mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-10 21:28:32 +09:00
[Chore, Test] (MG_State, MG_Util, DirectGLES, DirectVulkan): make SPIR-V validation task-local
This commit is contained in:
@@ -369,10 +369,6 @@ namespace MobileGL {
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return allSpirv;
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}
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// Published by MobileGL::Initialize() before shader workers are created. Standalone
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// compiler users and tests start with validation disabled and can opt in through the
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// setter without reading process environment from parallel work.
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static std::atomic<int> g_validateSpirv{0};
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// Total validation failures observed this process. This latch - not the wrappers'
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// return values - is the test-lane signal: validation must never change what a
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// wrapper returns, or the validating lanes would render differently from the
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@@ -421,11 +417,6 @@ namespace MobileGL {
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tools.Validate(warmup);
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}
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std::atexit(+[] {
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// Flip validation off first: a validator table this warmup does
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// not know about (a future spirv-tools bump) would still be
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// destroyed before this handler, and workers must stop entering
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// Validate before the drain waits for them.
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g_validateSpirv.store(0, std::memory_order_release);
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Async::ShaderCompilePool::StopAndDrainProcessPoolAtExit();
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});
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});
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@@ -454,10 +445,10 @@ namespace MobileGL {
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// Validation is decoupled from control flow on purpose: a failure logs and
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// bumps the latch, and the caller proceeds exactly as the shipping (non-
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// validating) configuration would. Tests assert on the latch delta.
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void ValidateOrLatch(const char* site, const Vector<Uint32>& binary) {
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if (!ShaderCompiler::SpirvValidationEnabled()) {
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return;
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}
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void ValidateOrLatch(const char* site, const Vector<Uint32>& binary,
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const bool enableSpirvValidation) {
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if (!enableSpirvValidation) return;
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PinValidatorTablesForProcessExit();
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spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
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tools.SetMessageConsumer(MakeSpirvMessageConsumer(site));
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if (!tools.Validate(binary)) {
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@@ -478,8 +469,8 @@ namespace MobileGL {
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// spirv-tools drops pass diagnostics on the floor.
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bool RunOptimizerChecked(const char* site, spvtools::Optimizer& optimizer,
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const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary,
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bool validateOutput = true) {
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Vector<uint32_t>& outputBinary, const bool validateOutput,
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const bool enableSpirvValidation) {
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spvtools::OptimizerOptions options;
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options.set_run_validator(false);
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optimizer.SetMessageConsumer(MakeSpirvMessageConsumer(site));
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@@ -487,21 +478,14 @@ namespace MobileGL {
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return false;
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}
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if (validateOutput) {
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ValidateOrLatch(site, outputBinary);
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ValidateOrLatch(site, outputBinary, enableSpirvValidation);
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}
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return true;
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}
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} // namespace
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bool ShaderCompiler::SpirvValidationEnabled() {
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return g_validateSpirv.load(std::memory_order_acquire) == 1;
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}
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void ShaderCompiler::SetSpirvValidationEnabled(bool enabled) {
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g_validateSpirv.store(enabled ? 1 : 0, std::memory_order_release);
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if (enabled) {
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PinValidatorTablesForProcessExit();
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}
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void ShaderCompiler::PrepareSpirvValidation() {
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PinValidatorTablesForProcessExit();
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}
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Uint64 ShaderCompiler::NoteSpirvValidationFailure() {
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@@ -571,17 +555,19 @@ namespace MobileGL {
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}
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bool ShaderCompiler::DemoteFloat64ToFloat32(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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Vector<uint32_t>& outputBinary,
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const bool enableSpirvValidation) {
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using namespace spvtools;
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(DemoteFloat64Pass::CreateDemoteFloat64Pass());
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return RunOptimizerChecked("DemoteFloat64ToFloat32", optimizer, inputBinary, outputBinary);
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return RunOptimizerChecked("DemoteFloat64ToFloat32", optimizer, inputBinary, outputBinary, true, enableSpirvValidation);
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}
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bool ShaderCompiler::SanitizeAndOptimizeBinary(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary,
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bool validateOutput) {
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const bool validateOutput,
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const bool enableSpirvValidation) {
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using namespace spvtools;
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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@@ -631,38 +617,41 @@ namespace MobileGL {
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optimizer.RegisterPass(DemoteFloat64Pass::CreateDemoteFloat64Pass());
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return RunOptimizerChecked("SanitizeAndOptimizeBinary", optimizer, inputBinary,
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outputBinary, validateOutput);
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outputBinary, validateOutput, enableSpirvValidation);
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}
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bool ShaderCompiler::LowerDrawParametersForEssl(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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Vector<uint32_t>& outputBinary,
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const bool enableSpirvValidation) {
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using namespace spvtools;
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(LowerDrawParametersPass::CreateLowerDrawParametersPass());
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return RunOptimizerChecked("LowerDrawParametersForEssl", optimizer, inputBinary,
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outputBinary);
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outputBinary, true, enableSpirvValidation);
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}
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bool ShaderCompiler::SplitArrayVertexInputsForEssl(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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Vector<uint32_t>& outputBinary,
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const bool enableSpirvValidation) {
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using namespace spvtools;
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(SplitArrayVertexInputsPass::CreateSplitArrayVertexInputsPass());
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return RunOptimizerChecked("SplitArrayVertexInputsForEssl", optimizer, inputBinary,
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outputBinary);
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outputBinary, true, enableSpirvValidation);
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}
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bool ShaderCompiler::BakeImageFormatsForEssl(const Vector<Uint32>& inputBinary,
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const UnorderedMap<String, Uint>& glFormatByName,
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Vector<uint32_t>& outputBinary) {
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Vector<uint32_t>& outputBinary,
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const bool enableSpirvValidation) {
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using namespace spvtools;
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if (glFormatByName.empty()) return false;
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(BakeImageFormatsPass::CreateBakeImageFormatsPass(glFormatByName));
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return RunOptimizerChecked("BakeImageFormatsForEssl", optimizer, inputBinary, outputBinary);
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return RunOptimizerChecked("BakeImageFormatsForEssl", optimizer, inputBinary, outputBinary, true, enableSpirvValidation);
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}
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bool ShaderCompiler::DeclaresFormatlessStorageImage(const Vector<Uint32>& binary) {
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@@ -686,7 +675,8 @@ namespace MobileGL {
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bool ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(const Vector<Uint32>& inputBinary,
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const std::set<String>& blockNames,
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std::set<String>& flattenedBlockNames,
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Vector<uint32_t>& outputBinary) {
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Vector<uint32_t>& outputBinary,
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const bool enableSpirvValidation) {
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using namespace spvtools;
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if (blockNames.empty()) return false;
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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@@ -694,7 +684,7 @@ namespace MobileGL {
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blockNames, &flattenedBlockNames));
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return RunOptimizerChecked("FlattenXfbInterfaceBlocksForEssl", optimizer, inputBinary,
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outputBinary);
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outputBinary, true, enableSpirvValidation);
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}
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bool ShaderCompiler::RewriteXfbCaptureNameForFlattenedBlock(
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@@ -704,48 +694,53 @@ namespace MobileGL {
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}
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bool ShaderCompiler::PackDoubleVertexInputsForVulkan(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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Vector<uint32_t>& outputBinary,
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const bool enableSpirvValidation) {
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using namespace spvtools;
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(PackDoubleVertexInputsPass::CreatePackDoubleVertexInputsPass());
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return RunOptimizerChecked("PackDoubleVertexInputsForVulkan", optimizer, inputBinary,
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outputBinary);
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outputBinary, true, enableSpirvValidation);
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}
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bool ShaderCompiler::StripUboMemberRelaxedPrecisionForEssl(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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Vector<uint32_t>& outputBinary,
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const bool enableSpirvValidation) {
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using namespace spvtools;
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(
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StripUboMemberRelaxedPrecisionPass::CreateStripUboMemberRelaxedPrecisionPass());
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return RunOptimizerChecked("StripUboMemberRelaxedPrecisionForEssl", optimizer,
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inputBinary, outputBinary);
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inputBinary, outputBinary, true, enableSpirvValidation);
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}
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bool ShaderCompiler::StripNoPerspectiveForEssl(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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Vector<uint32_t>& outputBinary,
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const bool enableSpirvValidation) {
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using namespace spvtools;
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(StripNoPerspectivePass::CreateStripNoPerspectivePass());
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return RunOptimizerChecked("StripNoPerspectiveForEssl", optimizer, inputBinary,
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outputBinary);
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outputBinary, true, enableSpirvValidation);
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}
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bool ShaderCompiler::EmulateNoPerspectiveForEssl(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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Vector<uint32_t>& outputBinary,
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const bool enableSpirvValidation) {
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using namespace spvtools;
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(EmulateNoPerspectivePass::CreateEmulateNoPerspectivePass());
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return RunOptimizerChecked("EmulateNoPerspectiveForEssl", optimizer, inputBinary,
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outputBinary);
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outputBinary, true, enableSpirvValidation);
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}
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bool ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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Vector<uint32_t>& outputBinary,
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const bool enableSpirvValidation) {
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using namespace spvtools;
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// Detection gates everything: a module with no dynamically indexed fragment
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@@ -778,7 +773,7 @@ namespace MobileGL {
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Vector<uint32_t> folded;
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if (!RunOptimizerChecked("LegalizeFragmentOutputIndexingForEssl.fold", folder, inputBinary,
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folded) ||
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folded, true, enableSpirvValidation) ||
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folded.empty()) {
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// Fail open onto the fallback rather than onto the illegal module.
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folded = inputBinary;
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@@ -797,7 +792,7 @@ namespace MobileGL {
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lowerer.RegisterPass(CreateAggressiveDCEPass(false));
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if (!RunOptimizerChecked("LegalizeFragmentOutputIndexingForEssl.lower", lowerer, folded,
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outputBinary) ||
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outputBinary, true, enableSpirvValidation) ||
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outputBinary.empty()) {
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outputBinary = folded;
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return true;
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@@ -814,16 +809,17 @@ namespace MobileGL {
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}
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bool ShaderCompiler::LowerRectImages(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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Vector<uint32_t>& outputBinary,
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const bool enableSpirvValidation) {
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using namespace spvtools;
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(NormalizeRectCoordinatesPass::CreateNormalizeRectCoordinatesPass());
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return RunOptimizerChecked("LowerRectImages", optimizer, inputBinary, outputBinary);
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return RunOptimizerChecked("LowerRectImages", optimizer, inputBinary, outputBinary, true, enableSpirvValidation);
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}
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bool ShaderCompiler::Lower1DArrayImagesForEssl(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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Vector<uint32_t>& outputBinary, const bool enableSpirvValidation) {
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using namespace spvtools;
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// Declined rather than half-translated: after the rewrite the image is a 2D
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@@ -865,40 +861,41 @@ namespace MobileGL {
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// second Shader. Deduplicating afterwards collapses all three at once.
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optimizer.RegisterPass(CreateRemoveDuplicatesPass());
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return RunOptimizerChecked("Lower1DArrayImagesForEssl", optimizer, inputBinary, outputBinary);
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return RunOptimizerChecked("Lower1DArrayImagesForEssl", optimizer, inputBinary, outputBinary, true, enableSpirvValidation);
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}
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bool ShaderCompiler::RebaseInstanceIndexForVulkan(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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Vector<uint32_t>& outputBinary, const bool enableSpirvValidation) {
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using namespace spvtools;
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(RebaseInstanceIndexPass::CreateRebaseInstanceIndexPass());
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return RunOptimizerChecked("RebaseInstanceIndexForVulkan", optimizer, inputBinary,
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outputBinary);
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outputBinary, true, enableSpirvValidation);
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}
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bool ShaderCompiler::ZeroBaseVertexForVulkan(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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Vector<uint32_t>& outputBinary, const bool enableSpirvValidation) {
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using namespace spvtools;
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(ZeroBaseVertexPass::CreateZeroBaseVertexPass());
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return RunOptimizerChecked("ZeroBaseVertexForVulkan", optimizer, inputBinary, outputBinary);
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return RunOptimizerChecked("ZeroBaseVertexForVulkan", optimizer, inputBinary, outputBinary, true, enableSpirvValidation);
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}
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bool ShaderCompiler::DecoratePositionInvariantForVulkan(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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Vector<uint32_t>& outputBinary, const bool enableSpirvValidation) {
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using namespace spvtools;
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(DecoratePositionInvariantPass::CreateDecoratePositionInvariantPass());
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return RunOptimizerChecked("DecoratePositionInvariantForVulkan", optimizer, inputBinary,
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outputBinary);
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outputBinary, true, enableSpirvValidation);
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}
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bool ShaderCompiler::UseUnformattedFloatStorageImagesForVulkan(
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const Vector<Uint32>& inputBinary, Vector<uint32_t>& outputBinary) {
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const Vector<Uint32>& inputBinary, Vector<uint32_t>& outputBinary,
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const bool enableSpirvValidation) {
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constexpr SizeT kSpirvHeaderWordCount = 5;
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outputBinary.clear();
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if (inputBinary.size() < kSpirvHeaderWordCount || inputBinary[0] != spv::MagicNumber) {
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@@ -1026,7 +1023,8 @@ namespace MobileGL {
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addedCapabilities.begin(), addedCapabilities.end());
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// Hand-rolled word walk, so no Optimizer wrapper ever sees this rewrite;
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// check the modified module explicitly in validating lanes.
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ValidateOrLatch("UseUnformattedFloatStorageImagesForVulkan", outputBinary);
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ValidateOrLatch("UseUnformattedFloatStorageImagesForVulkan", outputBinary,
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enableSpirvValidation);
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return true;
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}
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