[draft] Combined: bgfx MSAA+mipmaps fix + Canvas FB-pool survivability (CI smoke)#1715
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The Canvas polyfill creates a fresh bgfx framebuffer per JS Canvas instance and per text-rendering operation. Under V8's GC pacing, finalizers (which release the framebuffers) only run in batches, so a long playground sweep can outpace the default 128-slot bgfx pool. The first allocation past the cliff returned BGFX_INVALID_HANDLE, the bare assert() at Canvas.cpp tripped (Debug) or the invalid handle silently bled into Graphics::FrameBuffer/bgfx-internal arrays (Release, later AV at bgfx_p.h:5526). The whole run aborted regardless of which test happened to be unlucky. Three changes: - Dependencies/CMakeLists.txt now propagates BGFX_CONFIG_MAX_FRAME_BUFFERS to the bgfx target as a compile definition, defaulting to 512 (4x the bgfx default) and honoring any -D override the way CI workflows already pass it. Previously the CI -D was a no-op. - Canvas.cpp UpdateRenderTarget() now throws std::runtime_error when createFrameBuffer returns kInvalidHandle and frees the two textures it just allocated. Context::Flush wraps the call and rethrows as Napi::Error so the offending test fails cleanly without taking the rest of the sweep down. - FrameBufferPool::Add gets the same treatment for symmetry. The pool bump alone is expected to remove the cascade in practice; the throw paths are defense-in-depth so future regressions surface as a catchable JS error instead of a silent process kill. Refs BabylonJS/BabylonNative cascade-victim discussion (113 playground tests previously excluded with reasons like "Suspected to corrupt state causing later D3D11 cascade crash").
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Re-enables 112 tests previously excluded with "Suspected to corrupt state causing later Win32 D3D11 cascade crash" reasons, now that PR BabylonJS#1573 (Canvas framebuffer pool survivability fix) makes the in-suite cascade failure mode survivable. For 21 of the 112 cascade-victims whose original reason also mentioned Linux/OpenGL or D3D11 issues, re-add "excludedGraphicsApis: ["OpenGL"]" or keep "excludeFromAutomaticTesting: true" so they stay excluded on the affected backend(s): OpenGL-only exclusion (15 tests): 47 Fresnel, 54 Scissor test w/ 0.9 HW scaling, 101 Gaussian Splatting viewports, 137 Volumetric Light Scattering PP w/ Morph Targets, 159 Node material 0, 161 Node material 2, 163 Node material 4, 165 Node material 6, 166 Node material 7, 189 Fresnel, 240 Depth of field, 258 Local cubemaps, 312 Scissor test w/ 0.9 HW scaling, 378 SerializeScene + ImportMesh w/ MorphTargetManager, 385 Command encoder order in WebGPU 2. Excluded on both D3D11 and OpenGL (6 tests): 358 Roundtrip babylon file (skeletal/morph), 397 simple-sphere-in-4- mirrors, 398 procedural-texture-with-node-material, 400 simple- custom-shader, 409 lens-flare, 410 change-texture-of-material. Also fixes Dependencies/CMakeLists.txt:62 to guard the BGFX_CONFIG_MAX_ FRAME_BUFFERS bump with "if(NOT X)" instead of "if(NOT DEFINED X)" since bgfx.cmake declares the variable as "" CACHE STRING (defined but empty). Without this fix, all non-Win32 CI builds compiled with an empty -D flag and broke bgfx_p.h template instantiation.
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The SortKey struct in src/bgfx_p.h declared its members with no inline
initializer and relied on every caller to invoke reset() before reading
m_hasAlphaRef, m_blend, etc. via encodeDraw(). On at least one code path
exercised by BabylonNative's Playground sweep, encodeDraw(SortSequence)
runs before reset() / setState(), causing UndefinedBehaviorSanitizer to
fire with:
bgfx_p.h:1339:42: runtime error: load of value 190, which is not a
valid value for type 'bool'
at the m_hasAlphaRef read. Add in-class default initializers to all six
members so a default-constructed SortKey is in a valid (zeroed) state.
The reset() method continues to work unchanged.
Reported on the application side as BabylonJS/BabylonNative#1715
(MacOS_Sanitizers job).
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…xes (BabylonJS#1714). bgfx.cmake (BabylonJS) branch: bn-bump-bgfx-msaa-mips-and-ubsan @ 4a53db5 - bgfx submodule -> 89dcbaea (b617ec8f MSAA+mips + cherry-picked upstream bgfx PR #3688 UBSan: SortKey reset() in EncoderImpl ctor + BitMask shift-by-width guard) - bx and bimg unchanged from BabylonJS/bgfx.cmake master
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…scade-victim re-enable After re-enabling 113 cascade-victim tests (TPC BabylonJS#1573), two shadow tests fail backend-specifically — they were previously hidden by the cascade-victim blanket exclusion. Re-exclude with narrow excludedGraphicsApis tags so the rest of the cascade re-enable can land: - pillars-sphere-and-torus-with-PCSS-shadows: now excluded on D3D11 too (was OpenGL-only). Passes on D3D12, UWP, Metal, Vulkan, so the PCSS path has a D3D11-specific pixel diff that needs separate investigation. - Shadows in RHS mode: newly excluded on OpenGL. Passes on every other backend (D3D11, D3D12, UWP, Metal, Vulkan), so it's an OpenGL-specific pixel diff. Both should be tracked as new TPC issues for follow-up renderer work.
…y cascade-victim re-enable Iter 9 surfaced two more backend-specific test failures (same pattern as pillars / Shadows-in-RHS): re-enabling the 113 cascade-victim tests after TPC BabylonJS#1573 exposed latent backend-specific pixel diffs. - torus-knot-mirror: now excluded on D3D11 too (was OpenGL-only). Mirror pixel diff that passes on D3D12/UWP/Mac/iOS. - 'Load environment from data buffer': newly excluded on OpenGL. Passes on every other backend. Each will get a follow-up TPC issue.
…3D11 Re-enabling the 113 TPC BabylonJS#1573 cascade-victim tests has surfaced a sequence of latent backend-specific pixel diffs. Iterating one-failure-at-a-time (validation_native.js TestUtils.exit(-1) on first failure) is slow and hides the rest. Switch the runner to keep-going-on-failure by default so a single CI pass enumerates EVERY failing test: - Add 'stopOnFirstFailure' opt (default false) for callers that still want the old halt-on-failure behavior (interactive bisects). - Loop now increments ranCount and failedCount but only stops on first failure when stopOnFirstFailure is set; otherwise advances to next test and reports the full count in the final summary. - Final TestUtils.exit code is -1 when any test failed, 0 otherwise. Also re-exclude 'Shadows in RHS mode' on D3D11 (was OpenGL-only). Surfaced as the next failure on D3D11 in iter 10 once pillars/torus-knot-mirror were excluded.
Continue-on-fail mode (in the previous commit) enumerated the full damage from the cascade-victim re-enable (98bd780 'Re-enable 112 cascade-victim playground tests'). Of the 112 tests re-enabled, 66 fail on the only two platforms that run Playground tests (Win32 D3D11 and Ubuntu OpenGL): - 27 'Particles - ...' tests (Basic Properties, Change, Animations, Ramp Gradient, Emitters, Directed Sphere) - 30 'OpenPBR Analytic Lights ...' tests (Coat, Specular, Transmission, Fuzz, Anisotropy, Thin Walled) - 4 'Vertex Pulling - ...' tests - 5 misc: 'Flow Graph multiple contexts', 'glTF Loader Capabilities', 'Load environment from data buffer', 'Selection outline layer with instances and LOD', 'Specular reflectance models for analytic lights', 'Synchronous Effect', 'Test code inlining', 'UV2 Morphing', 'WebGPU async pipeline pre-warming' Of the 66, 63 fail on both D3D11 AND OpenGL; only 3 are D3D11-only ('Load environment from data buffer', 'UV2 Morphing', 'Vertex Pulling - Morph Targets and Bones'). Treating them as backend-specific would have required per-backend tags on most; in practice these tests have actual per-test rendering bugs that the cascade-victim reason was masking, so the correct fix is to restore excludeFromAutomaticTesting with a new reason that records (a) cascade re-enable surfaced them and (b) per-test investigation is still needed. The 46 cascade-victims that DO pass remain enabled, so PR BabylonJS#1573 keeps real value: nearly half the cascade-victim test set is back online. The 3 iter-9/10 narrow exclusions (pillars-sphere-and-torus-with-PCSS- shadows, torus-knot-mirror, Shadows in RHS mode) stay on excludedGraphicsApis: [OpenGL, D3D11] since those tags already cover both run-platforms. Follow-up TPC issues should be filed for the cluster of OpenPBR / Particles / Vertex Pulling failures since they likely share root causes.
BabylonJS/bgfx.cmake#117 lands the bgfx submodule bump on master, pulling in MSAA+mips and UBSan SortKey/BitMask fixes that were previously only available on the 'bn-bump-bgfx-msaa-mips-and-ubsan' working branch (4a53db51). PR BabylonJS#1715 no longer depends on a feature branch. bgfx.cmake e5f3f31c -> 98531b55 bgfx submodule -> 210731cd (BabylonJS/bgfx master)
Previous bump to 98531b55 hit unresolved <<<<<<< HEAD merge conflict in BabylonJS/bgfx master 210731cd's src/renderer_d3d11.cpp (line 4607) that broke compilation on every platform. BabylonJS/bgfx.cmake#119 bumps the bgfx submodule to e043d15d which keeps the upstream-master side of the conflict (MipLevels save/restore + the desc.SampleDesc = s_msaa[0] BN MSAA fix), so the MSAA+mips fix is preserved. bgfx.cmake 98531b55 -> 5a00e8df bgfx submodule -> e043d15d (was 210731cd, conflict resolved)
Two breakages from BabylonJS/bgfx.cmake#119 (bgfx submodule e043d15d, bx upstream 4eb6f8eb): 1. bx removed uint32_cnttz / uint32_min in favour of templated countTrailingZeros / min. Update nanovg_babylon.cpp's glnvg_convertBlendFuncFactor accordingly. Matches upstream bgfx/examples/common/nanovg/nanovg_bgfx.cpp. 2. bx's simd128_sse.inl now uses SSE4.1 intrinsics (_mm_blendv_ps, __builtin_ia32_roundps) unconditionally on x86/x64. bx's scripts/toolchain.lua passes -msse4.2 for linux-gcc/clang, but BabylonJS/bgfx.cmake's CMake side does not. Mirror that flag on the bx target for Linux GCC/Clang to avoid 'needs target feature sse4.1' errors. MSVC x64 has SSE4.1 by default. This workaround should eventually move to BabylonJS/bgfx.cmake/cmake/bx/bx.cmake.
bx upstream 4eb6f8eb moved countTrailingZeros / min into bx/math.h, which BN's nanovg_babylon.cpp doesn't include (in contrast to upstream bgfx/examples/common/nanovg/nanovg_bgfx.cpp which does).
After bgfx submodule bump to e043d15d (BabylonJS/bgfx.cmake#119), WebP decoding fails on every platform that runs Playground: - Ubuntu (Clang/GCC, OpenGL): bimg ASSERT 'Unrecognized image format.' at image_decode.cpp:1015 (Trace/breakpoint trap, exit 133). - Win32 D3D11 (standard, JSI, V8): process exits with code 1 mid-test after the WebP texture is created. Needs per-test investigation: bimg's imageParse path doesn't include imageParseWebP (it never did - WebP loading must come from a different path in BN or libwebp polyfill). Possibly bx/bimg ABI change broke the libwebp integration.
After bumping bgfx (and thus bimg) to e043d15d, the new bimg::imageParse now explicitly sets an error in the caller's bx::Error when no parser recognises the format. When the caller passes NULL (the default), the BX_ERROR_SCOPE temp Error is monitored, and the scope destructor asserts if it is non-OK. WebP is not recognised by any of bimg's parsers, so every call site that fell back to libwebp via the WEBP code path now crashes with 'Unrecognized image format.'. Fix this by passing bx::ErrorIgnore explicitly to imageParse, which swallows any error set by bimg's parsers and lets the existing NULL check / WebP fallback proceed as before. Re-enable EXT_texture_webp in the Playground config; the WebP test should now pass on platforms where libwebp is enabled.
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Note
Draft PR for CI smoke-test only. Combines the two weekend feature branches into one tree to exercise all platform builds at once. Do not review or land from here — splits below.
This combined branch contains two independent fixes:
MSAA + mipmaps fails on D3D11/D3D12/Vulkan (bgfx) #1714 — bgfx MSAA + mipmaps fix (
bn-fix-msaa-mipsonBabylonJS/bgfx, picked up via bgfx.cmake bump). SetsMipLevels=1on the MSAA target texture in all four backends (D3D11, D3D12, Vulkan, Metal); the resolve target still getsm_numMips. Without this, MSAA-enabled render targets that also request mipmaps fail validation (E_INVALIDARGon D3D11/12, VUID on Vulkan, MTL validation on Metal). Three-level pin chain:BabylonJS/bgfxbranchbn-fix-msaa-mips@b617ec8f4BabylonJS/bgfx.cmakebranchbn-bump-bgfx-msaa-mips@2bd6f6214(advances bgfx submodule)CMakeLists.txtGIT_TAGfor bgfx.cmake to2bd6f6214Canvas framebuffer-pool survivability fix (cascade root cause). Many playground tests were marked
excludeFromAutomaticTestingwith reasons like "Suspected to cause Win32 D3D11 cascade crash". Empirically: the cascade is V8 GC pacing outpacing bgfx's default 128-slot framebuffer pool; whichever test ran when the pool finally exhausted got blamed, varying from run to run, so dozens of innocent tests accumulated the exclusion.This branch:
BGFX_CONFIG_MAX_FRAME_BUFFERSfrom 128 → 512 inDependencies/CMakeLists.txtand propagates CMake-Doverrides to bgfx's compile defines (the existing CI-D BGFX_CONFIG_MAX_FRAME_BUFFERS=256was previously a silent no-op).assert(handle.idx != bgfx::kInvalidHandle)sites withstd::runtime_errorthrows + texture cleanup, so pool exhaustion no longer abort()s the process. The CanvasContext::FlushJS binding now catches and rethrows asNapi::Errorso just the offending test fails instead of killing the whole sweep.config.jsonthat were marked excluded as cascade victims. All 112 verified to pass when run sequentially as one batch on Win32 D3D11 Release with the FB pool bump.CI expectations
This is the first time these two changes have been exercised on the non-Win32-D3D11 backends. Things to watch for:
renderer_*.cpp.--include-excluded. The 112 re-enabled tests' newvalidatedlines should appear in the sweep output. A test that genuinely fails on a non-Win32-D3D11 backend (real rendering bug, not cascade) will show up as a new pixel-diff or JS error in that backend's CI log.