Compare commits

...
Author SHA1 Message Date
swung0x48 efa0345c36 [Fix] (MG_Backend/DirectVulkan): offscreen surfaces never touch a window system - delete the hidden-Xlib fallback, make surface and device-enumeration failures loud, guard zero devices 2026-08-11 00:58:24 -04:00
swung0x48 ce0f18969c [Fix] (MG_Util): dlopen the versioned libEGL.so.1 first - the unversioned name is a dev-package symlink absent on runtime-only systems, and its silent failure nulled every EGL entry point 2026-08-11 00:58:23 -04:00
swung0x48 7ce0966e7d [Fix, Test] (MG_IntegrationTest): the harness is surfaceless by construction - never binds a window system, hardware demand split out of REQUIRE_GPU, pre-flight crashes keep their cores 2026-08-11 00:58:22 -04:00
swung0x48 1c6ca2753f [Test] (CI): wire the integration-gpu lane into the Test workflow - lavapipe ICD pinned at configure time, REQUIRE_GPU armed, failure-only core-dump artifacts in every native lane 2026-08-11 00:58:21 -04:00
swung0x48 61b0532865 [Fix] (MG_Backend/DirectVulkan): replay client-memory multi-draw through the single-draw path - the batched shared index view cannot express per-draw client pointers and dropped the whole batch 2026-08-10 21:58:06 -04:00
swung0x48 f5b8a505ed [Fix] (MG_Backend/DirectVulkan): keep the transient arena's outgrown buffers alive until frame rewind - the transient drain freed them while frame-serial memos still bound them 2026-08-10 21:47:28 -04:00
swung0x48 8371365db5 [Fix] (MG_Backend/DirectVulkan): include the texture enum converter the WARN-level log line needs - VulkanRenderer.cpp did not compile below INFO log level 2026-08-10 21:47:27 -04:00
swung0x48 b219992ee3 [Feat, Perf, Test] (MG_Util, MG_Backend, MG_Test): test-lane SPIR-V validation latch; entry-local Private rewrite, in-chain rect lowering and uniform-Location strip 2026-08-10 13:00:20 -04:00
swung0x48 94233ef928 [Fix] (MG_Backend/DirectVulkan): drop draws and dispatches when a program has no optimized SPIR-V - a phase-B failure left raw glslang words in GetGeneratedSpirv 2026-08-10 13:00:11 -04:00
swung0x48 0827d7a539 [Fix] (MobileGL): define the numeric log levels in Defines.h - the MOBILEGL_ASSERT gate compared undefined tokens in TUs that never include Log.h 2026-08-10 13:00:10 -04:00
swung0x48 5248b8b746 [Test] (MG_Test): replay a real Iris shader pair through the whole async frontend, both phases and both quirk states 2026-08-10 10:06:26 -04:00
swung0x48 d868e1c476 [Test] (MG_Util, MG_State): remove the TEMP stage-timing probes - the async-compile measurement campaign is done 2026-08-10 09:56:05 -04:00
swung0x48 c3412ca394 [Fix, Test] (MG_Util): give inactive vertex inputs a Location - undecorated inputs are invalid SPIR-V and Adreno rejects the whole pipeline 2026-08-10 09:27:01 -04:00
swung0x48 5ccaff37af [Fix] (MG_State): revert the Cut A-prime reorder - device dumps prove the ordering is not the pipeline failure, and record the third measurement 2026-08-10 08:58:38 -04:00
swung0x48 71e29f9d58 [Fix] (MG_State): keep GlslangToSpv ahead of buildReflection - reflection-first drops a vertex input's Location decoration and Adreno rejects the pipeline 2026-08-10 08:33:47 -04:00
swung0x48 8ad07c222c [Test] (MG_Test): cover the cancelled-SPIR-V program, the buffered-write valve and drop, the delete-does-not-block bound and the zero-thread join 2026-08-10 07:31:58 -04:00
swung0x48 5722094d6f [Docs] (MG_State): the early AST drop frees only the re-parsed shaders - the compile node co-owns the rest 2026-08-10 07:31:58 -04:00
swung0x48 4831387cf0 [Fix] (MG_State, MG_Backend/DirectVulkan): a program whose SPIR-V job was cancelled faulted on the first glUniform - bounds-check the shadow lookup 2026-08-10 07:31:57 -04:00
swung0x48 d03b72267a [Perf] (MG_State): drop the parsed ASTs as soon as the SPIR-V job has generated its modules 2026-08-10 06:37:49 -04:00
swung0x48 847ec74f48 [Test] (MG_Test): AsyncSpirvPhaseTest - phase-A completeness, buffered-uniform replay, version bumps and the cancel matrix 2026-08-10 06:12:39 -04:00
swung0x48 e02e5caa17 [Fix] (MG_State, MG_Backend/DirectGLES): join both link phases on the draw and drain paths, and refuse to bind a program whose SPIR-V never arrived 2026-08-10 06:08:30 -04:00
swung0x48 1958934594 [Feat] (MG_State, MG_Impl): buffer non-opaque glUniform writes across the SPIR-V window and replay them at its publish 2026-08-10 06:05:37 -04:00
swung0x48 dec0c5eaff [Refactor, Test] (MG_State, MG_Util): split the link into ProgramLinkTask (query surface) and a chained ProgramSpirvTask behind its own join gate 2026-08-10 06:02:52 -04:00
swung0x48 b6a44cd1e2 [Refactor] (MG_State): run reflection and link validation before SPIR-V generation - the ordering constraint retested byte-identical 2026-08-10 05:50:20 -04:00
swung0x48 85f45d0e44 [Test] (MG_Util, MG_State): TEMP spirv-null plumbing probe for the allocator-pathology discriminator 2026-08-10 05:42:23 -04:00
swung0x48 404236d337 [Test] (MG_Util, MG_State): TEMP stage-timing probes for the async-compile campaign - remove before merge 2026-08-10 05:16:24 -04:00
swung0x48 6ea948779e [Feat, Test] (MG_Impl, MG_State, MG_Util): opt-in MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS - shader compile status/log answer without joining, latched per compile 2026-08-10 02:06:17 -04:00
49 changed files with 5142 additions and 432 deletions
+116 -2
View File
@@ -1,4 +1,4 @@
name: Test name: Test
on: on:
push: push:
@@ -83,6 +83,8 @@ jobs:
-DMOBILEGL_LOG_ACTIVE_LEVEL=MOBILEGL_LOG_LEVEL_INFO \ -DMOBILEGL_LOG_ACTIVE_LEVEL=MOBILEGL_LOG_LEVEL_INFO \
-DMOBILEGL_BUILD_TEST=ON \ -DMOBILEGL_BUILD_TEST=ON \
-DMOBILEGL_BUILD_BENCHMARK=ON \ -DMOBILEGL_BUILD_BENCHMARK=ON \
-DMOBILEGL_BUILD_INTEGRATION_TEST=ON \
-DMOBILEGL_ITEST_VK_ICD=/usr/share/vulkan/icd.d/lvp_icd.json \
-DMOBILEGL_BUILD_TRACE_REPLAY=OFF \ -DMOBILEGL_BUILD_TRACE_REPLAY=OFF \
-DBENCHMARK_DOWNLOAD_DEPENDENCIES=ON \ -DBENCHMARK_DOWNLOAD_DEPENDENCIES=ON \
-DBENCHMARK_ENABLE_TESTING=OFF \ -DBENCHMARK_ENABLE_TESTING=OFF \
@@ -110,6 +112,7 @@ jobs:
"${BUILD_DIR}/CTestTestfile.cmake" \ "${BUILD_DIR}/CTestTestfile.cmake" \
"${BUILD_DIR}/MobileGL/MG_Test" \ "${BUILD_DIR}/MobileGL/MG_Test" \
"${BUILD_DIR}/MobileGL/MG_Benchmark" \ "${BUILD_DIR}/MobileGL/MG_Benchmark" \
"${BUILD_DIR}/MobileGL/MG_IntegrationTest" \
"${SHARED_LIBS[@]}" "${SHARED_LIBS[@]}"
- name: Upload Linux runtime - name: Upload Linux runtime
@@ -159,12 +162,102 @@ jobs:
- name: Test - name: Test
working-directory: build-linux working-directory: build-linux
run: | run: |
ulimit -c unlimited
sudo sysctl -w kernel.core_pattern='/tmp/core.%e.%p'
if [ "${{ secrets.ACTIONS_STEP_DEBUG }}" = "true" ]; then if [ "${{ secrets.ACTIONS_STEP_DEBUG }}" = "true" ]; then
ctest -V -L unit --no-tests=error ctest -V -L unit --no-tests=error
else else
ctest --output-on-failure -L unit --no-tests=error ctest --output-on-failure -L unit --no-tests=error
fi fi
- name: Upload core dumps
if: failure()
uses: actions/upload-artifact@v7
with:
name: unit-core-dumps
path: /tmp/core.*
if-no-files-found: ignore
integration:
runs-on: ubuntu-latest
needs: build-linux
steps:
- name: Checkout repo
uses: actions/checkout@v6
- name: Get CMake
uses: lukka/get-cmake@v4.3.3
- name: Install runtime dependencies
# Same set as the benchmark job, for the same reason: the scenarios bring
# up real headless EGL (llvmpipe) and Vulkan (lavapipe) contexts, and
# libegl-mesa0 - the EGL vendor library behind glvnd's libegl1 dispatch -
# only arrives as a Recommends.
run: |
sudo apt-get update
sudo apt-get install -y libvulkan1 libegl1 libegl-mesa0 libgles2 libgl1-mesa-dri mesa-vulkan-drivers
- name: Download Linux runtime
uses: actions/download-artifact@v8
with:
name: mobilegl-linux-runtime
path: .
- name: Unpack Linux runtime
run: tar -xzf mobilegl-linux-runtime.tgz
- name: Normalize CTest command paths
run: |
python - <<'PY'
from pathlib import Path
import re
for path in Path('build-linux').rglob('CTestTestfile.cmake'):
text = path.read_text()
text = re.sub(r'"[^"]*/cmake-[^"]*/bin/cmake"', '"cmake"', text)
path.write_text(text)
PY
- name: Integration scenarios
working-directory: build-linux
# REQUIRE_GPU makes a driverless runner FAIL instead of skipping every
# scenario - an all-skip run is otherwise indistinguishable from a pass,
# which is how a five-month-old draw-dropping bug survived unseen until
# this lane existed.
#
# The lavapipe ICD pin lives in the build-linux configure
# (-DMOBILEGL_ITEST_VK_ICD), NOT here: the configure bakes it into each
# test's ctest ENVIRONMENT property, and a property entry OVERRIDES the
# job environment - a VK_ICD_FILENAMES exported here would be silently
# ignored while looking like it works. This lane runs on lavapipe
# deterministically, not on whichever of the eight Mesa ICDs a GPU-less
# runner enumerates first.
#
# Cores are armed so that any crash - the harness pre-flight child's
# included - leaves /tmp/core.*, which the failure-only step below ships
# as an artifact. Analyzing a downloaded core against the runtime
# artifact's binary in an ubuntu-24.04 userspace reproduces the exact
# crash stack without burning a CI round on an in-workflow debugger.
env:
MOBILEGL_ITEST_REQUIRE_GPU: "1"
run: |
ulimit -c unlimited
sudo sysctl -w kernel.core_pattern='/tmp/core.%e.%p'
if [ "${{ secrets.ACTIONS_STEP_DEBUG }}" = "true" ]; then
ctest -V -L integration-gpu --no-tests=error
else
ctest --output-on-failure -L integration-gpu --no-tests=error
fi
- name: Upload core dumps
if: failure()
uses: actions/upload-artifact@v7
with:
name: integration-core-dumps
path: /tmp/core.*
if-no-files-found: ignore
benchmark: benchmark:
runs-on: ubuntu-latest runs-on: ubuntu-latest
needs: build-linux needs: build-linux
@@ -208,7 +301,18 @@ jobs:
- name: Benchmark - name: Benchmark
working-directory: build-linux working-directory: build-linux
run: ctest -V -C Release -L benchmark --no-tests=error run: |
ulimit -c unlimited
sudo sysctl -w kernel.core_pattern='/tmp/core.%e.%p'
ctest -V -C Release -L benchmark --no-tests=error
- name: Upload core dumps
if: failure()
uses: actions/upload-artifact@v7
with:
name: benchmark-core-dumps
path: /tmp/core.*
if-no-files-found: ignore
build-retrace: build-retrace:
runs-on: ubuntu-latest runs-on: ubuntu-latest
@@ -456,6 +560,8 @@ jobs:
- name: Retrace and validate - name: Retrace and validate
working-directory: build-retrace/tools/trace_replay working-directory: build-retrace/tools/trace_replay
run: | run: |
ulimit -c unlimited
sudo sysctl -w kernel.core_pattern='/tmp/core.%e.%p'
if [ '${{ matrix.backend }}' = 'DirectVulkan' ]; then if [ '${{ matrix.backend }}' = 'DirectVulkan' ]; then
export MOBILEGL_MAGMA_R11G11B10F_FALLBACK=1 export MOBILEGL_MAGMA_R11G11B10F_FALLBACK=1
fi fi
@@ -470,6 +576,14 @@ jobs:
fi fi
ctest -V --no-tests=error -R '^MobileGLTraceReplay\.${{ matrix.case }}\.${{ matrix.backend }}$' ctest -V --no-tests=error -R '^MobileGLTraceReplay\.${{ matrix.case }}\.${{ matrix.backend }}$'
- name: Upload core dumps
if: failure()
uses: actions/upload-artifact@v7
with:
name: retrace-core-dumps-${{ matrix.backend }}-${{ matrix.case }}
path: /tmp/core.*
if-no-files-found: ignore
- name: Upload actual image - name: Upload actual image
if: always() if: always()
uses: actions/upload-artifact@v7 uses: actions/upload-artifact@v7
+3
View File
@@ -205,6 +205,8 @@ set(SOURCE_FILES
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/PackDoubleVertexInputsPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/PackDoubleVertexInputsPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RebaseInstanceIndexPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RebaseInstanceIndexPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/NormalizeRectCoordinatesPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/NormalizeRectCoordinatesPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/PrivateToEntryLocalPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUniformLocationsPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUboMemberRelaxedPrecisionPass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUboMemberRelaxedPrecisionPass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripNoPerspectivePass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripNoPerspectivePass.cpp
MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/EmulateNoPerspectivePass.cpp MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/EmulateNoPerspectivePass.cpp
@@ -296,6 +298,7 @@ set(SOURCE_FILES
MobileGL/MG_State/GLState/TextureState/TextureState.cpp MobileGL/MG_State/GLState/TextureState/TextureState.cpp
MobileGL/MG_State/GLState/ProgramState/ProgramObject.cpp MobileGL/MG_State/GLState/ProgramState/ProgramObject.cpp
MobileGL/MG_State/GLState/ProgramState/ProgramLinkTask.cpp MobileGL/MG_State/GLState/ProgramState/ProgramLinkTask.cpp
MobileGL/MG_State/GLState/ProgramState/ProgramSpirvTask.cpp
MobileGL/MG_State/GLState/ProgramState/ShaderCompileTask.cpp MobileGL/MG_State/GLState/ProgramState/ShaderCompileTask.cpp
MobileGL/MG_State/GLState/ProgramState/ShaderObject.cpp MobileGL/MG_State/GLState/ProgramState/ShaderObject.cpp
MobileGL/MG_State/GLState/ProgramState/ShaderPreprocessCache.cpp MobileGL/MG_State/GLState/ProgramState/ShaderPreprocessCache.cpp
+18
View File
@@ -66,6 +66,11 @@ namespace MobileGL::MG_Config {
// - DISPLAY: X11 session variable, not MobileGL configuration. // - DISPLAY: X11 session variable, not MobileGL configuration.
// - MOBILEGL_LOG_FILE_PATH: log-file init runs before MG_ConfigLoader::Init // - MOBILEGL_LOG_FILE_PATH: log-file init runs before MG_ConfigLoader::Init
// (see MG_Util/Debug/Log.cpp). // (see MG_Util/Debug/Log.cpp).
// - MOBILEGL_VALIDATE_SPIRV: test suites like SpirvPassTest exercise
// ShaderCompiler without ever running MobileGL::Initialize(), and every
// Initialize() re-runs MG_ConfigLoader::Init, which would clobber a
// programmatic override stored here (see ShaderCompiler.cpp,
// SpirvValidationEnabled).
struct FeaturesTable { struct FeaturesTable {
// MOBILEGL_DISABLE_TIMERQUERY: do not advertise or use GPU timer queries. // MOBILEGL_DISABLE_TIMERQUERY: do not advertise or use GPU timer queries.
Bool DisableTimerQuery = false; Bool DisableTimerQuery = false;
@@ -136,6 +141,19 @@ namespace MobileGL::MG_Config {
// MOBILEGL_ASYNC_SHADER_COMPILE_THREADS: shader-compile worker count. 0 (unset) means // MOBILEGL_ASYNC_SHADER_COMPILE_THREADS: shader-compile worker count. 0 (unset) means
// auto, which is min(4, big cores); an explicit value is honoured as given. // auto, which is min(4, big cores); an explicit value is honoured as given.
Uint32 AsyncShaderCompileThreads = 0; Uint32 AsyncShaderCompileThreads = 0;
// MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS: while a compile job is still in flight,
// glGetShaderiv(GL_COMPILE_STATUS) answers GL_TRUE and the shader info log reads
// empty, WITHOUT joining the job (latched per compile - see
// ShaderObject::TakeOptimisticCompileAnswer). A deliberate, bounded spec violation:
// a real failure still fails the program link with the compile log quoted. It
// exists for applications that compile hundreds of shaders serially and read the
// status right after each glCompileShader - Iris's shader-pack load - where those
// per-shader joins are what serializes the batch on its main path (Iris's gbuffer
// phase issues no program-level query between programs; program-level LINK_STATUS
// and the program info log still join truthfully, so paths that check each link
// immediately stay serial by their own construction). Off by default; never
// advertise it.
QuirkOverride AsyncOptimisticShaderStatus = QuirkOverride::Auto;
}; };
extern FeaturesTable Features; extern FeaturesTable Features;
} // namespace MobileGL::MG_Config } // namespace MobileGL::MG_Config
+2
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@@ -183,6 +183,8 @@ namespace MobileGL::MG_ConfigLoader {
features.EsprytMultiDrawMode = QueryEnvGLESMultiDrawMode("MOBILEGL_ESPRYT_MULTIDRAW_MODE"); features.EsprytMultiDrawMode = QueryEnvGLESMultiDrawMode("MOBILEGL_ESPRYT_MULTIDRAW_MODE");
features.AsyncShaderCompile = QueryEnvQuirkOverride("MOBILEGL_ASYNC_SHADER_COMPILE"); features.AsyncShaderCompile = QueryEnvQuirkOverride("MOBILEGL_ASYNC_SHADER_COMPILE");
features.AsyncShaderCompileThreads = QueryEnvUint32("MOBILEGL_ASYNC_SHADER_COMPILE_THREADS", 0, 0, 64); features.AsyncShaderCompileThreads = QueryEnvUint32("MOBILEGL_ASYNC_SHADER_COMPILE_THREADS", 0, 0, 64);
features.AsyncOptimisticShaderStatus =
QueryEnvQuirkOverride("MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS");
} }
inline void InitBackendType() { inline void InitBackendType() {
+13
View File
@@ -37,6 +37,19 @@
#define MOBILEGL_WGL_API MOBILEGL_API #define MOBILEGL_WGL_API MOBILEGL_API
// ====================== MobileGL configurations ======================= // // ====================== MobileGL configurations ======================= //
// The numeric log levels live here, not only in Log.h: MOBILEGL_ASSERT below compares
// MOBILEGL_LOG_ACTIVE_LEVEL against MOBILEGL_LOG_LEVEL_DEBUG, and in a translation unit
// that includes Defines.h without Log.h both tokens would silently evaluate to 0 in the
// preprocessor conditional - enabling the assert in exactly the INFO-level builds it is
// documented to be compiled out of. Log.h redefines them identically, which is legal.
#ifndef MOBILEGL_LOG_LEVEL_DEBUG
#define MOBILEGL_LOG_LEVEL_DEBUG 0
#define MOBILEGL_LOG_LEVEL_WARN 1
#define MOBILEGL_LOG_LEVEL_ERROR 2
#define MOBILEGL_LOG_LEVEL_INFO 3
#define MOBILEGL_LOG_LEVEL_FATAL 4
#endif
#ifndef MOBILEGL_LOG_ACTIVE_LEVEL #ifndef MOBILEGL_LOG_ACTIVE_LEVEL
#define MOBILEGL_LOG_ACTIVE_LEVEL MOBILEGL_LOG_LEVEL_INFO #define MOBILEGL_LOG_ACTIVE_LEVEL MOBILEGL_LOG_LEVEL_INFO
#endif #endif
@@ -2028,7 +2028,9 @@ namespace MobileGL::MG_Backend::DirectGLES {
g_currentDrawFrontendProgram = nullptr; g_currentDrawFrontendProgram = nullptr;
g_currentDrawBackendProgram = nullptr; g_currentDrawBackendProgram = nullptr;
if (!currentProgram || !currentProgram->GetLinkStatus()) { // ... || !GetSpirvStatus(): see BackendProgramObjectImpl::SyncToBackend - a
// program whose SPIR-V never arrived is linked but not drawable.
if (!currentProgram || !currentProgram->GetLinkStatus() || !currentProgram->GetSpirvStatus()) {
g_GLESFuncs.glUseProgram(0); g_GLESFuncs.glUseProgram(0);
g_lastUsedBackendProgramId = 0; g_lastUsedBackendProgramId = 0;
return; return;
@@ -2589,7 +2591,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
static void BindCurrentProgramWithResources( static void BindCurrentProgramWithResources(
const SharedPtr<MG_State::GLState::ProgramObject>& currentProgram, const SharedPtr<MG_State::GLState::ProgramObject>& currentProgram,
const TextureImpl::DrawTextureSyncKeys& keys) { const TextureImpl::DrawTextureSyncKeys& keys) {
if (currentProgram && currentProgram->GetLinkStatus()) { if (currentProgram && currentProgram->GetLinkStatus() && currentProgram->GetSpirvStatus()) {
#ifdef TRACY_ENABLE #ifdef TRACY_ENABLE
ZoneScopedNC("BindCurrentProgram", TRACY_ZONECOLOR_BACKEND); ZoneScopedNC("BindCurrentProgram", TRACY_ZONECOLOR_BACKEND);
#endif #endif
@@ -2859,7 +2861,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
// is pinned for the duration. Prefers the per-draw stash those preparations wrote. // is pinned for the duration. Prefers the per-draw stash those preparations wrote.
static PrgramImpl::BackendProgramObjectImpl* GetCurrentBackendProgram() { static PrgramImpl::BackendProgramObjectImpl* GetCurrentBackendProgram() {
const auto& currentProgram = MG_State::pGLContext->GetProgramForDraw(); const auto& currentProgram = MG_State::pGLContext->GetProgramForDraw();
if (!currentProgram || !currentProgram->GetLinkStatus()) { if (!currentProgram || !currentProgram->GetLinkStatus() || !currentProgram->GetSpirvStatus()) {
return nullptr; return nullptr;
} }
if (PrgramImpl::g_currentDrawFrontendProgram == currentProgram.get()) { if (PrgramImpl::g_currentDrawFrontendProgram == currentProgram.get()) {
@@ -3017,7 +3019,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
TextureImpl::SyncImageTextureBindings(); TextureImpl::SyncImageTextureBindings();
PrgramImpl::SyncCurrentProgram(currentProgram); PrgramImpl::SyncCurrentProgram(currentProgram);
if (!currentProgram || !currentProgram->GetLinkStatus()) { if (!currentProgram || !currentProgram->GetLinkStatus() || !currentProgram->GetSpirvStatus()) {
g_GLESFuncs.glUseProgram(0); g_GLESFuncs.glUseProgram(0);
PrgramImpl::g_lastUsedBackendProgramId = 0; PrgramImpl::g_lastUsedBackendProgramId = 0;
return; return;
+8 -2
View File
@@ -4156,8 +4156,14 @@ namespace MobileGL::MG_Backend::DirectGLES {
return; return;
} }
if (!stateProgramObject->GetLinkStatus()) { // GetSpirvStatus() as well as GetLinkStatus(): a program whose phase-B job was
MGLOG_E("Program object is not linked, skipping backend sync. State program ID: %u", // cancelled (teardown) or whose optimizer run failed is fully linked and fully
// queryable, but has no SPIR-V to build a driver program out of. GL cannot retract
// a LINK_STATUS it already reported true, so "linked but not drawable" is the
// answer, and this is where the ES backend expresses it.
if (!stateProgramObject->GetLinkStatus() || !stateProgramObject->GetSpirvStatus()) {
MGLOG_E("Program object is not linked or has no generated SPIR-V, skipping backend sync. State "
"program ID: %u",
stateProgramObject->GetExternalIndex()); stateProgramObject->GetExternalIndex());
return; return;
} }
@@ -966,6 +966,29 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (drawcount <= 0) { if (drawcount <= 0) {
return; return;
} }
// With no element-array buffer bound, every indices[i] is a client pointer into a
// separate CPU allocation, not an offset into one shared buffer. The batched payload
// below cannot express that: it carries ONE index-buffer view for the whole batch and
// turns each pointer into a firstIndex relative to it. Replay the sub-draws through
// the single-draw entry point instead - it snapshots each client range into its own
// transient slice, which is exactly what the unrolled draws this must match do.
// (The batch used to be built this way; the shared-view rewrite that added
// MultiDrawIndexedCmd left the client-memory shape addressing a view whose byte
// offset is a hardcoded 0, so UploadAndBindIndexBuffer saw a null client pointer,
// declined the whole batch and painted nothing.)
const auto& vao = *MG_State::pGLContext->GetBoundVertexArray();
if (vao.GetIndexBufferBindingSlot().GetBoundObject() == nullptr) {
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] <= 0) {
continue;
}
DrawElementsBaseVertex(mode, count[i], type, indices[i],
basevertex != nullptr ? basevertex[i] : 0);
}
return;
}
MultiDrawIndexedCmd payload{}; MultiDrawIndexedCmd payload{};
payload.mode = mode; payload.mode = mode;
payload.indexBufferView.indexType = type; payload.indexBufferView.indexType = type;
@@ -111,6 +111,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
if (buffer.IsValid()) { if (buffer.IsValid()) {
// Outgrown, not dead: every BufferSlice handed out from this frame's arena so far
// still names it, and those slices stay in service until the frame slot is rewound
// (VkBufferResource::transientSlice, the converted-vertex-stream cache, the draw
// memos). The release therefore has to survive every mid-frame reclaim and land on
// the next ResetFrame of this slot - see VkBufferManager::CollectAllDeferredReleases.
m_deferredReleases[frameIndex].push_back(std::move(buffer)); m_deferredReleases[frameIndex].push_back(std::move(buffer));
} }
@@ -372,6 +372,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
spv_diagnostic diagnostic = nullptr; spv_diagnostic diagnostic = nullptr;
const spv_result_t result = spvValidateWithOptions(context, options, &binary, &diagnostic); const spv_result_t result = spvValidateWithOptions(context, options, &binary, &diagnostic);
if (result != SPV_SUCCESS) {
// MGLOG_I, not E: at the INFO compile level of the CI/test lanes that arm
// the validation switch, MGLOG_E is compiled out (Log.h orders
// DEBUG < WARN < ERROR < INFO) and the VUID would never reach a log. The
// latch is what a test harness asserts on.
MG_Util::ShaderTranspiler::ShaderCompiler::NoteSpirvValidationFailure();
MGLOG_I(
"ProgramFactory::ValidateTransformedSpirv: validation failed for stage=%d program=%u result=%d index=%zu msg=%s",
static_cast<Int>(shaderStage),
programExternalIndex,
static_cast<Int>(result),
diagnostic != nullptr ? diagnostic->position.index : 0,
diagnostic != nullptr && diagnostic->error != nullptr ? diagnostic->error : "<null>");
}
MOBILEGL_ASSERT( MOBILEGL_ASSERT(
result == SPV_SUCCESS, result == SPV_SUCCESS,
"ProgramFactory::ValidateTransformedSpirv: validation failed for stage=%d program=%u result=%d line=%zu column=%zu index=%zu msg=%s", "ProgramFactory::ValidateTransformedSpirv: validation failed for stage=%d program=%u result=%d line=%zu column=%zu index=%zu msg=%s",
@@ -1263,8 +1277,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
spvtools::Optimizer optimizer(SPV_ENV_VULKAN_1_3); spvtools::Optimizer optimizer(SPV_ENV_VULKAN_1_3);
spvtools::OptimizerOptions options; spvtools::OptimizerOptions options;
// Matches the position-fix pass: this build of spirv-tools asserts rather than // Always off: the optimizer's input validator conflates "input invalid" with
// reporting, so validation stays off in the shipping path. // "transform failed", and this call site fails open. Validating lanes check the
// FINAL module via ValidateTransformedSpirv, which latches instead of rerouting
// control flow.
options.set_run_validator(false); options.set_run_validator(false);
optimizer.SetMessageConsumer([](spv_message_level_t, const char*, const spv_position_t&, optimizer.SetMessageConsumer([](spv_message_level_t, const char*, const spv_position_t&,
const char* message) { const char* message) {
@@ -1304,7 +1320,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
spvtools::Optimizer optimizer(SPV_ENV_VULKAN_1_3); spvtools::Optimizer optimizer(SPV_ENV_VULKAN_1_3);
spvtools::OptimizerOptions options; spvtools::OptimizerOptions options;
options.set_run_validator(false); options.set_run_validator(false); // see TransformSpirvForExplicitLod0Sampling
optimizer.SetMessageConsumer([](spv_message_level_t, const char*, const spv_position_t&, optimizer.SetMessageConsumer([](spv_message_level_t, const char*, const spv_position_t&,
const char* message) { const char* message) {
MGLOG_E("Vulkan: xfb capture pass: %s", message != nullptr ? message : ""); MGLOG_E("Vulkan: xfb capture pass: %s", message != nullptr ? message : "");
@@ -1334,7 +1350,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
spvtools::Optimizer optimizer(SPV_ENV_VULKAN_1_3); spvtools::Optimizer optimizer(SPV_ENV_VULKAN_1_3);
spvtools::OptimizerOptions options; spvtools::OptimizerOptions options;
options.set_run_validator(false); options.set_run_validator(false); // see TransformSpirvForExplicitLod0Sampling
optimizer.SetMessageConsumer([](spv_message_level_t, const char*, const spv_position_t&,
const char* message) {
MGLOG_E("Vulkan: position fix pass: %s", message != nullptr ? message : "");
});
optimizer.RegisterPass(CreateGlToVulkanPositionFixPass(transformFlags)); optimizer.RegisterPass(CreateGlToVulkanPositionFixPass(transformFlags));
const Bool success = optimizer.Run(input.data(), input.size(), &output, options); const Bool success = optimizer.Run(input.data(), input.size(), &output, options);
@@ -2525,6 +2545,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
#if MOBILEGL_LOG_ACTIVE_LEVEL <= MOBILEGL_LOG_LEVEL_DEBUG #if MOBILEGL_LOG_ACTIVE_LEVEL <= MOBILEGL_LOG_LEVEL_DEBUG
ValidateTransformedSpirv(moduleSpv, shaders[i]->GetShaderStage(), program.GetExternalIndex()); ValidateTransformedSpirv(moduleSpv, shaders[i]->GetShaderStage(), program.GetExternalIndex());
#else
// Final module the driver receives; also checked in the INFO-level CI/test
// lanes, where the DEBUG gate above is compiled out.
if (MG_Util::ShaderTranspiler::ShaderCompiler::SpirvValidationEnabled()) {
ValidateTransformedSpirv(moduleSpv, shaders[i]->GetShaderStage(), program.GetExternalIndex());
}
#endif #endif
VkShaderModuleCreateInfo smci{VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO}; VkShaderModuleCreateInfo smci{VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO};
@@ -161,12 +161,23 @@ namespace MobileGL::MG_Backend::DirectVulkan {
} }
void VkBufferManager::CollectAllDeferredReleases() { void VkBufferManager::CollectAllDeferredReleases() {
// Per-resource releases only. Every one of them was deferred behind a BumpSliceEpoch,
// so no memo can still name the handle, and the caller has proved the GPU is idle.
//
// The transient arena's releases are deliberately NOT collected here. A buffer lands
// there when the arena outgrows it mid-frame (BufferArena::EnsureCapacity), and at
// that moment every slice already handed out from this frame's arena still names it -
// VkBufferResource::transientSlice above all, which AcquireStreamedSlice keeps
// serving for the whole frame serial on the strength of transientFrameSerial alone.
// Nothing bumps the slice epoch for those other resources, so freeing the buffer
// here left the streamed memo handing a destroyed VkBuffer to vkCmdBindIndexBuffer
// (llvmpipe then faulted inside the draw; the Create/Flywheel indirect retrace died
// exactly this way). Mid-frame drains do not advance m_frameSerial, so they must not
// free arena storage either: the arena's own ResetFrame/BeginFrame is the point where
// the slot's slices stop being reachable, and that is where these releases land.
for (Uint32 frameIndex = 0; frameIndex < m_deferredBufferReleases.size(); ++frameIndex) { for (Uint32 frameIndex = 0; frameIndex < m_deferredBufferReleases.size(); ++frameIndex) {
CollectDeferredReleases(frameIndex); CollectDeferredReleases(frameIndex);
} }
for (Uint32 frameIndex = 0; frameIndex < m_transientUploadArena.GetFrameCount(); ++frameIndex) {
m_transientUploadArena.CollectDeferredReleases(frameIndex);
}
} }
void VkBufferManager::NotifyDeviceIdle() { void VkBufferManager::NotifyDeviceIdle() {
@@ -102,10 +102,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Recreate all per-frame transient arenas // Recreate all per-frame transient arenas
Bool RecreateTransientArenas(Uint32 frameCount); Bool RecreateTransientArenas(Uint32 frameCount);
void BeginFrame(Uint32 frameIndex); void BeginFrame(Uint32 frameIndex);
// Drains every frame slot's deferred buffer/resource releases (and the // Drains every frame slot's deferred buffer/resource releases. Only valid when
// transient arena's parked superseded blocks). Only valid when the // the caller has proven every queue submission complete; used by the present-less
// caller has proven every queue submission complete; used by the // frame-boundary drain. Deliberately does NOT touch the transient arena's parked
// present-less frame-boundary drain. // superseded blocks: those are still named by this frame's slices (see the
// definition), and only a frame rewind retires them.
void CollectAllDeferredReleases(); void CollectAllDeferredReleases();
// All previously submitted GPU work has completed (vkDeviceWaitIdle). // All previously submitted GPU work has completed (vkDeviceWaitIdle).
void NotifyDeviceIdle(); void NotifyDeviceIdle();
@@ -19,6 +19,9 @@
#include "MG_State/GLState/TextureState/TextureObject.h" #include "MG_State/GLState/TextureState/TextureObject.h"
#include "MG_Impl/GLImpl/Framebuffer/GL_Framebuffer.h" #include "MG_Impl/GLImpl/Framebuffer/GL_Framebuffer.h"
#include "MG_Util/Converters/GLToMG/TextureEnumConverter.h" #include "MG_Util/Converters/GLToMG/TextureEnumConverter.h"
// Only reached from an MGLOG_W, which the shipping INFO log level compiles out - so the
// missing include never broke a default build and did break every WARN/DEBUG-level one.
#include "MG_Util/Converters/MGToStr/TextureEnumConverter.h"
#include "MG_Util/Converters/MGToVk/RenderStateEnumConverter.h" #include "MG_Util/Converters/MGToVk/RenderStateEnumConverter.h"
#include "MG_Util/Converters/MGToVk/TextureEnumConverter.h" #include "MG_Util/Converters/MGToVk/TextureEnumConverter.h"
#include "MG_Util/Math/HalfFloat.h" #include "MG_Util/Math/HalfFloat.h"
@@ -3009,15 +3012,10 @@ void main() {
#if defined(VK_USE_PLATFORM_XLIB_KHR) #if defined(VK_USE_PLATFORM_XLIB_KHR)
if (m_platformDisplay != nullptr) { if (m_platformDisplay != nullptr) {
if (m_ownsFallbackXlibWindow && m_window != 0 && m_platformLibrary != nullptr) { // No fallback window to destroy any more: the display here is only ever
using XDestroyWindowFn = int (*)(Display*, Window); // one this renderer opened for a REAL window surface, and that window is
auto* destroyWindow = reinterpret_cast<XDestroyWindowFn>(dlsym(m_platformLibrary, "XDestroyWindow")); // the caller's to own. The hidden-window pbuffer fallback that used to be
if (destroyWindow) { // cleaned up here is gone (see CreateSurface).
destroyWindow(static_cast<Display*>(m_platformDisplay), static_cast<Window>(m_window));
}
m_window = 0;
m_ownsFallbackXlibWindow = false;
}
using XCloseDisplayFn = int (*)(Display*); using XCloseDisplayFn = int (*)(Display*);
auto* closeDisplay = reinterpret_cast<XCloseDisplayFn>(m_platformCloseDisplay); auto* closeDisplay = reinterpret_cast<XCloseDisplayFn>(m_platformCloseDisplay);
if (closeDisplay) { if (closeDisplay) {
@@ -4267,8 +4265,15 @@ void main() {
auto writeUniform = [&](Int location, const void* data, SizeT size) { auto writeUniform = [&](Int location, const void* data, SizeT size) {
MOBILEGL_ASSERT(location >= 0, "GenerateDepthMipmapWithShader: invalid uniform location"); MOBILEGL_ASSERT(location >= 0, "GenerateDepthMipmapWithShader: invalid uniform location");
const Uint offset = m_depthMipmapResources.program->GetUniformOffset(static_cast<Uint>(location)); const Uint offset = m_depthMipmapResources.program->GetUniformOffset(static_cast<Uint>(location));
MOBILEGL_ASSERT(offset + size <= m_depthMipmapResources.program->GetUBOSize(), // A RETURN, not only an assert: the assert compiles out in release, and a program
"GenerateDepthMipmapWithShader: uniform write out of bounds"); // whose SPIR-V job settled cancelled reports kInvalidUniformOffset (~0u) with a
// zero-sized shadow - which would make the memcpy below a wild write at
// depthProgramData + 4 GiB rather than a dropped uniform.
if (offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset ||
offset + size > m_depthMipmapResources.program->GetUBOSize()) {
MOBILEGL_ASSERT(false, "GenerateDepthMipmapWithShader: uniform write out of bounds");
return;
}
memcpy(depthProgramData + offset, data, size); memcpy(depthProgramData + offset, data, size);
m_depthMipmapResources.program->MarkUBOContentDirty(); m_depthMipmapResources.program->MarkUBOContentDirty();
}; };
@@ -5561,6 +5566,19 @@ void main() {
MakeXfbWritesVisible(); MakeXfbWritesVisible();
VkTextureManager::DrawSyncScope drawSyncScope(*m_textureManager); VkTextureManager::DrawSyncScope drawSyncScope(*m_textureManager);
m_textureManager->CollectGarbage(); m_textureManager->CollectGarbage();
{
// Mirror DirectGLES's SyncToBackend gate: a program whose phase-B job failed or
// was cancelled has no usable optimized module - and on an in-place
// SanitizeAndOptimizeBinary failure GetGeneratedSpirv() still holds the RAW
// glslang words, which must never reach vkCreateShaderModule. Drop the draw.
const auto& drawProgram = *MG_State::pGLContext->GetProgramForDraw();
if (!drawProgram.GetLinkStatus() || !drawProgram.GetSpirvStatus()) {
MGLOG_D("SetupDraw skipped: program=%u is linked=%d spirv=%d",
drawProgram.GetExternalIndex(), static_cast<int>(drawProgram.GetLinkStatus()),
static_cast<int>(drawProgram.GetSpirvStatus()));
return false;
}
}
if (TrySetupDrawFastPath(frame, mode, aspects, drawParams, pIndexBufferView)) { if (TrySetupDrawFastPath(frame, mode, aspects, drawParams, pIndexBufferView)) {
return true; return true;
} }
@@ -6011,6 +6029,11 @@ void main() {
m_textureManager->CollectGarbage(); m_textureManager->CollectGarbage();
auto& frame = m_frameContext.GetCurrent(); auto& frame = m_frameContext.GetCurrent();
const auto& program = *MG_State::pGLContext->GetProgramForDraw(); const auto& program = *MG_State::pGLContext->GetProgramForDraw();
if (!program.GetLinkStatus() || !program.GetSpirvStatus()) {
MGLOG_E("DispatchCompute skipped: program=%u has no optimized SPIR-V",
program.GetExternalIndex());
return;
}
ProgramFactory::CompileOptionFlags transformFlags = 0; ProgramFactory::CompileOptionFlags transformFlags = 0;
const auto& programObj = m_programFactory->GetOrCreateProgram(program, transformFlags); const auto& programObj = m_programFactory->GetOrCreateProgram(program, transformFlags);
@@ -6051,6 +6074,11 @@ void main() {
m_textureManager->CollectGarbage(); m_textureManager->CollectGarbage();
auto& frame = m_frameContext.GetCurrent(); auto& frame = m_frameContext.GetCurrent();
const auto& program = *MG_State::pGLContext->GetProgramForDraw(); const auto& program = *MG_State::pGLContext->GetProgramForDraw();
if (!program.GetLinkStatus() || !program.GetSpirvStatus()) {
MGLOG_E("DispatchComputeIndirect skipped: program=%u has no optimized SPIR-V",
program.GetExternalIndex());
return;
}
ProgramFactory::CompileOptionFlags transformFlags = 0; ProgramFactory::CompileOptionFlags transformFlags = 0;
const auto& programObj = m_programFactory->GetOrCreateProgram(program, transformFlags); const auto& programObj = m_programFactory->GetOrCreateProgram(program, transformFlags);
@@ -7161,8 +7189,13 @@ void main() {
auto writeUniform = [&](Int location, const void* data, SizeT size) { auto writeUniform = [&](Int location, const void* data, SizeT size) {
MOBILEGL_ASSERT(location >= 0, "TryBlitToDefaultFramebufferWithShader: invalid uniform location"); MOBILEGL_ASSERT(location >= 0, "TryBlitToDefaultFramebufferWithShader: invalid uniform location");
const Uint offset = m_blitResources.program->GetUniformOffset(static_cast<Uint>(location)); const Uint offset = m_blitResources.program->GetUniformOffset(static_cast<Uint>(location));
MOBILEGL_ASSERT(offset + size <= m_blitResources.program->GetUBOSize(), // A RETURN, not only an assert - see GenerateDepthMipmapWithShader's copy of this
"TryBlitToDefaultFramebufferWithShader: uniform write out of bounds"); // guard: kInvalidUniformOffset must not reach the memcpy in a release build.
if (offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset ||
offset + size > m_blitResources.program->GetUBOSize()) {
MOBILEGL_ASSERT(false, "TryBlitToDefaultFramebufferWithShader: uniform write out of bounds");
return;
}
memcpy(blitProgramData + offset, data, size); memcpy(blitProgramData + offset, data, size);
}; };
writeUniform(m_blitResources.srcRectLocation, blitUniformData.srcRect, sizeof(blitUniformData.srcRect)); writeUniform(m_blitResources.srcRectLocation, blitUniformData.srcRect, sizeof(blitUniformData.srcRect));
@@ -10892,17 +10925,24 @@ void main() {
exts.push_back(VK_KHR_ANDROID_SURFACE_EXTENSION_NAME); exts.push_back(VK_KHR_ANDROID_SURFACE_EXTENSION_NAME);
} }
#elif defined VK_USE_PLATFORM_XLIB_KHR #elif defined VK_USE_PLATFORM_XLIB_KHR
// An offscreen surface has ZERO window-system dependence, by design and on
// every machine - including ones that do have a display. There used to be a
// fallback here that requested VK_KHR_xlib_surface and had CreateSurface()
// open a hidden, never-mapped X window; it is gone. A pbuffer that quietly
// needs an X server is a pbuffer that works on a workstation and dies on a
// headless runner, which is exactly what it did: with no DISPLAY, XOpenDisplay
// returned null and the next Xlib call segfaulted. If the loader genuinely has
// no VK_EXT_headless_surface, that is an honest bring-up failure and is
// reported as one below - never papered over with a window.
m_headlessSurfaceSupported = IsExtensionSupported(m_extensions, VK_EXT_HEADLESS_SURFACE_EXTENSION_NAME); m_headlessSurfaceSupported = IsExtensionSupported(m_extensions, VK_EXT_HEADLESS_SURFACE_EXTENSION_NAME);
if (m_headlessSurfaceSupported) { if (!m_headlessSurfaceSupported) {
exts.push_back(VK_EXT_HEADLESS_SURFACE_EXTENSION_NAME); MGLOG_F("%s is not available from this Vulkan loader, so an offscreen (pbuffer) DirectVulkan "
} else { "surface cannot be created. Refusing to substitute a window: offscreen surfaces must not "
// Real ICDs (e.g. NVIDIA's proprietary Linux driver) may not implement "depend on a window system. Install an ICD that implements it (lavapipe does).",
// VK_EXT_headless_surface at all. CreateSurface() falls back to a VK_EXT_HEADLESS_SURFACE_EXTENSION_NAME);
// hidden Xlib window in that case, so request that extension instead. throw RuntimeError("VK_EXT_headless_surface is unavailable for an offscreen DirectVulkan surface");
MGLOG_I("%s not available; falling back to a hidden %s surface for the pbuffer context.",
VK_EXT_HEADLESS_SURFACE_EXTENSION_NAME, VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
exts.push_back(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
} }
exts.push_back(VK_EXT_HEADLESS_SURFACE_EXTENSION_NAME);
#else #else
exts.push_back(VK_EXT_HEADLESS_SURFACE_EXTENSION_NAME); exts.push_back(VK_EXT_HEADLESS_SURFACE_EXTENSION_NAME);
#endif #endif
@@ -11041,17 +11081,38 @@ void main() {
void VulkanRenderer::PickPhysicalDevice() { void VulkanRenderer::PickPhysicalDevice() {
Uint32 deviceCount = 0; Uint32 deviceCount = 0;
vkEnumeratePhysicalDevices(m_instance, &deviceCount, nullptr); VK_VERIFY(vkEnumeratePhysicalDevices(m_instance, &deviceCount, nullptr));
if (deviceCount == 0) { if (deviceCount == 0) {
MGLOG_E("No physical devices supporting Vulkan found."); // A real, reachable configuration, not a broken invariant: an instance can be
} else { // created from ICDs that load perfectly and then expose no device at all - a
MGLOG_I("Found %d physical device(s).", deviceCount); // GPU-less machine with the vendor ICDs installed (RADV/ANV/NVK on a CI runner)
// is exactly that. It has to be a bring-up failure the caller can report.
//
// It used to be MGLOG_E + MOBILEGL_ASSERT, and BOTH are compiled out at the INFO
// log level every shipping and CI build uses (Log.h orders DEBUG < WARN < ERROR
// < INFO), so the count-zero case fell through in silence to `devices[0]` on an
// EMPTY vector below and segfaulted in vkGetPhysicalDeviceProperties.
MGLOG_F("No Vulkan physical devices found: the instance loaded ICDs but none of them exposes a "
"device. Cannot bring up DirectVulkan. (A software ICD such as lavapipe provides one; "
"pin it with VK_ICD_FILENAMES if the machine has no GPU.)");
throw RuntimeError("No Vulkan physical devices available for DirectVulkan");
} }
MGLOG_I("Found %d physical device(s).", deviceCount);
MOBILEGL_ASSERT(deviceCount > 0, "No physical devices found.");
Vector<VkPhysicalDevice> devices(deviceCount); Vector<VkPhysicalDevice> devices(deviceCount);
vkEnumeratePhysicalDevices(m_instance, &deviceCount, devices.data()); // Same truncation hazard as the instance-extension enumeration: a VK_INCOMPLETE here
// leaves the tail of `devices` default-constructed (VK_NULL_HANDLE), and every one of
// those is a null handle waiting to be passed to the driver. Take only what was
// actually written.
const VkResult enumerateResult = vkEnumeratePhysicalDevices(m_instance, &deviceCount, devices.data());
if (enumerateResult != VK_SUCCESS && enumerateResult != VK_INCOMPLETE) {
VK_VERIFY(enumerateResult, "vkEnumeratePhysicalDevices failed");
}
devices.resize(deviceCount);
if (devices.empty()) {
MGLOG_F("vkEnumeratePhysicalDevices reported devices and then wrote none");
throw RuntimeError("No Vulkan physical devices available for DirectVulkan");
}
for (Int i = 0; i < deviceCount; i++) { for (Int i = 0; i < deviceCount; i++) {
if (GetMoreCapablePhysicalDevice(devices[i], m_surface, m_physicalDevice, m_physicalDevice)) if (GetMoreCapablePhysicalDevice(devices[i], m_surface, m_physicalDevice, m_physicalDevice))
MGLOG_I("Picked physical device %d.", i); MGLOG_I("Picked physical device %d.", i);
@@ -11886,26 +11947,36 @@ void main() {
m_window = reinterpret_cast<NativeWindowType>(nativeWindow); m_window = reinterpret_cast<NativeWindowType>(nativeWindow);
} }
#elif defined VK_USE_PLATFORM_XLIB_KHR #elif defined VK_USE_PLATFORM_XLIB_KHR
if (m_headlessSurfaceSupported) { // No fall-through to Xlib: an offscreen surface never touches a window
// system. CreateInstance() has already refused the bring-up if the loader
// lacks the extension, so reaching here without it is a broken invariant
// rather than a platform limitation - report it and fail, do not continue.
auto* createHeadlessSurface = auto* createHeadlessSurface =
reinterpret_cast<PFN_vkCreateHeadlessSurfaceEXT>( reinterpret_cast<PFN_vkCreateHeadlessSurfaceEXT>(
vkGetInstanceProcAddr(m_instance, "vkCreateHeadlessSurfaceEXT")); vkGetInstanceProcAddr(m_instance, "vkCreateHeadlessSurfaceEXT"));
MOBILEGL_ASSERT(createHeadlessSurface != nullptr, if (!m_headlessSurfaceSupported || createHeadlessSurface == nullptr) {
"VK_EXT_headless_surface is not available for DirectVulkan pbuffer surface"); MGLOG_F("vkCreateHeadlessSurfaceEXT is unavailable (%s reported as %s) while creating an "
"offscreen DirectVulkan surface",
VK_EXT_HEADLESS_SURFACE_EXTENSION_NAME,
m_headlessSurfaceSupported ? "supported" : "unsupported");
throw RuntimeError("vkCreateHeadlessSurfaceEXT is unavailable for an offscreen DirectVulkan surface");
}
VkHeadlessSurfaceCreateInfoEXT sci{VK_STRUCTURE_TYPE_HEADLESS_SURFACE_CREATE_INFO_EXT}; VkHeadlessSurfaceCreateInfoEXT sci{VK_STRUCTURE_TYPE_HEADLESS_SURFACE_CREATE_INFO_EXT};
VK_VERIFY(createHeadlessSurface(m_instance, &sci, nullptr, &m_surface), VK_VERIFY(createHeadlessSurface(m_instance, &sci, nullptr, &m_surface),
"vkCreateHeadlessSurfaceEXT failed"); "vkCreateHeadlessSurfaceEXT failed");
return; return;
}
// VK_EXT_headless_surface unavailable on this ICD: fall through to the
// Xlib branch below, which creates a hidden window since m_window is
// still null here.
#else #else
auto* createHeadlessSurface = auto* createHeadlessSurface =
reinterpret_cast<PFN_vkCreateHeadlessSurfaceEXT>( reinterpret_cast<PFN_vkCreateHeadlessSurfaceEXT>(
vkGetInstanceProcAddr(m_instance, "vkCreateHeadlessSurfaceEXT")); vkGetInstanceProcAddr(m_instance, "vkCreateHeadlessSurfaceEXT"));
MOBILEGL_ASSERT(createHeadlessSurface != nullptr, if (createHeadlessSurface == nullptr) {
"VK_EXT_headless_surface is not available for DirectVulkan pbuffer surface"); // Same class as the Xlib branch above: a null entry point behind
// MOBILEGL_ASSERT is a segv on the next line in every INFO-level build.
MGLOG_F("vkCreateHeadlessSurfaceEXT is unavailable while creating an offscreen DirectVulkan "
"surface (%s missing from this loader)",
VK_EXT_HEADLESS_SURFACE_EXTENSION_NAME);
throw RuntimeError("vkCreateHeadlessSurfaceEXT is unavailable for an offscreen DirectVulkan surface");
}
VkHeadlessSurfaceCreateInfoEXT sci{VK_STRUCTURE_TYPE_HEADLESS_SURFACE_CREATE_INFO_EXT}; VkHeadlessSurfaceCreateInfoEXT sci{VK_STRUCTURE_TYPE_HEADLESS_SURFACE_CREATE_INFO_EXT};
VK_VERIFY(createHeadlessSurface(m_instance, &sci, nullptr, &m_surface), VK_VERIFY(createHeadlessSurface(m_instance, &sci, nullptr, &m_surface),
"vkCreateHeadlessSurfaceEXT failed"); "vkCreateHeadlessSurfaceEXT failed");
@@ -11934,59 +12005,52 @@ void main() {
sci.pLayer = reinterpret_cast<const void*>(m_window); sci.pLayer = reinterpret_cast<const void*>(m_window);
VK_VERIFY(vkCreateMetalSurfaceEXT(m_instance, &sci, nullptr, &m_surface), "vkCreateMetalSurfaceEXT failed"); VK_VERIFY(vkCreateMetalSurfaceEXT(m_instance, &sci, nullptr, &m_surface), "vkCreateMetalSurfaceEXT failed");
#elif defined VK_USE_PLATFORM_XLIB_KHR #elif defined VK_USE_PLATFORM_XLIB_KHR
// m_window may legitimately still be null here: the pbuffer/headless-fallback // Reached only for a REAL on-screen window surface (a windowed desktop app,
// path below creates its own window when the caller didn't provide one. // retrace in window mode). Presentation to a window legitimately needs a
// window system; offscreen requests returned above and never come here, so
// there is no longer any path that opens a display on a caller's behalf.
//
// Every failure below is a real error return, not MOBILEGL_ASSERT: that macro
// is compiled out at the INFO log level every shipping and CI build uses, so
// asserting here meant a null Display sailed straight into the next Xlib call
// and segfaulted - which is exactly how this presented in CI.
if (!m_window) {
MGLOG_F("CreateSurface: a window surface was requested with no native window");
throw RuntimeError("CreateSurface: no native window for the Vulkan Xlib surface");
}
void* x11Lib = dlopen("libX11.so.6", RTLD_LOCAL | RTLD_NOW); void* x11Lib = dlopen("libX11.so.6", RTLD_LOCAL | RTLD_NOW);
if (!x11Lib) { if (!x11Lib) {
x11Lib = dlopen("libX11.so", RTLD_LOCAL | RTLD_NOW); x11Lib = dlopen("libX11.so", RTLD_LOCAL | RTLD_NOW);
} }
MOBILEGL_ASSERT(x11Lib != nullptr, "Failed to open libX11 while creating Vulkan Xlib surface"); if (x11Lib == nullptr) {
MGLOG_F("Failed to open libX11 (.so.6 and .so) while creating a Vulkan Xlib window surface: %s",
dlerror());
throw RuntimeError("libX11 is unavailable for the Vulkan Xlib window surface");
}
using XOpenDisplayFn = Display* (*)(const char*); using XOpenDisplayFn = Display* (*)(const char*);
using XCloseDisplayFn = int (*)(Display*); using XCloseDisplayFn = int (*)(Display*);
auto* xOpenDisplay = reinterpret_cast<XOpenDisplayFn>(dlsym(x11Lib, "XOpenDisplay")); auto* xOpenDisplay = reinterpret_cast<XOpenDisplayFn>(dlsym(x11Lib, "XOpenDisplay"));
auto* xCloseDisplay = reinterpret_cast<XCloseDisplayFn>(dlsym(x11Lib, "XCloseDisplay")); auto* xCloseDisplay = reinterpret_cast<XCloseDisplayFn>(dlsym(x11Lib, "XCloseDisplay"));
MOBILEGL_ASSERT(xOpenDisplay != nullptr && xCloseDisplay != nullptr, if (xOpenDisplay == nullptr || xCloseDisplay == nullptr) {
"Failed to resolve XOpenDisplay/XCloseDisplay while creating Vulkan Xlib surface"); MGLOG_F("Failed to resolve XOpenDisplay/XCloseDisplay while creating a Vulkan Xlib window surface");
dlclose(x11Lib);
throw RuntimeError("libX11 is missing XOpenDisplay/XCloseDisplay");
}
auto* display = xOpenDisplay(std::getenv("DISPLAY")); const char* displayName = std::getenv("DISPLAY");
MOBILEGL_ASSERT(display != nullptr, "XOpenDisplay failed while creating Vulkan Xlib surface"); auto* display = xOpenDisplay(displayName);
if (display == nullptr) {
MGLOG_F("XOpenDisplay(%s) failed while creating a Vulkan Xlib window surface; there is no usable X "
"display for the requested window surface",
displayName != nullptr ? displayName : "<DISPLAY unset>");
dlclose(x11Lib);
throw RuntimeError("XOpenDisplay failed for the Vulkan Xlib window surface");
}
m_platformDisplay = display; m_platformDisplay = display;
m_platformLibrary = x11Lib; m_platformLibrary = x11Lib;
m_platformCloseDisplay = reinterpret_cast<void*>(xCloseDisplay); m_platformCloseDisplay = reinterpret_cast<void*>(xCloseDisplay);
if (!m_window) {
// Pbuffer/headless fallback: the ICD didn't implement
// VK_EXT_headless_surface (e.g. NVIDIA's proprietary Linux driver), so
// CreateInstance() requested VK_KHR_xlib_surface instead and left
// m_window null for us to fill in here. This window is never mapped -
// it exists only to give the WSI a valid drawable - so nothing is ever
// shown on screen; the swapchain image backs the GL default framebuffer
// exactly like the headless-surface path does.
using XDefaultRootWindowFn = Window (*)(Display*);
using XDefaultScreenFn = int (*)(Display*);
using XBlackPixelFn = unsigned long (*)(Display*, int);
using XCreateSimpleWindowFn = Window (*)(Display*, Window, int, int, unsigned int, unsigned int,
unsigned int, unsigned long, unsigned long);
auto* xDefaultRootWindow = reinterpret_cast<XDefaultRootWindowFn>(dlsym(x11Lib, "XDefaultRootWindow"));
auto* xDefaultScreen = reinterpret_cast<XDefaultScreenFn>(dlsym(x11Lib, "XDefaultScreen"));
auto* xBlackPixel = reinterpret_cast<XBlackPixelFn>(dlsym(x11Lib, "XBlackPixel"));
auto* xCreateSimpleWindow =
reinterpret_cast<XCreateSimpleWindowFn>(dlsym(x11Lib, "XCreateSimpleWindow"));
MOBILEGL_ASSERT(xDefaultRootWindow && xDefaultScreen && xBlackPixel && xCreateSimpleWindow,
"Failed to resolve XCreateSimpleWindow dependencies for the Xlib pbuffer fallback");
const int screen = xDefaultScreen(display);
const Uint32 width = std::max<Uint32>(m_config.SurfaceWidth, 1);
const Uint32 height = std::max<Uint32>(m_config.SurfaceHeight, 1);
const Window fallbackWindow = xCreateSimpleWindow(display, xDefaultRootWindow(display), 0, 0, width,
height, 0, xBlackPixel(display, screen),
xBlackPixel(display, screen));
MOBILEGL_ASSERT(fallbackWindow != 0, "XCreateSimpleWindow failed for the Xlib pbuffer fallback");
m_window = static_cast<NativeWindowType>(fallbackWindow);
m_ownsFallbackXlibWindow = true;
}
VkXlibSurfaceCreateInfoKHR sci{VK_STRUCTURE_TYPE_XLIB_SURFACE_CREATE_INFO_KHR}; VkXlibSurfaceCreateInfoKHR sci{VK_STRUCTURE_TYPE_XLIB_SURFACE_CREATE_INFO_KHR};
sci.dpy = display; sci.dpy = display;
sci.window = static_cast<Window>(m_window); sci.window = static_cast<Window>(m_window);
@@ -12036,10 +12100,40 @@ void main() {
} }
Vector<VkExtensionProperties> VulkanRenderer::EnumerateInstanceExtensions() { Vector<VkExtensionProperties> VulkanRenderer::EnumerateInstanceExtensions() {
// The two-call idiom has a race the spec explicitly allows for: the loader
// re-scans ICDs, so the property count can GROW between the sizing call and
// the fill call, and the fill then returns VK_INCOMPLETE having written only
// as many entries as the caller asked for. The result is a silently TRUNCATED
// extension list - and which extensions fall off the end is exactly as stable
// as the loader's scan order, i.e. not at all. That is how a headless CI
// runner could decide VK_EXT_headless_surface did not exist on one run and
// did on the next, sending the pbuffer path into the Xlib fallback with no
// X server to open. The sibling EnumerateDeviceExtensions below already
// checked its second call; this one dropped the result on the floor.
// Loop until a fill call agrees with its own sizing call.
Vector<VkExtensionProperties> extensions;
for (Uint32 attempt = 0; attempt < 8; ++attempt) {
Uint32 extensionCount = 0; Uint32 extensionCount = 0;
VK_VERIFY(vkEnumerateInstanceExtensionProperties(nullptr, &extensionCount, nullptr)); VK_VERIFY(vkEnumerateInstanceExtensionProperties(nullptr, &extensionCount, nullptr));
Vector<VkExtensionProperties> extensions(extensionCount); extensions.resize(extensionCount);
if (extensionCount == 0) {
return extensions;
}
const VkResult result =
vkEnumerateInstanceExtensionProperties(nullptr, &extensionCount, extensions.data()); vkEnumerateInstanceExtensionProperties(nullptr, &extensionCount, extensions.data());
if (result == VK_SUCCESS) {
extensions.resize(extensionCount);
return extensions;
}
if (result != VK_INCOMPLETE) {
VK_VERIFY(result, "vkEnumerateInstanceExtensionProperties failed");
return extensions;
}
MGLOG_I("vkEnumerateInstanceExtensionProperties returned VK_INCOMPLETE (the loader's list grew "
"mid-enumeration); re-enumerating");
}
MGLOG_F("vkEnumerateInstanceExtensionProperties never settled; the instance extension list may be "
"truncated and surface-extension selection is about to be made on incomplete information");
return extensions; return extensions;
} }
@@ -445,15 +445,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
void* m_platformDisplay = nullptr; void* m_platformDisplay = nullptr;
void* m_platformLibrary = nullptr; void* m_platformLibrary = nullptr;
void* m_platformCloseDisplay = nullptr; void* m_platformCloseDisplay = nullptr;
// Some real ICDs (e.g. NVIDIA's proprietary Linux driver) don't implement // Whether the loader exposes VK_EXT_headless_surface, detected once in
// VK_EXT_headless_surface at all. Detected once in CreateInstance() from the // CreateInstance() from the enumerated instance extensions. On desktop an
// enumerated instance extensions; when false, CreateSurface() falls back to a // offscreen surface REQUIRES it: false is a clean, loud bring-up failure, never
// hidden Xlib window instead of vkCreateHeadlessSurfaceEXT. // a substituted window. (Android is the one exception and has its own path -
// no Mali/Adreno driver seen so far exposes the extension, so a windowless
// context is given an AImageReader ANativeWindow that is never displayed.)
Bool m_headlessSurfaceSupported = true; Bool m_headlessSurfaceSupported = true;
// Set when CreateSurface() had to create its own Xlib window for the fallback
// above (rather than being handed one by the caller), so Shutdown() knows it
// owns that window and must destroy it.
Bool m_ownsFallbackXlibWindow = false;
// Android has the same shortfall: no Mali/Adreno driver seen so far exposes // Android has the same shortfall: no Mali/Adreno driver seen so far exposes
// VK_EXT_headless_surface, so a windowless (EGL pbuffer) context gets an // VK_EXT_headless_surface, so a windowless (EGL pbuffer) context gets an
// AImageReader's ANativeWindow to hand the WSI instead. Nothing is ever // AImageReader's ANativeWindow to hand the WSI instead. Nothing is ever
+49 -3
View File
@@ -744,6 +744,21 @@ namespace MobileGL::MG_Impl::GLImpl {
CopyStr(bufSize, length, infoLog, log.c_str(), (GLsizei)log.length()); CopyStr(bufSize, length, infoLog, log.c_str(), (GLsizei)log.length());
} }
// MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS: while the compile job is still in flight -
// and, via the latch below, for the rest of that node's life once any query was
// answered this way - GL_COMPILE_STATUS reads GL_TRUE and the info log reads empty,
// WITHOUT joining. The latch (TakeOptimisticCompileAnswer) is what makes the three
// sites tell ONE story: without it, a job settling between an application's info-log
// read and its status read would produce the torn pair "GL_FALSE with an empty log",
// and an application that aborts on that never reaches the link join that carries the
// real diagnostic. A failure hidden here still fails the program link, with the
// compile log quoted in the program info log (ProgramLinkTask::ConsumeShaders), which
// is where the serial compile-then-check applications this exists for do their error
// handling.
static Bool AnswerCompileOptimistically(const SharedPtr<MG_State::GLState::ShaderObject>& shaderObject) {
return MG_Util::Async::OptimisticShaderStatusActive() && shaderObject->TakeOptimisticCompileAnswer();
}
void GetShaderiv_State(GLuint shader, GLenum pname, GLint* params) { void GetShaderiv_State(GLuint shader, GLenum pname, GLint* params) {
auto& shaderObject = TryToGetShaderObject(shader); auto& shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return; if (!shaderObject) return;
@@ -756,9 +771,20 @@ namespace MobileGL::MG_Impl::GLImpl {
*params = shaderObject->GetDeleteStatus(); *params = shaderObject->GetDeleteStatus();
break; break;
case GL_COMPILE_STATUS: case GL_COMPILE_STATUS:
if (AnswerCompileOptimistically(shaderObject)) {
*params = GL_TRUE;
break;
}
*params = shaderObject->GetCompileStatus(); *params = shaderObject->GetCompileStatus();
break; break;
case GL_INFO_LOG_LENGTH: case GL_INFO_LOG_LENGTH:
// Not cosmetic: LWJGL's one-argument glGetShaderInfoLog convenience overload
// sizes its buffer from this query, so a joining answer here would defeat the
// non-joining GetShaderInfoLog below.
if (AnswerCompileOptimistically(shaderObject)) {
*params = 0;
break;
}
*params = shaderObject->GetInfoLog().empty() ? 0 : (GLint)shaderObject->GetInfoLog().length() + 1; *params = shaderObject->GetInfoLog().empty() ? 0 : (GLint)shaderObject->GetInfoLog().length() + 1;
break; break;
case GL_SHADER_SOURCE_LENGTH: case GL_SHADER_SOURCE_LENGTH:
@@ -784,6 +810,15 @@ namespace MobileGL::MG_Impl::GLImpl {
auto& shaderObject = TryToGetShaderObject(shader); auto& shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return; if (!shaderObject) return;
// See AnswerCompileOptimistically: an in-flight compile reads as an empty log. The
// cost is a lost compile WARNING (a successful compile whose log the application
// reads exactly once, now, and never after the join) - accepted as part of the
// opt-in.
if (AnswerCompileOptimistically(shaderObject)) {
CopyStr(bufSize, length, infoLog, "", 0);
return;
}
const auto& log = shaderObject->GetInfoLog(); const auto& log = shaderObject->GetInfoLog();
CopyStr(bufSize, length, infoLog, log.c_str(), (GLsizei)log.length()); CopyStr(bufSize, length, infoLog, log.c_str(), (GLsizei)log.length());
} }
@@ -1085,10 +1120,9 @@ namespace MobileGL::MG_Impl::GLImpl {
if (!programObject.IsUniformOpaqueAtLocation(location)) { if (!programObject.IsUniformOpaqueAtLocation(location)) {
MGLOG_D("%s: program = %d, location = %d, maxLocation = %d", __func__, programObject.GetExternalIndex(), MGLOG_D("%s: program = %d, location = %d, maxLocation = %d", __func__, programObject.GetExternalIndex(),
location, programObject.GetMaxUniformLocation()); location, programObject.GetMaxUniformLocation());
// Everything up to and including the clamp is phase-A data (the uniform's GL type
// decides its size), so it is answered without joining anything.
const SizeT size = programObject.GetUniformSizesInBytes(location); const SizeT size = programObject.GetUniformSizesInBytes(location);
const Uint offset = programObject.GetUniformOffset(location);
char* pUBO = static_cast<char*>(programObject.MapUBO());
const SizeT uboSize = programObject.GetUBOSize();
SizeT writeSize = ItemCount * sizeof(T); SizeT writeSize = ItemCount * sizeof(T);
if (size < writeSize) { if (size < writeSize) {
// Metadata bug: degrade to a clamped copy instead of killing the process. // Metadata bug: degrade to a clamped copy instead of killing the process.
@@ -1097,6 +1131,18 @@ namespace MobileGL::MG_Impl::GLImpl {
__func__, programObject.GetExternalIndex(), location, ItemCount * sizeof(T), size); __func__, programObject.GetExternalIndex(), location, ItemCount * sizeof(T), size);
writeSize = size; writeSize = size;
} }
// The uniform shadow's LAYOUT is phase-B data, so a write that lands while the
// SPIR-V job is still running is recorded and replayed at its publish instead of
// joining it. This is the hot path for a shaderpack that sets its uniforms
// immediately after glLinkProgram. BufferUniformWrite declines (and we fall
// through, joining) only past its size budget.
if (programObject.IsSpirvPending() &&
programObject.BufferUniformWrite(location, byteOffsetInsideUniform, value, writeSize)) {
return;
}
const Uint offset = programObject.GetUniformOffset(location);
char* pUBO = static_cast<char*>(programObject.MapUBO());
const SizeT uboSize = programObject.GetUBOSize();
if (pUBO == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset || if (pUBO == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset ||
offset + byteOffsetInsideUniform + writeSize > uboSize) { offset + byteOffsetInsideUniform + writeSize > uboSize) {
// Should not happen: linking gives every settable uniform backing // Should not happen: linking gives every settable uniform backing
+13 -14
View File
@@ -169,25 +169,24 @@ endif()
option(MOBILEGL_ITEST_REQUIRE_GPU option(MOBILEGL_ITEST_REQUIRE_GPU
"Fail (rather than skip) the integration scenarios when the headless harness is unusable" OFF) "Fail (rather than skip) the integration scenarios when the headless harness is unusable" OFF)
# DirectGLES asks the system EGL for a pbuffer config, and on Mesa the default # No EGL_PLATFORM knob here on purpose. The harness pins EGL_PLATFORM=surfaceless
# platform is not X11 unless it is said out loud (run_driver_bench.sh sets the # itself before its first EGL call (HeadlessGL.cpp, EnsureHeadlessPlatform) so a
# same variable). Wrong platform here is not a soft failure: eglCreatePbuffer # developer's machine and a CI runner take the SAME path whether or not a window
# fails and every scenario skips. # system happens to be running. This used to inject "x11", which is how the lane
if (UNIX AND NOT APPLE AND NOT ANDROID) # came up green on a workstation with WSLg and died on a runner with no X server.
set(MOBILEGL_ITEST_EGL_PLATFORM "x11" CACHE STRING #
"EGL_PLATFORM for the integration tests (empty: leave the loader alone)") # A build-system knob would not just be redundant, it would be a trap: `set(...
else() # CACHE ...)` does not rewrite an existing cache, so every build directory
set(MOBILEGL_ITEST_EGL_PLATFORM "" CACHE STRING # configured before this change would keep injecting EGL_PLATFORM=x11 and go on
"EGL_PLATFORM for the integration tests (empty: leave the loader alone)") # binding to a window system - silently, and only on the machines that have one.
endif() # Someone reproducing a platform-specific bug sets EGL_PLATFORM in their own
# environment, which the harness still honours.
set(MGL_ITEST_COMMON_ENV "") set(MGL_ITEST_COMMON_ENV "")
if (MOBILEGL_ITEST_EGL_VENDOR) if (MOBILEGL_ITEST_EGL_VENDOR)
list(APPEND MGL_ITEST_COMMON_ENV "__EGL_VENDOR_LIBRARY_FILENAMES=${MOBILEGL_ITEST_EGL_VENDOR}") list(APPEND MGL_ITEST_COMMON_ENV "__EGL_VENDOR_LIBRARY_FILENAMES=${MOBILEGL_ITEST_EGL_VENDOR}")
endif() endif()
if (MOBILEGL_ITEST_EGL_PLATFORM) unset(MOBILEGL_ITEST_EGL_PLATFORM CACHE) # see above: an old cache must not resurrect x11
list(APPEND MGL_ITEST_COMMON_ENV "EGL_PLATFORM=${MOBILEGL_ITEST_EGL_PLATFORM}")
endif()
if (MOBILEGL_ITEST_REQUIRE_GPU) if (MOBILEGL_ITEST_REQUIRE_GPU)
list(APPEND MGL_ITEST_COMMON_ENV "MOBILEGL_ITEST_REQUIRE_GPU=1") list(APPEND MGL_ITEST_COMMON_ENV "MOBILEGL_ITEST_REQUIRE_GPU=1")
endif() endif()
@@ -74,6 +74,40 @@ namespace MGITest {
std::string renderer; std::string renderer;
}; };
// The harness is headless BY CONSTRUCTION, on every machine: it must never
// reach a window system, not even where one happens to be running. This is
// not a CI accommodation - it is what keeps a developer's run and a CI run
// the same run. The lane was wired up green on a workstation and immediately
// died on the runner precisely because the workstation had a DISPLAY (WSLg)
// and took Mesa's x11 platform, while the runner has none; that divergence
// is the bug, and pinning the platform here is the fix for it.
//
// Mesa selects its EGL platform from EGL_PLATFORM at loader time, so this
// has to run before the first EGL call in the process (see EnsureHeadless
// callers). surfaceless is the platform with no window-system dependency at
// all; the surface this file then creates is still a pbuffer, which every
// platform supports and which the amendment to this rule requires as the
// fallback shape. DISPLAY/WAYLAND_DISPLAY are cleared as well so that a
// driver that consults them directly cannot reintroduce the dependency
// behind EGL's back. Desktop-only file: MG_IntegrationTest never builds
// for Android, so no device path is affected.
void EnsureHeadlessPlatform() {
#if defined(__linux__) && !defined(__ANDROID__)
static bool done = false;
if (done) {
return;
}
done = true;
// An explicit EGL_PLATFORM from the operator still wins: pinning a
// platform is exactly how someone reproduces a platform-specific bug.
if (std::getenv("EGL_PLATFORM") == nullptr) {
setenv("EGL_PLATFORM", "surfaceless", 1);
}
unsetenv("DISPLAY");
unsetenv("WAYLAND_DISPLAY");
#endif
}
// THE bring-up, in one function so the pre-flight child and the parent run // THE bring-up, in one function so the pre-flight child and the parent run
// literally the same sequence - a pre-flight that tests something narrower // literally the same sequence - a pre-flight that tests something narrower
// than what the parent will do is exactly the kind of "predictive" check // than what the parent will do is exactly the kind of "predictive" check
@@ -82,6 +116,9 @@ namespace MGITest {
// Returns 0 on success, or the 1-based index of the step that failed, and // Returns 0 on success, or the 1-based index of the step that failed, and
// fills outReason either way. // fills outReason either way.
int RunEglBringUp(EglBringUp& out, std::string& outReason) { int RunEglBringUp(EglBringUp& out, std::string& outReason) {
// Belt and braces: the pre-flight child and the parent both enter here,
// and neither may be the first to touch EGL without this having run.
EnsureHeadlessPlatform();
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY); EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (display == EGL_NO_DISPLAY) { if (display == EGL_NO_DISPLAY) {
outReason = WithEglError("eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY"); outReason = WithEglError("eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
@@ -199,11 +236,10 @@ namespace MGITest {
} }
if (child == 0) { if (child == 0) {
close(channel[0]); close(channel[0]);
// The child is EXPECTED to die on a signal on an unusable // No core suppression here, deliberately: when the child dies on a
// platform; that is the measurement. Do not let each such // signal, the core IS the diagnosis (an rlimit that used to sit here
// measurement drop a core file next to the test binary. // made a CI-only crash undebuggable). Machines that do not want
const rlimit noCore{0, 0}; // cores control that with the usual ulimit/core_pattern knobs.
setrlimit(RLIMIT_CORE, &noCore);
std::fprintf(stderr, "[itest] pre-flight child: attempting a full EGL bring-up\n"); std::fprintf(stderr, "[itest] pre-flight child: attempting a full EGL bring-up\n");
EglBringUp local; EglBringUp local;
std::string reason; std::string reason;
@@ -284,10 +320,20 @@ namespace MGITest {
} }
} // namespace } // namespace
bool RequireGpu() { namespace {
const char* value = std::getenv("MOBILEGL_ITEST_REQUIRE_GPU"); bool EnvFlag(const char* name) {
const char* value = std::getenv(name);
return value != nullptr && value[0] != '\0' && std::strcmp(value, "0") != 0; return value != nullptr && value[0] != '\0' && std::strcmp(value, "0") != 0;
} }
} // namespace
bool RequireGpu() {
return EnvFlag("MOBILEGL_ITEST_REQUIRE_GPU");
}
bool RequireHardwareGpu() {
return EnvFlag("MOBILEGL_ITEST_REQUIRE_HARDWARE_GPU");
}
std::ostream& operator<<(std::ostream& os, const Rgba8& c) { std::ostream& operator<<(std::ostream& os, const Rgba8& c) {
os << "rgba(" << int(c.r) << "," << int(c.g) << "," << int(c.b) << "," << int(c.a) << ")"; os << "rgba(" << int(c.r) << "," << int(c.g) << "," << int(c.b) << "," << int(c.a) << ")";
@@ -390,6 +436,10 @@ namespace MGITest {
} }
HeadlessGL::HeadlessGL() { HeadlessGL::HeadlessGL() {
// Before anything else in this process can reach EGL, and in particular
// before the pre-flight forks - the child must measure the same platform
// the parent will use.
EnsureHeadlessPlatform();
m_backendName = EnvOr("MOBILEGL_BACKEND_TYPE", "<unset>"); m_backendName = EnvOr("MOBILEGL_BACKEND_TYPE", "<unset>");
m_usable = BringUp(); m_usable = BringUp();
} }
@@ -41,6 +41,15 @@ namespace MGITest {
// a job that ran everything. // a job that ran everything.
bool RequireGpu(); bool RequireGpu();
// True when MOBILEGL_ITEST_REQUIRE_HARDWARE_GPU is set: additionally asserts
// that the context did NOT land on a software rasterizer. Deliberately a
// SEPARATE switch from RequireGpu - a GPU-less CI runner is a supported and
// intended configuration for these scenarios (they pin backend draw logic,
// which llvmpipe/lavapipe execute faithfully), so CI wants the falsifiability
// of REQUIRE_GPU without the hardware demand. Use this one only where a vendor
// pin silently degrading to software would invalidate the measurement.
bool RequireHardwareGpu();
struct Rgba8 { struct Rgba8 {
std::uint8_t r = 0, g = 0, b = 0, a = 0; std::uint8_t r = 0, g = 0, b = 0, a = 0;
@@ -45,12 +45,18 @@ namespace MGITest {
} }
GTEST_SKIP() << "no usable GPU/display/ICD for backend " << gl.BackendName() << ": " << gl.SkipReason(); GTEST_SKIP() << "no usable GPU/display/ICD for backend " << gl.BackendName() << ": " << gl.SkipReason();
} }
if (RequireGpu() && LooksLikeSoftwareRasterizer(gl.RendererString())) { if (RequireHardwareGpu() && LooksLikeSoftwareRasterizer(gl.RendererString())) {
// "Ran on llvmpipe" must not be able to pass as "ran on the GPU": // Only when hardware was asked for BY NAME. REQUIRE_GPU means "an
// a misconfigured vendor pin silently lands on the software // unusable harness is a failure, not a silent skip" - it is the
// rasterizer, and REQUIRE_GPU exists precisely to make that loud. // falsifiability switch, and CI is exactly where it belongs. But CI
FAIL() << "MOBILEGL_ITEST_REQUIRE_GPU is set but the context landed on a software rasterizer: " // runners have no GPU, so folding "must not be llvmpipe" into the
<< gl.RendererString(); // same switch made the CI lane unpassable by construction: the
// scenarios pin backend draw logic, which a software rasterizer
// executes just as faithfully. Landing on llvmpipe/lavapipe there is
// the intended configuration, not a misconfiguration. A vendor pin
// that must not silently degrade sets REQUIRE_HARDWARE_GPU.
FAIL() << "MOBILEGL_ITEST_REQUIRE_HARDWARE_GPU is set but the context landed on a software "
<< "rasterizer: " << gl.RendererString();
} }
// A scenario starts from a clean slate but shares the context (and so // A scenario starts from a clean slate but shares the context (and so
// the renderer's memos) with every other scenario in this process - // the renderer's memos) with every other scenario in this process -
+8 -2
View File
@@ -26,8 +26,14 @@ namespace {
const MGITest::HeadlessGL& gl = MGITest::HeadlessGL::Get(); const MGITest::HeadlessGL& gl = MGITest::HeadlessGL::Get();
std::fprintf(stderr, "MobileGL integration scenarios: backend=%s\n", gl.BackendName().c_str()); std::fprintf(stderr, "MobileGL integration scenarios: backend=%s\n", gl.BackendName().c_str());
if (gl.Usable()) { if (gl.Usable()) {
std::fprintf(stderr, " renderer: %s\n surface: %dx%d pbuffer (headless)\n", // EGL_PLATFORM is echoed because it is the invariant this harness
gl.RendererString().c_str(), gl.Width(), gl.Height()); // rests on: the run is headless on every machine, so a run that
// silently bound to a workstation's window system is a different
// run from CI's and must be visible as one in the log.
const char* eglPlatform = std::getenv("EGL_PLATFORM");
std::fprintf(stderr, " renderer: %s\n surface: %dx%d pbuffer (headless, EGL_PLATFORM=%s)\n",
gl.RendererString().c_str(), gl.Width(), gl.Height(),
eglPlatform != nullptr ? eglPlatform : "<unset>");
} else if (MGITest::RequireGpu()) { } else if (MGITest::RequireGpu()) {
std::fprintf(stderr, std::fprintf(stderr,
" FAILING every scenario (MOBILEGL_ITEST_REQUIRE_GPU is set): %s\n", " FAILING every scenario (MOBILEGL_ITEST_REQUIRE_GPU is set): %s\n",
@@ -157,6 +157,22 @@ void main() {
const QuirkOverride m_saved; const QuirkOverride m_saved;
}; };
// MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS, forced in-process for the same reason
// as AsyncModeScope: one ctest run asserts the quirk against the ambient default.
class OptimisticStatusScope {
public:
explicit OptimisticStatusScope(const QuirkOverride mode)
: m_saved(MobileGL::MG_Config::Features.AsyncOptimisticShaderStatus) {
MobileGL::MG_Config::Features.AsyncOptimisticShaderStatus = mode;
}
~OptimisticStatusScope() { MobileGL::MG_Config::Features.AsyncOptimisticShaderStatus = m_saved; }
OptimisticStatusScope(const OptimisticStatusScope&) = delete;
OptimisticStatusScope& operator=(const OptimisticStatusScope&) = delete;
private:
const QuirkOverride m_saved;
};
// glMaxShaderCompilerThreadsKHR writes process-wide state; a scenario that calls // glMaxShaderCompilerThreadsKHR writes process-wide state; a scenario that calls
// it has to put the pool back or it changes how every scenario after it compiles. // it has to put the pool back or it changes how every scenario after it compiles.
class CompilerThreadScope { class CompilerThreadScope {
@@ -463,5 +479,81 @@ void main() {
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)); EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
} }
// The Iris two-phase shape end to end on a real driver, with the optimistic-status
// quirk on: phase 1 compiles each stage and reads its log then its status (both
// answered optimistically), links, detaches and deletes the shaders for every
// program with no program-level read anywhere; phase 2 then checks every link and
// draws every program. Deliberately NOT built on the harness CompileProgram(),
// whose status read would join and collapse the phase-1 overlap this exists to
// exercise. What the unit suite cannot see - worker-produced artifacts the backend
// then mis-renders - shows up here as a wrong quadrant signature.
TEST_F(AsyncCompileScenario, IrisShapedTwoPhaseBatchRendersCorrectly) {
if (!Ready()) return;
constexpr int kPrograms = 12;
// Distinct per program (so neither the source memo nor the adoption map turns
// a compile into a no-op) but a pure pass-through at runtime: the bulk sits in
// a branch a zero-initialised uniform never takes.
const auto fragmentSource = [](const int index) {
std::string source = "#version 330 core\nin vec3 vColor;\nout vec4 oColor;\n";
source += "uniform float uGate" + std::to_string(index) + ";\n";
source += "void main() {\n oColor = vec4(vColor, 1.0);\n";
source += " if (uGate" + std::to_string(index) + " > 1e30) {\n float acc = 1.0;\n";
for (int i = 0; i < 60; ++i) {
source += " acc = acc * 1.0001 + sin(acc + " + std::to_string(i) + ".0);\n";
}
source += " oColor = vec4(acc);\n }\n}\n";
return source;
};
std::vector<GLuint> programs;
{
const AsyncModeScope async(true);
const OptimisticStatusScope quirk(QuirkOverride::ForceOn);
const CompilerThreadScope threads;
glMaxShaderCompilerThreadsKHR(1);
for (int i = 0; i < kPrograms; ++i) {
m_sources.push_back(fragmentSource(i));
const char* fsText = m_sources.back().c_str();
const GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &kVertexSource, nullptr);
glCompileShader(vs);
(void)ShaderInfoLog(vs); // Iris's exact order: the log first...
(void)ShaderCompileStatus(vs); // ...then the status; both optimistic.
const GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fsText, nullptr);
glCompileShader(fs);
(void)ShaderInfoLog(fs);
(void)ShaderCompileStatus(fs);
const GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glBindAttribLocation(program, 0, "aPos");
glBindAttribLocation(program, 1, "aColor");
glLinkProgram(program);
glDetachShader(program, vs);
glDetachShader(program, fs);
glDeleteShader(vs);
glDeleteShader(fs);
programs.push_back(program);
}
}
for (int i = 0; i < kPrograms; ++i) {
const GLuint program = programs[static_cast<std::size_t>(i)];
GLint linked = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
ASSERT_EQ(linked, GL_TRUE) << "program " << i;
const Image image = DrawFrameWith(program);
EXPECT_EQ(image.QuadrantSignature(), "blue,green,red,white") << "program " << i;
}
for (const GLuint program : programs) glDeleteProgram(program);
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
} // namespace } // namespace
} // namespace MGITest } // namespace MGITest
+12 -5
View File
@@ -380,8 +380,14 @@ namespace MobileGL::MG_State {
// inside the same draw when it finally touched an artifact, and cache under a // inside the same draw when it finally touched an artifact, and cache under a
// version the publish had already superseded. Settling here means every // version the publish had already superseded. Settling here means every
// version a backend reads during a draw describes the program it is drawing. // version a backend reads during a draw describes the program it is drawing.
// One null check in steady state. // Two null checks in steady state.
currentProgram->JoinLink(); //
// BOTH phases, and that is not optional: the phase-B publish bumps those same
// versions, so joining only phase A here would leave exactly the hazard this
// site exists to close - a backend samples a version, then trips the phase-B
// gate through GetGeneratedSpirv() deeper inside the same draw, and memoizes
// under a version the publish has already superseded.
currentProgram->JoinLinkAndSpirv();
return currentProgram; return currentProgram;
} }
if (m_boundProgramPipeline == 0) return nullProgram; if (m_boundProgramPipeline == 0) return nullProgram;
@@ -398,7 +404,7 @@ namespace MobileGL::MG_State {
// programs. In steady state this is a null check per stage. // programs. In steady state this is a null check per stage.
for (SizeT stage = 0; stage < static_cast<SizeT>(ShaderStage::ShaderStageCount); ++stage) { for (SizeT stage = 0; stage < static_cast<SizeT>(ShaderStage::ShaderStageCount); ++stage) {
const auto& stageProgram = pipeline->GetStageProgram(static_cast<ShaderStage>(stage)); const auto& stageProgram = pipeline->GetStageProgram(static_cast<ShaderStage>(stage));
if (stageProgram) stageProgram->JoinLink(); if (stageProgram) stageProgram->JoinLinkAndSpirv();
} }
const auto signature = pipeline->ComputeDrawProgramSignature(); const auto signature = pipeline->ComputeDrawProgramSignature();
@@ -430,8 +436,9 @@ namespace MobileGL::MG_State {
composite->Link(true); composite->Link(true);
// P1 join site J2. The draw that asked for this program is the very next thing to // P1 join site J2. The draw that asked for this program is the very next thing to
// happen, so enqueueing the composite's link buys nothing and only moves the wait // happen, so enqueueing the composite's link buys nothing and only moves the wait
// to whichever backend accessor happens to touch its artifacts first. // to whichever backend accessor happens to touch its artifacts first. Both phases,
composite->JoinLink(); // for the same reason: the backend is about to read its SPIR-V.
composite->JoinLinkAndSpirv();
pipeline->SetCachedDrawProgram(signature, Move(composite)); pipeline->SetCachedDrawProgram(signature, Move(composite));
return pipeline->GetCachedDrawProgram(signature); return pipeline->GetCachedDrawProgram(signature);
} }
@@ -361,29 +361,53 @@ namespace MobileGL::MG_State::GLState {
} }
} }
// SPIR-V must be generated BEFORE buildReflection touches artifacts.program: // ---- everything below this line up to GenerateSpirv() is the GL query surface ----
// reflection's live-variable analysis mutates the intermediates in ways that //
// change subsequent GlslangToSpv output (observed: catastrophic uniform // ORDERING NOTE (rewritten 2026-08-10; the constraint it records was RETESTED, not
// misbinding on DirectVulkan for UBO-heavy content). The old two-link pipeline // dropped on a hunch). This block used to insist that SPIR-V be generated BEFORE
// never ran buildReflection on the SPIR-V-producing program; this order keeps // buildReflection touches artifacts.program, on the grounds that reflection's
// that property with the single link. The glUniform*-to-scratch routing // live-variable analysis mutates the shared intermediates in ways that change
// tables, in contrast, are sized and keyed by reflection results, so they are // subsequent GlslangToSpv output - "observed: catastrophic uniform misbinding on
// built strictly AFTER DoReflection. (Everything else on the reflection // DirectVulkan for UBO-heavy content", recorded with commit 0d052719.
// surface - locations, sampler units, block bindings/sizes - was measured //
// identical in either order.) // Re-measured on the glslang pin this tree vendors, with the same method 0d052719
MGLOG_D("ProgramObject %u: Starting SPIR-V generation", in.externalIndex); // used (per-module SPIR-V hashes, both orders, byte-compared): 636 modules across
GenerateSpirv(); // 320 programs - the whole extracted trace corpus (BSL, Complementary Reimagined,
// IterationRP, Create/Flywheel) plus adversarial synthetics - came out BYTE-IDENTICAL
// in both orders, pre-optimize and post-optimize alike. glslang's code structure
// agrees: reflection.cpp performs no AST write (no getWritableType, no const_cast, no
// qualifier assignment) and GlslangToSpv takes a const TIntermediate&.
//
// Confirmed a third time ON DEVICE, 2026-08-11, and this one closes the gap the
// desktop A/B could not: the corpus replays captured SOURCES, so it never reproduced
// Iris's glBindAttribLocation-before-link flow, which is what drives the io-resolver
// that assigns vertex-input Locations. A Complementary Reimagined pack load on an
// Adreno 830 was dumped at the pipeline the driver rejects (programHash
// 0x4a7e9a37fb49caa1) under BOTH orders and under the pre-split build 6ea94877: all
// three dumps are the same bytes (md5 39ffa10d5186a4d37be82d0b42297a8d). The order
// does not perturb SPIR-V on this pin, including on the exact flow 0d052719 feared.
//
// Not a licence to stop measuring: 0d052719's observation was real once, and the
// method (per-module hashes, both orders) is cheap. Re-run it on any glslang bump.
//
// So the order is now the other way round, and deliberately: reflection, fragment
// output validation and transform-feedback resolution are what the GL query surface
// is made of, and they are also the only remaining ways a link can FAIL, so running
// them first is what lets LINK_STATUS and every query behind it become final without
// waiting for SPIR-V (and stops a program that fails validation from paying for
// ~68 s/pack-load of SPIR-V generation it is about to throw away).
//
// What has NOT changed: the routing tables are sized and keyed by reflection results
// AND read the OPTIMIZED SPIR-V, so BuildGlobalUboRouting still runs strictly after
// both DoReflection and GenerateSpirv.
MGLOG_D("ProgramObject %u: Starting reflection", in.externalIndex); MGLOG_D("ProgramObject %u: Starting reflection", in.externalIndex);
if (!DoReflection(env)) { if (!DoReflection(env)) {
DeferLog(std::format("ProgramObject {}: Link failed during reflection: {}", in.externalIndex, DeferLog(std::format("ProgramObject {}: Link failed during reflection: {}", in.externalIndex,
artifacts.infoLog)); artifacts.infoLog));
return; return;
} }
MGLOG_D("ProgramObject %u: Building global-UBO routing tables", in.externalIndex);
BuildGlobalUboRouting();
MGLOG_D("ProgramObject %u: Reflection done (linkStatus=%d)", in.externalIndex, (int)artifacts.linkStatus); MGLOG_D("ProgramObject %u: Reflection done (linkStatus=%d)", in.externalIndex, (int)artifacts.linkStatus);
if (!ValidateFragmentOutputLocations()) { if (!ValidateFragmentOutputLocations()) {
return; return;
} }
@@ -393,8 +417,30 @@ namespace MobileGL::MG_State::GLState {
in.externalIndex, artifacts.infoLog)); in.externalIndex, artifacts.infoLog));
return; return;
} }
MGLOG_D("ProgramObject %u: Binary generation finished (generatedSpirv size=%zu)", in.externalIndex,
artifacts.generatedSpirv.size()); // ---- past this point the link cannot fail any more ----
// Everything left is SPIR-V work, and it belongs to phase B. Hand it what it needs
// and stop: from the join's point of view this program is now fully linked.
//
// The TShaders move rather than copy - `attrib` borrowed them into the TProgram as
// raw pointers and this node is now their owner of record, for as long as phase B
// (which holds this node) needs the intermediates hanging off them.
spirvHandoff.shaders = Move(attrib.shaders);
spirvHandoff.shaderTypes.resize(in.shaders.size());
for (SizeT i = 0; i < in.shaders.size(); i++) {
spirvHandoff.shaderTypes[i] = MG_Util::ConvertShaderStageToGLEnum(in.shaders[i].stage);
}
// Copied, not referenced: `artifacts` is MOVED out of this node by the join, and
// phase B runs after that. Measured at ~20 us per program, which is noise against the
// ~450 ms phase B spends on the same program.
spirvHandoff.reflection.program = artifacts.program;
spirvHandoff.reflection.uniformLocations = artifacts.uniformLocations;
spirvHandoff.reflection.uniformIndexInTProgram = artifacts.uniformIndexInTProgram;
spirvHandoff.reflection.tProgramUniformIndexToGl = artifacts.tProgramUniformIndexToGl;
spirvHandoff.reflection.maxUniformLocation = artifacts.maxUniformLocation;
spirvHandoff.ready = true;
MGLOG_D("ProgramObject %u: phase A done, %zu module(s) handed to the SPIR-V job", in.externalIndex,
spirvHandoff.shaderTypes.size());
} }
Bool ProgramLinkTask::ConsumeShaders(Vector<SharedPtr<glslang::TShader>>& outShaders) { Bool ProgramLinkTask::ConsumeShaders(Vector<SharedPtr<glslang::TShader>>& outShaders) {
@@ -408,6 +454,13 @@ namespace MobileGL::MG_State::GLState {
MG_Util::ConvertGLEnumToString(shaderType).c_str()); MG_Util::ConvertGLEnumToString(shaderType).c_str());
if (!compiled.compileStatus) { if (!compiled.compileStatus) {
// The compile log LEADS the quoted source, and that order is load-bearing:
// under MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS this string is the
// application's ONLY compile diagnostic (the per-shader queries answered
// optimistically), and applications read it through a bounded buffer -
// Iris uses 32768 bytes - so the actionable text must come before the
// potentially-100KB source dump. The full source stays: the device log is
// where a failing pack gets debugged from.
artifacts.infoLog = artifacts.infoLog =
std::format("Linking a {} with compilation error, linking will now terminate. Shader error " std::format("Linking a {} with compilation error, linking will now terminate. Shader error "
"log:\n{}\nShader src:\n{}", "log:\n{}\nShader src:\n{}",
@@ -836,183 +889,6 @@ namespace MobileGL::MG_State::GLState {
return true; return true;
} }
void ProgramLinkTask::GenerateSpirv() {
/* As we passed first stage compilation/linking,
* we'll assume all the operations here should
* pass. We may be able to employ some optimizations
* here without the burden of error reporting.
*/
using namespace MG_Util::ShaderTranspiler;
MGLOG_D("ProgramObject %u: GenerateSpirv - start", in.externalIndex);
// The shaders were parsed once, in the link-compatible (relaxed Vulkan-rules)
// configuration, and artifacts.program linked those parses - so artifacts.program IS
// the program the backends consume. Generate SPIR-V straight from its
// intermediates; the full re-parse + re-link that used to live here (one
// glslang pass per shader per link) is gone.
Vector<GLenum> shaderTypes(in.shaders.size());
for (SizeT i = 0; i < in.shaders.size(); i++) {
shaderTypes[i] = MG_Util::ConvertShaderStageToGLEnum(in.shaders[i].stage);
}
ProgramBinaryAttrib binaryAttrib{
.shaderTypes = shaderTypes,
.program = *artifacts.program,
};
MGLOG_D("ProgramObject %u: GenerateSpirv - requesting SPIR-V binary from program", in.externalIndex);
auto binaryResult = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
if (!binaryResult) {
DeferLog(std::format("ProgramObject {}: GenerateSpirv - GetSpirvBinaryFromProgram failed",
in.externalIndex));
}
MOBILEGL_ASSERT(binaryResult, "GetSpirvBinaryFromProgram failed");
artifacts.generatedSpirv = Move(binaryResult.value());
MGLOG_D("ProgramObject %u: GenerateSpirv - generated %zu SPIR-V modules", in.externalIndex,
artifacts.generatedSpirv.size());
// Linked SPIR-V generated, sanitize and optimize it
for (auto& spv : artifacts.generatedSpirv) {
auto success = ShaderCompiler::SanitizeAndOptimizeBinary(spv, spv);
MOBILEGL_ASSERT(success, "SanitizeBinary failed");
}
}
void ProgramLinkTask::BuildGlobalUboRouting() {
using namespace MG_Util::ShaderTranspiler;
Vector<GLenum> shaderTypes(in.shaders.size());
for (SizeT i = 0; i < in.shaders.size(); i++) {
shaderTypes[i] = MG_Util::ConvertShaderStageToGLEnum(in.shaders[i].stage);
}
artifacts.uniformSizesInBytes.clear();
artifacts.uniformOffsets.clear();
artifacts.globalUboScratch.clear();
// kInvalidUniformOffset marks locations that end up without global-UBO backing
// (e.g. the optimizer eliminated every use of the uniform); the fallback pass
// below gives those locations tail storage so glUniform* always has a target.
artifacts.uniformOffsets.resize(artifacts.maxUniformLocation + 1, ProgramObject::kInvalidUniformOffset);
artifacts.uniformSizesInBytes.resize(artifacts.maxUniformLocation + 1, 0);
for (SizeT i = 0; i < artifacts.generatedSpirv.size(); i++) {
auto& spv = artifacts.generatedSpirv[i];
auto shaderType = shaderTypes[i];
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - parsing SPIR-V meta data for module %zu "
"(shaderType=%u, wordCount=%zu)",
in.externalIndex, i, shaderType, spv.size());
SpvcSession session(spv, SessionUsageBit::Reflection);
auto result = session.ParseMetaData();
if (result < 0) {
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - SpvcSession::ParseMetaData failed for module %zu, "
"err = %d%s",
in.externalIndex, i, result,
(result == SPVC_ERROR_INVALID_SPIRV ? ". Probably no global UBO?" : ""));
continue;
} else {
auto& meta = session.GetMetadata();
auto size = meta.globalUboSize;
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - SPIR-V meta: uboSize=%zu plainUniformCount=%zu "
"plainUniformOffsets=%zu",
in.externalIndex, meta.globalUboSize, meta.plainUniformMemberSizesInBytes.size(),
meta.plainUniformOffsetsInUBO.size());
if (size == 0) {
continue;
}
if (artifacts.globalUboScratch.size() < size) {
artifacts.globalUboScratch.resize(size);
}
for (const auto& [name, offset] : meta.plainUniformOffsetsInUBO) {
// SPIRV-Reflect leaf names never carry a "[0]" suffix; frontend
// reflection keys arrays as "arr[0]" (GL naming), so retry with the
// suffix before declaring the uniform unbacked.
auto locationIt = artifacts.uniformLocations.find(name);
if (locationIt == artifacts.uniformLocations.end()) {
locationIt = artifacts.uniformLocations.find(name + "[0]");
}
if (locationIt == artifacts.uniformLocations.end()) {
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - uniform '%s' offset=%u but not found in "
"uniformLocations",
in.externalIndex, name.c_str(), offset);
continue;
}
const Uint baseLocation = locationIt->second;
if (!ProgramObject::IsValidUniformLocation(artifacts, static_cast<Int>(baseLocation))) {
continue;
}
const Int uniformIndex = artifacts.uniformIndexInTProgram[baseLocation];
const GLint arraySize = ProgramObject::GetUniformArraySizeByTIndex(artifacts, uniformIndex);
SizeT memberSize = 0;
const auto sizeIt = meta.plainUniformMemberSizesInBytes.find(name);
if (sizeIt != meta.plainUniformMemberSizesInBytes.end()) {
memberSize = sizeIt->second;
}
Uint arrayStride = 0;
const auto strideIt = meta.plainUniformArrayStridesInUBO.find(name);
if (strideIt != meta.plainUniformArrayStridesInUBO.end()) {
arrayStride = strideIt->second;
}
// Array uniforms span one location per element (see DoReflection);
// give each element its real byte offset inside the UBO.
const GLint elementCount = (arraySize > 1 && arrayStride == 0) ? 1 : std::max(arraySize, 1);
for (GLint element = 0; element < elementCount; ++element) {
const Uint location = baseLocation + static_cast<Uint>(element);
if (location > artifacts.maxUniformLocation ||
artifacts.uniformIndexInTProgram[location] != uniformIndex) {
break;
}
artifacts.uniformOffsets[location] = offset + static_cast<Uint>(element) * arrayStride;
const SizeT consumed = static_cast<SizeT>(element) * arrayStride;
artifacts.uniformSizesInBytes[location] = memberSize > consumed ? memberSize - consumed : 0;
}
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - uniform '%s' offset=%u stride=%u size=%zu assigned "
"to locations %u..%u",
in.externalIndex, name.c_str(), offset, arrayStride, memberSize, baseLocation,
baseLocation + static_cast<Uint>(elementCount) - 1);
}
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - finished parsing module %zu metadata",
in.externalIndex, i);
}
}
// Fallback pass: a linked program's active non-opaque uniforms must accept
// glUniform*/glGetUniform* even when the optimized SPIR-V no longer contains
// them (AggressiveDCE can remove a dead loop together with the only loads of a
// uniform -- or the entire global UBO, leaving the scratch unallocated). Hand
// such locations CPU-side storage at the (16-byte aligned) tail of the shadow
// buffer; backends bind at least the SPIR-V-declared UBO range, and the GPU
// never reads these bytes, so this only keeps the GL-visible state coherent.
for (Uint location = 0; location <= artifacts.maxUniformLocation; ++location) {
if (artifacts.uniformOffsets[location] != ProgramObject::kInvalidUniformOffset) continue;
if (!ProgramObject::IsValidUniformLocation(artifacts, static_cast<Int>(location))) continue;
const auto& uniform = artifacts.program->getUniform(artifacts.uniformIndexInTProgram[location]);
const glslang::TType* type = uniform.getType();
if (type != nullptr && type->isOpaque()) continue;
if (uniform.index >= 0 && uniform.index < artifacts.program->getNumUniformBlocks() &&
std::strstr(artifacts.program->getUniformBlock(uniform.index).name.c_str(),
MG_Util::ShaderTranspiler::GLOBAL_UBO_NAME) == nullptr) {
// Member of a named uniform block: not settable through glUniform*, so it
// needs no global-UBO shadow storage.
continue;
}
// std140-style slot: the matrix upload paths write column vectors at
// 16-byte strides, so a matrix slot must cover cols * 16 bytes.
SizeT slotSize = MG_Util::GetGLTypeSize(uniform.glDefineType);
if (type != nullptr && type->isMatrix()) {
slotSize = static_cast<SizeT>(type->getMatrixCols()) * 16u;
}
slotSize = (slotSize + 15u) & ~static_cast<SizeT>(15u);
const SizeT slotOffset = (artifacts.globalUboScratch.size() + 15u) & ~static_cast<SizeT>(15u);
artifacts.globalUboScratch.resize(slotOffset + slotSize, 0);
artifacts.uniformOffsets[location] = static_cast<Uint>(slotOffset);
artifacts.uniformSizesInBytes[location] = slotSize;
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - uniform '%s' location %u has no UBO backing in the "
"generated SPIR-V (optimized out?); allocated %zu fallback bytes at scratch offset %zu",
in.externalIndex, uniform.name.c_str(), location, slotSize, slotOffset);
}
}
Bool ProgramLinkTask::ValidateFragmentOutputLocations() { Bool ProgramLinkTask::ValidateFragmentOutputLocations() {
if (!artifacts.program) return false; if (!artifacts.program) return false;
@@ -29,10 +29,16 @@ namespace MobileGL::MG_State::GLState {
SharedPtr<const ShaderCompileTask> compiled; SharedPtr<const ShaderCompileTask> compiled;
}; };
// The unit of asynchronous linking: one glLinkProgram's worth of pure CPU work - glslang // PHASE A of one glLinkProgram: the half that decides what GL can be asked about the
// link + mapIO, SPIR-V generation and optimization, the GL-facing reflection surface, the // program - glslang link + mapIO, the GL-facing reflection surface, fragment-output
// global-UBO routing tables, fragment-output validation and transform-feedback // validation and transform-feedback resolution - with every input it needs snapshotted at
// resolution - with every input it needs snapshotted at enqueue. // enqueue.
//
// Every one of the eight ways a link can fail lives here, so once this node has published
// through EnsureLinkJoined() the program's LINK_STATUS, info log and entire query surface
// are FINAL and truthful. SPIR-V generation, spirv-opt and the global-UBO routing tables
// moved to ProgramSpirvTask, which chains behind this node and is joined by only five
// getters (see ProgramObject::EnsureSpirvJoined).
// //
// Same ownership rule as ShaderCompileTask: the body reads nothing but `in` (all of it // Same ownership rule as ShaderCompileTask: the body reads nothing but `in` (all of it
// owned or immutable) and writes nothing but `artifacts`. No GL call, no // owned or immutable) and writes nothing but `artifacts`. No GL call, no
@@ -40,11 +46,13 @@ namespace MobileGL::MG_State::GLState {
// through the CompileEnv snapshot and diagnostics are deferred to the join. // through the CompileEnv snapshot and diagnostics are deferred to the join.
// //
// ONE LINK IS ONE HANDLER. RunBody() runs start to finish inside a single pool handler // ONE LINK IS ONE HANDLER. RunBody() runs start to finish inside a single pool handler
// and is the only place `artifacts` is written. Do not split it across handlers to // and is the only place `artifacts` is written. Splitting it across handlers to
// "pipeline" the reflection half: the intermediates that GlslangToSpv and buildReflection // "pipeline" the reflection half would let a cancel land between the halves and publish a
// share are mutated in a strict order (see the GenerateSpirv-before-DoReflection comment // program whose SPIR-V and reflection describe different things - so any such split has
// in Run()), and a second handler would let a cancel land between them and publish a // to be structural: the first half must publish a LINK_STATUS and a query surface that
// program whose SPIR-V and reflection describe different things. // are already final, and a lost second half must degrade to "linked but not drawable",
// never to a half-published program. (The intermediates' ordering constraint that used to
// be quoted here is retested and no longer binding; see the ordering note in RunBody.)
class ProgramLinkTask final : public MG_Util::Async::JobNode { class ProgramLinkTask final : public MG_Util::Async::JobNode {
public: public:
// ---- inputs, snapshotted on the GL thread in ProgramObject::Link()'s prologue ---- // ---- inputs, snapshotted on the GL thread in ProgramObject::Link()'s prologue ----
@@ -68,6 +76,49 @@ namespace MobileGL::MG_State::GLState {
// Moved (never copied) into the ProgramObject by EnsureLinkJoined(). // Moved (never copied) into the ProgramObject by EnsureLinkJoined().
ProgramObject::LinkArtifacts artifacts; ProgramObject::LinkArtifacts artifacts;
// ---- output: everything ProgramSpirvTask needs to run without this node's
// artifacts, filled at the tail of a successful RunBody() ----
//
// THIS IS NOT `artifacts` AND MUST NOT BE MERGED INTO IT. The GL thread MOVES
// `artifacts` out of this node at the join, and phase B runs on a worker afterwards -
// so phase B may read `spirvHandoff` and `in` (neither is ever touched by the join)
// and this node's JobState, and nothing else on it. Reading `artifacts` or
// `diagnostics` from phase B would race the publish.
struct SpirvHandoff {
// MANDATORY, and the reason this struct exists at all: TProgram::addShader stores
// a RAW TShader*, and for the one-shader-per-stage case getIntermediate() returns
// the TShader's own intermediate rather than a copy. These used to die when
// RunBody() returned, which was safe only because nothing called getIntermediate()
// afterwards. GlslangToSpv does exactly that, so phase B has to own them.
//
// MEMORY NOTE: this is the one thing the split makes live LONGER than it used to -
// a glslang arena per stage, megabytes for a shaderpack, now alive from the end of
// phase A until phase B runs instead of dying with the link body, so a deep
// phase-B backlog holds one arena per queued program. Phase B clears this vector
// as soon as GlslangToSpv returns, but read that call site's comment before
// relying on it: for the COMMON case (a shader linked into exactly one program)
// the compile node co-owns the same TShader and phase A pins that node, so the
// clear frees nothing and only the re-parsed CAS-loser shaders are actually
// released. If peak RSS ever becomes the binding constraint on a pack load, THIS
// is the field to attack - by bounding the backlog, by releasing the compile
// node's own reference at claim time, or by moving GlslangToSpv back into phase A.
Vector<SharedPtr<glslang::TShader>> shaders;
// GL enum per entry of `in.shaders`, in the same order (GetSpirvBinaryFromProgram
// walks it to pick the intermediates).
Vector<GLenum> shaderTypes;
// The reflection slice BuildGlobalUboRouting consumes: {program, uniformLocations,
// uniformIndexInTProgram, tProgramUniformIndexToGl, maxUniformLocation}. Carried
// as a LinkArtifacts with only those five fields set, so the routing pass can keep
// calling ProgramObject::IsValidUniformLocation / GetUniformArraySizeByTIndex
// unchanged. The SharedPtr copy of `program` is also what keeps the TProgram alive
// for phase B after the join has moved `artifacts` away.
ProgramObject::LinkArtifacts reflection;
// The one flag phase B tests before doing anything: false means this link never
// reached the tail of RunBody (it failed, or was cancelled mid-body).
Bool ready = false;
} spirvHandoff;
// Posts this job once every compile in `deps` is terminal - and not one moment // Posts this job once every compile in `deps` is terminal - and not one moment
// earlier, so the body never waits on anything (invariant I4: no job body may block // earlier, so the body never waits on anything (invariant I4: no job body may block
// on another job, or the pool could deadlock with all its workers waiting on each // on another job, or the pool could deadlock with all its workers waiting on each
@@ -94,8 +145,6 @@ namespace MobileGL::MG_State::GLState {
Bool ValidateFragmentOutputLocations(); Bool ValidateFragmentOutputLocations();
Bool ResolveTransformFeedbackVaryings(); Bool ResolveTransformFeedbackVaryings();
void ResolveGsTriangleStripCapture(const glslang::TIntermediate* captureIntermediate); void ResolveGsTriangleStripCapture(const glslang::TIntermediate* captureIntermediate);
void GenerateSpirv();
void BuildGlobalUboRouting();
// Worker-side MGLOG replacement: appended to diagnostics.logLines and replayed by the // Worker-side MGLOG replacement: appended to diagnostics.logLines and replayed by the
// join, on the GL thread, where a serial implementation would have printed it. // join, on the GL thread, where a serial implementation would have printed it.
@@ -8,7 +8,9 @@
#include "ProgramObject.h" #include "ProgramObject.h"
#include "ProgramLinkTask.h" #include "ProgramLinkTask.h"
#include "ProgramSpirvTask.h"
#include <atomic> #include <atomic>
#include <cstring>
#include <MG_Util/Async/ShaderCompilePool.h> #include <MG_Util/Async/ShaderCompilePool.h>
#include <MG_Util/Converters/GLToStr/GLEnumConverter.h> #include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
#include <MG_Util/ShaderTranspiler/CompileEnv.h> #include <MG_Util/ShaderTranspiler/CompileEnv.h>
@@ -68,12 +70,129 @@ namespace MobileGL::MG_State::GLState {
Bool ProgramObject::IsPendingLinkTerminal() const { return m_pendingLink->IsTerminal(); } Bool ProgramObject::IsPendingLinkTerminal() const { return m_pendingLink->IsTerminal(); }
Bool ProgramObject::IsPendingSpirvTerminal() const { return m_pendingSpirv->IsTerminal(); }
void ProgramObject::JoinPendingSpirv() const {
MOBILEGL_ASSERT(!MG_Util::Async::ShaderCompilePool::IsPoolThread(),
"ProgramObject::EnsureSpirvJoined() reached from a pool thread; a job body must never read "
"GL-thread-owned objects");
// Move the node out FIRST, for the same reason JoinPendingLink does: everything below
// runs GL-thread-only code that reads program state, and with m_pendingSpirv still set
// that would re-enter this function.
const SharedPtr<ProgramSpirvTask> pending = Move(m_pendingSpirv);
m_pendingSpirv.reset();
pending->Wait();
if (pending->IsComplete()) {
m_spirv = Move(pending->artifacts);
}
// A node that settled as Cancelled published nothing, so m_spirv stays empty with
// spirvStatus false: linked, queryable, not drawable. Nothing to repair.
// Before the version bump, and before any caller can read the shadow: the writes the
// application made while the layout did not exist yet.
ReplayBufferedUniformWrites();
// The THIRD version bump of this link (enqueue, phase-A publish, phase-B publish), and
// it is mandatory for exactly the reason the phase-A one is (see JoinPendingLink): a
// backend memo taken during the A->B window - when the program was already answering
// as linked but had no SPIR-V and no uniform shadow - must not survive the arrival of
// either. The memos at risk are keyed on (lifetimeId, backendStateVersion).
BumpLinkObservableVersions();
MG_Util::Async::ApplyDeferredDiagnostics(*pending);
}
Bool ProgramObject::BufferUniformWrite(const Uint location, const SizeT byteOffsetInUniform, const void* source,
const SizeT byteSize) {
if (source == nullptr || byteSize == 0) return true; // nothing to record, nothing to join for
if (m_pendingUniformBytes.size() + byteSize > kMaxBufferedUniformBytes) {
// Pressure valve: stop growing and let the caller take the join. Say so once per
// program, because the interesting fact is WHICH program did it.
MGLOG_D("ProgramObject %u: buffered uniform writes exceeded %zu bytes during the SPIR-V window; the "
"write joins instead",
m_externalIndex, kMaxBufferedUniformBytes);
return false;
}
const SizeT dataOffset = m_pendingUniformBytes.size();
m_pendingUniformBytes.resize(dataOffset + byteSize);
std::memcpy(m_pendingUniformBytes.data() + dataOffset, source, byteSize);
m_pendingUniformWrites.push_back(PendingUniformWrite{.location = location,
.byteOffsetInUniform =
static_cast<Uint>(byteOffsetInUniform),
.byteSize = static_cast<Uint>(byteSize),
.dataOffset = static_cast<Uint>(dataOffset)});
return true;
}
void ProgramObject::ReplayBufferedUniformWrites() const {
if (m_pendingUniformWrites.empty()) {
m_pendingUniformBytes.clear();
return;
}
// Drain into locals first: MarkUBOContentDirty below is a plain counter bump, but a
// future reader of this function should not be able to observe a half-drained buffer.
Vector<PendingUniformWrite> writes;
Vector<Uint8> bytes;
writes.swap(m_pendingUniformWrites);
bytes.swap(m_pendingUniformBytes);
if (m_spirv.globalUboScratch.empty() || m_spirv.uniformOffsets.empty()) {
// Phase B produced nothing (cancelled at teardown, or a relink superseded it).
// The program is not drawable, so there is nowhere for these to land and nothing
// that could observe them.
MGLOG_D("ProgramObject %u: dropping %zu buffered uniform write(s); the SPIR-V job published no shadow",
m_externalIndex, writes.size());
return;
}
Uint8* const scratch = m_spirv.globalUboScratch.data();
const SizeT uboSize = m_spirv.globalUboScratch.size();
for (const PendingUniformWrite& write : writes) {
if (write.location >= m_spirv.uniformOffsets.size()) continue;
const Uint offset = m_spirv.uniformOffsets[write.location];
if (offset == kInvalidUniformOffset ||
static_cast<SizeT>(offset) + write.byteOffsetInUniform + write.byteSize > uboSize) {
// Same verdict the live write path reaches for a uniform without backing
// storage: log and drop, rather than fault.
MGLOG_E("ProgramObject %u: buffered uniform write at location %u has no backing storage "
"(offset=%u size=%u uboSize=%zu); dropping write",
m_externalIndex, write.location, offset, write.byteSize, uboSize);
continue;
}
Uint8* const destination = scratch + offset + write.byteOffsetInUniform;
const Uint8* const sourceBytes = bytes.data() + write.dataOffset;
// The same bytes-equal dedupe the live path applies, per record and in order, so
// the "an identical write does not move the content version" property survives
// the detour byte for byte.
if (std::memcmp(destination, sourceBytes, write.byteSize) == 0) continue;
std::memcpy(destination, sourceBytes, write.byteSize);
MarkUBOContentDirty();
}
}
void ProgramObject::CancelLink() { void ProgramObject::CancelLink() {
// Phase B first: it is chained behind phase A, so cancelling A would otherwise run A's
// continuation and post a node this call is about to abandon anyway. Cancelling it up
// front makes that continuation a no-op.
//
// Cooperative and non-blocking, both of them. 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. Either way nothing waits, and each
// node keeps its own inputs alive for as long as it needs them.
if (m_pendingSpirv) {
m_pendingSpirv->Cancel();
m_pendingSpirv.reset();
// Buffered writes belong to the link that is being abandoned. A relink resets
// every uniform to its initial value anyway (GL 4.6 core 7.6), and the other two
// callers are destruction and glProgramBinary's mandated failure, so there is
// nothing left that could want them.
m_pendingUniformWrites.clear();
m_pendingUniformBytes.clear();
}
if (!m_pendingLink) return; if (!m_pendingLink) 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. Either way nothing waits, and the node
// keeps its own inputs alive for as long as it needs them.
m_pendingLink->Cancel(); m_pendingLink->Cancel();
m_pendingLink.reset(); m_pendingLink.reset();
} }
@@ -103,8 +222,12 @@ namespace MobileGL::MG_State::GLState {
// function has ever cleared, and its callers depend on that (they write infoLog // function has ever cleared, and its callers depend on that (they write infoLog
// immediately AFTER calling here). Link()'s prologue does not use this - it assigns a // immediately AFTER calling here). Link()'s prologue does not use this - it assigns a
// whole default-constructed block, where the ordering is explicit. // whole default-constructed block, where the ordering is explicit.
// Phase-B output (generatedSpirv / uniformOffsets / globalUboScratch) is NOT cleared
// here and is not in LinkArtifacts at all: the link body calls this on its own block,
// where no phase-B output exists yet. The two GL-thread callers that also have to
// discard phase-B output say so themselves (MarkLinkFailedByProgramBinary clears
// m_spirv; Link()'s prologue assigns a fresh one).
artifacts.program.reset(); artifacts.program.reset();
artifacts.generatedSpirv.clear();
artifacts.uniformLocations.clear(); artifacts.uniformLocations.clear();
artifacts.glUniformIndexToTProgram.clear(); artifacts.glUniformIndexToTProgram.clear();
artifacts.tProgramUniformIndexToGl.clear(); artifacts.tProgramUniformIndexToGl.clear();
@@ -117,9 +240,6 @@ namespace MobileGL::MG_State::GLState {
artifacts.uniformBlockIndexByName.clear(); artifacts.uniformBlockIndexByName.clear();
artifacts.uniformBlockBinding.clear(); artifacts.uniformBlockBinding.clear();
artifacts.shaderStorageBlockBinding.clear(); artifacts.shaderStorageBlockBinding.clear();
artifacts.uniformOffsets.clear();
artifacts.uniformSizesInBytes.clear();
artifacts.globalUboScratch.clear();
artifacts.attribs.clear(); artifacts.attribs.clear();
artifacts.attribTypes.clear(); artifacts.attribTypes.clear();
artifacts.activeUniformCount = 0; artifacts.activeUniformCount = 0;
@@ -238,6 +358,7 @@ namespace MobileGL::MG_State::GLState {
// is what every gated reader sees, so it has to be the complete "not linked" state - // is what every gated reader sees, so it has to be the complete "not linked" state -
// including the fields ResetLinkArtifacts deliberately preserves for its own callers. // including the fields ResetLinkArtifacts deliberately preserves for its own callers.
m_artifacts = {}; m_artifacts = {};
m_spirv = {};
// ---- GL-thread-owned mutations ---- // ---- GL-thread-owned mutations ----
// Remove detached shaders first // Remove detached shaders first
@@ -292,17 +413,33 @@ namespace MobileGL::MG_State::GLState {
task->in.shaders.push_back({shader->GetShaderStage(), shader->GetShaderSourcePtr(), node}); task->in.shaders.push_back({shader->GetShaderStage(), shader->GetShaderSourcePtr(), node});
} }
// Phase B of the same link: SPIR-V generation, spirv-opt and the global-UBO routing
// tables. Created here, alongside phase A, so that from this instant the program has
// BOTH pending nodes and every cancel site (this prologue, ~ProgramObject,
// glProgramBinary's failure) drops both through the one CancelLink().
auto spirvTask = MakeShared<ProgramSpirvTask>();
m_pendingLink = task; m_pendingLink = task;
m_pendingSpirv = spirvTask;
// Flag off - or glMaxShaderCompilerThreadsKHR(0), see AsyncShaderCompileActive(): // Flag off - or glMaxShaderCompilerThreadsKHR(0), see AsyncShaderCompileActive():
// byte-identical to the synchronous implementation. RunInline() executes the same // byte-identical to the synchronous implementation. RunInline() executes the same
// body on this thread and the join below publishes through the same code, so the two // bodies on this thread, in the same order, and the join below publishes through the
// modes differ only in WHICH thread ran RunBody(). // same code, so the two modes differ only in WHICH thread ran them.
//
// Deliberately NOT expressed as SubmitAfter here: its continuation posts to the pool,
// and in this mode the pool is merely unused rather than stopped - the work would
// silently move off-thread in the one mode whose whole contract is that it does not.
if (!MG_Util::Async::AsyncShaderCompileActive()) { if (!MG_Util::Async::AsyncShaderCompileActive()) {
task->RunInline(); task->RunInline();
EnsureLinkJoined(); spirvTask->RunInlineAfter(task);
EnsureSpirvJoined();
return; return;
} }
// The chain edge FIRST, while phase A is still Pending, so registering it is a plain
// list append rather than an inline continuation on this thread. If SubmitAfter below
// then fails to post phase A it cancels it, and that cancel fires this edge, which
// cancels phase B - nothing is left stranded either way.
spirvTask->SubmitAfter(task);
task->SubmitAfter(deps); task->SubmitAfter(deps);
} }
@@ -18,6 +18,9 @@ namespace MobileGL::MG_State::GLState {
// ProgramLinkTask.h includes THIS header (it outputs a LinkArtifacts), so including it // ProgramLinkTask.h includes THIS header (it outputs a LinkArtifacts), so including it
// back would be circular. The destructor is therefore out of line. // back would be circular. The destructor is therefore out of line.
class ProgramLinkTask; class ProgramLinkTask;
// Phase B of the same link: SPIR-V generation, spirv-opt and the global-UBO routing
// tables. Chained behind the ProgramLinkTask, forward-declared for the same reason.
class ProgramSpirvTask;
class ProgramObject { class ProgramObject {
public: public:
@@ -303,7 +306,25 @@ namespace MobileGL::MG_State::GLState {
// Sentinel for a uniform location without global-UBO backing storage (should not // Sentinel for a uniform location without global-UBO backing storage (should not
// survive linking: GenerateBinary falls back to tail-allocated scratch storage). // survive linking: GenerateBinary falls back to tail-allocated scratch storage).
static constexpr Uint kInvalidUniformOffset = ~0u; static constexpr Uint kInvalidUniformOffset = ~0u;
Uint GetUniformOffset(Uint location) const { return Artifacts().uniformOffsets[location]; } // PHASE B (joins the SPIR-V job; see EnsureSpirvJoined).
//
// BOUNDS-CHECKED, and that is not defensive padding - it is the load-bearing half of
// the "linked but not drawable" contract. A phase B that settles CANCELLED rather than
// Complete (its body threw, the pool failed to enqueue it, or teardown cancelled it
// while phase A had already published) publishes nothing, so the shadow is a
// default-constructed SpirvArtifacts with an EMPTY uniformOffsets - while LINK_STATUS
// stays GL_TRUE, because GL gives no way to retract one, and IsValidUniformLocation()
// keeps answering true out of phase-A reflection. Every glUniform*/glGetUniform* call
// site reaches this getter BEFORE its own kInvalidUniformOffset / null-scratch guard,
// so an unchecked operator[] here would be a null dereference on the query surface
// this design promises stays answerable. Reporting kInvalidUniformOffset instead hands
// each of those sites exactly the value their existing guard already handles - the
// same value the routing pass itself uses for a uniform the optimizer deleted.
Uint GetUniformOffset(Uint location) const {
const SpirvArtifacts& spirv = Spirv();
return location < spirv.uniformOffsets.size() ? spirv.uniformOffsets[location]
: kInvalidUniformOffset;
}
Uint GetUniformSizesInBytes(Uint location) const { return MG_Util::GetGLTypeSize(GetUniformType(location)); } Uint GetUniformSizesInBytes(Uint location) const { return MG_Util::GetGLTypeSize(GetUniformType(location)); }
Int GetAttributeLocation(const String& name) { Int GetAttributeLocation(const String& name) {
@@ -381,9 +402,14 @@ namespace MobileGL::MG_State::GLState {
const String& GetActiveAttribName(Uint index) const { const String& GetActiveAttribName(Uint index) const {
return NormalizeBuiltinPipeInputName(Artifacts().program->getPipeInput(static_cast<Int>(index)).name); return NormalizeBuiltinPipeInputName(Artifacts().program->getPipeInput(static_cast<Int>(index)).name);
} }
void* MapUBO() { return Artifacts().globalUboScratch.data(); } // PHASE B, all three (see EnsureSpirvJoined): the shadow buffer's layout is decided
const void* GetUBOData() const { return Artifacts().globalUboScratch.data(); } // by the OPTIMIZED SPIR-V, so it does not exist until the SPIR-V job has settled - and
Uint GetUBOSize() const { return static_cast<Uint>(Artifacts().globalUboScratch.size()); } // never exists at all for a program whose SPIR-V job settled cancelled. These three
// degrade to nullptr/nullptr/0 in that case, which is exactly the "no backing storage"
// shape every caller already tests for (see GetUniformOffset's note).
void* MapUBO() { return Spirv().globalUboScratch.data(); }
const void* GetUBOData() const { return Spirv().globalUboScratch.data(); }
Uint GetUBOSize() const { return static_cast<Uint>(Spirv().globalUboScratch.size()); }
// Content version of the CPU-side global-UBO shadow: writers bump it so backends // Content version of the CPU-side global-UBO shadow: writers bump it so backends
// can skip re-uploading an unchanged UBO on every draw. ~0u is reserved as the // can skip re-uploading an unchanged UBO on every draw. ~0u is reserved as the
// backends' "never uploaded" sentinel, so skip over it on wrap. // backends' "never uploaded" sentinel, so skip over it on wrap.
@@ -391,6 +417,25 @@ namespace MobileGL::MG_State::GLState {
void MarkUBOContentDirty() const { void MarkUBOContentDirty() const {
if (++m_uboContentVersion == ~0u) m_uboContentVersion = 0; if (++m_uboContentVersion == ~0u) m_uboContentVersion = 0;
} }
// ---- glUniform* inside the phase-A -> phase-B window ----
//
// True while the program is fully linked and fully queryable but its uniform shadow's
// LAYOUT (which the optimized SPIR-V decides) does not exist yet. A non-opaque
// glUniform* write in that window is RECORDED rather than joined, and replayed into
// the shadow at the phase-B publish - so a pack that sets its uniforms immediately
// after glLinkProgram never waits for SPIR-V.
//
// Nothing can observe the difference: the only route to those bytes is glGetUniform*
// (and a draw), and both of those go through the phase-B gate, which replays first.
// The OPAQUE branch of glUniform* is deliberately not buffered - a sampler unit is
// phase-A state (uniformSamplerOrImageUnitIndex), so glUniform1i(samplerLoc, unit)
// right after a link stays a zero-join operation, which is exactly what Iris does.
Bool IsSpirvPending() const { return m_pendingSpirv != nullptr; }
// Records one write. Returns false if it declined to buffer - the caller must then
// perform the write directly (which joins). Declining is the pressure valve for an
// application that writes megabytes of uniforms into a single pending window.
Bool BufferUniformWrite(Uint location, SizeT byteOffsetInUniform, const void* source, SizeT byteSize);
Uint32 GetBackendStateVersion() const { return m_backendStateVersion; } Uint32 GetBackendStateVersion() const { return m_backendStateVersion; }
// Bumped only by (re)linking — lets backends detect that every piece of // Bumped only by (re)linking — lets backends detect that every piece of
// link-derived reflection (locations, block order, UBO layout) is stale. // link-derived reflection (locations, block order, UBO layout) is stale.
@@ -463,6 +508,11 @@ namespace MobileGL::MG_State::GLState {
CancelLink(); CancelLink();
BumpLinkObservableVersions(); BumpLinkObservableVersions();
ResetLinkArtifacts(Artifacts()); ResetLinkArtifacts(Artifacts());
// ResetLinkArtifacts is a LinkArtifacts-only operation (the link body calls it on
// its own block, where no phase-B output exists yet), so the phase-B half is
// cleared here. CancelLink() above already dropped the pending SPIR-V job, so
// this cannot be racing a publish.
m_spirv = {};
Artifacts().infoLog = "No program binary format is supported."; Artifacts().infoLog = "No program binary format is supported.";
} }
Bool GetValidateStatus() const { return m_validateStatus; } Bool GetValidateStatus() const { return m_validateStatus; }
@@ -571,8 +621,15 @@ namespace MobileGL::MG_State::GLState {
return Artifacts().shaderStorageBlockBinding; return Artifacts().shaderStorageBlockBinding;
} }
Vector<Vector<unsigned>>& GetGeneratedSpirv() { return Artifacts().generatedSpirv; } // PHASE B (see EnsureSpirvJoined). Empty for a program whose SPIR-V job was
const Vector<Vector<unsigned>>& GetGeneratedSpirv() const { return Artifacts().generatedSpirv; } // cancelled; GetSpirvStatus() below is how a backend tells that apart from a program
// that never linked.
Vector<Vector<unsigned>>& GetGeneratedSpirv() { return Spirv().generatedSpirv; }
const Vector<Vector<unsigned>>& GetGeneratedSpirv() const { return Spirv().generatedSpirv; }
// Whether phase B produced usable SPIR-V. Joins, like the four getters above: a
// backend asks this exactly where it used to ask GetLinkStatus(), i.e. right before
// it builds or draws with the program.
Bool GetSpirvStatus() const { return Spirv().spirvStatus; }
// The linked glslang reflection itself, for the ONE consumer that needs resource // The linked glslang reflection itself, for the ONE consumer that needs resource
// lists no typed getter above exposes: the GL program-interface query layer // lists no typed getter above exposes: the GL program-interface query layer
@@ -620,7 +677,6 @@ namespace MobileGL::MG_State::GLState {
// without going through the gate. // without going through the gate.
struct LinkArtifacts { struct LinkArtifacts {
SharedPtr<glslang::TProgram> program; SharedPtr<glslang::TProgram> program;
Vector<Vector<unsigned>> generatedSpirv;
// Attributes (Vertex in) // Attributes (Vertex in)
Vector<String> attribs; Vector<String> attribs;
@@ -664,11 +720,6 @@ namespace MobileGL::MG_State::GLState {
// SetShaderStorageBlockBinding for why this one is by name and not by index. // SetShaderStorageBlockBinding for why this one is by name and not by index.
UnorderedMap<String, Int> shaderStorageBlockBinding; UnorderedMap<String, Int> shaderStorageBlockBinding;
// Need to be reflected after linking of SPIR-V binary
Vector<Uint> uniformOffsets;
Vector<Uint> uniformSizesInBytes;
Vector<Uint8> globalUboScratch;
Uint activeUniformCount = 0; Uint activeUniformCount = 0;
Uint maxUniformLocation = 0; Uint maxUniformLocation = 0;
Int uniformNameMaxLength = 0; Int uniformNameMaxLength = 0;
@@ -697,6 +748,35 @@ namespace MobileGL::MG_State::GLState {
Uint32 xfbPackedStride = 0; Uint32 xfbPackedStride = 0;
}; };
// ---- everything phase B of a link produces, in one movable block ----
//
// The membership rule is the same mechanical one LinkArtifacts uses: this is exactly
// what ProgramSpirvTask writes, which is what makes moving it THE publish. It is
// deliberately NOT part of LinkArtifacts, and that separation is what routes the five
// readers of SPIR-V-derived data through their own join gate by compiler rather than
// by review - m_spirv is private and Spirv() is the only spelling that reaches it.
//
// Why these three and nothing else: `generatedSpirv` has no GL-thread reader at all
// (every consumer is a backend draw/prepare path), and `uniformOffsets` +
// `globalUboScratch` are the ONLY things glUniform*/glGetUniform* need that are
// derived from the OPTIMIZED SPIR-V rather than from glslang reflection - spirv-opt
// runs in place and can delete a uniform, or the whole global UBO, so the offsets
// cannot be lifted out of glslang's reflection instead.
struct SpirvArtifacts {
Vector<Vector<unsigned>> generatedSpirv;
// Byte offset of each uniform location inside globalUboScratch, or
// kInvalidUniformOffset. Sized maxUniformLocation + 1 by the routing pass.
Vector<Uint> uniformOffsets;
Vector<Uint8> globalUboScratch;
// False for a program whose SPIR-V was never produced (phase B cancelled at
// teardown or by a relink) or whose optimizer run failed. GL has no way to
// retract a LINK_STATUS it already reported true, so such a program stays
// "linked" and every reflection answer it has given stays correct - it is simply
// not drawable, which the backends already express through their link-status
// gates.
Bool spirvStatus = false;
};
// ---- artifacts-only helpers, shared with ProgramLinkTask ---- // ---- artifacts-only helpers, shared with ProgramLinkTask ----
// Static and taking the block explicitly, because from stage 4 the link BODY needs // Static and taking the block explicitly, because from stage 4 the link BODY needs
// them while its artifacts still live on the job node, not on any ProgramObject. The // them while its artifacts still live on the job node, not on any ProgramObject. The
@@ -736,9 +816,20 @@ namespace MobileGL::MG_State::GLState {
// Blocks until a pending link has published its artifacts. Public because a few call // Blocks until a pending link has published its artifacts. Public because a few call
// sites have to join without reading anything - see the explicit-join list (J1-J8) in // sites have to join without reading anything - see the explicit-join list (J1-J8) in
// the P1 design. GL thread only. // the P1 design. GL thread only.
//
// PHASE A ONLY. After this returns, LINK_STATUS and the whole GL query surface are
// final and truthful, but the SPIR-V and the uniform shadow may still be in flight.
void JoinLink() const { EnsureLinkJoined(); } void JoinLink() const { EnsureLinkJoined(); }
// Drops a link that is still in flight, without waiting for it. Called at the points // Both phases. The draw path uses this, and must: the backends sample lifetimeId /
// backendStateVersion / the UBO content version OUTSIDE the gate, so a draw that
// joined only phase A would sample a version, join phase B later inside the same draw
// (through GetGeneratedSpirv), and memoize under a version the phase-B publish had
// already superseded - the exact lost-invalidation hazard J1 exists to prevent.
void JoinLinkAndSpirv() const { EnsureSpirvJoined(); }
// Drops BOTH phases of a link that is still in flight, without waiting for either.
// Called at the points
// where the pending link's result stops being the answer to "what did this program // where the pending link's result stops being the answer to "what did this program
// link to": a re-link supersedes it, glProgramBinary must force LINK_STATUS false, // link to": a re-link supersedes it, glProgramBinary must force LINK_STATUS false,
// and a destroyed program has no observers left. // and a destroyed program has no observers left.
@@ -757,7 +848,15 @@ namespace MobileGL::MG_State::GLState {
// MUST NOT JOIN - this is what GL_COMPLETION_STATUS_KHR reads when the extension // MUST NOT JOIN - this is what GL_COMPLETION_STATUS_KHR reads when the extension
// surface lands. "No job at all" counts as complete: there is nothing outstanding to // surface lands. "No job at all" counts as complete: there is nothing outstanding to
// wait for. // wait for.
Bool IsLinkComplete() const { return m_pendingLink == nullptr || IsPendingLinkTerminal(); } //
// BOTH phases, deliberately: an application that polls GL_COMPLETION_STATUS_KHR and
// then draws must not be told "done" while the SPIR-V is still being generated, or
// the draw it was cleared for is the thing that blocks.
Bool IsLinkComplete() const { return IsPhaseALinkComplete() && IsSpirvComplete(); }
// Phase A alone, for the callers that only care about the query surface (and for the
// tests that pin the two phases apart).
Bool IsPhaseALinkComplete() const { return m_pendingLink == nullptr || IsPendingLinkTerminal(); }
Bool IsSpirvComplete() const { return m_pendingSpirv == nullptr || IsPendingSpirvTerminal(); }
void SetTransformFeedbackVaryings(Vector<String>&& names, GLenum bufferMode) { void SetTransformFeedbackVaryings(Vector<String>&& names, GLenum bufferMode) {
m_requestedXfbVaryings = Move(names); m_requestedXfbVaryings = Move(names);
@@ -824,6 +923,40 @@ namespace MobileGL::MG_State::GLState {
// node's state goes through this out-of-line helper. // node's state goes through this out-of-line helper.
Bool IsPendingLinkTerminal() const; Bool IsPendingLinkTerminal() const;
// ---- the second join gate: phase-B (SPIR-V) output only ----
// Phase A FIRST, always. Two reasons: the phase-B publish replays the uniform writes
// that were buffered during its window, and those need the phase-A reflection to
// validate against; and a caller that reaches a phase-B getter without having settled
// phase A would otherwise leave the link half-published.
//
// Same inline/out-of-line split as the phase-A gate, for the same reason: the five
// getters behind this one include the per-draw uniform upload path.
void EnsureSpirvJoined() const {
if (m_pendingLink) JoinPendingLink();
if (m_pendingSpirv) JoinPendingSpirv();
}
void JoinPendingSpirv() const;
Bool IsPendingSpirvTerminal() const;
// One buffered non-opaque glUniform* write. `dataOffset` indexes m_pendingUniformBytes,
// which is one append-only blob rather than a per-record allocation.
struct PendingUniformWrite {
Uint location = 0;
Uint byteOffsetInUniform = 0;
Uint byteSize = 0;
Uint dataOffset = 0;
};
// Replays the buffer into the freshly published shadow, in write order, and drains it.
// Each record re-does the bounds check and the bytes-equal dedupe the live write path
// performs, so "an identical write does not move the content version" survives the
// detour exactly - and a record that really does change bytes moves the version, which
// is what makes a backend re-upload the UBO it cached during the window.
void ReplayBufferedUniformWrites() const;
// Past this, BufferUniformWrite declines and the write joins instead. Sized so an
// ordinary pack load never reaches it (a pending window is one program's worth of
// uniforms) while a pathological writer cannot grow the heap without bound.
static constexpr SizeT kMaxBufferedUniformBytes = 4u << 20;
LinkArtifacts& Artifacts() { LinkArtifacts& Artifacts() {
EnsureLinkJoined(); EnsureLinkJoined();
return m_artifacts; return m_artifacts;
@@ -832,6 +965,14 @@ namespace MobileGL::MG_State::GLState {
EnsureLinkJoined(); EnsureLinkJoined();
return m_artifacts; return m_artifacts;
} }
SpirvArtifacts& Spirv() {
EnsureSpirvJoined();
return m_spirv;
}
const SpirvArtifacts& Spirv() const {
EnsureSpirvJoined();
return m_spirv;
}
// GL-thread-only companion to ResetLinkArtifacts (see its definition). Const because // GL-thread-only companion to ResetLinkArtifacts (see its definition). Const because
// the publish half of the join calls it; see the mutable counters below. // the publish half of the join calls it; see the mutable counters below.
@@ -899,10 +1040,22 @@ namespace MobileGL::MG_State::GLState {
// Mutable because publishing is a READ-side operation: a const getter has to be able // Mutable because publishing is a READ-side operation: a const getter has to be able
// to settle an outstanding link before answering it. // to settle an outstanding link before answering it.
mutable LinkArtifacts m_artifacts; mutable LinkArtifacts m_artifacts;
// Phase-B output. Same mutability argument as m_artifacts, reached only through
// Spirv().
mutable SpirvArtifacts m_spirv;
// The link job, from enqueue until the first observable read pulls its result. Null // The link job, from enqueue until the first observable read pulls its result. Null
// means m_artifacts is already the answer - which is the state every reader outside // means m_artifacts is already the answer - which is the state every reader outside
// the pending window sees, and the whole reason the gate above is one branch. // the pending window sees, and the whole reason the gate above is one branch.
mutable SharedPtr<ProgramLinkTask> m_pendingLink; mutable SharedPtr<ProgramLinkTask> m_pendingLink;
// The SPIR-V job, chained behind m_pendingLink. Null means m_spirv is already the
// answer. A program can be in the window where m_pendingLink is already null (phase A
// published, the query surface is live) while this is still set.
mutable SharedPtr<ProgramSpirvTask> m_pendingSpirv;
// glUniform* writes taken while m_pendingSpirv was set, in call order, plus their
// bytes. Drained by the phase-B publish and cleared by every cancel site (a relink's
// uniforms are not the previous link's uniforms).
mutable Vector<PendingUniformWrite> m_pendingUniformWrites;
mutable Vector<Uint8> m_pendingUniformBytes;
}; };
} // namespace MobileGL::MG_State::GLState } // namespace MobileGL::MG_State::GLState
@@ -0,0 +1,318 @@
// MobileGL - MobileGL/MG_State/GLState/ProgramState/ProgramSpirvTask.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 "ProgramSpirvTask.h"
#include <MG_State/GLState/ProgramState/ShaderCompileTask.h> // GlslangThreadAllocatorGuard
#include <MG_Util/Async/ShaderCompilePool.h>
#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
#include <MG_Util/ShaderTranspiler/SpvcSession.h>
#include <MG_Util/ShaderTranspiler/Types.h>
#include <cstring>
namespace MobileGL::MG_State::GLState {
void ProgramSpirvTask::DeferLog(String line) { diagnostics.logLines.push_back(Move(line)); }
void ProgramSpirvTask::SubmitAfter(const SharedPtr<ProgramLinkTask>& phaseA) {
MOBILEGL_ASSERT(phaseA != nullptr, "ProgramSpirvTask::SubmitAfter: the phase-A node is missing");
m_phaseA = phaseA;
auto self = std::static_pointer_cast<ProgramSpirvTask>(shared_from_this());
// ONE dependency, so no counter and no guard slot: the whole race
// ProgramLinkTask::SubmitAfter's +1 exists to close (a dependency settling while the
// remaining edges are still being registered) cannot arise with a single edge.
//
// Runs inline, right here, if phase A is already terminal.
phaseA->OnTerminal([self, phaseA] {
// "Dependency did not complete, publish nothing" - the same collapse
// ProgramLinkTask::CompiledArtifacts() performs for an abandoned compile. Note
// this reads the HANDOFF, never phaseA->artifacts: the GL thread may already be
// moving those out (see the class comment).
if (!phaseA->IsComplete() || !phaseA->spirvHandoff.ready) {
self->Cancel();
return;
}
// A cancel that landed before phase A settled (relink, glDeleteProgram, teardown).
// Posting would only make a worker pick up a node that immediately falls out of
// Run() again.
if (self->IsCancellationRequested()) {
self->Cancel();
return;
}
// Non-throwing by construction, and it has to be: this is a JobNode continuation,
// so on the pool side it runs inside an Asio handler. Post() contains its own
// allocation failures, and the catch below CANCELS rather than swallowing - a
// phase B that is never posted is a GL thread blocked forever in
// EnsureSpirvJoined(), which is far worse than a program reported as not drawable.
try {
MG_Util::Async::ShaderCompilePool::Get().Post(self);
} catch (...) {
self->Cancel();
}
});
}
void ProgramSpirvTask::RunInlineAfter(const SharedPtr<ProgramLinkTask>& phaseA) {
MOBILEGL_ASSERT(phaseA != nullptr, "ProgramSpirvTask::RunInlineAfter: the phase-A node is missing");
MOBILEGL_ASSERT(phaseA->IsTerminal(),
"ProgramSpirvTask::RunInlineAfter: phase A has not settled; the inline path must run the "
"two bodies in order on the same thread");
m_phaseA = phaseA;
RunInline();
}
// Pure CPU work only, on a pool worker (or on the GL thread in the inline mode).
// Everything this reads is either owned by this node or published by a terminal phase A;
// everything it writes is `artifacts` (and diagnostics). Same prohibitions as
// ProgramLinkTask::RunBody - no GL/EGL call, no pActiveBackendObject read, no
// pGLContext->RecordError().
void ProgramSpirvTask::RunBody() {
// glslang leaves this worker's TLS pool allocator pointing at the last arena it
// touched; reset it on the way out so an unrelated later job cannot allocate out of a
// pool that has since been freed. Declared FIRST so it is destroyed LAST - the phase-A
// release below drops the TShaders (and their pools) and must happen inside it.
const GlslangThreadAllocatorGuard glslangGuard;
using namespace MG_Util::ShaderTranspiler;
// Drop phase A - and with it the TShaders, the TProgram reference and phase A's whole
// input snapshot - the moment this body is done, rather than at some later join. For a
// pack load that is the difference between W glslang arenas alive and all of them.
struct PhaseAReleaser {
SharedPtr<ProgramLinkTask>& node;
~PhaseAReleaser() { node.reset(); }
} const phaseAReleaser{m_phaseA};
if (!m_phaseA) return;
// Non-const: the TShaders are dropped below, the moment GlslangToSpv is finished with
// them. This is safe by ownership rather than by locking - phase A is terminal and
// therefore immutable to everyone else, the GL-thread join touches only `artifacts`
// and `diagnostics`, and this node is the sole reader of the handoff.
ProgramLinkTask::SpirvHandoff& handoff = m_phaseA->spirvHandoff;
const Uint externalIndex = m_phaseA->in.externalIndex;
if (!handoff.ready || !handoff.reflection.program) {
// Phase A did not reach its tail (it failed the link, or was cancelled mid-body).
// Publish nothing; spirvStatus stays false.
return;
}
MGLOG_D("ProgramObject %u: Starting SPIR-V generation", externalIndex);
GenerateSpirv(handoff, externalIndex);
// GlslangToSpv was the only consumer of the parsed ASTs; everything after this point
// works on the SPIR-V and on the TProgram's own self-contained reflection pool. Drop
// them here rather than at the end of the body, which is ~87% of this node's runtime
// earlier (spirv-opt plus routing).
//
// WHAT THIS ACTUALLY FREES, precisely - it is LESS than "the glslang arenas", and the
// difference matters for the peak-RSS story:
// * CAS-LOSER shaders (the re-parse in ShaderCompileTask::ClaimParsedShader, i.e.
// the 2nd..Nth link of a shared shader): freed here in full. The handoff is their
// ONLY owner.
// * CAS-WINNER shaders (the common case - one shader object linked into one
// program, which is every program of an Iris pack load): NOT freed here. The
// winner branch returns a COPY of ShaderCompileTask::artifacts.shader
// (ShaderCompileTask.cpp:320) and the node never releases its own reference, while
// phase A holds that node through in.shaders[i].compiled for its whole life - and
// phase A lives until PhaseAReleaser fires at the end of this body. So the
// refcount goes 2 -> 1 here and the arena dies where it would have died anyway.
//
// Making it free the winner's arena too means releasing whatever pins the TShader
// inside the compile node, and neither obvious route is safe as a drive-by: moving out
// of artifacts.shader at claim time races ShaderObject::GetCompiledShader() on the GL
// thread and breaks JobNode's "a terminal node is immutable" invariant, and dropping
// phase A's in.shaders[i].compiled reference only helps when nothing else holds the
// node (the adoption map is a WeakPtr index, so it would also change which nodes stay
// adoptable). Both belong in a change that can be reviewed against the consume-once
// and adoption semantics on their own terms.
handoff.shaders.clear();
MGLOG_D("ProgramObject %u: Building global-UBO routing tables", externalIndex);
BuildGlobalUboRouting(handoff, externalIndex);
MGLOG_D("ProgramObject %u: Binary generation finished (generatedSpirv size=%zu)", externalIndex,
artifacts.generatedSpirv.size());
}
void ProgramSpirvTask::GenerateSpirv(const ProgramLinkTask::SpirvHandoff& handoff, const Uint externalIndex) {
/* As we passed first stage compilation/linking,
* we'll assume all the operations here should
* pass. We may be able to employ some optimizations
* here without the burden of error reporting.
*/
using namespace MG_Util::ShaderTranspiler;
MGLOG_D("ProgramObject %u: GenerateSpirv - start", externalIndex);
// The shaders were parsed once, in the link-compatible (relaxed Vulkan-rules)
// configuration, and the handoff's program linked those parses - so it IS the program
// the backends consume. Generate SPIR-V straight from its intermediates, which the
// handoff's TShaders keep alive.
ProgramBinaryAttrib binaryAttrib{
.shaderTypes = handoff.shaderTypes,
.program = *handoff.reflection.program,
};
MGLOG_D("ProgramObject %u: GenerateSpirv - requesting SPIR-V binary from program", externalIndex);
auto binaryResult = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
if (!binaryResult) {
DeferLog(std::format("ProgramObject {}: GenerateSpirv - GetSpirvBinaryFromProgram failed", externalIndex));
MOBILEGL_ASSERT(binaryResult, "GetSpirvBinaryFromProgram failed");
return; // spirvStatus stays false: linked, but not drawable.
}
artifacts.generatedSpirv = Move(binaryResult.value());
MGLOG_D("ProgramObject %u: GenerateSpirv - generated %zu SPIR-V modules", externalIndex,
artifacts.generatedSpirv.size());
// Linked SPIR-V generated, sanitize and optimize it
Bool allOptimized = true;
{
for (auto& spv : artifacts.generatedSpirv) {
auto success = ShaderCompiler::SanitizeAndOptimizeBinary(spv, spv);
if (!success) {
// The one genuine phase-B failure mode: one of the seven optimizer passes
// reported failure, so `spv` is whatever the run left behind. A fordebug
// build trips the assert below; a release build used to hand that binary
// to the backend regardless. It no longer does - the program keeps its
// (truthful) LINK_STATUS and its whole query surface, and the routing
// tables below still give every settable uniform storage so glUniform*
// and glGetUniform* keep working, but spirvStatus stays false and the
// backends refuse to build or draw with it.
allOptimized = false;
DeferLog(std::format("ProgramObject {}: SanitizeAndOptimizeBinary failed; the program is linked "
"and queryable but not drawable",
externalIndex));
}
MOBILEGL_ASSERT(success, "SanitizeBinary failed");
}
}
artifacts.spirvStatus = allOptimized;
}
void ProgramSpirvTask::BuildGlobalUboRouting(const ProgramLinkTask::SpirvHandoff& handoff,
const Uint externalIndex) {
using namespace MG_Util::ShaderTranspiler;
// The phase-A reflection slice this pass keys off. Carried in the handoff rather than
// read off the phase-A node's artifacts, which the join has very likely already moved.
const ProgramObject::LinkArtifacts& reflection = handoff.reflection;
artifacts.uniformOffsets.clear();
artifacts.globalUboScratch.clear();
// kInvalidUniformOffset marks locations that end up without global-UBO backing
// (e.g. the optimizer eliminated every use of the uniform); the fallback pass
// below gives those locations tail storage so glUniform* always has a target.
artifacts.uniformOffsets.resize(reflection.maxUniformLocation + 1, ProgramObject::kInvalidUniformOffset);
for (SizeT i = 0; i < artifacts.generatedSpirv.size(); i++) {
auto& spv = artifacts.generatedSpirv[i];
auto shaderType = i < handoff.shaderTypes.size() ? handoff.shaderTypes[i] : GLenum{0};
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - parsing SPIR-V meta data for module %zu "
"(shaderType=%u, wordCount=%zu)",
externalIndex, i, shaderType, spv.size());
SpvcSession session(spv, SessionUsageBit::Reflection);
auto result = session.ParseMetaData();
if (result < 0) {
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - SpvcSession::ParseMetaData failed for module %zu, "
"err = %d%s",
externalIndex, i, result,
(result == SPVC_ERROR_INVALID_SPIRV ? ". Probably no global UBO?" : ""));
continue;
} else {
auto& meta = session.GetMetadata();
auto size = meta.globalUboSize;
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - SPIR-V meta: uboSize=%zu plainUniformCount=%zu "
"plainUniformOffsets=%zu",
externalIndex, meta.globalUboSize, meta.plainUniformMemberSizesInBytes.size(),
meta.plainUniformOffsetsInUBO.size());
if (size == 0) {
continue;
}
if (artifacts.globalUboScratch.size() < size) {
artifacts.globalUboScratch.resize(size);
}
for (const auto& [name, offset] : meta.plainUniformOffsetsInUBO) {
// SPIRV-Reflect leaf names never carry a "[0]" suffix; frontend
// reflection keys arrays as "arr[0]" (GL naming), so retry with the
// suffix before declaring the uniform unbacked.
auto locationIt = reflection.uniformLocations.find(name);
if (locationIt == reflection.uniformLocations.end()) {
locationIt = reflection.uniformLocations.find(name + "[0]");
}
if (locationIt == reflection.uniformLocations.end()) {
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - uniform '%s' offset=%u but not found in "
"uniformLocations",
externalIndex, name.c_str(), offset);
continue;
}
const Uint baseLocation = locationIt->second;
if (!ProgramObject::IsValidUniformLocation(reflection, static_cast<Int>(baseLocation))) {
continue;
}
const Int uniformIndex = reflection.uniformIndexInTProgram[baseLocation];
const GLint arraySize = ProgramObject::GetUniformArraySizeByTIndex(reflection, uniformIndex);
Uint arrayStride = 0;
const auto strideIt = meta.plainUniformArrayStridesInUBO.find(name);
if (strideIt != meta.plainUniformArrayStridesInUBO.end()) {
arrayStride = strideIt->second;
}
// Array uniforms span one location per element (see DoReflection);
// give each element its real byte offset inside the UBO.
const GLint elementCount = (arraySize > 1 && arrayStride == 0) ? 1 : std::max(arraySize, 1);
for (GLint element = 0; element < elementCount; ++element) {
const Uint location = baseLocation + static_cast<Uint>(element);
if (location > reflection.maxUniformLocation ||
reflection.uniformIndexInTProgram[location] != uniformIndex) {
break;
}
artifacts.uniformOffsets[location] = offset + static_cast<Uint>(element) * arrayStride;
}
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - uniform '%s' offset=%u stride=%u assigned "
"to locations %u..%u",
externalIndex, name.c_str(), offset, arrayStride, baseLocation,
baseLocation + static_cast<Uint>(elementCount) - 1);
}
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - finished parsing module %zu metadata",
externalIndex, i);
}
}
// Fallback pass: a linked program's active non-opaque uniforms must accept
// glUniform*/glGetUniform* even when the optimized SPIR-V no longer contains
// them (AggressiveDCE can remove a dead loop together with the only loads of a
// uniform -- or the entire global UBO, leaving the scratch unallocated). Hand
// such locations CPU-side storage at the (16-byte aligned) tail of the shadow
// buffer; backends bind at least the SPIR-V-declared UBO range, and the GPU
// never reads these bytes, so this only keeps the GL-visible state coherent.
for (Uint location = 0; location <= reflection.maxUniformLocation; ++location) {
if (artifacts.uniformOffsets[location] != ProgramObject::kInvalidUniformOffset) continue;
if (!ProgramObject::IsValidUniformLocation(reflection, static_cast<Int>(location))) continue;
const auto& uniform = reflection.program->getUniform(reflection.uniformIndexInTProgram[location]);
const glslang::TType* type = uniform.getType();
if (type != nullptr && type->isOpaque()) continue;
if (uniform.index >= 0 && uniform.index < reflection.program->getNumUniformBlocks() &&
std::strstr(reflection.program->getUniformBlock(uniform.index).name.c_str(),
MG_Util::ShaderTranspiler::GLOBAL_UBO_NAME) == nullptr) {
// Member of a named uniform block: not settable through glUniform*, so it
// needs no global-UBO shadow storage.
continue;
}
// std140-style slot: the matrix upload paths write column vectors at
// 16-byte strides, so a matrix slot must cover cols * 16 bytes.
SizeT slotSize = MG_Util::GetGLTypeSize(uniform.glDefineType);
if (type != nullptr && type->isMatrix()) {
slotSize = static_cast<SizeT>(type->getMatrixCols()) * 16u;
}
slotSize = (slotSize + 15u) & ~static_cast<SizeT>(15u);
const SizeT slotOffset = (artifacts.globalUboScratch.size() + 15u) & ~static_cast<SizeT>(15u);
artifacts.globalUboScratch.resize(slotOffset + slotSize, 0);
artifacts.uniformOffsets[location] = static_cast<Uint>(slotOffset);
MGLOG_D("ProgramObject %u: BuildGlobalUboRouting - uniform '%s' location %u has no UBO backing in the "
"generated SPIR-V (optimized out?); allocated %zu fallback bytes at scratch offset %zu",
externalIndex, uniform.name.c_str(), location, slotSize, slotOffset);
}
}
} // namespace MobileGL::MG_State::GLState
@@ -0,0 +1,77 @@
// MobileGL - MobileGL/MG_State/GLState/ProgramState/ProgramSpirvTask.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/ProgramLinkTask.h>
#include <MG_Util/Async/JobNode.h>
namespace MobileGL::MG_State::GLState {
// PHASE B of one glLinkProgram: GlslangToSpv, spirv-opt, and the SPIRV-Cross pass that
// builds the glUniform*-to-scratch routing tables. Chained behind exactly one
// ProgramLinkTask and joined by exactly five ProgramObject getters (GetGeneratedSpirv,
// GetUniformOffset, MapUBO, GetUBOData, GetUBOSize), so ~120 other getters and the whole
// GL query surface stay on the phase-A gate and answer without waiting for any of this.
//
// ---- what this node may read, and what it may not ----
// It holds the phase-A node by SharedPtr and reads `phaseA->spirvHandoff` plus
// `phaseA->in`. It must NEVER read `phaseA->artifacts` or `phaseA->diagnostics`: the GL
// thread MOVES the artifacts out of the node at the phase-A join and DRAINS the
// diagnostics there, and both of those can happen while this body runs. The handoff exists
// precisely so this node has a copy of everything it needs that the join does not touch.
// (The general JobNode rule - a terminal node is immutable, so its outputs need no further
// synchronization - covers everything except the two members the join consumes.)
//
// ---- lifetime ----
// The handoff owns the Vector<SharedPtr<glslang::TShader>>, and that is mandatory rather
// than tidy: glslang::TProgram stores raw TShader* and, for the one-shader-per-stage case,
// BORROWS each stage's TIntermediate from its TShader. GlslangToSpv reads exactly those
// intermediates. Before the split the shaders died when ProgramLinkTask::RunBody returned,
// which was safe only because nothing called getIntermediate() afterwards.
//
// ---- failure ----
// A cancel (relink, teardown, program destruction) or an optimizer failure publishes
// spirvStatus = false rather than a half-built program. GL cannot retract a LINK_STATUS it
// already reported true, so such a program stays linked and fully queryable; it is just
// not drawable, which the backends express through their existing link-status gates.
class ProgramSpirvTask final : public MG_Util::Async::JobNode {
public:
// ---- output: valid iff IsComplete(), immutable afterwards ----
// Moved (never copied) into the ProgramObject by EnsureSpirvJoined().
ProgramObject::SpirvArtifacts artifacts;
// Posts this job when `phaseA` goes terminal - and not one moment earlier, so the body
// never waits on anything (invariant I4: no job body may block on another job). A
// single dependency needs no counter, just the one continuation; it runs inline right
// here if `phaseA` is already terminal, which is the same case
// ProgramLinkTask::SubmitAfter already reasons about.
//
// GL thread only, and only after the caller has stored a SharedPtr to this node: the
// continuation takes shared_from_this().
void SubmitAfter(const SharedPtr<ProgramLinkTask>& phaseA);
// The async-off / glMaxShaderCompilerThreadsKHR(0) path: run the body on the calling
// thread, right now, against an ALREADY-TERMINAL phase A. Deliberately not routed
// through SubmitAfter, whose continuation would Post() to a pool that is merely
// unused rather than stopped - that would move the work off-thread in the one mode
// whose contract is "byte-identical to the synchronous implementation".
void RunInlineAfter(const SharedPtr<ProgramLinkTask>& phaseA);
private:
void RunBody() override;
void GenerateSpirv(const ProgramLinkTask::SpirvHandoff& handoff, Uint externalIndex);
void BuildGlobalUboRouting(const ProgramLinkTask::SpirvHandoff& handoff, Uint externalIndex);
// Worker-side MGLOG replacement, replayed by the join on the GL thread. Same reason as
// ProgramLinkTask::DeferLog.
void DeferLog(String line);
SharedPtr<ProgramLinkTask> m_phaseA;
};
} // namespace MobileGL::MG_State::GLState
@@ -111,9 +111,13 @@ namespace MobileGL::MG_State::GLState {
// that can grow, and a reallocation underneath this loop would be a use-after-free // that can grow, and a reallocation underneath this loop would be a use-after-free
// that only shows up on the one GL call that walks the whole table. The copy costs a // that only shows up on the one GL call that walks the whole table. The copy costs a
// refcount bump on a path a mode switch takes at most once. // refcount bump on a path a mode switch takes at most once.
// BOTH phases per program. This is the glMaxShaderCompilerThreadsKHR(0) path, whose
// contract is that nothing is outstanding when it returns - a program left with its
// SPIR-V job in flight would make the very next GL_COMPLETION_STATUS_KHR read GL_FALSE
// in a mode the extension says cannot have anything pending.
for (SizeT i = 0; i < m_programObjects.size(); ++i) { for (SizeT i = 0; i < m_programObjects.size(); ++i) {
const SharedPtr<ProgramObject> program = m_programObjects[i]; const SharedPtr<ProgramObject> program = m_programObjects[i];
if (program) program->JoinLink(); if (program) program->JoinLinkAndSpirv();
} }
for (SizeT i = 0; i < m_shaderObjects.size(); ++i) { for (SizeT i = 0; i < m_shaderObjects.size(); ++i) {
const SharedPtr<ShaderObject> shader = m_shaderObjects[i]; const SharedPtr<ShaderObject> shader = m_shaderObjects[i];
@@ -122,7 +126,7 @@ namespace MobileGL::MG_State::GLState {
// The currently-used program is reachable through m_programObjects unless // The currently-used program is reachable through m_programObjects unless
// glDeleteProgram already freed its slot while it stayed current. Nothing else holds // glDeleteProgram already freed its slot while it stayed current. Nothing else holds
// a GL-visible name for it, but a draw would still join it, so settle it here too. // a GL-visible name for it, but a draw would still join it, so settle it here too.
if (m_currentProgram) m_currentProgram->JoinLink(); if (m_currentProgram) m_currentProgram->JoinLinkAndSpirv();
} }
void ProgramState::MarkShaderObjectForDeletion(Uint shader) { void ProgramState::MarkShaderObjectForDeletion(Uint shader) {
@@ -88,12 +88,19 @@ namespace MobileGL::MG_State::GLState {
// another object, THIS object has not pulled its result yet. (An adopted node may // 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.) // already be terminal - the join then only replays what is left of its diagnostics.)
m_compileJoined = false; m_compileJoined = false;
// A new compile is a new story: whatever the optimistic getters promised about the
// previous node does not carry over.
m_optimisticAnswerLatched = false;
} }
void ShaderObject::DropCompileNode() const { void ShaderObject::DropCompileNode() const {
if (!m_compiled) return; if (!m_compiled) return;
m_compiled->ReleaseAdopter(); m_compiled->ReleaseAdopter();
m_compiled.reset(); m_compiled.reset();
// No node means IsCompileComplete() is trivially true and the truthful answers are
// "not compiled"; a stale latch would keep reporting a compile that no longer
// exists as GL_TRUE.
m_optimisticAnswerLatched = false;
} }
void ShaderObject::InvalidateCompiledState() { void ShaderObject::InvalidateCompiledState() {
@@ -116,8 +116,10 @@ namespace MobileGL {
Bool GetDeleteStatus() const { return m_deleteStatus; } Bool GetDeleteStatus() const { return m_deleteStatus; }
// Blocks until a pending compile has published its artifacts. Public for the // Blocks until a pending compile has published its artifacts. Public for the
// sites that must join without reading anything - ProgramObject::Link's // sites that must join without reading anything - ProgramState::
// prologue, which needs every attached shader settled before it runs. // JoinAllPendingWork, the glMaxShaderCompilerThreadsKHR(0) path that settles
// every outstanding job. glLinkProgram deliberately does NOT come through
// here: its prologue takes the nodes unjoined via CompiledNodeForLink().
void JoinCompile() const { EnsureCompileJoined(); } void JoinCompile() const { EnsureCompileJoined(); }
// True while this object holds the outcome (success OR failure) of a Compile() // True while this object holds the outcome (success OR failure) of a Compile()
@@ -141,6 +143,23 @@ namespace MobileGL {
// outstanding to wait for. // outstanding to wait for.
Bool IsCompileComplete() const { return m_compiled == nullptr || m_compiled->IsTerminal(); } Bool IsCompileComplete() const { return m_compiled == nullptr || m_compiled->IsTerminal(); }
// MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS's one-story-per-compile memory. The
// three optimistic getter sites in GL_Program ask THIS instead of a raw
// IsCompileComplete() peek, and the difference is the latch: without it, a job
// that settles between two adjacent queries hands the application a torn pair -
// an empty info log from the optimistic read, then the real GL_FALSE from the
// truthful one - and an application that aborts on that status never reaches
// the link join that quotes the real log. So the first optimistic answer
// latches: until the next AdoptCompileNode/DropCompileNode this object keeps
// answering optimistically even after the job settles, and a real failure
// surfaces exactly once, at the link. Returns whether the caller should answer
// optimistically; the caller has already checked the quirk is active.
Bool TakeOptimisticCompileAnswer() const {
if (!m_optimisticAnswerLatched && IsCompileComplete()) return false;
m_optimisticAnswerLatched = true;
return true;
}
private: private:
// ---- The one and only join gate for compile output (P1 invariant I5) ---- // ---- The one and only join gate for compile output (P1 invariant I5) ----
// The fast path - no job, or a job whose result this object has already pulled - // The fast path - no job, or a job whose result this object has already pulled -
@@ -231,6 +250,10 @@ namespace MobileGL {
// Exactly-once latch for the pull above. Armed with every new job node, set by // Exactly-once latch for the pull above. Armed with every new job node, set by
// the one join that consumes it. // the one join that consumes it.
mutable Bool m_compileJoined = false; mutable Bool m_compileJoined = false;
// TakeOptimisticCompileAnswer's memory: this object has answered a compile
// query optimistically for the current node. Cleared wherever the node
// changes hands (AdoptCompileNode) or goes away (DropCompileNode).
mutable Bool m_optimisticAnswerLatched = false;
}; };
} // namespace MG_State::GLState } // namespace MG_State::GLState
} // namespace MobileGL } // namespace MobileGL
+68 -1
View File
@@ -117,11 +117,26 @@ void main() { fragColor = thisIdentifierWasNeverDeclared; }
} }
// The non-joining view of the program, i.e. what GL_COMPLETION_STATUS_KHR will report. // The non-joining view of the program, i.e. what GL_COMPLETION_STATUS_KHR will report.
// BOTH phases: a program whose SPIR-V job is still in flight is not finished, even though
// its whole GL query surface already answers.
Bool LinkIsSettled(const GLuint program) { Bool LinkIsSettled(const GLuint program) {
const auto& object = MG_State::pGLContext->GetProgramObject(program); const auto& object = MG_State::pGLContext->GetProgramObject(program);
return object == nullptr || object->IsLinkComplete(); return object == nullptr || object->IsLinkComplete();
} }
// Phase A alone: the half that decides LINK_STATUS, the info log, and every reflection
// query. This is what a read of LINK_STATUS is required to settle.
Bool PhaseALinkIsSettled(const GLuint program) {
const auto& object = MG_State::pGLContext->GetProgramObject(program);
return object == nullptr || object->IsPhaseALinkComplete();
}
// Phase B alone: SPIR-V + the uniform shadow's layout.
Bool SpirvIsSettled(const GLuint program) {
const auto& object = MG_State::pGLContext->GetProgramObject(program);
return object == nullptr || object->IsSpirvComplete();
}
// Enqueues `count` distinct heavy compiles without reading anything back, so the pool is // Enqueues `count` distinct heavy compiles without reading anything back, so the pool is
// left with a real backlog for the caller to race against. // left with a real backlog for the caller to race against.
Vector<GLuint> SaturatePool(const int count, Vector<String>& sourceStorage) { Vector<GLuint> SaturatePool(const int count, Vector<String>& sourceStorage) {
@@ -516,11 +531,63 @@ TEST_F(AsyncLinkTest, LinkProgramReturnsBeforeTheWorkIsDone) {
for (const GLuint program : programs) { for (const GLuint program : programs) {
EXPECT_EQ(QueryLinkStatus(program), GL_TRUE) << QueryProgramInfoLog(program); EXPECT_EQ(QueryLinkStatus(program), GL_TRUE) << QueryProgramInfoLog(program);
EXPECT_TRUE(LinkIsSettled(program)) << "reading LINK_STATUS must have joined"; // PHASE A only. Reading LINK_STATUS settles the half that decides it, and no more -
// the SPIR-V job may well still be running, which is the entire point of the split.
EXPECT_TRUE(PhaseALinkIsSettled(program)) << "reading LINK_STATUS must have joined phase A";
} }
EXPECT_EQ(GetError(), GL_NO_ERROR); EXPECT_EQ(GetError(), GL_NO_ERROR);
} }
// The other half of the previous case, and the property the two-phase split exists for:
// LINK_STATUS is answerable without the SPIR-V, so a run of LINK_STATUS reads over a
// backlog must leave SPIR-V jobs outstanding rather than draining them one by one.
TEST_F(AsyncLinkTest, ReadingLinkStatusDoesNotSettleTheSpirvJob) {
const AsyncModeScope async(true);
MG_Util::Async::ShaderCompilePool::Get().SetMaxConcurrency(1);
constexpr int kPrograms = 24;
const GLuint vs = MakeShader(GL_VERTEX_SHADER, kVs);
Vector<GLuint> programs;
Vector<String> sources;
for (int i = 0; i < kPrograms; ++i) {
sources.push_back(MakeBulkySource(7900 + i));
const char* text = sources.back().c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &text, nullptr);
CompileShader(fs);
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
programs.push_back(program);
}
int spirvOutstanding = 0;
for (int i = 0; i < kPrograms; ++i) {
const GLuint program = programs[static_cast<SizeT>(i)];
EXPECT_EQ(QueryLinkStatus(program), GL_TRUE) << QueryProgramInfoLog(program);
EXPECT_TRUE(PhaseALinkIsSettled(program)) << "reading LINK_STATUS must have joined phase A";
// Reflection has to answer here too, out of phase A and with no further join.
const String uniformName = "uSeed" + std::to_string(7900 + i);
EXPECT_GE(GetUniformLocation(program, uniformName.c_str()), 0) << uniformName;
if (!SpirvIsSettled(program)) ++spirvOutstanding;
}
EXPECT_GT(spirvOutstanding, 0) << "the whole GL query surface was answered and yet every SPIR-V job had "
"already been drained - the reads are joining phase B";
// And the SPIR-V gate really is a gate: touching it settles the job.
for (const GLuint program : programs) {
const auto& object = MG_State::pGLContext->GetProgramObject(program);
ASSERT_NE(object, nullptr);
EXPECT_GT(object->GetGeneratedSpirv().size(), 0u);
EXPECT_TRUE(SpirvIsSettled(program));
EXPECT_TRUE(LinkIsSettled(program));
}
EXPECT_EQ(GetError(), GL_NO_ERROR);
MG_Util::Async::ShaderCompilePool::Get().SetMaxConcurrency(
MG_Util::Async::ShaderCompilePool::Get().GetThreadCount());
}
// With the flag off, a link is finished by the time glLinkProgram returns. This is the guard // With the flag off, a link is finished by the time glLinkProgram returns. This is the guard
// that keeps the default shippable. // that keeps the default shippable.
TEST_F(AsyncLinkTest, LinkIsFullySynchronousWithAsyncOff) { TEST_F(AsyncLinkTest, LinkIsFullySynchronousWithAsyncOff) {
File diff suppressed because it is too large Load Diff
+40
View File
@@ -49,6 +49,22 @@ add_executable(
AsyncLinkTest.cpp AsyncLinkTest.cpp
) )
add_executable(
OptimisticStatusTest
OptimisticStatusTest.cpp
)
target_include_directories(OptimisticStatusTest PRIVATE
${MGL_ROOT}/include
${MGL_ROOT}/MobileGL
)
target_link_libraries(
OptimisticStatusTest PRIVATE
GTest::gtest_main
${LINK_LIBRARIES}
)
target_include_directories(AsyncLinkTest PRIVATE target_include_directories(AsyncLinkTest PRIVATE
${MGL_ROOT}/include ${MGL_ROOT}/include
${MGL_ROOT}/MobileGL ${MGL_ROOT}/MobileGL
@@ -60,6 +76,24 @@ target_link_libraries(
${LINK_LIBRARIES} ${LINK_LIBRARIES}
) )
# Its own binary, like the other async suites: its cases pin the compile pool down to one
# worker so a phase-B job really is still queued while the GL query surface is being read.
add_executable(
AsyncSpirvPhaseTest
AsyncSpirvPhaseTest.cpp
)
target_include_directories(AsyncSpirvPhaseTest PRIVATE
${MGL_ROOT}/include
${MGL_ROOT}/MobileGL
)
target_link_libraries(
AsyncSpirvPhaseTest PRIVATE
GTest::gtest_main
${LINK_LIBRARIES}
)
add_executable( add_executable(
ShaderCompileAdoptionTest ShaderCompileAdoptionTest
ShaderCompileAdoptionTest.cpp ShaderCompileAdoptionTest.cpp
@@ -165,11 +199,17 @@ gtest_discover_tests(ProgramInterfaceTest DISCOVERY_TIMEOUT 30 PROPERTIES LABELS
# compile pool so there is something in flight to race against. # 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(AsyncCompileTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
gtest_discover_tests(AsyncLinkTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300) gtest_discover_tests(AsyncLinkTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
# Same reason: every case here links a batch against a one-worker pool so that phase B is
# genuinely outstanding while phase A is being interrogated.
gtest_discover_tests(AsyncSpirvPhaseTest 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 # 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. # worker, and the 48-object stress links every one of them.
gtest_discover_tests(ShaderCompileAdoptionTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300) 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. # 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(ParallelShaderCompileTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
# Same reason: the optimistic-window cases need a saturated one-worker pool to observe an
# in-flight compile, and the two-phase replay links 48 programs across both flag states.
gtest_discover_tests(OptimisticStatusTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
gtest_discover_tests(AsyncTeardownTest 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. # 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) gtest_discover_tests(XfbFrontendOrderInvarianceTest DISCOVERY_TIMEOUT 60 PROPERTIES LABELS unit TIMEOUT 300)
@@ -0,0 +1,674 @@
// MobileGL - MobileGL/MG_Test/Program/OptimisticStatusTest.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
// MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS: while a compile job is in flight, the two
// per-shader queries that would join it - GL_COMPILE_STATUS and the info log - answer
// optimistically instead, and the first such answer latches for that compile's lifetime
// (ShaderObject::TakeOptimisticCompileAnswer). These cases pin the corners of that
// contract: the default still joins, the optimistic window really answers without
// joining, the latch keeps the three queries telling one story even after the job
// settles, a real failure still fails the program link with the compile log quoted, and
// the Iris-shaped two-phase batch produces reflection identical to the joining path.
//
// Determinism note: the cases that need "a compile that cannot have settled yet" do not
// race the pool - they occupy its single concurrency slot with a gate-blocked job
// (PoolBlocker), so the assertions are hard EXPECTs rather than skip-if-drained guesses.
// A quirk that silently reverts to joining DEADLOCKS such a case into its 300s ctest
// timeout instead of passing - ugly, but a failure, which is the point.
//
// Like AsyncCompileTest, every case drives the real GL entry points and flips the
// MG_Config::Features fields itself rather than reading the environment, so one binary
// asserts both flag states regardless of how the suite was launched.
#include <gtest/gtest.h>
#include <algorithm>
#include <chrono>
#include <condition_variable>
#include <mutex>
#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_Util/Async/JobNode.h"
#include "MG_Util/Async/ShaderCompilePool.h"
using namespace MobileGL;
using namespace MobileGL::MG_Impl::GLImpl;
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;
};
class OptimisticStatusScope {
public:
explicit OptimisticStatusScope(const MG_Config::QuirkOverride mode)
: m_saved(MG_Config::Features.AsyncOptimisticShaderStatus) {
MG_Config::Features.AsyncOptimisticShaderStatus = mode;
}
~OptimisticStatusScope() { MG_Config::Features.AsyncOptimisticShaderStatus = m_saved; }
OptimisticStatusScope(const OptimisticStatusScope&) = delete;
OptimisticStatusScope& operator=(const OptimisticStatusScope&) = delete;
private:
const MG_Config::QuirkOverride m_saved;
};
// glMaxShaderCompilerThreadsKHR writes PROCESS-wide state (the pool's concurrency budget
// and the suspension latch), so a case that touches it has to put both back or it
// poisons every case declared 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;
};
// A job that occupies a pool slot until released, holding everything queued behind it
// in a provably-unsettled state. Same gate idea as JobNodeTest's TestJob+Gate; waiting
// on a test-owned gate inside a body does not violate the pool's no-job-waits-on-job
// rule - there is no other JOB involved.
class PoolBlocker final : public MG_Util::Async::JobNode {
public:
void Release() {
{
const std::lock_guard<std::mutex> lock(m_mutex);
m_open = true;
}
m_cv.notify_all();
}
protected:
void RunBody() override {
std::unique_lock<std::mutex> lock(m_mutex);
m_cv.wait(lock, [this] { return m_open; });
}
private:
std::mutex m_mutex;
std::condition_variable m_cv;
Bool m_open = false;
};
// Budget 1 + a blocked job in the only slot: from construction until Release(), no
// shader compile posted afterwards can run, let alone settle. The destructor releases
// and joins so no case can leak a wedged pool into the next one.
class BlockedPoolScope {
public:
BlockedPoolScope() : m_blocker(MakeShared<PoolBlocker>()) {
MaxShaderCompilerThreadsKHR(1);
MG_Util::Async::ShaderCompilePool::Get().Post(m_blocker);
}
~BlockedPoolScope() { Release(); }
void Release() {
m_blocker->Release();
m_blocker->Wait();
}
BlockedPoolScope(const BlockedPoolScope&) = delete;
BlockedPoolScope& operator=(const BlockedPoolScope&) = delete;
private:
SharedPtr<PoolBlocker> m_blocker;
};
const char* kBrokenFs = R"(#version 460
layout(location = 0) out vec4 fragColor;
void main() { fragColor = thisIdentifierWasNeverDeclared; }
)";
// Expensive enough that a compile is not instantaneous, and distinct per index so the
// source-hash memo and the stage-6 adoption map never turn a second instance into a
// no-op. Callers pass disjoint seed ranges for the same reason - two calls in one case
// must never regenerate the same text.
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 < 320; ++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;
}
// The two stages of one Iris-shaped program. Distinct per index (so nothing is memoized
// across programs) but IDENTICAL between the quirk-off and quirk-on replays of the same
// index, which is what makes the reflection comparison meaningful.
String MakeIrisVs(const int index) {
String source = "#version 460\nlayout(location = 0) in vec3 aPos;\n";
source += "uniform mat4 uModel" + std::to_string(index) + ";\n";
source += "uniform vec4 uTint;\nout vec4 vColor;\n";
source += "void main() {\n vColor = uTint;\n gl_Position = uModel" + std::to_string(index) +
" * vec4(aPos, 1.0);\n}\n";
return source;
}
String MakeIrisFs(const int index) {
String source = "#version 460\nlayout(location = 0) out vec4 fragColor;\nin vec4 vColor;\n";
source += "uniform float uSeed" + std::to_string(index) + ";\nuniform vec2 uOffset;\n";
source += "void main() {\n float acc = uSeed" + std::to_string(index) + " + uOffset.x;\n";
for (int i = 0; i < 40; ++i) {
source += " acc = acc * 1.0001 + sin(acc + " + std::to_string(i) + ".0);\n";
}
source += " fragColor = vColor + vec4(acc, uOffset.y, 0.0, 1.0);\n}\n";
return source;
}
GLuint MakeShader(const GLenum type, const char* source) {
const GLuint shader = CreateShader(type);
ShaderSource(shader, 1, &source, nullptr);
CompileShader(shader);
return shader;
}
GLint QueryShaderCompletion(const GLuint shader) {
GLint status = -1;
GetShaderiv(shader, GL_COMPLETION_STATUS_KHR, &status);
return status;
}
GLint QueryCompileStatus(const GLuint shader) {
GLint status = GL_FALSE;
GetShaderiv(shader, GL_COMPILE_STATUS, &status);
return status;
}
GLint QueryInfoLogLength(const GLuint shader) {
GLint length = -1;
GetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
return length;
}
String QueryShaderInfoLog(const GLuint shader) {
std::vector<GLchar> buffer(65536);
GLsizei written = 0;
GetShaderInfoLog(shader, (GLsizei)buffer.size(), &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;
}
GLint QueryProgramCompletion(const GLuint program) {
GLint status = -1;
GetProgramiv(program, GL_COMPLETION_STATUS_KHR, &status);
return status;
}
String QueryProgramInfoLog(const GLuint program) {
// Iris reads through an explicit 32768-byte buffer; mirror that cap so the
// log-ordering contract is asserted through the same window the application has.
std::vector<GLchar> buffer(32768);
GLsizei written = 0;
GetProgramInfoLog(program, (GLsizei)buffer.size(), &written, buffer.data());
return String(buffer.data(), static_cast<size_t>(written));
}
// Enqueues `count` distinct heavy compiles without reading anything back. Seed bases
// must be disjoint across calls within one case (see MakeBulkySource).
Vector<GLuint> SaturatePool(const int count, const int seedBase, Vector<String>& sourceStorage) {
Vector<GLuint> shaders;
shaders.reserve(static_cast<SizeT>(count));
for (int i = 0; i < count; ++i) {
sourceStorage.push_back(MakeBulkySource(seedBase + i));
const char* text = sourceStorage.back().c_str();
const GLuint shader = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(shader, 1, &text, nullptr);
CompileShader(shader);
shaders.push_back(shader);
}
return shaders;
}
// One program driven through Iris's exact phase-1 shape: create, source, compile, read
// the info log then the compile status (GlShader.createShader's order), attach, bind an
// attrib, link, detach, delete. NO program-level query of any kind.
GLuint RunIrisPhaseOne(const String& vsSource, const String& fsSource) {
const char* vsText = vsSource.c_str();
const char* fsText = fsSource.c_str();
const GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsText, nullptr);
CompileShader(vs);
(void)QueryShaderInfoLog(vs);
(void)QueryCompileStatus(vs);
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsText, nullptr);
CompileShader(fs);
(void)QueryShaderInfoLog(fs);
(void)QueryCompileStatus(fs);
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
BindAttribLocation(program, 0, "aPos");
LinkProgram(program);
DetachShader(program, vs);
DetachShader(program, fs);
DeleteShader(vs);
DeleteShader(fs);
return program;
}
// Phase 2, also in Iris's order: LINK_STATUS first, then the by-name location lookups,
// then the GL_ACTIVE_UNIFORMS enumeration ProgramUniforms$Builder.buildUniforms does.
struct ProgramReflection {
GLint linkStatus = GL_FALSE;
Vector<std::pair<String, GLint>> locations; // queried name -> location
Vector<std::tuple<String, GLenum, GLint, GLint>> activeUniforms; // name, type, size, location
};
ProgramReflection RunIrisPhaseTwo(const GLuint program, const Vector<String>& names) {
ProgramReflection out;
out.linkStatus = QueryLinkStatus(program);
for (const String& name : names) {
out.locations.emplace_back(name, GetUniformLocation(program, name.c_str()));
}
GLint activeCount = 0;
GetProgramiv(program, GL_ACTIVE_UNIFORMS, &activeCount);
for (GLint i = 0; i < activeCount; ++i) {
GLchar name[128] = {};
GLsizei written = 0;
GLint size = 0;
GLenum type = 0;
GetActiveUniform(program, (GLuint)i, (GLsizei)sizeof(name), &written, &size, &type, name);
const String nameStr(name, static_cast<size_t>(written));
out.activeUniforms.emplace_back(nameStr, type, size, GetUniformLocation(program, name));
}
// The enumeration order is an implementation detail; the SET is the contract.
std::sort(out.activeUniforms.begin(), out.activeUniforms.end());
return out;
}
class OptimisticStatusTest : public ::testing::Test {
protected:
void SetUp() override { MobileGL::Initialize(); }
};
} // namespace
// ---------------------------------------------------------------------------------------
// The default still joins
// ---------------------------------------------------------------------------------------
// With the quirk unset (Auto = the shipped default), GL_COMPILE_STATUS on a pending compile
// must join it: after the query, the node is terminal. This is the case that guards the
// default against ever silently flipping. No blocker here - a blocked pool would turn the
// (correct) joining behaviour into a deadlock; a plain backlog only makes the pre-join
// state likely, and the assertion is valid either way.
TEST_F(OptimisticStatusTest, OffByDefaultTheStatusStillJoins) {
const AsyncModeScope async(true);
const OptimisticStatusScope quirk(MG_Config::QuirkOverride::Auto);
const CompilerThreadScope threads;
MaxShaderCompilerThreadsKHR(1);
Vector<String> backlog;
const Vector<GLuint> saturation = SaturatePool(8, 70000, backlog);
const Vector<GLuint> probes = SaturatePool(1, 71000, backlog);
const GLuint probe = probes[0];
EXPECT_EQ(QueryCompileStatus(probe), GL_TRUE);
EXPECT_EQ(QueryShaderCompletion(probe), GL_TRUE)
<< "GL_COMPILE_STATUS with the quirk off must have joined the job";
for (const GLuint shader : saturation) DeleteShader(shader);
DeleteShader(probe);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// ---------------------------------------------------------------------------------------
// The optimistic window, deterministically
// ---------------------------------------------------------------------------------------
// A compile that provably cannot have settled (the pool's only slot is gate-blocked)
// answers GL_TRUE / length 0 / empty log, and GL_COMPLETION_STATUS_KHR still reads
// GL_FALSE after all three - i.e. none of them joined. Hard EXPECTs, no skip: if the
// quirk silently reverts to joining, the status read deadlocks against the blocked pool
// and the case fails by timeout.
TEST_F(OptimisticStatusTest, PendingCompileReportsTrueAndEmptyLogWithoutJoining) {
const AsyncModeScope async(true);
const OptimisticStatusScope quirk(MG_Config::QuirkOverride::ForceOn);
const CompilerThreadScope threads;
const BlockedPoolScope blocked;
Vector<String> storage;
const Vector<GLuint> probes = SaturatePool(1, 72000, storage);
const GLuint probe = probes[0];
EXPECT_EQ(QueryCompileStatus(probe), GL_TRUE) << "an in-flight compile must answer GL_TRUE";
EXPECT_EQ(QueryInfoLogLength(probe), 0) << "an in-flight compile must answer an empty log length";
EXPECT_TRUE(QueryShaderInfoLog(probe).empty()) << "an in-flight compile must answer an empty log";
EXPECT_EQ(QueryShaderCompletion(probe), GL_FALSE)
<< "the three reads above must not have joined the blocked job";
DeleteShader(probe);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// ---------------------------------------------------------------------------------------
// The latch: one story per compile
// ---------------------------------------------------------------------------------------
// The torn-pair regression case. A broken shader's log and status are read while the job
// is provably in flight (optimistic empty/GL_TRUE), the job then settles, and the app
// re-reads: the latch must keep the answers optimistic - GL_TRUE, empty log - rather than
// flip to the real GL_FALSE next to the already-consumed empty log. The real failure then
// surfaces at the link, with the compile error inside the application's 32768-byte read
// window (the compile log leads the quoted source in ConsumeShaders' format).
TEST_F(OptimisticStatusTest, LatchKeepsOneStoryPerCompileAndTheLinkCarriesTheDiagnostic) {
const AsyncModeScope async(true);
const OptimisticStatusScope quirk(MG_Config::QuirkOverride::ForceOn);
const CompilerThreadScope threads;
const GLuint vs = CreateShader(GL_VERTEX_SHADER);
const char* vsText =
"#version 460\nlayout(location = 0) in vec3 aPos;\nvoid main() { gl_Position = vec4(aPos, 1.0); }\n";
ShaderSource(vs, 1, &vsText, nullptr);
GLuint fs = 0;
{
const BlockedPoolScope blocked;
CompileShader(vs);
fs = MakeShader(GL_FRAGMENT_SHADER, kBrokenFs);
// Iris's order, while nothing can settle: log (empty), then status (GL_TRUE).
EXPECT_TRUE(QueryShaderInfoLog(fs).empty());
EXPECT_EQ(QueryCompileStatus(fs), GL_TRUE);
EXPECT_EQ(QueryShaderCompletion(fs), GL_FALSE);
} // blocker released and joined; the broken compile can now settle
const auto deadline = std::chrono::steady_clock::now() + std::chrono::seconds(30);
while (QueryShaderCompletion(fs) == GL_FALSE) {
ASSERT_LT(std::chrono::steady_clock::now(), deadline) << "compile job never settled";
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
// Settled - but this shader already told the optimistic story, so it keeps telling it.
EXPECT_EQ(QueryCompileStatus(fs), GL_TRUE)
<< "the latch must keep a queried-while-pending compile optimistic after it settles";
EXPECT_EQ(QueryInfoLogLength(fs), 0);
EXPECT_TRUE(QueryShaderInfoLog(fs).empty());
// The truth arrives where the design routes it: at the link.
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
EXPECT_EQ(QueryLinkStatus(program), GL_FALSE) << "a latched-over failure must still fail the link";
EXPECT_NE(QueryProgramInfoLog(program).find("thisIdentifierWasNeverDeclared"), String::npos)
<< "the compile error must lead the program info log, inside a 32768-byte window";
DeleteProgram(program);
DeleteShader(vs);
DeleteShader(fs);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// A shader whose FIRST query arrives after the job settled was never answered
// optimistically, so it owes no continuity: the truth comes straight back. (The
// completion poll does not engage the latch - it is the extension's own non-joining
// query and always tells the truth.)
TEST_F(OptimisticStatusTest, OnceTerminalAnUnqueriedShaderTellsTheTruth) {
const AsyncModeScope async(true);
const OptimisticStatusScope quirk(MG_Config::QuirkOverride::ForceOn);
const GLuint fs = MakeShader(GL_FRAGMENT_SHADER, kBrokenFs);
const auto deadline = std::chrono::steady_clock::now() + std::chrono::seconds(30);
while (QueryShaderCompletion(fs) == GL_FALSE) {
ASSERT_LT(std::chrono::steady_clock::now(), deadline) << "compile job never settled";
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
EXPECT_EQ(QueryCompileStatus(fs), GL_FALSE) << "no optimistic answer was given, so no latch holds";
EXPECT_GT(QueryInfoLogLength(fs), 0);
EXPECT_NE(QueryShaderInfoLog(fs).find("thisIdentifierWasNeverDeclared"), String::npos);
DeleteShader(fs);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// Recompiling resets the story: a latched optimistic answer must not survive a source
// change (the latch clears when the node changes hands or goes away).
TEST_F(OptimisticStatusTest, ANewCompileResetsTheLatch) {
const AsyncModeScope async(true);
const OptimisticStatusScope quirk(MG_Config::QuirkOverride::ForceOn);
const CompilerThreadScope threads;
GLuint fs = 0;
{
const BlockedPoolScope blocked;
fs = MakeShader(GL_FRAGMENT_SHADER, kBrokenFs);
EXPECT_EQ(QueryCompileStatus(fs), GL_TRUE); // latches
}
// New source, new compile, no query before it settles.
const char* goodFs = "#version 460\nlayout(location = 0) out vec4 fragColor;\n"
"void main() { fragColor = vec4(1.0); }\n";
ShaderSource(fs, 1, &goodFs, nullptr);
CompileShader(fs);
const auto deadline = std::chrono::steady_clock::now() + std::chrono::seconds(30);
while (QueryShaderCompletion(fs) == GL_FALSE) {
ASSERT_LT(std::chrono::steady_clock::now(), deadline) << "recompile never settled";
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
EXPECT_EQ(QueryCompileStatus(fs), GL_TRUE);
EXPECT_TRUE(QueryShaderInfoLog(fs).empty());
DeleteShader(fs);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// ---------------------------------------------------------------------------------------
// Failure still fails, at the link, inside the application's read window
// ---------------------------------------------------------------------------------------
// A broken fragment shader whose compile status was answered optimistically still fails
// its program link, and the compile error is readable through a 32768-byte
// glGetProgramInfoLog - the compile log LEADS the quoted source in ConsumeShaders'
// format, so even this >32KB shader source cannot push it out of the window.
TEST_F(OptimisticStatusTest, AFailingCompileStillFailsItsLink) {
const AsyncModeScope async(true);
const OptimisticStatusScope quirk(MG_Config::QuirkOverride::ForceOn);
// A >32KB broken fragment shader: the undeclared identifier sits at the top, then bulk.
String brokenSource = "#version 460\nlayout(location = 0) out vec4 fragColor;\n";
brokenSource += "void main() {\n float acc = thisIdentifierWasNeverDeclared;\n";
for (int i = 0; i < 900; ++i) {
brokenSource += " acc = acc * 1.0001 + sin(acc + " + std::to_string(i) + ".0) * cos(acc);\n";
}
brokenSource += " fragColor = vec4(acc);\n}\n";
ASSERT_GT(brokenSource.size(), 32768u);
const GLuint vs = MakeShader(GL_VERTEX_SHADER,
"#version 460\nlayout(location = 0) in vec3 aPos;\n"
"void main() { gl_Position = vec4(aPos, 1.0); }\n");
const char* brokenText = brokenSource.c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &brokenText, nullptr);
CompileShader(fs);
(void)QueryShaderInfoLog(fs);
(void)QueryCompileStatus(fs); // may latch optimistic GL_TRUE; must not matter
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
EXPECT_EQ(QueryLinkStatus(program), GL_FALSE) << "a hidden compile failure must still fail the link";
const String log = QueryProgramInfoLog(program);
EXPECT_NE(log.find("thisIdentifierWasNeverDeclared"), String::npos)
<< "the compile error must be readable through a 32768-byte program info log window";
DeleteProgram(program);
DeleteShader(vs);
DeleteShader(fs);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// ---------------------------------------------------------------------------------------
// The Iris two-phase replay
// ---------------------------------------------------------------------------------------
// THE LOAD-BEARING CASE. 24 programs through Iris's exact phase-1 shape (compile, read log
// then status per shader, link, detach, delete - no program query), then phase 2 (link
// status, by-name locations including an absent name, the active-uniform enumeration).
// Every location and every active-uniform record must equal what the identical sequence
// produces with the quirk off.
//
// Two determinism guards make this a real A/B rather than a tautology:
// * The quirk-on arm runs FIRST, against a cold preprocess cache, and the reference arm
// second - so it is the path under test that pays the full pipeline, not the control.
// * The quirk-on arm's phase 1 runs over a BLOCKED pool, and every program is then
// WITNESSED still-incomplete (GL_COMPLETION_STATUS_KHR == GL_FALSE) before the pool
// is released: proof that no phase-1 call joined, i.e. the quirk was really engaged.
// A quirk that silently reverts to joining deadlocks here and fails by timeout.
TEST_F(OptimisticStatusTest, IrisTwoPhaseReplayProducesIdenticalReflection) {
constexpr int kPrograms = 24;
Vector<ProgramReflection> reference;
Vector<ProgramReflection> optimistic;
for (const Bool quirkOn : {true, false}) {
const AsyncModeScope async(true);
const OptimisticStatusScope quirk(quirkOn ? MG_Config::QuirkOverride::ForceOn
: MG_Config::QuirkOverride::ForceOff);
const CompilerThreadScope threads;
Vector<String> vsSources, fsSources;
for (int i = 0; i < kPrograms; ++i) {
vsSources.push_back(MakeIrisVs(i));
fsSources.push_back(MakeIrisFs(i));
}
Vector<GLuint> programs;
if (quirkOn) {
const BlockedPoolScope blocked;
for (int i = 0; i < kPrograms; ++i) {
programs.push_back(RunIrisPhaseOne(vsSources[(SizeT)i], fsSources[(SizeT)i]));
}
// The witness: phase 1 finished with the pool blocked, so nothing can have
// settled and nothing can have been joined - every link must still be pending.
for (int i = 0; i < kPrograms; ++i) {
ASSERT_EQ(QueryProgramCompletion(programs[(SizeT)i]), GL_FALSE)
<< "program " << i << " settled under a blocked pool - a phase-1 call must have joined";
}
} else {
for (int i = 0; i < kPrograms; ++i) {
programs.push_back(RunIrisPhaseOne(vsSources[(SizeT)i], fsSources[(SizeT)i]));
}
}
Vector<ProgramReflection>& out = quirkOn ? optimistic : reference;
for (int i = 0; i < kPrograms; ++i) {
const Vector<String> names = {"uModel" + std::to_string(i), "uTint",
"uSeed" + std::to_string(i), "uOffset", "uDoesNotExist"};
out.push_back(RunIrisPhaseTwo(programs[(SizeT)i], names));
}
for (const GLuint program : programs) DeleteProgram(program);
ASSERT_EQ(GetError(), GL_NO_ERROR);
}
ASSERT_EQ(reference.size(), optimistic.size());
for (SizeT i = 0; i < reference.size(); ++i) {
EXPECT_EQ(reference[i].linkStatus, GL_TRUE) << "program " << i;
EXPECT_EQ(optimistic[i].linkStatus, GL_TRUE) << "program " << i;
EXPECT_EQ(reference[i].locations, optimistic[i].locations)
<< "program " << i << ": by-name locations diverged under the quirk";
EXPECT_EQ(reference[i].activeUniforms, optimistic[i].activeUniforms)
<< "program " << i << ": active-uniform enumeration diverged under the quirk";
// The absent name answers -1 in both worlds.
EXPECT_EQ(reference[i].locations.back().second, -1) << "program " << i;
}
}
// ---------------------------------------------------------------------------------------
// The concurrency observable
// ---------------------------------------------------------------------------------------
// The crisp A/B that phase 1 stopped joining. Quirk-on arm: the phase-1 shape over a
// blocked pool completes without joining anything - every shader is then provably still
// in flight (hard EXPECT; an inert quirk deadlocks and fails by timeout). Quirk-off arm:
// the same shape joins at every status read, so nothing is left in flight afterwards.
TEST_F(OptimisticStatusTest, PhaseOneIssuesNoCompileJoin) {
const AsyncModeScope async(true);
const CompilerThreadScope threads;
// Quirk on: nothing settles, nothing joins.
{
const OptimisticStatusScope quirk(MG_Config::QuirkOverride::ForceOn);
const BlockedPoolScope blocked;
Vector<String> storage;
Vector<GLuint> shaders;
for (int i = 0; i < 12; ++i) {
storage.push_back(MakeBulkySource(90000 + i));
const char* text = storage.back().c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &text, nullptr);
CompileShader(fs);
(void)QueryShaderInfoLog(fs);
(void)QueryCompileStatus(fs);
shaders.push_back(fs);
}
for (const GLuint shader : shaders) {
EXPECT_EQ(QueryShaderCompletion(shader), GL_FALSE)
<< "a phase-1 read joined a compile the blocked pool could not have run";
}
for (const GLuint shader : shaders) DeleteShader(shader);
}
// Quirk off: every status read joins its shader.
{
const OptimisticStatusScope quirk(MG_Config::QuirkOverride::ForceOff);
MaxShaderCompilerThreadsKHR(1);
Vector<String> storage;
Vector<GLuint> shaders;
for (int i = 0; i < 12; ++i) {
storage.push_back(MakeBulkySource(80000 + i));
const char* text = storage.back().c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &text, nullptr);
CompileShader(fs);
(void)QueryShaderInfoLog(fs);
(void)QueryCompileStatus(fs);
shaders.push_back(fs);
}
for (const GLuint shader : shaders) {
EXPECT_EQ(QueryShaderCompletion(shader), GL_TRUE)
<< "with the quirk off every per-shader status read must have joined";
}
for (const GLuint shader : shaders) DeleteShader(shader);
}
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
@@ -239,7 +239,15 @@ TEST_F(ParallelShaderCompileTest, ProgramCompletionStatusReportsFalseWithoutJoin
for (const GLuint program : programs) { for (const GLuint program : programs) {
EXPECT_EQ(QueryLinkStatus(program), GL_TRUE); EXPECT_EQ(QueryLinkStatus(program), GL_TRUE);
EXPECT_EQ(QueryProgramCompletion(program), GL_TRUE) << "GL_LINK_STATUS must have joined"; // GL_COMPLETION_STATUS_KHR spans BOTH phases of a link, so reading GL_LINK_STATUS -
// which is answered out of phase A - is no longer enough to turn it GL_TRUE. That is
// deliberate: an application that polls completion and then draws must not be told
// "done" while the SPIR-V is still being generated, or the draw it was cleared for is
// the thing that blocks. Settling both phases is what makes the query true.
const auto& object = MG_State::pGLContext->GetProgramObject(program);
ASSERT_NE(object, nullptr);
object->JoinLinkAndSpirv();
EXPECT_EQ(QueryProgramCompletion(program), GL_TRUE) << "a full join must have settled both phases";
} }
EXPECT_EQ(GetError(), GL_NO_ERROR); EXPECT_EQ(GetError(), GL_NO_ERROR);
} }
@@ -333,6 +341,54 @@ TEST_F(ParallelShaderCompileTest, ZeroCompilerThreadsJoinsEverythingAndCompilesI
EXPECT_EQ(GetError(), GL_NO_ERROR); EXPECT_EQ(GetError(), GL_NO_ERROR);
} }
// The same obligation, but for LINKS that are already in flight when the zero count arrives -
// and specifically for BOTH phases of one. A link is two chained jobs now (ProgramLinkTask,
// then ProgramSpirvTask), and GL_COMPLETION_STATUS_KHR spans both, so
// ProgramState::JoinAllPendingWork has to settle both or this query reads GL_FALSE in the one
// mode the extension says cannot have anything pending. The case above creates its program
// AFTER the zero count, so it links inline and cannot see this; here the programs are linked
// against a saturated pool BEFORE it.
TEST_F(ParallelShaderCompileTest, ZeroCompilerThreadsJoinsPendingLinksAndTheirSpirvJobs) {
const AsyncModeScope async(true);
const CompilerThreadScope threads;
MaxShaderCompilerThreadsKHR(1);
// A backlog first, so the links below cannot all drain before the zero count lands.
Vector<String> sources;
(void)EnqueueBacklog(24, 5000, sources);
Vector<GLuint> programs;
for (int i = 0; i < 8; ++i) {
sources.push_back(MakeBulkySource(5100 + i));
const char* text = sources.back().c_str();
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &text, nullptr);
CompileShader(fs);
const GLuint vs = MakeShader(GL_VERTEX_SHADER, kVs);
CompileShader(vs); // this file's MakeShader only sources; it does not compile
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
programs.push_back(program);
}
int outstanding = 0;
for (const GLuint program : programs) {
if (QueryProgramCompletion(program) == GL_FALSE) ++outstanding;
}
MaxShaderCompilerThreadsKHR(0);
for (const GLuint program : programs) {
EXPECT_EQ(QueryProgramCompletion(program), GL_TRUE)
<< "glMaxShaderCompilerThreadsKHR(0) must leave neither link phase in flight";
EXPECT_EQ(QueryLinkStatus(program), GL_TRUE);
}
EXPECT_GT(outstanding, 0) << "every link had drained before the zero count; this case proved nothing";
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// ...and a later NONZERO count is what lifts it. Nothing else does: not a new context, not a // ...and a later NONZERO count is what lifts it. Nothing else does: not a new context, not a
// join, not eglInitialize. That is the documented contract, so it gets an assertion. // join, not eglInitialize. That is the documented contract, so it gets an assertion.
TEST_F(ParallelShaderCompileTest, NonzeroCompilerThreadsRestoresAsynchronousCompilation) { TEST_F(ParallelShaderCompileTest, NonzeroCompilerThreadsRestoresAsynchronousCompilation) {
@@ -9,8 +9,11 @@
#include <gtest/gtest.h> #include <gtest/gtest.h>
#include <cstring> #include <cstring>
#include <map>
#include <set>
#include <string> #include <string>
#include <utility> #include <utility>
#include <vector>
#include "Includes.h" #include "Includes.h"
#include "Init.h" #include "Init.h"
@@ -2649,3 +2652,430 @@ TEST_F(ProgramUtilTest, ShaderPreprocessCacheHonorsByteBudget) {
EXPECT_EQ(cache.GetEntryCount(), before); EXPECT_EQ(cache.GetEntryCount(), before);
EXPECT_EQ(cache.Find(ShaderStage::Vertex, ShaderPreprocessCache::HashSource(oversized), oversized, kEnvA), nullptr); EXPECT_EQ(cache.Find(ShaderStage::Vertex, ShaderPreprocessCache::HashSource(oversized), oversized, kEnvA), nullptr);
} }
// Every vertex input that reaches SPIR-V must carry a Location decoration - including the
// declarations glslang's io-mapper considers INACTIVE.
//
// The shape is Iris's: seven attributes, only some of them bound through
// glBindAttribLocation (ProgramAttrib::explicitVertexInLocations), and at least one neither
// bound nor referenced. GL says only active inputs get generic attribute locations, so the
// resolver deliberately does not RESERVE a slot for a dead one - but it must still RESOLVE a
// location for it, because glslang emits an OpVariable for every declared global (the entry
// point's interface comes from the linker objects) and SPIR-V requires every non-built-in
// Input to be decorated (VUID-StandaloneSpirv-Location-04916).
//
// This test drives the FRONTEND rather than the GL entry points on purpose: it checks the RAW
// GlslangToSpv output, before SanitizeAndOptimizeBinary. A GL-level test cannot see the defect
// for an unreferenced attribute, because AggressiveDCE deletes the offending variable on its
// way to the backend - and yet the real victim (Iris' mc_midTexCoord, Adreno 830,
// programHash 0x4a7e9a37fb49caa1) survived DCE and killed the pipeline with VK_ERROR_UNKNOWN.
TEST_F(ProgramUtilTest, PartiallyBoundVertexInputsAllReceiveALocation) {
using namespace MG_Util::ShaderTranspiler;
const String vertexSource = R"(#version 460 core
in vec3 a_Position;
in vec4 a_Color;
in vec2 a_TexCoord;
in vec2 mc_midTexCoord;
in vec4 mc_Entity;
in vec3 iris_Normal;
in vec4 a_Unreferenced;
out vec4 v_Color;
void main() {
v_Color = a_Color + vec4(a_TexCoord, 0.0, 0.0) + vec4(mc_midTexCoord, 0.0, 0.0) + mc_Entity
+ vec4(iris_Normal, 0.0);
gl_Position = vec4(a_Position, 1.0);
}
)";
ShaderAttrib shaderAttrib{.shaderType = GL_VERTEX_SHADER, .sourceStr = vertexSource};
auto shaderResult = ShaderCompiler::CompileShader(shaderAttrib);
ASSERT_TRUE(shaderResult) << shaderResult.error().log;
// PARTIALLY bound, and deliberately not a dense 0..N run - exactly what Iris does.
// mc_midTexCoord and a_Unreferenced are left unbound (FastSTL's map has no
// initializer-list constructor, hence the explicit inserts).
UnorderedMap<String, Uint> explicitVertexIns;
explicitVertexIns["a_Position"] = 0;
explicitVertexIns["a_Color"] = 1;
explicitVertexIns["a_TexCoord"] = 2;
explicitVertexIns["iris_Normal"] = 10;
explicitVertexIns["mc_Entity"] = 11;
ProgramAttrib programAttrib{.shaders = {shaderResult.value()},
.explicitVertexInLocations = explicitVertexIns};
auto programResult = ShaderCompiler::LinkProgram(programAttrib);
ASSERT_TRUE(programResult) << programResult.error().log;
ProgramBinaryAttrib binaryAttrib{.shaderTypes = {GL_VERTEX_SHADER}, .program = *programResult.value()};
auto binaryResult = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
ASSERT_TRUE(binaryResult) << binaryResult.error().log;
ASSERT_EQ(binaryResult->size(), 1u);
const auto& vertexBinary = binaryResult->front();
// The authoritative check - this is the same validator whose VUID the driver enforces.
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
String validatorMessages;
tools.SetMessageConsumer([&validatorMessages](spv_message_level_t, const char*, const spv_position_t&,
const char* message) {
if (message != nullptr) validatorMessages += String(message) + "\n";
});
EXPECT_TRUE(tools.Validate(vertexBinary))
<< "the raw vertex module is not valid SPIR-V; Adreno rejects the whole pipeline for this "
<< "while lavapipe tolerates it:\n"
<< validatorMessages;
// ...and, independently of the validator, every non-built-in Input carries a UNIQUE location.
constexpr unsigned kOpDecorate = 71, kOpVariable = 59;
constexpr unsigned kDecorationBuiltIn = 11, kDecorationLocation = 30;
constexpr unsigned kStorageClassInput = 1;
std::map<unsigned, unsigned> locationById;
std::set<unsigned> builtInIds;
std::vector<unsigned> inputIds;
for (SizeT i = 5; i < vertexBinary.size();) { // 5-word header
const unsigned wordCount = vertexBinary[i] >> 16;
const unsigned opcode = vertexBinary[i] & 0xFFFFu;
ASSERT_GT(wordCount, 0u) << "malformed SPIR-V instruction stream";
if (i + wordCount > vertexBinary.size()) break;
if (opcode == kOpDecorate && wordCount >= 4 && vertexBinary[i + 2] == kDecorationLocation) {
locationById[vertexBinary[i + 1]] = vertexBinary[i + 3];
} else if (opcode == kOpDecorate && wordCount >= 3 && vertexBinary[i + 2] == kDecorationBuiltIn) {
builtInIds.insert(vertexBinary[i + 1]);
} else if (opcode == kOpVariable && wordCount >= 4 && vertexBinary[i + 3] == kStorageClassInput) {
inputIds.push_back(vertexBinary[i + 2]);
}
i += wordCount;
}
std::set<unsigned> usedLocations;
SizeT checked = 0;
for (const unsigned id : inputIds) {
if (builtInIds.count(id) != 0) continue;
const auto it = locationById.find(id);
ASSERT_NE(it, locationById.end())
<< "vertex input id " << id << " reached SPIR-V with no Location decoration";
EXPECT_TRUE(usedLocations.insert(it->second).second)
<< "two vertex inputs were assigned location " << it->second;
++checked;
}
EXPECT_GE(checked, 7u) << "expected all seven declared inputs to be present in the raw module";
}
namespace {
// Storage-class census of module-scope OpVariables plus an OpFunctionCall count -
// everything the dead-interface-elimination tests need to see, nothing more.
struct SpirvVariableCensus {
SizeT inputCount = 0;
SizeT outputCount = 0;
SizeT privateCount = 0;
SizeT functionCallCount = 0;
};
SpirvVariableCensus TakeVariableCensus(const Vector<Uint32>& spirv) {
constexpr unsigned kOpVariable = 59, kOpFunctionCall = 57;
constexpr unsigned kStorageClassInput = 1, kStorageClassPrivate = 6, kStorageClassOutput = 3;
SpirvVariableCensus census;
for (SizeT i = 5; i < spirv.size();) { // 5-word header
const unsigned wordCount = spirv[i] >> 16;
const unsigned opcode = spirv[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > spirv.size()) break;
if (opcode == kOpVariable && wordCount >= 4) {
switch (spirv[i + 3]) {
case kStorageClassInput: ++census.inputCount; break;
case kStorageClassOutput: ++census.outputCount; break;
case kStorageClassPrivate: ++census.privateCount; break;
default: break;
}
} else if (opcode == kOpFunctionCall) {
++census.functionCallCount;
}
i += wordCount;
}
return census;
}
// The exact Iris shim shape that shipped an invalid module for a month: a declared
// vertex input whose only use is the initializer of a file-scope global nothing ever
// reads, in a shader whose main() still contains calls (which is what used to make
// ADCE keep the whole chain alive).
constexpr const char* kDeadPrivateChainVertexSource = R"(#version 460 core
in vec3 a_Position;
in vec2 mc_midTexCoord;
out vec4 v_Color;
vec4 iris_MidTex = vec4(mc_midTexCoord * (1.0 / 32768.0), 0.0, 1.0);
vec4 helperTint();
void main() {
v_Color = helperTint();
gl_Position = vec4(a_Position, 1.0);
}
vec4 helperTint() { return vec4(1.0); }
)";
Vector<Uint32> CompileVertexToRawSpirv(const String& source) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib shaderAttrib{.shaderType = GL_VERTEX_SHADER, .sourceStr = source};
auto shaderResult = ShaderCompiler::CompileShader(shaderAttrib);
if (!shaderResult) {
ADD_FAILURE() << shaderResult.error().log;
return {};
}
ProgramAttrib programAttrib{.shaders = {shaderResult.value()}};
auto programResult = ShaderCompiler::LinkProgram(programAttrib);
if (!programResult) {
ADD_FAILURE() << programResult.error().log;
return {};
}
ProgramBinaryAttrib binaryAttrib{.shaderTypes = {GL_VERTEX_SHADER},
.program = *programResult.value()};
auto binaryResult = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
if (!binaryResult || binaryResult->size() != 1u) {
ADD_FAILURE() << (binaryResult ? "unexpected module count"
: binaryResult.error().log);
return {};
}
return binaryResult->front();
}
struct SpirvValidationScope {
bool previous;
explicit SpirvValidationScope(bool enabled)
: previous(MG_Util::ShaderTranspiler::ShaderCompiler::SpirvValidationEnabled()) {
MG_Util::ShaderTranspiler::ShaderCompiler::SetSpirvValidationEnabled(enabled);
}
~SpirvValidationScope() {
MG_Util::ShaderTranspiler::ShaderCompiler::SetSpirvValidationEnabled(previous);
}
};
} // namespace
TEST_F(ProgramUtilTest, DeadPrivateChainVertexInputIsEliminatedFromOptimizedBinary) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = CompileVertexToRawSpirv(kDeadPrivateChainVertexSource);
ASSERT_FALSE(raw.empty());
const SpirvVariableCensus before = TakeVariableCensus(raw);
// Preconditions that make this module exercise the ADCE conservatism gate: the dead
// input is present, its Private sink is present, and main() still contains a call.
// Four Inputs, not two: the frontend always emits gl_VertexIndex/gl_InstanceIndex
// built-ins alongside a_Position and mc_midTexCoord.
ASSERT_EQ(before.inputCount, 4u)
<< "expected a_Position, mc_midTexCoord, gl_VertexIndex and gl_InstanceIndex in the raw module";
ASSERT_GE(before.privateCount, 1u);
ASSERT_GE(before.functionCallCount, 1u)
<< "helperTint() was inlined by the frontend; this test no longer covers the "
<< "entry-point-with-calls shape it exists for";
Vector<Uint32> optimized;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized));
const SpirvVariableCensus after = TakeVariableCensus(optimized);
EXPECT_EQ(after.inputCount, 1u)
<< "mc_midTexCoord feeds only a never-read Private global and must not reach the driver";
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
String validatorMessages;
tools.SetMessageConsumer([&validatorMessages](spv_message_level_t, const char*,
const spv_position_t&, const char* message) {
if (message != nullptr) validatorMessages += String(message) + "\n";
});
EXPECT_TRUE(tools.Validate(optimized)) << validatorMessages;
}
TEST_F(ProgramUtilTest, DeclaredButUnwrittenOutputSurvivesOptimization) {
using namespace MG_Util::ShaderTranspiler;
// Chocapic-class packs declare varyings some variants never write while the paired
// fragment shader still reads them. The OpVariable (and its Location) must survive the
// chain on both backends: Espryt's ESSL link would otherwise fail with "varying not
// declared in vertex shader", and Magma's stage-interface contract breaks the same way.
// ADCE guarantees this only while remove_outputs stays false - this test freezes that.
const Vector<Uint32> raw = CompileVertexToRawSpirv(R"(#version 460 core
in vec3 a_Position;
out vec4 v_Written;
out vec4 v_NeverWritten;
void main() {
v_Written = vec4(1.0);
gl_Position = vec4(a_Position, 1.0);
}
)");
ASSERT_FALSE(raw.empty());
// v_Written, v_NeverWritten, and the gl_PerVertex block are all Output-storage variables.
const SpirvVariableCensus before = TakeVariableCensus(raw);
ASSERT_GE(before.outputCount, 3u);
Vector<Uint32> optimized;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized));
EXPECT_EQ(TakeVariableCensus(optimized).outputCount, before.outputCount)
<< "a declared-but-unwritten output was deleted; a fragment stage reading it now "
<< "fails to link (ES) or breaks the Vulkan stage interface";
}
TEST_F(ProgramUtilTest, ValidationLatchFlagsInvalidModuleWithoutChangingResults) {
using namespace MG_Util::ShaderTranspiler;
// Only LIVE inputs, so the chain cannot heal the module by deleting them: both
// survive to the output, undecorated, and the output is invalid SPIR-V.
Vector<Uint32> raw = CompileVertexToRawSpirv(R"(#version 460 core
in vec3 a_Position;
in vec4 a_Color;
out vec4 v_Color;
void main() {
v_Color = a_Color;
gl_Position = vec4(a_Position, 1.0);
}
)");
ASSERT_FALSE(raw.empty());
// Strip every Input Location decoration - the exact defect class the
// TMglGlslIoResolver used to ship ([VUID-StandaloneSpirv-Location-04916]).
constexpr unsigned kOpDecorate = 71, kOpVariable = 59;
constexpr unsigned kDecorationLocation = 30, kStorageClassInput = 1;
std::set<unsigned> inputIds;
for (SizeT i = 5; i < raw.size();) {
const unsigned wordCount = raw[i] >> 16;
const unsigned opcode = raw[i] & 0xFFFFu;
ASSERT_GT(wordCount, 0u);
if (i + wordCount > raw.size()) break;
if (opcode == kOpVariable && wordCount >= 4 && raw[i + 3] == kStorageClassInput) {
inputIds.insert(raw[i + 2]);
}
i += wordCount;
}
SizeT strippedCount = 0;
for (SizeT i = 5; i < raw.size();) {
const unsigned wordCount = raw[i] >> 16;
const unsigned opcode = raw[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > raw.size()) break;
if (opcode == kOpDecorate && wordCount >= 4 && raw[i + 2] == kDecorationLocation &&
inputIds.count(raw[i + 1]) != 0) {
raw.erase(raw.begin() + static_cast<std::ptrdiff_t>(i),
raw.begin() + static_cast<std::ptrdiff_t>(i + wordCount));
++strippedCount;
continue; // do not advance: the next instruction moved into place
}
i += wordCount;
}
ASSERT_GE(strippedCount, 2u) << "expected to strip both live inputs' Location decorations";
Vector<Uint32> optimized;
{
// The armed lane: control flow is IDENTICAL to shipping (the wrapper still
// succeeds - fail-open call sites downstream must not see a different world),
// and the failure latch is the signal. This is the catch that took a device
// bisect to find when the validator was off everywhere.
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
EXPECT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized));
EXPECT_GT(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "an invalid optimized module must bump the validation-failure latch";
}
{
// The shipping configuration: same result, no validation, latch untouched.
SpirvValidationScope validationOff(false);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
EXPECT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized));
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore);
}
}
namespace {
// OpTypeImage: result id (+1), sampled type (+2), dim (+3). Dim::Rect == 4.
SizeT CountRectImageTypes(const Vector<Uint32>& spirv) {
constexpr unsigned kOpTypeImage = 25, kDimRect = 4;
SizeT count = 0;
for (SizeT i = 5; i < spirv.size();) {
const unsigned wordCount = spirv[i] >> 16;
const unsigned opcode = spirv[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > spirv.size()) break;
if (opcode == kOpTypeImage && wordCount >= 4 && spirv[i + 3] == kDimRect) {
++count;
}
i += wordCount;
}
return count;
}
// True when any OpDecorate Location targets a UniformConstant/Uniform-storage
// variable ([VUID-StandaloneSpirv-Location-06672]).
bool AnyLocationOnUniformStorage(const Vector<Uint32>& spirv) {
constexpr unsigned kOpDecorate = 71, kOpVariable = 59, kDecorationLocation = 30;
constexpr unsigned kStorageUniformConstant = 0, kStorageUniform = 2;
std::set<unsigned> locatedIds;
for (SizeT i = 5; i < spirv.size();) {
const unsigned wordCount = spirv[i] >> 16;
const unsigned opcode = spirv[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > spirv.size()) break;
if (opcode == kOpDecorate && wordCount >= 4 && spirv[i + 2] == kDecorationLocation) {
locatedIds.insert(spirv[i + 1]);
}
i += wordCount;
}
for (SizeT i = 5; i < spirv.size();) {
const unsigned wordCount = spirv[i] >> 16;
const unsigned opcode = spirv[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > spirv.size()) break;
if (opcode == kOpVariable && wordCount >= 4 &&
(spirv[i + 3] == kStorageUniformConstant || spirv[i + 3] == kStorageUniform) &&
locatedIds.count(spirv[i + 2]) != 0) {
return true;
}
i += wordCount;
}
return false;
}
} // namespace
TEST_F(ProgramUtilTest, RectangleSamplerModuleLeavesTheChainVulkanLegal) {
using namespace MG_Util::ShaderTranspiler;
// Dim::Rect is invalid under every Vulkan environment; the lowering used to run
// only in the backends, i.e. AFTER the chain whose output the validating lanes
// check. It now runs inside the chain, so the driver-bound bytes are rect-free.
const Vector<Uint32> raw = CompileVertexToRawSpirv(R"(#version 460 core
in vec3 a_Position;
uniform sampler2DRect uRect;
out vec4 v_Color;
void main() {
v_Color = texture(uRect, a_Position.xy);
gl_Position = vec4(a_Position, 1.0);
}
)");
ASSERT_FALSE(raw.empty());
ASSERT_GE(CountRectImageTypes(raw), 1u) << "glslang no longer emits Dim::Rect for sampler2DRect";
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> optimized;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized));
EXPECT_EQ(CountRectImageTypes(optimized), 0u);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "a rectangle module must leave the chain valid, not latched as a failure";
}
TEST_F(ProgramUtilTest, ExplicitSamplerLocationIsStrippedFromTheOptimizedBinary) {
using namespace MG_Util::ShaderTranspiler;
// glslang's relaxed GL path keeps layout(location=N) on the UniformConstant
// variable, which Vulkan forbids; nothing downstream reads it (GL locations come
// from phase-A reflection, Vulkan bindings go by name).
const Vector<Uint32> raw = CompileVertexToRawSpirv(R"(#version 460 core
in vec3 a_Position;
layout(location = 5) uniform sampler2D uTex;
out vec4 v_Color;
void main() {
v_Color = texture(uTex, a_Position.xy);
gl_Position = vec4(a_Position, 1.0);
}
)");
ASSERT_FALSE(raw.empty());
ASSERT_TRUE(AnyLocationOnUniformStorage(raw))
<< "glslang no longer keeps the explicit uniform location; the strip pass may be obsolete";
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> optimized;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized));
EXPECT_FALSE(AnyLocationOnUniformStorage(optimized));
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the stripped module must validate clean";
}
+16 -3
View File
@@ -54,9 +54,7 @@ namespace MobileGL::MG_Util::Async {
// calling eglTerminate, which is the norm for a test binary and legal // calling eglTerminate, which is the norm for a test binary and legal
// for an application. Registered here, during main, so it runs before // for an application. Registered here, during main, so it runs before
// the destructors of statics constructed at load time. // the destructors of statics constructed at load time.
if (ShaderCompilePool* pool = g_processPool.load(std::memory_order_acquire)) { ShaderCompilePool::StopAndDrainProcessPoolAtExit();
pool->StopAndDrain();
}
}); });
}); });
} }
@@ -126,6 +124,15 @@ namespace MobileGL::MG_Util::Async {
return AsyncShaderCompileEnabled() && !IsAsyncShaderCompileSuspended(); return AsyncShaderCompileEnabled() && !IsAsyncShaderCompileSuspended();
} }
Bool OptimisticShaderStatusActive() {
switch (MG_Config::Features.AsyncOptimisticShaderStatus) {
case MG_Config::QuirkOverride::ForceOn: return AsyncShaderCompileActive();
case MG_Config::QuirkOverride::ForceOff: return false;
case MG_Config::QuirkOverride::Auto: break;
}
return kOptimisticShaderStatusDefault && AsyncShaderCompileActive();
}
Uint DetectShaderCompileThreadCount() { Uint DetectShaderCompileThreadCount() {
if (const Uint32 configured = MG_Config::Features.AsyncShaderCompileThreads; configured > 0) { if (const Uint32 configured = MG_Config::Features.AsyncShaderCompileThreads; configured > 0) {
// An explicit request is honoured as given - it is the escape hatch for measuring // An explicit request is honoured as given - it is the escape hatch for measuring
@@ -336,4 +343,10 @@ namespace MobileGL::MG_Util::Async {
// eglInitialize to get its worker threads back, the re-arm belongs in // eglInitialize to get its worker threads back, the re-arm belongs in
// MobileGL::Initialize(), next to glslang::InitializeProcess(). // MobileGL::Initialize(), next to glslang::InitializeProcess().
} }
void ShaderCompilePool::StopAndDrainProcessPoolAtExit() {
if (ShaderCompilePool* pool = g_processPool.load(std::memory_order_acquire)) {
pool->StopAndDrain();
}
}
} // namespace MobileGL::MG_Util::Async } // namespace MobileGL::MG_Util::Async
@@ -59,6 +59,21 @@ namespace MobileGL::MG_Util::Async {
// GL_COMPLETION_STATUS_KHR read immediately GL_TRUE. // GL_COMPLETION_STATUS_KHR read immediately GL_TRUE.
Bool AsyncShaderCompileActive(); Bool AsyncShaderCompileActive();
// MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS (see Config.h): opt-in, off by default, and a
// spec violation by design - GL_COMPILE_STATUS and the shader info log answer
// optimistically while the compile job is in flight instead of joining it. Do not flip
// this default without an enumerated CTS delta: the compile-error-reporting cases WILL
// regress under it, deliberately.
inline constexpr Bool kOptimisticShaderStatusDefault = false;
// The one question the three optimistic getter sites ask. ANDed with
// AsyncShaderCompileActive() so that async-off (env kill switch) and
// glMaxShaderCompilerThreadsKHR(0) both switch the quirk off structurally: in those
// modes every compile settles before its enqueue returns, so a non-terminal node - the
// only state the quirk changes - cannot exist, and keeping the AND means there is no
// new mode interaction to reason about.
Bool OptimisticShaderStatusActive();
// min(4, big cores), where a big core is one whose cpufreq ceiling is within 15% of the // min(4, big cores), where a big core is one whose cpufreq ceiling is within 15% of the
// machine maximum; the whole CPU count where that sysfs tree is absent. Clamped to [1, 4] // machine maximum; the whole CPU count where that sysfs tree is absent. Clamped to [1, 4]
// because peak RSS scales as workers x largest glslang arena, and four // because peak RSS scales as workers x largest glslang arena, and four
@@ -94,6 +109,13 @@ namespace MobileGL::MG_Util::Async {
// but they share glslang's process globals, which teardown is about to free. // but they share glslang's process globals, which teardown is about to free.
void StopAndDrain(); void StopAndDrain();
// StopAndDrain() on the process-wide pool if one was ever created; never creates
// one. For extra atexit sentinels owned by other subsystems (the SPIR-V validation
// switch registers one after forcing spirv-tools' lazy function-local tables into
// existence, so the drain is sequenced before those tables' destructors - a worker
// mid-Validate would otherwise touch freed memory during process exit).
static void StopAndDrainProcessPoolAtExit();
Uint GetThreadCount() const; Uint GetThreadCount() const;
Uint GetMaxConcurrency() const; Uint GetMaxConcurrency() const;
@@ -568,13 +568,26 @@ namespace MobileGL::MG_Util::BackendLoader {
#if defined(MOBILEGL_IOS) #if defined(MOBILEGL_IOS)
eglLib = OpenLib({"libtinygl4angle.dylib"}); eglLib = OpenLib({"libtinygl4angle.dylib"});
#else #else
eglLib = OpenLib({"libEGL.so"}); // Versioned SONAME first. The unversioned "libEGL.so" is a development
// symlink: it ships in libegl-dev/mesa-libEGL-devel, NOT in the runtime
// package, so a machine that can run GL perfectly well may not have it -
// every stock Ubuntu/Debian runtime image, the GitHub Actions runners
// included. Asking only for the unversioned name there makes dlopen fail,
// which used to leave the whole EGL function table null and take the next
// call through a null pointer (SIGSEGV inside InitDisplayAndContext).
// Developer machines have both names, which is exactly why this only ever
// showed up in CI.
eglLib = OpenLib({"libEGL.so.1", "libEGL.so"});
#endif #endif
} }
#endif // !_WIN32 #endif // !_WIN32
if (!eglLib) { if (!eglLib) {
MGLOG_E("Failed to open EGL library"); // MGLOG_F, not MGLOG_E: at the INFO log level every shipping and CI build
// uses, MGLOG_E is compiled out (Log.h orders DEBUG < WARN < ERROR < INFO),
// so this diagnosis was invisible in precisely the builds that needed it.
MGLOG_F("Failed to open EGL library: none of libEGL.so.1 / libEGL.so could be "
"dlopened; every EGL entry point will be null");
return; return;
} }
@@ -595,7 +608,10 @@ namespace MobileGL::MG_Util::BackendLoader {
do { \ do { \
funcs.name = (MG_External::EGL::name##_PTR)resolveEGLProc(#name); \ funcs.name = (MG_External::EGL::name##_PTR)resolveEGLProc(#name); \
if (!funcs.name) { \ if (!funcs.name) { \
MGLOG_E("Failed to load EGL function: %s", #name); \ /* MGLOG_F for the same reason as the open failure above: a null entry */ \
/* point is a crash waiting for its first caller, and MGLOG_E is compiled */ \
/* out at the INFO level every shipping and CI build uses. */ \
MGLOG_F("Failed to load EGL function: %s", #name); \
} \ } \
} while (0); } while (0);
@@ -22,6 +22,8 @@
#include "SpirvPasses/PackDoubleVertexInputsPass.h" #include "SpirvPasses/PackDoubleVertexInputsPass.h"
#include "SpirvPasses/RebaseInstanceIndexPass.h" #include "SpirvPasses/RebaseInstanceIndexPass.h"
#include "SpirvPasses/NormalizeRectCoordinatesPass.h" #include "SpirvPasses/NormalizeRectCoordinatesPass.h"
#include "SpirvPasses/PrivateToEntryLocalPass.h"
#include "SpirvPasses/StripUniformLocationsPass.h"
#include "SpirvPasses/StripUboMemberRelaxedPrecisionPass.h" #include "SpirvPasses/StripUboMemberRelaxedPrecisionPass.h"
#include "SpirvPasses/StripNoPerspectivePass.h" #include "SpirvPasses/StripNoPerspectivePass.h"
#include "SpirvPasses/EmulateNoPerspectivePass.h" #include "SpirvPasses/EmulateNoPerspectivePass.h"
@@ -30,9 +32,13 @@
#include "ShaderSourceProcessor.h" #include "ShaderSourceProcessor.h"
#include <MG_Backend/BackendObjects.h> #include <MG_Backend/BackendObjects.h>
#include <MG_Util/Async/ShaderCompilePool.h>
#include <MG_Util/Converters/GLToStr/GLEnumConverter.h> #include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
#include <MG_Util/Converters/GLToGlslang/ProgramEnumConverter.h> #include <MG_Util/Converters/GLToGlslang/ProgramEnumConverter.h>
#include <atomic>
#include <cctype>
#include <cstdlib> #include <cstdlib>
#include <mutex>
namespace MobileGL { namespace MobileGL {
namespace MG_Util { namespace MG_Util {
@@ -354,16 +360,215 @@ namespace MobileGL {
return allSpirv; return allSpirv;
} }
// -1 unresolved, 0 off, 1 on. Resolved once from MOBILEGL_VALIDATE_SPIRV on first
// use. A live getenv rather than an MG_Config::Features field, for the same reason
// Config.h already exempts MOBILEGL_LOG_FILE_PATH: suites like SpirvPassTest never
// run MobileGL::Initialize(), and every Initialize() re-runs MG_ConfigLoader::Init,
// which would clobber a programmatic override stored in the feature table.
static std::atomic<int> g_validateSpirv{-1};
// Total validation failures observed this process. This latch - not the wrappers'
// return values - is the test-lane signal: validation must never change what a
// wrapper returns, or the validating lanes would render differently from the
// shipping configuration (fail-open call sites would silently substitute an
// earlier-stage module).
static std::atomic<Uint64> g_spirvValidationFailures{0};
namespace {
// Test lanes (desktop/CI/WSL) validate by default; device builds do not -
// validation costs real time per module, and on device the driver is the
// final validator anyway. MOBILEGL_VALIDATE_SPIRV overrides in either
// direction, using the ConfigLoader truthy rule.
constexpr bool kValidateSpirvDefault =
#if defined(__ANDROID__)
false;
#else
true;
#endif
bool IsTruthySpirvEnvValue(const char* value) {
if (value == nullptr || value[0] == '\0') {
return false;
}
String lowered(value);
for (auto& c : lowered) {
c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
}
return lowered != "0" && lowered != "false";
}
// spirv-tools' validator lazily constructs function-local static tables on
// its first run, which on this codebase happens on a ShaderCompilePool
// worker. Function-local statics are destroyed in reverse construction
// order, so those tables would die BEFORE the pool's own atexit sentinel
// (registered at first pool use) gets to drain the workers - and a worker
// mid-Validate would then read freed memory during process exit. Pin the
// order instead: force the tables into existence now, then register a
// second drain handler; being registered after the tables' destructors, it
// runs before them.
void PinValidatorTablesForProcessExit() {
static std::once_flag pinnedOnce;
std::call_once(pinnedOnce, [] {
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
Vector<Uint32> warmup;
// The module is shaped to reach BOTH lazily-constructed tables in
// the vendored validate_id.cpp: a type-generating operand pins
// InstructionCanHaveTypeOperand's allow-set, and the OpExtInst use
// of the TYPELESS %glsl import is the one path into
// InstructionRequiresTypeOperand's deny-set (its call site is
// guarded on a referenced def with no result type). A straight-line
// module without it leaves the deny-set to be built later on a pool
// worker, re-creating the exit-order hazard for that one table.
if (tools.Assemble("OpCapability Shader\n"
"%glsl = OpExtInstImport \"GLSL.std.450\"\n"
"OpMemoryModel Logical GLSL450\n"
"OpEntryPoint GLCompute %main \"main\"\n"
"OpExecutionMode %main LocalSize 1 1 1\n"
"%void = OpTypeVoid\n"
"%fn = OpTypeFunction %void\n"
"%float = OpTypeFloat 32\n"
"%c = OpConstant %float 1\n"
"%main = OpFunction %void None %fn\n"
"%entry = OpLabel\n"
"%abs = OpExtInst %float %glsl FAbs %c\n"
"OpReturn\n"
"OpFunctionEnd\n",
&warmup)) {
tools.Validate(warmup);
}
std::atexit(+[] {
// Flip validation off first: a validator table this warmup does
// not know about (a future spirv-tools bump) would still be
// destroyed before this handler, and workers must stop entering
// Validate before the drain waits for them.
g_validateSpirv.store(0, std::memory_order_release);
Async::ShaderCompilePool::StopAndDrainProcessPoolAtExit();
});
});
}
spvtools::MessageConsumer MakeSpirvMessageConsumer(const char* site) {
return [site](spv_message_level_t level, const char* /*source*/,
const spv_position_t& position, const char* message) {
const char* text = message ? message : "";
switch (level) {
case SPV_MSG_FATAL:
case SPV_MSG_INTERNAL_ERROR:
case SPV_MSG_ERROR:
// MGLOG_I, deliberately: at the INFO compile level of every
// CI/WSL/retrace build, MGLOG_E and MGLOG_W are compiled out
// (Log.h orders DEBUG < WARN < ERROR < INFO) and the VUID
// would never reach a log.
MGLOG_I("[spirv] %s: %s (word index %zu)", site, text, position.index);
break;
default:
MGLOG_D("[spirv] %s: %s", site, text);
break;
}
};
}
// Validation is decoupled from control flow on purpose: a failure logs and
// bumps the latch, and the caller proceeds exactly as the shipping (non-
// validating) configuration would. Tests assert on the latch delta.
void ValidateOrLatch(const char* site, const Vector<Uint32>& binary) {
if (!ShaderCompiler::SpirvValidationEnabled()) {
return;
}
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
tools.SetMessageConsumer(MakeSpirvMessageConsumer(site));
if (!tools.Validate(binary)) {
MGLOG_I("[spirv] %s: produced a module that fails validation (failure #%llu)",
site,
static_cast<unsigned long long>(
ShaderCompiler::NoteSpirvValidationFailure()));
}
}
// Shared tail for every Optimizer wrapper in this file. The optimizer's own
// input validator stays off even in validating lanes, for two reasons: its
// failure is indistinguishable from a transform failure (Optimizer::Run
// returns false before BuildModule), and the FIRST wrapper's input is
// glslang output that is legitimately not Vulkan-clean yet. What gets
// validated is each wrapper's OUTPUT - the only bytes a driver can ever
// receive. The message consumer is installed unconditionally: without one,
// spirv-tools drops pass diagnostics on the floor.
bool RunOptimizerChecked(const char* site, spvtools::Optimizer& optimizer,
const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
spvtools::OptimizerOptions options;
options.set_run_validator(false);
optimizer.SetMessageConsumer(MakeSpirvMessageConsumer(site));
if (!optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options)) {
return false;
}
ValidateOrLatch(site, outputBinary);
return true;
}
} // namespace
bool ShaderCompiler::SpirvValidationEnabled() {
int state = g_validateSpirv.load(std::memory_order_acquire);
if (state < 0) {
const char* env = std::getenv("MOBILEGL_VALIDATE_SPIRV");
const bool resolved = env != nullptr ? IsTruthySpirvEnvValue(env) : kValidateSpirvDefault;
int expected = -1;
g_validateSpirv.compare_exchange_strong(expected, resolved ? 1 : 0,
std::memory_order_acq_rel);
state = g_validateSpirv.load(std::memory_order_acquire);
if (state == 1) {
PinValidatorTablesForProcessExit();
}
}
return state == 1;
}
void ShaderCompiler::SetSpirvValidationEnabled(bool enabled) {
g_validateSpirv.store(enabled ? 1 : 0, std::memory_order_release);
if (enabled) {
PinValidatorTablesForProcessExit();
}
}
Uint64 ShaderCompiler::NoteSpirvValidationFailure() {
return g_spirvValidationFailures.fetch_add(1, std::memory_order_relaxed) + 1;
}
Uint64 ShaderCompiler::SpirvValidationFailureCount() {
return g_spirvValidationFailures.load(std::memory_order_relaxed);
}
bool ShaderCompiler::SanitizeAndOptimizeBinary(const Vector<Uint32>& inputBinary, bool ShaderCompiler::SanitizeAndOptimizeBinary(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) { Vector<uint32_t>& outputBinary) {
using namespace spvtools; using namespace spvtools;
OptimizerOptions options;
options.set_run_validator(false);
Optimizer optimizer(SPV_ENV_VULKAN_1_1); Optimizer optimizer(SPV_ENV_VULKAN_1_1);
// ADCE refuses to treat a Private global as deletable while the entry point
// still contains any OpFunctionCall (IsLocalVar -> IsEntryPointWithNoCalls), so
// a dead vertex input feeding a never-read Private shim used to survive the
// whole chain (the Chocapic13 shadow.vsh mc_midTexCoord/iris_MidTex case).
// Rewriting entry-point-owned Private variables to Function storage first
// satisfies ADCE without inlining: over 521 real Iris modules the rewrite
// captured 17 of the 21 extra dead interface variables exhaustive inlining
// would, while shrinking the corpus 8% - inlining grew it 20% with a 5.3x
// worst-case module and no additional GPU-side benefit.
optimizer.RegisterPass(PrivateToEntryLocalPass::CreatePrivateToEntryLocalPass());
// Keep the one-arg overload: remove_outputs must stay false, forever. Output
// variables on the entry-point interface are ADCE's only unconditional live
// roots; XFB capture resolves varyings by OpName after this chain, and the
// VS-out/FS-in interface contract on both backends depends on declared outputs
// surviving even when never stored.
optimizer.RegisterPass(CreateAggressiveDCEPass(false)); optimizer.RegisterPass(CreateAggressiveDCEPass(false));
// Complementary to ADCE, not redundant: ADCE can never delete or delist an
// Output (see above), so never-written outputs are trimmed from the
// OpEntryPoint operand list here.
optimizer.RegisterPass(CreateRemoveUnusedInterfaceVariablesPass()); optimizer.RegisterPass(CreateRemoveUnusedInterfaceVariablesPass());
// The two module-legality repairs, so the chain's output - the bytes every
// consumer downstream sees - is valid Vulkan SPIR-V. Rect lowering used to
// live only in the backends; a validating lane would flag every rectangle
// module long before the backend got the chance to fix it, and the backend
// calls remain as no-ops on the now rect-free modules.
optimizer.RegisterPass(NormalizeRectCoordinatesPass::CreateNormalizeRectCoordinatesPass());
optimizer.RegisterPass(StripUniformLocationsPass::CreateStripUniformLocationsPass());
optimizer.RegisterPass(FlattenInterfaceStructPass::CreateFlattenInterfaceStructPass()); optimizer.RegisterPass(FlattenInterfaceStructPass::CreateFlattenInterfaceStructPass());
optimizer.RegisterPass(RenameSamplerFunctionParameterPass::CreateRenameSamplerFunctionParameterPass()); optimizer.RegisterPass(RenameSamplerFunctionParameterPass::CreateRenameSamplerFunctionParameterPass());
optimizer.RegisterPass( optimizer.RegisterPass(
@@ -371,104 +576,88 @@ namespace MobileGL {
optimizer.RegisterPass(EliminateFloatEqualsZeroPass::CreateEliminateFloatEqualsZeroPass()); optimizer.RegisterPass(EliminateFloatEqualsZeroPass::CreateEliminateFloatEqualsZeroPass());
optimizer.RegisterPass(DecomposeWorkgroupVec3Pass::CreateDecomposeWorkgroupVec3Pass()); optimizer.RegisterPass(DecomposeWorkgroupVec3Pass::CreateDecomposeWorkgroupVec3Pass());
return optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options); return RunOptimizerChecked("SanitizeAndOptimizeBinary", optimizer, inputBinary,
outputBinary);
} }
bool ShaderCompiler::LowerDrawParametersForEssl(const Vector<Uint32>& inputBinary, bool ShaderCompiler::LowerDrawParametersForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) { Vector<uint32_t>& outputBinary) {
using namespace spvtools; using namespace spvtools;
OptimizerOptions options;
options.set_run_validator(false);
Optimizer optimizer(SPV_ENV_VULKAN_1_1); Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(LowerDrawParametersPass::CreateLowerDrawParametersPass()); optimizer.RegisterPass(LowerDrawParametersPass::CreateLowerDrawParametersPass());
return optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options); return RunOptimizerChecked("LowerDrawParametersForEssl", optimizer, inputBinary,
outputBinary);
} }
bool ShaderCompiler::PackDoubleVertexInputsForVulkan(const Vector<Uint32>& inputBinary, bool ShaderCompiler::PackDoubleVertexInputsForVulkan(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) { Vector<uint32_t>& outputBinary) {
using namespace spvtools; using namespace spvtools;
OptimizerOptions options;
options.set_run_validator(false);
Optimizer optimizer(SPV_ENV_VULKAN_1_1); Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(PackDoubleVertexInputsPass::CreatePackDoubleVertexInputsPass()); optimizer.RegisterPass(PackDoubleVertexInputsPass::CreatePackDoubleVertexInputsPass());
return optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options); return RunOptimizerChecked("PackDoubleVertexInputsForVulkan", optimizer, inputBinary,
outputBinary);
} }
bool ShaderCompiler::StripUboMemberRelaxedPrecisionForEssl(const Vector<Uint32>& inputBinary, bool ShaderCompiler::StripUboMemberRelaxedPrecisionForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) { Vector<uint32_t>& outputBinary) {
using namespace spvtools; using namespace spvtools;
OptimizerOptions options;
options.set_run_validator(false);
Optimizer optimizer(SPV_ENV_VULKAN_1_1); Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass( optimizer.RegisterPass(
StripUboMemberRelaxedPrecisionPass::CreateStripUboMemberRelaxedPrecisionPass()); StripUboMemberRelaxedPrecisionPass::CreateStripUboMemberRelaxedPrecisionPass());
return optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options); return RunOptimizerChecked("StripUboMemberRelaxedPrecisionForEssl", optimizer,
inputBinary, outputBinary);
} }
bool ShaderCompiler::StripNoPerspectiveForEssl(const Vector<Uint32>& inputBinary, bool ShaderCompiler::StripNoPerspectiveForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) { Vector<uint32_t>& outputBinary) {
using namespace spvtools; using namespace spvtools;
OptimizerOptions options;
options.set_run_validator(false);
Optimizer optimizer(SPV_ENV_VULKAN_1_1); Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(StripNoPerspectivePass::CreateStripNoPerspectivePass()); optimizer.RegisterPass(StripNoPerspectivePass::CreateStripNoPerspectivePass());
return optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options); return RunOptimizerChecked("StripNoPerspectiveForEssl", optimizer, inputBinary,
outputBinary);
} }
bool ShaderCompiler::EmulateNoPerspectiveForEssl(const Vector<Uint32>& inputBinary, bool ShaderCompiler::EmulateNoPerspectiveForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) { Vector<uint32_t>& outputBinary) {
using namespace spvtools; using namespace spvtools;
OptimizerOptions options;
options.set_run_validator(false);
Optimizer optimizer(SPV_ENV_VULKAN_1_1); Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(EmulateNoPerspectivePass::CreateEmulateNoPerspectivePass()); optimizer.RegisterPass(EmulateNoPerspectivePass::CreateEmulateNoPerspectivePass());
return optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options); return RunOptimizerChecked("EmulateNoPerspectiveForEssl", optimizer, inputBinary,
outputBinary);
} }
bool ShaderCompiler::LowerRectImages(const Vector<Uint32>& inputBinary, bool ShaderCompiler::LowerRectImages(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) { Vector<uint32_t>& outputBinary) {
using namespace spvtools; using namespace spvtools;
OptimizerOptions options;
options.set_run_validator(false);
Optimizer optimizer(SPV_ENV_VULKAN_1_1); Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(NormalizeRectCoordinatesPass::CreateNormalizeRectCoordinatesPass()); optimizer.RegisterPass(NormalizeRectCoordinatesPass::CreateNormalizeRectCoordinatesPass());
return optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options); return RunOptimizerChecked("LowerRectImages", optimizer, inputBinary, outputBinary);
} }
bool ShaderCompiler::RebaseInstanceIndexForVulkan(const Vector<Uint32>& inputBinary, bool ShaderCompiler::RebaseInstanceIndexForVulkan(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) { Vector<uint32_t>& outputBinary) {
using namespace spvtools; using namespace spvtools;
OptimizerOptions options;
options.set_run_validator(false);
Optimizer optimizer(SPV_ENV_VULKAN_1_1); Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(RebaseInstanceIndexPass::CreateRebaseInstanceIndexPass()); optimizer.RegisterPass(RebaseInstanceIndexPass::CreateRebaseInstanceIndexPass());
return optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options); return RunOptimizerChecked("RebaseInstanceIndexForVulkan", optimizer, inputBinary,
outputBinary);
} }
bool ShaderCompiler::DecoratePositionInvariantForVulkan(const Vector<Uint32>& inputBinary, bool ShaderCompiler::DecoratePositionInvariantForVulkan(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) { Vector<uint32_t>& outputBinary) {
using namespace spvtools; using namespace spvtools;
OptimizerOptions options;
options.set_run_validator(false);
Optimizer optimizer(SPV_ENV_VULKAN_1_1); Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(DecoratePositionInvariantPass::CreateDecoratePositionInvariantPass()); optimizer.RegisterPass(DecoratePositionInvariantPass::CreateDecoratePositionInvariantPass());
return optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options); return RunOptimizerChecked("DecoratePositionInvariantForVulkan", optimizer, inputBinary,
outputBinary);
} }
bool ShaderCompiler::UseUnformattedFloatStorageImagesForVulkan( bool ShaderCompiler::UseUnformattedFloatStorageImagesForVulkan(
@@ -598,6 +787,9 @@ namespace MobileGL {
} }
outputBinary.insert(outputBinary.begin() + static_cast<std::ptrdiff_t>(capabilityInsertOffset), outputBinary.insert(outputBinary.begin() + static_cast<std::ptrdiff_t>(capabilityInsertOffset),
addedCapabilities.begin(), addedCapabilities.end()); addedCapabilities.begin(), addedCapabilities.end());
// Hand-rolled word walk, so no Optimizer wrapper ever sees this rewrite;
// check the modified module explicitly in validating lanes.
ValidateOrLatch("UseUnformattedFloatStorageImagesForVulkan", outputBinary);
return true; return true;
} }
@@ -101,6 +101,27 @@ namespace MobileGL {
// it, the second eglInitialize of a process comes back up unwarmed and with // it, the second eglInitialize of a process comes back up unwarmed and with
// no way left to warm it. // no way left to warm it.
static void ResetPrewarmLatch(); static void ResetPrewarmLatch();
// Test-environment SPIR-V validation. When enabled, every Optimizer wrapper
// in this file validates its OUTPUT binary - the bytes a driver can actually
// receive - and a failure logs the VUID (via MGLOG_I; see the consumer for
// why not MGLOG_E) and bumps the failure latch below WITHOUT changing the
// wrapper's return value: control flow must stay identical between the
// validating and shipping configurations, or fail-open call sites would make
// the two render differently. Resolved lazily from MOBILEGL_VALIDATE_SPIRV;
// defaults on for desktop/CI/WSL builds and off for device (__ANDROID__)
// builds. The setter wins over the environment and is safe to call from test
// fixtures at any time.
static bool SpirvValidationEnabled();
static void SetSpirvValidationEnabled(bool enabled);
// The test-lane enforcement signal: total validation failures observed this
// process. Tests snapshot it, run the operation under scrutiny, and assert
// on the delta. NoteSpirvValidationFailure is for validation done outside
// this file (ProgramFactory::ValidateTransformedSpirv); it returns the new
// total.
static Uint64 SpirvValidationFailureCount();
static Uint64 NoteSpirvValidationFailure();
}; };
} // namespace ShaderTranspiler } // namespace ShaderTranspiler
} // namespace MG_Util } // namespace MG_Util
@@ -0,0 +1,250 @@
// MobileGL - MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/PrivateToEntryLocalPass.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
//
// Derived from SPIRV-Tools' PrivateToLocalPass (source/opt/private_to_local_pass.cpp,
// Copyright (c) 2017 Google Inc., Apache License 2.0). The one behavioral difference is
// the entry-point restriction in FindEntryLocalFunction; see the header for why.
#include "PrivateToEntryLocalPass.h"
#include "source/opt/ir_context.h"
#include "source/opt/type_manager.h"
#include "source/spirv_constant.h"
#include "source/util/make_unique.h"
#include <cassert>
#include <utility>
#include <vector>
#include <unordered_set>
namespace MobileGL {
namespace MG_Util {
namespace ShaderTranspiler {
namespace {
using spvtools::opt::BasicBlock;
using spvtools::opt::Function;
using spvtools::opt::Instruction;
using spvtools::opt::Operand;
constexpr uint32_t kVariableStorageClassInIdx = 0;
constexpr uint32_t kSpvTypePointerTypeIdInIdx = 1;
} // namespace
spvtools::opt::Pass::Status PrivateToEntryLocalPass::Process() {
// Private variables require the Shader capability; with Addresses the
// rewrite below is not guaranteed sound (variable pointers may escape).
if (context()->get_feature_mgr()->HasCapability(spv::Capability::Addresses)) {
return Status::SuccessWithoutChange;
}
std::vector<std::pair<Instruction*, Function*>> variablesToMove;
std::unordered_set<uint32_t> localizedVariables;
for (auto& inst : context()->types_values()) {
if (inst.opcode() != spv::Op::OpVariable) {
continue;
}
if (spv::StorageClass(inst.GetSingleWordInOperand(kVariableStorageClassInIdx)) !=
spv::StorageClass::Private) {
continue;
}
Function* targetFunction = FindEntryLocalFunction(inst);
if (targetFunction != nullptr) {
variablesToMove.push_back({&inst, targetFunction});
}
}
const bool modified = !variablesToMove.empty();
for (auto& p : variablesToMove) {
if (!MoveVariable(p.first, p.second)) {
return Status::Failure;
}
localizedVariables.insert(p.first->result_id());
}
if (get_module()->version() >= SPV_SPIRV_VERSION_WORD(1, 4)) {
// SPIR-V 1.4+ lists statically-used Private variables on OpEntryPoint;
// drop the ones that just stopped being Private. Dead code for the 1.3
// modules MobileGL emits, kept for robustness.
for (auto& entry : get_module()->entry_points()) {
std::vector<Operand> newOperands;
for (uint32_t i = 0; i < entry.NumInOperands(); ++i) {
// Execution model, function id and name are always kept.
if (i < 3 || !localizedVariables.count(entry.GetSingleWordInOperand(i))) {
newOperands.push_back(entry.GetInOperand(i));
}
}
if (newOperands.size() != entry.NumInOperands()) {
entry.SetInOperands(std::move(newOperands));
context()->AnalyzeUses(&entry);
}
}
}
return modified ? Status::SuccessWithChange : Status::SuccessWithoutChange;
}
Function* PrivateToEntryLocalPass::FindEntryLocalFunction(const Instruction& inst) const {
bool foundFirstUse = false;
Function* targetFunction = nullptr;
const uint32_t variableId = inst.result_id();
context()->get_def_use_mgr()->ForEachUser(
variableId, [&targetFunction, &foundFirstUse, variableId, this](Instruction* use) {
BasicBlock* currentBlock = context()->get_instr_block(use);
if (currentBlock == nullptr) {
// Module-scope users: OpName, decorations, the OpEntryPoint
// interface list. None of them pins the variable to a function,
// but a debug-info extended instruction would go stale after the
// move, so treat it as disqualifying.
if (use->opcode() == spv::Op::OpExtInst) {
foundFirstUse = true;
targetFunction = nullptr;
}
return;
}
if (!IsValidUse(use, variableId)) {
foundFirstUse = true;
targetFunction = nullptr;
return;
}
Function* currentFunction = currentBlock->GetParent();
if (!foundFirstUse) {
foundFirstUse = true;
targetFunction = currentFunction;
} else if (targetFunction != currentFunction) {
targetFunction = nullptr;
}
});
if (targetFunction != nullptr && !IsEntryPointFunction(targetFunction)) {
// The whole point of this derivative: a helper can be called more than
// once per invocation, and Function storage would reset the variable at
// every call.
return nullptr;
}
return targetFunction;
}
bool PrivateToEntryLocalPass::IsEntryPointFunction(Function* function) const {
for (auto& entry : get_module()->entry_points()) {
if (entry.GetSingleWordInOperand(1) == function->result_id()) {
return true;
}
}
return false;
}
bool PrivateToEntryLocalPass::IsValidUse(const Instruction* inst, uint32_t variableId) const {
// The cases here have to match the cases in UpdateUse: a use the rewrite
// does not know how to update disqualifies the variable.
switch (inst->opcode()) {
case spv::Op::OpLoad:
case spv::Op::OpImageTexelPointer: // treat like a load
return true;
case spv::Op::OpStore:
// Storing the variable's ADDRESS somewhere else escapes it.
return inst->GetOperand(1).AsId() != variableId;
case spv::Op::OpAccessChain:
return context()->get_def_use_mgr()->WhileEachUser(
inst, [this, inst](const Instruction* user) {
return IsValidUse(user, inst->result_id());
});
case spv::Op::OpName:
return true;
default:
return spvOpcodeIsDecoration(inst->opcode());
}
}
bool PrivateToEntryLocalPass::MoveVariable(Instruction* variable, Function* function) {
// Remove from the global section and re-insert at the head of the entry
// function's first block, Function-storage variables' one legal position.
variable->RemoveFromList();
std::unique_ptr<Instruction> var(variable); // take ownership
context()->ForgetUses(variable);
variable->SetInOperand(kVariableStorageClassInIdx,
{uint32_t(spv::StorageClass::Function)});
const uint32_t newTypeId = GetNewType(variable->type_id());
if (newTypeId == 0) {
return false;
}
variable->SetResultType(newTypeId);
context()->AnalyzeUses(variable);
context()->set_instr_block(variable, &*function->begin());
function->begin()->begin()->InsertBefore(std::move(var));
return UpdateUses(variable);
}
uint32_t PrivateToEntryLocalPass::GetNewType(uint32_t oldTypeId) {
auto* typeMgr = context()->get_type_mgr();
Instruction* oldTypeInst = get_def_use_mgr()->GetDef(oldTypeId);
const uint32_t pointeeTypeId =
oldTypeInst->GetSingleWordInOperand(kSpvTypePointerTypeIdInIdx);
const uint32_t newTypeId =
typeMgr->FindPointerToType(pointeeTypeId, spv::StorageClass::Function);
if (newTypeId != 0) {
context()->UpdateDefUse(context()->get_def_use_mgr()->GetDef(newTypeId));
}
return newTypeId;
}
bool PrivateToEntryLocalPass::UpdateUse(Instruction* inst, Instruction* user) {
// The cases here have to match the cases in IsValidUse.
switch (inst->opcode()) {
case spv::Op::OpLoad:
case spv::Op::OpStore:
case spv::Op::OpImageTexelPointer: // treat like a load
// Fine as-is: their type is the pointed-to type, which is unchanged.
break;
case spv::Op::OpAccessChain: {
context()->ForgetUses(inst);
const uint32_t newTypeId = GetNewType(inst->type_id());
if (newTypeId == 0) {
return false;
}
inst->SetResultType(newTypeId);
context()->AnalyzeUses(inst);
if (!UpdateUses(inst)) {
return false;
}
break;
}
case spv::Op::OpName:
case spv::Op::OpEntryPoint: // handled separately in Process()
break;
default:
assert(spvOpcodeIsDecoration(inst->opcode()) &&
"PrivateToEntryLocalPass: unexpected use opcode");
break;
}
(void)user;
return true;
}
bool PrivateToEntryLocalPass::UpdateUses(Instruction* inst) {
const uint32_t id = inst->result_id();
std::vector<Instruction*> uses;
context()->get_def_use_mgr()->ForEachUser(id,
[&uses](Instruction* use) { uses.push_back(use); });
for (Instruction* use : uses) {
if (!UpdateUse(use, inst)) {
return false;
}
}
return true;
}
spvtools::Optimizer::PassToken PrivateToEntryLocalPass::CreatePrivateToEntryLocalPass() {
return spvtools::Optimizer::PassToken(
spvtools::MakeUnique<PrivateToEntryLocalPass>());
}
} // namespace ShaderTranspiler
} // namespace MG_Util
} // namespace MobileGL
@@ -0,0 +1,55 @@
// MobileGL - MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/PrivateToEntryLocalPass.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 "spirv-tools/optimizer.hpp"
#include "source/opt/pass.h"
namespace MobileGL {
namespace MG_Util {
namespace ShaderTranspiler {
// AggressiveDCE treats every store to a Private global as an observable side
// effect while the entry point still contains any OpFunctionCall, so a dead
// vertex-input -> Private-shim chain (Iris rewrites unused legacy attributes
// into exactly this shape) survives the whole optimizer chain. Rewriting such
// a variable to Function storage unlocks ADCE without inlining anything.
//
// Upstream's PrivateToLocalPass does that rewrite for a Private variable used
// in ANY single function - which is unsound here: a Function-storage variable
// is recreated on every call, so a Private global that carries state across
// repeated calls of one helper (a memoized init flag, LCG rand state) would
// silently lose it. This derivative applies the same rewrite restricted to
// variables whose only using function is an entry point: an entry point runs
// once per invocation, so the two lifetimes are indistinguishable there.
//
// Derived from SPIRV-Tools' PrivateToLocalPass
// (source/opt/private_to_local_pass.cpp, Copyright (c) 2017 Google Inc.,
// Apache License 2.0).
class PrivateToEntryLocalPass final : public spvtools::opt::Pass {
public:
const char* name() const override { return "mobilegl-private-to-entry-local"; }
Status Process() override;
static spvtools::Optimizer::PassToken CreatePrivateToEntryLocalPass();
private:
// The single entry-point function every block-level use of the variable
// lives in, or nullptr when the uses span functions, include an opcode the
// rewrite cannot update, or belong to a non-entry function.
spvtools::opt::Function* FindEntryLocalFunction(const spvtools::opt::Instruction& inst) const;
bool IsEntryPointFunction(spvtools::opt::Function* function) const;
bool IsValidUse(const spvtools::opt::Instruction* inst, uint32_t variableId) const;
bool MoveVariable(spvtools::opt::Instruction* variable, spvtools::opt::Function* function);
uint32_t GetNewType(uint32_t oldTypeId);
bool UpdateUse(spvtools::opt::Instruction* inst, spvtools::opt::Instruction* user);
bool UpdateUses(spvtools::opt::Instruction* inst);
};
} // namespace ShaderTranspiler
} // namespace MG_Util
} // namespace MobileGL
@@ -0,0 +1,59 @@
// MobileGL - MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUniformLocationsPass.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 "StripUniformLocationsPass.h"
#include "source/opt/ir_context.h"
#include "source/util/make_unique.h"
#include <vector>
namespace MobileGL {
namespace MG_Util {
namespace ShaderTranspiler {
spvtools::opt::Pass::Status StripUniformLocationsPass::Process() {
using spvtools::opt::Instruction;
std::vector<Instruction*> toKill;
for (auto& annotation : get_module()->annotations()) {
if (annotation.opcode() != spv::Op::OpDecorate) {
continue;
}
if (annotation.GetSingleWordInOperand(1) !=
static_cast<uint32_t>(spv::Decoration::Location)) {
continue;
}
Instruction* target =
get_def_use_mgr()->GetDef(annotation.GetSingleWordInOperand(0));
if (target == nullptr || target->opcode() != spv::Op::OpVariable) {
continue;
}
switch (spv::StorageClass(target->GetSingleWordInOperand(0))) {
case spv::StorageClass::UniformConstant:
case spv::StorageClass::Uniform:
case spv::StorageClass::StorageBuffer:
toKill.push_back(&annotation);
break;
default:
break;
}
}
for (Instruction* inst : toKill) {
context()->KillInst(inst);
}
return toKill.empty() ? Status::SuccessWithoutChange : Status::SuccessWithChange;
}
spvtools::Optimizer::PassToken StripUniformLocationsPass::CreateStripUniformLocationsPass() {
return spvtools::Optimizer::PassToken(
spvtools::MakeUnique<StripUniformLocationsPass>());
}
} // namespace ShaderTranspiler
} // namespace MG_Util
} // namespace MobileGL
@@ -0,0 +1,32 @@
// MobileGL - MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUniformLocationsPass.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 "spirv-tools/optimizer.hpp"
#include "source/opt/pass.h"
namespace MobileGL {
namespace MG_Util {
namespace ShaderTranspiler {
// glslang's relaxed GL path keeps `layout(location = N) uniform ...` as a
// Location decoration on the UniformConstant/Uniform variable, which Vulkan
// forbids ([VUID-StandaloneSpirv-Location-06672]). Nothing downstream reads
// it: GL-side uniform locations come from the phase-A glslang reflection,
// Vulkan binding assignment goes by (kind, name), and SPIRV-Cross's ESSL
// resolves uniforms by name. Strip it so the driver-bound module is valid.
class StripUniformLocationsPass final : public spvtools::opt::Pass {
public:
const char* name() const override { return "mobilegl-strip-uniform-locations"; }
Status Process() override;
static spvtools::Optimizer::PassToken CreateStripUniformLocationsPass();
};
} // namespace ShaderTranspiler
} // namespace MG_Util
} // namespace MobileGL
@@ -105,8 +105,46 @@ namespace MobileGL {
} }
int TMglGlslIoResolver::resolveInOutLocation(EShLanguage stage, glslang::TVarEntryInfo& ent) { int TMglGlslIoResolver::resolveInOutLocation(EShLanguage stage, glslang::TVarEntryInfo& ent) {
if (!ent.live && stage == EShLangVertex && ent.symbol->getType().getQualifier().isPipeInput()) { // NO dead-vertex-input early-out here, deliberately - the skip belongs in
return ent.newLocation = -1; // reserverStorageSlot() and ONLY there.
//
// Skipping RESERVATION is the GL semantic: only active inputs get generic attribute
// locations, so a dead declaration must not consume a slot an active input should
// have. Skipping RESOLUTION as well used to look like the same statement, but it is a
// different one: it leaves the variable with no layoutLocation, and glslang still
// EMITS it - a declared input is in the shader's linker objects and therefore in the
// entry point's interface. The result is an OpVariable of storage class Input with no
// Location decoration, which SPIR-V forbids
// (VUID-StandaloneSpirv-Location-04916). lavapipe tolerates it; Adreno rejects the
// whole pipeline with VK_ERROR_UNKNOWN, which is how this shipped undetected - every
// desktop gate, retrace corpus included, is blind to it.
//
// Found 2026-08-11 on an Adreno 830: the Iris weather program (mc_midTexCoord among
// seven attributes, only some of them glBindAttribLocation-bound) died at the first
// rainy-world draw, 100% reproducible, programHash 0x4a7e9a37fb49caa1.
//
// They cannot simply be handed to the base resolver either. Auto-assignment for inputs
// WITHOUT an explicit binding happens entirely in the resolve pass, in sort order, so a
// dead declaration reaching the free-slot search first would take location 0 and push
// the active input up - which is precisely the GL violation the reservation skip
// exists to prevent (ProgramTest.InactiveExplicitVertexBindingsDoNotReserveLocations
// pins it: Iris injects Position/UV0 into packs that actually read vaPosition).
//
// So dead inputs get their locations from the TOP of the attribute range downward,
// while the base resolver hands active ones out from 0 upward. Both properties hold at
// once: every emitted input carries a Location, and no active input is displaced. The
// two allocators can only meet if live + dead exceed the attribute limit, which is an
// over-subscribed program GL would reject anyway; if that happens we leave the
// variable to the base resolver rather than hand out a colliding location.
const glslang::TType& type = ent.symbol->getType();
if (!ent.live && stage == EShLangVertex && type.getQualifier().isPipeInput() &&
!type.getQualifier().hasLocation() && !type.isBuiltIn()) {
const int size = std::max(1, glslang::TIntermediate::computeTypeLocationSize(type, stage));
if (m_nextInactiveVertexInLocation - (size - 1) >= 0) {
m_nextInactiveVertexInLocation -= (size - 1);
ent.symbol->getWritableType().getQualifier().layoutLocation = m_nextInactiveVertexInLocation;
--m_nextInactiveVertexInLocation;
}
} }
return TDefaultGlslIoResolver::resolveInOutLocation(stage, ent); return TDefaultGlslIoResolver::resolveInOutLocation(stage, ent);
} }
@@ -51,5 +51,13 @@ namespace MobileGL {
std::map<glslang::TString, int> m_plainUniformLocationSizeByName; std::map<glslang::TString, int> m_plainUniformLocationSizeByName;
std::map<glslang::TString, int> m_plainUniformLocationByName; std::map<glslang::TString, int> m_plainUniformLocationByName;
bool m_plainUniformLocationsAssigned = false; bool m_plainUniformLocationsAssigned = false;
// Descending allocator for INACTIVE vertex inputs (see resolveInOutLocation): they
// still have to carry a Location because glslang emits them, but they must not take a
// slot an active input would get. 15, not 31: the location survives into the ESSL
// SPIRV-Cross emits for DirectGLES, and GL/ES only guarantee GL_MAX_VERTEX_ATTRIBS
// >= 16 - a location of 31 makes the generated shader fail to compile on a real ES
// driver (caught by the super-duper-vanilla and chocapic retrace fixtures).
static constexpr int kInactiveVertexInLocationTop = 15;
int m_nextInactiveVertexInLocation = kInactiveVertexInLocationTop;
}; };
} // namespace MobileGL } // namespace MobileGL
@@ -131,6 +131,11 @@ bool LoadMobileGL(const Request& request, std::string& error) {
setenv("MOBILEGL_BACKEND_TYPE", request.backend.c_str(), 1); setenv("MOBILEGL_BACKEND_TYPE", request.backend.c_str(), 1);
setenv("MOBILEGL_TRACE_LIBRARY", request.mobileGlLibrary.c_str(), 1); setenv("MOBILEGL_TRACE_LIBRARY", request.mobileGlLibrary.c_str(), 1);
setenv("MOBILEGL_TRACE_SKIP_AUTODESTROY", "1", 1); setenv("MOBILEGL_TRACE_SKIP_AUTODESTROY", "1", 1);
// Retrace is a test lane on every platform, including the Android AVD one where
// MobileGL's __ANDROID__ default would leave validation off. No overwrite: an outer
// MOBILEGL_VALIDATE_SPIRV=0 must keep working as the escape hatch, and retracing the
// exact shipping pipeline must stay possible.
setenv("MOBILEGL_VALIDATE_SPIRV", "1", 0);
setenv("MOBILEGL_TRACE_SURFACE", request.usePbuffer ? "pbuffer" : "window", 1); setenv("MOBILEGL_TRACE_SURFACE", request.usePbuffer ? "pbuffer" : "window", 1);
if (request.backend == "DirectVulkan") { if (request.backend == "DirectVulkan") {
setenv("MOBILEGL_MAGMA_R11G11B10F_FALLBACK", "1", 1); setenv("MOBILEGL_MAGMA_R11G11B10F_FALLBACK", "1", 1);