[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
@@ -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