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https://github.com/MobileGL-Dev/MobileGL
synced 2026-11-07 18:13:23 +09:00
[Chore, Test] (MG_State, MG_Util, DirectGLES, DirectVulkan): make SPIR-V validation task-local
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@@ -3119,6 +3119,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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auto& shaders = program.GetAttachedShaders();
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auto& spirv = program.GetGeneratedSpirv();
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Vector<Vector<Uint>> moduleSpirvs(spirv.size());
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const Bool enableSpirvValidation = program.GetSpirvValidationEnabled();
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if (enableSpirvValidation) {
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MG_Util::ShaderTranspiler::ShaderCompiler::PrepareSpirvValidation();
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}
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const ShaderStage fixupStage = PickClipFixupStage(shaders);
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@@ -3164,7 +3168,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// stored as - which addresses [0,1] where the application addressed texels.
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{
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Vector<Uint> rectLoweredSpirv;
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if (MG_Util::ShaderTranspiler::ShaderCompiler::LowerRectImages(moduleSpirvs[i], rectLoweredSpirv) &&
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if (MG_Util::ShaderTranspiler::ShaderCompiler::LowerRectImages(moduleSpirvs[i], rectLoweredSpirv, enableSpirvValidation) &&
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!rectLoweredSpirv.empty()) {
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moduleSpirvs[i] = Move(rectLoweredSpirv);
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}
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@@ -3177,7 +3181,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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{
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Vector<Uint> invariantSpirv;
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if (MG_Util::ShaderTranspiler::ShaderCompiler::DecoratePositionInvariantForVulkan(
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moduleSpirvs[i], invariantSpirv)) {
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moduleSpirvs[i], invariantSpirv, enableSpirvValidation)) {
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moduleSpirvs[i] = std::move(invariantSpirv);
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} else {
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// The pass round-trips through SPIRV-Tools IR, so an unparseable module
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@@ -3201,7 +3205,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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m_shaderDrawParametersEnabled) {
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Vector<Uint> rebasedSpirv;
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if (MG_Util::ShaderTranspiler::ShaderCompiler::RebaseInstanceIndexForVulkan(moduleSpirvs[i],
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rebasedSpirv)) {
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rebasedSpirv, enableSpirvValidation)) {
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moduleSpirvs[i] = std::move(rebasedSpirv);
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} else {
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MGLOG_E("ProgramFactory: failed to rebase gl_InstanceID for program %u; "
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@@ -3219,7 +3223,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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(flags & CompileOptionBit::ZeroBaseVertex)) {
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Vector<Uint> zeroedSpirv;
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if (MG_Util::ShaderTranspiler::ShaderCompiler::ZeroBaseVertexForVulkan(moduleSpirvs[i],
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zeroedSpirv)) {
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zeroedSpirv, enableSpirvValidation)) {
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moduleSpirvs[i] = std::move(zeroedSpirv);
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} else {
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// Failing open keeps the native builtin, which is the pre-fix behavior:
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@@ -3242,7 +3246,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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if (shaders[i] && shaders[i]->GetShaderStage() == ShaderStage::Vertex) {
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Vector<Uint> packedSpirv;
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const Bool packOk = MG_Util::ShaderTranspiler::ShaderCompiler::PackDoubleVertexInputsForVulkan(
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moduleSpirvs[i], packedSpirv);
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moduleSpirvs[i], packedSpirv, enableSpirvValidation);
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MOBILEGL_ASSERT(packOk,
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"ProgramFactory: 64-bit vertex input packing failed for program %u; the "
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"vertex-input format and the shader input type now disagree",
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@@ -3266,7 +3270,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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if (m_unformattedFloatStorageImagesEnabled) {
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Vector<Uint> unformattedSpirv;
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if (MG_Util::ShaderTranspiler::ShaderCompiler::UseUnformattedFloatStorageImagesForVulkan(
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moduleSpirvs[i], unformattedSpirv)) {
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moduleSpirvs[i], unformattedSpirv, enableSpirvValidation)) {
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moduleSpirvs[i] = std::move(unformattedSpirv);
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} else {
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MGLOG_E("ProgramFactory: failed to make float storage images unformatted for program %u",
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@@ -3287,7 +3291,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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#else
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// Final module the driver receives; also checked in the INFO-level CI/test
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// lanes, where the DEBUG gate above is compiled out.
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if (MG_Util::ShaderTranspiler::ShaderCompiler::SpirvValidationEnabled()) {
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if (enableSpirvValidation) {
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ValidateTransformedSpirv(moduleSpv, shaders[i]->GetShaderStage(), program.GetExternalIndex());
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}
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#endif
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@@ -3505,7 +3509,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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#if MOBILEGL_LOG_ACTIVE_LEVEL <= MOBILEGL_LOG_LEVEL_DEBUG
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ValidateTransformedSpirv(spirv, ShaderStage::TessControl, 0);
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#else
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if (MG_Util::ShaderTranspiler::ShaderCompiler::SpirvValidationEnabled()) {
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if (m_enableSpirvValidation) {
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MG_Util::ShaderTranspiler::ShaderCompiler::PrepareSpirvValidation();
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ValidateTransformedSpirv(spirv, ShaderStage::TessControl, 0);
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}
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#endif
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