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[DO-NOT-MERGE] Partner integration test: #1652 + #1646#1674

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[DO-NOT-MERGE] Partner integration test: #1652 + #1646#1674
bghgary wants to merge 57 commits intoBabylonJS:masterfrom
bghgary:partner-test-1652-1646

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@bghgary bghgary commented Apr 23, 2026

⚠️ DO-NOT-MERGE

Test vehicle for partner integration: combines #1652 + #1646. This PR exists solely to run CI and give partners a single branch to consume. Do not merge — the two source PRs land independently.

Contents

Conflict resolution

3 apps (HeadlessScreenshotApp, PrecompiledShaderTest, StyleTransferApp) conflicted where #1652 added a "reopen the gate so JS can continue running" block in the same region #1646 removed the old extra-frame-pump pattern. Kept #1652's new block in all three.

Testing

bghgary and others added 30 commits March 24, 2026 22:05
- Add Tests.ExternalTexture.Render.cpp: end-to-end test that renders a
  texture array through a ShaderMaterial to an external render target,
  verifying each slice (red, green, blue) via pixel readback.
- Add tests.externalTexture.render.ts: JS test with sampler2DArray shader.
- Add RenderDoc.h/cpp to UnitTests for optional GPU capture support.
- Add Utils helpers: CreateTestTextureArrayWithData, CreateRenderTargetTexture,
  ReadBackRenderTarget, DestroyRenderTargetTexture (D3D11, Metal, stubs for
  D3D12/OpenGL).
- Fix ExternalTexture_Shared.h: pass m_impl->NumLayers() instead of
  hardcoded 1 in Attach(), preserving texture array metadata.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Remove layerIndex parameter from Impl::Update declaration to match
the updated signature in ExternalTexture_Shared.h.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Migrate HeadlessScreenshotApp, StyleTransferApp, and PrecompiledShaderTest
from AddToContextAsync (promise-based) to CreateForJavaScript (synchronous).
This removes the extra frame pump and promise callbacks that were previously
required.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
…llers

- Move RenderDoc.h/cpp to D3D11-only CMake block with HAS_RENDERDOC define
- Guard RenderDoc calls with HAS_RENDERDOC instead of WIN32
- Update StyleTransferApp and PrecompiledShaderTest to use CreateForJavaScript

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
On OpenGL, TextureT is unsigned int (not a pointer), so reinterpret_cast
fails. Add NativeHandleToUintPtr helper using if constexpr to handle both
pointer types (D3D11/Metal/D3D12) and integer types (OpenGL).

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
- RenderDoc.h/cpp now accept void* device instead of ID3D11Device*
- Move RenderDoc to WIN32 block (not D3D11-only) since it works with any API
- Fix OpenGL build: use NativeHandleToUintPtr helper for TextureT cast
- Add Linux support (dlopen librenderdoc.so)

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Move DestroyTestTexture after FinishRenderingCurrentFrame so bgfx::frame()
processes the texture creation command before the native resource is released.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Ensure the JS startup dispatch completes before calling
deviceUpdate.Finish() and FinishRenderingCurrentFrame(). This
guarantees that bgfx::frame() processes the CreateForJavaScript
texture creation command, making the texture available for subsequent
render frames. The old async API had an implicit sync point
(addToContext.wait) that the new sync API lost.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
…eation

- Rename CreateForJavaScriptWithTextureArray to CreateForJavaScript and
  use arraySize=1 since texture array rendering is covered by
  RenderTextureArray. The old test crashed on CI (STATUS_BREAKPOINT in
  bgfx when creating texture arrays via encoder on WARP).
- Revert two-step create+override approach back to single createTexture2D
  call with _external parameter (overrideInternal from JS thread doesn't
  work since the D3D11 resource isn't created until bgfx::frame).

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
CreateForJavaScript already exists in Tests.ExternalTexture.cpp,
causing a linker duplicate symbol error.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
… test)

The D3D11-specific CreateForJavaScript test crashed on CI due to
bgfx assertions when calling createTexture2D with _external on
the encoder thread. The cross-platform CreateForJavaScript test
in Tests.ExternalTexture.cpp already covers this functionality.
The texture array rendering is covered by RenderTextureArray.

Also revert app startup ordering to Finish->Wait (matching the
pattern used by HeadlessScreenshotApp on master).

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
The bgfx callback's fatal() handler was silently calling debugBreak()
on DebugCheck assertions with no output, making CI crashes impossible
to diagnose. Now logs the file, line, error code and message to stderr
before breaking, so the assertion details appear in CI logs.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Add DISM/d3dconfig step to CI to enable D3D debug layer, which will
provide detailed D3D11 validation messages for the CreateShaderResourceView
E_INVALIDARG failure. Kept the _external createTexture2D path (reverted
the AfterRenderScheduler approach) so we can see the actual D3D debug
output that explains the SRV mismatch.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
The bgfx _external texture path triggers E_INVALIDARG in
CreateShaderResourceView on CI's WARP D3D11 driver. The overrideInternal
alternative doesn't support full array textures (hardcodes ArraySize=1).
Since the _external path works on real GPUs, skip the render test on CI
via BABYLON_NATIVE_SKIP_RENDER_TESTS and keep the direct _external path.

Also adds D3D debug layer enablement to CI for future diagnostics, and
logs bgfx fatal errors to stderr before crashing.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Switch from _external parameter (crashes on WARP) to create+overrideInternal
two-step approach. The overrideInternal path is compatible with WARP but
sets ArraySize=1 in the SRV, so the RenderTextureArray test (which needs
full array access) is skipped on CI. The render test works on real GPUs
where the _external path succeeds.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
The overrideInternal call fires on AfterRenderScheduler after the first
bgfx::frame(). An additional frame pump ensures the native texture
backing is applied before the scene render.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
- Remove deleted Tests.ExternalTexture.D3D11.cpp from Install/Test/CMakeLists.txt
- Add extra frame pump after CreateForJavaScript in HeadlessScreenshotApp
  and StyleTransferApp so overrideInternal has time to apply the native
  texture backing before the first render.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
…ompletionScope instead of deferred member release.
…cquired FrameCompletionScope in SubmitCommands.
bkaradzic and others added 17 commits April 22, 2026 08:25
…enderScheduler fires one frame late when called outside RAF.
…nder-test

# Conflicts:
#	.github/jobs/win32.yml
…erResourceView

The createTexture2D _external path now works on WARP after the bgfx update
in master. Drop the placeholder + AfterRenderScheduler + overrideInternal
two-step dance and the extra frame pump that existed to apply it. This also
restores full array-slice SRV so RenderTextureArray no longer needs a
sanitizer-only skip.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
- Remove 'pump an extra frame' block from StyleTransferApp and
  HeadlessScreenshotApp (no longer needed after the _external revert).
- Update ExternalTexture Readme to match the one-call createTexture2D
  path and direct-construction consumer pattern.
- Drop unused DispatchSync declaration from UnitTests/Utils.h.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
The SKIP_RENDER_TESTS flag was originally added because WARP could not handle the _external path in bgfx. bgfx PR BabylonJS#1669 fixed CreateShaderResourceView for the _external parameter, so the render test should pass on WARP now. Let CI verify.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
- Reword BABYLON_NATIVE_SKIP_RENDER_TESTS option description. WARP is available on Win32, so 'no real GPU' is inaccurate; the real reason to skip is a missing per-backend test harness.
- Add braces around if constexpr / else branches in NativeHandleToUintPtr per coding style.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
- RenderDoc.cpp: drop absolute Windows path; use plain #include "renderdoc_app.h"
- Tests.ExternalTexture.Render.cpp: handle renderSlice rejection and add wait timeout to prevent test hangs
- Tests.ExternalTexture.cpp: add ExternalTexture.Update test (Update() path was dropped in the refactor)

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
- Restore AddToContextAsync as a deprecated shim around CreateForJavaScript for source compat with existing consumers
- Tighten render test: color tolerance 25 -> 2; require exact 100%% match (was 90%%)
- Drop BABYLON_NATIVE_SKIP_RENDER_TESTS option; gate SKIP_RENDER_TESTS directly on GRAPHICS_API STREQUAL "D3D12"

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
# Conflicts:
#	Apps/HeadlessScreenshotApp/Win32/App.cpp
#	Apps/PrecompiledShaderTest/Source/App.cpp
#	Apps/StyleTransferApp/Win32/App.cpp
@bghgary bghgary force-pushed the partner-test-1652-1646 branch from d42b95a to 4c79b1d Compare April 23, 2026 22:05
bghgary and others added 10 commits April 23, 2026 16:23
Matches the established pattern from ExternalTexture.AddToContextAsyncAndUpdate
on master: wait for JS work to complete while the frame is still open, then
Finish. The new CreateForJavaScript and RenderTextureArray tests in this PR
had accidentally dropped this pattern, which works on master but deadlocks
under the reworked threading model in BabylonJS#1652 (Finish closes the frame gate
while JS is still acquiring FrameCompletionScopes).

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
…e-mutex deadlock

Reproduce the deadlock reported in
BabylonJS#1646 (comment)
without needing any Babylon scene, GC pressure, or external scheduling.

The bug: CreateForJavaScript holds m_impl->Mutex() across the JS-side
property lookup `Graphics::DeviceContext::GetFromJavaScript(env)`. That
lookup can run user JS or engine GC/finalizers (e.g. a sibling Texture
finalizer registered by Napi::Pointer::Create) which themselves re-enter
m_impl->Mutex() on the same thread. On MSVC, recursively locking
std::mutex throws std::system_error("resource_deadlock_would_occur"),
which then escapes the AppRuntime dispatch lambda and triggers
std::abort.

The test redefines `_native._Graphics` as an accessor whose getter, when
invoked, asks the ExternalTexture for its Width() (which also takes
m_impl->Mutex()) and observes whether the lock is currently held on the
caller's thread. With the bug present, Width() throws system_error and
the test reports `recursiveLockObserved=true`. With the fix, the lookup
runs before the mutex is acquired and Width() succeeds.

Test is Win32-only because it relies on MSVC's std::mutex deadlock
detection to surface the recursive lock as a recoverable exception.

[Created by Copilot on behalf of @bghgary]

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
The JS-side property lookup `Graphics::DeviceContext::GetFromJavaScript`
can run engine GC and finalizers, which on Chakra can finalize a
previously-collected Texture wrapper for the same ExternalTexture. That
finalizer also takes m_impl->Mutex(). Holding the mutex across the
lookup therefore re-enters the same std::mutex on the same thread and
throws std::system_error on MSVC, which then escapes the AppRuntime
dispatch lambda and triggers std::abort.

DeviceContext is process-scoped and does not require the impl mutex, so
move its resolution above the scoped_lock. The lock still covers all
m_impl reads and the AddTexture call.

Verified by the regression test added in the prior commit:
ExternalTexture.CreateForJavaScriptDoesNotHoldImplMutexAcrossJsCallout
fails before this change and passes after.

[Created by Copilot on behalf of @bghgary]

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
The regression test added in dd75619 uses the Node-API C
api_define_properties to install a test accessor for `_native._Graphics`. The JSI Node-API shim does not expose that symbol, so the JSI build (e.g. Win32_x64_JSI_D3D11) failed to compile.

Gate the test on `defined(NAPI_VERSION)`, which is defined by the shared Node-API header (Chakra) but not by the JSI Node-API shim. The bug being tested is also Chakra-specific (synchronous GC during a JS-side property lookup), so skipping on JSI matches the test's actual scope.

[Created by Copilot on behalf of @bghgary]

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
The test installed a JS getter on `_native._Graphics` to deterministically
reproduce the recursive-lock condition by re-entering `m_impl->Mutex()` from
inside the lookup. It worked, but on review it bought too little:

- It validates this specific shape of fix (lock not held across the
  GetFromJavaScript callout) rather than the absence of the bug. If anyone
  later switched the impl to `std::recursive_mutex`, the test would silently
  pass even with the buggy "lock-held-across-callout" pattern, since
  recursive_mutex does not throw on re-entrant lock.
- It is tightly coupled to MSVC's std::mutex deadlock-detection throwing
  std::system_error on recursive lock; the probe is silent on libc++/libstdc++
  where re-entrant lock is undefined behavior rather than an exception.
- The wild-case crash involves a Chakra finalizer firing during a JS property
  lookup, which we cannot deterministically arrange. The test had to fabricate
  the recursive-lock shape via a getter, which makes it more of a fault-
  injection test than a true regression for the original failure path.

The fix itself (resolve DeviceContext before locking impl) is small and
well-reviewed; the cost/value trade-off does not justify the test complexity.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
The mutex on ExternalTexture::Impl bridges graphics-thread state
(m_info, m_ptr, m_textures) to JS-thread reads in CreateForJavaScript.
Previously the outer ExternalTexture class reached through Impl::Mutex()
to lock around bodies that mixed cached-field reads, bgfx calls, and
napi object allocation. That shape is what produced BabylonJS#1646: a JS object
allocation triggered a sibling Texture finalizer on the same thread,
which re-entered the same mutex and aborted under MSVC's std::mutex.

Move the lock inside Impl so the lock scope matches the actual
cross-thread boundary, no more, no less:

- ImplBase exposes two JS-thread entry points, CreateTexture (returns a
  fully-constructed Graphics::Texture*) and DestroyTexture (called from
  the napi finalizer). Each takes the mutex internally and contains no
  JS callouts, so the lock can never be held across user-visible JS
  execution. This structurally prevents the recursive-mutex bug at this
  call site -- not just the one already fixed in 415f193.

- Impl::Update self-locks around the m_info / m_ptr / UpdateTextures
  publish, with explicit braces around the locked region.

- The Mutex() accessor, AddTexture, and RemoveTexture are removed from
  ImplBase's public surface. m_mutex is no longer reachable from outside
  the impl.

- ExternalTexture::Width/Height/Get/Update no longer lock. Per the
  public contract documented in ExternalTexture.h, every operation
  except CreateForJavaScript is graphics-thread-only and therefore
  serialized against Update() by single-threaded execution. The
  previous internal locks on these getters did not actually make them
  safe to call from other threads (no happens-before with prior
  Updates) and only obscured the real synchronization boundary.

- ExternalTexture::CreateForJavaScript becomes a thin wrapper:
  resolve DeviceContext (JS lookup, must run unlocked), call
  Impl::CreateTexture, then Napi::Pointer::Create with a finalizer
  that delegates to Impl::DestroyTexture via weak_ptr.

No platform-specific Impl files (D3D11/D3D12/Metal/OpenGL) need
changes -- none of them touched the mutex or texture set.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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