mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-09 20:58:31 +09:00
Merge branch "feat/cts-image-targets" into dev
This commit is contained in:
@@ -284,6 +284,7 @@ set(SOURCE_FILES
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MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RebaseInstanceIndexPass.cpp
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MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/ZeroBaseVertexPass.cpp
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MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/NormalizeRectCoordinatesPass.cpp
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MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/Lower1DArrayImagesPass.cpp
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MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/PrivateToEntryLocalPass.cpp
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MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUniformLocationsPass.cpp
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MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/StripUboMemberRelaxedPrecisionPass.cpp
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@@ -1313,10 +1313,17 @@ namespace MobileGL::MG_Backend::DirectGLES {
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void SyncNeccessaryTextures() { SyncNeccessaryTextures(CaptureDrawTextureSyncKeys()); }
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// Whether glBindImageTexture's `layered` means anything for this target - asked of the
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// target the DRIVER will see, not the one the application named. A GL_TEXTURE_1D_ARRAY
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// is stored as an ES 2D array (MapToBackendTextureTarget), and so is layerable; asking
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// the state target instead answered "no" for it and pinned every 1D-array image binding
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// to layer 0, whatever the application passed.
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static Bool SupportsLayeredImageBinding(TextureTarget target) {
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return target == TextureTarget::Texture3D || target == TextureTarget::TextureCubeMap ||
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target == TextureTarget::Texture2DArray || target == TextureTarget::TextureCubeMapArray ||
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target == TextureTarget::Texture2DMultisampleArray;
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const TextureTarget backendTarget = TextureImpl::MapToBackendTextureTarget(target);
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return backendTarget == TextureTarget::Texture3D || backendTarget == TextureTarget::TextureCubeMap ||
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backendTarget == TextureTarget::Texture2DArray ||
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backendTarget == TextureTarget::TextureCubeMapArray ||
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backendTarget == TextureTarget::Texture2DMultisampleArray;
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}
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void SyncImageTextureBinding(Uint unit) {
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@@ -4705,6 +4705,20 @@ namespace MobileGL::MG_Backend::DirectGLES {
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effectiveSpirv = &rectLoweredSpirv;
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}
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// ES has no 1D texture at all, so a 1D ARRAY is stored as a 2D array with height
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// 1 (MapToBackendTextureTarget / GetBackendUploadSize). SPIRV-Cross emulates 1D
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// as 2D for images without ever asking whether the type is arrayed, so a
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// 1D-array image comes out as ivec2(ivec2(u, layer), 0) - three components in a
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// two-component constructor, which every driver rejects, taking the whole
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// program with it. The pass does the conversion properly - type to 2D array,
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// coordinate to (u, 0, layer) - before SPIRV-Cross can apply its own.
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Vector<unsigned int> arrayImageSpirv;
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if (MG_Util::ShaderTranspiler::ShaderCompiler::Lower1DArrayImagesForEssl(*effectiveSpirv,
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arrayImageSpirv) &&
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!arrayImageSpirv.empty()) {
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effectiveSpirv = &arrayImageSpirv;
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}
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// GLSL ES demands a constant integral expression to index a fragment output
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// array; SPIR-V does not, so a shader that writes coeff[i] from a loop
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// reaches SPIRV-Cross intact and comes out as ESSL a strict driver rejects
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@@ -1721,6 +1721,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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return ProgramFactory::DescriptorBindingKind::CombinedImageSampler;
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case SPV_REFLECT_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER:
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return ProgramFactory::DescriptorBindingKind::UniformTexelBuffer;
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case SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER:
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return ProgramFactory::DescriptorBindingKind::StorageTexelBuffer;
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case SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_BUFFER:
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return ProgramFactory::DescriptorBindingKind::StorageBuffer;
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case SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_IMAGE:
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@@ -1750,6 +1752,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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if (kind == ProgramFactory::DescriptorBindingKind::CombinedImageSampler ||
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kind == ProgramFactory::DescriptorBindingKind::UniformTexelBuffer ||
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kind == ProgramFactory::DescriptorBindingKind::StorageTexelBuffer ||
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kind == ProgramFactory::DescriptorBindingKind::StorageImage) {
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const auto arraySuffix = name.find("[0]");
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if (arraySuffix != String::npos) {
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@@ -1839,8 +1842,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// UniformManager::BindProgramUniformBuffers: UBO instance arrays
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||||
// (uniform Block {...} b[N];), storage-block instance arrays, image uniform
|
||||
// arrays, and combined-image-sampler arrays (uniform sampler2D s[N];).
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// Anything else - a uniform TEXEL buffer array is the one remaining kind -
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// must fail program creation cleanly rather than continue with corrupt state.
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// Anything else - the two TEXEL buffer kinds are what remain, samplerBuffer[N]
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// and imageBuffer[N] - must fail program creation cleanly rather than continue
|
||||
// with corrupt state. Their per-draw path writes pTexelBufferView as the
|
||||
// address of a vector element sized for one descriptor per binding, so an
|
||||
// array would not merely be unresolved, it would dangle.
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||||
//
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||||
// Getting listed here is not cosmetic: a kind that is rejected leaves
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||||
// GetOrCreateProgram's MOBILEGL_ASSERT(remapOk) as the only complaint, and
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@@ -2661,6 +2667,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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const auto descriptorKind = ReflectDescriptorTypeToBindingKind(sampler->descriptor_type);
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if (descriptorKind != DescriptorBindingKind::CombinedImageSampler &&
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descriptorKind != DescriptorBindingKind::UniformTexelBuffer &&
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descriptorKind != DescriptorBindingKind::StorageTexelBuffer &&
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descriptorKind != DescriptorBindingKind::StorageImage &&
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descriptorKind != DescriptorBindingKind::StorageBuffer) {
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continue;
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@@ -2790,6 +2797,29 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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||||
}
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if (descriptorKind == DescriptorBindingKind::StorageTexelBuffer) {
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// Only the declared format is recorded, and only so the per-draw resolve can
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// prefer it over the one glBindImageTexture named. Everything the StorageImage
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// branch above does about ARRAYS is deliberately absent: an imageBuffer array
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// is refused outright by the array gate in RemapDescriptorBindingsForVulkan,
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// exactly as a samplerBuffer array is, so bindingDescriptorCounts stays at the
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// default 1 and the descriptor write below may take the address of a vector
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||||
// element without reserving room for extra elements.
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const VkFormat reflectedFormat =
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ConvertSpirvImageFormatToVkFormat(sampler->image.image_format);
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VkFormat& existingFormat = entry.storageImageFormatByBinding[binding];
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MOBILEGL_ASSERT(existingFormat == VK_FORMAT_UNDEFINED ||
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reflectedFormat == VK_FORMAT_UNDEFINED ||
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existingFormat == reflectedFormat,
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"ProgramFactory::ReflectLayout: storage texel buffer binding %u ('%s') "
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"has conflicting reflected formats (%d vs %d)",
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binding, uniformName.c_str(), static_cast<Int>(existingFormat),
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static_cast<Int>(reflectedFormat));
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if (existingFormat == VK_FORMAT_UNDEFINED) {
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existingFormat = reflectedFormat;
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||||
}
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||||
}
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||||
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||||
const TextureTarget target = UniformTypeToTextureTarget(uniformType);
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||||
MOBILEGL_ASSERT(target != TextureTarget::Unknown,
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"ProgramFactory::ReflectLayout: failed to resolve texture target for '%s'",
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@@ -2867,6 +2897,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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||||
entry.dynamicBindings.push_back(binding);
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||||
} else if (kind == DescriptorBindingKind::UniformTexelBuffer) {
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||||
layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
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||||
} else if (kind == DescriptorBindingKind::StorageTexelBuffer) {
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||||
layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
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||||
} else if (kind == DescriptorBindingKind::StorageBuffer) {
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||||
layoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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||||
} else if (kind == DescriptorBindingKind::StorageImage) {
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||||
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||||
@@ -33,7 +33,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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||||
CombinedImageSampler,
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UniformTexelBuffer,
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||||
StorageBuffer,
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||||
StorageImage
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||||
StorageImage,
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||||
// GLSL `imageBuffer` - a buffer texture reached through an IMAGE unit rather than a
|
||||
// texture unit. Vulkan spells it VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, which is a
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||||
// VkBufferView like UniformTexelBuffer and not a VkImageView like StorageImage: it is
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||||
// the one image uniform whose descriptor is a buffer. Appended, never inserted -
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||||
// DescriptorKeyHash mixes the enumerator's value.
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StorageTexelBuffer
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};
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enum class CompileOptionBit : Uint {
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@@ -103,6 +109,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Vector<Int> samplerUniformLocationByBinding;
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||||
Vector<TextureTarget> samplerTextureTargetByBinding;
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||||
Vector<SamplerNumericDomain> samplerNumericDomainByBinding;
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||||
// Shared by StorageImage and StorageTexelBuffer bindings: a binding is one kind or
|
||||
// the other, never both, and both need exactly the same thing - the format the
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||||
// shader declared, so the per-draw resolve can tell a typed declaration from a
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||||
// formatless one. Kept as one pair rather than two so the move operations below
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// cannot drift out of sync with a field that only one kind populates.
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Vector<VkFormat> storageImageFormatByBinding;
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Vector<Bool> storageImageUsesBindingFormatByBinding;
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Vector<String> storageBlockNameByBinding;
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@@ -743,6 +743,150 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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return true;
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}
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// GLSL `imageBuffer`. The one image uniform whose Vulkan descriptor is a VkBufferView rather
|
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// than a VkImageView, so it is half ResolveStorageImageDescriptor (the resource comes from an
|
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// IMAGE unit, i.e. from glBindImageTexture, not from a texture unit) and half
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// ResolveTexelBufferDescriptor (the descriptor is a buffer view over the GL buffer the
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||||
// texture is attached to).
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//
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// Before this existed the descriptor kind reflected as SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_-
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||||
// TEXEL_BUFFER and fell into ReflectDescriptorTypeToBindingKind's `default:`, whose only
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||||
// complaint is an assert that compiles out above DEBUG - so a release build declared no
|
||||
// binding at all for a uniform the shader still read, and lavapipe segfaulted inside pipeline
|
||||
// creation on the JIT worker thread. KHR-GL44.multi_bind.dispatch_bind_image_textures is the
|
||||
// case that carries it.
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Bool UniformManager::ResolveStorageTexelBufferDescriptor(const MG_State::GLState::ProgramObject& program,
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||||
const ProgramFactory::VkProgramObject& programObj,
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||||
Uint32 binding, Uint32 frameIndex,
|
||||
VkBufferView& outBufferView) {
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outBufferView = VK_NULL_HANDLE;
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MOBILEGL_ASSERT(m_bufferManager != nullptr, "ResolveStorageTexelBufferDescriptor: buffer manager is null");
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||||
MOBILEGL_ASSERT(MG_State::pGLContext != nullptr, "ResolveStorageTexelBufferDescriptor: GL context is null");
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||||
MOBILEGL_ASSERT(frameIndex < m_frames.size(),
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||||
"ResolveStorageTexelBufferDescriptor: frame index out of range");
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||||
MOBILEGL_ASSERT(binding < programObj.samplerUniformLocationByBinding.size(),
|
||||
"ResolveStorageTexelBufferDescriptor: binding %u out of range", binding);
|
||||
|
||||
const Int location = programObj.samplerUniformLocationByBinding[binding];
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||||
if (location < 0) {
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MGLOG_E("ResolveStorageTexelBufferDescriptor: binding %u ('%s') has no uniform location", binding,
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programObj.samplerNameByBinding[binding].c_str());
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return false;
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||||
}
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||||
const Int imageUnit = program.GetUniformSamplerOrImageUnitIndex(static_cast<Uint>(location));
|
||||
if (imageUnit < 0 || imageUnit >= MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS) {
|
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MGLOG_E("ResolveStorageTexelBufferDescriptor: image unit %d out of range for binding %u", imageUnit,
|
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binding);
|
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return false;
|
||||
}
|
||||
|
||||
auto& imageBinding = MG_State::pGLContext->GetImageTextureBinding(imageUnit);
|
||||
const auto& texture = imageBinding.Texture;
|
||||
if (texture == nullptr) {
|
||||
MGLOG_E("ResolveStorageTexelBufferDescriptor: image unit %d is unbound for binding %u", imageUnit,
|
||||
binding);
|
||||
return false;
|
||||
}
|
||||
if (texture->GetStorageType() != TextureStorageType::Buffer ||
|
||||
texture->GetTarget() != TextureTarget::TextureBuffer) {
|
||||
MGLOG_E("ResolveStorageTexelBufferDescriptor: binding %u ('%s') expected a texture buffer on image "
|
||||
"unit %d, got textureId=%u target=%d storage=%d",
|
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binding, programObj.samplerNameByBinding[binding].c_str(), imageUnit,
|
||||
texture->GetExternalIndex(), static_cast<Int>(texture->GetTarget()),
|
||||
static_cast<Int>(texture->GetStorageType()));
|
||||
return false;
|
||||
}
|
||||
|
||||
auto* textureBuffer = static_cast<MG_State::GLState::TextureObjectBuffer*>(texture.get());
|
||||
const auto& bufferObject = textureBuffer->GetBufferBindingSlot().GetBoundObject();
|
||||
if (bufferObject == nullptr) {
|
||||
MGLOG_E("ResolveStorageTexelBufferDescriptor: texture buffer on image unit %d has no GL buffer bound",
|
||||
imageUnit);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Unlike the sampled texel buffer, the shader MAY write this one, and those writes land
|
||||
// in GPU memory behind the frontend's CPU shadow - which is what MapBuffer and
|
||||
// GetBufferSubData read. Same two calls, and for the same reason, as the storage-block
|
||||
// path above - but only the residency is unconditional. Marking a GL_READ_ONLY binding
|
||||
// GPU-written would make the next map or readback wait for a dispatch that could not have
|
||||
// changed a byte of it.
|
||||
bufferObject->EnsureGpuResidentStorage();
|
||||
if (imageBinding.Access != GL_READ_ONLY) {
|
||||
bufferObject->MarkGpuWritten();
|
||||
}
|
||||
|
||||
BufferSlice slice{};
|
||||
if (!m_bufferManager->AcquireResidentSlice(BufferKind::TextureBuffer, bufferObject, slice) ||
|
||||
!slice.IsValid()) {
|
||||
MGLOG_E("ResolveStorageTexelBufferDescriptor: failed to sync GL buffer %u for texture buffer %u",
|
||||
bufferObject->GetExternalIndex(), texture->GetExternalIndex());
|
||||
return false;
|
||||
}
|
||||
|
||||
// The format the SHADER declared wins over the one glBindImageTexture named, on the same
|
||||
// policy as a storage image: a typed `layout(r32ui) uniform uimageBuffer` must be read as
|
||||
// r32ui whatever the texture's own attachment format says. Falling back, in order:
|
||||
// reflected format, then the bind format, then the texture's attached format.
|
||||
MOBILEGL_ASSERT(binding < programObj.storageImageFormatByBinding.size(),
|
||||
"ResolveStorageTexelBufferDescriptor: binding %u has no reflected format slot", binding);
|
||||
const auto internalFormat = textureBuffer->GetFormat();
|
||||
const VkFormat resourceFormat = MG_Util::ConvertTextureInternalFormatToVkEnum(internalFormat);
|
||||
const VkFormat reflectedFormat = programObj.storageImageFormatByBinding[binding];
|
||||
VkFormat vkFormat = reflectedFormat;
|
||||
if (vkFormat == VK_FORMAT_UNDEFINED && imageBinding.Format != 0) {
|
||||
vkFormat = MG_Util::ConvertTextureInternalFormatToVkEnum(
|
||||
MG_Util::ConvertGLEnumToTextureInternalFormat(imageBinding.Format));
|
||||
}
|
||||
if (vkFormat == VK_FORMAT_UNDEFINED) {
|
||||
vkFormat = resourceFormat;
|
||||
}
|
||||
if (vkFormat == VK_FORMAT_UNDEFINED) {
|
||||
MGLOG_E("ResolveStorageTexelBufferDescriptor: unsupported image buffer format (internal=%d bind=0x%x)",
|
||||
static_cast<Int>(internalFormat), imageBinding.Format);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Sized from the TEXTURE's attached format even though the view may carry a different
|
||||
// one. That is not a shortcut: GL requires the shader's format qualifier, the format
|
||||
// passed to glBindImageTexture and the texture's own internal format to belong to the
|
||||
// same format CLASS (GL 4.6 core, table 8.27), and every member of a class has the same
|
||||
// texel size. So the three can disagree on interpretation and never on bytes - which is
|
||||
// what the range below has to be a whole multiple of.
|
||||
const VkDeviceSize texelSize =
|
||||
static_cast<VkDeviceSize>(MG_Util::GetSizedInternalFormatSizeInBytes(internalFormat));
|
||||
const VkDeviceSize rangeOffset = static_cast<VkDeviceSize>(textureBuffer->GetBufferRangeOffset());
|
||||
const VkDeviceSize rangeSize = static_cast<VkDeviceSize>(textureBuffer->GetBufferRangeSizeInBytes());
|
||||
VkDeviceSize viewRange = std::min(rangeSize, slice.size > rangeOffset ? slice.size - rangeOffset : 0);
|
||||
if (texelSize > 0) {
|
||||
viewRange = (viewRange / texelSize) * texelSize;
|
||||
}
|
||||
if (viewRange == 0) {
|
||||
MGLOG_E("ResolveStorageTexelBufferDescriptor: texture buffer %u has empty view range",
|
||||
texture->GetExternalIndex());
|
||||
return false;
|
||||
}
|
||||
|
||||
VkBufferViewCreateInfo viewInfo{};
|
||||
viewInfo.sType = VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO;
|
||||
viewInfo.buffer = slice.buffer;
|
||||
viewInfo.format = vkFormat;
|
||||
viewInfo.offset = slice.offset + rangeOffset;
|
||||
viewInfo.range = viewRange;
|
||||
|
||||
VkBufferView bufferView = VK_NULL_HANDLE;
|
||||
const VkResult result = vkCreateBufferView(m_device, &viewInfo, nullptr, &bufferView);
|
||||
if (result != VK_SUCCESS || bufferView == VK_NULL_HANDLE) {
|
||||
MGLOG_E("ResolveStorageTexelBufferDescriptor: vkCreateBufferView failed result=%d format=%d range=%zu",
|
||||
result, static_cast<Int>(vkFormat), static_cast<SizeT>(viewRange));
|
||||
return false;
|
||||
}
|
||||
|
||||
m_frames[frameIndex].texelBufferViews.push_back(bufferView);
|
||||
outBufferView = bufferView;
|
||||
return true;
|
||||
}
|
||||
|
||||
Bool UniformManager::ResolveStorageBufferDescriptor(const MG_State::GLState::ProgramObject& program,
|
||||
const ProgramFactory::VkProgramObject& programObj,
|
||||
Uint32 binding, Uint32 element,
|
||||
@@ -1267,7 +1411,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
|
||||
}
|
||||
|
||||
const Uint32 descriptorCount = static_cast<Uint32>(descriptorCount64);
|
||||
VkDescriptorPoolSize poolSizes[5]{};
|
||||
VkDescriptorPoolSize poolSizes[6]{};
|
||||
poolSizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
|
||||
poolSizes[0].descriptorCount = descriptorCount;
|
||||
poolSizes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
@@ -1278,6 +1422,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
|
||||
poolSizes[3].descriptorCount = descriptorCount;
|
||||
poolSizes[4].type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
|
||||
poolSizes[4].descriptorCount = descriptorCount;
|
||||
poolSizes[5].type = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
|
||||
poolSizes[5].descriptorCount = descriptorCount;
|
||||
|
||||
VkDescriptorPoolCreateInfo poolInfo{};
|
||||
poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||
@@ -1578,6 +1724,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
|
||||
// is reachable wherever m_maxBindings is small (it clamps to ~16 on Adreno and Mali),
|
||||
// which is exactly where a 7-element CTS sampler array does not fit the slack.
|
||||
imageInfos.reserve(m_maxBindings + arrayDescriptorExtra);
|
||||
// Exact, and safe only because it is: BOTH texel kinds (samplerBuffer and imageBuffer)
|
||||
// refuse descriptor arrays at program creation, so each contributes at most one view and
|
||||
// the total cannot exceed the binding count. The branches below take the address of
|
||||
// back(), so making a texel kind array-capable without also giving this the surplus
|
||||
// imageInfos gets would dangle every pTexelBufferView already recorded in `writes`.
|
||||
texelBufferViews.reserve(m_maxBindings);
|
||||
dynamicOffsets.reserve(programObj.dynamicBindings.size() + uboArrayExtra);
|
||||
|
||||
@@ -1644,6 +1795,25 @@ namespace MobileGL::MG_Backend::DirectVulkan {
|
||||
write.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
|
||||
write.pTexelBufferView = &texelBufferViews.back();
|
||||
writes.push_back(write);
|
||||
} else if (kind == ProgramFactory::DescriptorBindingKind::StorageTexelBuffer) {
|
||||
// Shares texelBufferViews with the sampled kind above, and may do so safely for
|
||||
// the same reason: neither kind can be an array, so each contributes exactly one
|
||||
// element and the reserve of m_maxBindings cannot be outrun - which is what keeps
|
||||
// the &back() below from dangling when a later binding pushes.
|
||||
VkBufferView bufferView = VK_NULL_HANDLE;
|
||||
if (!ResolveStorageTexelBufferDescriptor(program, programObj, binding, frameIndex, bufferView) ||
|
||||
bufferView == VK_NULL_HANDLE) {
|
||||
MGLOG_E("UniformDescriptorBinder::BindProgramUniformBuffers failed: image buffer binding %u "
|
||||
"has no valid descriptor",
|
||||
binding);
|
||||
return false;
|
||||
}
|
||||
|
||||
texelBufferViews.push_back(bufferView);
|
||||
fastRebindKindsEligible = false;
|
||||
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
|
||||
write.pTexelBufferView = &texelBufferViews.back();
|
||||
writes.push_back(write);
|
||||
} else if (kind == ProgramFactory::DescriptorBindingKind::StorageBuffer) {
|
||||
// One write per binding, but `descriptorCount` buffer infos: a GLSL block
|
||||
// instance array occupies a single binding whose elements each come from their
|
||||
|
||||
@@ -175,6 +175,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
|
||||
Bool ResolveTexelBufferDescriptor(const MG_State::GLState::ProgramObject& program,
|
||||
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
|
||||
Uint32 frameIndex, VkBufferView& outBufferView);
|
||||
// GLSL `imageBuffer`: the same VkBufferView descriptor as the sampled texel buffer above,
|
||||
// but resolved from an IMAGE unit (glBindImageTexture) rather than a texture unit, and
|
||||
// made GPU-resident-writable because the shader may store to it. No `element` parameter:
|
||||
// an imageBuffer ARRAY is refused at program creation, so a binding is always one
|
||||
// descriptor (see the array gate in RemapDescriptorBindingsForVulkan).
|
||||
Bool ResolveStorageTexelBufferDescriptor(const MG_State::GLState::ProgramObject& program,
|
||||
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
|
||||
Uint32 frameIndex, VkBufferView& outBufferView);
|
||||
// `element` indexes a block INSTANCE array's descriptors; it is 0 for every ordinary
|
||||
// block. Each element resolves through its own GL storage block, and so its own GL
|
||||
// binding point, buffer and glBindBufferRange window.
|
||||
|
||||
@@ -23,7 +23,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
|
||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT |
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
|
||||
VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT | VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT |
|
||||
VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
||||
// "Every usage" has to mean every usage: a buffer texture reached through an IMAGE
|
||||
// unit takes a VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER descriptor, and the write is
|
||||
// invalid unless the buffer was created with this bit. Nothing asked for it until
|
||||
// imageBuffer support existed, so the omission was invisible.
|
||||
VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
||||
// Appended to kPersistentBackedUsage when VK_EXT_transform_feedback is enabled
|
||||
// (see VkBufferManagerInitInfo::transformFeedbackUsageEnabled).
|
||||
constexpr VkBufferUsageFlags kTransformFeedbackUsage =
|
||||
@@ -714,7 +718,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
|
||||
case BufferKind::Uniform:
|
||||
return VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
|
||||
case BufferKind::TextureBuffer:
|
||||
return VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT;
|
||||
// Both texel roles, for the same reason vertex/index carry both bits: one GL buffer
|
||||
// texture can be read as a samplerBuffer and written as an imageBuffer, and which of
|
||||
// the two it is only becomes known when a shader that uses it is bound - long after
|
||||
// the resident buffer was created. A VkBufferView for a storage-texel descriptor is
|
||||
// invalid unless the buffer was created with the storage bit, so a buffer that
|
||||
// acquired only the uniform bit could never be given one.
|
||||
return VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT;
|
||||
case BufferKind::ShaderStorage:
|
||||
return VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
|
||||
case BufferKind::Indirect:
|
||||
|
||||
@@ -69,6 +69,7 @@ add_executable(MobileGLIntegrationTest
|
||||
Scenarios/SwizzleAccessRoutineScenario.cpp
|
||||
Scenarios/ProgramPipelineScenario.cpp
|
||||
Scenarios/ImageLoadStoreSsoScenario.cpp
|
||||
Scenarios/ImageTargetKindScenario.cpp
|
||||
Scenarios/SsboDeclarationFormScenario.cpp
|
||||
Scenarios/Glsl420DeclarationScenario.cpp
|
||||
Scenarios/FragmentOutputArrayIndexScenario.cpp
|
||||
|
||||
@@ -0,0 +1,550 @@
|
||||
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ImageTargetKindScenario.cpp
|
||||
// Copyright (c) 2025-2026 MobileGL-Dev
|
||||
// Licensed under the GNU Lesser General Public License v3.0:
|
||||
// https://www.gnu.org/licenses/gpl-3.0.txt
|
||||
// https://www.gnu.org/licenses/lgpl-3.0.txt
|
||||
// SPDX-License-Identifier: LGPL-3.0-only
|
||||
// End of Source File Header
|
||||
//
|
||||
// Scenario - ONE IMAGE TARGET KIND AT A TIME, THROUGH A COMPUTE DISPATCH.
|
||||
//
|
||||
// KHR-GL44.multi_bind.dispatch_bind_image_textures decomposed. That conformance case declares
|
||||
// ELEVEN image uniforms of eleven different target kinds in one compute shader, binds a texture
|
||||
// of the matching kind to each unit, sums one texel from every one of them and compares the sum
|
||||
// against N*(N-1)/2. It is a single pass/fail bit over eleven independent mechanisms: if any one
|
||||
// of them is wrong - or merely fails to compile - the case fails and says nothing about which.
|
||||
// That is what it did here, on both backends, for two waves.
|
||||
//
|
||||
// So the eleven are pulled apart into one case each. Each case declares ONE image uniform, binds
|
||||
// ONE texture and checks the value that comes back, so a failure names the target kind and the
|
||||
// direction. What the conformance case does with eleven at once, AllKindsInOneProgram at the
|
||||
// bottom still does - a defect that only appears when several kinds share a program is invisible
|
||||
// to the single-kind cases by construction.
|
||||
//
|
||||
// The shape is deliberately the conformance case's own, not a cleaner equivalent:
|
||||
//
|
||||
// * r32ui / GL_R32UI throughout, 6x6x6 storage, one level, texel (0,0,0) read;
|
||||
// * `layout (location = N, r32ui) readonly uniform` - an explicit uniform LOCATION, not a
|
||||
// binding, with the image unit then assigned by glUniform1i. That combination is the one ES
|
||||
// cannot express directly, because ES forbids glUniform1i on an image uniform and the unit
|
||||
// has to be baked into the generated ESSL (RebindImageUniformsToFrontendUnits);
|
||||
// * `layout (std140, ...) buffer` for the result block - legal, but unusual enough that a
|
||||
// frontend could plausibly mishandle it. Mirroring it means a green scenario cannot be green
|
||||
// for a reason the conformance case excludes;
|
||||
// * glBindImageTexture with layered = GL_TRUE, which is what glBindImageTextures is specified
|
||||
// to pass, and which is where a target kind whose layeredness a backend does not recognise
|
||||
// goes wrong.
|
||||
//
|
||||
// MULTISAMPLE is the one kind that is not merely an emulation problem, and the conformance case
|
||||
// already knows it: it reads GL_MAX_IMAGE_SAMPLES and, when that is zero, substitutes a plain 2D
|
||||
// texture and a plain uimage2D for both multisample entries. MobileGL reports zero, so the
|
||||
// conformance case never asks it for a multisample image at all. The two cases below are kept
|
||||
// and skip on that same query, so the coverage is already written the day a backend advertises
|
||||
// them - and so the skip is a standing record of WHY the conformance case passes without them.
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstddef>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "../Harness/HeadlessGL.h"
|
||||
#include "../Harness/ScenarioFixture.h"
|
||||
|
||||
#ifdef GLAPI
|
||||
#undef GLAPI
|
||||
#endif
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glcorearb.h>
|
||||
#undef GL_GLEXT_PROTOTYPES
|
||||
|
||||
namespace MGITest {
|
||||
namespace {
|
||||
|
||||
// The conformance case's own dimensions: one level, 6 on every axis (which is also
|
||||
// exactly one cube's worth for a cube array), and a single texel read at the origin.
|
||||
constexpr int kExtent = 6;
|
||||
constexpr GLuint kFilledValue = 7u;
|
||||
constexpr GLuint kStoredValue = 13u;
|
||||
|
||||
// Everything that differs between the eleven kinds, in one row.
|
||||
struct TargetKind {
|
||||
const char* name; // this scenario's name for it, which failure messages carry
|
||||
GLenum target; // the GL texture target
|
||||
const char* imageType; // the GLSL image uniform type
|
||||
const char* coord; // the coordinate expression imageLoad/imageStore takes
|
||||
bool multisample; // needs GL_MAX_IMAGE_SAMPLES > 0
|
||||
bool buffer; // storage comes from a buffer object, not TexStorage
|
||||
};
|
||||
|
||||
constexpr TargetKind kKind1D{"1D", GL_TEXTURE_1D, "uimage1D", "0", false, false};
|
||||
constexpr TargetKind kKind1DArray{"1DArray", GL_TEXTURE_1D_ARRAY, "uimage1DArray", "ivec2(0, 0)", false,
|
||||
false};
|
||||
constexpr TargetKind kKind2D{"2D", GL_TEXTURE_2D, "uimage2D", "ivec2(0, 0)", false, false};
|
||||
constexpr TargetKind kKind2DArray{"2DArray", GL_TEXTURE_2D_ARRAY, "uimage2DArray", "ivec3(0, 0, 0)", false,
|
||||
false};
|
||||
constexpr TargetKind kKind3D{"3D", GL_TEXTURE_3D, "uimage3D", "ivec3(0, 0, 0)", false, false};
|
||||
constexpr TargetKind kKindBuffer{"Buffer", GL_TEXTURE_BUFFER, "uimageBuffer", "0", false, true};
|
||||
constexpr TargetKind kKindCube{"Cube", GL_TEXTURE_CUBE_MAP, "uimageCube", "ivec3(0, 0, 0)", false, false};
|
||||
constexpr TargetKind kKindCubeArray{"CubeArray", GL_TEXTURE_CUBE_MAP_ARRAY, "uimageCubeArray",
|
||||
"ivec3(0, 0, 0)", false, false};
|
||||
constexpr TargetKind kKindRect{"Rect", GL_TEXTURE_RECTANGLE, "uimage2DRect", "ivec2(0, 0)", false, false};
|
||||
constexpr TargetKind kKind2DMS{"2DMS", GL_TEXTURE_2D_MULTISAMPLE, "uimage2DMS", "ivec2(0, 0)", true, false};
|
||||
constexpr TargetKind kKind2DMSArray{"2DMSArray", GL_TEXTURE_2D_MULTISAMPLE_ARRAY, "uimage2DMSArray",
|
||||
"ivec3(0, 0, 0)", true, false};
|
||||
|
||||
// A multisample image load/store takes the sample index as an extra argument; no other
|
||||
// kind does. Keeping that in one place stops the two spellings drifting apart.
|
||||
std::string LoadExpression(const TargetKind& kind, const std::string& name) {
|
||||
return "imageLoad(" + name + ", " + kind.coord + (kind.multisample ? ", 0)" : ")");
|
||||
}
|
||||
|
||||
std::string StoreStatement(const TargetKind& kind, const std::string& name, const char* value) {
|
||||
return "imageStore(" + name + ", " + kind.coord + (kind.multisample ? ", 0, uvec4(" : ", uvec4(") +
|
||||
value + ", 0, 0, 0));";
|
||||
}
|
||||
|
||||
const char* kComputePrologue = "#version 440 core\n"
|
||||
"\n"
|
||||
"layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;\n"
|
||||
"\n";
|
||||
|
||||
const char* kResultBlock = "layout (std140, binding = 0) buffer SSB {\n"
|
||||
" uint sum;\n"
|
||||
"} ssb;\n"
|
||||
"\n";
|
||||
|
||||
// The conformance case's shader, narrowed to a single image.
|
||||
std::string SingleLoadSource(const TargetKind& kind) {
|
||||
return std::string(kComputePrologue) + "layout (location = 0, r32ui) readonly uniform " + kind.imageType +
|
||||
" i0;\n" + kResultBlock + "void main()\n{\n uvec4 v = " + LoadExpression(kind, "i0") +
|
||||
";\n ssb.sum = v.r;\n}\n";
|
||||
}
|
||||
|
||||
// The other direction. Written as its own program rather than a read-write one so that a
|
||||
// backend which gets the store right and the load wrong (or the reverse) is not able to
|
||||
// cancel its own defect out.
|
||||
std::string SingleStoreSource(const TargetKind& kind) {
|
||||
return std::string(kComputePrologue) + "layout (location = 0, r32ui) writeonly uniform " +
|
||||
kind.imageType + " i0;\n\nvoid main()\n{\n " + StoreStatement(kind, "i0", "13u") + "\n}\n";
|
||||
}
|
||||
|
||||
class ImageTargetKindScenario : public ScenarioTest {
|
||||
protected:
|
||||
void TearDown() override {
|
||||
if (!Ready()) return;
|
||||
glUseProgram(0);
|
||||
for (GLuint p : m_programs) glDeleteProgram(p);
|
||||
for (GLuint t : m_textures) glDeleteTextures(1, &t);
|
||||
for (GLuint b : m_buffers) glDeleteBuffers(1, &b);
|
||||
m_programs.clear();
|
||||
m_textures.clear();
|
||||
m_buffers.clear();
|
||||
// Leave no image unit bound. These scenarios share one context, and a stale image
|
||||
// binding is exactly the kind of state that makes the NEXT scenario's failure
|
||||
// impossible to reproduce on its own.
|
||||
GLint maxImageUnits = 0;
|
||||
glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
|
||||
for (GLint unit = 0; unit < maxImageUnits; ++unit) {
|
||||
glBindImageTexture(static_cast<GLuint>(unit), 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
|
||||
}
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
|
||||
while (glGetError() != GL_NO_ERROR) {
|
||||
}
|
||||
}
|
||||
|
||||
bool ImagesAreUsable() const {
|
||||
GLint maxImageUnits = 0;
|
||||
glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
|
||||
GLint maxComputeImageUniforms = 0;
|
||||
glGetIntegerv(GL_MAX_COMPUTE_IMAGE_UNIFORMS, &maxComputeImageUniforms);
|
||||
while (glGetError() != GL_NO_ERROR) {
|
||||
}
|
||||
return maxImageUnits >= 1 && maxComputeImageUniforms >= 1;
|
||||
}
|
||||
|
||||
// The conformance case's own multisample gate, asked the same way it asks it.
|
||||
bool MultisampleImagesAreUsable() const {
|
||||
GLint maxImageSamples = 0;
|
||||
glGetIntegerv(GL_MAX_IMAGE_SAMPLES, &maxImageSamples);
|
||||
while (glGetError() != GL_NO_ERROR) {
|
||||
}
|
||||
return maxImageSamples > 0;
|
||||
}
|
||||
|
||||
GLuint MakeComputeProgram(const std::string& source) {
|
||||
const GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
|
||||
const char* text = source.c_str();
|
||||
glShaderSource(shader, 1, &text, nullptr);
|
||||
glCompileShader(shader);
|
||||
GLint compiled = GL_FALSE;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
|
||||
if (compiled == GL_FALSE) {
|
||||
char log[4096] = {};
|
||||
glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
|
||||
ADD_FAILURE() << "the compute shader did not compile: " << log << "\nsource:\n" << source;
|
||||
glDeleteShader(shader);
|
||||
return 0;
|
||||
}
|
||||
const GLuint program = glCreateProgram();
|
||||
m_programs.push_back(program);
|
||||
glAttachShader(program, shader);
|
||||
glLinkProgram(program);
|
||||
glDeleteShader(shader);
|
||||
GLint linked = GL_FALSE;
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &linked);
|
||||
if (linked == GL_FALSE) {
|
||||
char log[4096] = {};
|
||||
glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
|
||||
ADD_FAILURE() << "the compute program did not link: " << log << "\nsource:\n" << source;
|
||||
return 0;
|
||||
}
|
||||
return program;
|
||||
}
|
||||
|
||||
// Storage plus a full fill with `value`, in the spelling each target kind needs.
|
||||
// Returns 0 - having already reported - when the target could not be created.
|
||||
GLuint MakeTexture(const TargetKind& kind, bool fill, GLuint value = kFilledValue) {
|
||||
const std::vector<GLuint> texels(static_cast<std::size_t>(kExtent) * kExtent * kExtent, value);
|
||||
|
||||
if (kind.buffer) {
|
||||
GLuint buffer = 0;
|
||||
glGenBuffers(1, &buffer);
|
||||
m_buffers.push_back(buffer);
|
||||
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
|
||||
glBufferData(GL_TEXTURE_BUFFER, static_cast<GLsizeiptr>(texels.size() * sizeof(GLuint)),
|
||||
fill ? texels.data() : nullptr, GL_DYNAMIC_COPY);
|
||||
GLuint texture = 0;
|
||||
glGenTextures(1, &texture);
|
||||
m_textures.push_back(texture);
|
||||
glBindTexture(GL_TEXTURE_BUFFER, texture);
|
||||
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32UI, buffer);
|
||||
if (const GLenum error = FirstGLError()) {
|
||||
ADD_FAILURE() << kind.name << ": creating the texture buffer errored with "
|
||||
<< GLErrorName(error);
|
||||
return 0;
|
||||
}
|
||||
return texture;
|
||||
}
|
||||
|
||||
GLuint texture = 0;
|
||||
glGenTextures(1, &texture);
|
||||
m_textures.push_back(texture);
|
||||
glBindTexture(kind.target, texture);
|
||||
|
||||
switch (kind.target) {
|
||||
case GL_TEXTURE_1D:
|
||||
glTexStorage1D(kind.target, 1, GL_R32UI, kExtent);
|
||||
break;
|
||||
case GL_TEXTURE_2D:
|
||||
case GL_TEXTURE_RECTANGLE:
|
||||
case GL_TEXTURE_1D_ARRAY:
|
||||
case GL_TEXTURE_CUBE_MAP:
|
||||
glTexStorage2D(kind.target, 1, GL_R32UI, kExtent, kExtent);
|
||||
break;
|
||||
case GL_TEXTURE_2D_ARRAY:
|
||||
case GL_TEXTURE_3D:
|
||||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
glTexStorage3D(kind.target, 1, GL_R32UI, kExtent, kExtent, kExtent);
|
||||
break;
|
||||
case GL_TEXTURE_2D_MULTISAMPLE:
|
||||
glTexStorage2DMultisample(kind.target, 1, GL_R32UI, kExtent, kExtent, GL_FALSE);
|
||||
break;
|
||||
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
|
||||
glTexStorage3DMultisample(kind.target, 1, GL_R32UI, kExtent, kExtent, kExtent, GL_FALSE);
|
||||
break;
|
||||
default:
|
||||
ADD_FAILURE() << kind.name << ": no storage spelling for target 0x" << std::hex << kind.target;
|
||||
return 0;
|
||||
}
|
||||
if (const GLenum error = FirstGLError()) {
|
||||
ADD_FAILURE() << kind.name << ": allocating storage errored with " << GLErrorName(error);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// A multisample texture has no TexSubImage - the conformance case fills it with a
|
||||
// compute pass, which is what the store cases below do.
|
||||
if (!fill || kind.multisample) return texture;
|
||||
|
||||
switch (kind.target) {
|
||||
case GL_TEXTURE_1D:
|
||||
glTexSubImage1D(kind.target, 0, 0, kExtent, GL_RED_INTEGER, GL_UNSIGNED_INT, texels.data());
|
||||
break;
|
||||
case GL_TEXTURE_2D:
|
||||
case GL_TEXTURE_RECTANGLE:
|
||||
case GL_TEXTURE_1D_ARRAY:
|
||||
glTexSubImage2D(kind.target, 0, 0, 0, kExtent, kExtent, GL_RED_INTEGER, GL_UNSIGNED_INT,
|
||||
texels.data());
|
||||
break;
|
||||
case GL_TEXTURE_CUBE_MAP:
|
||||
for (int face = 0; face < 6; ++face) {
|
||||
glTexSubImage2D(static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, 0, 0, kExtent,
|
||||
kExtent, GL_RED_INTEGER, GL_UNSIGNED_INT, texels.data());
|
||||
}
|
||||
break;
|
||||
case GL_TEXTURE_2D_ARRAY:
|
||||
case GL_TEXTURE_3D:
|
||||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
glTexSubImage3D(kind.target, 0, 0, 0, 0, kExtent, kExtent, kExtent, GL_RED_INTEGER,
|
||||
GL_UNSIGNED_INT, texels.data());
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (const GLenum error = FirstGLError()) {
|
||||
ADD_FAILURE() << kind.name << ": uploading texels errored with " << GLErrorName(error);
|
||||
return 0;
|
||||
}
|
||||
return texture;
|
||||
}
|
||||
|
||||
// A 4-byte `buffer` block bound to base 0, which is where every case puts its answer.
|
||||
GLuint MakeResultBuffer() {
|
||||
GLuint ssbo = 0;
|
||||
glGenBuffers(1, &ssbo);
|
||||
m_buffers.push_back(ssbo);
|
||||
const GLuint zero = 0u;
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLuint), &zero, GL_DYNAMIC_COPY);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
|
||||
return ssbo;
|
||||
}
|
||||
|
||||
GLuint ReadResult(GLuint ssbo) {
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
|
||||
GLuint value = 0xFFFFFFFFu;
|
||||
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(GLuint), &value);
|
||||
return value;
|
||||
}
|
||||
|
||||
// Fill a texture of `kind`, read texel (0,0,0) of it through an image uniform in a
|
||||
// compute dispatch, and require the value back.
|
||||
void RunLoadCase(const TargetKind& kind) {
|
||||
const GLuint program = MakeComputeProgram(SingleLoadSource(kind));
|
||||
if (program == 0) return;
|
||||
const GLuint texture = MakeTexture(kind, true);
|
||||
if (texture == 0) return;
|
||||
const GLuint ssbo = MakeResultBuffer();
|
||||
|
||||
glBindImageTexture(0, texture, 0, GL_TRUE, 0, GL_READ_ONLY, GL_R32UI);
|
||||
ASSERT_EQ(FirstGLError(), 0u) << kind.name << ": glBindImageTexture errored";
|
||||
|
||||
glUseProgram(program);
|
||||
// The unit, by LOCATION - the conformance case's own redundant-but-legal
|
||||
// assignment, and the one ES cannot take at the API level.
|
||||
glUniform1i(0, 0);
|
||||
ASSERT_EQ(FirstGLError(), 0u) << kind.name << ": assigning the image unit errored";
|
||||
|
||||
glDispatchCompute(1, 1, 1);
|
||||
glMemoryBarrier(GL_ALL_BARRIER_BITS);
|
||||
EXPECT_EQ(FirstGLError(), 0u) << kind.name << ": the dispatch leaked a GL error";
|
||||
|
||||
EXPECT_EQ(ReadResult(ssbo), kFilledValue)
|
||||
<< kind.name << ": the compute dispatch did not read the value the texture was filled with";
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
// The other direction: store through an image uniform, then read the same texel back
|
||||
// through a SECOND program, so a defect cannot cancel itself out.
|
||||
void RunStoreCase(const TargetKind& kind) {
|
||||
const GLuint storeProgram = MakeComputeProgram(SingleStoreSource(kind));
|
||||
const GLuint loadProgram = MakeComputeProgram(SingleLoadSource(kind));
|
||||
if (storeProgram == 0 || loadProgram == 0) return;
|
||||
const GLuint texture = MakeTexture(kind, false);
|
||||
if (texture == 0) return;
|
||||
const GLuint ssbo = MakeResultBuffer();
|
||||
|
||||
glBindImageTexture(0, texture, 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32UI);
|
||||
ASSERT_EQ(FirstGLError(), 0u) << kind.name << ": glBindImageTexture errored";
|
||||
|
||||
glUseProgram(storeProgram);
|
||||
glUniform1i(0, 0);
|
||||
glDispatchCompute(1, 1, 1);
|
||||
glMemoryBarrier(GL_ALL_BARRIER_BITS);
|
||||
EXPECT_EQ(FirstGLError(), 0u) << kind.name << ": the storing dispatch leaked a GL error";
|
||||
|
||||
glUseProgram(loadProgram);
|
||||
glUniform1i(0, 0);
|
||||
glDispatchCompute(1, 1, 1);
|
||||
glMemoryBarrier(GL_ALL_BARRIER_BITS);
|
||||
EXPECT_EQ(FirstGLError(), 0u) << kind.name << ": the loading dispatch leaked a GL error";
|
||||
|
||||
EXPECT_EQ(ReadResult(ssbo), kStoredValue)
|
||||
<< kind.name << ": the value stored through the image did not come back";
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
std::vector<GLuint> m_programs;
|
||||
std::vector<GLuint> m_textures;
|
||||
std::vector<GLuint> m_buffers;
|
||||
};
|
||||
|
||||
} // namespace
|
||||
|
||||
// ---- the load direction, one target kind per case -----------------------
|
||||
//
|
||||
// Exactly what the conformance case does with each of its eleven uniforms, but alone, so a
|
||||
// failure names the kind.
|
||||
|
||||
#define MGL_DEFINE_LOAD_CASE(CaseName, Kind) \
|
||||
TEST_F(ImageTargetKindScenario, Loads##CaseName) { \
|
||||
if (!Ready()) return; \
|
||||
if (!ImagesAreUsable()) GTEST_SKIP() << "no compute image uniforms"; \
|
||||
if ((Kind).multisample && !MultisampleImagesAreUsable()) { \
|
||||
GTEST_SKIP() << "GL_MAX_IMAGE_SAMPLES is 0, so the conformance case substitutes a plain 2D image " \
|
||||
"here and never asks for a multisample one"; \
|
||||
} \
|
||||
RunLoadCase(Kind); \
|
||||
}
|
||||
|
||||
#define MGL_DEFINE_STORE_CASE(CaseName, Kind) \
|
||||
TEST_F(ImageTargetKindScenario, Stores##CaseName) { \
|
||||
if (!Ready()) return; \
|
||||
if (!ImagesAreUsable()) GTEST_SKIP() << "no compute image uniforms"; \
|
||||
if ((Kind).multisample && !MultisampleImagesAreUsable()) { \
|
||||
GTEST_SKIP() << "GL_MAX_IMAGE_SAMPLES is 0, so the conformance case substitutes a plain 2D image " \
|
||||
"here and never asks for a multisample one"; \
|
||||
} \
|
||||
RunStoreCase(Kind); \
|
||||
}
|
||||
|
||||
MGL_DEFINE_LOAD_CASE(Texture1D, kKind1D)
|
||||
MGL_DEFINE_LOAD_CASE(Texture1DArray, kKind1DArray)
|
||||
MGL_DEFINE_LOAD_CASE(Texture2D, kKind2D)
|
||||
MGL_DEFINE_LOAD_CASE(Texture2DArray, kKind2DArray)
|
||||
MGL_DEFINE_LOAD_CASE(Texture3D, kKind3D)
|
||||
MGL_DEFINE_LOAD_CASE(TextureBuffer, kKindBuffer)
|
||||
MGL_DEFINE_LOAD_CASE(TextureCube, kKindCube)
|
||||
MGL_DEFINE_LOAD_CASE(TextureCubeArray, kKindCubeArray)
|
||||
MGL_DEFINE_LOAD_CASE(TextureRectangle, kKindRect)
|
||||
MGL_DEFINE_LOAD_CASE(Texture2DMultisample, kKind2DMS)
|
||||
MGL_DEFINE_LOAD_CASE(Texture2DMultisampleArray, kKind2DMSArray)
|
||||
|
||||
MGL_DEFINE_STORE_CASE(Texture1D, kKind1D)
|
||||
MGL_DEFINE_STORE_CASE(Texture1DArray, kKind1DArray)
|
||||
MGL_DEFINE_STORE_CASE(Texture2D, kKind2D)
|
||||
MGL_DEFINE_STORE_CASE(Texture2DArray, kKind2DArray)
|
||||
MGL_DEFINE_STORE_CASE(Texture3D, kKind3D)
|
||||
MGL_DEFINE_STORE_CASE(TextureBuffer, kKindBuffer)
|
||||
MGL_DEFINE_STORE_CASE(TextureCube, kKindCube)
|
||||
MGL_DEFINE_STORE_CASE(TextureCubeArray, kKindCubeArray)
|
||||
MGL_DEFINE_STORE_CASE(TextureRectangle, kKindRect)
|
||||
MGL_DEFINE_STORE_CASE(Texture2DMultisample, kKind2DMS)
|
||||
MGL_DEFINE_STORE_CASE(Texture2DMultisampleArray, kKind2DMSArray)
|
||||
|
||||
#undef MGL_DEFINE_LOAD_CASE
|
||||
#undef MGL_DEFINE_STORE_CASE
|
||||
|
||||
// ---- and all of them at once -------------------------------------------
|
||||
//
|
||||
// The conformance case's actual shape. The single-kind cases above cannot see a defect that
|
||||
// needs several kinds in one program - a binding remap that only collides when two image
|
||||
// types share a descriptor set, a per-kind rewrite that is not idempotent across declarations
|
||||
// - and that class of defect is precisely what "each kind passes alone but the case still
|
||||
// fails" would mean.
|
||||
//
|
||||
// Each unit is filled with its own DISTINCT value rather than a shared one, so a shortfall
|
||||
// names WHICH kind is missing rather than merely how many are: with one shared value, "three
|
||||
// kinds read zero" and "one kind read zero" differ only by a multiple, and any two kinds are
|
||||
// interchangeable in the total. A sum still cannot see two kinds SWAPPING - addition is
|
||||
// commutative, and the conformance case has exactly the same blind spot - but the single-kind
|
||||
// cases above pin each kind to its own texture already, so a swap cannot hide there.
|
||||
TEST_F(ImageTargetKindScenario, AllKindsInOneProgram) {
|
||||
if (!Ready()) return;
|
||||
if (!ImagesAreUsable()) GTEST_SKIP() << "no compute image uniforms";
|
||||
|
||||
// The two kinds this whole scenario file exists for come FIRST, and that ordering is
|
||||
// load-bearing rather than cosmetic. The list has to be truncated to the device's image
|
||||
// unit count, and the guaranteed minimum is small - ES 3.1 promises only four compute
|
||||
// image uniforms - so a list in the conformance case's own order would put imageBuffer
|
||||
// at index five and drop it on exactly the devices most likely to get it wrong. A test
|
||||
// that quietly stops covering its own subject is worse than one that fails.
|
||||
const bool multisample = MultisampleImagesAreUsable();
|
||||
std::vector<TargetKind> kinds{kKind1DArray, kKindBuffer, kKind2D, kKind1D, kKind2DArray,
|
||||
kKind3D, kKindCube, kKindRect, kKindCubeArray};
|
||||
if (multisample) {
|
||||
kinds.push_back(kKind2DMS);
|
||||
kinds.push_back(kKind2DMSArray);
|
||||
}
|
||||
|
||||
GLint maxComputeImageUniforms = 0;
|
||||
glGetIntegerv(GL_MAX_COMPUTE_IMAGE_UNIFORMS, &maxComputeImageUniforms);
|
||||
GLint maxImageUnits = 0;
|
||||
glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
|
||||
while (glGetError() != GL_NO_ERROR) {
|
||||
}
|
||||
const std::size_t count =
|
||||
std::min<std::size_t>(kinds.size(), static_cast<std::size_t>(std::max(0, std::min(maxComputeImageUniforms,
|
||||
maxImageUnits))));
|
||||
if (count == 0) GTEST_SKIP() << "no image units";
|
||||
// Named, not silently dropped: `expected` is computed over whatever survives, so a
|
||||
// truncated run is self-consistently green and would otherwise never say what it stopped
|
||||
// covering.
|
||||
if (count < kinds.size()) {
|
||||
std::string dropped;
|
||||
for (std::size_t i = count; i < kinds.size(); ++i) {
|
||||
if (!dropped.empty()) dropped += ", ";
|
||||
dropped += kinds[i].name;
|
||||
}
|
||||
RecordProperty("dropped_image_target_kinds", dropped);
|
||||
GTEST_LOG_(INFO) << "only " << count << " image units, so these kinds are not covered by the "
|
||||
<< "combined case: " << dropped;
|
||||
}
|
||||
kinds.resize(count);
|
||||
|
||||
std::string declarations;
|
||||
std::string sum;
|
||||
for (std::size_t i = 0; i < kinds.size(); ++i) {
|
||||
const std::string name = "i" + std::to_string(i);
|
||||
declarations += "layout (location = " + std::to_string(i) + ", r32ui) readonly uniform " +
|
||||
kinds[i].imageType + " " + name + ";\n";
|
||||
if (!sum.empty()) sum += " + ";
|
||||
sum += LoadExpression(kinds[i], name);
|
||||
}
|
||||
const std::string source = std::string(kComputePrologue) + declarations + kResultBlock +
|
||||
"void main()\n{\n uvec4 v = " + sum + ";\n ssb.sum = v.r;\n}\n";
|
||||
|
||||
const GLuint program = MakeComputeProgram(source);
|
||||
if (program == 0) return;
|
||||
|
||||
// Powers of two, so the shortfall's bit pattern names exactly which kinds read zero -
|
||||
// no other subset of the values can sum to the same total. Eleven kinds at most, so the
|
||||
// largest is 1 << 10 and the sum cannot approach a uint's range.
|
||||
GLuint expected = 0;
|
||||
for (std::size_t i = 0; i < kinds.size(); ++i) {
|
||||
const GLuint value = 1u << i;
|
||||
const GLuint texture = MakeTexture(kinds[i], true, value);
|
||||
if (texture == 0) return;
|
||||
expected += value;
|
||||
glBindImageTexture(static_cast<GLuint>(i), texture, 0, GL_TRUE, 0, GL_READ_ONLY, GL_R32UI);
|
||||
ASSERT_EQ(FirstGLError(), 0u) << kinds[i].name << ": glBindImageTexture errored";
|
||||
}
|
||||
const GLuint ssbo = MakeResultBuffer();
|
||||
|
||||
glUseProgram(program);
|
||||
for (std::size_t i = 0; i < kinds.size(); ++i) {
|
||||
glUniform1i(static_cast<GLint>(i), static_cast<GLint>(i));
|
||||
}
|
||||
ASSERT_EQ(FirstGLError(), 0u) << "assigning the image units errored";
|
||||
|
||||
glDispatchCompute(1, 1, 1);
|
||||
glMemoryBarrier(GL_ALL_BARRIER_BITS);
|
||||
EXPECT_EQ(FirstGLError(), 0u) << "the dispatch leaked a GL error";
|
||||
|
||||
const GLuint actual = ReadResult(ssbo);
|
||||
std::string missing;
|
||||
for (std::size_t i = 0; i < kinds.size(); ++i) {
|
||||
if ((actual & (1u << i)) == 0u) {
|
||||
if (!missing.empty()) missing += ", ";
|
||||
missing += kinds[i].name;
|
||||
}
|
||||
}
|
||||
EXPECT_EQ(actual, expected)
|
||||
<< "the sum over " << kinds.size()
|
||||
<< " image target kinds is wrong; each kind contributes its own bit, and these read "
|
||||
"zero: "
|
||||
<< (missing.empty() ? "(none - so some kind read a value it was never given)" : missing);
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
} // namespace MGITest
|
||||
@@ -21,6 +21,7 @@
|
||||
#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
|
||||
#include <MG_Util/ShaderTranspiler/ShaderSourceProcessor.h>
|
||||
#include <MG_Util/ShaderTranspiler/SpirvPasses/LegalizeFragmentOutputIndexPass.h>
|
||||
#include <MG_Util/ShaderTranspiler/SpirvPasses/Lower1DArrayImagesPass.h>
|
||||
#include <MG_Util/ShaderTranspiler/SpirvPasses/RenameSamplerFunctionParameterPass.h>
|
||||
#include <MG_Util/ShaderTranspiler/Types.h>
|
||||
#include <MG_Util/ShaderTranspiler/glslang/UniformTraverser.h>
|
||||
@@ -3481,3 +3482,210 @@ void main() { fragColor = vec4(texelFetch(Data, 3)); }
|
||||
<< essl320;
|
||||
|
||||
}
|
||||
|
||||
namespace {
|
||||
// OpTypeImage words: result id (+1), sampled type (+2), Dim (+3), Depth (+4), Arrayed (+5),
|
||||
// MS (+6), Sampled (+7). Dim::Dim1D == 0, and Sampled == 2 is a storage image.
|
||||
SizeT Count1DArrayStorageImageTypes(const Vector<Uint32>& spirv) {
|
||||
constexpr unsigned kOpTypeImage = 25, kDim1D = 0;
|
||||
SizeT count = 0;
|
||||
for (SizeT i = 5; i < spirv.size();) {
|
||||
const unsigned wordCount = spirv[i] >> 16;
|
||||
const unsigned opcode = spirv[i] & 0xFFFFu;
|
||||
if (wordCount == 0 || i + wordCount > spirv.size()) break;
|
||||
if (opcode == kOpTypeImage && wordCount >= 8 && spirv[i + 3] == kDim1D && spirv[i + 5] == 1u &&
|
||||
spirv[i + 7] == 2u) {
|
||||
++count;
|
||||
}
|
||||
i += wordCount;
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
const char* k1DArrayImageCompute = R"(#version 440 core
|
||||
layout (local_size_x = 1) in;
|
||||
layout (location = 0, r32ui) readonly uniform uimage1DArray i0;
|
||||
layout (std430, binding = 0) buffer SSB { uint sum; } ssb;
|
||||
void main() { ssb.sum = imageLoad(i0, ivec2(2, 3)).r; }
|
||||
)";
|
||||
} // namespace
|
||||
|
||||
// The negative control, and the whole reason the pass exists: SPIRV-Cross's ES emulation of 1D
|
||||
// images does not ask whether the type is arrayed, so it wraps an already-two-component
|
||||
// coordinate in a two-component constructor. Pinning the upstream behaviour here means that if a
|
||||
// future SPIRV-Cross bump fixes it, this test fails and says so, rather than the pass quietly
|
||||
// becoming dead weight.
|
||||
TEST_F(ProgramUtilTest, SpirvCrossEmitsAMalformedCoordinateFor1DArrayImages) {
|
||||
using namespace MG_Util::ShaderTranspiler;
|
||||
|
||||
const Vector<Uint32> spirv = BuildSpirvForStage(k1DArrayImageCompute, GL_COMPUTE_SHADER);
|
||||
ASSERT_FALSE(spirv.empty());
|
||||
ASSERT_EQ(Count1DArrayStorageImageTypes(spirv), 1u)
|
||||
<< "glslang no longer emits a Dim1D/Arrayed/Sampled=2 image for uimage1DArray";
|
||||
|
||||
const String essl = DecompileToEssl(spirv);
|
||||
ASSERT_FALSE(essl.empty());
|
||||
EXPECT_NE(essl.find("ivec2(ivec2("), String::npos)
|
||||
<< "SPIRV-Cross is expected to emit ivec2(ivec2(...), 0) here - three components in a "
|
||||
"two-component constructor, which every ES driver rejects. If this no longer happens, "
|
||||
"Lower1DArrayImagesForEssl may no longer be needed:\n"
|
||||
<< essl;
|
||||
}
|
||||
|
||||
// The fix: the type becomes a 2D array and the coordinate becomes three components, so
|
||||
// SPIRV-Cross's 1D path never fires and the emitted ESSL is something a driver accepts.
|
||||
TEST_F(ProgramUtilTest, Lower1DArrayImagesRewritesTheTypeAndWidensTheCoordinate) {
|
||||
using namespace MG_Util::ShaderTranspiler;
|
||||
|
||||
const Vector<Uint32> raw = BuildSpirvForStage(k1DArrayImageCompute, GL_COMPUTE_SHADER);
|
||||
ASSERT_FALSE(raw.empty());
|
||||
|
||||
// Through the shared chain first, exactly as the DirectGLES transpile path does: the pass
|
||||
// runs on sanitized bytes, and the explicit uniform LOCATION this fixture carries (the
|
||||
// conformance case's own spelling) is illegal on UniformConstant storage until
|
||||
// StripUniformLocationsPass has removed it. Validating raw glslang output would latch that
|
||||
// pre-existing property against this pass.
|
||||
Vector<Uint32> spirv;
|
||||
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, spirv));
|
||||
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_FALSE(lowered.empty());
|
||||
|
||||
EXPECT_EQ(Count1DArrayStorageImageTypes(lowered), 0u)
|
||||
<< "no 1D-array storage image type may survive the pass:\n"
|
||||
<< DisassembleSpirv(lowered);
|
||||
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
|
||||
<< "the lowered module must stay validator-clean";
|
||||
|
||||
const String essl = DecompileToEssl(lowered);
|
||||
ASSERT_FALSE(essl.empty());
|
||||
EXPECT_NE(essl.find("uimage2DArray"), String::npos)
|
||||
<< "the image must be declared as the 2D array the texture is stored as:\n" << essl;
|
||||
EXPECT_EQ(essl.find("ivec2(ivec2("), String::npos)
|
||||
<< "the malformed constructor must be gone:\n" << essl;
|
||||
// The ORDER is the whole point, and it is what a widening that merely appended the 0 would
|
||||
// get wrong while still producing a three-component constructor that compiles. The fixture
|
||||
// reads (u=2, layer=3), and the ES 2D array holds height 1 with the layers in depth
|
||||
// (TextureImpl::GetBackendUploadSize), so the only correct spelling is (2, 0, 3).
|
||||
EXPECT_NE(essl.find("ivec3(2, 0, 3)"), String::npos)
|
||||
<< "the layer must land in the third component and Y must be 0; ivec3(2, 3, 0) would read "
|
||||
"row 3 of a one-row texture and layer 0 of every access:\n"
|
||||
<< essl;
|
||||
}
|
||||
|
||||
// The shape that made the first cut of this pass emit INVALID SPIR-V, and the shape the
|
||||
// conformance case actually has: a 1D-array image and a real 2D-array image of the same sampled
|
||||
// type and format in one module. Rewriting the first one's Dim in place makes the two
|
||||
// OpTypeImage declarations structurally identical, and SPIR-V forbids duplicate non-aggregate
|
||||
// types - so the module the ESSL path hands on failed validation and quietly bumped the latch.
|
||||
// A single-image fixture cannot see any of that.
|
||||
TEST_F(ProgramUtilTest, Lower1DArrayImagesDeduplicatesAgainstAnExisting2DArrayImage) {
|
||||
using namespace MG_Util::ShaderTranspiler;
|
||||
|
||||
const Vector<Uint32> raw = BuildSpirvForStage(R"(#version 440 core
|
||||
layout (local_size_x = 1) in;
|
||||
layout (location = 0, r32ui) readonly uniform uimage1DArray i0;
|
||||
layout (location = 1, r32ui) readonly uniform uimage2DArray i1;
|
||||
layout (std430, binding = 0) buffer SSB { uint sum; } ssb;
|
||||
void main() { ssb.sum = imageLoad(i0, ivec2(2, 3)).r + imageLoad(i1, ivec3(1, 1, 1)).r; }
|
||||
)",
|
||||
GL_COMPUTE_SHADER);
|
||||
ASSERT_FALSE(raw.empty());
|
||||
|
||||
Vector<Uint32> spirv;
|
||||
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_FALSE(lowered.empty());
|
||||
|
||||
EXPECT_EQ(Count1DArrayStorageImageTypes(lowered), 0u) << DisassembleSpirv(lowered);
|
||||
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
|
||||
<< "the rewritten 1D-array image collided with the module's own 2D-array image and left a "
|
||||
"duplicate type declaration behind:\n"
|
||||
<< DisassembleSpirv(lowered);
|
||||
|
||||
const String essl = DecompileToEssl(lowered);
|
||||
ASSERT_FALSE(essl.empty());
|
||||
EXPECT_NE(essl.find("ivec3(2, 0, 3)"), String::npos) << essl;
|
||||
}
|
||||
|
||||
// Scope, half one: a NON-arrayed 1D storage image is emitted correctly by the very same
|
||||
// SPIRV-Cross code, so the pass must not touch it - replacing working emission with our own buys
|
||||
// nothing and risks everything.
|
||||
TEST_F(ProgramUtilTest, Lower1DArrayImagesLeavesNonArrayed1DImagesToSpirvCross) {
|
||||
using namespace MG_Util::ShaderTranspiler;
|
||||
|
||||
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 440 core
|
||||
layout (local_size_x = 1) in;
|
||||
layout (location = 0, r32ui) readonly uniform uimage1D i0;
|
||||
layout (std430, binding = 0) buffer SSB { uint sum; } ssb;
|
||||
void main() { ssb.sum = imageLoad(i0, 2).r; }
|
||||
)",
|
||||
GL_COMPUTE_SHADER);
|
||||
ASSERT_FALSE(spirv.empty());
|
||||
|
||||
Vector<Uint32> lowered;
|
||||
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered));
|
||||
EXPECT_EQ(lowered, spirv) << "a non-arrayed 1D storage image must pass through byte for byte";
|
||||
|
||||
const String essl = DecompileToEssl(lowered);
|
||||
ASSERT_FALSE(essl.empty());
|
||||
EXPECT_NE(essl.find("uimage2D "), String::npos)
|
||||
<< "SPIRV-Cross's own 1D-as-2D emulation must still be what handles this:\n" << essl;
|
||||
}
|
||||
|
||||
// Scope, half two: a 1D-array SAMPLER reaches SPIRV-Cross's sampler path, which does check
|
||||
// `arrayed` and does move the layer into the third component. The pass is storage-image only.
|
||||
TEST_F(ProgramUtilTest, Lower1DArrayImagesLeavesSampledImagesAlone) {
|
||||
using namespace MG_Util::ShaderTranspiler;
|
||||
|
||||
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 440 core
|
||||
uniform sampler1DArray uTex;
|
||||
in vec2 vUv;
|
||||
out vec4 fragColor;
|
||||
void main() { fragColor = texture(uTex, vUv); }
|
||||
)",
|
||||
GL_FRAGMENT_SHADER);
|
||||
ASSERT_FALSE(spirv.empty());
|
||||
|
||||
Vector<Uint32> lowered;
|
||||
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered));
|
||||
EXPECT_EQ(lowered, spirv) << "a sampled 1D-array image must pass through byte for byte";
|
||||
}
|
||||
|
||||
// The declined shape. After the rewrite the image is a 2D array, so a size query on it yields
|
||||
// three components where the shader consumes two, and there is no correct two-component answer to
|
||||
// substitute - the ES texture genuinely has a height the GL one does not. The module is handed
|
||||
// back untouched rather than half-translated.
|
||||
TEST_F(ProgramUtilTest, Lower1DArrayImagesDeclinesAModuleThatQueriesTheImageSize) {
|
||||
using namespace MG_Util::ShaderTranspiler;
|
||||
|
||||
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 440 core
|
||||
layout (local_size_x = 1) in;
|
||||
layout (location = 0, r32ui) readonly uniform uimage1DArray i0;
|
||||
layout (std430, binding = 0) buffer SSB { uint sum; } ssb;
|
||||
void main() { ssb.sum = uint(imageSize(i0).x) + imageLoad(i0, ivec2(0, 0)).r; }
|
||||
)",
|
||||
GL_COMPUTE_SHADER);
|
||||
ASSERT_FALSE(spirv.empty());
|
||||
const auto traits = Lower1DArrayImagesPass::InspectBinary(spirv);
|
||||
ASSERT_TRUE(traits.declaresImage && traits.queriesImageSize)
|
||||
<< "the fixture must contain the shape the pass declines";
|
||||
|
||||
Vector<Uint32> lowered;
|
||||
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered));
|
||||
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";
|
||||
}
|
||||
|
||||
@@ -26,6 +26,7 @@
|
||||
#include "SpirvPasses/RebaseInstanceIndexPass.h"
|
||||
#include "SpirvPasses/ZeroBaseVertexPass.h"
|
||||
#include "SpirvPasses/NormalizeRectCoordinatesPass.h"
|
||||
#include "SpirvPasses/Lower1DArrayImagesPass.h"
|
||||
#include "SpirvPasses/PrivateToEntryLocalPass.h"
|
||||
#include "SpirvPasses/StripUniformLocationsPass.h"
|
||||
#include "SpirvPasses/StripUboMemberRelaxedPrecisionPass.h"
|
||||
@@ -824,6 +825,53 @@ namespace MobileGL {
|
||||
return RunOptimizerChecked("LowerRectImages", optimizer, inputBinary, outputBinary);
|
||||
}
|
||||
|
||||
bool ShaderCompiler::Lower1DArrayImagesForEssl(const Vector<Uint32>& inputBinary,
|
||||
Vector<uint32_t>& outputBinary) {
|
||||
using namespace spvtools;
|
||||
|
||||
// Declined rather than half-translated: after the rewrite the image is a 2D
|
||||
// array, so a size query on it yields three components where the shader consumes
|
||||
// two. Handing back a differently-shaped size silently is worse than leaving the
|
||||
// module alone and letting the driver say what it does not like - and unlike the
|
||||
// access path there is no correct answer to substitute, because the ES texture
|
||||
// genuinely has a height the GL one does not.
|
||||
//
|
||||
// MGLOG_I, deliberately: MGLOG_E/W are compiled out at the INFO level every CI,
|
||||
// retrace and release build uses, and this is exactly the diagnostic that has to
|
||||
// survive to explain the shader the driver is about to reject.
|
||||
const auto traits = Lower1DArrayImagesPass::InspectBinary(inputBinary);
|
||||
// The overwhelmingly common answer, and the reason the inspection exists: no
|
||||
// 1D-array storage image, so the module is handed back byte for byte without an
|
||||
// Optimizer ever being built. Every ESSL shader in the process passes through
|
||||
// here, so the cost of the case with nothing to do is the cost of this pass.
|
||||
if (!traits.declaresImage) {
|
||||
outputBinary = inputBinary;
|
||||
return true;
|
||||
}
|
||||
if (traits.queriesImageSize) {
|
||||
MGLOG_I("[spirv] Lower1DArrayImagesForEssl: the module queries the size of a 1D-array "
|
||||
"storage image, which cannot be answered in the 2D-array shape ES stores it in; "
|
||||
"leaving the module alone, and a strict ES driver will reject it");
|
||||
outputBinary = inputBinary;
|
||||
return true;
|
||||
}
|
||||
|
||||
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
|
||||
optimizer.RegisterPass(Lower1DArrayImagesPass::CreateLower1DArrayImagesPass());
|
||||
// Mandatory, not tidying. Rewriting a 1D-array image type to the 2D-array one
|
||||
// makes it structurally IDENTICAL to any real 2D-array image of the same sampled
|
||||
// type and format that the module already declared - and SPIR-V forbids duplicate
|
||||
// non-aggregate type declarations, so the result fails validation. That collision
|
||||
// is not exotic: it is the shape of this whole change's headline case, where one
|
||||
// compute shader declares uimage1DArray and uimage2DArray side by side, both
|
||||
// r32ui. The same applies one level up, to the OpTypePointer instructions that
|
||||
// named the two types, and to the Image1D capability the rewrite turns into a
|
||||
// second Shader. Deduplicating afterwards collapses all three at once.
|
||||
optimizer.RegisterPass(CreateRemoveDuplicatesPass());
|
||||
|
||||
return RunOptimizerChecked("Lower1DArrayImagesForEssl", optimizer, inputBinary, outputBinary);
|
||||
}
|
||||
|
||||
bool ShaderCompiler::RebaseInstanceIndexForVulkan(const Vector<Uint32>& inputBinary,
|
||||
Vector<uint32_t>& outputBinary) {
|
||||
using namespace spvtools;
|
||||
|
||||
@@ -89,6 +89,14 @@ namespace MobileGL {
|
||||
// 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);
|
||||
// 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
|
||||
// VK_IMAGE_VIEW_TYPE_1D_ARRAY and must see the module unchanged. Copies the input
|
||||
// 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);
|
||||
static bool RebaseInstanceIndexForVulkan(const Vector<Uint32>& inputBinary,
|
||||
Vector<uint32_t>& outputBinary);
|
||||
// Builds the non-indexed-draw variant of a vertex shader: every gl_BaseVertex
|
||||
|
||||
@@ -0,0 +1,299 @@
|
||||
// MobileGL - MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/Lower1DArrayImagesPass.cpp
|
||||
// Copyright (c) 2025-2026 MobileGL-Dev
|
||||
// Licensed under the GNU Lesser General Public License v3.0:
|
||||
// https://www.gnu.org/licenses/gpl-3.0.txt
|
||||
// https://www.gnu.org/licenses/lgpl-3.0.txt
|
||||
// SPDX-License-Identifier: LGPL-3.0-only
|
||||
// End of Source File Header
|
||||
|
||||
#include "Lower1DArrayImagesPass.h"
|
||||
|
||||
#include "spirv.hpp"
|
||||
#include "source/opt/build_module.h"
|
||||
#include "source/opt/constants.h"
|
||||
#include "source/opt/def_use_manager.h"
|
||||
#include "source/opt/instruction.h"
|
||||
#include "source/opt/ir_builder.h"
|
||||
#include "source/opt/ir_context.h"
|
||||
#include "source/opt/module.h"
|
||||
#include "source/opt/type_manager.h"
|
||||
#include "source/opt/types.h"
|
||||
#include "source/util/make_unique.h"
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
namespace MobileGL {
|
||||
namespace MG_Util {
|
||||
namespace ShaderTranspiler {
|
||||
namespace {
|
||||
using spvtools::opt::Instruction;
|
||||
using spvtools::opt::InstructionBuilder;
|
||||
using spvtools::opt::IRContext;
|
||||
|
||||
// OpTypeImage in-operands: 0 sampled type, 1 Dim, 2 Depth, 3 Arrayed, 4 MS,
|
||||
// 5 Sampled, 6 Format.
|
||||
constexpr uint32_t kDimOperand = 1;
|
||||
constexpr uint32_t kArrayedOperand = 3;
|
||||
constexpr uint32_t kSampledOperand = 5;
|
||||
|
||||
// A 1D image that is arrayed AND is a storage image. Sampled == 2 is SPIR-V's
|
||||
// "used without a sampler", i.e. exactly the image uniforms this pass exists for;
|
||||
// Sampled == 1 (a sampled image) reaches SPIRV-Cross's sampler path, which
|
||||
// already handles the 1D-array shape correctly and must be left to it.
|
||||
bool Is1DArrayStorageImageType(const Instruction* imageType) {
|
||||
return imageType != nullptr && imageType->opcode() == spv::Op::OpTypeImage &&
|
||||
imageType->NumInOperands() > kSampledOperand &&
|
||||
static_cast<spv::Dim>(imageType->GetSingleWordInOperand(kDimOperand)) == spv::Dim::Dim1D &&
|
||||
imageType->GetSingleWordInOperand(kArrayedOperand) == 1u &&
|
||||
imageType->GetSingleWordInOperand(kSampledOperand) == 2u;
|
||||
}
|
||||
|
||||
// Any Dim1D image, sampled or storage. Used only to decide whether the Image1D
|
||||
// capability is still needed - deliberately wider than the rewrite's own
|
||||
// predicate, so a module that also holds a non-arrayed 1D image (which this pass
|
||||
// leaves to SPIRV-Cross) keeps the capability it still requires.
|
||||
bool IsDim1DImageType(const Instruction* imageType) {
|
||||
return imageType != nullptr && imageType->opcode() == spv::Op::OpTypeImage &&
|
||||
imageType->NumInOperands() > kSampledOperand &&
|
||||
static_cast<spv::Dim>(imageType->GetSingleWordInOperand(kDimOperand)) == spv::Dim::Dim1D;
|
||||
}
|
||||
|
||||
// The OpTypeImage behind whatever an image operation was handed - a bare image,
|
||||
// or a pointer to one. Same unwrapping as NormalizeRectCoordinatesPass, minus the
|
||||
// sampled-image case a storage image never has.
|
||||
Instruction* ResolveImageType(IRContext* context, uint32_t objectId) {
|
||||
auto* defUseMgr = context->get_def_use_mgr();
|
||||
Instruction* object = defUseMgr->GetDef(objectId);
|
||||
if (object == nullptr) return nullptr;
|
||||
Instruction* type = defUseMgr->GetDef(object->type_id());
|
||||
while (type != nullptr) {
|
||||
switch (type->opcode()) {
|
||||
case spv::Op::OpTypeImage:
|
||||
return type;
|
||||
case spv::Op::OpTypeSampledImage:
|
||||
case spv::Op::OpTypePointer:
|
||||
case spv::Op::OpTypeArray:
|
||||
case spv::Op::OpTypeRuntimeArray:
|
||||
// Each names its element type in its last in-operand, except arrays,
|
||||
// whose element type is the FIRST. Both are reached here because an
|
||||
// image uniform may be declared as an array of images.
|
||||
type = defUseMgr->GetDef(type->opcode() == spv::Op::OpTypeArray ||
|
||||
type->opcode() == spv::Op::OpTypeRuntimeArray
|
||||
? type->GetSingleWordInOperand(0)
|
||||
: type->GetSingleWordInOperand(type->NumInOperands() - 1));
|
||||
continue;
|
||||
default:
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// The coordinate operand index for the operations that address an image's texels.
|
||||
// OpImageRead and OpImageTexelPointer take (image, coordinate, ...); OpImageWrite
|
||||
// takes (image, coordinate, texel).
|
||||
bool TryGetCoordinateOperand(spv::Op opcode, uint32_t* coordinateOperand) {
|
||||
switch (opcode) {
|
||||
case spv::Op::OpImageRead:
|
||||
case spv::Op::OpImageSparseRead:
|
||||
case spv::Op::OpImageWrite:
|
||||
case spv::Op::OpImageTexelPointer:
|
||||
*coordinateOperand = 1;
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool QueriesImageSize(spv::Op opcode) {
|
||||
return opcode == spv::Op::OpImageQuerySize || opcode == spv::Op::OpImageQuerySizeLod ||
|
||||
opcode == spv::Op::OpImageQueryLevels || opcode == spv::Op::OpImageQuerySamples;
|
||||
}
|
||||
} // namespace
|
||||
|
||||
Lower1DArrayImagesPass::ModuleTraits Lower1DArrayImagesPass::InspectBinary(const Vector<Uint32>& binary) {
|
||||
ModuleTraits traits{};
|
||||
if (binary.empty()) {
|
||||
return traits;
|
||||
}
|
||||
std::unique_ptr<IRContext> context = spvtools::BuildModule(
|
||||
SPV_ENV_VULKAN_1_1, [](spv_message_level_t, const char*, const spv_position_t&, const char*) {},
|
||||
binary.data(), binary.size());
|
||||
if (!context) {
|
||||
return traits;
|
||||
}
|
||||
|
||||
// The type table settles it for the cheap half, and it is the half almost every
|
||||
// shader takes: no such type declared, nothing to inspect further.
|
||||
for (const Instruction& type : context->module()->types_values()) {
|
||||
if (Is1DArrayStorageImageType(&type)) {
|
||||
traits.declaresImage = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!traits.declaresImage) {
|
||||
return traits;
|
||||
}
|
||||
|
||||
for (auto& function : *context->module()) {
|
||||
for (auto& block : function) {
|
||||
for (auto& instruction : block) {
|
||||
if (!QueriesImageSize(instruction.opcode()) || instruction.NumInOperands() < 1) {
|
||||
continue;
|
||||
}
|
||||
if (Is1DArrayStorageImageType(
|
||||
ResolveImageType(context.get(), instruction.GetSingleWordInOperand(0)))) {
|
||||
traits.queriesImageSize = true;
|
||||
return traits;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return traits;
|
||||
}
|
||||
|
||||
spvtools::opt::Pass::Status Lower1DArrayImagesPass::Process() {
|
||||
auto* irContext = context();
|
||||
auto* typeMgr = irContext->get_type_mgr();
|
||||
auto* constantMgr = irContext->get_constant_mgr();
|
||||
|
||||
// Nothing to do unless the module actually declares one. Every other shader pays
|
||||
// one walk of the type table and is handed back unchanged.
|
||||
bool hasType = false;
|
||||
for (const Instruction& type : irContext->types_values()) {
|
||||
if (Is1DArrayStorageImageType(&type)) {
|
||||
hasType = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!hasType) {
|
||||
return Status::SuccessWithoutChange;
|
||||
}
|
||||
|
||||
// The same refusal the caller makes, restated here so the pass is safe wherever
|
||||
// it is registered. Rewriting the type while leaving an OpImageQuerySize on it
|
||||
// produces a query whose result type has one component too few - an invalid
|
||||
// module - and there is no correct two-component size to substitute, because the
|
||||
// ES texture genuinely has a height the GL one does not.
|
||||
for (auto& function : *irContext->module()) {
|
||||
for (auto& block : function) {
|
||||
for (auto& instruction : block) {
|
||||
if (QueriesImageSize(instruction.opcode()) && instruction.NumInOperands() >= 1 &&
|
||||
Is1DArrayStorageImageType(
|
||||
ResolveImageType(irContext, instruction.GetSingleWordInOperand(0)))) {
|
||||
return Status::SuccessWithoutChange;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// (u, layer) -> (u, 0, layer). The height the ES 2D array carries is 1, so Y is
|
||||
// always 0 and the layer has to move from the second component to the third; a
|
||||
// plain widening that appended the 0 would read layer 0 of every access instead.
|
||||
for (auto& function : *irContext->module()) {
|
||||
for (auto& block : function) {
|
||||
for (auto& instruction : block) {
|
||||
uint32_t coordinateOperand = 0;
|
||||
if (!TryGetCoordinateOperand(instruction.opcode(), &coordinateOperand) ||
|
||||
instruction.NumInOperands() <= coordinateOperand) {
|
||||
continue;
|
||||
}
|
||||
if (!Is1DArrayStorageImageType(
|
||||
ResolveImageType(irContext, instruction.GetSingleWordInOperand(0)))) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const uint32_t coordinateId = instruction.GetSingleWordInOperand(coordinateOperand);
|
||||
|
||||
// Built from the COORDINATE's own component type rather than a
|
||||
// hardcoded signed int. GLSL only ever spells these ivec2, but SPIR-V
|
||||
// permits an unsigned coordinate, and extracting a uint component
|
||||
// into an int result is an invalid module rather than a wrong answer -
|
||||
// the kind of defect that reaches a driver as "compiles here, not
|
||||
// there".
|
||||
Instruction* coordinateDef = irContext->get_def_use_mgr()->GetDef(coordinateId);
|
||||
if (coordinateDef == nullptr) return Status::Failure;
|
||||
const auto* coordinateType = typeMgr->GetType(coordinateDef->type_id());
|
||||
const auto* coordinateVector = coordinateType != nullptr ? coordinateType->AsVector()
|
||||
: nullptr;
|
||||
if (coordinateVector == nullptr || coordinateVector->element_count() != 2) {
|
||||
return Status::Failure;
|
||||
}
|
||||
const auto* component = coordinateVector->element_type();
|
||||
const auto* componentInteger = component != nullptr ? component->AsInteger() : nullptr;
|
||||
if (componentInteger == nullptr) return Status::Failure;
|
||||
|
||||
spvtools::opt::analysis::Vector widenedVector(component, 3);
|
||||
const uint32_t int3TypeId = typeMgr->GetTypeInstruction(&widenedVector);
|
||||
const uint32_t intTypeId = typeMgr->GetTypeInstruction(component);
|
||||
const uint32_t zeroId = componentInteger->IsSigned()
|
||||
? constantMgr->GetSIntConstId(0)
|
||||
: constantMgr->GetUIntConstId(0);
|
||||
if (int3TypeId == 0 || intTypeId == 0 || zeroId == 0) {
|
||||
return Status::Failure;
|
||||
}
|
||||
|
||||
InstructionBuilder builder(
|
||||
irContext, &instruction,
|
||||
IRContext::kAnalysisDefUse | IRContext::kAnalysisInstrToBlockMapping);
|
||||
|
||||
Instruction* u =
|
||||
builder.AddCompositeExtract(intTypeId, coordinateId, {0});
|
||||
Instruction* layer =
|
||||
builder.AddCompositeExtract(intTypeId, coordinateId, {1});
|
||||
if (u == nullptr || layer == nullptr) {
|
||||
return Status::Failure;
|
||||
}
|
||||
Instruction* widened = builder.AddCompositeConstruct(
|
||||
int3TypeId, {u->result_id(), zeroId, layer->result_id()});
|
||||
if (widened == nullptr) {
|
||||
return Status::Failure;
|
||||
}
|
||||
instruction.SetInOperand(coordinateOperand, {widened->result_id()});
|
||||
irContext->UpdateDefUse(&instruction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Only now, with no access still spelling the 1D-array coordinate, does the type
|
||||
// become the 2D array one. Arrayed stays 1: this is a 2D ARRAY image, which is
|
||||
// what the texture was stored as.
|
||||
for (Instruction& type : irContext->types_values()) {
|
||||
if (Is1DArrayStorageImageType(&type)) {
|
||||
type.SetInOperand(kDimOperand, {static_cast<uint32_t>(spv::Dim::Dim2D)});
|
||||
}
|
||||
}
|
||||
|
||||
// Image1D describes the types just rewritten - but only drop it if no 1D image
|
||||
// type is left at all. A module may hold a non-arrayed 1D storage image, which
|
||||
// this pass deliberately leaves to SPIRV-Cross, and that one still needs the
|
||||
// capability. Shader is always declared by any module reaching here, so restating
|
||||
// it keeps the instruction valid without leaving a capability a consumer could
|
||||
// key off.
|
||||
bool anyDim1DLeft = false;
|
||||
for (const Instruction& type : irContext->types_values()) {
|
||||
if (IsDim1DImageType(&type)) {
|
||||
anyDim1DLeft = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!anyDim1DLeft) {
|
||||
for (Instruction& capability : irContext->capabilities()) {
|
||||
const auto value = static_cast<spv::Capability>(capability.GetSingleWordInOperand(0));
|
||||
if (value == spv::Capability::Image1D) {
|
||||
capability.SetInOperand(0, {static_cast<uint32_t>(spv::Capability::Shader)});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
irContext->InvalidateAnalysesExceptFor(IRContext::kAnalysisNone);
|
||||
return Status::SuccessWithChange;
|
||||
}
|
||||
|
||||
spvtools::Optimizer::PassToken Lower1DArrayImagesPass::CreateLower1DArrayImagesPass() {
|
||||
return spvtools::Optimizer::PassToken(spvtools::MakeUnique<Lower1DArrayImagesPass>());
|
||||
}
|
||||
} // namespace ShaderTranspiler
|
||||
} // namespace MG_Util
|
||||
} // namespace MobileGL
|
||||
@@ -0,0 +1,99 @@
|
||||
// MobileGL - MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/Lower1DArrayImagesPass.h
|
||||
// Copyright (c) 2025-2026 MobileGL-Dev
|
||||
// Licensed under the GNU Lesser General Public License v3.0:
|
||||
// https://www.gnu.org/licenses/gpl-3.0.txt
|
||||
// https://www.gnu.org/licenses/lgpl-3.0.txt
|
||||
// SPDX-License-Identifier: LGPL-3.0-only
|
||||
// End of Source File Header
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "spirv-tools/optimizer.hpp"
|
||||
#include "source/opt/pass.h"
|
||||
|
||||
#include <Includes.h>
|
||||
|
||||
namespace MobileGL {
|
||||
namespace MG_Util {
|
||||
namespace ShaderTranspiler {
|
||||
// ES has no 1D texture of any kind, so a GL_TEXTURE_1D_ARRAY is stored as an ES 2D
|
||||
// array with height 1 and the layers in depth (TextureImpl::MapToBackendTextureTarget
|
||||
// and GetBackendUploadSize, MG_Backend/DirectGLES/Managers.h). The shader side has to
|
||||
// agree, and for SAMPLERS it does: SPIRV-Cross rewrites a 1D-array lookup into a
|
||||
// 2D-array one and moves the layer into the third component itself
|
||||
// (spirv_glsl.cpp, `if (imgtype.image.arrayed) ... ".x, 0.0, " ... ".y"`).
|
||||
//
|
||||
// For IMAGES it does not. The image path applies the same 1D emulation without ever
|
||||
// asking whether the type is arrayed:
|
||||
//
|
||||
// if (type.image.dim == Dim1D && options.es)
|
||||
// coord_expr = join("ivec2(", coord_expr, ", 0)");
|
||||
//
|
||||
// For a non-arrayed 1D image that is right - a scalar coordinate becomes (u, 0). For
|
||||
// a 1D ARRAY image the coordinate is already the two-component (u, layer), so the
|
||||
// result is `ivec2(ivec2(u, layer), 0)`: three components crammed into a two-component
|
||||
// constructor. Every ES driver rejects it outright, and the whole program is lost -
|
||||
// which is how one uimage1DArray uniform took the entire eleven-image compute shader
|
||||
// of KHR-GL44.multi_bind.dispatch_bind_image_textures down with it, with the driver
|
||||
// saying only "'constructor' : too many arguments".
|
||||
//
|
||||
// Widening the constructor would not be enough either. `ivec3(u, layer, 0)` puts the
|
||||
// layer in the 2D array's Y and reads layer 0, whereas the storage this has to match
|
||||
// puts height at 1 and the layers in Z, so the correct coordinate is (u, 0, layer).
|
||||
//
|
||||
// So this pass does the whole conversion in the module, before SPIRV-Cross sees it:
|
||||
// every 1D-array STORAGE image type becomes a 2D-array one, and every read and write
|
||||
// through it has its coordinate widened from (u, layer) to (u, 0, layer). SPIRV-Cross
|
||||
// is then looking at an ordinary 2D array image and its 1D path never fires.
|
||||
//
|
||||
// Deliberately narrow, on three axes:
|
||||
//
|
||||
// * STORAGE images only (Sampled == 2). Sampled images reach SPIRV-Cross's sampler
|
||||
// path, which is correct today; rewriting them would replace working emission
|
||||
// with our own for no reason.
|
||||
// * ARRAYED only. A non-arrayed 1D storage image is emitted correctly by the same
|
||||
// SPIRV-Cross code, and is left to it.
|
||||
// * ESSL only. Vulkan has VK_IMAGE_VIEW_TYPE_1D_ARRAY natively and Magma binds it
|
||||
// directly, so the module must reach that backend unchanged.
|
||||
//
|
||||
// A size query on one of these images is DECLINED rather than half-translated: after
|
||||
// the rewrite OpImageQuerySize yields three components where the shader consumes two,
|
||||
// and silently handing back a differently-shaped size is worse than refusing. The
|
||||
// caller logs it and leaves the module alone.
|
||||
//
|
||||
// KNOWN LIMITATION - the decline is per MODULE, and a program is several of them. A
|
||||
// program whose vertex and fragment stages share a uimage1DArray uniform, where only
|
||||
// one stage calls imageSize() on it, gets that stage declined and the other rewritten:
|
||||
// the two then declare the same uniform with different types and the ES LINK fails on
|
||||
// a type mismatch, rather than the single compile error a reader of the comment above
|
||||
// would expect. Correlating the decision across a program's stages needs the decision
|
||||
// to be made where the program is known, which is above this pass; it is left undone
|
||||
// deliberately rather than papered over, because both outcomes are a refusal and the
|
||||
// shape has never been observed outside a deliberately constructed shader.
|
||||
class Lower1DArrayImagesPass final : public spvtools::opt::Pass {
|
||||
public:
|
||||
const char* name() const override { return "mobilegl-lower-1d-array-images"; }
|
||||
Status Process() override;
|
||||
|
||||
// What one inspection of a binary tells the caller. Both answers come from a
|
||||
// SINGLE parse on purpose: every ESSL shader in the process reaches this, and
|
||||
// almost none of them declare a 1D-array storage image, so the common path has to
|
||||
// cost one module parse and no optimizer run at all - not one parse to ask about
|
||||
// size queries and a second inside an Optimizer that then early-outs.
|
||||
struct ModuleTraits {
|
||||
// The module declares a 1D-array storage image, i.e. there is anything to do.
|
||||
bool declaresImage = false;
|
||||
// ...and queries its size, which is the shape this pass refuses to translate:
|
||||
// afterwards the image is a 2D array, so the query yields three components
|
||||
// where the shader consumes two, and there is no correct two-component answer
|
||||
// to substitute. The caller leaves such a module alone rather than half
|
||||
// rewriting it.
|
||||
bool queriesImageSize = false;
|
||||
};
|
||||
static ModuleTraits InspectBinary(const Vector<Uint32>& binary);
|
||||
|
||||
static spvtools::Optimizer::PassToken CreateLower1DArrayImagesPass();
|
||||
};
|
||||
} // namespace ShaderTranspiler
|
||||
} // namespace MG_Util
|
||||
} // namespace MobileGL
|
||||
Reference in New Issue
Block a user