Files
MobileGL/MobileGL/MG_Test/Pipe/SlotAllocatorTest.cpp
T
swung0x48 7c2c1456f8 [Test] (Pipe): make the slot allocator's ABA case prove its claim without waiting for the heap, and narrow the DEBUG skip to the arm that needs it
- LifetimeIdSurvivesARecycledAddress could not distinguish what its name claimed:
  Acquire never sees an address, and each round freed its handle, so the next handle
  differed whether or not the heap repeated the address - a restatement of
  GenMovesOnlyOnSlotReuse - and the case could silently GTEST_SKIP on a machine that
  never repeats one. The reuse count is now recorded rather than depended on, and a
  deterministic arm proves the strictly stronger form: re-acquiring the SAME LIFETIME
  ID after a free - the key the map is actually built on, which MG_State never
  reissues - still cannot reproduce the handle, because the reused slot carries a new
  generation. If that cannot reproduce a handle, no recycled address can.
- CompositeShaderBandIsNeverHandedOut skipped the whole case in a DEBUG build,
  including the two arms that trip no assert. The eight low-slot handouts and the
  "every other kind is unaffected" arm now run in every build; only the exhaustion
  walk, which trips the allocator's own "slot space is exhausted" MOBILEGL_ASSERT on
  purpose, is behind the skip.
2026-09-06 09:00:04 -04:00

293 lines
16 KiB
C++

// MobileGL - MobileGL/MG_Test/Pipe/SlotAllocatorTest.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
// The client slot allocator's IDENTITY CONTRACT (P2 brief C.0 c3). Everything Track H keys
// off - Espryt's six slot tables and Magma's VaoDrawMemo - is only as sound as these five
// statements, and each of them is the answer to a bug the {slot, gen} pair exists to close:
//
// GenMovesOnlyOnSlotReuse - a respecify must NOT move the generation, or every
// glBufferData would invalidate every memo; a REUSE
// must, or a stale handle would address its successor.
// FreedSlotComesBackBeforeHighWater - slots stay DENSE, which is what lets the server's
// object table be an array rather than a hash map.
// SlotZeroIsNeverHandedOut - {0, 0} is the null handle for every kind and {0, 1}
// is the default framebuffer.
// LifetimeIdSurvivesARecycledAddress - the frontend key is the lifetime id, never a heap
// address and never a GL name, so an ABA on either
// cannot reproduce a handle. This is the ABA
// HandleRecycleScenario reproduces end to end.
// CompositeShaderBandIsNeverHandedOut- the top 1/16 of the ShaderCso slot space belongs to
// the program-pipeline composite resolver.
//
// Needs the push sources (SlotAllocator.cpp is compiled only under MOBILEGL_PIPE_PUSH), so
// every case is a visible SKIP in a pull build rather than a vanishing test, and the five
// names are the same five in every build.
#include <gtest/gtest.h>
#include <cstdint>
#include <memory>
#include <unordered_map>
#include "Includes.h"
#include <MG_Pipe/MGPipe.h>
#if MOBILEGL_PIPE_PUSH
#include <MG_Impl/Pipe/SlotAllocator.h>
#include <MG_State/GLState/VertexArrayState/VertexArrayObject.h>
#endif
using namespace MobileGL;
using namespace MobileGL::MG_Pipe;
namespace {
// Slot 0 is reserved for every kind - null, and the default framebuffer for kind
// Framebuffer - so the first allocatable slot is 1 in every build, pull included.
TEST(SlotAllocator, ReservedHandlesAreWhatMGPipeHandlesSaysTheyAre) {
EXPECT_EQ(kMGPipeFirstAllocatableSlot, 1u);
EXPECT_TRUE(MGPipeHandleIsNull(kMGPipeNullHandle));
EXPECT_FALSE(MGPipeHandleIsNull(kMGPipeDefaultFramebuffer));
EXPECT_EQ(kMGPipeDefaultFramebuffer.Slot, 0u);
}
TEST(SlotAllocator, GenMovesOnlyOnSlotReuse) {
#if !MOBILEGL_PIPE_PUSH
GTEST_SKIP() << "push not compiled in (MOBILEGL_PIPE_PUSH=OFF)";
#else
MGPipeSlotAllocator allocator;
const MGPipeHandle first = allocator.Allocate(MGPipeKind::Buffer);
const MGPipeHandle second = allocator.Allocate(MGPipeKind::Buffer);
EXPECT_EQ(first.Gen, 0u) << "a slot's FIRST handout is generation 0";
EXPECT_EQ(second.Gen, 0u);
EXPECT_NE(first.Slot, second.Slot);
EXPECT_TRUE(allocator.IsLive(MGPipeKind::Buffer, first));
// A respecify is not an event here at all: nothing in the allocator's interface can
// move a live handle's generation, which is the contract "gen increments only when a
// slot is REUSED, never on a respecify" stated as an absence.
EXPECT_EQ(allocator.GenOfSlot(MGPipeKind::Buffer, first.Slot), first.Gen);
allocator.Free(MGPipeKind::Buffer, first);
EXPECT_FALSE(allocator.IsLive(MGPipeKind::Buffer, first));
// The bump happens on the NEXT handout, not on the free, so a slot that is freed and
// never reused keeps its generation - and a double free cannot skip one.
EXPECT_EQ(allocator.GenOfSlot(MGPipeKind::Buffer, first.Slot), first.Gen);
allocator.Free(MGPipeKind::Buffer, first);
EXPECT_EQ(allocator.GenOfSlot(MGPipeKind::Buffer, first.Slot), first.Gen);
const MGPipeHandle reused = allocator.Allocate(MGPipeKind::Buffer);
EXPECT_EQ(reused.Slot, first.Slot) << "the free list did not hand the slot back";
EXPECT_NE(reused.Gen, first.Gen) << "a REUSED slot must carry a new generation";
EXPECT_EQ(reused.Gen, first.Gen + 1);
// THE POINT OF THE GENERATION: the dead handle is not the live one, it does not
// validate, and it cannot free the slot its successor now owns.
EXPECT_FALSE(first == reused);
EXPECT_FALSE(allocator.IsLive(MGPipeKind::Buffer, first));
EXPECT_TRUE(allocator.IsLive(MGPipeKind::Buffer, reused));
allocator.Free(MGPipeKind::Buffer, first);
EXPECT_TRUE(allocator.IsLive(MGPipeKind::Buffer, reused)) << "a stale handle freed a live slot";
// Kinds are independent slot spaces: a Buffer slot 1 and a Texture slot 1 are
// different objects, and freeing one must not touch the other.
const MGPipeHandle texture = allocator.Allocate(MGPipeKind::Texture);
EXPECT_EQ(texture.Slot, kMGPipeFirstAllocatableSlot);
EXPECT_EQ(texture.Gen, 0u);
EXPECT_TRUE(allocator.IsLive(MGPipeKind::Texture, texture));
EXPECT_TRUE(allocator.IsLive(MGPipeKind::Buffer, reused));
#endif
}
TEST(SlotAllocator, FreedSlotComesBackBeforeHighWaterGrows) {
#if !MOBILEGL_PIPE_PUSH
GTEST_SKIP() << "push not compiled in (MOBILEGL_PIPE_PUSH=OFF)";
#else
MGPipeSlotAllocator allocator;
MGPipeHandle handles[8];
for (MGPipeHandle& handle : handles) handle = allocator.Allocate(MGPipeKind::Framebuffer);
const Uint32 highWater = allocator.HighWater(MGPipeKind::Framebuffer);
EXPECT_EQ(allocator.LiveCount(MGPipeKind::Framebuffer), 8u);
EXPECT_EQ(allocator.FreeCount(MGPipeKind::Framebuffer), 0u);
allocator.Free(MGPipeKind::Framebuffer, handles[2]);
allocator.Free(MGPipeKind::Framebuffer, handles[5]);
EXPECT_EQ(allocator.LiveCount(MGPipeKind::Framebuffer), 6u);
EXPECT_EQ(allocator.FreeCount(MGPipeKind::Framebuffer), 2u);
// Density is the whole reason the server's object table can be an array: the two
// freed slots have to come back before a ninth is minted.
const MGPipeHandle a = allocator.Allocate(MGPipeKind::Framebuffer);
const MGPipeHandle b = allocator.Allocate(MGPipeKind::Framebuffer);
EXPECT_EQ(allocator.HighWater(MGPipeKind::Framebuffer), highWater) << "the high-water mark grew with two "
"slots waiting on the free list";
EXPECT_TRUE((a.Slot == handles[2].Slot && b.Slot == handles[5].Slot) ||
(a.Slot == handles[5].Slot && b.Slot == handles[2].Slot))
<< "the reused slots are not the two that were freed";
// Only now does the mark move.
const MGPipeHandle fresh = allocator.Allocate(MGPipeKind::Framebuffer);
EXPECT_GT(allocator.HighWater(MGPipeKind::Framebuffer), highWater);
EXPECT_EQ(fresh.Gen, 0u) << "a slot handed out for the FIRST time is generation 0";
allocator.Reset();
EXPECT_EQ(allocator.HighWater(MGPipeKind::Framebuffer), 0u);
EXPECT_EQ(allocator.LiveCount(MGPipeKind::Framebuffer), 0u);
EXPECT_EQ(allocator.FreeCount(MGPipeKind::Framebuffer), 0u);
#endif
}
TEST(SlotAllocator, SlotZeroIsNeverHandedOut) {
#if !MOBILEGL_PIPE_PUSH
GTEST_SKIP() << "push not compiled in (MOBILEGL_PIPE_PUSH=OFF)";
#else
MGPipeSlotAllocator allocator;
for (SizeT kindIndex = 1; kindIndex < MGPipeSlotAllocator::kKindCount; ++kindIndex) {
const MGPipeKind kind = static_cast<MGPipeKind>(kindIndex);
for (int i = 0; i < 4; ++i) {
const MGPipeHandle handle = allocator.Allocate(kind);
EXPECT_GE(handle.Slot, kMGPipeFirstAllocatableSlot)
<< "kind " << kindIndex << " handed out the reserved slot";
EXPECT_FALSE(MGPipeHandleIsNull(handle));
// {0, 1} is the default framebuffer and must never be minted either.
EXPECT_FALSE(handle == kMGPipeDefaultFramebuffer);
allocator.Free(kind, handle);
}
}
// Freeing a slot never puts 0 on the free list, so a churned kind still starts at 1.
const MGPipeHandle again = allocator.Allocate(MGPipeKind::Buffer);
EXPECT_EQ(again.Slot, kMGPipeFirstAllocatableSlot);
#endif
}
TEST(SlotAllocator, LifetimeIdSurvivesARecycledAddress) {
#if !MOBILEGL_PIPE_PUSH
GTEST_SKIP() << "push not compiled in (MOBILEGL_PIPE_PUSH=OFF)";
#else
using MG_State::GLState::VertexArrayObject;
// The allocation must actually happen: C++ permits eliding a new/delete pair, and an
// elided one would let two objects share an address for reasons that have nothing to
// do with the allocator. Publishing every pointer through a volatile sink keeps the
// pairs (MG_Test/State/ObjectLifetimeIdTest.cpp's trick, and the same one
// HandleRecycleScenario uses to reproduce the ABA through public GL).
static void* volatile addressSink = nullptr;
MGPipeSlotAllocator allocator;
std::unordered_map<std::uintptr_t, MGPipeHandle> handleAtAddress;
int reuseCount = 0;
for (int attempt = 0; attempt < 64; ++attempt) {
auto object = std::make_unique<VertexArrayObject>(0u);
addressSink = object.get();
const auto address = reinterpret_cast<std::uintptr_t>(object.get());
const Uint64 lifetimeId = object->GetLifetimeId();
// Acquire is the ordinary client path: find by lifetime id, allocate on a miss.
const MGPipeHandle handle = allocator.Acquire(MGPipeKind::VertexElementsCso, lifetimeId);
EXPECT_FALSE(MGPipeHandleIsNull(handle));
// Asking again with the same live object must answer the SAME handle - that is
// what makes the map an identity rather than a counter.
EXPECT_TRUE(allocator.Acquire(MGPipeKind::VertexElementsCso, lifetimeId) == handle);
EXPECT_EQ(allocator.LifetimeIdOfSlot(MGPipeKind::VertexElementsCso, handle.Slot), lifetimeId);
const auto previous = handleAtAddress.find(address);
if (previous != handleAtAddress.end()) {
++reuseCount;
// THE ABA. The heap handed the same address back, and the handle must still
// be a different one - either a different slot, or the same slot with a new
// generation. If this ever held, an address-keyed memo would serve the dead
// object's entry to the live one, which is the bug Track H removes.
EXPECT_FALSE(previous->second == handle)
<< "a recycled heap address reproduced handle {slot=" << handle.Slot << ", gen=" << handle.Gen
<< "}";
}
handleAtAddress[address] = handle;
// The object dies; the client's death notification frees the slot.
allocator.Free(MGPipeKind::VertexElementsCso, handle);
EXPECT_FALSE(allocator.IsLive(MGPipeKind::VertexElementsCso, handle));
// And the lifetime id stops resolving, so a late lookup cannot resurrect it.
EXPECT_TRUE(MGPipeHandleIsNull(allocator.FindByLifetimeId(MGPipeKind::VertexElementsCso, lifetimeId)));
}
// Whether the heap repeats an address is the machine's business, not the allocator's,
// so the count is RECORDED and the case does not depend on it: the arm below proves
// the same property without waiting for luck, and it proves a STRICTLY STRONGER form
// of it. Acquire never sees an address at all (SlotAllocator.h) - it sees a lifetime
// id - so the sharpest possible ABA is not "the same address came back" but "the same
// LIFETIME ID came back", which is the key the map is actually built on. MG_State
// never reissues one, so this can only be built by hand; if even that cannot
// reproduce a handle, no recycled address can either.
RecordProperty("address_reuses_observed", reuseCount);
MGPipeSlotAllocator sharp;
const Uint64 repeatedLifetimeId = 0x5eed'0000'0000'0001ull;
const MGPipeHandle first = sharp.Acquire(MGPipeKind::VertexElementsCso, repeatedLifetimeId);
EXPECT_FALSE(MGPipeHandleIsNull(first));
sharp.Free(MGPipeKind::VertexElementsCso, first);
const MGPipeHandle second = sharp.Acquire(MGPipeKind::VertexElementsCso, repeatedLifetimeId);
EXPECT_FALSE(second == first)
<< "re-acquiring the SAME lifetime id after a free reproduced handle {slot=" << first.Slot
<< ", gen=" << first.Gen << "}; an address-keyed or name-keyed memo would then serve the dead "
"object's entry to the live one";
EXPECT_EQ(second.Slot, first.Slot) << "the freed slot was not the one handed back";
EXPECT_EQ(second.Gen, first.Gen + 1) << "a reused slot must carry a new generation";
// And the dead handle stays dead, which is what makes the ABA detectable rather than
// merely unlikely.
EXPECT_FALSE(sharp.IsLive(MGPipeKind::VertexElementsCso, first));
EXPECT_TRUE(sharp.IsLive(MGPipeKind::VertexElementsCso, second));
#endif
}
TEST(SlotAllocator, CompositeShaderBandIsNeverHandedOut) {
#if !MOBILEGL_PIPE_PUSH
GTEST_SKIP() << "push not compiled in (MOBILEGL_PIPE_PUSH=OFF)";
#else
MGPipeSlotAllocator allocator;
// Ordinary programs walk the low slots and never enter the band.
for (int i = 0; i < 8; ++i) {
const MGPipeHandle handle = allocator.Allocate(MGPipeKind::ShaderCso);
EXPECT_FALSE(MGPipeIsCompositeShaderSlot(handle.Slot));
}
// Every other kind is unaffected: the band is a ShaderCso rule, not a global one.
{
MGPipeSlotAllocator plain;
for (Uint32 i = 0; i < 4; ++i) {
const MGPipeHandle handle = plain.Allocate(MGPipeKind::Buffer);
EXPECT_EQ(handle.Slot, kMGPipeFirstAllocatableSlot + i);
}
}
// ONLY THE EXHAUSTION ARM needs the DEBUG skip, and it is placed here so the two arms
// above run in every build. Walking the ShaderCso slot space up to the band is what
// proves the band is held back, and reaching the band's edge trips the allocator's
// own "slot space is exhausted" MOBILEGL_ASSERT - which is live, and correctly so, in
// a DEBUG build. The claim is checked in the INFO builds every gate runs.
#if MOBILEGL_LOG_ACTIVE_LEVEL <= MOBILEGL_LOG_LEVEL_DEBUG
GTEST_SKIP() << "asserts are live in a DEBUG build and only the exhaustion arm trips one on purpose";
#else
// Walk the whole space up to the band. The last handout below the base must be the
// slot immediately under it, and the next call must refuse rather than step in - a
// composite handle minted by the ordinary allocator would collide with one the
// program-pipeline resolver mints for a different object entirely.
MGPipeHandle last = kMGPipeNullHandle;
while (allocator.HighWater(MGPipeKind::ShaderCso) < kMGPipeShaderCsoCompositeSlotBase) {
last = allocator.Allocate(MGPipeKind::ShaderCso);
ASSERT_FALSE(MGPipeIsCompositeShaderSlot(last.Slot))
<< "the ordinary allocator entered the composite band at slot " << last.Slot;
}
EXPECT_EQ(last.Slot, kMGPipeShaderCsoCompositeSlotBase - 1);
EXPECT_TRUE(MGPipeHandleIsNull(allocator.Allocate(MGPipeKind::ShaderCso)))
<< "the allocator handed out a composite-band slot instead of refusing";
#endif // the DEBUG guard on the exhaustion arm
#endif // MOBILEGL_PIPE_PUSH
}
} // namespace