Files
swung0x48 eadf7bc474 [Fix] (TraceReplay): import iterationRP repair flags in the desktop CLI
Initialize the desktop replay Request from the three iterationRP environment flags before loading MobileGL. Without this, the Request defaults caused the replay core to unset CI's exported flags, leaving all repairs disabled despite the workflow configuration.
2026-08-20 00:42:34 -04:00
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MobileGL trace replay

This directory builds a Linux command line replay runner for apitrace files. It is an integration testing infrastructure of MobileGL.

The bundled fixtures cover:

  • OpenRA: sourced from GL4ES' apitrace corpus. OpenRA golden
  • minecraft-1.21.4-startup: captured from Minecraft 1.21.4's startup screen. Minecraft 1.21.4 startup golden
  • minecraft-1.21.4-main-menu: captured from Minecraft 1.21.4's main menu. Minecraft 1.21.4 main menu golden
  • minecraft-1.21.11-main-menu: captured from Minecraft 1.21.11's main menu on a Pixel 8 Pro through FCL MobileGL. Minecraft 1.21.11 main menu golden
  • minecraft-1.17-main-menu-854: captured from Minecraft 1.17's 854x480 main menu through FCL MobileGL capture. Minecraft 1.17 854x480 main menu golden
  • minecraft-1.21.4-in-world: captured from Minecraft 1.21.4 after entering a singleplayer world. Minecraft 1.21.4 in-world golden
  • minecraft-1.21.4-fabric-sodium-in-world: captured from Minecraft 1.21.4 Fabric with Sodium after entering a singleplayer world with Fancy graphics. Minecraft 1.21.4 Fabric Sodium in-world golden
  • improved-transparency-minecraft-26.3: captured from the Minecraft 26.3 improved-transparency scene. Minecraft 26.3 improved-transparency golden
  • minecraft-1.21.4-fabric-common-mods-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, REI, Xaero's Minimap, Xaero's World Map, JourneyMap, and Modern UI, with shader packs disabled. Minecraft 1.21.4 Fabric common mods in-world golden
  • minecraft-1.21.4-fabric-common-mods-inventory: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, REI, Xaero's Minimap, Xaero's World Map, JourneyMap, and Modern UI with the creative inventory and REI item list open. Minecraft 1.21.4 Fabric common mods inventory golden
  • minecraft-1.21.4-fabric-rei-inventory: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and REI, with shader packs disabled and the creative inventory and REI item list open. Minecraft 1.21.4 Fabric REI inventory golden
  • minecraft-1.21.4-fabric-xaero-minimap-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Xaero's Minimap after entering a singleplayer world with shader packs disabled. Minecraft 1.21.4 Fabric Xaero's Minimap in-world golden
  • minecraft-1.21.4-fabric-xaero-world-map-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Xaero's World Map, with shader packs disabled and the world map screen open. Minecraft 1.21.4 Fabric Xaero's World Map in-world golden
  • minecraft-1.21.4-fabric-journeymap-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and JourneyMap after entering a singleplayer world with shader packs disabled. Minecraft 1.21.4 Fabric JourneyMap in-world golden
  • minecraft-1.21.4-fabric-modernui-inventory: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Modern UI, with shader packs disabled and the creative inventory open. Minecraft 1.21.4 Fabric Modern UI inventory golden
  • minecraft-1.21.4-fabric-rei-inventory-normal-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and REI in a normal singleplayer world, with shader packs disabled and the creative inventory and REI item list open. Minecraft 1.21.4 Fabric REI inventory normal-world golden
  • minecraft-1.21.4-fabric-xaero-minimap-in-world-normal-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Xaero's Minimap after entering a normal singleplayer world with shader packs disabled. Minecraft 1.21.4 Fabric Xaero's Minimap normal-world golden
  • minecraft-1.21.4-fabric-xaero-world-map-in-world-normal-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Xaero's World Map in a normal singleplayer world, with shader packs disabled and the world map screen open. Minecraft 1.21.4 Fabric Xaero's World Map normal-world golden
  • minecraft-1.21.4-fabric-journeymap-in-world-normal-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and JourneyMap after entering a normal singleplayer world with shader packs disabled. Minecraft 1.21.4 Fabric JourneyMap normal-world golden
  • minecraft-1.21.4-fabric-modernui-inventory-normal-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Modern UI in a normal singleplayer world, with shader packs disabled and the creative inventory open. Minecraft 1.21.4 Fabric Modern UI inventory normal-world golden
  • minecraft-1.21.4-fabric-iris-bsl-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and BSL Shaders after entering a singleplayer world. Minecraft 1.21.4 Fabric Iris BSL in-world golden
  • minecraft-1.21.4-fabric-iris-bsl-esc-menu-854: captured on an Android device (Mali-G77, FCL MobileGL capture) from Minecraft 1.21.4 Fabric with Sodium, Iris, and BSL Shaders, at the pause menu over a BSL-blurred world. The frame pins glyph rendering: every menu label, the menu title and the tutorial toast must be present. Regressions in the DirectGLES per-draw texture memo have made the whole text path disappear here while sprites kept rendering, so a failure that leaves the buttons but empties them is the signature to look for in the diff. Minecraft 1.21.4 Fabric Iris BSL ESC menu 854x480 golden
  • minecraft-1.21.4-fabric-iris-makeup-ultrafast-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and MakeUP UltraFast after entering a singleplayer world. Minecraft 1.21.4 Fabric Iris MakeUP UltraFast in-world golden
  • minecraft-1.21.4-fabric-iris-super-duper-vanilla-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Super Duper Vanilla after entering a singleplayer world. Minecraft 1.21.4 Fabric Iris Super Duper Vanilla in-world golden
  • minecraft-1.21.4-fabric-iris-complementary-reimagined-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Complementary Reimagined after entering a singleplayer world. Minecraft 1.21.4 Fabric Iris Complementary Reimagined in-world golden
  • minecraft-1.21.4-fabric-iris-complementary-unbound-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Complementary Unbound after entering a singleplayer world. Minecraft 1.21.4 Fabric Iris Complementary Unbound in-world golden
  • minecraft-1.21.4-fabric-iris-mellow-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Mellow after entering a singleplayer world. Minecraft 1.21.4 Fabric Iris Mellow in-world golden
  • minecraft-1.21.4-fabric-iris-nostalgia-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Nostalgia after entering a singleplayer world. Minecraft 1.21.4 Fabric Iris Nostalgia in-world golden
  • minecraft-1.21.4-fabric-iris-bliss-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Bliss after entering a singleplayer world. Minecraft 1.21.4 Fabric Iris Bliss in-world golden
  • minecraft-1.21.4-fabric-iris-chocapic-v6-lite-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Chocapic V6 Lite after entering a singleplayer world. Minecraft 1.21.4 Fabric Iris Chocapic V6 Lite in-world golden
  • minecraft-1.21.4-fabric-iris-iterationt-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and iterationT after entering a singleplayer world. Minecraft 1.21.4 Fabric Iris iterationT in-world golden
  • minecraft-1.21.4-fabric-iris-iterationt-nodsa-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and iterationT after entering a singleplayer world, with Iris' DSA path disabled. Minecraft 1.21.4 Fabric Iris iterationT no-DSA in-world golden
  • minecraft-1.21.4-fabric-iris-iterationrp-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and iterationRP after entering a singleplayer world, framing the iterationRP name overlay over a lake with far-shore tree reflections. iterationRP's temporal auto-exposure makes a single-frame trim overexpose and drop the overlay, so the fixture is a prefix trace (all calls up to the target frame) that replays the temporal state. The pack also gates an NVIDIA-only shadow path (subgroupPartitionNV, GL_NV_shader_subgroup_partitioned) on the GL vendor string, so the capture reports a masked vendor and the trace carries the portable subgroupShuffleXor path that non-NVIDIA GPUs take. The trace archive and golden are not committed yet (the repository's Git LFS quota rejects new objects with GH009); the case stays registered and its fixture files are hydrated from the trace fixture mirror.
  • minecraft-1.21.4-fabric-iris-photon-v1.1-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Photon v1.1 after entering a singleplayer world. Minecraft 1.21.4 Fabric Iris Photon v1.1 in-world golden
  • minecraft-1.21.4-fabric-iris-photon-v1.3b-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Photon v1.3b after entering a singleplayer world. Minecraft 1.21.4 Fabric Iris Photon v1.3b in-world golden
  • minecraft-1.21.4-fabric-iris-derivative-main-d24.4.14-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Derivative Main d24.4.14 after entering a singleplayer world. Minecraft 1.21.4 Fabric Iris Derivative Main d24.4.14 in-world golden
  • minecraft-1.21.4-fabric-iris-sundial-lite-in-world: captured from Minecraft 1.21.4 Fabric with Sodium, Iris, and Sundial Lite after entering a singleplayer world. Minecraft 1.21.4 Fabric Iris Sundial Lite in-world golden
  • minecraft-1.21.1-neoforge-create-indirect-in-world: captured from Minecraft 1.21.1 NeoForge with Create, Sodium, and Iris (no shader pack) in a world facing Create water wheels and a large cogwheel, with Flywheel's flywheel:indirect backend (compute-shader culling, glMultiDrawElementsIndirect, persistent-mapped staging). Minecraft 1.21.1 NeoForge Create indirect in-world golden
  • minecraft-1.21.1-neoforge-create-instancing-in-world: same world and camera as the indirect case, with Flywheel's flywheel:instancing backend (texture-buffer instance data, glDrawElementsInstancedBaseVertex). Minecraft 1.21.1 NeoForge Create instancing in-world golden

Build from the MobileGL repository root:

cmake -S . -B build-test -G Ninja \
  -DMOBILEGL_BUILD_TEST=ON \
  -DMOBILEGL_BUILD_BENCHMARK=OFF \
  -DMOBILEGL_BUILD_TRACE_REPLAY=ON
cmake --build build-test

Run the fixture tests:

ctest --test-dir build-test -V -R 'MobileGLTraceReplay\.'

Run the CLI directly:

build-test/tools/trace_replay/mobilegl_trace_replay \
  --trace openra.trace \
  --golden openra.0000031249.png \
  --output out/openra \
  --backend DirectGLES \
  --mobilegl-library build-test/libMobileGL.so \
  --target-call 31249 \
  --width 640 \
  --height 480 \
  --crop-x 1 \
  --crop-y 1 \
  --crop-width 638 \
  --crop-height 478 \
  --ssim-threshold 0.99

Dumping framebuffer attachments mid-frame

--target-call snapshots one framebuffer. To see inside a frame - which intermediate render target a pass actually produced - pass --dump-fbo-attachments CALL:DIR[:FBO,FBO,...], repeatably:

build-test/tools/trace_replay/mobilegl_trace_replay \
  --trace trace.trace --golden golden.png --output out --target-call 2667619 \
  --dump-fbo-attachments 2666231:out/fbos-before \
  --dump-fbo-attachments 2666232:out/fbos-after

At each call boundary it walks every live framebuffer object (or only the named ones), reads back every colour attachment and the depth attachment, and writes fbo<N>-att<M>.png / fbo<N>-depth.png plus a manifest.txt line per attachment recording the attached object, size, internal format, component type and per-channel min/max/mean and a content hash. Attachments are read as floats whatever their storage, so HDR accumulation buffers stay legible in the statistics even though the PNG has to clamp.

The manifest is the useful part when comparing two drivers: dump the same call on both stacks and diff/paste the two manifests, and the first attachment whose hash differs names the pass that diverged. Read-side and pixel-pack state is saved and restored, so the replay continues unperturbed; without the flag nothing is installed and the replay is byte-for-byte what it was.

Run the macOS native-window DirectVulkan retrace matrix and render the same HTML overview shape as CI:

cmake -S . -B cmake-build-macos-trace-arm64 -G Ninja \
  -DCMAKE_BUILD_TYPE=Release \
  -DCMAKE_OSX_ARCHITECTURES=arm64 \
  -DMOBILEGL_BUILD_TEST=OFF \
  -DMOBILEGL_BUILD_BENCHMARK=OFF \
  -DMOBILEGL_BUILD_TRACE_REPLAY=ON
cmake --build cmake-build-macos-trace-arm64 --target MobileGL mobilegl_trace_replay
python3 tools/trace_replay/run_macos_window_retrace_local.py --ci --all
open .trace-work/macos-window-retrace-summary/mobilegl-macos-window-vulkan-retrace-overview.html

The macOS runner hydrates missing fixtures from the trace fixture mirror with parallel downloads before falling back to Git LFS. It reuses the cmake-build-macos-trace-arm64 harness by default on Apple Silicon, passes --window-surface, and defaults to DirectVulkan only. If a native-window replay hits a fatal assertion, the runner writes a failure result and stops before launching later cases; use --continue-after-fatal to collect the full matrix, or --skip-case NAME for known fatal cases.

Android device replay

Build and install the generic trace APK from the repository root. Both DirectGLES and DirectVulkan use the same APK and package; select the backend with the intent's backend extra.

gradle --no-daemon -p android-plugin :app:assembleTraceDebug
TRACE_APK=$(find android-plugin/app/build/outputs/apk/trace/debug -maxdepth 1 -name '*.apk' -print -quit)
adb install -r "$TRACE_APK"

Prepare a fixture and copy it into the app-private directory:

mkdir -p /tmp/mobilegl-openra
tar -xzf tools/trace_replay/fixtures/openra.tgz -C /tmp/mobilegl-openra
adb push /tmp/mobilegl-openra/openra.trace /data/local/tmp/mobilegl-openra.trace
adb push tools/trace_replay/fixtures/openra.0000031249.png /data/local/tmp/mobilegl-openra.golden.png

PKG=top.mobilegl.plugin.trace
APP_DIR=/data/user/0/$PKG/files/trace-replay
adb shell run-as $PKG rm -rf files/trace-replay
adb shell run-as $PKG mkdir -p files/trace-replay/input files/trace-replay/output
adb shell run-as $PKG cp /data/local/tmp/mobilegl-openra.trace files/trace-replay/input/openra.trace
adb shell run-as $PKG cp /data/local/tmp/mobilegl-openra.golden.png files/trace-replay/input/openra.golden.png

Launch the standalone trace runner Activity:

adb shell am force-stop $PKG
adb shell am start -W -a top.mobilegl.plugin.TRACE_REPLAY \
  -n $PKG/top.mobilegl.plugin.trace.TraceReplayActivity \
  --es trace_path $APP_DIR/input/openra.trace \
  --es golden_path $APP_DIR/input/openra.golden.png \
  --es output_dir $APP_DIR/output \
  --es diff_path $APP_DIR/output/openra-diff.png \
  --es backend DirectGLES \
  --el target_call 31249 \
  --ei width 640 \
  --ei height 480 \
  --ei crop_x 1 \
  --ei crop_y 1 \
  --ei crop_width 638 \
  --ei crop_height 478 \
  --es ssim_threshold 0.99

Read back the result and images:

adb shell run-as $PKG cat files/trace-replay/output/result.json
adb exec-out run-as $PKG cat files/trace-replay/output/actual.png > openra-actual.png
adb exec-out run-as $PKG cat files/trace-replay/output/openra-diff.png > openra-diff.png

For Vulkan replay, keep the same APK and $PKG, then pass --es backend DirectVulkan. DirectGLES also renders to the Activity surface by default; pass --ez use_pbuffer true to use the offscreen pbuffer path. Always adb shell am force-stop $PKG before another replay: apitrace snapshot state is process-local. For cases registered with coherent_as_flush (Flywheel-style unflushed persistent maps, e.g. the Create fixtures), pass --ez coherent_as_flush true so the replay runs with MOBILEGL_COHERENT_AS_FLUSH=1. For cases registered with avoid_angle_llvmpipe_explicit_lod_bias (DirectGLES on ANGLE llvmpipe, e.g. the sundial-lite fixture), pass --ez avoid_angle_llvmpipe_explicit_lod_bias true so the replay runs with MOBILEGL_AVOID_EXPLICIT_LOD_BIAS=1.

Reproducing the Android DirectGLES lane on Linux (ANGLE on lavapipe)

The APK workflow's DirectGLES lane is not the same stack as the Linux one, which is why a case can be green here and red there:

lane stack
Linux Test retrace, DirectGLES Espryt -> Mesa GLES -> llvmpipe
Android APK retrace, DirectGLES Espryt -> ANGLE -> Mesa Vulkan (lavapipe)
Android APK retrace, DirectVulkan Magma -> lavapipe (no ANGLE)

Only the Android DirectGLES lane puts ANGLE in the middle, so an ANGLE translation difference shows up in exactly one of the six combinations. That stack can be reproduced on Linux without an emulator, which is far faster to iterate on than a CI round trip. The Android emulator SDK ships a glibc ANGLE:

ANGLE=$ANDROID_SDK_ROOT/emulator/lib64/gles_angle
mkdir -p ~/angle-farm && cd ~/angle-farm
# MobileGL dlopens these two names; ANGLE's own libEGL then dlopens the
# unsuffixed libGLESv2.so from the same directory - without that symlink it
# loads a truncated entry-point table and dies on a missing EGL function.
ln -sf $ANGLE/libEGL.so    libEGL_angle.so
ln -sf $ANGLE/libGLESv2.so libGLESv2_angle.so
ln -sf $ANGLE/libEGL.so    libEGL.so
ln -sf $ANGLE/libGLESv2.so libGLESv2.so
ln -sf $ANGLE/libvulkan.so.1 libvulkan.so.1   # else eglInitialize fails

MOBILEGL_USE_ANGLE=1 \
LD_LIBRARY_PATH=~/angle-farm:/path/to/build/ \
VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/lvp_icd.json \
ANGLE_DEFAULT_PLATFORM=vulkan \
  ./mobilegl_trace_replay --trace trace.trace --golden golden.png \
    --target-call N --width 854 --height 480 --backend DirectGLES \
    --output outdir --pbuffer-surface

ANGLE_DEFAULT_PLATFORM=vulkan is required: ANGLE otherwise picks its OpenGL backend and you get ANGLE (Mesa, llvmpipe ..., OpenGL 4.6 (Core Profile)) instead of the CI-shaped ANGLE (Mesa, Vulkan 1.x (llvmpipe ...)). Check MOBILEGL_TRACE_GL_RENDERER in outdir/retrace.log before trusting a result. Run the binary directly rather than through ctest, whose ENVIRONMENT property overrides these variables. Build with clang, not gcc: gcc rejects GLXImpl.cpp under -Wchanges-meaning.

One more caveat before attributing anything: the emulator SDK's ANGLE is not the ANGLE the Android lane runs. The CI lane uses a pinned build (MOBILEGL_TRACE_ANGLE_VARIANT, default ec889e6ea831) whose version and extension set differ from the SDK copy (GL_EXT_texture_buffer support, ES 3.2 entry points). Compare GL_RENDERER and the relevant extension lists on both stacks before treating a local result as a statement about CI.