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https://github.com/MobileGL-Dev/MobileGL
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[Merge] (DirectGLES, GLState, ShaderTranspiler): land GL43 wave5 with its two new passes inside the L2 boundary
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@@ -41,6 +41,8 @@
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#include "SpirvPasses/StripNoPerspectivePass.h"
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#include "SpirvPasses/EmulateNoPerspectivePass.h"
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#include "SpirvPasses/LegalizeFragmentOutputIndexPass.h"
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#include "SpirvPasses/LegalizeStorageBlockArrayIndexPass.h"
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#include "SpirvPasses/FlattenAtomicCounterBlockPass.h"
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#include "spirv-tools/libspirv.h"
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#include "spirv-tools/optimizer.hpp"
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#include "source/opt/build_module.h"
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@@ -941,6 +943,100 @@ namespace MobileGL {
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return true;
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}
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bool ShaderCompiler::LegalizeStorageBlockArrayIndexingForEssl(
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const Vector<Uint32>& inputBinary, Vector<uint32_t>& outputBinary,
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const bool enableSpirvValidation) {
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using namespace spvtools;
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// Detection gates everything: a module that declares no array of storage
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// blocks, or indexes one only with constants - every shader but a handful -
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// pays one BuildModule and is handed back byte for byte, so the folding chain
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// can never perturb a shader that did not need it.
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if (!LegalizeStorageBlockArrayIndexPass::BinaryHasDynamicStorageBlockArrayIndexing(
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inputBinary)) {
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outputBinary = inputBinary;
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return true;
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}
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// Stock passes do the real work, exactly as in the fragment-output
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// legalization. The only bespoke member of the chain is the loop-control hint
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// the stock unroller demands (see the pass header); with it set, the
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// `for (i = 0; i < 4; ++i) arr[i]...` shape folds to literals here and the
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// fallback below never runs.
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Optimizer folder(SPV_ENV_VULKAN_1_1);
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// First, because both the unroller and the marking pass below read the
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// induction variable as an OpPhi, and glslang emits it as loads and stores of
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// a Function variable.
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folder.RegisterPass(CreateLocalMultiStoreElimPass());
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folder.RegisterPass(LegalizeStorageBlockArrayIndexPass::CreateMarkLoopsForUnrollPass());
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folder.RegisterPass(CreateLoopUnrollPass(true));
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// Fold the unrolled induction values into the access chains, then clear out
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// what constant conditions leave behind.
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folder.RegisterPass(CreateCCPPass());
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folder.RegisterPass(CreateSimplificationPass());
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folder.RegisterPass(CreateDeadBranchElimPass());
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folder.RegisterPass(CreateBlockMergePass());
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Vector<uint32_t> folded;
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if (!RunOptimizerChecked("LegalizeStorageBlockArrayIndexingForEssl.fold", folder,
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inputBinary, folded, true, enableSpirvValidation) ||
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folded.empty()) {
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// Fail open onto the fallback rather than onto the illegal module.
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folded = inputBinary;
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}
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if (!LegalizeStorageBlockArrayIndexPass::BinaryHasDynamicStorageBlockArrayIndexing(
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folded)) {
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outputBinary = folded;
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return true;
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}
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// Genuinely dynamic (uniform-derived, non-constant trip count, ...): lower it.
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Optimizer lowerer(SPV_ENV_VULKAN_1_1);
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lowerer.RegisterPass(
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LegalizeStorageBlockArrayIndexPass::CreateLowerToConstantSwitchPass());
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// The chains the lowering replaced are dead now; remove_outputs must stay
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// false here for the same reason it does in SanitizeAndOptimizeBinary.
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lowerer.RegisterPass(CreateAggressiveDCEPass(false));
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if (!RunOptimizerChecked("LegalizeStorageBlockArrayIndexingForEssl.lower", lowerer, folded,
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outputBinary, true, enableSpirvValidation) ||
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outputBinary.empty()) {
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outputBinary = folded;
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return true;
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}
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if (LegalizeStorageBlockArrayIndexPass::BinaryHasDynamicStorageBlockArrayIndexing(
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outputBinary)) {
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// MGLOG_W, latched, for the same reason the fragment-output one is: this
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// runs per shader compile and shader packs compile lazily mid-session.
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MGLOG_W_ONCE("[spirv] LegalizeStorageBlockArrayIndexingForEssl: an array of storage "
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"blocks is still indexed dynamically; a strict ES driver will reject "
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"this shader");
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}
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return true;
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}
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bool ShaderCompiler::FlattenAtomicCounterBlockOffsetsForEssl(
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const Vector<Uint32>& inputBinary, Vector<uint32_t>& outputBinary,
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const bool enableSpirvValidation) {
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using namespace spvtools;
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// Detection gates everything: a module with no atomic counter, or one whose
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// counters sit at their natural std430 offsets - which is every shader that omits
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// the offset qualifier - pays one BuildModule and is handed back byte for byte.
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if (!FlattenAtomicCounterBlockPass::BinaryHasOffsetAtomicCounterBlock(inputBinary)) {
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outputBinary = inputBinary;
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return true;
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}
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(FlattenAtomicCounterBlockPass::CreateFlattenAtomicCounterBlockPass());
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return RunOptimizerChecked("FlattenAtomicCounterBlockOffsetsForEssl", optimizer, inputBinary,
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outputBinary, true, enableSpirvValidation);
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}
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bool ShaderCompiler::LowerRectImages(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary,
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const bool enableSpirvValidation) {
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@@ -956,26 +1052,27 @@ namespace MobileGL {
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using namespace spvtools;
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// Declined rather than half-translated: after the rewrite the image is a 2D
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// array, so a size query on it yields three components where the shader consumes
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// two. Handing back a differently-shaped size silently is worse than leaving the
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// module alone and letting the driver say what it does not like - and unlike the
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// access path there is no correct answer to substitute, because the ES texture
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// (array) one, so a size query on it yields a component more than the shader
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// consumes. Handing back a differently-shaped size silently is worse than leaving
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// the module alone and letting the driver say what it does not like - and unlike
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// the access path there is no correct answer to substitute, because the ES texture
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// genuinely has a height the GL one does not.
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//
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// MGLOG_W, latched: per shader compile, and shader packs compile lazily
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// mid-session. (Parked at MGLOG_I until the Log.h ordering fix made W live.)
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const auto traits = Lower1DArrayImagesPass::InspectBinary(inputBinary);
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// The overwhelmingly common answer, and the reason the inspection exists: no
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// 1D-array storage image, so the module is handed back byte for byte without an
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// Optimizer ever being built. Every ESSL shader in the process passes through
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// here, so the cost of the case with nothing to do is the cost of this pass.
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// 1D storage image this pass owns, so the module is handed back byte for byte
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// without an Optimizer ever being built. Every ESSL shader in the process passes
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// through here, so the cost of the case with nothing to do is the cost of this
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// pass.
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if (!traits.declaresImage) {
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outputBinary = inputBinary;
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return true;
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}
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if (traits.queriesImageSize) {
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MGLOG_W_ONCE("[spirv] Lower1DArrayImagesForEssl: the module queries the size of a 1D-array "
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"storage image, which cannot be answered in the 2D-array shape ES stores it in; "
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MGLOG_W_ONCE("[spirv] Lower1DArrayImagesForEssl: the module queries the size of a 1D "
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"storage image, which cannot be answered in the 2D shape ES stores it in; "
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"leaving the module alone, and a strict ES driver will reject it");
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outputBinary = inputBinary;
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return true;
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@@ -983,8 +1080,8 @@ namespace MobileGL {
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(Lower1DArrayImagesPass::CreateLower1DArrayImagesPass());
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// Mandatory, not tidying. Rewriting a 1D-array image type to the 2D-array one
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// makes it structurally IDENTICAL to any real 2D-array image of the same sampled
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// Mandatory, not tidying. Rewriting a 1D(-array) image type to the 2D(-array) one
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// makes it structurally IDENTICAL to any real 2D(-array) image of the same sampled
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// type and format that the module already declared - and SPIR-V forbids duplicate
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// non-aggregate type declarations, so the result fails validation. That collision
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// is not exotic: it is the shape of this whole change's headline case, where one
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