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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (DirectGLES): report a rejected shader and a failed link at MGLOG_I - MGLOG_E is compiled out of every INFO build, which is why the retrace artifact could not say which shader the driver refused
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@@ -4346,6 +4346,22 @@ namespace MobileGL::MG_Backend::DirectGLES {
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effectiveSpirv = &rectLoweredSpirv;
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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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// outright ("array indexes for fragment outputs must be constant integral
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// expressions"), linking no program and silently no-oping every draw that
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// uses it. Mesa accepts it, ANGLE does not - which is the whole of the
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// improved-transparency-minecraft-26.3 failure. Fold or lower the index here,
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// on the ESSL path only: the same module is legal for DirectVulkan.
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Vector<unsigned int> outputIndexSpirv;
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if (glShaderType == GL_FRAGMENT_SHADER &&
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MG_Util::ShaderTranspiler::ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(
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*effectiveSpirv, outputIndexSpirv) &&
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!outputIndexSpirv.empty()) {
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effectiveSpirv = &outputIndexSpirv;
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}
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MG_Util::ShaderTranspiler::SpvcSession spvcSession(*effectiveSpirv,
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MG_Util::ShaderTranspiler::SessionUsageBit::Transpile);
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@@ -4435,7 +4451,18 @@ namespace MobileGL::MG_Backend::DirectGLES {
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Vector<GLchar> log(static_cast<SizeT>(logLength) + 1, '\0');
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g_GLESFuncs.glGetShaderInfoLog(backendShaderId, logLength, nullptr, log.data());
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log.back() = '\0';
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MGLOG_E("Shader compilation failed for backend ID %u: %s", backendShaderId, log.data());
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// MGLOG_I, deliberately. Every CI, retrace and release build compiles at
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// MOBILEGL_LOG_LEVEL_INFO, where MGLOG_E and MGLOG_W expand to nothing
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// (Log.h orders DEBUG < WARN < ERROR < INFO), so this diagnostic used to
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// exist only in debug builds: the Android retrace artifact carried 294
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// INFO lines and zero ERROR lines while two generated shaders were being
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// rejected outright, and the lane could not say why it was rendering an
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// empty translucent layer. A shader the driver refuses is never noise.
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MGLOG_I("Shader compilation failed. State program ID: %u, stage: %s, backend shader ID: "
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"%u, driver log: %s",
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stateProgramObject->GetExternalIndex(),
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MG_Util::ConvertGLEnumToString(glShaderType).c_str(), backendShaderId,
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log.data());
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m_backendProgramUsable = false;
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// Nothing will ever attach this one, so nothing else can free it.
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g_GLESFuncs.glDeleteShader(backendShaderId);
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@@ -4497,8 +4524,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
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Vector<GLchar> log(static_cast<SizeT>(logLength) + 1, '\0');
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g_GLESFuncs.glGetProgramInfoLog(m_backendProgramId, logLength, nullptr, log.data());
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log.back() = '\0';
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MGLOG_E("Program %u linking failed for %u: %s", stateProgramObject->GetExternalIndex(),
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m_backendProgramId, log.data());
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// MGLOG_I for the same reason as the compile failure above: a program that
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// links nothing no-ops every draw that uses it, and that has to be readable
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// in an INFO-level artifact.
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MGLOG_I("Program linking failed. State program ID: %u, backend program ID: %u, driver log: %s",
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stateProgramObject->GetExternalIndex(), m_backendProgramId, log.data());
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} else {
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MGLOG_D("Program linked successfully. ID: %u", m_backendProgramId);
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}
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