAb(bCase, clipCount, clipVersion, true, true);
|
||||
EXPECT_EQ(result.control, result.poisoned)
|
||||
<< "async=0 B=" << bCase.label << " clipCount=" << clipCount
|
||||
<< " clipVersion=" << clipVersion;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------------
|
||||
// 2. Repetition: the CTS incidence with async off is ~2.4%, i.e. roughly 1 in 40 runs, so
|
||||
// a single comparison would miss it. 60 repetitions of the same A->B pair inside one
|
||||
// process, each with its own fresh context, is the headless equivalent.
|
||||
// -------------------------------------------------------------------------------------
|
||||
TEST_F(XfbFrontendOrderInvarianceTest, RepeatedAbPairsAreBitStable) {
|
||||
for (const Bool async : {true, false}) {
|
||||
const AsyncModeScope scope(async);
|
||||
String reference;
|
||||
for (int repetition = 0; repetition < 60; ++repetition) {
|
||||
const AbResult result = RunAb(kBCases[0], 1, "#version 400", repetition == 0, true);
|
||||
if (repetition == 0) {
|
||||
reference = result.control;
|
||||
ASSERT_EQ(reference, result.poisoned) << "async=" << async << " first repetition";
|
||||
}
|
||||
EXPECT_EQ(reference, result.poisoned) << "async=" << async << " repetition " << repetition;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------------
|
||||
// 3. Same context, no reset between A and B, and B's source made unique so neither the
|
||||
// P0b preprocess cache nor the stage-6 adoption map can serve it. If the divergence
|
||||
// survives this, no per-source memo is carrying it.
|
||||
// -------------------------------------------------------------------------------------
|
||||
TEST_F(XfbFrontendOrderInvarianceTest, NoMemoHitPossibleForB) {
|
||||
for (const Bool async : {true, false}) {
|
||||
const AsyncModeScope scope(async);
|
||||
|
||||
FreshContext();
|
||||
const GLuint controlProgram = LinkSkipComponentsProgram("#version 150", "// salt control\n");
|
||||
const String control = Render(Capture(controlProgram), false);
|
||||
DeleteProgram(controlProgram);
|
||||
|
||||
FreshContext();
|
||||
const GLuint clipProgram = LinkClipDistanceProgram(1, "#version 400");
|
||||
const GLuint poisonedProgram = LinkSkipComponentsProgram("#version 150", "// salt poisoned\n");
|
||||
const String poisoned = Render(Capture(poisonedProgram), false);
|
||||
DeleteProgram(poisonedProgram);
|
||||
DeleteProgram(clipProgram);
|
||||
|
||||
EXPECT_EQ(control, poisoned) << "async=" << async << " (SPIR-V hash excluded: the salt comment "
|
||||
"is stripped by the preprocessor but ids can still renumber)";
|
||||
}
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------------
|
||||
// 4. Bisection: A and B in one context WITHOUT the reset in between, so ProgramState, the
|
||||
// P0b cache and the adoption map all carry over exactly as they do in glcts, compared
|
||||
// against A and B separated by a fresh context. A difference here but not in case 1
|
||||
// would put the poison in per-context state; no difference in either puts it outside
|
||||
// the frontend entirely.
|
||||
// -------------------------------------------------------------------------------------
|
||||
TEST_F(XfbFrontendOrderInvarianceTest, PerContextStateBisection) {
|
||||
for (const Bool async : {true, false}) {
|
||||
const AsyncModeScope scope(async);
|
||||
|
||||
// (a) A, fresh context, then B: per-context state cleared, process globals kept.
|
||||
FreshContext();
|
||||
const GLuint clipA = LinkClipDistanceProgram(1, "#version 400");
|
||||
DeleteProgram(clipA);
|
||||
FreshContext();
|
||||
const GLuint separated = LinkSkipComponentsProgram("#version 150");
|
||||
const String separatedText = Render(Capture(separated), true);
|
||||
DeleteProgram(separated);
|
||||
|
||||
// (b) A then B, same context, A kept alive.
|
||||
FreshContext();
|
||||
const GLuint clipB = LinkClipDistanceProgram(1, "#version 400");
|
||||
const GLuint together = LinkSkipComponentsProgram("#version 150");
|
||||
const String togetherText = Render(Capture(together), true);
|
||||
DeleteProgram(together);
|
||||
DeleteProgram(clipB);
|
||||
|
||||
EXPECT_EQ(separatedText, togetherText) << "async=" << async;
|
||||
}
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------------
|
||||
// 5. The interleaving glcts actually produces: many cases in a row, A somewhere in the
|
||||
// middle, every B compared against the very first B. This is the one that catches a
|
||||
// poison that needs more than one link to develop.
|
||||
// -------------------------------------------------------------------------------------
|
||||
TEST_F(XfbFrontendOrderInvarianceTest, LongCaseSequenceLikeGlcts) {
|
||||
for (const Bool async : {true, false}) {
|
||||
const AsyncModeScope scope(async);
|
||||
FreshContext();
|
||||
|
||||
String reference;
|
||||
Vector<GLuint> keepAlive;
|
||||
for (int step = 0; step < 12; ++step) {
|
||||
if (step == 4) {
|
||||
// The clip_distance case: every clip count, both setters' shapes.
|
||||
for (const int clipCount : {1, 2, 4, 8}) {
|
||||
keepAlive.push_back(LinkClipDistanceProgram(clipCount, "#version 400"));
|
||||
}
|
||||
}
|
||||
const GLuint program = LinkSkipComponentsProgram("#version 150");
|
||||
const String text = Render(Capture(program), true);
|
||||
if (step == 0) {
|
||||
reference = text;
|
||||
} else {
|
||||
EXPECT_EQ(reference, text) << "async=" << async << " step " << step;
|
||||
}
|
||||
keepAlive.push_back(program);
|
||||
}
|
||||
for (const GLuint program : keepAlive) DeleteProgram(program);
|
||||
}
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------------------
|
||||
// 6. Fresh-process controls. Run exactly one of these with --gtest_filter to get a
|
||||
// process that has linked nothing else, then diff the two printed blobs by hand:
|
||||
// ./XfbFrontendOrderInvarianceTest --gtest_filter='*FreshProcessControlB*'
|
||||
// ./XfbFrontendOrderInvarianceTest --gtest_filter='*FreshProcessAThenB*'
|
||||
// Both print their snapshot to stdout; they never fail on their own.
|
||||
// -------------------------------------------------------------------------------------
|
||||
// -------------------------------------------------------------------------------------
|
||||
// 7. The one shape only async can produce: A's link is still IN FLIGHT when B's shaders
|
||||
// are compiled and B is linked. Nothing joins A until after B has published. If the
|
||||
// poison rode a worker thread_local (glslang's pool allocator, its TLS parse context)
|
||||
// rather than any per-context container, this is where it would show.
|
||||
// N copies of A are enqueued first so the pool really has a backlog.
|
||||
// -------------------------------------------------------------------------------------
|
||||
TEST_F(XfbFrontendOrderInvarianceTest, BLinksWhileAIsStillInFlight) {
|
||||
const AsyncModeScope async(true);
|
||||
ASSERT_TRUE(MG_Util::Async::AsyncShaderCompileEnabled());
|
||||
|
||||
FreshContext();
|
||||
const GLuint controlProgram = LinkSkipComponentsProgram("#version 150");
|
||||
const String control = Render(Capture(controlProgram), true);
|
||||
DeleteProgram(controlProgram);
|
||||
|
||||
for (int repetition = 0; repetition < 20; ++repetition) {
|
||||
FreshContext();
|
||||
Vector<GLuint> clipPrograms;
|
||||
// Enqueued, never read: every one of these links is outstanding while B goes
|
||||
// through compile + link on the same pool.
|
||||
for (const int clipCount : {1, 2, 3, 4, 5, 6, 7, 8}) {
|
||||
clipPrograms.push_back(LinkClipDistanceProgram(clipCount, "#version 400"));
|
||||
}
|
||||
const GLuint program = LinkSkipComponentsProgram("#version 150");
|
||||
const String poisoned = Render(Capture(program), true);
|
||||
EXPECT_EQ(control, poisoned) << "repetition " << repetition;
|
||||
DeleteProgram(program);
|
||||
for (const GLuint clipProgram : clipPrograms) DeleteProgram(clipProgram);
|
||||
}
|
||||
}
|
||||
|
||||
// Sanity: every shape this binary compares must actually LINK, otherwise "control ==
|
||||
// poisoned" is the trivially true statement that two failures look alike.
|
||||
TEST_F(XfbFrontendOrderInvarianceTest, EveryShapeActuallyLinks) {
|
||||
const AsyncModeScope async(true);
|
||||
for (const int clipCount : {1, 2, 4, 8}) {
|
||||
for (const char* version : {"#version 400", "#version 150", "#version 130"}) {
|
||||
FreshContext();
|
||||
const GLuint program = LinkClipDistanceProgram(clipCount, version);
|
||||
GLint linked = GL_FALSE;
|
||||
GetProgramiv(program, GL_LINK_STATUS, &linked);
|
||||
EXPECT_EQ(linked, GL_TRUE) << "A clipCount=" << clipCount << " " << version << ": "
|
||||
<< QueryProgramInfoLog(program);
|
||||
DeleteProgram(program);
|
||||
}
|
||||
}
|
||||
for (const BCase& bCase : kBCases) {
|
||||
FreshContext();
|
||||
const GLuint program = bCase.link();
|
||||
GLint linked = GL_FALSE;
|
||||
GetProgramiv(program, GL_LINK_STATUS, &linked);
|
||||
EXPECT_EQ(linked, GL_TRUE) << "B " << bCase.label << ": " << QueryProgramInfoLog(program);
|
||||
std::printf("=== B shape %s ===\n%s\n", bCase.label, Render(Capture(program), true).c_str());
|
||||
DeleteProgram(program);
|
||||
}
|
||||
}
|
||||
|
||||
// Writes B's raw SPIR-V modules next to the binary so they can be run through spirv-dis
|
||||
// by hand. MOBILEGL_XFB_INVARIANCE_DUMP_DIR selects the directory; unset means no dump.
|
||||
TEST_F(XfbFrontendOrderInvarianceTest, DumpBSpirvForDisassembly) {
|
||||
const char* directory = std::getenv("MOBILEGL_XFB_INVARIANCE_DUMP_DIR");
|
||||
if (directory == nullptr) {
|
||||
GTEST_SKIP() << "set MOBILEGL_XFB_INVARIANCE_DUMP_DIR to dump";
|
||||
}
|
||||
const AsyncModeScope async(true);
|
||||
struct Dump {
|
||||
const char* tag;
|
||||
Bool withClipDistanceFirst;
|
||||
};
|
||||
for (const Dump& dump : {Dump{"control", false}, Dump{"poisoned", true}}) {
|
||||
for (const BCase& bCase : kBCases) {
|
||||
FreshContext();
|
||||
GLuint clipProgram = 0;
|
||||
if (dump.withClipDistanceFirst) clipProgram = LinkClipDistanceProgram(1, "#version 400");
|
||||
const GLuint program = bCase.link();
|
||||
const auto& object = MG_State::pGLContext->GetProgramObject(program);
|
||||
const auto& modules = object->GetGeneratedSpirv();
|
||||
for (SizeT i = 0; i < modules.size(); ++i) {
|
||||
String path = String(directory) + "/" + dump.tag + "-" + bCase.label + "-" +
|
||||
std::to_string(i) + ".spv";
|
||||
std::replace(path.begin() + std::strlen(directory) + 1, path.end(), '@', '_');
|
||||
std::FILE* file = std::fopen(path.c_str(), "wb");
|
||||
ASSERT_NE(file, nullptr) << path;
|
||||
std::fwrite(modules[i].data(), sizeof(unsigned), modules[i].size(), file);
|
||||
std::fclose(file);
|
||||
}
|
||||
DeleteProgram(program);
|
||||
if (clipProgram != 0) DeleteProgram(clipProgram);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(XfbFrontendOrderInvarianceTest, FreshProcessControlB) {
|
||||
const AsyncModeScope async(true);
|
||||
const GLuint program = LinkSkipComponentsProgram("#version 150");
|
||||
std::printf("=== FreshProcessControlB ===\n%s\n", Render(Capture(program), true).c_str());
|
||||
DeleteProgram(program);
|
||||
}
|
||||
|
||||
TEST_F(XfbFrontendOrderInvarianceTest, FreshProcessAThenB) {
|
||||
const AsyncModeScope async(true);
|
||||
const GLuint clipProgram = LinkClipDistanceProgram(1, "#version 400");
|
||||
const GLuint program = LinkSkipComponentsProgram("#version 150");
|
||||
std::printf("=== FreshProcessAThenB ===\n%s\n", Render(Capture(program), true).c_str());
|
||||
DeleteProgram(program);
|
||||
DeleteProgram(clipProgram);
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
cmake_minimum_required(VERSION 3.14)
|
||||
|
||||
add_executable(
|
||||
ObjectLifetimeIdTest
|
||||
ObjectLifetimeIdTest.cpp
|
||||
)
|
||||
|
||||
target_include_directories(ObjectLifetimeIdTest PRIVATE
|
||||
${MGL_ROOT}/include
|
||||
${MGL_ROOT}/MobileGL
|
||||
${MGL_ROOT}/3rdparty/xxHash
|
||||
${MGL_ROOT}/3rdparty/Vulkan-Headers/include
|
||||
${MGL_ROOT}/3rdparty/SPIRV-Reflect
|
||||
)
|
||||
|
||||
target_link_libraries(
|
||||
ObjectLifetimeIdTest PRIVATE
|
||||
GTest::gtest_main
|
||||
${LINK_LIBRARIES}
|
||||
)
|
||||
|
||||
if (MSVC)
|
||||
target_compile_options(ObjectLifetimeIdTest PRIVATE /Zc:preprocessor)
|
||||
endif()
|
||||
|
||||
include(GoogleTest)
|
||||
gtest_discover_tests(ObjectLifetimeIdTest DISCOVERY_TIMEOUT 30 PROPERTIES LABELS unit)
|
||||
@@ -0,0 +1,140 @@
|
||||
// MobileGL - MobileGL/MG_Test/State/ObjectLifetimeIdTest.cpp
|
||||
// Copyright (c) 2025-2026 MobileGL-Dev
|
||||
// Licensed under the GNU Lesser General Public License v3.0:
|
||||
// https://www.gnu.org/licenses/gpl-3.0.txt
|
||||
// https://www.gnu.org/licenses/lgpl-3.0.txt
|
||||
// SPDX-License-Identifier: LGPL-3.0-only
|
||||
// End of Source File Header
|
||||
//
|
||||
// The invariant every backend memo keyed on a state object now rests on: a heap
|
||||
// ADDRESS is not an identity, a lifetime id is.
|
||||
//
|
||||
// DirectVulkan memoises resolved vertex bindings per VertexArrayObject and folds
|
||||
// the bound BufferObject's identity into the content hash that validates them.
|
||||
// Both used to be heap addresses, and the allocator hands a freed address
|
||||
// straight back: a VAO and a vertex buffer destroyed and immediately recreated
|
||||
// under a byte-identical attribute layout reproduced BOTH the memo key and the
|
||||
// validating hash, so the new draw fetched the destroyed buffer's GPU slice.
|
||||
// GetLifetimeId() is what makes that impossible, so it is worth a test that
|
||||
// needs no GPU, no context and no driver - only the allocator.
|
||||
//
|
||||
// The test does not simulate reuse; it waits for the real allocator to do it
|
||||
// (which a LIFO free-list does on the very next allocation) and then asserts the
|
||||
// id differs. If the allocator never repeats an address the run proves nothing,
|
||||
// and the case says so with a skip rather than passing quietly.
|
||||
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "Includes.h"
|
||||
|
||||
#include <MG_State/GLState/BufferState/BufferObject.h>
|
||||
#include <MG_State/GLState/VertexArrayState/VertexArrayObject.h>
|
||||
|
||||
using namespace MobileGL;
|
||||
|
||||
namespace {
|
||||
|
||||
// The allocation must actually happen: C++ permits eliding a new/delete pair,
|
||||
// and an elided one would let two objects share an address for reasons that
|
||||
// have nothing to do with the allocator - which is the only thing under test
|
||||
// here. Publishing every pointer through a volatile sink keeps the pairs.
|
||||
void* volatile g_addressSink = nullptr;
|
||||
|
||||
// Constructs and destroys `ObjectT` on the heap kAttempts times, watching for
|
||||
// the allocator to hand back an address it already used. Every repeat must
|
||||
// carry a lifetime id the dead occupant did not have. Returns how many repeats
|
||||
// were seen, so the caller can tell "proven" from "never got the chance".
|
||||
//
|
||||
// Each object type has its own id counter, so a VertexArrayObject and a
|
||||
// BufferObject may well both be id 1; ids are only ever compared within a
|
||||
// type, which is exactly how the memos use them.
|
||||
template <typename ObjectT>
|
||||
int ProbeLifetimeIdAcrossAddressReuse(const char* typeName) {
|
||||
constexpr int kAttempts = 64;
|
||||
|
||||
std::unordered_map<std::uintptr_t, Uint64> idAtAddress;
|
||||
int reuseCount = 0;
|
||||
Uint64 previousId = 0;
|
||||
|
||||
for (int attempt = 0; attempt < kAttempts; ++attempt) {
|
||||
auto object = std::make_unique<ObjectT>(0u);
|
||||
g_addressSink = object.get();
|
||||
const auto address = reinterpret_cast<std::uintptr_t>(object.get());
|
||||
const Uint64 lifetimeId = object->GetLifetimeId();
|
||||
|
||||
// 0 is the "this slot holds nothing" value in every memo that stores an
|
||||
// id, so a live object must never be able to answer to a zeroed slot.
|
||||
EXPECT_NE(lifetimeId, 0u) << typeName << " handed out lifetime id 0 (attempt " << attempt
|
||||
<< "), which is the value a zero-initialised memo slot already carries";
|
||||
EXPECT_GT(lifetimeId, previousId)
|
||||
<< typeName << " lifetime ids must be strictly increasing, so an id is never handed out twice "
|
||||
<< "(attempt " << attempt << ")";
|
||||
previousId = lifetimeId;
|
||||
|
||||
const auto inserted = idAtAddress.emplace(address, lifetimeId);
|
||||
if (!inserted.second) {
|
||||
// The allocator reproduced an address: this is precisely the state in
|
||||
// which a memo keyed on the address alone would hit a dead object's
|
||||
// entry. The id is the thing that has to say no.
|
||||
++reuseCount;
|
||||
EXPECT_NE(lifetimeId, inserted.first->second)
|
||||
<< typeName << " reconstructed at the address of a destroyed one reports the DEAD object's "
|
||||
<< "lifetime id - a backend memo keyed on it would serve the dead object's resolved state "
|
||||
<< "to this object's draws (attempt " << attempt << ")";
|
||||
inserted.first->second = lifetimeId;
|
||||
}
|
||||
|
||||
// Freed before the next construction on purpose: that ordering is what
|
||||
// makes the allocator reuse the block, and it is the ordering the GL
|
||||
// workload has (glDeleteVertexArrays, then the next glGenVertexArrays).
|
||||
object.reset();
|
||||
}
|
||||
|
||||
return reuseCount;
|
||||
}
|
||||
|
||||
// Guards against a degenerate "id" that is really just the address in disguise:
|
||||
// objects alive at the same time must differ too.
|
||||
template <typename ObjectT>
|
||||
void ExpectDistinctIdsWhileBothAlive(const char* typeName) {
|
||||
auto first = std::make_unique<ObjectT>(0u);
|
||||
auto second = std::make_unique<ObjectT>(0u);
|
||||
g_addressSink = first.get();
|
||||
g_addressSink = second.get();
|
||||
EXPECT_NE(first->GetLifetimeId(), second->GetLifetimeId())
|
||||
<< "two live " << typeName << "s share a lifetime id";
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
TEST(ObjectLifetimeIdTest, VertexArrayObjectAtARecycledAddressCarriesAFreshLifetimeId) {
|
||||
using MG_State::GLState::VertexArrayObject;
|
||||
const int reuseCount = ProbeLifetimeIdAcrossAddressReuse<VertexArrayObject>("VertexArrayObject");
|
||||
if (reuseCount == 0) {
|
||||
GTEST_SKIP() << "inconclusive, not proven: this allocator never handed the same address back across 64 "
|
||||
"construct/destroy rounds, so the recycled-address case was never exercised";
|
||||
}
|
||||
RecordProperty("address_reuses_observed", reuseCount);
|
||||
}
|
||||
|
||||
TEST(ObjectLifetimeIdTest, BufferObjectAtARecycledAddressCarriesAFreshLifetimeId) {
|
||||
using MG_State::GLState::BufferObject;
|
||||
const int reuseCount = ProbeLifetimeIdAcrossAddressReuse<BufferObject>("BufferObject");
|
||||
if (reuseCount == 0) {
|
||||
GTEST_SKIP() << "inconclusive, not proven: this allocator never handed the same address back across 64 "
|
||||
"construct/destroy rounds, so the recycled-address case was never exercised";
|
||||
}
|
||||
RecordProperty("address_reuses_observed", reuseCount);
|
||||
}
|
||||
|
||||
TEST(ObjectLifetimeIdTest, LiveVertexArrayObjectsHaveDistinctLifetimeIds) {
|
||||
ExpectDistinctIdsWhileBothAlive<MG_State::GLState::VertexArrayObject>("VertexArrayObject");
|
||||
}
|
||||
|
||||
TEST(ObjectLifetimeIdTest, LiveBufferObjectsHaveDistinctLifetimeIds) {
|
||||
ExpectDistinctIdsWhileBothAlive<MG_State::GLState::BufferObject>("BufferObject");
|
||||
}
|
||||
Reference in New Issue
Block a user