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MobileGL/tools/trace_replay/README.md
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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-1.17-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
  • minecraft-26.2-main-menu: captured from Minecraft 26.2's main menu. Minecraft 26.2 main menu golden
  • minecraft-26.2-in-world: captured from Minecraft 26.2 after entering a normal singleplayer world. Minecraft 26.2 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

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.

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.

improved-transparency-minecraft-26.3 on the ANGLE lane

This case has never passed on the Android DirectGLES lane. It renders correctly everywhere else, including Android DirectVulkan on the same emulator. The rendered frame loses the whole translucent layer - clouds and water are absent while opaque geometry is pixel-exact - so the compositing chain never receives the translucent content rather than blending it wrongly.

It is not a MobileGL defect. Replaying the fixture through the recipe above and through Mesa GLES, with a MOBILEGL_LOG_LEVEL_DEBUG build, gives SSIM 1.000000 on Mesa and 0.970127 on ANGLE while MobileGL issues a byte-identical GL call stream - 2698222 calls, same names, same order, same arguments, the only difference being how often the app polls glClientWaitSync. Both drivers are asked for exactly the same thing and disagree about the pixels, so the divergence is below MobileGL, in ANGLE's GLES-to-Vulkan translation (or in something we emit that is legal but underspecified and the two implementations resolve differently).

Do not "fix" this by editing the DirectGLES blend or draw-buffer paths. Two candidates were tested and ruled out: per-attachment blend equations are both recorded and applied correctly on ANGLE (glBlendEquationSeparatei with GL_MAX on one attachment reads back as GL_MAX and rasterizes as GL_MAX), and the GLES draw-buffer slot restriction is already handled by BackendFramebufferObject::RecomputeBackendColorSlots. Narrowing this further means bisecting inside the frame to find which GLES construct ANGLE mistranslates; the accommodation, once known, belongs with the existing --avoid-angle-llvmpipe-* flags rather than in shared backend code.