[Chore, Test] (MG_State, MG_Util, DirectGLES, DirectVulkan): make SPIR-V validation task-local

This commit is contained in:
2026-08-15 22:58:28 -04:00
parent d4766513e4
commit 14d3901d30
15 changed files with 188 additions and 180 deletions
-2
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@@ -85,8 +85,6 @@ namespace MobileGL {
MG_Util::Debug::InitFile();
MGLOG_I("Initializing MobileGL...");
MG_ConfigLoader::Init();
MG_Util::ShaderTranspiler::ShaderCompiler::SetSpirvValidationEnabled(
MG_Config::Features.EnableSpirvValidation);
MGLOG_I("Config loaded");
MG_State::Init();
MGLOG_D("MG_State initialized");
+11 -9
View File
@@ -4741,6 +4741,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
MGLOG_D("%s:", src.empty() ? "" : src.c_str());
}
auto& shaderSpirvs = stateProgramObject->GetGeneratedSpirv();
const Bool enableSpirvValidation = stateProgramObject->GetSpirvValidationEnabled();
// Blocks a transform-feedback capture request names a member of ("StageData" of
// "StageData.attrib[0]"). The Adreno ES driver accepts such a request, links, and
@@ -4794,7 +4795,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
Vector<unsigned int> loweredSpirv;
const Vector<unsigned int>* effectiveSpirv = &spirvCode;
if (glShaderType == GL_VERTEX_SHADER &&
MG_Util::ShaderTranspiler::ShaderCompiler::LowerDrawParametersForEssl(spirvCode, loweredSpirv) &&
MG_Util::ShaderTranspiler::ShaderCompiler::LowerDrawParametersForEssl(spirvCode, loweredSpirv, enableSpirvValidation) &&
!loweredSpirv.empty()) {
effectiveSpirv = &loweredSpirv;
}
@@ -4804,7 +4805,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
Vector<unsigned int> splitArrayInputSpirv;
if (glShaderType == GL_VERTEX_SHADER &&
MG_Util::ShaderTranspiler::ShaderCompiler::SplitArrayVertexInputsForEssl(
*effectiveSpirv, splitArrayInputSpirv) &&
*effectiveSpirv, splitArrayInputSpirv, enableSpirvValidation) &&
!splitArrayInputSpirv.empty() && splitArrayInputSpirv != *effectiveSpirv) {
// Only when the pass ACTUALLY split something. The optimizer hands back a
// re-serialised copy either way, and adopting that copy for every vertex
@@ -4826,7 +4827,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
if (!xfbCaptureBlockNames.empty() &&
MG_Util::ShaderTranspiler::ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(
*effectiveSpirv, xfbCaptureBlockNames, stageFlattenedXfbBlockNames,
flattenedXfbSpirv) &&
flattenedXfbSpirv, enableSpirvValidation) &&
!flattenedXfbSpirv.empty() && !stageFlattenedXfbBlockNames.empty()) {
effectiveSpirv = &flattenedXfbSpirv;
flattenedXfbBlockNames.insert(stageFlattenedXfbBlockNames.begin(),
@@ -4842,7 +4843,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
// declare the member highp; nothing else about emission changes.
Vector<unsigned int> uboPrecisionSpirv;
if (MG_Util::ShaderTranspiler::ShaderCompiler::StripUboMemberRelaxedPrecisionForEssl(
*effectiveSpirv, uboPrecisionSpirv) &&
*effectiveSpirv, uboPrecisionSpirv, enableSpirvValidation) &&
!uboPrecisionSpirv.empty()) {
effectiveSpirv = &uboPrecisionSpirv;
}
@@ -4857,7 +4858,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
Vector<unsigned int> noperspectiveSpirv;
if (!g_GLESCapabilities.SupportsNoperspectiveInterpolation &&
MG_Util::ShaderTranspiler::ShaderCompiler::EmulateNoPerspectiveForEssl(
*effectiveSpirv, noperspectiveSpirv) &&
*effectiveSpirv, noperspectiveSpirv, enableSpirvValidation) &&
!noperspectiveSpirv.empty()) {
effectiveSpirv = &noperspectiveSpirv;
}
@@ -4867,7 +4868,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
// divides the coordinate of every normalized-coordinate lookup by the texture
// size, which is the whole of the difference between the two.
Vector<unsigned int> rectLoweredSpirv;
if (MG_Util::ShaderTranspiler::ShaderCompiler::LowerRectImages(*effectiveSpirv, rectLoweredSpirv) &&
if (MG_Util::ShaderTranspiler::ShaderCompiler::LowerRectImages(*effectiveSpirv, rectLoweredSpirv, enableSpirvValidation) &&
!rectLoweredSpirv.empty()) {
effectiveSpirv = &rectLoweredSpirv;
}
@@ -4881,7 +4882,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
// coordinate to (u, 0, layer) - before SPIRV-Cross can apply its own.
Vector<unsigned int> arrayImageSpirv;
if (MG_Util::ShaderTranspiler::ShaderCompiler::Lower1DArrayImagesForEssl(*effectiveSpirv,
arrayImageSpirv) &&
arrayImageSpirv, enableSpirvValidation) &&
!arrayImageSpirv.empty()) {
effectiveSpirv = &arrayImageSpirv;
}
@@ -4900,7 +4901,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
if (!imageFormatBake.glFormatByUniformName.empty() &&
MG_Util::ShaderTranspiler::ShaderCompiler::DeclaresFormatlessStorageImage(*effectiveSpirv) &&
MG_Util::ShaderTranspiler::ShaderCompiler::BakeImageFormatsForEssl(
*effectiveSpirv, imageFormatBake.glFormatByUniformName, imageFormatSpirv) &&
*effectiveSpirv, imageFormatBake.glFormatByUniformName, imageFormatSpirv,
enableSpirvValidation) &&
!imageFormatSpirv.empty()) {
effectiveSpirv = &imageFormatSpirv;
}
@@ -4916,7 +4918,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
Vector<unsigned int> outputIndexSpirv;
if (glShaderType == GL_FRAGMENT_SHADER &&
MG_Util::ShaderTranspiler::ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(
*effectiveSpirv, outputIndexSpirv) &&
*effectiveSpirv, outputIndexSpirv, enableSpirvValidation) &&
!outputIndexSpirv.empty()) {
effectiveSpirv = &outputIndexSpirv;
}
@@ -3119,6 +3119,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
auto& shaders = program.GetAttachedShaders();
auto& spirv = program.GetGeneratedSpirv();
Vector<Vector<Uint>> moduleSpirvs(spirv.size());
const Bool enableSpirvValidation = program.GetSpirvValidationEnabled();
if (enableSpirvValidation) {
MG_Util::ShaderTranspiler::ShaderCompiler::PrepareSpirvValidation();
}
const ShaderStage fixupStage = PickClipFixupStage(shaders);
@@ -3164,7 +3168,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// stored as - which addresses [0,1] where the application addressed texels.
{
Vector<Uint> rectLoweredSpirv;
if (MG_Util::ShaderTranspiler::ShaderCompiler::LowerRectImages(moduleSpirvs[i], rectLoweredSpirv) &&
if (MG_Util::ShaderTranspiler::ShaderCompiler::LowerRectImages(moduleSpirvs[i], rectLoweredSpirv, enableSpirvValidation) &&
!rectLoweredSpirv.empty()) {
moduleSpirvs[i] = Move(rectLoweredSpirv);
}
@@ -3177,7 +3181,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
{
Vector<Uint> invariantSpirv;
if (MG_Util::ShaderTranspiler::ShaderCompiler::DecoratePositionInvariantForVulkan(
moduleSpirvs[i], invariantSpirv)) {
moduleSpirvs[i], invariantSpirv, enableSpirvValidation)) {
moduleSpirvs[i] = std::move(invariantSpirv);
} else {
// The pass round-trips through SPIRV-Tools IR, so an unparseable module
@@ -3201,7 +3205,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_shaderDrawParametersEnabled) {
Vector<Uint> rebasedSpirv;
if (MG_Util::ShaderTranspiler::ShaderCompiler::RebaseInstanceIndexForVulkan(moduleSpirvs[i],
rebasedSpirv)) {
rebasedSpirv, enableSpirvValidation)) {
moduleSpirvs[i] = std::move(rebasedSpirv);
} else {
MGLOG_E("ProgramFactory: failed to rebase gl_InstanceID for program %u; "
@@ -3219,7 +3223,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
(flags & CompileOptionBit::ZeroBaseVertex)) {
Vector<Uint> zeroedSpirv;
if (MG_Util::ShaderTranspiler::ShaderCompiler::ZeroBaseVertexForVulkan(moduleSpirvs[i],
zeroedSpirv)) {
zeroedSpirv, enableSpirvValidation)) {
moduleSpirvs[i] = std::move(zeroedSpirv);
} else {
// Failing open keeps the native builtin, which is the pre-fix behavior:
@@ -3242,7 +3246,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (shaders[i] && shaders[i]->GetShaderStage() == ShaderStage::Vertex) {
Vector<Uint> packedSpirv;
const Bool packOk = MG_Util::ShaderTranspiler::ShaderCompiler::PackDoubleVertexInputsForVulkan(
moduleSpirvs[i], packedSpirv);
moduleSpirvs[i], packedSpirv, enableSpirvValidation);
MOBILEGL_ASSERT(packOk,
"ProgramFactory: 64-bit vertex input packing failed for program %u; the "
"vertex-input format and the shader input type now disagree",
@@ -3266,7 +3270,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (m_unformattedFloatStorageImagesEnabled) {
Vector<Uint> unformattedSpirv;
if (MG_Util::ShaderTranspiler::ShaderCompiler::UseUnformattedFloatStorageImagesForVulkan(
moduleSpirvs[i], unformattedSpirv)) {
moduleSpirvs[i], unformattedSpirv, enableSpirvValidation)) {
moduleSpirvs[i] = std::move(unformattedSpirv);
} else {
MGLOG_E("ProgramFactory: failed to make float storage images unformatted for program %u",
@@ -3287,7 +3291,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
#else
// Final module the driver receives; also checked in the INFO-level CI/test
// lanes, where the DEBUG gate above is compiled out.
if (MG_Util::ShaderTranspiler::ShaderCompiler::SpirvValidationEnabled()) {
if (enableSpirvValidation) {
ValidateTransformedSpirv(moduleSpv, shaders[i]->GetShaderStage(), program.GetExternalIndex());
}
#endif
@@ -3505,7 +3509,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
#if MOBILEGL_LOG_ACTIVE_LEVEL <= MOBILEGL_LOG_LEVEL_DEBUG
ValidateTransformedSpirv(spirv, ShaderStage::TessControl, 0);
#else
if (MG_Util::ShaderTranspiler::ShaderCompiler::SpirvValidationEnabled()) {
if (m_enableSpirvValidation) {
MG_Util::ShaderTranspiler::ShaderCompiler::PrepareSpirvValidation();
ValidateTransformedSpirv(spirv, ShaderStage::TessControl, 0);
}
#endif
@@ -375,10 +375,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
explicit ProgramFactory(VkDevice device, const VulkanRendererConfig& config, Uint32 maxBindings,
Bool shaderDrawParametersEnabled,
Bool unformattedFloatStorageImagesEnabled,
Bool enableSpirvValidation,
UpdateAfterBindLimits updateAfterBindLimits)
: m_device(device), m_maxBindings(maxBindings), m_config(config),
m_shaderDrawParametersEnabled(shaderDrawParametersEnabled),
m_unformattedFloatStorageImagesEnabled(unformattedFloatStorageImagesEnabled),
m_enableSpirvValidation(enableSpirvValidation),
m_updateAfterBindLimits(updateAfterBindLimits) {
VkProgramObject::s_device = device;
}
@@ -502,6 +504,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// True only when the logical device enabled both
// shaderStorageImageReadWithoutFormat and shaderStorageImageWriteWithoutFormat.
Bool m_unformattedFloatStorageImagesEnabled = false;
// Startup snapshot used only by internally synthesized shader modules, which do not
// originate from a ProgramLinkTask.
Bool m_enableSpirvValidation = false;
// Device feature and limit gate resolved before vkCreateDevice. Keeping it in
// the factory lets each reflected layout choose ordinary descriptors when its
// own counts would exceed the update-after-bind budget.
@@ -3061,6 +3061,7 @@ void main() {
m_programFactory = MakeUnique<ProgramFactory>(m_device, m_config, maxProgramBindings,
m_shaderDrawParametersFeatureEnabled,
m_unformattedFloatStorageImagesEnabled,
MG_Config::Features.EnableSpirvValidation,
m_updateAfterBindLimits);
MOBILEGL_ASSERT(m_programFactory != nullptr, "ProgramFactory creation failed.");
// The swapchain already exists at this point (Initialize creates it first), so seed the
@@ -60,6 +60,8 @@ namespace MobileGL::MG_State::GLState {
Uint externalIndex = 0; // logs only
Vector<LinkShaderInput> shaders; // already stage-sorted
SharedPtr<const MG_Util::ShaderTranspiler::CompileEnv> env;
// Startup configuration copied with the task, never read from worker code.
Bool enableSpirvValidation = false;
// The four "takes effect at the next link" request maps. Snapshotted rather than
// referenced, which is precisely what makes glBindAttribLocation and friends
// legal to call over a pending link without cancelling it: the pending link keeps
@@ -494,6 +494,7 @@ namespace MobileGL::MG_State::GLState {
auto task = MakeShared<ProgramLinkTask>();
task->in.externalIndex = m_externalIndex;
task->in.env = MG_Util::ShaderTranspiler::GetCurrentCompileEnv();
task->in.enableSpirvValidation = MG_Config::Features.EnableSpirvValidation;
task->in.explicitAttribLocations = m_explicitAttribLocations;
task->in.explicitFragDataLocation = m_explicitFragDataLocation;
task->in.explicitFragDataIndex = m_explicitFragDataIndex;
@@ -819,6 +819,9 @@ namespace MobileGL::MG_State::GLState {
// backend asks this exactly where it used to ask GetLinkStatus(), i.e. right before
// it builds or draws with the program.
Bool GetSpirvStatus() const { return Spirv().spirvStatus; }
// Copied from the link task that generated this program's SPIR-V. Backends use it for
// their final transforms, which must honor the same diagnostic setting as phase B.
Bool GetSpirvValidationEnabled() const { return Spirv().enableSpirvValidation; }
// The linked glslang reflection itself, for the ONE consumer that needs resource
// lists no typed getter above exposes: the GL program-interface query layer
@@ -985,6 +988,7 @@ namespace MobileGL::MG_State::GLState {
// cannot be lifted out of glslang's reflection instead.
struct SpirvArtifacts {
Vector<Vector<unsigned>> generatedSpirv;
Bool enableSpirvValidation = false;
// Byte offset of each uniform location inside globalUboScratch, or
// kInvalidUniformOffset. Sized maxUniformLocation + 1 by the routing pass.
Vector<Uint> uniformOffsets;
@@ -104,7 +104,9 @@ namespace MobileGL::MG_State::GLState {
MGLOG_D("ProgramObject %u: Starting SPIR-V generation", externalIndex);
const Bool deferOutputValidationForDirectVulkan =
m_phaseA->in.env != nullptr && m_phaseA->in.env->backend == BackendType::DirectVulkan;
GenerateSpirv(handoff, externalIndex, deferOutputValidationForDirectVulkan);
const Bool enableSpirvValidation = m_phaseA->in.enableSpirvValidation;
artifacts.enableSpirvValidation = enableSpirvValidation;
GenerateSpirv(handoff, externalIndex, deferOutputValidationForDirectVulkan, enableSpirvValidation);
// GlslangToSpv was the only consumer of the parsed ASTs; everything after this point
// works on the SPIR-V and on the TProgram's own self-contained reflection pool. Drop
// them here rather than at the end of the body, which is ~87% of this node's runtime
@@ -140,7 +142,8 @@ namespace MobileGL::MG_State::GLState {
}
void ProgramSpirvTask::GenerateSpirv(const ProgramLinkTask::SpirvHandoff& handoff, const Uint externalIndex,
const Bool deferOutputValidationForDirectVulkan) {
const Bool deferOutputValidationForDirectVulkan,
const Bool enableSpirvValidation) {
/* As we passed first stage compilation/linking,
* we'll assume all the operations here should
* pass. We may be able to employ some optimizations
@@ -173,7 +176,7 @@ namespace MobileGL::MG_State::GLState {
{
for (auto& spv : artifacts.generatedSpirv) {
auto success = ShaderCompiler::SanitizeAndOptimizeBinary(
spv, spv, !deferOutputValidationForDirectVulkan);
spv, spv, !deferOutputValidationForDirectVulkan, enableSpirvValidation);
if (!success) {
// The one genuine phase-B failure mode: one of the seven optimizer passes
// reported failure, so `spv` is whatever the run left behind. A fordebug
@@ -66,7 +66,7 @@ namespace MobileGL::MG_State::GLState {
void RunBody() override;
void GenerateSpirv(const ProgramLinkTask::SpirvHandoff& handoff, Uint externalIndex,
Bool deferOutputValidationForDirectVulkan);
Bool deferOutputValidationForDirectVulkan, Bool enableSpirvValidation);
void BuildGlobalUboRouting(const ProgramLinkTask::SpirvHandoff& handoff, Uint externalIndex);
// Worker-side MGLOG replacement, replayed by the join on the GL thread. Same reason as
+24 -49
View File
@@ -2849,16 +2849,6 @@ vec4 helperTint() { return vec4(1.0); }
return binaryResult->front();
}
struct SpirvValidationScope {
bool previous;
explicit SpirvValidationScope(bool enabled)
: previous(MG_Util::ShaderTranspiler::ShaderCompiler::SpirvValidationEnabled()) {
MG_Util::ShaderTranspiler::ShaderCompiler::SetSpirvValidationEnabled(enabled);
}
~SpirvValidationScope() {
MG_Util::ShaderTranspiler::ShaderCompiler::SetSpirvValidationEnabled(previous);
}
};
} // namespace
TEST_F(ProgramUtilTest, DeadPrivateChainVertexInputIsEliminatedFromOptimizedBinary) {
@@ -2880,7 +2870,7 @@ TEST_F(ProgramUtilTest, DeadPrivateChainVertexInputIsEliminatedFromOptimizedBina
<< "entry-point-with-calls shape it exists for";
Vector<Uint32> optimized;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized));
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized, true, true));
const SpirvVariableCensus after = TakeVariableCensus(optimized);
EXPECT_EQ(after.inputCount, 1u)
@@ -2918,7 +2908,7 @@ void main() {
ASSERT_GE(before.outputCount, 3u);
Vector<Uint32> optimized;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized));
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized, true, true));
EXPECT_EQ(TakeVariableCensus(optimized).outputCount, before.outputCount)
<< "a declared-but-unwritten output was deleted; a fragment stage reading it now "
<< "fails to link (ES) or breaks the Vulkan stage interface";
@@ -2977,17 +2967,15 @@ void main() {
// succeeds - fail-open call sites downstream must not see a different world),
// and the failure latch is the signal. This is the catch that took a device
// bisect to find when the validator was off everywhere.
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
EXPECT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized));
EXPECT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized, true, true));
EXPECT_GT(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "an invalid optimized module must bump the validation-failure latch";
}
{
// The shipping configuration: same result, no validation, latch untouched.
SpirvValidationScope validationOff(false);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
EXPECT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized));
EXPECT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized, true, false));
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore);
}
}
@@ -3057,10 +3045,9 @@ void main() {
ASSERT_FALSE(raw.empty());
ASSERT_GE(CountRectImageTypes(raw), 1u) << "glslang no longer emits Dim::Rect for sampler2DRect";
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> optimized;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized));
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized, true, true));
EXPECT_EQ(CountRectImageTypes(optimized), 0u);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "a rectangle module must leave the chain valid, not latched as a failure";
@@ -3085,10 +3072,9 @@ void main() {
ASSERT_TRUE(AnyLocationOnUniformStorage(raw))
<< "glslang no longer keeps the explicit uniform location; the strip pass may be obsolete";
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> optimized;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized));
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized, true, true));
EXPECT_FALSE(AnyLocationOnUniformStorage(optimized));
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the stripped module must validate clean";
@@ -3185,11 +3171,10 @@ void main() {
<< "the fixture must reproduce the defect before the fix is asked to remove it:\n"
<< DisassembleSpirv(raw);
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> legalized;
ASSERT_TRUE(ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(raw, legalized));
ASSERT_TRUE(ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(raw, legalized, true));
ASSERT_FALSE(legalized.empty());
const String disassembly = DisassembleSpirv(legalized);
@@ -3226,11 +3211,10 @@ void main() {
ASSERT_TRUE(LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(raw))
<< DisassembleSpirv(raw);
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> legalized;
ASSERT_TRUE(ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(raw, legalized));
ASSERT_TRUE(ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(raw, legalized, true));
ASSERT_FALSE(legalized.empty());
const String disassembly = DisassembleSpirv(legalized);
@@ -3270,11 +3254,10 @@ void main() {
ASSERT_FALSE(raw.empty());
ASSERT_TRUE(LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(raw));
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> legalized;
ASSERT_TRUE(ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(raw, legalized));
ASSERT_TRUE(ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(raw, legalized, true));
ASSERT_FALSE(legalized.empty());
const String disassembly = DisassembleSpirv(legalized);
@@ -3313,7 +3296,7 @@ void main() {
ASSERT_FALSE(LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(raw));
Vector<Uint32> legalized;
ASSERT_TRUE(ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(raw, legalized));
ASSERT_TRUE(ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(raw, legalized, true));
EXPECT_EQ(legalized, raw) << "the module must not be rewritten - not even re-serialized - when "
"nothing indexes a fragment output dynamically";
}
@@ -3563,11 +3546,10 @@ TEST_F(ProgramUtilTest, Lower1DArrayImagesRewritesTheTypeAndWidensTheCoordinate)
ASSERT_EQ(Count1DArrayStorageImageTypes(spirv), 1u)
<< "the shared chain must leave the 1D-array image for this pass to handle";
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered));
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered, true));
ASSERT_FALSE(lowered.empty());
EXPECT_EQ(Count1DArrayStorageImageTypes(lowered), 0u)
@@ -3615,11 +3597,10 @@ void main() { ssb.sum = imageLoad(i0, ivec2(2, 3)).r + imageLoad(i1, ivec3(1, 1,
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, spirv));
ASSERT_EQ(Count1DArrayStorageImageTypes(spirv), 1u);
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered));
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered, true));
ASSERT_FALSE(lowered.empty());
EXPECT_EQ(Count1DArrayStorageImageTypes(lowered), 0u) << DisassembleSpirv(lowered);
@@ -3649,7 +3630,7 @@ void main() { ssb.sum = imageLoad(i0, 2).r; }
ASSERT_FALSE(spirv.empty());
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered));
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered, true));
EXPECT_EQ(lowered, spirv) << "a non-arrayed 1D storage image must pass through byte for byte";
const String essl = DecompileToEssl(lowered);
@@ -3673,7 +3654,7 @@ void main() { fragColor = texture(uTex, vUv); }
ASSERT_FALSE(spirv.empty());
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered));
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered, true));
EXPECT_EQ(lowered, spirv) << "a sampled 1D-array image must pass through byte for byte";
}
@@ -3697,7 +3678,7 @@ void main() { ssb.sum = uint(imageSize(i0).x) + imageLoad(i0, ivec2(0, 0)).r; }
<< "the fixture must contain the shape the pass declines";
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered));
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered, true));
EXPECT_EQ(lowered, spirv) << "a declined module must be handed back untouched, not partly rewritten";
EXPECT_EQ(Count1DArrayStorageImageTypes(lowered), 1u)
<< "declining means the 1D-array type is still there for the driver to reject";
@@ -3748,11 +3729,10 @@ void main() { imageStore(uni_image, ivec2(gl_GlobalInvocationID.xy), uvec4(15u,
// Precondition: SPIRV-Cross prints no format for it, which is the ESSL the driver refuses.
EXPECT_EQ(DecompileToEssl(spirv).find("r32ui"), String::npos);
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32ui}}, baked));
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32ui}}, baked, true));
ASSERT_FALSE(baked.empty());
EXPECT_FALSE(ShaderCompiler::DeclaresFormatlessStorageImage(baked)) << DisassembleSpirv(baked);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
@@ -3813,7 +3793,7 @@ void main() { imageStore(uni_image, ivec2(0), uvec4(1u)); }
Vector<Uint32> baked;
// Even asked to, with a format of the right component class.
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32ui}}, baked));
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32ui}}, baked, true));
EXPECT_EQ(baked, spirv) << "a module with nothing format-less must pass through byte for byte";
EXPECT_NE(DecompileToEssl(baked).find("rgba32ui"), String::npos);
}
@@ -3835,11 +3815,10 @@ void main() { writeIt(uni_image); }
ASSERT_FALSE(spirv.empty());
ASSERT_TRUE(ShaderCompiler::DeclaresFormatlessStorageImage(spirv));
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32ui}}, baked));
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32ui}}, baked, true));
EXPECT_EQ(baked, spirv) << "a shape the retype cannot follow must leave the module untouched, "
"not partly rewritten:\n"
<< DisassembleSpirv(baked);
@@ -3861,18 +3840,17 @@ void main() { imageStore(uni_image, ivec2(0), vec4(1.0)); }
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32ui}}, baked));
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32ui}}, baked, true));
EXPECT_EQ(baked, spirv) << "a declined module must be handed back untouched, not partly rewritten";
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore);
// ...and the same image with a float bind format is baked, so the decline above is about the
// class and not about the pass refusing float images.
Vector<Uint32> bakedFloat;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32f}}, bakedFloat));
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32f}}, bakedFloat, true));
EXPECT_NE(DecompileToEssl(bakedFloat).find("r32f"), String::npos) << DisassembleSpirv(bakedFloat);
}
@@ -3896,12 +3874,11 @@ void main() {
ASSERT_EQ(CountSpirvOpcode(DisassembleSpirv(spirv), "OpTypeImage"), 1u)
<< "the fixture must have the two images sharing one type:\n" << DisassembleSpirv(spirv);
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(
spirv, {{"imgA", kGlR32ui}, {"imgB", kGlRgba32ui}}, baked));
spirv, {{"imgA", kGlR32ui}, {"imgB", kGlRgba32ui}}, baked, true));
ASSERT_FALSE(baked.empty());
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "splitting the shared type must not leave a dangling or duplicate declaration:\n"
@@ -3934,11 +3911,10 @@ void main() {
ASSERT_EQ(CountSpirvOpcode(DisassembleSpirv(spirv), "OpTypeImage"), 2u)
<< "the fixture needs one Unknown-format and one r32ui image type:\n" << DisassembleSpirv(spirv);
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"formatless", kGlR32ui}}, baked));
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"formatless", kGlR32ui}}, baked, true));
ASSERT_FALSE(baked.empty());
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the baked image collided with the module's own r32ui image and left a duplicate type:\n"
@@ -3963,11 +3939,10 @@ void main() {
ASSERT_FALSE(spirv.empty());
ASSERT_TRUE(ShaderCompiler::DeclaresFormatlessStorageImage(spirv));
SpirvValidationScope validationOn(true);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"imgs", kGlR32ui}}, baked));
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"imgs", kGlR32ui}}, baked, true));
ASSERT_FALSE(baked.empty());
EXPECT_FALSE(ShaderCompiler::DeclaresFormatlessStorageImage(baked)) << DisassembleSpirv(baked);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
@@ -3993,7 +3968,7 @@ void main() { fragColor = texture(uni_sampler, vUv); }
<< "a sampled image must not read as a format-less STORAGE image:\n" << DisassembleSpirv(spirv);
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_sampler", kGlR32ui}}, baked));
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_sampler", kGlR32ui}}, baked, true));
EXPECT_EQ(baked, spirv) << "a sampled image must pass through byte for byte";
}
@@ -154,7 +154,6 @@ class DemoteFloat64Test : public ::testing::Test {
protected:
void SetUp() override {
MobileGL::Initialize();
ShaderCompiler::SetSpirvValidationEnabled(true);
m_validationFailuresAtStart = ShaderCompiler::SpirvValidationFailureCount();
}
@@ -175,7 +174,7 @@ TEST_F(DemoteFloat64Test, DemotesEveryWidthAndDropsTheCapability) {
ASSERT_TRUE(DeclaresFloat64Capability(input));
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output));
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output, true));
EXPECT_EQ(CountFloatTypesOfWidth(output, 64), 0u) << Disassemble(output);
// And exactly one 32-bit float type survives: the merge has to happen, or spirv-val rejects
@@ -210,7 +209,7 @@ void main() {
<< Disassemble(input);
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output));
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output, true));
// std140 for the demoted members: float at 4, vec2 at 8, vec3 at 16 (aligned like a vec4),
// vec4 at 32, mat4 at 48 with a 16-byte column stride, the array at 112 with the std140
@@ -241,7 +240,7 @@ void main() {
EXPECT_EQ(CollectOffsetsOf(input, "Ssbo"), (Vector<Uint32>{0, 32, 64})) << Disassemble(input);
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output));
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output, true));
// std430, so the array packs at its element size rather than being rounded to 16: float at 0,
// vec4 at 16, float[4] at 32 with a 4-byte stride. A storage block must NOT come out std140,
@@ -273,7 +272,7 @@ void main() {
ASSERT_FALSE(before.empty());
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output));
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output, true));
// Only the block that actually narrowed is re-laid-out. Touching the other one would be
// churn at best, and a disagreement with glslang's own layout at worst.
@@ -287,7 +286,7 @@ TEST_F(DemoteFloat64Test, FoldsTheConversionsThatBecameIdentities) {
ASSERT_GT(CountFConverts(input), 0u) << "the fixture no longer converts between the two widths";
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output));
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output, true));
// SPIR-V requires the two component widths of an OpFConvert to differ, so every one of them
// has to be gone: both sides are 32 bits now.
@@ -307,7 +306,7 @@ void main() {
ASSERT_FALSE(input.empty());
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output));
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output, true));
// A 64-bit literal is two words wide and a 32-bit one is a single word, so a constant left
// unconverted is not merely imprecise - it is an unparseable instruction. Disassembling both
@@ -326,7 +325,7 @@ void main() { gl_Position = inPos; }
ASSERT_FALSE(input.empty());
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output));
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output, true));
// The pass reports SuccessWithoutChange here, and SPIRV-Tools asserts (in assert-enabled
// builds) that such a run round-trips byte-identically.
EXPECT_EQ(output, input);
@@ -351,7 +350,7 @@ void main() {
ASSERT_EQ(CountFloatTypesOfWidth(input, 64), 1u) << Disassemble(input);
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output));
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output, true));
EXPECT_EQ(output, input) << Disassemble(output);
EXPECT_TRUE(ShaderCompiler::ModuleDeclaresFloat64(output));
}
@@ -362,7 +361,7 @@ TEST_F(DemoteFloat64Test, ModuleDeclaresFloat64AnswersBothWays) {
EXPECT_TRUE(ShaderCompiler::ModuleDeclaresFloat64(wide));
Vector<Uint32> demoted;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(wide, demoted));
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(wide, demoted, true));
EXPECT_FALSE(ShaderCompiler::ModuleDeclaresFloat64(demoted));
EXPECT_FALSE(ShaderCompiler::ModuleDeclaresFloat64({}));
@@ -375,7 +374,7 @@ TEST_F(DemoteFloat64Test, TheSharedChainDemotesToo) {
ASSERT_FALSE(input.empty());
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(input, output));
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(input, output, true, true));
EXPECT_FALSE(ShaderCompiler::ModuleDeclaresFloat64(output)) << Disassemble(output);
}
@@ -459,7 +458,7 @@ TEST_P(DemoteFloat64EsslTest, TheDemotedModuleCanBeEmittedAsEssl) {
ASSERT_FALSE(input.empty());
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(input, output));
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(input, output, true, true));
SpvcSession session(output, SessionUsageBit::Transpile);
spvc_compiler_options options;
@@ -482,7 +481,7 @@ TEST_P(DemoteFloat64EsslTest, TheDemotedModuleCanBeEmittedAsEssl) {
TEST_F(DemoteFloat64Test, RejectsGarbageInput) {
const Vector<Uint32> notSpirv{0xdeadbeefu, 0u, 0u, 0u, 0u};
Vector<Uint32> output;
EXPECT_FALSE(ShaderCompiler::DemoteFloat64ToFloat32(notSpirv, output));
EXPECT_FALSE(ShaderCompiler::DemoteFloat64ToFloat32(notSpirv, output, true));
}
// EliminateFloatEqualsZeroPass turns a comparison against 0.0 into an epsilon test, a
@@ -502,7 +501,7 @@ namespace {
EXPECT_FALSE(input.empty());
if (input.empty()) return false;
Vector<Uint32> output;
EXPECT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(input, output));
EXPECT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(input, output, true, true));
return Disassemble(output).find("FAbs") != String::npos;
}
@@ -98,7 +98,6 @@ class FlattenXfbInterfaceBlocksTest : public ::testing::Test {
protected:
void SetUp() override {
MobileGL::Initialize();
ShaderCompiler::SetSpirvValidationEnabled(true);
m_validationFailuresAtStart = ShaderCompiler::SpirvValidationFailureCount();
}
@@ -116,7 +115,7 @@ TEST_F(FlattenXfbInterfaceBlocksTest, FlattensACapturedBlockIntoOneVariablePerMe
std::set<String> flattened;
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(input, {"StageData"}, flattened, output));
ASSERT_TRUE(ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(input, {"StageData"}, flattened, output, true));
ASSERT_FALSE(output.empty());
EXPECT_EQ(flattened, (std::set<String>{"StageData"}));
@@ -145,7 +144,7 @@ TEST_F(FlattenXfbInterfaceBlocksTest, TheEmittedDeclarationIsAPlainArrayNotABloc
std::set<String> flattened;
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(input, {"StageData"}, flattened, output));
ASSERT_TRUE(ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(input, {"StageData"}, flattened, output, true));
const String after = Transpile(output);
EXPECT_NE(after.find("StageData_attrib[16]"), String::npos) << after;
@@ -162,7 +161,7 @@ TEST_F(FlattenXfbInterfaceBlocksTest, GivesEachMemberItsOwnConsecutiveLocations)
std::set<String> flattened;
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(input, {"StageData"}, flattened, output));
ASSERT_TRUE(ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(input, {"StageData"}, flattened, output, true));
ASSERT_FALSE(output.empty());
const String dis = Disassemble(output);
@@ -184,7 +183,7 @@ TEST_F(FlattenXfbInterfaceBlocksTest, LeavesABlockNoCaptureNamesAlone) {
std::set<String> flattened;
Vector<Uint32> output;
ASSERT_TRUE(
ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(input, {"SomeOtherBlock"}, flattened, output));
ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(input, {"SomeOtherBlock"}, flattened, output, true));
EXPECT_TRUE(flattened.empty());
const String after = Transpile(output);
@@ -200,7 +199,7 @@ TEST_F(FlattenXfbInterfaceBlocksTest, DeclinesAnEmptyRequestWithoutRewriting) {
std::set<String> flattened;
Vector<Uint32> output;
EXPECT_FALSE(ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(input, {}, flattened, output));
EXPECT_FALSE(ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(input, {}, flattened, output, true));
EXPECT_TRUE(flattened.empty());
EXPECT_TRUE(output.empty());
}
@@ -369,10 +369,6 @@ namespace MobileGL {
return allSpirv;
}
// Published by MobileGL::Initialize() before shader workers are created. Standalone
// compiler users and tests start with validation disabled and can opt in through the
// setter without reading process environment from parallel work.
static std::atomic<int> g_validateSpirv{0};
// Total validation failures observed this process. This latch - not the wrappers'
// return values - is the test-lane signal: validation must never change what a
// wrapper returns, or the validating lanes would render differently from the
@@ -421,11 +417,6 @@ namespace MobileGL {
tools.Validate(warmup);
}
std::atexit(+[] {
// Flip validation off first: a validator table this warmup does
// not know about (a future spirv-tools bump) would still be
// destroyed before this handler, and workers must stop entering
// Validate before the drain waits for them.
g_validateSpirv.store(0, std::memory_order_release);
Async::ShaderCompilePool::StopAndDrainProcessPoolAtExit();
});
});
@@ -454,10 +445,10 @@ namespace MobileGL {
// Validation is decoupled from control flow on purpose: a failure logs and
// bumps the latch, and the caller proceeds exactly as the shipping (non-
// validating) configuration would. Tests assert on the latch delta.
void ValidateOrLatch(const char* site, const Vector<Uint32>& binary) {
if (!ShaderCompiler::SpirvValidationEnabled()) {
return;
}
void ValidateOrLatch(const char* site, const Vector<Uint32>& binary,
const bool enableSpirvValidation) {
if (!enableSpirvValidation) return;
PinValidatorTablesForProcessExit();
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
tools.SetMessageConsumer(MakeSpirvMessageConsumer(site));
if (!tools.Validate(binary)) {
@@ -478,8 +469,8 @@ namespace MobileGL {
// spirv-tools drops pass diagnostics on the floor.
bool RunOptimizerChecked(const char* site, spvtools::Optimizer& optimizer,
const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary,
bool validateOutput = true) {
Vector<uint32_t>& outputBinary, const bool validateOutput,
const bool enableSpirvValidation) {
spvtools::OptimizerOptions options;
options.set_run_validator(false);
optimizer.SetMessageConsumer(MakeSpirvMessageConsumer(site));
@@ -487,21 +478,14 @@ namespace MobileGL {
return false;
}
if (validateOutput) {
ValidateOrLatch(site, outputBinary);
ValidateOrLatch(site, outputBinary, enableSpirvValidation);
}
return true;
}
} // namespace
bool ShaderCompiler::SpirvValidationEnabled() {
return g_validateSpirv.load(std::memory_order_acquire) == 1;
}
void ShaderCompiler::SetSpirvValidationEnabled(bool enabled) {
g_validateSpirv.store(enabled ? 1 : 0, std::memory_order_release);
if (enabled) {
PinValidatorTablesForProcessExit();
}
void ShaderCompiler::PrepareSpirvValidation() {
PinValidatorTablesForProcessExit();
}
Uint64 ShaderCompiler::NoteSpirvValidationFailure() {
@@ -571,17 +555,19 @@ namespace MobileGL {
}
bool ShaderCompiler::DemoteFloat64ToFloat32(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
Vector<uint32_t>& outputBinary,
const bool enableSpirvValidation) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(DemoteFloat64Pass::CreateDemoteFloat64Pass());
return RunOptimizerChecked("DemoteFloat64ToFloat32", optimizer, inputBinary, outputBinary);
return RunOptimizerChecked("DemoteFloat64ToFloat32", optimizer, inputBinary, outputBinary, true, enableSpirvValidation);
}
bool ShaderCompiler::SanitizeAndOptimizeBinary(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary,
bool validateOutput) {
const bool validateOutput,
const bool enableSpirvValidation) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
@@ -631,38 +617,41 @@ namespace MobileGL {
optimizer.RegisterPass(DemoteFloat64Pass::CreateDemoteFloat64Pass());
return RunOptimizerChecked("SanitizeAndOptimizeBinary", optimizer, inputBinary,
outputBinary, validateOutput);
outputBinary, validateOutput, enableSpirvValidation);
}
bool ShaderCompiler::LowerDrawParametersForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
Vector<uint32_t>& outputBinary,
const bool enableSpirvValidation) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(LowerDrawParametersPass::CreateLowerDrawParametersPass());
return RunOptimizerChecked("LowerDrawParametersForEssl", optimizer, inputBinary,
outputBinary);
outputBinary, true, enableSpirvValidation);
}
bool ShaderCompiler::SplitArrayVertexInputsForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
Vector<uint32_t>& outputBinary,
const bool enableSpirvValidation) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(SplitArrayVertexInputsPass::CreateSplitArrayVertexInputsPass());
return RunOptimizerChecked("SplitArrayVertexInputsForEssl", optimizer, inputBinary,
outputBinary);
outputBinary, true, enableSpirvValidation);
}
bool ShaderCompiler::BakeImageFormatsForEssl(const Vector<Uint32>& inputBinary,
const UnorderedMap<String, Uint>& glFormatByName,
Vector<uint32_t>& outputBinary) {
Vector<uint32_t>& outputBinary,
const bool enableSpirvValidation) {
using namespace spvtools;
if (glFormatByName.empty()) return false;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(BakeImageFormatsPass::CreateBakeImageFormatsPass(glFormatByName));
return RunOptimizerChecked("BakeImageFormatsForEssl", optimizer, inputBinary, outputBinary);
return RunOptimizerChecked("BakeImageFormatsForEssl", optimizer, inputBinary, outputBinary, true, enableSpirvValidation);
}
bool ShaderCompiler::DeclaresFormatlessStorageImage(const Vector<Uint32>& binary) {
@@ -686,7 +675,8 @@ namespace MobileGL {
bool ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(const Vector<Uint32>& inputBinary,
const std::set<String>& blockNames,
std::set<String>& flattenedBlockNames,
Vector<uint32_t>& outputBinary) {
Vector<uint32_t>& outputBinary,
const bool enableSpirvValidation) {
using namespace spvtools;
if (blockNames.empty()) return false;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
@@ -694,7 +684,7 @@ namespace MobileGL {
blockNames, &flattenedBlockNames));
return RunOptimizerChecked("FlattenXfbInterfaceBlocksForEssl", optimizer, inputBinary,
outputBinary);
outputBinary, true, enableSpirvValidation);
}
bool ShaderCompiler::RewriteXfbCaptureNameForFlattenedBlock(
@@ -704,48 +694,53 @@ namespace MobileGL {
}
bool ShaderCompiler::PackDoubleVertexInputsForVulkan(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
Vector<uint32_t>& outputBinary,
const bool enableSpirvValidation) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(PackDoubleVertexInputsPass::CreatePackDoubleVertexInputsPass());
return RunOptimizerChecked("PackDoubleVertexInputsForVulkan", optimizer, inputBinary,
outputBinary);
outputBinary, true, enableSpirvValidation);
}
bool ShaderCompiler::StripUboMemberRelaxedPrecisionForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
Vector<uint32_t>& outputBinary,
const bool enableSpirvValidation) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(
StripUboMemberRelaxedPrecisionPass::CreateStripUboMemberRelaxedPrecisionPass());
return RunOptimizerChecked("StripUboMemberRelaxedPrecisionForEssl", optimizer,
inputBinary, outputBinary);
inputBinary, outputBinary, true, enableSpirvValidation);
}
bool ShaderCompiler::StripNoPerspectiveForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
Vector<uint32_t>& outputBinary,
const bool enableSpirvValidation) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(StripNoPerspectivePass::CreateStripNoPerspectivePass());
return RunOptimizerChecked("StripNoPerspectiveForEssl", optimizer, inputBinary,
outputBinary);
outputBinary, true, enableSpirvValidation);
}
bool ShaderCompiler::EmulateNoPerspectiveForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
Vector<uint32_t>& outputBinary,
const bool enableSpirvValidation) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(EmulateNoPerspectivePass::CreateEmulateNoPerspectivePass());
return RunOptimizerChecked("EmulateNoPerspectiveForEssl", optimizer, inputBinary,
outputBinary);
outputBinary, true, enableSpirvValidation);
}
bool ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
Vector<uint32_t>& outputBinary,
const bool enableSpirvValidation) {
using namespace spvtools;
// Detection gates everything: a module with no dynamically indexed fragment
@@ -778,7 +773,7 @@ namespace MobileGL {
Vector<uint32_t> folded;
if (!RunOptimizerChecked("LegalizeFragmentOutputIndexingForEssl.fold", folder, inputBinary,
folded) ||
folded, true, enableSpirvValidation) ||
folded.empty()) {
// Fail open onto the fallback rather than onto the illegal module.
folded = inputBinary;
@@ -797,7 +792,7 @@ namespace MobileGL {
lowerer.RegisterPass(CreateAggressiveDCEPass(false));
if (!RunOptimizerChecked("LegalizeFragmentOutputIndexingForEssl.lower", lowerer, folded,
outputBinary) ||
outputBinary, true, enableSpirvValidation) ||
outputBinary.empty()) {
outputBinary = folded;
return true;
@@ -814,16 +809,17 @@ namespace MobileGL {
}
bool ShaderCompiler::LowerRectImages(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
Vector<uint32_t>& outputBinary,
const bool enableSpirvValidation) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(NormalizeRectCoordinatesPass::CreateNormalizeRectCoordinatesPass());
return RunOptimizerChecked("LowerRectImages", optimizer, inputBinary, outputBinary);
return RunOptimizerChecked("LowerRectImages", optimizer, inputBinary, outputBinary, true, enableSpirvValidation);
}
bool ShaderCompiler::Lower1DArrayImagesForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
Vector<uint32_t>& outputBinary, const bool enableSpirvValidation) {
using namespace spvtools;
// Declined rather than half-translated: after the rewrite the image is a 2D
@@ -865,40 +861,41 @@ namespace MobileGL {
// second Shader. Deduplicating afterwards collapses all three at once.
optimizer.RegisterPass(CreateRemoveDuplicatesPass());
return RunOptimizerChecked("Lower1DArrayImagesForEssl", optimizer, inputBinary, outputBinary);
return RunOptimizerChecked("Lower1DArrayImagesForEssl", optimizer, inputBinary, outputBinary, true, enableSpirvValidation);
}
bool ShaderCompiler::RebaseInstanceIndexForVulkan(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
Vector<uint32_t>& outputBinary, const bool enableSpirvValidation) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(RebaseInstanceIndexPass::CreateRebaseInstanceIndexPass());
return RunOptimizerChecked("RebaseInstanceIndexForVulkan", optimizer, inputBinary,
outputBinary);
outputBinary, true, enableSpirvValidation);
}
bool ShaderCompiler::ZeroBaseVertexForVulkan(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
Vector<uint32_t>& outputBinary, const bool enableSpirvValidation) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(ZeroBaseVertexPass::CreateZeroBaseVertexPass());
return RunOptimizerChecked("ZeroBaseVertexForVulkan", optimizer, inputBinary, outputBinary);
return RunOptimizerChecked("ZeroBaseVertexForVulkan", optimizer, inputBinary, outputBinary, true, enableSpirvValidation);
}
bool ShaderCompiler::DecoratePositionInvariantForVulkan(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
Vector<uint32_t>& outputBinary, const bool enableSpirvValidation) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(DecoratePositionInvariantPass::CreateDecoratePositionInvariantPass());
return RunOptimizerChecked("DecoratePositionInvariantForVulkan", optimizer, inputBinary,
outputBinary);
outputBinary, true, enableSpirvValidation);
}
bool ShaderCompiler::UseUnformattedFloatStorageImagesForVulkan(
const Vector<Uint32>& inputBinary, Vector<uint32_t>& outputBinary) {
const Vector<Uint32>& inputBinary, Vector<uint32_t>& outputBinary,
const bool enableSpirvValidation) {
constexpr SizeT kSpirvHeaderWordCount = 5;
outputBinary.clear();
if (inputBinary.size() < kSpirvHeaderWordCount || inputBinary[0] != spv::MagicNumber) {
@@ -1026,7 +1023,8 @@ namespace MobileGL {
addedCapabilities.begin(), addedCapabilities.end());
// Hand-rolled word walk, so no Optimizer wrapper ever sees this rewrite;
// check the modified module explicitly in validating lanes.
ValidateOrLatch("UseUnformattedFloatStorageImagesForVulkan", outputBinary);
ValidateOrLatch("UseUnformattedFloatStorageImagesForVulkan", outputBinary,
enableSpirvValidation);
return true;
}
@@ -24,19 +24,22 @@ namespace MobileGL {
static Result<Vector<Vector<unsigned>>> GetSpirvBinaryFromProgram(const ProgramBinaryAttrib& attrib);
static bool SanitizeAndOptimizeBinary(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary,
bool validateOutput = true);
bool validateOutput = true,
bool enableSpirvValidation = false);
// Demotes DrawIndex/BaseInstance/BaseVertex builtins to plain Private globals
// (mg_DrawID/mg_BaseInstance/mg_BaseVertex) so SPIRV-Cross can emit ESSL.
// Only for backends without native draw-parameter support (DirectGLES).
static bool LowerDrawParametersForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary);
Vector<uint32_t>& outputBinary,
bool enableSpirvValidation = false);
// Replaces an ARRAY vertex input with one input per element at consecutive
// locations, seeding a Private copy of the array so indexed reads still work.
// GLSL ES has no array vertex inputs and SPIRV-Cross refuses the whole module
// rather than emulating them, so without this the stage never reaches the
// driver. Only for the DirectGLES transpile path.
static bool SplitArrayVertexInputsForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary);
Vector<uint32_t>& outputBinary,
bool enableSpirvValidation = false);
// Replaces the named interface BLOCKS with one variable per member, named
// "<Block>_<member>", shadowing the block itself so the body is untouched. The
// Adreno ES driver silently captures NOTHING for a transform-feedback varying
@@ -47,7 +50,8 @@ namespace MobileGL {
static bool FlattenXfbInterfaceBlocksForEssl(const Vector<Uint32>& inputBinary,
const std::set<String>& blockNames,
std::set<String>& flattenedBlockNames,
Vector<uint32_t>& outputBinary);
Vector<uint32_t>& outputBinary,
bool enableSpirvValidation = false);
// The capture request "StageData.attrib[0]" as the pass above renamed it,
// "StageData_attrib[0]", or false when it does not name a member of a block
// that was flattened.
@@ -59,17 +63,20 @@ namespace MobileGL {
// drivers reject cross-stage uniform blocks whose member precisions differ.
// Only for the DirectGLES transpile path.
static bool StripUboMemberRelaxedPrecisionForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary);
Vector<uint32_t>& outputBinary,
bool enableSpirvValidation = false);
// Removes NoPerspective decorations so SPIRV-Cross emits plain (smooth) ESSL varyings.
// DirectGLES fallback only, for devices lacking GL_NV_shader_noperspective_interpolation
// (SPIRV-Cross would otherwise require that extension and the driver would reject it).
static bool StripNoPerspectiveForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary);
Vector<uint32_t>& outputBinary,
bool enableSpirvValidation = false);
// Emulates noperspective (screen-linear) interpolation via gl_Position.w / gl_FragCoord.w
// so no NV extension is needed; strips what it cannot emulate. DirectGLES fallback for
// devices lacking GL_NV_shader_noperspective_interpolation. See EmulateNoPerspectivePass.
static bool EmulateNoPerspectiveForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary);
Vector<uint32_t>& outputBinary,
bool enableSpirvValidation = false);
// Makes every index into a fragment-output array a constant integral
// expression, which is what GLSL ES requires and SPIR-V does not. Runs the
// stock folding chain first (loop unrolling folds the loop-derived indices
@@ -80,7 +87,8 @@ namespace MobileGL {
// dynamically, which is every shader but a handful.
// See LegalizeFragmentOutputIndexPass.
static bool LegalizeFragmentOutputIndexingForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary);
Vector<uint32_t>& outputBinary,
bool enableSpirvValidation = false);
// Rebases loads of the InstanceIndex builtin to (InstanceIndex - BaseInstance) so
// shaders see GL's zero-based gl_InstanceID. Vertex shaders only; DirectVulkan
// backend only (glslang's relaxed mode aliases gl_InstanceID to gl_InstanceIndex,
@@ -89,7 +97,8 @@ namespace MobileGL {
// divides the coordinate of each normalized-coordinate lookup by the texture
// size and rewrites the image type to 2D. See NormalizeRectCoordinatesPass for
// what it declines and why.
static bool LowerRectImages(const Vector<Uint32>& inputBinary, Vector<uint32_t>& outputBinary);
static bool LowerRectImages(const Vector<Uint32>& inputBinary, Vector<uint32_t>& outputBinary,
bool enableSpirvValidation = false);
// GL_TEXTURE_1D_ARRAY storage images rewritten to the 2D-array shape the texture
// is actually stored in on ES, with the layer moved from the coordinate's second
// component to its third. DirectGLES transpile path only - Vulkan binds a real
@@ -97,7 +106,8 @@ namespace MobileGL {
// through untouched when the module declares no such image, which is every shader
// but a handful. See Lower1DArrayImagesPass for what it declines and why.
static bool Lower1DArrayImagesForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary);
Vector<uint32_t>& outputBinary,
bool enableSpirvValidation = false);
// Gives each format-less storage image the format bound to its image unit, so
// the emitted ESSL can carry the format layout qualifier GLSL ES requires of
// every image and desktop GLSL lets a writeonly declaration omit. `glFormatByName`
@@ -106,7 +116,8 @@ namespace MobileGL {
// natively. See BakeImageFormatsPass for what it declines and why.
static bool BakeImageFormatsForEssl(const Vector<Uint32>& inputBinary,
const UnorderedMap<String, Uint>& glFormatByName,
Vector<uint32_t>& outputBinary);
Vector<uint32_t>& outputBinary,
bool enableSpirvValidation = false);
// Whether the module declares a storage image with no format qualifier at all,
// i.e. whether BakeImageFormatsForEssl could change anything. One module parse,
// so the ~every shader that declares none pays no optimizer run.
@@ -125,27 +136,31 @@ namespace MobileGL {
// emitted text instead.
static bool SpirvCrossCanPrintEsslImageFormat(Uint glInternalFormat);
static bool RebaseInstanceIndexForVulkan(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary);
Vector<uint32_t>& outputBinary,
bool enableSpirvValidation = false);
// Builds the non-indexed-draw variant of a vertex shader: every gl_BaseVertex
// read becomes zero, which is what GL defines for a command carrying no
// baseVertex parameter while Vulkan's builtin would report firstVertex.
// See ZeroBaseVertexPass.
static bool ZeroBaseVertexForVulkan(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary);
Vector<uint32_t>& outputBinary,
bool enableSpirvValidation = false);
// Re-declares 64-bit float vertex inputs as their 32-bit unsigned word pair
// (double -> uvec2, dvec2 -> uvec4) and bitcasts them back to double at entry, so no
// VK_FORMAT_R64*_SFLOAT is needed - lavapipe advertises none of them for vertex
// buffers. Vertex stage, DirectVulkan only; pairs with the Float64 case in
// VertexInputStateFactory::ToVkVertexFormat.
static bool PackDoubleVertexInputsForVulkan(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary);
Vector<uint32_t>& outputBinary,
bool enableSpirvValidation = false);
// Adds the Invariant decoration to every Position builtin output. GL apps
// routinely rely on cross-program position invariance for multi-pass
// equality depth tests (e.g. GEQUAL re-draws of the same geometry), and
// mobile drivers that optimize per-pipeline break that without the
// decoration. DirectVulkan only.
static bool DecoratePositionInvariantForVulkan(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary);
Vector<uint32_t>& outputBinary,
bool enableSpirvValidation = false);
// Replaces the declared format of float storage images with Unknown and adds the
// matching SPIR-V capabilities. DirectVulkan uses this only when both Vulkan
// shaderStorageImage*WithoutFormat features are enabled, allowing the
@@ -153,13 +168,15 @@ namespace MobileGL {
// storage images deliberately keep their declared format for GL-compatible bit
// reinterpretation paths (for example, R32F storage accessed as r32ui).
static bool UseUnformattedFloatStorageImagesForVulkan(
const Vector<Uint32>& inputBinary, Vector<uint32_t>& outputBinary);
const Vector<Uint32>& inputBinary, Vector<uint32_t>& outputBinary,
bool enableSpirvValidation = false);
// Rewrites every 64-bit float in the module to a 32-bit one, preserving every
// block offset and stride exactly (see DemoteFloat64Pass). Already part of
// SanitizeAndOptimizeBinary, which is where production reaches it; exposed
// separately so a test can drive the demotion on its own.
static bool DemoteFloat64ToFloat32(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary);
Vector<uint32_t>& outputBinary,
bool enableSpirvValidation = false);
static Result<String> DecompileShader(SpvcSession& session);
// Parses one trivial shader in each configuration the production path can
@@ -186,17 +203,16 @@ namespace MobileGL {
// no way left to warm it.
static void ResetPrewarmLatch();
// SPIR-V validation is disabled by default because it is diagnostics-only
// overhead. MOBILEGL_ENABLE_SPIRV_VALIDATION is parsed once during
// MobileGL::Initialize() and published before workers are started. When enabled,
// every Optimizer wrapper in this file validates its OUTPUT binary - the bytes a
// driver can actually receive - and a failure logs the VUID and bumps the failure
// latch below WITHOUT changing the wrapper's return value: control flow must stay
// identical between validating and shipping configurations, or fail-open call
// sites would make the two render differently. The setter is safe for test
// fixtures and other standalone compiler users.
static bool SpirvValidationEnabled();
static void SetSpirvValidationEnabled(bool enabled);
// Validation is an explicit immutable option of each compiler operation. The
// program-link task snapshots MOBILEGL_ENABLE_SPIRV_VALIDATION before it can run
// on a worker; standalone callers pass true directly. A failure logs the VUID and
// bumps the latch below WITHOUT changing a wrapper's return value, so validating
// and shipping configurations preserve identical rendering control flow.
// Makes validator table lifetime safe before an external final-module validator
// runs. This has no configuration state; callers invoke it only for an enabled
// task-local validation option.
static void PrepareSpirvValidation();
// The test-lane enforcement signal: total validation failures observed this
// process. Tests snapshot it, run the operation under scrutiny, and assert