Files
MobileGL/MobileGL/MG_Backend/DirectGLES/Managers.h
T
swung0x48 98ea16042a [MG_Backend] (Disaggregated): P5e mv - the multi-draw path stops reading the frontend VAO
- MultiDraw.cpp asked the bound element array buffer three questions (is one bound,
  what GL name is bound and how big is its store, give me its bytes on the CPU) and
  asked all three of MGB_CTX->GetBoundVertexArray() on the apply thread. That was the
  last unguarded read of that field in the backend: package vi retired the ordinary
  draw path's copy and this one survived only because these 9 entries used to die
  earlier, on the framebuffer row fb has since retired.
- ResolveBoundIndexBuffer(question, entry) answers all three from
  MGPipeApplier().IndexBuffer.Res on the record arm - EnsureBufferResourceForHandle
  for the driver name, ResourceWidthForHandle for the size, the server's staged
  shadow (hostBytes + RequireStagedCoverage) for the CPU bytes - and keeps the
  monolith body token for token below it. No wire row was added.
- The arm is STATED, not inferred (ID-81 / ID-110): BufferImpl::VertexInputReadsRecords(),
  the family's own selector, which reduces to Transport != Monolith AND the vertex-input
  bit. Nothing here decides an arm from a null pointer or a noted handle.
- A missing record on the handle arm is a named refusal:
  Fatal{RoleViolation, multidraw-index-buffer-arm}, the shape of
  RefuseNullFrontendTextureOffTheHandleArm. The frontend element slot is not a second
  opinion on this side - it answers for whatever the client has bound now.
- VertexInputReadsRecords() moved from DirectGLES.cpp to Managers.h, unchanged, so the
  two translation units on this draw path share ONE selector rather than a copy each.
- Strict census: GetBoundVertexArray@DrawArrays 9 -> 0. The same 9 entries now stop on
  GetProgramForDraw@DrawArrays, which is pa's row; no other row moved, no new row.
2026-09-18 11:38:28 -04:00

3465 lines
225 KiB
C++

// MobileGL - MobileGL/MG_Backend/DirectGLES/Managers.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 <atomic>
#include <mutex>
#include "DirectGLES.h"
#include "MG_State/GLState/SamplerState/SamplerObject.h"
#include "MG_State/GLState/TextureState/TextureEnum.h"
#include <MG_State/GLState/TextureState/TextureObject.h>
#include <MG_State/GLState/Core.h>
#include <MG_Util/Converters/MGToGL/TextureEnumConverter.h>
#include "SlotTables.h"
#if MOBILEGL_PIPE_PUSH
// P3a: the vertex-input payload views the handle arm of the VAO twin consumes.
#include <MG_Pipe/MGPipeTypes.h>
// P4a: the RECORDS the five re-keyed twins read instead of the frontend object. The readers
// below hand back pointers to them, and MGPipeResourceRecord::PendingUpload is a nested type,
// so a forward declaration would not do. Push-only, like everything else P4a adds to this
// header, so the pull build's include graph is unchanged (D-P).
#include <MG_Pipe/PipeApply.h>
#endif
namespace MobileGL::MG_Backend::DirectGLES {
String EmulateBaseInstanceInVertexShader(String source, GLenum shaderType);
String PromoteDrawParameterGlobalsToUniforms(String source, GLenum shaderType);
// The ESSL half of the gl_ViewportIndex routing emulation, in the order a program's stages
// meet it. Both are pure String -> String rewrites over what SPIRV-Cross emitted once
// LowerViewportIndexPass has demoted the builtin to the plain global `mg_ViewportIndex`.
//
// The producing stage's global becomes an ordinary flat varying; true when there was one to
// promote, which is also the answer to "does this program route viewports at all".
Bool PromoteViewportIndexGlobalToVarying(String& source);
// The fragment stage grows a matching flat input, the mg_ViewportPassMask uniform the draw
// path writes, and a wrapper entry point that discards every fragment whose primitive routed
// to an index the current replay pass is not drawing. False when the stage has no entry point
// to wrap, which leaves the program renderable but unrouted.
Bool InjectViewportIndexPassGate(String& source);
// Whether a vertex shader may declare a storage block at all, given what the host driver
// reports for GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS. Pure, and separated from the capability
// global purely so the decision can be tested without one.
//
// The indirect half of the gl_BaseInstance lowering in PromoteDrawParameterGlobalsToUniforms
// is the only thing that needs this, and it needs exactly one block. A driver reporting 0 is
// conformant - the minimum is 0 in GL 4.6 table 23.64 and ES 3.2 table 21.44 - and ARM's
// GLES driver does report 0, so this is a live path, not a defensive one.
Bool VertexStageStorageBlockUsable(Int maxVertexShaderStorageBlocks);
// True once the process has entered exit(): past that point the EGL library and
// the driver may already be unloaded, so a backend twin's destructor must not
// call into g_GLESFuncs (the observed crash is a jump through an unmapped driver
// pointer from __run_exit_handlers) nor touch statics in other TUs (cross-TU
// destruction order is unspecified). Deliberate leak: the process is exiting and
// the driver reclaims GPU objects. The flag is set by a std::atexit handler that
// EnsureProcessTeardownSentinel() registers lazily on first registry use - by
// then every static everywhere has finished constructing, so this handler is
// guaranteed to run BEFORE any static destructor (atexit is LIFO). A destructor
// hook on the registry itself was tried first and is WRONG: tests and cache
// resets destroy temporary registry instances mid-run, which would latch the
// flag while the process is very much alive.
Bool InProcessTeardown();
void EnsureProcessTeardownSentinel();
// Generation of the backend ES context that owns the driver ids currently handed
// out. Bumped exactly once per DestroyEGLContext. Every backend twin that owns a
// driver name (texture, framebuffer, renderbuffer, sampler) stamps this at
// construction and compares it in its destructor: a twin outliving its context
// must NOT glDelete* its id, because a successor context may already have recycled
// that name and the delete would take out a live object of the new context.
extern Uint g_backendContextGeneration;
// Which optional pieces of state a draw needs synchronized before it is issued.
// Index/indirect buffer syncs and the instancing-related work are skipped for
// draws that provably cannot read them.
enum class DrawSyncBit : Uint32 {
None = 0,
IndexBuffer = 1 << 0,
IndirectBuffer = 1 << 1,
Instancing = 1 << 2
};
// Deliberately the shared Flags<> rather than hand-written operators for this enum:
// a namespace-local operator| here would hide MobileGL::operator|(Bit, Bit) from
// every other scoped-enum flag set used inside this namespace.
using DrawSyncFlags = Flags<DrawSyncBit>;
// The GL-defined indirect command layouts, byte-identical to what the driver reads
// out of a GL_DRAW_INDIRECT_BUFFER. Also the staging layout the multi-draw emulation
// synthesizes commands into.
struct DrawElementsIndirectCommand {
Uint32 count = 0;
Uint32 instanceCount = 0;
Uint32 firstIndex = 0;
Int32 baseVertex = 0;
Uint32 baseInstance = 0;
};
struct DrawArraysIndirectCommand {
Uint32 count = 0;
Uint32 instanceCount = 0;
Uint32 first = 0;
Uint32 baseInstance = 0;
};
// Brings the whole draw-relevant frontend state onto the native ES context and binds
// the program; every GL draw entry point calls it exactly once before issuing draws.
void PrepareForDraw(DrawSyncFlags syncBits);
// What an indexed draw has to do about primitive restart before it can be issued.
//
// Desktop GL restarts on an application-chosen index (glPrimitiveRestartIndex under
// GL_PRIMITIVE_RESTART); GLES core restarts only on the all-ones value of the index type
// (GL_PRIMITIVE_RESTART_FIXED_INDEX), which the render-state push enables for BOTH caps.
// That leaves three cases, and the difference between the last two is not cosmetic - one
// adds restarts, the other has to take away restarts the driver would otherwise make.
enum class RestartSubstitutionKind : Uint8 {
// Nothing to do: restart is off, the fixed-index cap is on, or the application's
// restart index already IS the type's all-ones value. The overwhelmingly common answer.
None,
// The application's index is representable in this index type and differs from the
// all-ones value: the index DATA has to be rewritten so the driver restarts where the
// application asked.
RewriteIndices,
// The application's index cannot be held by this index type at all. GL 4.6 core 10.3.6
// compares the fetched index, zero-extended, against the full 32-bit
// PRIMITIVE_RESTART_INDEX, so no index can match and the draw restarts NOWHERE - but the
// render-state push has already enabled the driver's fixed-index restart, so the
// all-ones value has to be un-restarted for the duration of the draw.
SuppressRestart,
};
RestartSubstitutionKind ResolveRestartSubstitution(GLenum indexType);
// Turns the driver's fixed-index restart off for one draw and back on afterwards, for the
// SuppressRestart case above. Separate from the substitution below because the multi-draw
// tiers need it on its own: they rewrite the index stream themselves and only ever need the
// cap half. Inert for every other kind, and it never touches the render-state shadow - it
// puts the driver back exactly where SyncRenderState left it.
class ScopedSuppressedPrimitiveRestart {
public:
explicit ScopedSuppressedPrimitiveRestart(RestartSubstitutionKind kind);
~ScopedSuppressedPrimitiveRestart();
ScopedSuppressedPrimitiveRestart(const ScopedSuppressedPrimitiveRestart&) = delete;
ScopedSuppressedPrimitiveRestart& operator=(const ScopedSuppressedPrimitiveRestart&) = delete;
private:
Bool m_suppressed = false;
};
// Swaps in a scratch element array buffer holding a copy of the index data in which the
// application's restart index has been replaced by the value GLES restarts on. Inert
// (and free) unless ResolveRestartSubstitution asks for it. The swap lives for the
// object's lifetime, so it covers every pass of a viewport-routed draw, and the previous
// GL_ELEMENT_ARRAY_BUFFER name is restored on destruction - which matters beyond tidiness,
// because the VAO twin memoises that it already synced that binding.
//
// The copy may be WIDER than the source (see IndexType): when the source already contains
// the type's all-ones value as an ordinary vertex index, that value cannot double as the
// restart sentinel, and widening is the only way to keep both meanings. Callers must
// therefore take the index type from this object, not from their own argument.
class ScopedRestartIndexSubstitution {
public:
// count/indices describe the draw's index range when the CPU knows it. Pass
// count == 0 for an indirect draw, whose count lives in GPU memory: the whole bound
// element array buffer is rewritten instead, so every element keeps its position and
// a GPU-resident firstIndex - an ELEMENT index, so it survives widening too - still
// addresses the index it named.
ScopedRestartIndexSubstitution(GLenum indexType, GLsizei count, const void* indices);
~ScopedRestartIndexSubstitution();
ScopedRestartIndexSubstitution(const ScopedRestartIndexSubstitution&) = delete;
ScopedRestartIndexSubstitution& operator=(const ScopedRestartIndexSubstitution&) = delete;
// False only when a substitution was needed and could not be made. The draw must
// then be skipped: issuing it would let the driver silently drop every restart and
// weld the primitives on either side together, which is worse than drawing nothing.
Bool DrawIsValid() const { return m_valid; }
// The element-array offset (or client pointer) the draw must use. Identical to what
// was passed in unless a substitution was made.
const void* Indices() const { return m_indices; }
// The index type the draw must be issued with. Identical to the constructor's unless
// the copy had to be widened to keep an all-ones vertex index distinguishable from the
// restart sentinel.
GLenum IndexType() const { return m_indexType; }
private:
// Declared before m_capOverride so it is initialised first (members initialise in
// declaration order): the whole decision is made once, and both the cap override and the
// constructor body read the same answer.
RestartSubstitutionKind m_kind = RestartSubstitutionKind::None;
ScopedSuppressedPrimitiveRestart m_capOverride;
const void* m_indices = nullptr;
GLenum m_indexType = 0;
Uint m_previousBinding = 0;
Bool m_substituted = false;
Bool m_valid = true;
};
// Drops the scratch element array buffer the substitution above stages through. Like
// MultiDrawImpl's scratch names it is abandoned rather than deleted: the name belongs to
// the dead ES context, and deleting it would target whatever its successor handed out.
void OnRestartSubstitutionContextDestroyed();
// Feed the current program's gl_BaseInstance / gl_DrawID / gl_BaseVertex emulation
// uniforms. All are no-ops when the program does not read the corresponding builtin.
void SetCurrentBaseInstance(Uint32 baseInstance);
void SetCurrentDrawID(Uint32 drawId);
// GL's gl_BaseVertex is the base-vertex parameter of an indexed draw and zero for every
// command that has none - including all the DrawArrays forms - so every draw path that
// does not carry one must leave this at zero rather than inherit the last draw's value.
void SetCurrentBaseVertex(Int32 baseVertex);
// True when the current program actually reads gl_DrawID, i.e. when a batched
// (single driver call) multi-draw tier would have to feed it one value for the whole
// batch and would therefore be wrong.
Bool CurrentProgramReadsDrawID();
// Same question for gl_BaseVertex: a batched multi-draw tier cannot give each sub-draw
// its own base vertex through a uniform either.
Bool CurrentProgramReadsBaseVertex();
// Both of the above, conservatively, for a caller that must decide BEFORE PrepareForDraw
// has synced the program - where "does not read it" is indistinguishable from "cannot be
// asked yet". Answers true whenever the backend twin is missing or predates the current
// link.
Bool CurrentProgramMayNeedPerSubDrawBuiltins(Bool batchCarriesBaseVertices);
// ---- gl_ViewportIndex routing emulation, draw half ---------------------------------------
//
// GLES has ONE viewport, ONE scissor rectangle and ONE depth range; GL 4.1 has sixteen of
// each, selected per primitive by gl_ViewportIndex. There is no ES entry point to program the
// other fifteen with (GL_OES_viewport_array exists but Adreno 830 does not have it, verified
// three ways), so the only way to rasterize a primitive against index i's rectangle is to
// make index i's rectangle THE viewport for the duration of a draw - which means issuing the
// draw once per distinct viewport state and letting the fragment stage throw away the
// primitives that belong to the other indices (the gate Managers.cpp injects).
//
// Indices whose whole state tuple (viewport rectangle, scissor rectangle, scissor-test enable,
// depth range) is identical share ONE pass, so the overwhelmingly common case - every index
// still holding what glViewport/glScissor/glDepthRange broadcast to all sixteen - collapses
// to a single pass with an all-ones gate mask, i.e. one draw and no behaviour change at all.
//
// Whether emulation runs. Off only under MOBILEGL_ESPRYT_FORCE_VIEWPORT_ARRAY_EMULATION falsy, which
// restores the pre-emulation path as a negative control.
Bool ViewportArrayEmulationEnabled();
// Whether ANY program built in this process has come out with a viewport gate. Sticky once
// true; it exists so that BeginViewportRoutingPasses - which runs on every draw of every
// workload - can answer with one static load in the case that matters, which is every
// application that has never heard of gl_ViewportIndex.
extern Bool g_anyProgramRoutesViewportIndex;
// Number of times the current draw has to be issued. Always >= 1, and exactly 1 - with no
// state touched - whenever the current program does not route viewports, whenever every
// configured index shares one state, and whenever replaying would multiply a side effect the
// fragment gate cannot undo (transform feedback, rasterizer discard). Also seeds the pass
// mask uniform for that single-pass case, so a gated fragment shader never runs against the
// zero every GLSL uniform starts at - which would discard the whole draw.
Uint BeginViewportRoutingPasses();
// Push pass `pass`'s viewport / scissor / scissor-test / depth range onto the ES context and
// set the gate mask to the indices it serves. Only called when the count above exceeds 1.
void ApplyViewportRoutingPass(Uint pass);
// Restore the gate mask and mark the render-state shadow dirty, so the next ordinary draw
// re-pushes index 0's state. Takes the count so it can do nothing at all in the common case.
void EndViewportRoutingPasses(Uint passCount);
// Issue one draw, replayed once per viewport-routing pass. Every application-visible draw
// entry point wraps its native glDraw* call in this; the internal blit and clear helpers
// deliberately do not, because they bind their own programs, which never route.
template <typename IssueDraw>
inline void ForEachViewportRoutingPass(IssueDraw&& issue) {
const Uint passCount = BeginViewportRoutingPasses();
for (Uint pass = 0; pass < passCount; ++pass) {
if (passCount > 1) {
ApplyViewportRoutingPass(pass);
}
issue();
}
EndViewportRoutingPasses(passCount);
}
// The backend twin table. Two arms live behind this one interface (ARCHITECTURE.md 9.6 -
// after Track H the MOBILEGL_PIPE_PUSH bitmap alone is not a valid A/B, because with a bit
// clear the backend would still be running the re-keyed code):
//
// legacy (MOBILEGL_PIPE_LEGACY_MEMOS): UnorderedMap<StateObject*, Entry> keyed on the
// frontend heap ADDRESS, with a weak_ptr per entry as the ABA defence, an erase
// inside Find, and a garbage sweep as the only death signal. Pre-P2 code verbatim.
// handles (MOBILEGL_PIPE_PUSH and kMGPipeSubsystemEsprytSlots): BackendSlotTable, keyed
// on MGPipeHandle{Slot, Gen}. See SlotTables.h for what that buys.
//
// Which arm runs is fixed once per process (EsprytSlotTablesEnabled()): the two arms hold
// their twins in different containers, so a mid-run flip would strand every twin already
// built. Every call site below this class is arm-agnostic and unchanged.
//
// The kind is a template parameter ONLY in the push build. G1 requires the pull build's
// symbol set to be byte-for-byte the pre-P2 one, and a third template argument changes
// every instantiation's mangled name - so in the pull build the parameter, like the arm it
// selects, does not exist. The macro below spells that one difference; it is #undef'd
// straight after the class, and the twelve declaration and definition sites name the
// registry through the TwinRegistry alias instead, which swallows the kind in the pull
// build. (An alias template may have a parameter it does not use, and an alias emits no
// symbol of its own, so the pull build's mangled names are unchanged.)
#if MOBILEGL_PIPE_PUSH
#define MGB_TWIN_KIND_PARAM , MG_Pipe::MGPipeKind kKind
#else
#define MGB_TWIN_KIND_PARAM
#endif
template <typename StateObject, typename BackendObject MGB_TWIN_KIND_PARAM>
class StateBackendObjectRegistry {
public:
using StatePtr = SharedPtr<StateObject>;
using StateWeakPtr = std::weak_ptr<StateObject>;
using BackendPtr = SharedPtr<BackendObject>;
// The backend twin and the weak reference that decides whether the raw key still
// names the state object the twin was built for. Both live in one entry: a
// separate liveness map answered nothing the backend probe had not already found
// and cost a second hash lookup on every Find, which the draw path runs ~10 times.
struct Entry {
BackendPtr backend;
StateWeakPtr stateRef;
};
using BackendMap = UnorderedMap<StateObject*, Entry>;
using iterator = typename BackendMap::iterator;
using const_iterator = typename BackendMap::const_iterator;
#if MOBILEGL_PIPE_PUSH
using SlotTable = BackendSlotTable<StateObject, BackendObject, kKind>;
#endif
BackendPtr& GetOrCreate(const StatePtr& stateObj) {
MOBILEGL_ASSERT(stateObj != nullptr, "State object must not be null");
#if MOBILEGL_PIPE_PUSH
if (EsprytSlotTablesEnabled()) {
// The slot table arms the teardown sentinel itself, at its own first
// insertion (D13; SlotTables.h) - so a table used outside a registry arms
// it too, which is right: it is the twin, not the registry, that owns the
// driver id a guarded destructor exists for.
return m_slotTable.GetOrCreate(stateObj);
}
#endif
// Twin creation is the moment a driver-owned id starts needing a guarded
// destructor; cold path, so the once-guard costs nothing per draw. It is armed
// here, at the first insertion - a destructor hook on the table itself is wrong
// for the reason spelled out above InProcessTeardown().
EnsureProcessTeardownSentinel();
// Sweep BEFORE the entry reference below exists: the map is open-addressed and an
// erase relocates the rest of the probe cluster, so collecting once that reference
// is taken would invalidate it. The sweep is therefore owed from an earlier call
// rather than triggered by this one.
if (m_creationTick >= kCreationGCInterval) {
m_creationTick = 0;
CollectGarbage();
}
const SizeT entryCountBeforeInsert = m_entries.size();
auto& entry = m_entries[stateObj.get()];
if (m_entries.size() != entryCountBeforeInsert) {
// A key the registry has never held. Nothing tells the backend that a texture or
// renderbuffer was DELETED - the twin, and the driver storage it owns, lives
// until a collection - and CollectGarbageIfNeeded is ticked only from the
// per-draw sync paths, which a CTS-shaped workload runs about ten times per
// case. 1024 of those ticks then span ~100 cases, so ~100 cases' worth of dead
// (and, for this suite, gigabyte-sized) objects stay allocated at once. Object
// CHURN rather than draw count is what makes the sweep urgent, so a twin the
// registry has never seen ticks it too - and it does so on the path that is
// about to allocate, which is exactly when the memory is needed.
++m_creationTick;
}
if (entry.stateRef.expired()) {
// The previous owner of this address is gone and the allocator handed it
// to a new object: its twin describes ids the new state object never made.
entry.backend.reset();
}
entry.stateRef = stateObj;
return entry.backend;
}
// Null when no live state object owns this key.
//
// On the HANDLE arm the result is a stable array element: only a GetOrCreate that grows
// the table can move it, and nothing else on the table invalidates it.
//
// On the LEGACY arm the result points into the map, so it stays valid only until the
// next GetOrCreate/Find/CollectGarbage on this registry. Take that literally, including
// for Find: the map is open-addressed and erases by shifting the rest of the probe
// cluster into the hole, so an erase relocates entries OTHER than the erased one - and
// Find erases, whenever it lands on a key whose state object has expired. Callers that
// need the twin across another registry call must copy the BackendPtr out (or keep only
// the pointee, which is heap-allocated and never moves).
BackendPtr* Find(StateObject* stateObj) {
#if MOBILEGL_PIPE_PUSH
if (EsprytSlotTablesEnabled()) {
return m_slotTable.Find(stateObj);
}
#endif
const auto entryIt = m_entries.find(stateObj);
if (entryIt == m_entries.end()) {
return nullptr;
}
if (entryIt->second.stateRef.expired()) {
m_entries.erase(entryIt);
return nullptr;
}
return &entryIt->second.backend;
}
const BackendPtr* Find(StateObject* stateObj) const {
return const_cast<StateBackendObjectRegistry*>(this)->Find(stateObj);
}
iterator begin() { return m_entries.begin(); }
const_iterator begin() const { return m_entries.begin(); }
iterator end() { return m_entries.end(); }
const_iterator end() const { return m_entries.end(); }
#if MOBILEGL_PIPE_PUSH
// The {slot, gen} this object's twin is keyed on, or the null handle. This is what a
// backend memo stores instead of a raw pointer, a GL name or a bare lifetime id.
MG_Pipe::MGPipeHandle HandleOf(const StateObject* stateObj) const {
if (EsprytSlotTablesEnabled()) {
return m_slotTable.HandleOf(stateObj);
}
return MG_Pipe::kMGPipeNullHandle;
}
// The twin at a handle, or null when the slot is free or its Gen has moved on. This is
// the lookup a backend memo that already holds a handle wants: no lifetime-id probe.
BackendPtr* FindByHandle(MG_Pipe::MGPipeHandle handle) {
if (EsprytSlotTablesEnabled()) {
return m_slotTable.FindByHandle(handle);
}
return nullptr;
}
// P4a (D-B1): resolve-or-create BY THE HANDLE THE CALL CARRIED. This is the shape P3a
// already runs for the buffer family through BackendBufferResourceTable, lifted onto
// the five registries that still mint their own handles off a frontend lifetime id -
// the debt SlotTables.h records against itself at the top of that file.
//
// POINTER, not the reference GetOrCreate(StatePtr) returns, and that is deliberate:
// this call has THREE ways to decline and every one of them has to be visible to the
// caller rather than answered with a parked twin.
// * the legacy arm is running, so there is no slot table to index;
// * the slot is past the table's sanity bound (a corrupt 32-bit slot must not decide
// a vector resize);
// * the generation is BEHIND the live entry's. SlotTables.h:301-321 is the whole
// argument: forward is a recycle and resets the twin, BACKWARD is refused, because
// adopting it would destroy the incumbent LIVE twin's driver ids and then stamp the
// slot back to the dead object's generation - the shape commit d7655247 fixed.
// The refusal is SILENT here and gets its release-build voice at the per-kind resolver
// in Managers.cpp, exactly as GetOrCreateBufferResourceForHandle gives P3a's.
BackendPtr* GetOrCreateByHandle(MG_Pipe::MGPipeHandle handle) {
if (!EsprytSlotTablesEnabled()) return nullptr;
if (MG_Pipe::MGPipeHandleIsNull(handle)) return nullptr;
if (handle.Slot >= SlotTable::kMaxHandleSlot) return nullptr;
const Uint32 liveGen = m_slotTable.LiveGenAt(handle.Slot);
if (liveGen != 0 && liveGen > handle.Gen) return nullptr;
return &m_slotTable.GetOrCreate(handle);
}
// The generation of the LIVE entry at this slot, or 0. It exists so a caller can
// DIAGNOSE, in a release build where MOBILEGL_ASSERT is inert, the refusal above
// performs silently.
Uint32 LiveGenAt(Uint32 slot) const {
if (!EsprytSlotTablesEnabled()) return 0;
return m_slotTable.LiveGenAt(slot);
}
// P5c (hd): the two halves of SlotTables.h's state note, forwarded. A caller holding
// both the record's handle and the frontend object (the record-driven sync) notes the
// object so a later handle-only resolution can reach it without the client allocator.
//
// P5e (id): under MOBILEGL_PIPE_PUSH rather than MOBILEGL_BUILD_DISAGGREGATED, because
// the re-typed ForEachLive's caller resolves its object through StateForHandle in the
// push-monolith build too. Each half is a named Fatal from an unbarriered apply
// (SlotTables.h); on the legacy arm there is no note and StateForHandle answers null,
// which is the answer the legacy walk's own weak_ptr test already gives.
void NoteStateForHandle(MG_Pipe::MGPipeHandle handle, const StatePtr& stateObj) {
if (EsprytSlotTablesEnabled()) {
m_slotTable.NoteStateForHandle(handle, stateObj);
}
}
StatePtr StateForHandle(MG_Pipe::MGPipeHandle handle) const {
if (EsprytSlotTablesEnabled()) {
return m_slotTable.StateForHandle(handle);
}
return nullptr;
}
// NO ReleaseByHandle HERE THROUGH P5, AND THAT WAS A DECISION (review M-4). The death
// half of GetOrCreateByHandle existed only for a kind whose announcement is its own
// destroy CALL rather than the shared death notice - which was the BUFFER family
// (BackendBufferResourceTable::ReleaseByHandle, SlotTables.h, called from
// resource_destroy) and none of the five kinds this registry serves: every one of
// them died through DestroyByLifetimeId below, because P4a added no server-side
// destroy arm for a texture, a renderbuffer, a framebuffer, a sampler CSO or a shader
// CSO. P5c (ct) is the commit that gives the wrapper its caller: object_death carries
// the dead object's HANDLE on the wire (CONTRACT-P5C.md §5.2), and the static
// ReleaseByHandle below is what the sink's per-kind dispatch calls.
// P5c (ct), CONTRACT-P5C.md §5.2: the wrapper M-4 below deferred, given its caller by
// object_death. The record carried the handle, so the release is keyed by it and the
// client's allocator is never asked from this side (rule E); every holder of the kind
// lets go, exactly as DestroyByLifetimeId walks them. What this does NOT do is the
// allocator Free the notice arm performs - the slot's owner is the client, which
// already returned it after the record went out. STATIC for the same reason
// DestroyByLifetimeId is: a death is about an object, not a table instance.
static Bool ReleaseByHandle(MG_Pipe::MGPipeHandle handle) {
if (EsprytSlotTablesEnabled()) {
return SlotTable::ReleaseTwinByHandle(handle);
}
return false;
}
// P2 step e2. STATIC, because a death notice is about an object and not about a
// registry instance: it is answered by EVERY table of this kind that exists - this
// registry's own, and any by-value copy of it a fixture or a context reset is holding
// (SlotTables.h explains the holder list and why one holder was a leak).
//
// The legacy arm cannot answer this at all - its key is the frontend heap ADDRESS and
// the object is already gone by the time the notice arrives - so there it is a no-op
// and the garbage sweep stays its only death signal. That asymmetry is not an
// oversight: it is the A/B the compile-time arm exists to make measurable
// (ARCHITECTURE.md 9.6), and announced-versus-discovered death is one of the things
// being measured.
static Bool DestroyByLifetimeId(Uint64 lifetimeId) {
if (EsprytSlotTablesEnabled()) {
return SlotTable::OnFrontendObjectDestroyed(lifetimeId);
}
return false;
}
// P5e (id), CONTRACT-P5E §4.1: fn(MGPipeHandle, const BackendPtr& twin) over every live
// entry of the HANDLE ARM, and of that arm only.
//
// IT NO LONGER SERVES THE LEGACY ARM, and that is a narrowing rather than a loss. The
// legacy map is keyed by the raw frontend address and has no handle to hand over - a
// synthesised null one would be a lie the callee could not tell from a real answer -
// and its one caller (ScopedDetachedTextureFramebufferAttachments) has always had its
// own `#if MOBILEGL_PIPE_LEGACY_MEMOS` begin()/end() walk beside the call, because the
// legacy entry needs its stateRef.expired() test done by hand. So the arm check here
// was answering a question no caller asked, and leaving it would have meant inventing a
// second signature for a walk the P5e rule exists to delete.
template <typename Fn>
void ForEachLive(Fn&& fn) const {
if (EsprytSlotTablesEnabled()) {
m_slotTable.ForEachLive(fn);
}
}
#endif
// The seven DirectGLES.cpp call sites drive the LEGACY arm and nothing else. On the
// handle arm death is announced by the frontend object's destructor
// (MG_State/GLState/StateObjectDeathNotice.h), so there is no garbage to collect on a
// tick, the slot table has no collector to forward to, and this is the predicted
// branch plus a return - which is how ROADMAP.md:18's "delete the GC" is delivered
// without deleting the legacy arm's own collector while that arm is still compiled
// beside it.
void CollectGarbageIfNeeded() {
#if MOBILEGL_PIPE_PUSH
if (EsprytSlotTablesEnabled()) {
return;
}
#endif
#if MOBILEGL_PIPE_LEGACY_MEMOS
++m_gcTick;
if (m_gcTick < kGCInterval) {
return;
}
CollectGarbage();
m_gcTick = 0;
#endif
}
// Pre-P2 API, kept for the legacy arm. On the handle arm there is nothing it could
// collect: a twin leaves with its object's death notice, and a notice dropped during
// process teardown is a deliberate leak (SlotTables.h), not garbage awaiting a call.
void CollectGarbageNow() {
#if MOBILEGL_PIPE_PUSH
if (EsprytSlotTablesEnabled()) {
return;
}
#endif
CollectGarbage();
}
private:
void CollectGarbage() {
if (m_isCollecting) {
return;
}
m_isCollecting = true;
Vector<StateObject*> staleKeys;
staleKeys.reserve(m_entries.size());
for (const auto& [stateKey, entry] : m_entries) {
if (entry.stateRef.expired()) {
staleKeys.push_back(stateKey);
}
}
for (auto* stateKey : staleKeys) {
m_entries.erase(stateKey);
}
m_isCollecting = false;
}
private:
static constexpr Uint32 kGCInterval = 1024;
// Creations are far rarer than draws, so this counts in a much smaller unit than
// kGCInterval does.
static constexpr Uint32 kCreationGCInterval = 64;
BackendMap m_entries;
Uint32 m_gcTick = 0;
Uint32 m_creationTick = 0;
Bool m_isCollecting = false;
#if MOBILEGL_PIPE_PUSH
BackendSlotTable<StateObject, BackendObject, kKind> m_slotTable;
#endif
};
#undef MGB_TWIN_KIND_PARAM
// One spelling for the twin registry at every declaration and definition site. In the push
// build the kind is the registry's third template argument; in the pull build the alias
// drops it, so the mangled name is the pre-P2 two-argument one.
#if MOBILEGL_PIPE_PUSH
template <typename StateObject, typename BackendObject, MG_Pipe::MGPipeKind kKind>
using TwinRegistry = StateBackendObjectRegistry<StateObject, BackendObject, kKind>;
#else
template <typename StateObject, typename BackendObject, MG_Pipe::MGPipeKind kKind>
using TwinRegistry = StateBackendObjectRegistry<StateObject, BackendObject>;
#endif
#if MOBILEGL_PIPE_PUSH
// ---- P4a (D-K3): one arm resolver per family, beside BufferImpl's two ----
//
// Four bits and therefore four resolvers, for P3a's reason one level out: a framebuffer
// path that regressed, a texture path that regressed, a sampler path that regressed and a
// program path that regressed are four different findings, and clearing one must not
// disarm the other three.
//
// THE RESOLUTION IS LAZY, at the first use, and never at bring-up. Backend context creation
// runs inside eglMakeCurrent and the integration harness pre-flights exactly that sequence
// in a FORKED CHILD; a child that dies on a signal is reported as "no usable GPU" and every
// scenario in the lane is SKIPPED - the lane goes green having run nothing, on the very
// pair of env vars the A/B is driven with, which is what ROADMAP.md:7 forbids. So a stop
// has to land in a test body, i.e. at the first lookup. That is what the inline latches
// below give: a guard-variable load and a perfectly-predicted branch per consult, and the
// arm dispatch folds into the caller (SlotTables.h's EsprytSlotTablesEnabled argument
// verbatim - every one of these is consulted on the per-draw path).
//
// ALL FOUR CAN REACH NoArm and all four STOP there rather than skipping green, because
// every one of the four legacy arms is compiled under MOBILEGL_PIPE_LEGACY_MEMOS:
// framebuffer - the four g_fboSynced* arrays and StampSyncedFBO;
// texture - the twin's m_prevTextureInfo / m_syncedContentVersion cheap-gate trio;
// samplers - UnitSamplerLookupMemo's WeakPtr arm and SamplerPassMemo's raw
// BackendSamplerObject* rows;
// programs - g_programTwinLookupMemo.
//
// THREE OF THEM CARRY A DEPENDENCY (MGPipe.h, D-K2) and it is diagnosed and REFUSED here
// rather than half-run, the bit-8-requires-bit-7 shape ResolveVertexInputSubsystemArm
// already ships: bit 11 requires bit 10, bit 9 requires bit 10, bit 10 requires bit 7. The
// mirror pairs (10 without 11, 10 without 9, 7 without 10) are all FINE and are said so out
// loud, because an unreachable branch that says something different is how the reachable
// one drifts. Bit 12 depends on nothing: a ShaderCso handle names no texture and no buffer.
//
// ResolveFramebufferSubsystemArm additionally carries D-C3's bring-up refusal: the wire
// array is MGPFramebufferState::Color[8] and GetDynamicParameters().MaxColorAttachments is
// the driver's RAW ES cap, which is not clamped to 8 on this path. A driver reporting more
// would silently truncate the record, so the bit is refused with one MGLOG_E naming the cap
// and the legacy arm runs. Widening the payload is a wire change nobody has evidence for;
// truncating silently is the bug class this phase is closing.
Bool ResolveFramebufferSubsystemArm();
Bool ResolveTextureResourceSubsystemArm();
Bool ResolveSamplerSubsystemArm();
Bool ResolveProgramSubsystemArm();
inline Bool FramebufferSubsystemEnabled() {
static const Bool enabled = ResolveFramebufferSubsystemArm();
return enabled;
}
inline Bool TextureResourceSubsystemEnabled() {
static const Bool enabled = ResolveTextureResourceSubsystemArm();
return enabled;
}
inline Bool SamplerSubsystemEnabled() {
static const Bool enabled = ResolveSamplerSubsystemArm();
return enabled;
}
inline Bool ProgramSubsystemEnabled() {
static const Bool enabled = ResolveProgramSubsystemArm();
return enabled;
}
#if MOBILEGL_PIPE_PUSH
// P5e (pg), CONTRACT-P5E.md §5.8 / ruling 1 (ID-81): THE HANDLE ARM'S SELECTOR for the
// program family. Transport AND the family bit, in that order and both required:
//
// * `Transport != Monolith` because the push-MONOLITH build keeps its frontend arms token
// for token - the verify comparator needs them, and it is what makes
// MOBILEGL_IPC_RUN_AHEAD=0 a pure wait-rule A/B on identical server code rather than a
// comparison of two different backends;
// * the family bit because the A/B that switches this family off has to switch off the
// arm too, not only the emission - a server reading records nobody sends would draw
// with no program at all.
//
// NOT LATCHED, unlike the four above: Transport is configuration read once at bring-up and
// ProgramSubsystemEnabled() already latches, so this is one load and one test, and a latch
// here would only hide which half answered.
inline Bool ProgramHandleArm() {
return MG_Config::Transport != MG_Config::TransportMode::Monolith && ProgramSubsystemEnabled();
}
#endif
// ---- P4a: what the twins read INSTEAD of the frontend object ----
//
// One reader per record kind, all const, all null-on-miss, and all bounds-checked against
// the applier's own dense table rather than against a constant: a slot at or above the
// table's size simply has no record, which is the same answer as "not live" and is not a
// protocol error on THIS side (the applier already refused and counted the call that would
// have created it - PipeApply.h's RefusedObjectCalls).
//
// A NULL ANSWER IS NOT A FALL-BACK TO THE FRONTEND. On a family's handle arm, quietly
// reaching into the frontend object again would hide a missing record behind a picture that
// still looks right, which is exactly what the subsystem A/B exists to expose
// (MarkBufferGpuWritten's note, P3a). Every caller below either declines the work with a
// named MGLOG_E_ONCE or runs its family's LEGACY arm, decided by the family latch and
// never per record.
//
// The returned pointer is into a Vector the applier may grow, so it is valid only until the
// next applier call - the same rule the legacy arm's map-into pointers carried, and every
// caller here reads what it needs and lets go.
const MG_Pipe::MGPipeResourceRecord* PipeTextureRecordForHandle(MG_Pipe::MGPipeHandle res);
const MG_Pipe::MGPipeResourceRecord* PipeRenderbufferRecordForHandle(MG_Pipe::MGPipeHandle res);
const MG_Pipe::MGPipeSamplerCsoRecord* PipeSamplerCsoRecordForHandle(MG_Pipe::MGPipeHandle cso);
const MG_Pipe::MGPipeSamplerViewRecord* PipeSamplerViewRecordForHandle(MG_Pipe::MGPipeHandle view);
// ShaderCso is the one kind whose slot space is split in two on the CLIENT side - the
// composite band lives in its own dense table so a single program-pipeline composite does
// not grow a 983040-entry vector (contract D13). The server never learns a handle is a
// composite: this reader hides the split behind one lookup, exactly as the wire does.
const MG_Pipe::MGPipeShaderCsoRecord* PipeShaderCsoRecordForHandle(MG_Pipe::MGPipeHandle cso);
// P5e (fb): the texture's own TARGET, from its descriptor. The image-unit bind needs it
// (glBindImageTexture's layered/format rules are per target) and MGPImageView has no room
// for it - 24 bytes, no pad - so it is read off the resource record instead of being added
// to the wire. TextureTarget::Unknown when the handle names no live texture record, which
// every caller treats as "decline", never as a default.
MobileGL::TextureTarget PipeTextureTargetForHandle(MG_Pipe::MGPipeHandle res);
// The pending-upload entry the applier accumulated for this (uploadTarget, level) of this
// texture record, or null (D-D5). SERVER-SIDE STATE, and that is the whole point: the
// client clears its own dirty flags at EMISSION for the levels the applier accepted, while
// Espryt's upload loop has bail arms - an incomplete texture returns early, a multisample
// target refreshes and skips - that today leave the frontend flag set. A naive move of the
// clear to the client would lose exactly those texels. The set survives any number of
// bails; ConsumePipeTextureUpload below is called ONLY where the level actually uploaded.
//
// `uploadTarget` is static_cast<Uint16>(MobileGL::TextureUploadTarget) - the HALF, not the
// packed field. The stored key is MGPSubData::Target whole (low byte MGPipeResourceTarget,
// high byte TextureUploadTarget, ID-12) and both functions decode it with
// MGPipeSubDataUploadTargetOf; they are the only two places this package compares it.
const MG_Pipe::MGPipeResourceRecord::PendingUpload* FindPipeTextureUpload(
const MG_Pipe::MGPipeResourceRecord& record, Uint16 uploadTarget, Uint16 level);
void ConsumePipeTextureUpload(MG_Pipe::MGPipeHandle res, Uint16 uploadTarget, Uint16 level);
// THE SERVER'S OWN RE-DIRTY, armed in the applier's set instead of in the frontend's model
// (esprytobj review M-1). `packedTarget` is a full MGPSubData::Target built with
// MGPipePackSubDataTarget, because the entry this writes has to be indistinguishable from
// one the client emitted. Whole-level, no regions, merged with any entry already there;
// false (and one named log line) when the applier's pending set is at its bound. The three
// server-side MarkStorageDirty sites are enumerated at the definition.
Bool RearmPipeTextureLevelUpload(MG_Pipe::MGPipeHandle res, Uint16 packedTarget, Uint16 level,
const MG_Pipe::MGPBox& wholeLevel);
#endif
namespace BufferImpl {
const GLenum TempBufferTarget = GL_ARRAY_BUFFER;
// --- Buffer-mutation epoch -------------------------------------------------
// Manager-wide monotonic counter: it moves whenever ANY buffer resource may
// have gone from draw-clean to dirty. Draw-path memos read it once per pass
// (CurrentBufferMutationEpoch, acquire), re-run their IsBufferDrawClean
// probes only when it moved, and stamp the PRE-pass value after a pass in
// which every probe came up clean - so a concurrent bump lands strictly
// after the stamped value and forces a re-probe on the next pass no matter
// how the probe interleaved with the mutation. Conservative-correct: a bump
// never skips work, it only re-runs the probes once.
//
// Every clean->dirty transition path bumps it (BumpBufferMutationEpoch,
// release, AFTER the mutation lands so an acquire reader that still sees
// the old epoch cannot have missed the mutation):
// * the frontend BufferBackendOps table - Respecify, SubData,
// FlushMappedRange, AcquirePersistentMap, ReadbackFromGpu, OnDestroy -
// which every frontend change-serial bump and every pending-range
// queueing reaches while ops are registered (upload, orphan/respecify,
// map flush/unmap writeback, persistent-map adoption, delete/pooling);
// * backend-initiated shadow writebacks that bump the frontend change
// serial without an op: transform-feedback capture readback
// (XfbImpl::ReadbackCapturedRanges and the scatter path) and every
// pack-PBO WritebackFromBackend site (glReadPixels/glGetTexImage);
// * RegisterBufferBackendOps/UnregisterBufferBackendOps - while ops are
// unregistered, frontend writes advance serials silently, so both edges
// of that window re-open every memo;
// * OnBackendContextDestroyed - the buffer context generation moved, so
// every previously clean resource is invalid.
// NOT bumped (cleanliness provably unchanged): MarkGpuWritten (the backend
// copy is authoritative; IsBufferDrawClean does not consult it),
// NotifyContentWrite on a GPU-resident buffer (persistent-mapped resources
// are clean by construction), and EnsureBufferResource itself (it only
// repairs toward clean). A non-persistent map (draws on it are GL errors
// the frontend rejects) sets IsMapped without an op; persistent maps reach
// AcquirePersistentMap or (FLUSH_EXPLICIT) publish only via FlushMappedRange.
Uint64 CurrentBufferMutationEpoch();
void BumpBufferMutationEpoch();
#if MOBILEGL_BUILD_DISAGGREGATED
// P5e (vi), CONTRACT-P5E §5.1's first pin: how many bumps came from a thread other than
// the apply thread WHILE an apply thread was running, under a live transport. The
// record arm's clean gate stamps this counter and skips its probes while the stamp
// holds, so "who may move it" is a question the phase has to answer with a number
// rather than with a reading of the call graph. Expected 0 for any session; the bump
// itself is Fatal on that path under the strict lane, and the answer at this head is
// that the only non-apply-thread bump in the tree happens at bring-up, BEFORE the apply
// thread exists (BackendObject_DirectGLES::Initialize's RegisterBufferBackendOps), and
// is therefore not counted here.
Uint64 BufferMutationEpochBumpsOffTheApplyThread();
// ---- P5e (vi): THE TWO SOURCE DECISIONS OF THE DRAW'S BUFFER SYNC ------------------
//
// CONTRACT-P5E §5.1 is, for this family, two substitutions and nothing else: the
// attribute walk's buffer set comes from st.VertexBuffers[Start..+Count) instead of the
// frontend VAO's GetAllAttributes(), and the index buffer comes from st.IndexBuffer.Res
// + IndexBufferSerial instead of the VAO's element slot. Both are lifted out of
// SyncNeccessaryBuffers' arms and given names HERE, and the reason is the red-once:
// these take the applier state AND NOTHING ELSE, so the only way to revert the
// substitution is to put a frontend read back inside one of them, and
// MG_Test/SanityTest.cpp drives exactly these two with a frontend VAO deliberately
// pointing somewhere else. A test that drove a copy of the decision instead would stay
// green through that revert, which is the fake-green ID-102 names.
//
// The ensure, the memo and the clean probe stay where they are: they need an ES context
// and are the integration lane's to exercise.
struct DrawVertexBufferRequest {
MG_Pipe::MGPipeHandle Res = MG_Pipe::kMGPipeNullHandle;
// MGPVertexBuffer::BindingIndex, carried for the memo's diagnostics only.
Uint32 BindingIndex = 0;
};
// The DISTINCT buffers the draw's enabled attributes fetch from, deduped on {slot, gen}.
// A null Res is skipped: it is a disabled slot below the window's high-water mark, or a
// client-memory array whose bytes have no store to ensure (P8 stages those).
Uint ResolveDrawVertexBuffersFromRecord(const MG_Pipe::MGPipeApplierState& st,
DrawVertexBufferRequest* out, Uint capacity);
struct DrawIndexBufferRequest {
MG_Pipe::MGPipeHandle Res = MG_Pipe::kMGPipeNullHandle;
// IndexBufferSerial, which joins the identity compare because this arm has no live
// frontend slot to re-read - see ResolvedDrawBuffers::iboSerial.
Uint64 Serial = 0;
};
DrawIndexBufferRequest ResolveDrawIndexBufferFromRecord(const MG_Pipe::MGPipeApplierState& st);
#endif
// The DirectGLES storage behind one frontend buffer. Owned (refcounted) by
// the frontend BufferObject; immediate BufferBackendOps keep it current, so
// draw-time "sync" reduces to ensuring the storage exists.
class GLESBufferResource : public MG_State::GLState::BackendBufferResource {
public:
~GLESBufferResource() override = default;
Uint id = 0;
SizeT storageSize = 0;
Bool storageInitialized = false;
// ES context generation this resource's id belongs to; ids from a
// destroyed context are invalid and must not be deleted or reused.
Uint contextGeneration = 0;
// Frontend change serial the backend storage reflects. When immediate
// ops cannot run (ops unregistered, no current context), this lags and
// EnsureBufferResource falls back to a full re-upload. Atomic: read on
// the context-owning thread while ops on other threads may update it.
std::atomic<Uint64> syncedChangeSerial{0};
// Ops that arrived while no ES context was current on the calling thread
// (or before storage existed); replayed by EnsureBufferResource. The ES
// context migrates between app threads, so deferring ops can race with
// the owning thread replaying them: guard both fields with pendingMutex.
Bool pendingRespecify = false;
VecRange1D pendingRanges;
// App bytes for an ADOPTED store, awaiting their GPU-ordered landing (ring
// stage + glCopyBufferSubData at the next sync; see
// BufferBackendOps::ResidentSubData). The frontend keeps such writes out of
// the coherent mapping - an in-place host write tears the in-flight frames
// still reading the old bytes. Guarded by pendingMutex like pendingRanges.
struct PendingResidentWrite {
SizeT offset = 0;
Vector<Uint8> bytes;
};
Vector<PendingResidentWrite> pendingResidentWrites;
std::mutex pendingMutex;
// Buffer-mutation epoch (see CurrentBufferMutationEpoch) at which this
// resource last probed IsBufferDrawClean == true, 0 = never (epochs start
// at 1). Written only on the draw thread; per-draw resource consumers
// (the UBO binding walk) skip the probe while their pre-pass epoch read
// matches, exactly like the per-VAO memo stamps.
Uint64 drawCleanEpoch = 0;
// Zero-copy coherent persistent map (EXT_buffer_storage): the GL store is
// immutable, persistently+coherently mapped, and persistentPtr is what the app
// (and the frontend PipeResource) write into directly. While set, draw-time
// sync is a no-op and no per-draw glBufferSubData is issued. Cleared on ES
// context loss.
Bool persistentMapped = false;
void* persistentPtr = nullptr;
// The GL store behind `id` was created with glBufferStorageEXT and is
// therefore IMMUTABLE - glBufferData cannot respecify it and it must never be
// recycled through the size-keyed buffer pool. Tracked separately from
// persistentMapped because the two come apart: a glMapBufferRange that fails
// after its glBufferStorageEXT succeeded leaves immutable storage behind with
// no map, and a respecification then has to retire the id rather than hand it
// to glBufferData, which the driver would silently refuse.
Bool immutableStorage = false;
#if MOBILEGL_PIPE_PUSH
// P3a: the client's shadow base as the last content-carrying resource call left
// it. The handle-shaped ops carry `shadow + offset` beside their record, so the
// base is recovered by subtracting the record's own offset once, here.
//
// IT IS A RAW POINTER INTO AN ALLOCATION THIS SIDE DOES NOT OWN, so its lifetime
// rule is written here and enforced at the three events that end it - a cached
// base with no invalidation is a use-after-free waiting for an ordinary call:
//
// * a content-carrying call (respecify / sub-data / flush-range) REFRESHES it;
// * an ORPHANING respecify (HasDefinedContent clear) CLEARS it, because that is
// also the call that resizes the shadow - reserve + resize reallocates and
// frees the old block - and it brings no replacement base;
// * a successful map_persistent CLEARS it, because the client then adopts the
// coherent pointer and drops the shadow (PipeResource::AdoptPersistentMap does
// clear() + shrink_to_fit()). For such a resource the bytes are persistentPtr.
//
// Every reader treats null as "no bytes to move". And any path that STILL HOLDS the
// frontend object - the ensure path does, because D-N keeps SyncPersistentMappedRange
// there for all of P3a - re-reads MappedData() instead of reading this, exactly as
// the legacy arm did; this member exists for the drains that have no object, which
// in P3a is the readback flush and the fp64 narrowing.
const Uint8* hostBytes = nullptr;
#endif
};
#if MOBILEGL_PIPE_PUSH
// P3a (D-A4): the SEVENTH Espryt slot table, and the first one keyed by a handle the
// CALL carried rather than one this backend minted off a frontend object's lifetime
// id. That is what discharges, for this kind, the debt SlotTables.h records against
// itself: GLESBufferResource stops hanging off PipeResource::m_backend and lives here
// instead, so the resource table is the server's own and a frontend heap reference is
// no longer part of resolving it.
//
// The StateObject parameter is BufferObject only because the template names one; not
// one member that touches it is instantiated on this table (no Find(StateObject*), no
// HandleOf, no ForEachLive), and the handle overloads never look at it. Death is
// announced by the family's own ResourceDestroy call, not by the shared death notice
// (D-L), and the slot is freed by the CLIENT after that call returns.
using BackendBufferResourceTable =
BackendSlotTable<MG_State::GLState::BufferObject, GLESBufferResource, MG_Pipe::MGPipeKind::Buffer>;
extern BackendBufferResourceTable g_backendBufferResources;
// Resolved once per process and latched, exactly like EsprytSlotTablesEnabled() and
// for the same reason: the two arms hold GLESBufferResource in DIFFERENT containers -
// the legacy arm in the frontend object's PipeResource::m_backend, the handle arm in
// the table above - so an answer that changed mid-run would strand every resource
// already built and leak the driver ids they own.
Bool ResolveResourceSubsystemArm();
// Same shape for the vertex-input family (bit 8), and separate because the two bits are
// separately clearable - but NOT independent, and the resolver says so out loud rather
// than half-running: bit 8 REQUIRES bit 7, because the vertex-input handle arm resolves
// every attribute's driver buffer id out of the resource slot table and only bit 7 puts
// twins there. `0x17f` (bit 8 on, bit 7 off) is therefore refused at arm resolution with
// a named MGLOG_E and runs the legacy vertex-input arm; `0x0ff` (bit 7 on, bit 8 off) is
// a real, supported A/B, because the legacy VAO walk reaches the handle arm through
// EnsureBufferResource's own dispatch. Both resolvers also answer
// MG_Config::Features.PipeLegacyMemos, so "the bit is clear and the legacy arm was taken
// away" is a named verdict instead of a silent legacy run.
Bool ResolveVertexInputSubsystemArm();
// INLINE for the reason SlotTables.h spells out at EsprytSlotTablesEnabled: both are
// consulted on the per-draw path (the VAO sync's gate, EnsureBufferResource, every
// buffer op), and out-of-line they would be a call through the PLT per consult.
inline Bool ResourceSubsystemEnabled() {
static const Bool enabled = ResolveResourceSubsystemArm();
return enabled;
}
inline Bool VertexInputSubsystemEnabled() {
static const Bool enabled = ResolveVertexInputSubsystemArm();
return enabled;
}
// Resolve-or-create / resolve-only, by the handle the call carried. Neither touches
// MGPipeSlots(): the handle ARRIVED already minted by the side that owns minting.
GLESBufferResource* GetOrCreateBufferResourceForHandle(MG_Pipe::MGPipeHandle res);
GLESBufferResource* FindBufferResourceForHandle(MG_Pipe::MGPipeHandle res);
#if MOBILEGL_BUILD_DISAGGREGATED
// P5c (hd): the staged-coverage assertion (StagedShadowStore::RequireCoverage) for a
// read of the server shadow outside the upload ladders - the indirect command-byte
// resolver. A no-op for a base that is not this resource's server shadow.
void RequireStagedCoverage(GLESBufferResource& resource, const Uint8* hostBase, SizeT start,
SizeT end, const char* site);
#endif
// MONOLITH GLUE, and named as such: the handle of a resource this backend is looking
// at through a frontend object, resolved through the client allocator's lifetime-id
// index. Every caller is a site P3a deliberately does NOT migrate - the SSBO / UBO /
// indirect / pack-PBO binding walks are dirty bits 15-17 and P4b's, and the index
// host mirror is P8's - so they still arrive holding the object. Under a real split
// neither the object nor its lifetime id exists on this side and every one of them
// has to receive the handle in a payload instead.
MG_Pipe::MGPipeHandle HandleOfBuffer(const MG_State::GLState::BufferObject* bufferObject);
// TIER 1 OF THE THREE-TIER FLUSH LADDER, AS A PURE FUNCTION (P5 b1).
//
// `GL_MAP_INVALIDATE_RANGE_BIT` is not a hint, it is an ASSERTION THAT THE OLD BYTES
// ARE DEAD - and it is only true of the bytes this call is about to rewrite from the
// authoritative shadow. Managers.cpp:1125-1128 records what happens when it is not:
// widening the map to page bounds "looked free and was not - the widened bytes
// clobbered GPU-written data (an SSBO counter beside the app's SubData) with the stale
// shadow". It fails SILENTLY, unlike tier 3, which only stalls.
//
// WHY IT IS A FUNCTION NOW, AND WHY IT TAKES THE MAP RANGE SEPARATELY FROM THE QUEUED
// ONE. Under split the bytes are not re-read at every use any more: the server may not
// hold a pointer into the client's shadow at all (R-11), so `hostBase` becomes a
// SNAPSHOT taken into SEG_STAGE at emission, and the window between the snapshot and
// the apply is new. A snapshot that covers less than the map does is exactly the
// widening that drew blood, with a thread boundary instead of a page alignment as the
// cause - so the two extents are separate parameters and a disagreement returns 0
// ("do not take tier 1"), which drops the range onto the staging ring and costs a copy
// rather than a corruption.
//
// Returns the glMapBufferRange access bits, or 0 when tier 1 must not be taken.
inline constexpr SizeT kEsprytInvalidateRangeMinBytes = 128u * 1024u;
constexpr GLbitfield InvalidateFlushAccessFor(SizeT queuedStart, SizeT queuedEnd, SizeT mapStart,
SizeT mapEnd, SizeT limit, SizeT storageSize) {
if (mapEnd <= mapStart) return 0u;
// THE WIDENING REFUSAL. Not >=, not "covers": exactly, in both directions. A map
// narrower than the queued range leaves bytes unwritten inside a range it has just
// declared dead, which is the same corruption read the other way round.
if (mapStart != queuedStart || mapEnd != queuedEnd) return 0u;
const SizeT size = mapEnd - mapStart;
const Bool wholeBuffer = mapStart == 0 && mapEnd == limit && limit == storageSize;
// A partial range below the threshold goes to the ring instead: the map's
// page-substitution fast path needs a page-coverable range to engage, and below it
// the driver falls back to waiting out the WAR hazard on the CPU.
if (!wholeBuffer && size < kEsprytInvalidateRangeMinBytes) return 0u;
return GL_MAP_WRITE_BIT |
(wholeBuffer ? GL_MAP_INVALIDATE_BUFFER_BIT : GL_MAP_INVALIDATE_RANGE_BIT);
}
// The handle arms of the two draw-path entry points below. IsBufferDrawCleanByHandle
// asks the applier the same five questions IsBufferDrawClean asks the frontend object,
// with identical semantics (D-A4); EnsureBufferResourceForHandle is the ensure path
// driven by the applier's descriptor and the shadow base the call carried.
//
// `frontend` supplies the ONE question the applier's record cannot answer in P3a: an
// emulated (non-adopted) persistent map is written through its pointer with no call, so
// MGPipeResourceRecord::HasLiveHostWrites - the field that will carry it - is pinned
// false and the probe still has to ask the object. It retires with P5. See the long note
// at the definition; passing null means "no live map", not "unknown".
Bool IsBufferDrawCleanByHandle(MG_Pipe::MGPipeHandle res, const GLESBufferResource* resource,
const MG_State::GLState::BufferObject* frontend);
GLESBufferResource* EnsureBufferResourceForHandle(
const SharedPtr<MG_State::GLState::BufferObject>& bufferObject, MG_Pipe::MGPipeHandle res);
// P3a (D-D): "the GPU wrote through this resource", announced on the reverse channel
// instead of poked into the frontend object. ARCHITECTURE.md calls OnGpuWritten a
// NARROWING channel - the client builds its pending set conservatively at each
// draw/dispatch emission point and this callback only ever takes entries out of it -
// so in P3a, where the client's conservative set is exactly what the three
// MarkGpuWritten sites marked, the announced set is the whole resource and the
// observable behaviour is identical. P8/P9 narrow it; the channel is what they need.
//
// The legacy arm keeps calling BufferObject::MarkGpuWritten directly, and the pull
// build never sees this function at all (G1).
void MarkBufferGpuWritten(const SharedPtr<MG_State::GLState::BufferObject>& bufferObject);
// The applier's stored extent for this resource, 0 when it has no record. The one
// thing outside BufferImpl that needs it is the fp64 narrowing, whose source extent
// used to be BufferObject::GetSize().
SizeT ResourceWidthForHandle(MG_Pipe::MGPipeHandle res);
// The applier's server-owned mutation serial for this resource, 0 when it has no
// record. It is what the narrowed-fp64 memo keys its freshness on now that the
// frontend change serial is gone from the backend's view.
Uint64 ResourceSerialForHandle(MG_Pipe::MGPipeHandle res);
// The ES context generation a twin's driver id must carry to be current. Its one
// consumer is the draw-clean probe's unit test, which has to build a twin that answers
// CLEAN to every question except the one under test - a case that cannot go red for
// that question otherwise. Push-only, like the rest of this block.
Uint CurrentBufferContextGeneration();
#endif
// P5e (vi), CONTRACT-P5E §5.1 + §5.8 (ruling 1 / ID-81): THE ARM SELECTOR for this
// family, and it is a conjunction on purpose.
//
// Transport != Monolith the record arm exists because there is no frontend VAO on
// this side of a real split. Under Transport=monolith the
// push build keeps its frontend arms token for token - that
// is what the verify comparator compares against, and what
// makes MOBILEGL_IPC_RUN_AHEAD=0 a pure wait-rule A/B on
// identical server code rather than an arm swap.
// the family bit `0x0ff` (bit 7 on, bit 8 off) is a supported A/B and must
// keep running the legacy vertex-input walk; the bit is
// already the gate the rest of this family reads.
//
// It is NOT gated on run-ahead. The records carry the whole family either way, so a
// lockstep split session reads them too and the wait rule changes nothing here - which
// is the only reason ra can flip one constant at the end of the phase and change no
// backend code at all.
//
// P5e (mv): it lives in the HEADER rather than in DirectGLES.cpp because the multi-draw
// path is a second translation unit that has to select the SAME arm - and the addendum's
// rule is that a site states the transport test it relies on, which a copy of the
// conjunction in MultiDraw.cpp would satisfy in letter while giving the family two
// selectors that can drift apart. One definition, spelled at every site that reads it.
inline Bool VertexInputReadsRecords() {
#if MOBILEGL_BUILD_DISAGGREGATED
return MG_Config::Transport != MG_Config::TransportMode::Monolith &&
VertexInputSubsystemEnabled();
#else
return false;
#endif
}
// Registered as the frontend's BufferBackendOps at backend init and on
// every MakeCurrent (the ES context can be destroyed and recreated, e.g.
// by the trace replayer's probe context).
void RegisterBufferBackendOps();
void UnregisterBufferBackendOps();
// The ES context died: unregister ops, invalidate all outstanding GL ids
// (they belonged to the dead context) and drop deferred deletes.
void OnBackendContextDestroyed();
// Get-or-create the backend resource and bring its storage up to date
// (creates the GL buffer, replays pending ops, pushes persistent-mapped
// ranges). Requires the ES context to be current. Returns nullptr only
// for null input.
GLESBufferResource* EnsureBufferResource(const SharedPtr<MG_State::GLState::BufferObject>& bufferObject);
// Existing resource or nullptr; performs no GL calls.
GLESBufferResource* GetBufferResource(MG_State::GLState::BufferObject* bufferObject);
// True when EnsureBufferResource(frontend) would provably fall straight through
// every branch and do no work — i.e. `resource` is still the frontend's own
// resource, its id belongs to the live ES context, and either it is the
// zero-copy coherent persistent store (draw-time sync is a no-op by design) or
// the storage is initialized at the right size with no pending ops and a synced
// change serial while the buffer is not mapped (an active map may owe a
// per-draw persistent-range push, so it always takes the full path).
// `frontend` must be non-null and alive; the caller guarantees that by holding
// (or shadowing something that holds) a SharedPtr to it. Enables the per-VAO
// resolved-buffers memo to skip EnsureBufferResource on clean static buffers.
Bool IsBufferDrawClean(const MG_State::GLState::BufferObject* frontend, const GLESBufferResource* resource);
// Deletes GL buffers whose owning frontend objects died (possibly on a
// thread without a current ES context). Called from draw-time sync.
void ProcessDeferredBufferReleases();
// glBindBuffer with a redundant-bind cache for GL_ARRAY_BUFFER.
void BindBufferId(GLenum target, Uint id);
void InvalidateArrayBufferBindingCache();
// Redundant-bind caches for the driver-level GL_PIXEL_PACK/UNPACK_BUFFER
// bindings. Every backend readback (glReadPixels / pack-PBO map) and pixel
// upload site routes its binding through these so the shadow always matches
// the driver; the resting state between operations is 0, which keeps any
// path that implicitly assumes "no PBO bound" correct. Scrubbed when a
// buffer id is deleted/pooled (GL resets a deleted buffer's bindings to 0,
// and a recycled name matching the shadow would false-skip the rebind) and
// invalidated on MakeCurrent (context may reset).
void BindPixelPackBufferId(Uint id);
void BindPixelUnpackBufferId(Uint id);
void InvalidatePixelBufferBindingCaches();
// A GL buffer id is being deleted by code outside BufferImpl (e.g. the VAO
// client-attribute staging buffers): scrub every buffer-binding shadow that
// could false-skip when the name is recycled.
void NoteBufferIdDeleted(Uint id);
// Bumped whenever a live GLESBufferResource's driver id is retired and re-minted
// while its frontend buffer stays alive (persistent-map adoption, immutable-store
// retire). The VAO twins' baked glVertexAttribPointer / element-array bindings
// key on FRONTEND versions, which a backend-side re-mint does not move - without
// this generation the driver VAO would keep fetching through the deleted id (or
// its retained store) forever. Compared and stamped by
// BackendVertexArrayObject::SyncToBackend.
extern Uint64 g_bufferBackendIdGeneration;
// Redundant-bind cache for INDEXED buffer bindings (glBindBufferBase/Range on
// GL_UNIFORM_BUFFER / GL_SHADER_STORAGE_BUFFER / GL_TRANSFORM_FEEDBACK_BUFFER):
// skips the GL call when the (id, range) already at that index matches, like the
// array-buffer/texture/sampler caches already do. Invalidated on MakeCurrent
// (context may reset).
// Binds the transform feedback capture points [0, bufferCount) from the frontend
// state, and touches nothing else - in particular it never binds a zero the
// application did not ask for. See the definition for why that matters on Mali.
void SyncTransformFeedbackBindingPoints(SizeT bufferCount);
void BindBufferBaseCached(GLenum glTarget, Uint index, Uint id);
void BindBufferRangeCached(GLenum glTarget, Uint index, Uint id, GLintptr offset, GLsizeiptr size);
void InvalidateIndexedBufferBindingCache();
// The transform feedback capture points are per-transform-feedback-OBJECT state, so
// every glBindTransformFeedback swaps all of them under the shadow above. XfbImpl
// calls this on each bind/delete.
void InvalidateTransformFeedbackBindingShadows();
// Re-issues the GL_ATOMIC_COUNTER_BUFFER binding points a program's shaders declare as
// GL_SHADER_STORAGE_BUFFER bindings at the reserved slots the transpiled ESSL was built
// against (BackendProgramObjectImpl::GetAtomicCounterBindings /
// GetAtomicCounterEsslBindingTop). ES has no counter-buffer target at all, so without
// this the shader reads a storage block nobody ever bound a buffer to and the buffer the
// application bound never reaches the driver.
void SyncAtomicCounterBuffers(const Vector<Int>& glBindings, Int esslBindingTop);
// Buffer-storage pool maintenance. TrimBufferPool evicts over-budget entries
// (called once per frame from Present); ClearBufferPool drops all pooled ids
// without glDeleteBuffers (called when the ES context is going away).
void TrimBufferPool();
void ClearBufferPool();
// --- Global-UBO ring ------------------------------------------------------
// One persistently+coherently mapped buffer (EXT_buffer_storage) shared by
// every program's lowered default-uniform block. Each content change is
// bump-allocated into a fresh slot and bound with glBindBufferRange, so the
// CPU never rewrites bytes the GPU may still be reading — the per-draw
// glBufferSubData into one static UBO forced Adreno to resolve that
// write-after-read hazard on every uniform-dirtying draw (MC dirties
// uniforms every draw). Reclamation rides the Present() frame-fence
// watermark; no ring bytes are recycled before their frame's GPU work
// completed.
//
// A program's cached slot, reusable within one frame while the frontend UBO
// content version is unchanged. Cross-frame reuse is intentionally not
// attempted: later same-frame allocations may recycle bytes of completed
// frames, so re-referencing them would need per-bind pinning — rewriting
// GetUBOSize() bytes once per program per frame is far cheaper.
struct UboRingAllocation {
Uint32 contentVersion = ~0u; // frontend UBO content version held at `offset`
Uint32 ringGeneration = 0; // ring identity the slot lives in (0 = never valid)
Uint64 frameSerial = ~Uint64{0}; // frame the slot was written in
SizeT offset = 0;
};
// False when the feature is disabled, EXT_buffer_storage / fences are
// missing, the ES context is not current, or ring creation already failed
// under this context (callers then take the legacy glBufferSubData path).
Bool UboRingAvailable();
// Bump-allocate `size` bytes aligned to GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT.
// Grows the ring (new GL store, generation bump) when the in-flight span
// would be overrun. Returns false when storage (re)creation fails.
Bool UboRingAllocate(SizeT size, SizeT& outOffset);
void* UboRingMappedPtr();
Uint UboRingBufferId();
Uint32 UboRingGeneration();
// Present()-time upkeep: records the frame's high-water mark for reclamation
// and deletes grown-away ring stores once the GPU is done with them.
void UboRingOnPresent();
// --- Texture unpack-PBO ring ----------------------------------------------
// The same persistent-mapped bump allocator, staging TEXTURE UPLOADS. A
// glTexSubImage from client memory hands the driver a pointer it must read
// before the call returns, so the copy has to be ordered against whatever GPU
// work still reads the destination texture: Mali resolves that by BLOCKING the
// calling thread (osup_sync_object_wait) instead of ghosting, and Minecraft
// re-uploads animated atlas sprites and the lightmap every tick into textures
// the in-flight frame is still sampling. Staging the bytes into a
// GPU-visible unpack PBO and passing an OFFSET instead lets the driver queue
// the copy in the command stream with no CPU wait at all.
//
// Same reclamation contract as the UBO ring: no ring bytes are recycled before
// the frame that referenced them completed on the GPU, so a staged block stays
// intact for as long as the queued transfer can still be reading it. The store
// therefore settles at roughly (bytes staged per frame) x (frames in flight),
// which is what to watch if this ring ever shows up in an RSS regression: it
// grows on demand from 4 MiB and is capped, not unbounded.
//
// False when the feature is disabled (MOBILEGL_ESPRYT_DISABLE_UNPACK_RING),
// EXT_buffer_storage / fences are missing, the ES context is not current, or
// ring creation already failed under this context. Callers then upload from
// the client pointer exactly as before.
Bool UnpackRingAvailable();
// Bump-allocate `size` bytes aligned to 64 (a PBO-sourced glTexSubImage only
// owes the driver the pixel type's own alignment). Grows the ring when the
// in-flight span would be overrun; false when the request exceeds the ring's
// size cap or storage (re)creation fails.
Bool UnpackRingAllocate(SizeT size, SizeT& outOffset);
void* UnpackRingMappedPtr();
Uint UnpackRingBufferId();
// Largest single staging request the ring can ever satisfy.
SizeT UnpackRingMaxBytes();
void UnpackRingOnPresent();
// --- Buffer upload ring ---------------------------------------------------
// The same persistent-mapped bump allocator, staging APP BUFFER UPDATES
// (glBufferSubData / non-persistent map flushes) whose destination store may
// still be referenced by in-flight GPU work. Mali resolves that WAR hazard by
// BLOCKING the calling glBufferSubData (osup_sync_object_wait) until every
// referencing job retires - Minecraft 26.3 rewrites its chunk-section and
// dynamic-transform UBOs and streams chunk meshes with per-frame SubData, and
// each such call serialized against the whole GPU queue (~1 fps while chunks
// stream in, and again on every camera pan). App SubData ranges are queued on
// the resource instead (the frontend shadow already holds the bytes) and
// draw-time sync drains them: bytes staged into this ring, then one
// glCopyBufferSubData per merged range - the copy is ordered on the GPU
// timeline, so the hazard costs no CPU wait. Reclamation contract identical
// to the other two rings. MOBILEGL_ESPRYT_DISABLE_UPLOAD_RING restores the
// historical immediate-upload path (negative control / escape hatch).
void UploadRingOnPresent();
} // namespace BufferImpl
namespace VertexArrayImpl {
class BackendVertexArrayObject {
public:
BackendVertexArrayObject();
~BackendVertexArrayObject();
void SyncToBackend(const SharedPtr<MG_State::GLState::VertexArrayObject>& stateVAOObject);
#if MOBILEGL_PIPE_PUSH
// PUBLIC AS OF P5e (vi), and the move is the point rather than a convenience: with
// a live transport there is no frontend VAO on this side to hand to the overload
// above, so VertexArrayImpl::SyncCurrentVAOFromRecords calls this ENTRY directly
// instead of passing a null SharedPtr into a function whose signature promises one.
// CONTRACT-P5E §4.1's rule ("the object parameter is deleted from the transport
// overload, not defaulted to null") is what this obeys. The body is unchanged and
// was already record-only - it is this family's existence proof (scout S1 §2).
void SyncToBackendFromApplier();
#endif
void SyncClientSideAttributesForDrawArrays(
const SharedPtr<MG_State::GLState::VertexArrayObject>& stateVAOObject, GLint first, GLsizei count);
Uint GetBackendVertexArrayId() const { return m_backendVAOId; }
void Bind() const;
// Draw-path memo of SyncNeccessaryBuffers' attribute walk for this VAO: the
// distinct enabled-attribute buffers (deduped) and the index buffer, resolved
// to their backend resources once. Valid while the VAO's config version is
// unchanged — every attach/enable/disable/format mutation bumps it (the same
// invariant SyncToBackend's gate already leans on), and the VAO's attribute
// SharedPtrs pin each memoed frontend buffer for exactly that long, so the raw
// pointers cannot dangle on a hit. Per-buffer cleanliness is NOT memoed here:
// each hit re-checks IsBufferDrawClean (resource identity, context generation,
// pending ops, change serial) and falls back to EnsureBufferResource for just
// the dirty entries via their attribute index. The IBO entry is keyed on the
// slot's bound-object identity instead (its slot version is a wrapping Uint16
// and is not covered by the config version).
struct ResolvedDrawBuffers {
struct Entry {
// MONOLITH GLUE AFTER P5e (vi), CONTRACT-P5E §5.1: the RECORD arm
// (SyncVaoAttributeBuffersByRecord) never writes this and never reads it -
// it stores nullptr and hands nullptr to IsBufferDrawCleanByHandle, whose
// frontend question is itself monolith-only (Managers.cpp's
// askTheObjectWhetherItIsMapped). It stays DECLARED because the legacy arm
// and the push-monolith arm still key on it and because moving it would
// move sizeof(ResolvedDrawBuffers) in the pull build (G1). That also
// retires, on the split arm, the dangling-pointer hazard the note below
// has to state.
MG_State::GLState::BufferObject* frontend = nullptr;
// A RAW TWIN POINTER, AND IT MAY DANGLE - the invariant that makes that safe
// is stated here rather than left in the two callers (espryt-v3 §8, m8).
//
// Nothing tells this memo when a twin dies: on the handle arm a
// resource_destroy takes the twin out of the slot table (ReleaseByHandle)
// while this entry still holds its address, and on the legacy arm the same
// is true of the registry's own release. So the rule is: THIS POINTER IS
// ONLY EVER DEREFERENCED AFTER THE ENTRY'S IDENTITY HAS BEEN RE-RESOLVED IN
// THE SAME PASS - FindByHandle(handle) on the handle arm, the frontend
// identity compare on the legacy one - and a miss re-resolves through
// EnsureBufferResource rather than trusting what is stored here. Both
// consumers do that today; a third one that read `resource` straight out of
// a "valid" memo would be reading freed memory, and no compare in this
// struct would catch it. The pointer stays raw because the alternative -
// owning a reference from a per-draw memo - is what keeps a dead driver
// buffer alive, which is the leak class P2's death notice exists to remove.
BufferImpl::GLESBufferResource* resource = nullptr;
// P5e (vi): on the record arm this is the BINDING index the applier's
// vertex-buffer entry carried (MGPVertexBuffer::BindingIndex, which for
// Espryt's resolved attributes IS the attribute index) and it is kept for
// DIAGNOSTICS only - that arm's repair re-ensures by `handle`, never by
// walking back into a frontend attribute slot.
Uint8 attribIndex = 0;
#if MOBILEGL_PIPE_PUSH
// P3a re-key: the entry's identity on the handle arm. A {slot, gen} cannot
// be reproduced by a recycled heap address, so the clean probe compares
// this instead of the raw frontend pointer and never has to ask the
// allocator for it again mid-draw.
MG_Pipe::MGPipeHandle handle = MG_Pipe::kMGPipeNullHandle;
#endif
};
Bool valid = false;
Uint32 configVersion = 0;
Uint count = 0;
Array<Entry, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS> entries;
MG_State::GLState::BufferObject* iboFrontend = nullptr;
BufferImpl::GLESBufferResource* iboResource = nullptr;
#if MOBILEGL_PIPE_PUSH
// P3a re-key of the memo's validity key: on the handle arm the frontend VAO's
// wrapping configuration version is replaced by the bound vertex-elements CSO
// (identity AND its server-owned content serial) plus the vertex-buffer set's
// own serial - three monotone Uint64s and a {slot, gen}, no wrap and no
// identity patch. The IBO entry keeps its separate key for the same reason it
// always had one: the index slot is not part of the configuration (D5).
MG_Pipe::MGPipeHandle elementsHandle = MG_Pipe::kMGPipeNullHandle;
Uint64 elementsSerial = 0;
Uint64 buffersSerial = 0;
MG_Pipe::MGPipeHandle iboHandle = MG_Pipe::kMGPipeNullHandle;
// P5e (vi), CONTRACT-P5E §5.1: the index slot's own server-owned serial, and
// the reason it has to join the identity compare is the one D5 gives for the
// slot version - the ELEMENT BUFFER IS NOT PART OF THE CONFIGURATION. The
// legacy and push-monolith arms re-read the frontend slot on every indexed
// draw and so notice a rebind for free; the record arm reads nothing, so
// "the applier was told about this index buffer again" has to be a value in
// the key. A rebind of the SAME handle still moves IndexBufferSerial
// (MGPipeApplySetIndexBuffer bumps unconditionally), which is exactly the
// case an identity-only compare would call a hit: a client that respecified
// the store behind an unchanged {slot, gen} re-emits set_index_buffer and
// this is what re-opens the ensure.
Uint64 iboSerial = 0;
#endif
// Buffer-mutation epoch (BufferImpl::CurrentBufferMutationEpoch) at which
// the LAST probe pass found every entry / the IBO clean; 0 = not stamped
// (epochs start at 1). While a stamp matches the pre-pass epoch read, the
// probes are skipped outright: any path that can dirty ANY buffer bumps
// the epoch (the exhaustive site list lives at the epoch declaration).
// The IBO stamp is only trusted together with the bound-object identity
// compare - the VAO's index slot can rebind with no epoch or config move.
Uint64 vboCleanEpoch = 0;
Uint64 iboCleanEpoch = 0;
};
ResolvedDrawBuffers& GetResolvedDrawBuffersMemo() { return m_resolvedDrawBuffers; }
// Memo for SyncCurrentVertexAttributeValues: which of a program's ACTIVE
// attribute locations lack an enabled array in this VAO (those read the
// context's current generic value instead of a buffer). Keyed on the VAO
// config version (enable/disable bumps it) and the program's active-location
// mask. Hosted per twin — the former function-static single entry missed on
// every draw once the app cycled VAOs, re-reading the cold attribute slots.
struct PendingAttribValueMask {
Bool valid = false;
Uint32 configVersion = 0;
Uint32 activeMask = 0;
Uint32 pendingMask = 0;
#if MOBILEGL_PIPE_PUSH
// P5e (vi), CONTRACT-P5E §5.1: the record arm's half of the key. It replaces
// the frontend VAO's configuration version with the bound vertex-elements CSO's
// identity and its server-owned content serial, and the substitution is
// STRICTLY STRONGER rather than merely equivalent: GetConfigVersion() is a
// wrapping Uint16-derived counter shared by every VAO, while every
// configuration change re-creates the record on the same handle and ++s
// ContentSerial (PipeApply.h's MGPipeVertexElementsRecord), and a DIFFERENT VAO
// is a different {slot, gen} rather than another value of the same counter.
MG_Pipe::MGPipeHandle elementsHandle = MG_Pipe::kMGPipeNullHandle;
Uint64 elementsSerial = 0;
#endif
};
PendingAttribValueMask& GetPendingAttribValueMaskMemo() { return m_pendingAttribValueMask; }
private:
// Narrows one enabled GL_DOUBLE array into a tightly packed float32 stream held in
// this VAO's own scratch buffer and declares the attribute against it. ES has no
// 64-bit vertex format, but the source bytes are ordinary IEEE-754 doubles and every
// fp64 value in every shader is already narrowed to 32 bits (DemoteFloat64Pass), so
// narrowing the ARRAY is the coherent completion of that decision rather than
// dropping it. Returns false when the stream cannot be built, in which case the
// caller must DISABLE the array - leaving a 64-bit array enabled with no pointer is
// what the Adreno driver turns into a SIGSEGV at the next draw.
#if MOBILEGL_PIPE_LEGACY_MEMOS
Bool SyncFloat64AttributeAsFloat32(Uint attribIndex, const MG_State::GLState::VertexAttribute& attrib,
Uint32 fetchBaseInstance);
#endif
#if MOBILEGL_PIPE_PUSH
// The handle arm of the whole vertex-elements half. Everything it needs arrives in
// the applier's records - the bound CSO's two views, the vertex-buffer set, the
// index buffer and the resolved fetch base instance - so it takes no argument at
// all and touches no frontend type. The legacy arm above it is unchanged and both
// compile in every push build (ARCHITECTURE.md 9.6). DECLARED IN THE PUBLIC SECTION
// as of P5e (vi) - see the note there.
// Same narrowing, same memo, same Adreno disable; the source bytes are the shadow
// base the resource call carried and the memo key is the buffer's {slot, gen}.
Bool SyncFloat64AttributeAsFloat32ByHandle(Uint attribIndex, const MGPVertexAttribWire& attrib,
const MG_Pipe::MGPVertexBuffer& binding,
Uint32 fetchBaseInstance);
#endif
// What the converted float32 stream in m_convertedAttributeBufferIds[i] was built
// from. A hit skips the CPU conversion and the re-upload; the buffer's change serial
// is part of the key, so a glBufferSubData into the source invalidates it.
struct ConvertedFloat64Stream {
Bool valid = false;
#if MOBILEGL_PIPE_LEGACY_MEMOS
// The pre-handle pin: a FRONTEND lifetime id, i.e. the key
// ARCHITECTURE.md 9.5 lists for deletion as "ConvertedVertexStreamKey's
// sourcePin". Kept compiled for the legacy arm (and therefore present in
// every pull build, which is what keeps sizeof(this) still).
Uint64 sourceLifetimeId = 0;
#endif
#if MOBILEGL_PIPE_PUSH
// What replaces it: the source buffer's {slot, gen}. It is the SAME identity
// the rest of the backend now keys on, it cannot be reproduced by a recycled
// frontend address, and it costs the walk no allocator probe - the handle is
// already in the vertex-buffer entry that named the source.
MG_Pipe::MGPipeHandle sourceHandle = MG_Pipe::kMGPipeNullHandle;
#endif
// On the handle arm this is the applier's server-owned Serial rather than the
// frontend change serial; both answer the same question - "have the source
// bytes moved since the conversion" - and neither is trusted for a
// persistently mapped buffer, which is written with no call at all.
Uint64 sourceChangeSerial = 0;
SizeT sourceOffset = 0;
SizeT sourceStride = 0;
SizeT componentCount = 0;
SizeT elementCount = 0;
};
ResolvedDrawBuffers m_resolvedDrawBuffers;
PendingAttribValueMask m_pendingAttribValueMask;
Uint m_backendVAOId = 0;
Array<Uint, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS> m_clientAttributeBufferIds;
// Scratch stores for the buffer-backed GL_DOUBLE narrowing. Deliberately separate
// from m_clientAttributeBufferIds: that one holds the per-draw upload of a
// CLIENT-MEMORY array, and an attribute index can carry both shapes over its life.
Array<Uint, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS> m_convertedAttributeBufferIds;
Array<ConvertedFloat64Stream, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS>
m_convertedAttributeStreams;
// True while at least one attribute of this VAO is fed by a converted stream. Such a
// stream is derived from buffer CONTENT, which no VAO version covers, so the config
// version early-out in SyncToBackend must not be trusted while it is set.
Bool m_hasConvertedFloat64Attribute = false;
Bool m_isInitialized = false;
#if MOBILEGL_PIPE_LEGACY_MEMOS
// ---- the pre-handle memo set (ARCHITECTURE.md 9.6) -------------------------
// Retired by P3a on the handle arm and kept compiled here so the A/B is real: a
// cleared subsystem bit runs THESE, not a re-keyed twin wearing their names. A
// pull build forces MOBILEGL_PIPE_LEGACY_MEMOS ON, so sizeof(this) does not move
// and no symbol resizes (G1).
Uint16 m_syncedIndexBufferVersion = 0;
// Identity of the buffer the version above was stamped against. Raw and never
// dereferenced: the slot version is a wrapping Uint16 (see the ResolvedDrawBuffers
// IBO memo and the packed_pixels postmortem at BindCurrentFBO), so the version
// alone would read a wrapped-back count with a different buffer bound as clean.
const MG_State::GLState::BufferObject* m_syncedIndexBufferObject = nullptr;
// Aggregate gate over the per-attribute walk below: the frontend bumps its config
// version on every per-attribute version bump (the three Bump*Version functions are
// its only writers), so an unchanged config version proves every per-attribute
// compare in SyncToBackend would come up clean. The index-buffer slot has its own
// version and is NOT covered. The Bool (not a sentinel value) marks "never synced".
Bool m_hasSyncedConfigVersion = false;
Uint32 m_syncedConfigVersion = 0;
Array<MG_State::GLState::VertexAttributeVersion, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS>
m_syncedAttributeVersions;
#endif // MOBILEGL_PIPE_LEGACY_MEMOS
#if MOBILEGL_PIPE_PUSH
// ---- what replaces them on the handle arm (D-G4) ---------------------------
// The bound vertex-elements CSO this twin last emitted, and the applier's
// server-owned content serial for it. Together they replace
// m_hasSyncedConfigVersion + m_syncedConfigVersion AND the whole per-attribute
// version array: the applier's stored Attributes[] IS what was last pushed, so a
// per-attribute compare has nothing left to prove and the walk re-emits.
MG_Pipe::MGPipeHandle m_syncedElementsHandle = MG_Pipe::kMGPipeNullHandle;
Uint64 m_syncedElementsSerial = 0;
Bool m_hasSyncedElements = false;
// The vertex-buffer set's own serial. Not in D-G4's table, and it has to be here:
// set_vertex_buffers is an independent call carrying the buffer identities, the
// offsets and the divisors this twin BAKES into the driver VAO, so a set that
// moved while the format did not must still re-emit them.
Uint64 m_syncedVertexBuffersSerial = 0;
// Replaces m_syncedIndexBufferVersion (a wrapping Uint16) AND
// m_syncedIndexBufferObject (the raw identity patch that closed its wrap hole):
// one monotone Uint64, no wrap, nothing to patch. This is the Track H re-key
// ARCHITECTURE.md 9.5 counts.
Uint64 m_syncedIndexSerial = 0;
#endif
// Byte shift currently baked into the instanced arrays' offsets by the baseInstance
// emulation (see SetPendingFetchBaseInstance). It is draw state, not VAO state, so it
// is deliberately NOT covered by the config version: the frontend never bumps for it.
// Kept here because it describes what was last EMITTED, which is what the next sync
// has to correct.
Uint32 m_syncedFetchBaseInstance = 0;
// BufferImpl::g_bufferBackendIdGeneration as of this twin's last emit. A
// mismatch means some live buffer's driver id was re-minted since; the ids
// baked into the driver VAO's attribute/element bindings may be dead even
// though every frontend version matches, so the next sync re-emits them all.
Uint64 m_syncedBufferIdGeneration = 0;
};
extern TwinRegistry<MG_State::GLState::VertexArrayObject, BackendVertexArrayObject, MG_Pipe::MGPipeKind::VertexElementsCso>
g_backendVertexArrayObjects;
#if MOBILEGL_PIPE_PUSH
// P5e (id), CONTRACT-P5E §4.1 / §4.2: THE VAO TWIN, RESOLVED BY THE HANDLE THE RECORD
// CARRIED - `MGPipeApplierState::BoundVertexElements` at a draw, never
// `Find(vao.get())`. One of the three resolvers the identity package lands so the
// per-family packages have a by-handle door from day one; SamplerImpl's
// ResolveSamplerCsoTwin is the shape all four share.
//
// WHAT IT DOES AND, AS IMPORTANTLY, WHAT IT DOES NOT. Record first (a handle with no
// applier record is a seam defect, and adopting a slot for it would leave a twin that
// syncs nothing), then AdoptTwinByHandle, then a twin if the slot is empty. It never
// touches a frontend object and never probes the client's slot allocator - those two
// absences ARE the deliverable - and it does not SYNC: which serials gate a VAO sync,
// and what the sync reads, is the vi package's, and a resolver that synced would have
// to know. Null, loudly, for a handle with no record or a generation behind the live
// twin's; null silently for the null handle.
BackendVertexArrayObject* ResolveVaoTwin(MG_Pipe::MGPipeHandle elements);
#endif
// Shadowed glBindVertexArray: every backend VAO bind goes through here so a
// draw's second bind of the same VAO (SyncToBackend, then PrepareForDraw's
// re-bind) reaches the driver once. Invalidate whenever the ES context is
// replaced - ids restart and the resting binding is 0 again.
void BindBackendVAOId(Uint id);
void InvalidateVAOBindingCache();
// ES resets the binding to 0 when the currently bound VAO is deleted.
void NoteVAOIdDeleted(Uint id);
// baseInstance emulation for drivers without GL_EXT_base_instance. GL fetches an
// instanced array at element "floor(instance / divisor) + baseInstance", and ES has no
// way to say the "+ baseInstance" part - so it is folded into the attribute's own byte
// offset (baseInstance * stride) for every divisor'd array, which is exactly equivalent.
//
// P3a RETIRES THE AMBIENT GLOBAL (D-H2): an ambient process global cannot cross a
// pushed boundary, so on the handle arm the draw's RAW base instance rides in
// MGPVertexBuffers::BaseInstance and the SERVER decides whether to shift - the answer
// lands in MGPipeApplierState::VertexFetchBaseInstance and the VAO sync reads it there.
// The three declarations below and the three scopes in DirectGLES.cpp are the legacy
// arm's, kept compiled because a cleared subsystem bit has to run a real pre-handle
// path and because removing them would delete two symbols from the PULL build (G1).
#if MOBILEGL_PIPE_LEGACY_MEMOS
// Must be set BEFORE PrepareForDraw so the VAO sync sees it, and cleared after the draw
// so the next one refetches from element 0; ScopedFetchBaseInstance does both.
void SetPendingFetchBaseInstance(Uint32 baseInstance);
Uint32 GetPendingFetchBaseInstance();
class ScopedFetchBaseInstance {
public:
explicit ScopedFetchBaseInstance(Uint32 baseInstance) { SetPendingFetchBaseInstance(baseInstance); }
~ScopedFetchBaseInstance() { SetPendingFetchBaseInstance(0); }
ScopedFetchBaseInstance(const ScopedFetchBaseInstance&) = delete;
ScopedFetchBaseInstance& operator=(const ScopedFetchBaseInstance&) = delete;
};
#endif
#if MOBILEGL_PIPE_PUSH
// The server-owned half of the same decision, and the reason the client never
// pre-shifts an offset: emulation ownership is the server's (ARCHITECTURE.md 5.7).
// True when the driver applies baseInstance to the vertex fetch itself, in which case
// the attribute-offset emulation must stay out of the way. Applied to whatever the
// applier stored, so the answer is the same whichever side resolved it first.
Bool BackendUsesNativeBaseInstance();
// ---- P5e SEAM (MG_Remote/CONTRACT-P5E.md §4.2; declared by c0e, bodied by id/vi) ----
//
// THE VAO TWIN, RESOLVED FROM THE HANDLE THE RECORD CARRIED - MGPipeApplierState::
// BoundVertexElements - instead of from the frontend VertexArrayObject the draw's
// BARRIER_PULLED row hands over. The frontend overload above it stays as the
// monolith-glue half, in the shape ResolveSamplerCsoTwin already established for the
// sampler CSO family: two overloads, not an #if inside one body, so which arm a caller
// is on is visible at the call site.
//
// It is declared HERE, with a body that aborts by name, because the packages that fill
// it in land in parallel worktrees: id rekeys the registry under it, vi moves
// PrepareForDraw's call onto it, and neither may edit the other's file. A missing
// declaration would make that a merge conflict; a declaration with a quiet body would
// make it a null twin and a blank draw.
BackendVertexArrayObject* ResolveVaoTwin(MG_Pipe::MGPipeHandle vertexElements);
#endif
} // namespace VertexArrayImpl
namespace TextureImpl {
inline Bool IsSupportedTextureTarget(TextureTarget target) {
// Every desktop-only target is stored on an ES one; see MapToBackendTextureTarget.
(void)target;
return true;
}
// ES has none of the desktop-only targets: 1D textures are stored as 2D (height 1), 1D
// arrays as 2D arrays (height 1, layers in depth), and rectangle textures as plain 2D -
// they are single-level and already clamp, so only the non-normalized coordinates differ.
// Must match the shader-side emulation: SPIRV-Cross handles 1D/1D-array itself, and
// ShaderCompiler::LowerRectImages rewrites rectangle images (declining any module
// whose lookups are not integer-coordinate, which SPIRV-Cross then still rejects).
inline TextureTarget MapToBackendTextureTarget(TextureTarget target) {
switch (target) {
case TextureTarget::Texture1D:
case TextureTarget::TextureRectangle:
return TextureTarget::Texture2D;
case TextureTarget::Texture1DArray:
return TextureTarget::Texture2DArray;
default:
return target;
}
}
inline GLenum ConvertTextureTargetToBackendGLEnum(TextureTarget target) {
return MG_Util::ConvertTextureTargetToGLEnum(MapToBackendTextureTarget(target));
}
inline GLenum ConvertTextureUploadTargetToBackendGLEnum(TextureUploadTarget uploadTarget) {
switch (uploadTarget) {
case TextureUploadTarget::Texture1D:
case TextureUploadTarget::TextureRectangle:
return GL_TEXTURE_2D;
case TextureUploadTarget::Texture1DArray:
return GL_TEXTURE_2D_ARRAY;
default:
return MG_Util::ConvertTextureUploadTargetToGLEnum(uploadTarget);
}
}
// 1D arrays store layers in the state-side height; the ES 2D-array image keeps height 1 and
// moves the layer count into depth.
inline IntVec3 GetBackendUploadSize(TextureTarget stateTarget, const IntVec3& texelSize) {
if (stateTarget == TextureTarget::Texture1DArray) {
return {texelSize.x(), 1, texelSize.y()};
}
return texelSize;
}
inline Bool IsMultisampleTextureTarget(TextureTarget target) {
return target == TextureTarget::Texture2DMultisample ||
target == TextureTarget::Texture2DMultisampleArray;
}
inline Bool SupportsWrapR(TextureTarget target) {
return target == TextureTarget::Texture3D || target == TextureTarget::TextureCubeMap;
}
// Components per texel the frontend format's client data carries, for the three-channel
// formats that can be widened to a four-channel colour-renderable target; 0 for everything
// else. See PrepareChannelWidenedUpload.
Uint GetWidenableClientComponentCount(TextureInternalFormat format);
// True when a widenable format's components are integer rather than normalized, which is
// what decides the synthetic alpha's value: GL_RGB8I and GL_RGB8_SNORM are both uploaded
// as GL_BYTE, but their 1.0 is 1 and 0x7F respectively.
Bool IsIntegerWidenableFormat(TextureInternalFormat format);
// Repacks three-component client data as four components with an alpha of 1.0 in
// `uploadType`, for a format the backend widened to keep a colour attachment renderable.
// Returns `data` untouched when no widening applies. Pure CPU and context-free so a unit
// test can exercise the exact packing the driver is handed; `widenedData` is the caller's
// scratch buffer and has to outlive the returned pointer.
// `alphaOneCodeOverride`, when non-zero, replaces the value written into the synthetic
// alpha channel: an image carrier that holds a NORMALIZED format's channel CODES has to
// pad alpha with that channel's saturated CODE (65535, 32767, 3), which neither of the
// transfer type's own "ones" is.
const void* PrepareChannelWidenedUpload(Uint componentCount, const IntVec3& texelSize, const void* data,
SizeT byteSize, GLenum uploadType, Vector<Uint8>& widenedData,
Bool integerData = false, Uint32 alphaOneCodeOverride = 0u);
// Splits a GL_UNSIGNED_INT_2_10_10_10_REV shadow (rgb10_a2, rgb10_a2ui) into the four
// GL_UNSIGNED_SHORT channel CODES its GL_RGBA16UI image carrier is uploaded as: red in
// bits 0-9, green 10-19, blue 20-29, alpha 30-31. Pure CPU and context-free so a unit test
// can pin the exact fields; `widenedData` is the caller's scratch and has to outlive the
// returned pointer.
const void* PreparePackedIntWidenedUpload(const IntVec3& texelSize, const void* data, SizeT byteSize,
Vector<Uint8>& widenedData);
struct StateTextureBasicInfo { // Used for tracking texture state changes
TextureInternalFormat internalFormat = TextureInternalFormat::Unknown;
SizeT width = 0;
SizeT height = 0;
SizeT depth = 0;
SizeT mipmapLevels = 0;
Uint bufferExternalIndex = 0;
Int samples = 0;
Bool fixedSampleLocations = true;
bool operator==(const StateTextureBasicInfo& other) const {
return internalFormat == other.internalFormat && width == other.width && height == other.height &&
depth == other.depth && mipmapLevels == other.mipmapLevels &&
bufferExternalIndex == other.bufferExternalIndex && samples == other.samples &&
fixedSampleLocations == other.fixedSampleLocations;
}
bool operator!=(const StateTextureBasicInfo& other) const { return !(*this == other); }
};
inline const Uint TempTextureUnit = 0;
class BackendTextureObject {
public:
BackendTextureObject();
// Deletes the GL texture (frontend glDeleteTextures used to leak every
// backend id for the context lifetime) and scrubs the binding/scratch-FBO
// shadows so a recycled name or heap address cannot false-skip a rebind.
~BackendTextureObject();
BackendTextureObject(const BackendTextureObject&) = delete;
BackendTextureObject& operator=(const BackendTextureObject&) = delete;
void SyncMipmapsToBackend(const SharedPtr<MG_State::GLState::ITextureObject>& stateTextureObject);
#if MOBILEGL_PIPE_PUSH
// P5e SEAM (declared by c0e, bodied by tx2): the same storage sync keyed on the
// texture HANDLE, reading the applier's resource record and the server's staged
// store instead of the frontend object's levels and pending uploads. fb's
// attachment sync and the image sweep both call it, which is why it is declared
// once here rather than twice in two packages' worktrees.
void SyncMipmapsToBackendByHandle(MG_Pipe::MGPipeHandle texture);
#endif
// The storage half of the sync for a texture created by glTextureView. Instead of
// allocating storage and replaying uploads, it makes this object's ES name BE a view
// of the storage texture's ES name (EXT/OES_texture_view), which is what gives the
// two names one image and independent per-texture parameters at the same time. The
// parameter and sampler halves are unchanged and run on this name as on any other.
void SyncTextureViewToBackend(const SharedPtr<MG_State::GLState::ITextureObject>& stateTextureObject);
void StampViewSyncKeys(const SharedPtr<MG_State::GLState::ITextureObject>& stateTextureObject);
#if MOBILEGL_BUILD_DISAGGREGATED
// P5e (tx2). THE VIEW ARM UNDER A TRANSPORT, and what it can and cannot answer.
//
// `Desc.ViewOf` names the storage owner BY HANDLE, so the STEADY question - "is my ES
// name still a view of the same storage name" - is answered entirely server-side: sync
// the storage twin by handle, compare its id against m_viewSourceBackendTextureId,
// stamp the record's Serial. That is the per-draw cost of every already-synced view
// and it reads nothing from the client.
//
// The CREATION of the view is the gap and it is named rather than papered over: the
// glTextureView call needs (minLevel, numLevels, minLayer, numLayers) and MGPResourceDesc
// carries none of the four - `ViewOf` is the only view field on the wire. So a view whose
// ES name has not been made a view YET, or whose storage was re-minted underneath it,
// still needs the frontend object and takes it when one is reachable; with no object it
// declines LOUDLY and the view samples its own (empty) name. Listed as trailing in the
// tx2 report with the wire fields it needs.
void SyncTextureViewToBackendByRecord(
MG_Pipe::MGPipeHandle res, const MG_Pipe::MGPipeResourceRecord& record,
const SharedPtr<MG_State::GLState::ITextureObject>& stateTextureObject);
#endif
// The storage half of the sync for a texture created by glTextureView. Instead of
// allocating storage and replaying uploads, it makes this object's ES name BE a view
// of the storage texture's ES name (EXT/OES_texture_view), which is what gives the
// two names one image and independent per-texture parameters at the same time. The
// parameter and sampler halves are unchanged and run on this name as on any other.
void SyncBuiltinSamplerToBackend(const SharedPtr<MG_State::GLState::ITextureObject>& stateTextureObject);
void SyncTextureParamsToBackend(const SharedPtr<MG_State::GLState::ITextureObject>& stateTextureObject);
// Marks the texture as one whose ES storage has to be image-bindable, which for a
// non-core image format means re-minting it in the widening's carrier. Takes the state
// object because the levels already uploaded have to be marked dirty again: the
// re-mint allocates fresh storage and only replays what the shadow still calls dirty.
void RequireImageBindableStorage(
const SharedPtr<MG_State::GLState::ITextureObject>& stateTextureObject);
#if MOBILEGL_PIPE_PUSH
// P5e (tx2), CONTRACT-P5E §5.2 / G-S2-5. THE SAME TRANSITION WITH NO FRONTEND
// ARGUMENT, and with the re-dirty NAMED AT THE ENTRY instead of three frames deep.
//
// The frontend overload's whole second half is the re-dirty: it walks the CLIENT's
// level shadows to re-arm every level the widened carrier owes. A server has no
// client address space to walk, so under a transport that half is not "not migrated
// yet", it is not expressible - ImageBindableHint is the prevention (a texture that
// has ever been image-bound is allocated in the carrier from the start) and P9 owns
// the pull. The refusal is raised here, at the entry, where the reason can still be
// stated, rather than at the MarkStorageDirty guard the loop would reach.
//
// A texture arriving here with NO backend storage yet pulls nothing - it is simply
// allocated image-bindable up front - so that case is not refused, it is the whole
// point of the hint.
void RequireImageBindableStorageByHandle(MG_Pipe::MGPipeHandle res,
const MG_Pipe::MGPipeResourceRecord& record);
#endif
// Whether this texture's ES storage was minted in an image carrier rather than in the
// frontend format's own layout - the readback has to ask, because for a NORMALIZED
// carrier the storage is an integer texture holding codes and glGetTexImage still owes
// the application floats.
Bool RequiresImageBindableStorage() const { return m_imageBindableStorageRequired; }
void Bind(GLenum target, Uint unit = TempTextureUnit);
Uint GetBackendTextureId() const;
// The id to hand glBindImageTexture for a SPLIT buffer image, or 0 when this texture
// takes no split. See m_bufferImageSplitViewId.
Uint GetBufferImageSplitViewId() const { return m_bufferImageSplitViewId; }
// Aggregate first-level clean gate for the per-draw trio
// SyncTextureParamsToBackend + SyncBuiltinSamplerToBackend +
// SyncMipmapsToBackend: EXACTLY the conjunction of their own early-outs
// (params version == synced params version; builtin-sampler version ==
// synced sampler version; and SyncMipmapsToBackend's cheap gate - stamped
// trio + content version + Mipmap storage). True means each of the three
// would provably return without work, so the caller may skip the calls;
// false only falls through to the three calls, whose own gates re-decide
// individually - this gate must never be MORE permissive than they are.
// `contextId`/`samplingGeneration` are the frontend context's current
// values, hoisted by the caller so a per-draw list walk reads them once
// instead of per texture. `t` must be the live frontend texture.
// True while a driver-side re-mint has left the parameter caches describing a texture
// that no longer exists; SyncTextureObjectToBackend re-pushes them in the same sync.
Bool NeedsParameterResync() const { return m_forceTextureParamsResync || m_forceSamplerResync; }
Bool IsDrawSyncClean(const MG_State::GLState::ITextureObject* t, Uint64 contextId,
Uint64 samplingGeneration) const {
if (!m_isInitialized || m_syncedShapeContextId == 0 || m_syncedShapeContextId != contextId ||
m_syncedShapeGeneration != samplingGeneration) {
return false;
}
const Uint16 paramsVersion = t->GetTextureParamsVersion();
if (m_syncedShapeParamsVersion != paramsVersion || m_syncedTextureParamsVersion != paramsVersion) {
return false;
}
if (m_syncedContentVersion == 0 || m_syncedContentVersion != t->GetContentVersion()) {
return false;
}
const auto& samplerObject = t->GetSamplerObject();
if (!samplerObject || m_syncedSamplerVersion != samplerObject->GetVersion()) {
return false;
}
return t->GetStorageType() == TextureStorageType::Mipmap;
}
#if MOBILEGL_PIPE_PUSH
// P5e (tx2), CONTRACT-P5E §5.2. THE SAME AGGREGATE GATE WITH NO FRONTEND OBJECT IN
// IT, and it is EXACTLY the conjunction of the three handle-arm prologues' own
// early-outs - the relation IsDrawSyncClean states above for the frontend versions,
// restated over the server's serials:
//
// SyncMipmapsToBackend m_isInitialized && m_syncedResourceSerial == Serial
// && PendingUploads.empty()
// SyncTextureParamsToBackend m_syncedParamsSerial == ParamsSerial
// && !Params.ForceResync && !m_forceTextureParamsResync
// SyncBuiltinSamplerToBackend m_syncedBuiltinSampler == Params.BuiltinSampler
// && m_syncedBuiltinSamplerSerial == that CSO's Serial
// && !Params.SamplerResync && !m_forceSamplerResync
//
// plus the storage-kind restriction the frontend gate carries, answered from
// Desc.StorageKind. No new member and no new wire field: every input already
// exists, which is the whole reason the memo-HIT path can stop being frontend-bound.
//
// BOTH SIDES OF THE RESYNC PAIR ARE READ AND NEITHER CLEARS THE OTHER'S (D-E2, now
// load-bearing for a GATE rather than only for a push, scout R4). `Params.ForceResync`
// and `Params.SamplerResync` are the CLIENT's bits: the server reads them, acts on
// them and never writes them back. `m_forceTextureParamsResync`/`m_forceSamplerResync`
// are the SERVER's: set by RecreateBackendTexture / RequireImageBindableStorage and
// cleared only by the prologue that consumed them. A gate that read one side would
// skip the sync the other side is asking for, which for the sampler half is not
// mis-filtering but an INCOMPLETE texture sampling (0,0,0,1).
//
// The contextId / samplingGeneration arguments are GONE: the applier's ContextSerial
// and TextureShutterSerial are what the caller's keys already carry.
Bool IsDrawSyncCleanByRecord(MG_Pipe::MGPipeHandle res,
const MG_Pipe::MGPipeResourceRecord& record) const;
#endif
private:
void RecreateBackendTexture();
Uint m_backendTextureId = 0;
// A SECOND buffer-texture name over the SAME buffer object, viewed in the split's
// single-channel base format, used only as the glBindImageTexture target.
//
// The split needs the view to say r32f where the application said rg32f, but a buffer
// texture that is image-bound may ALSO be read through a samplerBuffer - and the
// sampler side is not subscript-rewritten, so re-describing the application's own
// texture broke it: texelFetch(s, i) returned component 2i of the base view instead of
// texel i's pair. That is exactly and only
// KHR-GL42/43.shader_image_load_store.advanced-sync-imageAccess, which image-stores
// into a GL_RG32F buffer texture and then reads the same texture through both an
// imageBuffer and a samplerBuffer in one shader, comparing the two.
//
// Two names over one buffer cost nothing and alias exactly: a buffer texture owns no
// storage, so both views are the application's bytes, and the split's whole premise is
// that the two describe the same memory. The application's own name therefore keeps
// the format it asked for - rg32f IS a legal SAMPLED buffer-texture format in ES 3.2,
// it is only the IMAGE binding ES cannot spell - and the private name below carries
// the split the shader was rewritten against. 0 when this texture takes no split.
Uint m_bufferImageSplitViewId = 0;
// For a texture created by glTextureView: the ES name of the storage texture this
// one was last made a view OF. EXT_texture_view may be called only once per name, so
// a storage texture that got re-minted underneath (RecreateBackendTexture) has to be
// detected here and answered with a fresh name for the view as well - otherwise the
// view would keep aliasing storage that no longer exists.
Uint m_viewSourceBackendTextureId = 0;
// For a texture created by glTextureView: the ES name of the storage texture this
// one was last made a view OF. EXT_texture_view may be called only once per name, so
// a storage texture that got re-minted underneath (RecreateBackendTexture) has to be
// detected here and answered with a fresh name for the view as well - otherwise the
// view would keep aliasing storage that no longer exists.
// ES context generation the id was created under; a dtor running after
// that context died must not delete a foreign (recycled) name.
Uint m_contextGeneration = 0;
Bool m_isInitialized = false;
Bool m_imageBindableStorageRequired = false;
Bool m_backendStorageImmutable = false;
// Latches the "this driver has no buffer textures" report to once per texture. The
// report is emitted from the respecify path, which bails before recording the state
// it was asked to apply - so without the latch the texture stays permanently dirty
// and every draw of every frame logs the same line.
Bool m_bufferTextureUnsupportedReported = false;
StateTextureBasicInfo m_prevTextureInfo;
// Frontend content version at the last completed mipmap sync. The per-draw
// clean probe compares this before rebuilding shape info and scanning
// per-level dirty flags; 0 never matches a real version (they start at 1).
Uint64 m_syncedContentVersion = 0;
// First-level clean gate for SyncMipmapsToBackend, checked before even the
// IsComplete()/shape-probe walk. Valid only as a trio with the content and
// texture-params versions: the context's sampling-resolution generation moves on
// EVERY texture-shape mutation (BumpShapeVersion is the only writer of shape and
// unconditionally bumps it), the content version on every CPU pixel mutation, and
// the params version covers SetSamples/SetFixedSampleLocations, which bump neither
// of the other two but feed the shape probe. The context id pins the generation to
// the context that produced it - generations restart at 0 with a new context, and a
// texture is owned by exactly one context (share groups are not implemented), so a
// mutation can never happen under a context this key does not name. 0 = never
// stamped (real context ids start at 1). Backend-side invalidation rides on
// m_isInitialized: RequireImageBindableStorage and RecreateBackendTexture clear it.
Uint64 m_syncedShapeContextId = 0;
Uint64 m_syncedShapeGeneration = 0;
Uint16 m_syncedShapeParamsVersion = 0;
SamplerParameters m_cacheSamplerParameters;
UintVec2 m_cacheLodRange = {0, 1000};
// All three representations plus the form, because none of them alone identifies the
// border colour the driver texture is holding: two integer borders can share one float
// (anything differing above 2^24), and a Float -> Int transition can leave every number
// unchanged while still needing a different driver entry point.
FloatVec4 m_cacheBorderColor = {0.0f, 0.0f, 0.0f, 0.0f};
IntVec4 m_cacheBorderColorI = {0, 0, 0, 0};
UintVec4 m_cacheBorderColorUI = {0, 0, 0, 0};
BorderColorForm m_cacheBorderColorForm = BorderColorForm::Float;
Vec4<TextureSwizzleParam> m_cacheSwizzleParams = {TextureSwizzleParam::Red, TextureSwizzleParam::Green,
TextureSwizzleParam::Blue, TextureSwizzleParam::Alpha};
// GL_DEPTH_STENCIL_TEXTURE_MODE. GL_DEPTH_COMPONENT is the GL and ES default, so a
// texture that never asks for the stencil aspect never emits the call. The
// depth/stencil readback and replicate-blit emulations also write this parameter
// raw, but only ever on their own scratch textures (never on an application
// texture), so they cannot desynchronise this cache.
GLenum m_cacheDepthStencilTextureMode = GL_DEPTH_COMPONENT;
Uint16 m_syncedSamplerVersion = 0;
Uint16 m_syncedTextureParamsVersion = 0;
// Set when the driver texture underneath was regenerated and has therefore lost every
// parameter already pushed onto it: the params-version early-out has to be overridden
// once, or an unchanged version would skip the re-push forever.
Bool m_forceTextureParamsResync = false;
// The same problem for the FILTER state, which lives in m_cacheSamplerParameters and
// is gated on the frontend sampler's version rather than on the params version. A
// re-mint leaves that cache describing values the new driver texture never received,
// and an unchanged sampler version would then skip re-pushing them forever. This
// matters more than mis-filtering: ES makes a texture INCOMPLETE when its filters do
// not suit its level set (any integer texture with a non-NEAREST filter, or a
// single-level texture with a mipmapping filter), and an incomplete texture samples
// (0, 0, 0, 1) rather than its contents.
Bool m_forceSamplerResync = false;
#if MOBILEGL_PIPE_PUSH
// ---- P4a's handle arm: the two prologues that decide WHETHER there is work and
// WHERE the values come from. Both answer null for "nothing to do", which covers
// three cases the caller treats identically and the callee names individually in
// the log: the record's serial has not moved, this texture has no record at all,
// or its params name a sampler CSO the applier does not hold.
//
// NEITHER FALLS BACK TO THE FRONTEND. On this arm the texture family is switched
// over, and quietly re-reading the object would hide a missing record behind a
// picture that still looks right - which is precisely what the subsystem A/B exists
// to expose (MarkBufferGpuWritten's note, P3a).
//
// P5e (tx2): the HANDLE comes from m_pushedSyncHandle when the caller adopted this
// twin by handle, and only then from the client allocator - which is what retires
// the two `HandleOf` probes this pair used to make on every feature path. The record
// is resolved once by ResolveOwnRecord below and passed to the sampler half rather
// than looked up twice.
const MG_Pipe::MGPipeResourceRecord* ResolveOwnRecord(
const SharedPtr<MG_State::GLState::ITextureObject>& stateTextureObject) const;
const SamplerParameters* ResolvePushedBuiltinSampler(
const SharedPtr<MG_State::GLState::ITextureObject>& stateTextureObject,
const MG_Pipe::MGPipeResourceRecord* record);
// Hands back the whole RECORD rather than its Params, because the parameter push
// reads two things from beside them: Desc.InternalFormat, which decides the two
// channel-widening swizzle compositions, and Params.BuiltinSampler, which is where
// the border colour lives (it is sampler state, GL 4.6 table 23.18, and P4a does
// not duplicate it onto MGPTextureParams).
const MG_Pipe::MGPipeResourceRecord* ResolvePushedTextureParams(
const SharedPtr<MG_State::GLState::ITextureObject>& stateTextureObject);
// ---- P4a's handle arm (D-B3). Three server-owned serials that REPLACE, on their
// own arm, the six frontend-version memos above; the legacy members stay beside
// them under MOBILEGL_PIPE_LEGACY_MEMOS because ARCHITECTURE.md:369 keeps the
// pre-handle arm compiled through P3a/P4a, and because clearing the family's bit
// has to run the pre-handle arm rather than a half-migrated one.
//
// Inside the guard, so the PULL build's BackendTextureObject is byte-for-byte the
// pre-P4a object and G1's admitted-resize set stays empty (D-P).
//
// 0 is never a real serial - the applier's counters start at 1 and only ever
// advance, including across a make-current (PipeApply.cpp's three-way argument) -
// so a zeroed memo is a guaranteed miss and a fresh twin owes a full sync.
// The resource record's Serial at the last completed mipmap sync. It replaces the
// whole cheap-gate trio (m_syncedShapeContextId / m_syncedShapeGeneration /
// m_syncedShapeParamsVersion) AND m_syncedContentVersion: the applier bumps it on
// every respecify and every sub-data it applies to this resource, which is exactly
// the union those four covered, without the coarse "any texture's churn re-opens
// every gate" behaviour the sampling-resolution generation had.
Uint64 m_syncedResourceSerial = 0;
// The record's ParamsSerial at the last SyncTextureParamsToBackend. Replaces
// m_syncedTextureParamsVersion; MGPTextureParams::ForceResync replaces
// m_forceTextureParamsResync and is consumed the same way - read, acted on, and
// NOT written back, because the client never clears a server flag and the server
// never clears the client's (D-E2, the D-D5 inversion applied to two bits).
Uint64 m_syncedParamsSerial = 0;
// The BuiltinSampler CSO record's Serial at the last SyncBuiltinSamplerToBackend,
// plus the handle it was read through - a texture whose params name a DIFFERENT
// CSO than last time has had its sampling state replaced wholesale even if the new
// CSO's serial happens to match, which is a real sequence under content addressing
// (two textures sharing one CSO, then one of them diverging).
Uint64 m_syncedBuiltinSamplerSerial = 0;
MG_Pipe::MGPipeHandle m_syncedBuiltinSampler = MG_Pipe::kMGPipeNullHandle;
// P5e (tx2), CONTRACT-P5E §4.1's `m_handle` (the m_pushedSyncHandle pattern the
// framebuffer twin already carries). THE HANDLE THIS TWIN WAS ADOPTED FOR.
//
// It is what replaces `g_backendTextureObjects.HandleOf(stateTextureObject.get())`
// in the three sync prologues: the by-handle entry point knows the handle before it
// knows anything else, so the prologues stop probing the client allocator to
// re-derive an answer the caller already had. It is ALSO the arm selector - a twin
// with a handle noted syncs from the record and tolerates a null frontend object,
// one without it is the monolith-glue half and reads the object as it always did.
//
// Stamped by SyncTextureToBackendByHandle and SyncMipmapsToBackendByHandle - the two
// entries that HAVE a handle - and never cleared afterwards:
// a slot recycled to {s, g+1} RESETS the twin (SlotTables.h's forward-Gen rule), so
// a stale handle cannot outlive the object it names.
MG_Pipe::MGPipeHandle m_pushedSyncHandle = MG_Pipe::kMGPipeNullHandle;
public:
void NotePushedSyncHandle(MG_Pipe::MGPipeHandle res) { m_pushedSyncHandle = res; }
MG_Pipe::MGPipeHandle PushedSyncHandle() const { return m_pushedSyncHandle; }
private:
#endif
};
void ActivateTextureUnit(Uint unit);
void UnbindTexture(Uint unit, GLenum target);
extern TwinRegistry<MG_State::GLState::ITextureObject, BackendTextureObject, MG_Pipe::MGPipeKind::Texture>
g_backendTextureObjects;
#if MOBILEGL_PIPE_PUSH
// P5e (id), CONTRACT-P5E §4.1 / §4.2: THE TEXTURE TWIN BY HANDLE - the handle a record
// carried (`BoundSamplerViews[u].Texture`, `BoundShaderImages[u].Res`, a framebuffer
// record's `MGPSurface::Res`, `VerbMipRes`, `VerbCopyTexDst`, `MGPCopyImage`'s two
// endpoints), never `Find(textureObject.get())`. Same shape and the same three
// absences as VertexArrayImpl::ResolveVaoTwin: record first, no frontend touch, no
// allocator probe, and NO SYNC - the three texture syncs and the clean condition that
// gates them are the tx2 package's.
//
// The by-value twin copy plus second Find that SyncTextureObjectToBackend pays today
// (the registry's Find could relocate its own return) is not reproduced here: the slot
// table's answer is an array element and only a GetOrCreate that GROWS the table moves
// it, which this function has already done by the time it returns.
BackendTextureObject* ResolveTextureTwin(MG_Pipe::MGPipeHandle res);
#endif
SharedPtr<BackendTextureObject>& SyncTextureObjectToBackend(
const SharedPtr<MG_State::GLState::ITextureObject>& textureObject,
Bool imageBindableStorageRequired = false);
#if MOBILEGL_PIPE_PUSH
// ---- P5e SEAM (MG_Remote/CONTRACT-P5E.md §4.2, §5.2; declared by c0e, bodied by
// id/tx2) --------------------------------------------------------------------------
//
// EVERY DRAW-PATH TEXTURE ENTRY, BY HANDLE. The caller holds a Texture handle - a
// sampler view's Texture, an image unit's Res, a framebuffer surface's Res, VerbMipRes,
// VerbCopyTexDst, a copy-image endpoint - and the sync resolves the RECORD first and the
// twin by GetOrCreateByHandle, so nothing on the apply thread dereferences a frontend
// ITextureObject. The frontend overload above stays as the monolith-glue half.
//
// ResolveTextureTwin is the lookup without the sync, for the callers that need the twin
// to answer a shape question (an image bind's target and storage format come off the
// twin, not off a new wire field) after tx2's sync has already run this frame.
SharedPtr<BackendTextureObject>& SyncTextureToBackendByHandle(
MG_Pipe::MGPipeHandle texture, Bool imageBindableStorageRequired = false);
BackendTextureObject* ResolveTextureTwin(MG_Pipe::MGPipeHandle texture);
#endif
// Brings every texture the next draw reads - the touched units' bindings and the draw
// FBO's texture attachments - onto the backend, through the two borrowed-pair memos
// documented at their definitions. Declared here so tests can drive those memos directly.
void SyncNeccessaryTextures();
extern Array<Array<BackendTextureObject*, (SizeT)TextureTarget::TextureTargetCount>,
MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS>
g_boundTexturesCache;
extern Uint g_activeTextureUnit;
} // namespace TextureImpl
namespace FramebufferImpl {
class BackendFramebufferObject {
public:
BackendFramebufferObject();
// Deletes the driver framebuffer and scrubs the binding shadow. Without it every
// frontend glDeleteFramebuffers leaked one ES framebuffer for the process lifetime;
// an app that creates a framebuffer per readback (GL CTS packed_pixels does ~3300
// per case) walked the driver into hundreds of megabytes of dead framebuffers and
// out of the resources a later attachment needs.
~BackendFramebufferObject();
BackendFramebufferObject(const BackendFramebufferObject&) = delete;
BackendFramebufferObject& operator=(const BackendFramebufferObject&) = delete;
void SyncToBackend(const SharedPtr<MG_State::GLState::FramebufferObject>& stateFBOObject,
FramebufferTarget asTarget);
#if MOBILEGL_PIPE_PUSH
// P5e SEAM (MG_Remote/CONTRACT-P5E.md §5.4; declared by c0e, bodied by fb): the same
// sync keyed on the framebuffer HANDLE. The record's eleven surfaces ARE the point
// set - the emitter refuses a point at or above the wire width - so the attachment
// walk needs no frontend FramebufferObject and no m_pushedSyncHandle handshake: the
// handle is the argument. An OVERLOAD rather than a changed signature, so the
// monolith arm and the pull build see no token move.
void SyncToBackendByHandle(MG_Pipe::MGPipeHandle fbo, FramebufferTarget asTarget);
#endif
// Apply only this FBO's read buffer (glReadBuffer) to the backend. Split out so it can
// still run when SyncCurrentFBO skips the READ-target sync because the same GL FBO is
// bound as both draw and read (otherwise glReadBuffer changes would be silently dropped).
void SyncReadBufferToBackend(const SharedPtr<MG_State::GLState::FramebufferObject>& stateFBOObject);
#if MOBILEGL_PIPE_PUSH
// P5e (fb, §5.4): the same read-buffer push keyed on the handle, for the one path
// that applies a read buffer without doing the rest of the sync - SyncCurrentFBO's
// "one object is bound to BOTH bindings" skip, where the DRAW pass already did the
// attachment work and only glReadBuffer is READ-target-specific.
void SyncReadBufferToBackendByHandle(MG_Pipe::MGPipeHandle fbo);
#endif
#if MOBILEGL_BUILD_DISAGGREGATED
// P5c (hd, CONTRACT-P5C §3.2): the framebuffer handle the CURRENT sync is keyed on.
// A caller applying a record sets it before SyncToBackend / SyncReadBufferToBackend,
// which then read the applier's record for THAT handle instead of probing the
// client's slot allocator for the frontend object's lifetime id (T2). Read only
// with an active transport; monolith resolves through HandleOf as it always did.
MG_Pipe::MGPipeHandle m_pushedSyncHandle = MG_Pipe::kMGPipeNullHandle;
#endif
void InvalidateSyncedState();
Uint GetBackendFramebufferId() const { return m_backendFBOId; }
void Bind(FramebufferTarget target) const;
// FramebufferAttachmentType GetCompactedAttachmentTypeAtDrawBufferIndex(Int index);
GLenum GetBackendAttachmentType(FramebufferAttachmentType frontendAtt) const;
private:
Uint m_backendFBOId = 0;
Uint m_contextGeneration = 0;
/* this will save buffers in its original form,
reversion, absence or not consecutive are all allowed, as long as GL spec allows it
i.e. it could be like [COLOR_ATTACHMENT0, COLOR_ATTACHMENT5, NONE, COLOR_ATTACHMENT4]
Probably useful to re-link shader output according to this.
aka. realizing `glBindFragDataLocation`
*/
FramebufferAttachmentType m_frontendDrawBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {
FramebufferAttachmentType::None};
/* this will save buffers in stricter ES rules
reversion, absence or not consecutive are not allowed, according to ES spec
i.e. it could be like [COLOR_ATTACHMENT0, COLOR_ATTACHMENT1, NONE, COLOR_ATTACHMENT3, ...]
this array could be provided as data directly to ES `glDrawBuffers` function
*/
GLenum m_backendDrawBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE};
static constexpr Uint MAX_COLOR_ATTACHMENT_SLOTS =
static_cast<Uint>(FramebufferAttachmentType::Color31) -
static_cast<Uint>(FramebufferAttachmentType::Color0) + 1;
/* Where each frontend GL_COLOR_ATTACHMENTn image physically lives in the backend ES
framebuffer, as a GL_COLOR_ATTACHMENTm enum. ES only accepts glDrawBuffers bufs[s] ==
GL_COLOR_ATTACHMENTs, so a GL draw-buffer slot s naming attachment a forces a's image
under backend slot s. This table is the single owner of that decision and is kept a
PERMUTATION of the backend colour slots: every other attachment keeps its identity
slot when that slot survived, and is parked on the lowest free slot when it did not.
Deriving the point per-query from the draw-buffer array instead handed the identity
point to any attachment that was not a draw buffer - i.e. exactly the point a
relocated draw buffer had just taken over. The permutation is only true of the
PHYSICAL framebuffer because the attachment loop detaches a point whose frontend
owner is empty; do not remove that detach. */
GLenum m_backendColorSlots[MAX_COLOR_ATTACHMENT_SLOTS] = {GL_NONE};
/* Rebuild m_backendColorSlots from the frontend draw-buffer array. Returns true when any
attachment moved, i.e. when the physical attachments and the memoised read buffer have
to be re-applied. */
Bool RecomputeBackendColorSlots(
const MG_State::GLState::FramebufferObject::FramebufferAttachmentArray& stateDrawBuffers);
FramebufferAttachmentType m_frontendReadBuffer = FramebufferAttachmentType::Color0;
GLenum m_backendReadBuffer = GL_COLOR_ATTACHMENT0;
using FramebufferObject = MG_State::GLState::FramebufferObject;
FramebufferObject::FramebufferAttachmentVersionArray m_syncedFrontendAttachmentVersions = {0};
// g_attachmentBackendIdGeneration as of this twin's last attachment walk. A
// mismatch means some backend texture id was re-minted since, and any of this
// twin's attachment points may still hold the dead id even though the frontend
// attachment versions match - so the walk re-attaches everything first.
//
// SERVER-OWNED AND IT SURVIVES P4a (D-B3). It answers "did *I* re-mint a driver
// texture id", which no client-side version can answer; dropping it would
// reintroduce exactly the class of bug commit d7655247 fixed on the buffer side.
Uint64 m_syncedBackendIdGeneration = 0;
#if MOBILEGL_PIPE_PUSH
// P4a (D-C4): MGPFramebufferState::ContentHash as of this twin's last sync, PER
// TARGET IT WAS SYNCED AS, and it is the second of the hash's two jobs - "the server's
// render-pass memo key, and the CLIENT's emission suppressor". It replaces
// m_syncedFrontendAttachmentVersions AS A KEY (the array stays: it is what the
// legacy arm compares, and it is the mechanism the handle arm re-arms through).
//
// The hash covers every field the record carries - Fbo included, so a recycled
// framebuffer handle whose successor happens to carry an identical attachment set
// can never be suppressed against its predecessor, and DrawBuffers[8] included, so
// a suppressed record provably means the draw-buffer array did not move, which
// provably means the fragColor broadcast count did not move.
//
// PER TARGET rather than one, and it stays that way under ID-19's per-OBJECT record:
// there is now ONE record for this framebuffer, but syncing it as Draw and syncing it
// as Read do different work (glDrawBuffers and the four cross-object masks are
// Draw-only, glReadBuffer is Read-only), so "I have already applied this record" is a
// per-target claim and one memo would let the second target skip work the first never
// did. 0 is never a live hash (a computed 0 is remapped to 1 by the client's
// suppressor), so a zeroed memo is a guaranteed miss.
Array<Uint64, SizeT(FramebufferTarget::FramebufferTargetCount)> m_syncedRecordHashes = {0};
// P5e (fb): the read-buffer decision, taken from the record alone. Both
// SyncReadBufferToBackend overloads funnel through it, so the rule lives in one
// place and the object form is visibly the half that only finds the handle.
// glNameForDiag is 0 on the handle arm, which reads as "the record did not say".
void ApplyReadBufferFromRecord(const MG_Pipe::MGPFramebufferState& record, Uint glNameForDiag);
#endif
};
extern TwinRegistry<MG_State::GLState::FramebufferObject, BackendFramebufferObject, MG_Pipe::MGPipeKind::Framebuffer>
g_backendFramebufferObjects;
#if MOBILEGL_PIPE_PUSH
// P4a (D-C2 as corrected by ID-19): the applier's record for THE FRAMEBUFFER OBJECT this
// handle names, or null.
//
// v1 asked the applier for its two BOUND-target working records and answered null unless
// one of them happened to name this twin - which meant every DSA entry point
// (BlitNamedFramebuffer, the four ClearNamedFramebuffer*) drove a framebuffer that is
// bound to neither target, found no record, declined, and then had the clear or blit
// issued against a driver FBO that never got its attachments. The record is now keyed by
// the framebuffer HANDLE (MGPipeApplierState::FramebufferRecords, wire v3), so a record
// that comes back is this framebuffer's by construction and it comes back whether the
// object is bound to Draw, to Read, to both or to neither. A null here means "no emission
// has ever described this framebuffer, or the handle's generation is stale" - both of
// them seam defects on an integrated tree, never a binding question.
//
// `fbo` is the handle the caller resolved for this twin; passing it in rather than
// resolving it here keeps the monolith-glue lookup at one site per sync.
const MG_Pipe::MGPFramebufferState* PushedFramebufferRecord(MG_Pipe::MGPipeHandle fbo);
// THE BINDING QUESTION, WHICH IS NOW A DIFFERENT QUESTION FROM THE DESCRIPTION (ID-19(d)):
// "is the framebuffer this handle names the one bound to `target`". One array compare
// against MGPipeApplierState::BoundFramebuffer, never a record lookup - a Named record
// describes an object without claiming any binding for it, so asking the record would
// give the wrong answer by construction.
Bool PushedFramebufferIsBoundTo(FramebufferTarget target, MG_Pipe::MGPipeHandle fbo);
// ---- P5e (fb, CONTRACT-P5E.md §5.4): the reverse index, texture -> framebuffers ------
//
// "Which framebuffers currently have this texture attached." The detach walk
// (ScopedDetachedTextureFramebufferAttachments) used to answer it by iterating every
// live twin and reading each one's FRONTEND attachment array, which is the last place
// the server held a frontend framebuffer across records - id re-typed ForEachLive and
// named this package as the one that replaces the read. The relation is maintained
// where the record is consumed (SyncToBackendByHandle's attachment walk), because the
// record's eleven surfaces already say it.
//
// The index answers about a TEXTURE SLOT and returns whole FRAMEBUFFER handles, so a
// recycled framebuffer slot never answers for its predecessor. See the definition for
// why nothing prunes a dead row.
void NoteFramebufferTextureAttachments(MG_Pipe::MGPipeHandle fbo,
const MG_Pipe::MGPFramebufferState& record);
Vector<MG_Pipe::MGPipeHandle> FramebuffersAttachingTexture(MG_Pipe::MGPipeHandle texture);
// The record's surface for an attachment POINT, or null when this record does not
// describe that point at all (Color8..Color31, and the default framebuffer's FRONT/BACK
// tokens). MGPFramebufferState carries Color[8] + Depth + Stencil, which is every point
// a framebuffer can hold on the handle arm - D-C3 refuses bit 9 outright on a driver
// reporting more than 8 colour attachments. P5e (fb) exports it: the twin's attachment
// walk, the named blit's aspect plan and the detach walk all ask the same question of
// the same record, and a second copy of the Color/Depth/Stencil dispatch beside each of
// them is how one of them ends up describing a point differently from the others.
const MG_Pipe::MGPSurface* PushedSurfaceForAttachment(const MG_Pipe::MGPFramebufferState& record,
FramebufferAttachmentType point);
#endif
// True when the read buffer names a fixed-point (norm/snorm) attachment that the
// backend actually stores in a floating-point format. GL clamps a read from a
// fixed-point colour buffer to [0,1] (GL_CLAMP_READ_COLOR defaults to
// GL_FIXED_ONLY); the substituted float storage would not, so the readback path
// has to apply the clamp itself.
Bool IsFixedPointFallbackReadAttachment();
// True when the read buffer names a three-channel attachment the backend actually stores
// in a four-channel format (the colour-renderable widening). A format without alpha reads
// back as 1.0, so the readback path has to overwrite the alpha the draw left behind -
// unconditionally, since this is the format's own semantics rather than the
// GL_CLAMP_READ_COLOR rule the clamp above implements.
Bool IsAlphaWidenedFallbackReadAttachment();
// True when this attachment's storage carries an alpha channel its frontend format does
// not (the three-channel colour-renderable widening).
Bool IsAlphaWidenedColorAttachment(const MG_State::GLState::FramebufferAttachmentObject& attachmentObject);
// Bit i set = DRAW BUFFER i of `fbo` resolves to a colour attachment the backend widened
// from three channels to four. Indexed by draw-buffer slot, not by attachment point,
// because that is what glColorMaski / glClearBufferfv address.
Uint32 ComputeAlphaWidenedDrawBufferMask(const MG_State::GLState::FramebufferObject& fbo);
// The same mask for whatever is currently bound to GL_DRAW_FRAMEBUFFER, recomputed by
// SyncCurrentFBO (BackendFramebufferObject::SyncToBackend for the DRAW target, and reset
// to 0 on the default framebuffer). Read by the draw/clear state sync, so it is only
// trustworthy after SyncCurrentFBO has run in the same entry point.
//
// WHY IT EXISTS (the dst-alpha discipline). A widened attachment has a real alpha channel
// the application's format does not, and GL says a missing channel reads as 1.0. Readback
// can paper over that (ForceWideReadAlphaToOne), but GL_DST_ALPHA /
// GL_ONE_MINUS_DST_ALPHA blending and glBlitFramebuffer read the STORED alpha inside the
// driver where no interception is possible. So the stored alpha is kept at 1.0 instead:
// a clear touching a widened buffer writes alpha 1.0, and every draw into it has its
// alpha write mask forced off, so nothing can ever move it again. The application's own
// colour mask is untouched - glGet(GL_COLOR_WRITEMASK) still reports what it set.
extern Uint32 g_alphaWidenedDrawBufferMask;
// Bit i set = DRAW BUFFER i of the framebuffer bound as DRAW resolves to a colour
// attachment with an INTEGER format. Recomputed beside the mask above and for its sake:
// glClearBufferfv on an integer colour buffer is GL_INVALID_OPERATION, so the
// per-draw-buffer clear route the widening needs has to stand down when one is present.
// (glClear on an integer colour buffer is left undefined by ES in the first place, and
// an application that wants a defined answer has to call glClearBufferuiv/iv - which does
// carry the widened alpha substitution.)
extern Uint32 g_integerColorDrawBufferMask;
// The colour a clear has to hand the driver for one draw buffer: the application's value,
// except that a widened attachment's alpha is replaced by the 1.0 its three-channel
// format implies. `one` is 1.0 encoded in the clear call's own component type - the
// integer clears carry the integer 1, the float clear carries 1.0f.
//
// Returns `value` itself when nothing is substituted, so the ordinary path allocates and
// copies nothing; `scratch` is the caller's buffer and has to outlive the returned
// pointer. Free of GL state on purpose, so the substitution can be unit-tested exactly as
// the driver sees it.
template <typename T>
const T* SubstituteWidenedClearAlpha(const T* value, Bool widened, T one, T (&scratch)[4]) {
if (!widened || value == nullptr) {
return value;
}
scratch[0] = value[0];
scratch[1] = value[1];
scratch[2] = value[2];
scratch[3] = one;
return scratch;
}
// What SyncCurrentFBO last pushed for each target, as a (binding, object, revision)
// triple; it re-syncs unless all three still match. Stamped by SyncCurrentFBO and
// ForceBindCurrentFBO, cleared by InvalidateFramebufferBindingCache. The three are
// only meaningful together - see SyncCurrentFBO.
//
// The binding slot's own version, which changes whenever a different object is bound
// to this target. Distinguishes a rebind from an in-place edit, and keeps the raw
// pointer below from matching an address the allocator recycled for a new FBO.
extern Array<Uint16, SizeT(FramebufferTarget::FramebufferTargetCount)> g_fboSyncedSlotVersions;
// Tracks the bound FBO's object version (bumped on any attachment/drawbuffer change)
// per target: re-attaching textures or changing draw buffers on an already-bound FBO
// must re-sync it even when the binding-slot version has not moved.
extern Array<Uint16, SizeT(FramebufferTarget::FramebufferTargetCount)> g_fboSyncedObjectVersions;
// Which object was synced. Raw and never dereferenced: only compared for identity.
extern Array<MG_State::GLState::FramebufferObject*, SizeT(FramebufferTarget::FramebufferTargetCount)>
g_fboSyncedObjects;
// Bumped whenever a live backend texture's driver id is re-minted while its
// frontend texture may still be attached to application FBOs
// (BackendTextureObject::RecreateBackendTexture - e.g. a respecify of a texture
// whose backend storage went immutable). The FBO twins' attachment memos key on
// FRONTEND attachment versions, which a backend-side re-mint does not move, so
// the driver FBO would keep the deleted texture name attached forever. The
// SyncCurrentFBO gate compares this generation (below) to re-enter the sync,
// and each twin re-arms its per-attachment memo on a mismatch (SyncToBackend).
//
// AND WHENEVER AN ATTACHABLE OBJECT'S DRIVER STORAGE IS REDEFINED IN PLACE (P4a fable
// seam F-3): a mutable texture regenerated on the same id, a renderbuffer re-storaged
// on the same id. The id did not move, but the four cross-object masks SyncToBackend
// computes from the attachment's format did, and nothing else the FBO memo reads sees
// a respecify of an attached object. So "did I change something under an attachment
// point that no frontend version can tell the framebuffer about" is what this counts,
// and the re-mint is one case of it. The in-place bumps are compiled under
// MOBILEGL_PIPE_PUSH: G1 keeps the pull library byte-identical to the P4a baseline,
// so the pull build keeps the pre-P4a hole until they land on dev on their own.
extern Uint64 g_attachmentBackendIdGeneration;
// What g_attachmentBackendIdGeneration was when SyncCurrentFBO last stamped each
// target; part of the synced tuple above.
extern Array<Uint64, SizeT(FramebufferTarget::FramebufferTargetCount)> g_fboSyncedBackendIdGenerations;
// Driver-level READ/DRAW framebuffer-binding shadow. Every backend
// glBindFramebuffer routes through BindFramebufferId so scoped helpers can
// save/restore the current binding without a glGetIntegerv round-trip (that
// query forces a driver pipeline sync) and so redundant rebinds no-op.
// Starts unknown; the first CurrentFramebufferBinding() query pins it from
// the driver once. Invalidated on MakeCurrent (context may reset).
// GL_FRAMEBUFFER binds both targets.
void BindFramebufferId(GLenum fbTarget, Uint id);
Uint CurrentFramebufferBinding(FramebufferTarget target);
#if MOBILEGL_PIPE_PUSH
// THE HANDLE ARM'S OWN FRAMEBUFFER MEMOS, AND THEY ARE PACKAGE E's STORAGE
// (DirectGLES.cpp: g_fboSyncedSerials, g_fboRecordsTrusted). E's review MAJOR-4 handed
// this to D because InvalidateFramebufferBindingCache is in THIS file and has three
// callers E cannot reach - MG_Test/SanityTest.cpp's ScopedStateGuardMocks::ResetShadows
// and ScopedBackendTwinMocks' constructor and destructor - which clear the pre-handle
// trio and would leave the handle-arm memos claiming a target is synced across a GLES
// function-table swap. Calling it from INSIDE InvalidateFramebufferBindingCache is what
// makes forgetting impossible, and that call is written below.
//
// IT IS GATED, AND HERE IS THE HANDSHAKE, because the definition is `static` in E's file
// on the tree this package was built against (esprytdraw v2, DirectGLES.cpp:2789) and an
// internal-linkage function cannot be called from Managers.cpp. E's verification round
// drops that one keyword; D's verification round flips this constant to 1, in this file,
// one line. Neither side can do it silently: the flip has no other reader and the
// declaration below has no other definition.
#define MOBILEGL_ESPRYT_FBO_HANDLE_ARM_MEMOS_LINKED 0
#if MOBILEGL_ESPRYT_FBO_HANDLE_ARM_MEMOS_LINKED
void InvalidateFramebufferHandleArmMemos();
#endif
#endif
void InvalidateFramebufferBindingCache();
// A driver framebuffer id is about to be deleted: ES reverts every target that
// currently binds it to 0, so the binding shadow has to follow or the next
// BindFramebufferId(0) would be deduped away and leave the deleted name bound.
void NoteFramebufferIdDeleted(Uint id);
} // namespace FramebufferImpl
// Shared scratch framebuffers for the readback/copy/blit emulation paths, with a
// driver-side attachment shadow: repeated uses skip redundant detach/attach GL
// calls, and an attachment left by one use (e.g. a depth copy's DEPTH_STENCIL
// texture) is detached exactly when a later use of another aspect would
// otherwise inherit it (stale cross-aspect attachments made the shared temp FBO
// incomplete and silently degraded later readbacks).
namespace ScratchFBOImpl {
struct ScratchFramebuffer {
Uint id = 0;
// false => attachment state unknown; scrub every point on next use.
// A fresh FBO starts with nothing attached, so creation sets it true.
Bool attachmentsKnown = false;
Uint colorTex = 0;
GLenum colorTarget = 0;
GLint colorLevel = 0;
GLint colorLayer = -1; // >= 0 => attached via glFramebufferTextureLayer
Uint depthTex = 0;
GLenum depthTarget = 0;
GLint depthLevel = 0;
Bool depthHasStencil = false;
// Per-FBO read/draw buffer state (0 = unknown, set on first use).
GLenum readBuffer = 0;
GLenum drawBuffer = 0;
};
ScratchFramebuffer& TempFramebuffer(); // GetTexImage READ / CopyTex*Image2D depth DRAW
ScratchFramebuffer& BlitReadFramebuffer(); // texture-to-texture blit source
ScratchFramebuffer& BlitDrawFramebuffer(); // texture-to-texture blit destination
// Returns the GL id, generating it if needed (requires a current ES context).
Uint EnsureId(ScratchFramebuffer& fb);
// The fb must currently be bound at fbTarget (glReadBuffer/glDrawBuffers
// target the READ/DRAW binding respectively). Each Ensure* performs the
// minimal detach/attach set and keeps the shadow in sync; a failed attach
// records the point as detached so the completeness check fails instead of
// silently reading a stale attachment.
void EnsureColorAttachment2D(ScratchFramebuffer& fb, GLenum fbTarget, Uint tex, GLenum texTarget, GLint level);
void EnsureColorAttachmentLayer(ScratchFramebuffer& fb, GLenum fbTarget, Uint tex, GLint level, GLint layer);
void EnsureDepthAttachment2D(ScratchFramebuffer& fb, GLenum fbTarget, Uint tex, GLenum texTarget, GLint level,
Bool withStencil);
void EnsureNoColorAttachment(ScratchFramebuffer& fb, GLenum fbTarget);
void EnsureNoDepthAttachment(ScratchFramebuffer& fb, GLenum fbTarget);
void EnsureReadBuffer(ScratchFramebuffer& fb, GLenum readBuffer);
void EnsureDrawBuffer(ScratchFramebuffer& fb, GLenum drawBuffer);
// A 1x1 RGBA8-renderbuffer-complete FBO (GenerateMipmap needs a complete
// binding while respecifying texture storage). Attachment is set once at
// creation and never changes.
Uint EnsureCompleteTinyFramebufferId();
// A backend texture id is being deleted or respecified: a scratch FBO still
// referencing it would hold a dangling attachment (ES only auto-detaches
// from the *bound* framebuffer), and a recycled name could false-skip a
// re-attach; force a full scrub on next use.
void NoteTextureIdDeleted(Uint textureId);
// The ES context (and the scratch FBO ids with it) is going away.
void OnBackendContextDestroyed();
} // namespace ScratchFBOImpl
// Driver-level GL_PACK_* pixel-store shadow, the readback-side sibling of the
// upload path's ScopedDefaultUnpackState (Managers.cpp): the backend PACK state
// is written ONLY through ApplyPackState, so scoped helpers can save/restore it
// from the shadow instead of glGetIntegerv (which forces a driver pipeline
// sync), and redundant glPixelStorei calls no-op. The first Apply/Current call
// pins the driver to the shadow by writing all fields once. Invalidated on
// MakeCurrent (context may reset). PACK_IMAGE_HEIGHT/SKIP_IMAGES/SWAP_BYTES/
// LSB_FIRST have no ES equivalents; readbacks honor them on the CPU from the
// frontend context state instead.
namespace PixelStoreImpl {
struct PackState {
GLint Alignment = 4;
GLint RowLength = 0;
GLint SkipRows = 0;
GLint SkipPixels = 0;
Bool operator==(const PackState& o) const {
return Alignment == o.Alignment && RowLength == o.RowLength && SkipRows == o.SkipRows &&
SkipPixels == o.SkipPixels;
}
};
void ApplyPackState(const PackState& desired);
PackState CurrentPackState();
void InvalidatePackStateCache();
} // namespace PixelStoreImpl
namespace SamplerImpl {
class BackendSamplerObject; // for PrgramImpl's sampler-pass memo rows below
}
// Image uniforms take their unit from the layout(binding=N) qualifier baked into
// the transpiled ESSL; unlike samplers they must not (and in ES cannot) be
// assigned through glUniform1i.
//
// ALL THIRTY-THREE of them, in the one contiguous block ARB_shader_image_load_store allocated
// (GL_IMAGE_1D 0x904C through GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C). The list
// used to hold only the fifteen whose TARGET exists in ES, which read as a reasonable
// shortcut and was two bugs: an image uniform this says "no" to is one
// CollectImageFormatBakeInputs never walks, so its non-core format is neither baked nor
// widened and SPIRV-Cross throws for the whole stage ("Attempting to use image format not
// supported in ES profile"), and it is also one SyncToBackend then treats as a SAMPLER and
// assigns with glUniform1i, which ES makes an INVALID_OPERATION. A GL_TEXTURE_CUBE_MAP_ARRAY
// image - which ES 3.2 has in core, so it is not even an emulated target - hit both.
inline Bool IsImageUniformType(GLenum type) {
switch (type) {
case 0x904C: /*GL_IMAGE_1D*/
case 0x904D: /*GL_IMAGE_2D*/
case 0x904E: /*GL_IMAGE_3D*/
case 0x904F: /*GL_IMAGE_2D_RECT*/
case 0x9050: /*GL_IMAGE_CUBE*/
case 0x9051: /*GL_IMAGE_BUFFER*/
case 0x9052: /*GL_IMAGE_1D_ARRAY*/
case 0x9053: /*GL_IMAGE_2D_ARRAY*/
case 0x9054: /*GL_IMAGE_CUBE_MAP_ARRAY*/
case 0x9055: /*GL_IMAGE_2D_MULTISAMPLE*/
case 0x9056: /*GL_IMAGE_2D_MULTISAMPLE_ARRAY*/
case 0x9057: /*GL_INT_IMAGE_1D*/
case 0x9058: /*GL_INT_IMAGE_2D*/
case 0x9059: /*GL_INT_IMAGE_3D*/
case 0x905A: /*GL_INT_IMAGE_2D_RECT*/
case 0x905B: /*GL_INT_IMAGE_CUBE*/
case 0x905C: /*GL_INT_IMAGE_BUFFER*/
case 0x905D: /*GL_INT_IMAGE_1D_ARRAY*/
case 0x905E: /*GL_INT_IMAGE_2D_ARRAY*/
case 0x905F: /*GL_INT_IMAGE_CUBE_MAP_ARRAY*/
case 0x9060: /*GL_INT_IMAGE_2D_MULTISAMPLE*/
case 0x9061: /*GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY*/
case 0x9062: /*GL_UNSIGNED_INT_IMAGE_1D*/
case 0x9063: /*GL_UNSIGNED_INT_IMAGE_2D*/
case 0x9064: /*GL_UNSIGNED_INT_IMAGE_3D*/
case 0x9065: /*GL_UNSIGNED_INT_IMAGE_2D_RECT*/
case 0x9066: /*GL_UNSIGNED_INT_IMAGE_CUBE*/
case 0x9067: /*GL_UNSIGNED_INT_IMAGE_BUFFER*/
case 0x9068: /*GL_UNSIGNED_INT_IMAGE_1D_ARRAY*/
case 0x9069: /*GL_UNSIGNED_INT_IMAGE_2D_ARRAY*/
case 0x906A: /*GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY*/
case 0x906B: /*GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE*/
case 0x906C: /*GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY*/
return true;
default:
return false;
}
}
namespace PrgramImpl {
// Defined further down, next to CollectImageFormatBakeInputs; only referenced here.
struct ImageFormatBakeInputs;
#if MOBILEGL_PIPE_PUSH
// ---- P5e (pg), CONTRACT-P5E.md §5.5: THE ONE SOURCE A PROGRAM BUILD READS ----------
//
// WHY THIS TYPE EXISTS AT ALL. Building a driver program asks the frontend
// ProgramObject sixteen distinct questions and asks its reflection tables thousands of
// times, and EVERY ONE OF THEM used to be a read of client-owned memory on the apply
// thread. Under run-ahead that is not a race to be careful about, it is wrong by
// construction: ProgramObject::Link() REPLACES m_artifacts and m_spirv in place, and by
// the time the server builds, the client may be several links past the one the record
// describes. So the build reads THIS instead, and the two arms differ only in where it
// points.
//
// AND IT IS DELIBERATELY NOT A SECOND ProgramObject. Nothing here constructs a frontend
// object on the apply thread - ID-102's lesson, learned by id: a ProgramObject's own
// constructor mints a lifetime id, so an "object" built server-side would trip the very
// guards this phase installs and would make a red-once falsely green.
//
// THE OVERLAY IS THE OTHER HALF. Three reflection fields - the block-to-point map, the
// sampler unit per uniform LOCATION and the name-keyed storage-block override set - are
// members of LinkArtifacts that glUniformBlockBinding, glUniform1i and
// glShaderStorageBlockBinding move AFTER the link that produced the archive, without
// relinking. On the handle arm the record's set_program_bindings tails are the whole
// truth for all three (whole-set replacement, not a merge) and the archive's link-time
// values are shadowed; on the monolith arm there is no overlay because the "archive"
// IS the frontend's live table.
//
// THE ACCESSORS BELOW MIRROR ProgramObject's, one for one, and that duplication is
// deliberate rather than lazy: MG_Backend includes nothing from MG_State's program
// internals beyond the archive structs themselves, and ProgramObject's own forms are
// non-static members over Artifacts(). The three that ARE already static over
// LinkArtifacts (IsValidUniformLocation, UniformAtIn, GetUniformArraySizeByTIndex) are
// called rather than copied, which is where the boundary sits.
struct ProgramArchiveSource {
using LinkArtifacts = MG_State::GLState::LinkArtifacts;
using SpirvArtifacts = MG_State::GLState::SpirvArtifacts;
using UniformReflection = MG_State::GLState::ResourceReflection;
using TypeFacts = MG_State::GLState::TypeFacts;
using XfbVarying = MG_State::GLState::XfbVarying;
// Both are non-null for the whole lifetime of a source; a source is a local of the
// build that made it and never outlives the record or the object it points into.
const LinkArtifacts* Link = nullptr;
const SpirvArtifacts* Spirv = nullptr;
// WHAT A LOG LINE NAMES. The frontend's GL program name on the monolith arm; the
// ShaderCso slot on the handle arm, because the server does not know GL names and
// must not learn them (the handle is the identity the whole phase speaks in).
Uint Identity = 0;
// True when Identity is a handle slot rather than a GL name, so a message can say
// which it printed instead of leaving a reader to guess.
Bool IdentityIsHandleSlot = false;
Bool Linked = false;
Bool SpirvUsable = false;
Bool SpirvValidationEnabled = false;
Bool PointSizeWasDemoted = false;
Uint GlobalUboSize = 0;
// One entry per Spirv->generatedSpirv module, at the same index. Owned rather than
// referenced because the monolith arm builds it (GetLinkedShaderStages() returns by
// value) and the handle arm converts the frame's Uint32 words.
Vector<ShaderStage> LinkedStages;
// The post-link overlay. Governs iff OverlayGoverns; see the type comment.
Bool OverlayGoverns = false;
const Vector<Int32>* BlockBindingOverlay = nullptr;
const Vector<MG_Pipe::MGPProgramSamplerUnit>* SamplerUnitOverlay = nullptr;
// Built once per build from whichever side owns it, because TranspileSpirvToEssl
// takes the map by const reference and the record carries a vector.
UnorderedMap<String, Int> StorageOverrides;
// The client's commutative hash on the handle arm, ComputeShaderStorageBlockBinding-
// Signature's on the monolith one. Same function, computed on whichever side owns
// the map (MG_Impl/Pipe/ProgramEmit.h names its twin).
Uint64 StorageOverrideSignature = 0;
// ---- the archive's own answers ----
//
// EVERY NAME HERE IS ProgramObject's NAME, and that is load-bearing rather than
// tidy: the build body below is written once against `src`, whose TYPE is the
// build's (ProgramBuildSource), so the pull build compiles the very same text
// against a ProgramObject and G1's byte identity survives.
Uint GetExternalIndex() const { return Identity; }
Bool GetLinkStatus() const { return Linked; }
Bool GetSpirvStatus() const { return SpirvUsable; }
Bool GetSpirvValidationEnabled() const { return SpirvValidationEnabled; }
Bool PointSizeDemoted() const { return PointSizeWasDemoted; }
Uint GetUBOSize() const { return GlobalUboSize; }
const Vector<ShaderStage>& GetLinkedShaderStages() const { return LinkedStages; }
const UnorderedMap<String, Int>& GetShaderStorageBlockBindingOverrides() const {
return StorageOverrides;
}
// THE DEBUG LOG IS DELETED ON THIS ARM (CONTRACT-P5E §5.5). The snapshot is
// GL-thread-owned ShaderObject SharedPtrs - the exact shape rule C forbids an
// applier entry point to reach - and its one consumer in the build is an MGLOG_D
// dump of each stage's original GLSL, which the server does not have and does not
// need. An empty list makes that loop a no-op rather than a special case.
const Vector<MG_State::GLState::ProgramObject::LinkedShaderRef>& GetLinkedShaderSnapshot() const {
static const Vector<MG_State::GLState::ProgramObject::LinkedShaderRef> kNone;
return kNone;
}
Uint GetMaxUniformLocation() const { return Link->maxUniformLocation; }
Bool IsValidUniformLocation(Int location) const {
return MG_State::GLState::ProgramObject::IsValidUniformLocation(*Link, location);
}
const UniformReflection& UniformAt(Int tIndex) const {
return MG_State::GLState::ProgramObject::UniformAtIn(*Link, tIndex);
}
// Bounds-checked, exactly as ProgramObject::GetUniformName is not: the frontend's
// form indexes uniformIndexInTProgram raw because every caller there has already
// walked a legal location, and this one is reached from a handle arm where the
// location space comes off a record.
const String& GetUniformName(Uint location) const {
static const String kEmpty;
if (location >= Link->uniformIndexInTProgram.size()) return kEmpty;
return UniformAt(Link->uniformIndexInTProgram[location]).name;
}
GLenum GetUniformType(Uint location) const {
if (location >= Link->uniformIndexInTProgram.size()) return 0;
return UniformAt(Link->uniformIndexInTProgram[location]).glDefineType;
}
const TypeFacts& GetUniformTypeFacts(Uint location) const {
static const TypeFacts kEmpty{};
if (location >= Link->uniformIndexInTProgram.size()) return kEmpty;
return UniformAt(Link->uniformIndexInTProgram[location]).type;
}
Bool UniformLocationsAliasSameUniform(Int a, Int b) const {
if (!IsValidUniformLocation(a) || !IsValidUniformLocation(b)) return false;
return Link->uniformIndexInTProgram[a] == Link->uniformIndexInTProgram[b];
}
// ProgramObject::GetUniformLocation, reproduced over the archive. The array rules
// are the whole body: reflection keys an array under "arr[0]" at its base location,
// a bare "arr" resolves to that, an "arr[k]" resolves to base + k, and an array of
// arrays is keyed by its full "[0]"-terminated spelling - which is why the
// suffixed lookup is tried before the trailing subscript is read as an index.
Int GetUniformLocation(const String& name) const;
Int GetActiveUniformBlocksCount() const {
return static_cast<Int>(Link->glBlockIndexToTProgram.size());
}
const String& GetUniformBlockName(Uint index) const;
GLenum GetTransformFeedbackBufferMode() const { return Link->xfbBufferMode; }
SizeT GetTransformFeedbackVaryingCount() const { return Link->xfbVaryings.size(); }
const Vector<XfbVarying>& GetTransformFeedbackVaryings() const { return Link->xfbVaryings; }
const Vector<Vector<unsigned>>& GetGeneratedSpirv() const { return Spirv->generatedSpirv; }
// ---- the three the overlay governs ----
Uint GetUniformBlockBinding(Uint index) const;
Int GetUniformSamplerOrImageUnitIndex(Uint location) const;
// The monolith-glue constructor: the archive IS the frontend's live tables, so
// there is no overlay and the three mutable fields answer from them directly.
static ProgramArchiveSource FromFrontend(const MG_State::GLState::ProgramObject& program);
// The handle arm: the record's own archive, with its three tails overlaid.
static ProgramArchiveSource FromRecord(MG_Pipe::MGPipeHandle cso,
const MG_Pipe::MGPipeShaderCsoRecord& record);
};
// THE BUILD'S SOURCE TYPE, per build. This alias is what lets the program build have one
// body: in a push build it is the record-or-frontend view above, in a pull build it is
// the frontend object the body always read, spelled through the same name so the text
// does not move (G1).
using ProgramBuildSource = ProgramArchiveSource;
#else
using ProgramBuildSource = MG_State::GLState::ProgramObject;
#endif
class BackendProgramObjectImpl {
public:
// Per-link cache of a sampler-style uniform's backend location: built once in
// SyncToBackend so draws stop issuing glGetUniformLocation string queries.
// lastAssignedUnit mirrors the program-state value set through glUniform1i
// (program state persists across binds, so caching per program is exact).
struct SamplerUniformBinding {
Uint frontendLocation = 0;
Int backendLocation = -1;
GLenum uniformType = 0;
Int lastAssignedUnit = -1;
// Location of this sampler's emulated GL_TEXTURE_LOD_BIAS uniform
// (PrgramImpl::EmulateTextureLodBias), -1 when the shader has none.
// lastAssignedLodBias mirrors the value the program currently holds,
// so an unbiased shader issues no per-draw glUniform1f at all.
Int lodBiasLocation = -1;
Float lastAssignedLodBias = 0.0f;
};
// Memo of the whole per-draw sampler-uniform pass (glUniform1i unit
// assignments, lod-bias uniform, raw-depth-fetch substitution and the
// per-unit sampler-object binds) in BindCurrentProgramWithResources.
// The pass is a pure function of the keys below, and its only driver-side
// effect is the sampler binding of each sampled unit, so replaying it as
// "do nothing" additionally requires those bindings to still be on the
// driver - the per-entry row compare against g_boundSamplersCache (the
// shadow every sampler bind in this backend already routes through).
//
// Invalidation enumeration:
// * sampler-uniform unit assignment (glUniform1i) and uniform-block
// binding edits -> frontend backendStateVersion;
// * any texture/sampler bind moving on any unit (incl. the high-water
// mark moving) -> unitBindingsEpoch;
// * any sampler parameter (incl. lod bias, compare mode) or texture
// shape/format change -> samplingGeneration;
// * another frontend context -> contextId (never-reused id);
// * ES context recreation -> textureContextGeneration;
// * relink / backend program rebuild -> SyncToBackend resets `valid`
// (it rebuilds m_samplerUniformBindings, whose lastAssignedUnit /
// lastAssignedLodBias dedup state this memo leans on);
// * any other writer moving a sampled unit's sampler binding
// (BindCurrentUnitSamplers on a unit-sampler change, scratch binds)
// -> the row snapshot compare.
struct SamplerPassMemo {
static constexpr SizeT kMaxEntries = 16;
Bool valid = false;
Uint8 count = 0;
Uint64 contextId = 0;
Uint64 unitBindingsEpoch = 0;
Uint64 samplingGeneration = 0;
Uint32 backendStateVersion = 0;
Uint textureContextGeneration = 0;
Array<Uint8, kMaxEntries> units{};
Array<SamplerImpl::BackendSamplerObject*, kMaxEntries> rows{};
};
BackendProgramObjectImpl();
~BackendProgramObjectImpl();
void SyncToBackend(const SharedPtr<MG_State::GLState::ProgramObject>& stateProgramObject);
#if MOBILEGL_PIPE_PUSH
// P5e (pg), CONTRACT-P5E.md §5.5: the same sync keyed on the ShaderCso HANDLE and
// answered from the record - the archive the create carries and the three binding
// tails set_program_bindings carries. It is an OVERLOAD beside the frontend one,
// which stays as the monolith-glue half, so the pull build's mangled names do not
// move (ruling 1 / ID-81: two overloads, not an #if inside one body).
void SyncToBackendByHandle(MG_Pipe::MGPipeHandle cso);
#endif
void Use();
void SetBaseInstance(Uint32 baseInstance) const;
void SetBaseInstanceWordIndex(Int32 wordIndex) const;
void SetDrawID(Uint32 drawId) const;
void SetBaseVertex(Int32 baseVertex) const;
// True when the transpiled program kept a gl_DrawID uniform, i.e. SetDrawID
// actually reaches a shader read rather than being discarded.
Bool ReadsDrawID() const { return m_drawIdUniformLocation >= 0; }
// Same for gl_BaseVertex: only a program that reads it pays for the per-draw
// uniform write, and only such a program needs the reset after one.
Bool ReadsBaseVertex() const { return m_baseVertexUniformLocation >= 0; }
// Which viewport indices the next draw's fragments may keep, one bit each. Written
// once per replay pass; see ForEachViewportRoutingPass.
void SetViewportPassMask(Uint32 indexMask) const;
// True when this build injected the fragment-stage viewport gate, i.e. when a
// pre-rasterization stage routes by gl_ViewportIndex AND the fragment stage can act
// on it. The uniform is the honest test for both halves: it exists only where the
// gate was injected, and the gate is injected only where a stage routes.
Bool RoutesViewportIndex() const { return m_viewportPassMaskUniformLocation >= 0; }
Int GetIndirectParamsBinding() const { return m_indirectParamsBinding; }
Uint GetBackendProgramId() const { return m_backendProgramId; }
// False when the last SyncToBackend could not produce a usable program (a
// shader failed to transpile or compile, or the link itself failed). Use()
// must not leave the previously bound program current in that case.
Bool IsBackendProgramUsable() const { return m_backendProgramUsable; }
Uint GetBackendGlobalUBOId() const { return m_backendGlobalUBOId; }
Uint32 GetSnormFallbackClampOutputMask() const { return m_snormFallbackClampOutputMask; }
Uint32 GetUnormFallbackClampOutputMask() const { return m_unormFallbackClampOutputMask; }
Uint GetFragColorBroadcastCount() const { return m_fragColorBroadcastCount; }
// Signature of the glShaderStorageBlockBinding override set the generated ESSL was
// transpiled against (ES can only express a storage-block binding as the declared
// qualifier, so the overrides are baked into the source). A mismatch means the
// program is stale exactly like the clamp masks above.
Uint64 GetShaderStorageBlockBindingSignature() const { return m_shaderStorageBlockBindingSignature; }
// GL atomic-counter binding points the transpiled stages declare (sorted, unique),
// and the top of the reserved shader-storage range their counter blocks were
// transpiled against - the slot for GL binding N is `top - N`. Empty for every
// program that uses no atomic counter, which is what keeps the per-draw cost of the
// counter sync at one empty-vector test.
const Vector<Int>& GetAtomicCounterBindings() const { return m_atomicCounterGlBindings; }
Int GetAtomicCounterEsslBindingTop() const { return m_atomicCounterEsslBindingTop; }
// GL_PATCH_VERTICES the synthesized pass-through tessellation control stage was built
// for, or -1 when this program needed no such stage. Another of the same shape as the
// signatures above: the value is compiled INTO the synthesized stage as
// `layout(vertices = N) out`, so a program built for one patch size is stale for
// another and the draw path has to say so. -1 compares equal to itself for every
// program that has a control stage of its own, i.e. for all but a handful.
Int GetPassthroughTessControlPatchVertices() const {
return m_passthroughTessControlPatchVertices;
}
// GL_PATCH_DEFAULT_{OUTER,INNER}_LEVEL the same synthesized stage was built with, for
// the same reason: ES has neither the state nor an entry point to forward it to, so
// glPatchParameterfv's values are compiled in as literals and a program built with one
// set is stale for another. Meaningless (and never read) when the patch-vertices field
// above is -1, which is the gate the draw path tests first.
const FloatVec4& GetPassthroughTessControlOuterLevel() const {
return m_passthroughTessControlOuterLevel;
}
const FloatVec2& GetPassthroughTessControlInnerLevel() const {
return m_passthroughTessControlInnerLevel;
}
Bool HasGlobalUboBlock() const { return m_globalUboBackendBlockIndex >= 0; }
const Vector<Int>& GetUniformBlockBackendIndices() const { return m_uniformBlockBackendIndices; }
Vector<SamplerUniformBinding>& GetSamplerUniformBindings() { return m_samplerUniformBindings; }
Uint32 GetLastUploadedGlobalUboVersion() const { return m_lastUploadedGlobalUboVersion; }
void SetLastUploadedGlobalUboVersion(Uint32 version) { m_lastUploadedGlobalUboVersion = version; }
// Backend-reported GL_UNIFORM_BLOCK_DATA_SIZE of the global block; ring
// bindings must span at least this much (may exceed the frontend's
// reflected size when the transpiled block pads differently).
Int GetGlobalUboBackendBlockSize() const { return m_globalUboBackendBlockSize; }
BufferImpl::UboRingAllocation& GetGlobalUboRingAllocation() { return m_globalUboRingAllocation; }
SamplerPassMemo& GetSamplerPassMemo() { return m_samplerPassMemo; }
// Frontend link version this backend program (and its resource caches) was
// built from; a mismatch means every link-derived cache here is stale.
Uint32 GetSyncedLinkVersion() const { return m_syncedLinkVersion; }
// Image-uniform unit generation this backend program was GENERATED against.
// Separate from the link version because it is not link state: ES forbids
// glUniform1i on an image uniform, so RebindImageUniformsToFrontendUnits bakes the
// unit into the ESSL, and a program built before glUniform1i moved that unit is as
// stale as one built before a relink - while the sampler half, which really is
// re-issued per draw, needs nothing of the sort.
Uint32 GetSyncedImageUnitVersion() const { return m_syncedImageUnitVersion; }
#if MOBILEGL_PIPE_PUSH
// P4a (D-B3, D-H5): the ShaderCso record's Serial this backend program was built
// from. It is what the draw path's nine-clause rebuild condition reads on the handle
// arm INSTEAD OF the two frontend versions above - one server-owned counter that
// moves on every create_shader_state the applier applies to this handle, including a
// RE-create on the same handle, which is how a relink travels (Gen moves only on slot
// reuse, never on a respecify).
//
// THE CLAUSE COUNT DOES NOT SHRINK, and a brief that treated create_shader_state as
// self-contained would produce a per-draw rebuild: the other eight inputs - the draw
// FBO's snorm/unorm clamp masks, the fragColor broadcast count, the storage-block
// binding signature, the atomic-counter set, the live image formats and the patch
// parameters - are all still specialised at the verb, from state this backend holds.
// 0 means "never stamped", which is a guaranteed miss (applier serials start at 1).
Uint64 GetSyncedShaderCsoSerial() const { return m_syncedShaderCsoSerial; }
// P5e (pg): the SECOND server-owned key, and it replaces GetImageUnitVersion() on
// the handle arm rather than duplicating the one above. A glUniform1i on an IMAGE
// uniform is BAKED into the generated ESSL (ES forbids the call outright), so the
// record that carries the new unit has to force a rebuild; BindingsSerial moves on
// every applied set_program_bindings, which is exactly when one can have changed.
// 0 means "never stamped", a guaranteed miss, because applier serials start at 1.
Uint64 GetSyncedBindingsSerial() const { return m_syncedBindingsSerial; }
#endif
// Whether the (unit, bound format) pairs this program's FORMAT-LESS image uniforms
// resolve to are still the ones its ESSL was generated against.
//
// A fourth condition of the same family as the three above, and the only one that
// reads live state rather than a program-side counter, because that is where the
// dependency actually is. GLSL ES requires a format layout qualifier on every image
// where desktop GLSL lets a writeonly declaration omit one, and the only correct
// qualifier is whatever glBindImageTexture named - so a declaration with no format
// is compiled against the BINDING, and a rebind to a different format makes the
// built program wrong. Keyed on the units the program's own images address (cached
// at sync, since a unit can only move by glUniform1i, which bumps the image-unit
// version above and forces a re-sync anyway), so the cost on a program with no
// format-less image - which is all but a handful - is one empty-vector test.
//
// Deliberately NOT reached from glBindImageTexture: that entry point must never
// trigger a build (same constraint as glShaderStorageBlockBinding). It moves the
// state and this comparison notices at the next Prepare, which is also what makes
// an image first bound AFTER link work.
Bool ImageUnitFormatsStillMatch() const;
// The value ImageUnitFormatsStillMatch() compares against, recomputed from live
// image-unit state. 0 when the program has no format-less image uniform.
Uint64 ComputeImageUnitFormatSignature() const;
private:
#if MOBILEGL_PIPE_PUSH
// The one body both public heads feed; see its definition for why it is a worker in
// a push build and IS SyncToBackend in a pull build.
void SyncToBackendFromSource(const ProgramBuildSource& src);
#endif
void CacheResourceLocations(const ProgramBuildSource& src);
// Builds, compiles and attaches the pass-through tessellation control stage GL 4.6
// core 11.2.2 describes, for a program that has an evaluation stage and none of its
// own - which ES 3.2 rejects outright. Called from SyncToBackend after every real
// stage has been attached and before the link; see the definition for why it cannot
// regress a program that works today.
void AttachPassthroughTessControlStage(
const ProgramBuildSource& src, Int tessEvalShaderIndex,
const Vector<Vector<unsigned int>>& shaderSpirvs, const String& vertexStageEssl,
const String& tessEvalStageEssl);
// One stage's SPIR-V through the DirectGLES pass chain and SPIRV-Cross, producing
// the raw emitted ESSL and the interface blocks this stage's XFB flattening
// rewrote. This is the segment the L2 shader-translation memo keys on, so every
// input it reads must appear in EsslTranslationKeyInputs - see the definition's
// header comment in Managers.cpp and MG_Util/ShaderTranspiler/TranslationCache.h.
// False means SPIRV-Cross refused the module; `outError` then carries its message.
Bool TranspileSpirvToEssl(const Vector<unsigned int>& spirvCode, GLenum glShaderType,
const std::set<String>& xfbCaptureBlockNames,
const ImageFormatBakeInputs& imageFormatBake,
const UnorderedMap<String, Int>& storageBlockBindingOverrides,
const std::map<String, String>& inputBlockRenames,
const std::map<String, String>& outputBlockRenames,
Bool stripInputBlockLocations, Bool stripOutputBlockLocations,
Int atomicCounterEsslBindingTop, Bool enableSpirvValidation,
String& outSource,
std::set<String>& outFlattenedXfbBlockNames,
Vector<Int>& outAtomicCounterGlBindings, String& outError) const;
Uint m_backendProgramId = 0;
// GL name of the frontend program this was last synced from; diagnostics only, so
// an unusable backend program can be traced back to the glCreateProgram id the app
// knows it by.
Uint m_frontendProgramId = 0;
Uint m_backendGlobalUBOId = 0;
Int m_baseInstanceUniformLocation = -1;
Int m_drawIdUniformLocation = -1;
Int m_baseVertexUniformLocation = -1;
Int m_baseInstanceWordIndexUniformLocation = -1;
Int m_viewportPassMaskUniformLocation = -1;
Int m_indirectParamsBinding = -1;
Uint32 m_snormFallbackClampOutputMask = 0;
Uint32 m_unormFallbackClampOutputMask = 0;
// Draw buffers a legacy gl_FragColor write has to reach (see
// PrgramImpl::BroadcastLegacyFragColor); 1 keeps the plain single-output shader.
Uint m_fragColorBroadcastCount = 1;
// 0 is the signature of an empty override set, i.e. what almost every program has.
Uint64 m_shaderStorageBlockBindingSignature = 0;
Vector<Int> m_atomicCounterGlBindings;
Int m_atomicCounterEsslBindingTop = -1;
// -1 for every program that has a tessellation control stage of its own (or none at
// all); otherwise the GL_PATCH_VERTICES the synthesized pass-through stage was built
// with. See GetPassthroughTessControlPatchVertices.
Int m_passthroughTessControlPatchVertices = -1;
// The default tessellation levels baked into that same stage. Only meaningful while
// the field above is not -1.
FloatVec4 m_passthroughTessControlOuterLevel = FloatVec4(1.0f, 1.0f, 1.0f, 1.0f);
FloatVec2 m_passthroughTessControlInnerLevel = FloatVec2(1.0f, 1.0f);
Bool m_isInitialized = false;
Bool m_backendProgramUsable = false;
// Set by SyncToBackend every time it relinks the driver program, cleared by the
// next Use(). Use() dedupes on a GL program NAME, and a relink replaces the
// executable behind that name without changing it - see the note at the
// glLinkProgram in SyncToBackend for what the driver runs otherwise.
Bool m_rebindAfterRelink = false;
Int m_globalUboBackendBlockIndex = -1;
Int m_globalUboBackendBlockSize = 0;
Vector<Int> m_uniformBlockBackendIndices; // frontend block index -> backend index (-1 = absent)
Vector<SamplerUniformBinding> m_samplerUniformBindings;
Uint32 m_lastUploadedGlobalUboVersion = ~0u;
BufferImpl::UboRingAllocation m_globalUboRingAllocation;
Uint32 m_syncedLinkVersion = ~0u;
Uint32 m_syncedImageUnitVersion = ~0u;
#if MOBILEGL_PIPE_PUSH
// P4a's replacement for the two above on the handle arm; see GetSyncedShaderCsoSerial.
// Push-only, so the pull build's object is byte-for-byte the pre-P4a one (D-P).
Uint64 m_syncedShaderCsoSerial = 0;
Uint64 m_syncedBindingsSerial = 0;
#endif
// Image units addressed by the program's FORMAT-LESS image uniforms, and the digest
// of the (unit, format) pairs the generated ESSL baked. Empty/0 for every program
// that declares a format on all of its images, which is the overwhelming majority -
// and what keeps the per-draw comparison free for them.
Vector<Int> m_formatlessImageUnits;
Uint64 m_imageUnitFormatSignature = 0;
SamplerPassMemo m_samplerPassMemo;
};
extern Uint32 g_snormFallbackClampOutputMask;
extern Uint32 g_unormFallbackClampOutputMask;
// Draw buffers the current draw framebuffer enables. Like the clamp masks above it
// is framebuffer state that the shader has to be compiled against, so a program
// whose snapshot no longer matches is relinked.
extern Uint g_fragColorBroadcastCount;
// Backend id of the last glUseProgram issued through this backend; lets Use()
// skip redundant rebinds. Reset to 0 wherever glUseProgram(0) is issued or the
// ES context is recreated.
extern Uint g_lastUsedBackendProgramId;
extern TwinRegistry<MG_State::GLState::ProgramObject, BackendProgramObjectImpl, MG_Pipe::MGPipeKind::ShaderCso>
g_backendProgramObjects;
#if MOBILEGL_PIPE_PUSH
// P5e (id), CONTRACT-P5E §4.1 / §4.2: THE PROGRAM TWIN BY HANDLE - `st.DrawProgram` at
// a draw, `st.DispatchProgram` at a dispatch, `st.BoundShaderCso` at a bind - never
// `Find(currentProgram.get())` and never the raw-pointer stash. Same shape and the same
// three absences as the VAO and texture resolvers beside it: record first, no frontend
// touch, no allocator probe, no sync (the nine-clause clean condition and what feeds it
// are the pg package's).
//
// THE BAND IS WHY THIS ONE MATTERS MOST. A program-pipeline composite's ShaderCso slot
// is >= kMGPipeShaderCsoCompositeSlotBase, and before P5e the by-handle path would have
// grown g_backendProgramObjects to ~983k entries to reach it. SlotTables.h's m_band
// lands in this package for exactly that reason - the rekey makes the composite the
// ordinary path, so the band is a prerequisite and not a follow-up. The record reader
// (PipeShaderCsoRecordForHandle) has been band-aware since P4a.
BackendProgramObjectImpl* ResolveProgramTwin(MG_Pipe::MGPipeHandle cso);
#endif
// Points one shader storage block of an ALREADY-LINKED backend program at
// `binding`. `blockName` is the frontend interface-query spelling; the real
// driver's own index for it is looked up here, because the transpiled ESSL's
// block order is not the frontend's. Returns false when the block does not exist
// on the backend program (eliminated as unused, or the driver lacks the entry
// points), which is not an error - GL_BUFFER_BINDING is served from the frontend
// record either way.
//
// NOT how a rebinding reaches the shader. glShaderStorageBlockBinding has no ES
// equivalent and is absent from every real ES driver, so this is a no-op there;
// SyncToBackend bakes the effective binding into the ESSL it generates instead
// (SpvcSession::SetShaderStorageBlockBinding). This is kept as the cheaper path on
// a driver that does happen to expose the entry point.
Bool ApplyShaderStorageBlockBinding(Uint backendProgramId, const String& blockName, Uint binding);
// Replays every glShaderStorageBlockBinding recorded on the program onto a backend
// program that was just built - best effort, on the same "only where the driver has
// the entry point" terms as ApplyShaderStorageBlockBinding above. Mirrors
// DirectVulkan's reseed-on-rebuild in BuildProgramResourceCache.
void ReseedShaderStorageBlockBindings(Uint backendProgramId, const ProgramBuildSource& src);
// Order-independent digest of the program's glShaderStorageBlockBinding overrides.
// The generated ESSL carries them (ES has no way to move a storage block's binding
// after link), so a program built against a different set is stale and the draw path
// has to rebuild it. Computed from the values, so re-setting a block to the binding it
// already has costs nothing. 0 when nothing was ever rebound.
Uint64 ComputeShaderStorageBlockBindingSignature(const ProgramBuildSource& src);
#if MOBILEGL_PIPE_PUSH
// P5e (pg): the computation itself, for the monolith arm - the source constructor seeds
// itself with it and the monolith draw path asks it per draw. Push-only: in a pull build
// the overload above IS this body, so no name is added there.
Uint64 ComputeShaderStorageBlockBindingSignatureOf(
const MG_State::GLState::ProgramObject& program);
#endif
// Everything the image-format bake needs from one walk of a program's uniform
// reflection. GLSL ES requires a format layout qualifier on every image uniform;
// desktop GLSL lets a writeonly (or readonly) declaration omit one, and the only
// format that is CORRECT to substitute is whatever glBindImageTexture named for the
// unit that uniform addresses - so the transpile bakes it in and the build is keyed
// on it.
struct ImageFormatBakeInputs {
// Uniform name (SPIR-V spelling, i.e. an array named once, unsubscripted) to the GL
// internal format to bake. Holds only uniforms that DECLARED no format; a declared
// one is authoritative and is never overridden.
UnorderedMap<String, Uint> glFormatByUniformName;
// The same uniforms whose format SPIRV-Cross REFUSES to print for ESSL (it throws on
// its desktop-only set, which loses the stage), paired with the ESSL spelling to
// write into the emitted declaration instead. Disjoint from the map above by
// construction: a format is baked into the module or completed in the text, never
// both. r8ui - the stencil half of the packed_depth_stencil case - lands here.
UnorderedMap<String, String> esslFormatQualifierByUniformName;
// Units those uniforms address, kept so the draw path can re-read their formats
// without walking the reflection again.
Vector<Int> units;
// Digest of the (unit, format) pairs above. 0 when the program has no format-less
// image uniform, which is all but a handful.
Uint64 signature = 0;
// Array uniforms whose elements resolved to units holding DIFFERENT formats: one
// declaration carries one qualifier, so there is nothing correct to bake and they
// are dropped from the map above. Kept for diagnostics.
Vector<String> conflictedNames;
// Some format in play - declared or baked - is outside the GLSL ES core image
// format set, so the emitted ESSL needs the GL_NV_image_formats directive.
Bool needsExtendedImageFormats = false;
// Some DECLARED format in play is one WidenImageFormatsForEssl will re-declare in a
// core carrier. Answered from the uniform reflection rather than from a module parse
// on purpose: the widening is armed on every driver, so a per-stage BuildModule to
// find out would land on every stage of every program - which is the cost
// SpirvGateFeatures exists to avoid. Program-wide, so it can over-arm a stage that
// declares no image; the pass then finds nothing, reports no change, and the caller
// keeps the module it already had.
Bool declaresWidenableImageFormat = false;
};
ImageFormatBakeInputs CollectImageFormatBakeInputs(const ProgramBuildSource& src);
#if MOBILEGL_PIPE_PUSH
// ---- P5e SEAM (MG_Remote/CONTRACT-P5E.md §4.2, §5.5; declared by c0e, bodied by
// id/pg) ---------------------------------------------------------------------------
//
// THE PROGRAM TWIN, RESOLVED FROM MGPipeApplierState::DrawProgram / DispatchProgram /
// BoundShaderCso instead of from GetProgramForDraw()'s frontend SharedPtr - the second
// unconditional pointer read of every draw, and one of the two rows whose retirement is
// what P5e is for. Composite pipeline programs resolve through the same call: their
// slots come out of the allocator's composite band, which the server's slot table gains
// a band for so the ordinary table does not grow to a million entries.
//
// Null, loudly, when the handle names no record or cannot be adopted - the shape
// ResolveSamplerCsoTwin set - and null silently for the null handle, which is the legal
// "nothing bound".
BackendProgramObjectImpl* ResolveProgramTwin(MG_Pipe::MGPipeHandle cso);
// P5e (pg): the two PER-DRAW reads of set_program_bindings' tails, as free functions
// rather than through a ProgramArchiveSource - building a source per draw would copy the
// override map for a question that is one indexed read. Both answer exactly what their
// frontend twins do when the record carries no bindings yet: the archive's own link-time
// value, which for an untouched program IS the right answer.
//
// The block binding is dense in the BLOCK index space; the sampler unit is sparse and
// ascending by LOCATION, so it is a binary search (a program has thousands of locations
// and a handful of samplers, and a linear scan per sampler would be quadratic).
Uint ProgramBlockBindingFromRecord(const MG_Pipe::MGPipeShaderCsoRecord& record, Int blockIndex);
Int ProgramSamplerUnitFromRecord(const MG_Pipe::MGPipeShaderCsoRecord& record, Uint location);
#endif
} // namespace PrgramImpl
namespace SamplerImpl {
class BackendSamplerObject {
public:
BackendSamplerObject();
// Deletes the driver sampler and clears the units whose binding shadow still names
// this twin (a recycled heap address would otherwise false-skip a later Bind).
// Frontend glDeleteSamplers used to leak the backend id for the process lifetime.
~BackendSamplerObject();
BackendSamplerObject(const BackendSamplerObject&) = delete;
BackendSamplerObject& operator=(const BackendSamplerObject&) = delete;
#if MOBILEGL_PIPE_PUSH
// THE SAMPLER CSO HANDLE IS CARRIED BY THE CALLER, and it has to be, because a
// SamplerCso is CONTENT-ADDRESSED on the client (D-F1) while this twin is keyed on
// the frontend OBJECT. g_backendSamplerObjects mints a SamplerCso slot off the
// SamplerObject's lifetime id - that handle is this twin's identity and is what
// FindByHandle memos index - but the client's cache allocates its handles by
// CONTENT (MGPipeSlots().Allocate, SamplerEmit.h), so no create_sampler_state ever
// lands at the identity handle and looking a record up by it can only ever miss.
// The carried fact that DOES name the right record is the applier's own
// MGPipeApplier().BoundSamplerStates[unit], which the client writes per unit at
// bind_sampler_states; the caller that knows the unit passes it here.
//
// Defaulted so a caller that has no unit - the backend's OWN raw-depth-fetch
// sampler (DirectGLES.cpp:217), a SamplerObject the client has never seen and for
// which no record can exist - keeps working: that arm reads the object, which is
// the authority for server-owned state. An APPLICATION sampler reaching here
// without a handle is the E-side call-site gap and says so once.
//
// Push-only spelling on purpose: a defaulted parameter is still part of the
// signature, so widening it unconditionally would rename this symbol in the PULL
// build and P4a's admitted-change set is EMPTY (D-P/G1).
void SyncToBackend(const SharedPtr<MG_State::GLState::SamplerObject>& stateSamplerObject,
MG_Pipe::MGPipeHandle pushedCso = MG_Pipe::kMGPipeNullHandle);
#else
void SyncToBackend(const SharedPtr<MG_State::GLState::SamplerObject>& stateSamplerObject);
#endif
void Bind(Uint unit);
Uint GetBackendSamplerId() const;
private:
Uint m_backendSamplerId = 0;
Uint m_contextGeneration = 0;
Bool m_isInitialized = false;
SamplerParameters m_cacheSamplerParameters;
Uint16 m_syncedSamplerVersion = 0;
#if MOBILEGL_PIPE_PUSH
// P4a (D-B3): the SamplerCso record's Serial at the last completed sync. It replaces
// m_syncedSamplerVersion, which stays beside it because the pre-handle arm compiles
// under MOBILEGL_PIPE_LEGACY_MEMOS through P3a/P4a (ARCHITECTURE.md:369).
//
// The two are not interchangeable and that is the point: the frontend version is per
// OBJECT, while the serial is per CONTENT-ADDRESSED CSO, and two frontend samplers
// with identical parameters share one CSO and therefore one serial - so under the
// handle arm the second of them costs no driver call at all.
//
// Push-only, so the pull build's object is byte-for-byte the pre-P4a one (D-P).
Uint64 m_syncedSamplerSerial = 0;
#endif
};
void UnbindSampler(Uint unit);
extern Array<BackendSamplerObject*, MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS>
g_boundSamplersCache;
extern TwinRegistry<MG_State::GLState::SamplerObject, BackendSamplerObject, MG_Pipe::MGPipeKind::SamplerCso>
g_backendSamplerObjects;
#if MOBILEGL_PIPE_PUSH
// P4a FABLE SEAM F-4: THE TWIN FOR A CONTENT-ADDRESSED SamplerCso HANDLE.
//
// bind_sampler_states carries, per unit, the handle of a CSO the client allocated BY
// CONTENT (SamplerEmit.h: MGPipeSlots().Allocate with no lifetime id), while every twin
// in g_backendSamplerObjects was minted off a SamplerObject's lifetime id - two disjoint
// slot families out of one allocator. So `g_backendSamplerObjects.FindByHandle(
// BoundSamplerStates[unit])` (the record arm of BindCurrentUnitSamplers, E's S4) could
// never find a twin, the record arm bound nothing on every draw, and every glBindSampler
// reached the driver only through the pre-handle program pass - S-1's confusion one
// loop over, and exactly what SamplerEmit.h:201-205 forbids ("a backend must NOT key a
// sampler twin on a SamplerObject's lifetime id; the twin's life is
// create_sampler_state -> delete_sampler_state").
//
// This is the twin keyed the way the record is: resolved-or-created AT THE CSO HANDLE
// (GetOrCreateByHandle, the same slot table, a slot the identity family can never hold)
// and synced from the record it names, serial-gated. Two callers bind it - the record
// arm of BindCurrentUnitSamplers and the program pass's sampler override - so the two
// cannot ping-pong the unit between an identity twin and a CSO twin. Its death is the
// slot's recycle: the client's LRU eviction drops the record and frees the slot, and
// the next handout at that slot arrives with a moved generation, which GetOrCreate(
// handle) answers by resetting the twin (the driver sampler goes with it). A twin for
// an evicted CSO therefore lives until its slot is reused - bounded by the cache's
// capacity, never by draw count - and there is no delete_sampler_state hook to retire it
// earlier; the ops table carries none for this kind.
//
// Null, loudly, when the handle names no record (a client seam) or cannot be adopted
// (a generation behind the slot's live entry); null silently for the null handle. The
// pre-handle arm - a twin keyed on the frontend object - is untouched and still serves
// the raw-depth-fetch sampler and every caller that carries no handle.
BackendSamplerObject* ResolveSamplerCsoTwin(MG_Pipe::MGPipeHandle cso);
#endif
} // namespace SamplerImpl
#if MOBILEGL_PIPE_PUSH
namespace SamplerViewImpl {
// P4a (D-F2/D-F3): the SIXTH Espryt twin table, and the only one of the six whose kind
// has no frontend object at all. MobileGL has no sampler-view class: GL binds a texture
// to a unit and the sampler uniform's type, the mipmap-completeness predicates and
// IsUndefinedDefaultTexture decide what the shader sees. Gallium's one-view-per-slot IS
// that resolved form, the resolution moves to the CLIENT (ARCHITECTURE.md:206), and
// create_sampler_view carries the restrictions the resolution had to read.
//
// So this twin owns NO DRIVER ID. There is nothing in ES to create for a view; the id
// the unit binds is the texture's, and it lives on BackendTextureObject. What this twin
// is, is the server's MEMO of one resolved view: the record it was built from, keyed on
// that record's serial, plus the two BACKEND-SPECIFIC POST-PROCESSINGS
// ARCHITECTURE.md:206 keeps on the server and which act on the already-resolved set.
// Espryt's is the raw-depth-fetch sampler substitution; Magma's feedback-loop detection
// is its own and is not here.
//
// A twin with no driver id still earns a table: it is what turns "re-derive the
// substitution decision for every sampled unit of every draw" into one serial compare,
// and it is the slot space the client's per-texture SamplerViewCso handle indexes.
// There is deliberately no destructor: nothing here owns a GPU object, so the teardown
// sentinel's whole reason (a twin destructor must not call into an unloaded driver)
// does not apply and the default one is correct in every teardown order.
struct BackendSamplerViewObject {
// The view record as last synced, verbatim. Reading it here rather than re-asking
// the applier is what lets a caller hold the twin across another applier call.
MG_Pipe::MGPSamplerView View{};
// The applier record's Serial this memo was built from. 0 = never synced, and 0 is
// never a real serial (the applier's counters start at 1), so a zeroed memo is a
// guaranteed miss.
Uint64 SyncedSerial = 0;
// Espryt's post-processing, decided from the RESOLVED set: the view's
// InternalFormat answers IsDepthFormatInternalFormat and the sampler CSO record's
// SamplerParameters answer compareMode / minFilter / mipmapMode / magFilter. The
// decision is re-derived when either serial moves; the sampler serial is kept
// beside it so a sampler mutation alone re-derives it.
Uint64 SyncedSamplerSerial = 0;
Bool NeedsRawDepthFetchSampler = false;
};
// Handle-keyed ONLY, exactly like P3a's BackendBufferResourceTable: the StateObject
// parameter names ITextureObject because the template names one and because the view is
// minted off the TEXTURE's lifetime id (D-F2: one view per ITextureObject), which is
// what makes HandleOf below resolve at all. Not one member that would dereference it is
// instantiated - no Find(StateObject*), no ForEachLive - and the handle overloads never
// look at it.
using BackendSamplerViewTable = BackendSlotTable<MG_State::GLState::ITextureObject,
BackendSamplerViewObject,
MG_Pipe::MGPipeKind::SamplerViewCso>;
extern BackendSamplerViewTable g_backendSamplerViews;
// Resolve-or-create / resolve-only by the handle the call carried. Neither touches
// MGPipeSlots(): the handle ARRIVED, already minted by the side that owns minting.
BackendSamplerViewObject* GetOrCreateSamplerViewForHandle(MG_Pipe::MGPipeHandle view);
BackendSamplerViewObject* FindSamplerViewForHandle(MG_Pipe::MGPipeHandle view);
// MONOLITH GLUE, and named as such, the HandleOfBuffer shape: the SamplerViewCso handle
// of a texture this backend is looking at through a frontend object. Legal only because
// the view is minted off the texture's own lifetime id; under a real split neither the
// object nor its lifetime id exists on this side and the handle has to arrive in the
// payload (which, for every path P4a switches over, it does - this is for the paths
// P3b/P4b still owns).
MG_Pipe::MGPipeHandle HandleOfSamplerViewForTexture(
const MG_State::GLState::ITextureObject* textureObject);
} // namespace SamplerViewImpl
#endif
namespace RenderbufferImpl {
class BackendRenderbufferObject {
public:
BackendRenderbufferObject();
// Deletes the driver renderbuffer; frontend glDeleteRenderbuffers used to leak it
// (with its whole image allocation) for the process lifetime.
~BackendRenderbufferObject();
BackendRenderbufferObject(const BackendRenderbufferObject&) = delete;
BackendRenderbufferObject& operator=(const BackendRenderbufferObject&) = delete;
void SyncToBackend(const SharedPtr<MG_State::GLState::RenderbufferObject>& stateRBOObject);
#if MOBILEGL_PIPE_PUSH
// P5e SEAM (declared by c0e, bodied by fb): the renderbuffer twin of the
// framebuffer overload above. MGPSurface::Res names the renderbuffer and the
// resource record already carries its format, extent and sample count (P4a), so the
// attachment sync needs no frontend RenderbufferObject - which is what deletes the
// one live identity probe left in the attachment path (Managers.cpp's renderbuffer
// cross-check, the sibling that never got the Transport == Monolith gate its
// texture counterpart has).
void SyncToBackendByHandle(MG_Pipe::MGPipeHandle renderbuffer);
#endif
Uint GetBackendRenderbufferId() const { return m_backendRBOId; }
void Bind() const;
private:
Uint m_backendRBOId = 0;
Uint m_contextGeneration = 0;
Bool m_isInitialized = false;
TextureInternalFormat m_cacheInternalFormat = TextureInternalFormat::Unknown;
Int m_cacheWidth = 0;
Int m_cacheHeight = 0;
Int m_cacheSamples = 0;
#if MOBILEGL_PIPE_PUSH
// P4a (D-D2/D-B3): the resource record's Serial at the last completed allocation.
// It replaces the four-field cache above AS A GATE - the four members stay, because
// they are also what the legacy arm compares and what the twin reports about the
// storage it actually holds - and it closes the publication hole D-D2 names:
// RenderbufferObject::{SetInternalFormat, AllocateStorage, SetSamples} bump no
// version and raise no notice, so `glBindRenderbuffer; glRenderbufferStorage(new)`
// on an ALREADY-ATTACHED renderbuffer moved nothing the framebuffer bit could see.
// The client now emits resource_respecify straight from those three mutators, the
// applier bumps this serial, and one compare here sees it.
//
// Push-only, so the pull build's object is byte-for-byte the pre-P4a one (D-P).
Uint64 m_syncedResourceSerial = 0;
#endif
};
extern TwinRegistry<MG_State::GLState::RenderbufferObject, BackendRenderbufferObject, MG_Pipe::MGPipeKind::Renderbuffer>
g_backendRenderbufferObjects;
} // namespace RenderbufferImpl
#if MOBILEGL_BUILD_DISAGGREGATED
// P5c (ct), CONTRACT-P5C.md §5.2: object_death's per-kind release, one entry point for all
// seven kinds for the same reason the notice switch is one - the answer is the same for
// all of them: every holder of the kind's twin table lets go of the twin at this handle.
// Called from ServerVerbSink::OnObjectDeath ON THE APPLY THREAD, with the handle the
// record carried; the client's allocator is never consulted (rule E). Returns whether any
// table released a twin - false for a kind this backend does not twin (Buffer: its death
// crosses as resource_destroy) and for a handle no holder holds, which the kind's own
// delete opcode may already have released (the idempotent-second-path shape the notice
// arms document).
Bool ReleaseTwinsForWireObjectDeath(MG_Pipe::MGPipeHandle handle, MG_Pipe::MGPipeKind kind);
#endif
} // namespace MobileGL::MG_Backend::DirectGLES