[Test] (MG_Test): replay a real Iris shader pair through the whole async frontend, both phases and both quirk states

This commit is contained in:
2026-08-10 10:06:26 -04:00
parent d868e1c476
commit 5248b8b746
@@ -29,9 +29,13 @@
#include <gtest/gtest.h>
#include <chrono>
#include <map>
#include <set>
#include <string>
#include <vector>
#include <spirv-tools/libspirv.hpp>
#include "Config.h"
#include "Includes.h"
#include "Init.h"
@@ -946,3 +950,608 @@ TEST_F(AsyncSpirvPhaseTest, AsyncOffAndAsyncOnProduceIdenticalSpirvAndShadow) {
EXPECT_EQ(asyncOffsets, syncOffsets);
EXPECT_EQ(GetError(), GL_NO_ERROR);
}
// ---------------------------------------------------------------------------------------
// The program that crashed the device, replayed end to end through the async frontend
// ---------------------------------------------------------------------------------------
//
// This is the shape that killed DirectVulkan on an Adreno 830: an Iris-transformed shader
// pair whose vertex stage declares inputs that Iris does not bind through
// glBindAttribLocation and that the shader itself never reads. Before the io-resolver fix
// such an input reached SPIR-V with no Location decoration, which is invalid
// (VUID-StandaloneSpirv-Location-04916); Adreno rejected the whole pipeline with
// VK_ERROR_UNKNOWN at the first rainy-world draw while lavapipe accepted it, so no desktop
// gate could see it.
//
// The sources are the real thing, lifted verbatim from the extracted BSL corpus: a vertex
// shader carrying the victim's condition - it DECLARES mc_Entity and mc_midTexCoord without
// reading either, and Iris binds neither - paired with the iris_FragData0 fragment shader
// that consumes its varyings. It is not the device's exact pack revision (that build is not
// in the corpus), but it is a real Iris-transformed program with the same partial-binding
// shape, driven through the same call sequence.
//
// FRONTEND ONLY, deliberately: nothing here touches a backend or a driver. The replay stops
// at the SPIR-V the frontend hands over, and validates it with the same validator whose VUID
// the driver enforces.
namespace {
const char* kIrisWeatherVs = R"GLSL(#version 330 core
// Generated by glsl-transformer
uniform mat4 iris_ProjMat;
in vec3 iris_Position;
uniform mat4 iris_ModelViewMatInverse;
uniform mat4 iris_ProjMatInverse;
uniform mat3 iris_NormalMat;
uniform mat4 iris_LightmapTextureMatrix;
uniform mat4 iris_TextureMat;
uniform mat4 iris_ModelViewMat;
in vec4 iris_Color;
uniform vec4 iris_ColorModulator;
in ivec2 iris_UV2;
in vec2 iris_UV0;
uniform float iris_FogDensity;
uniform float iris_FogStart;
uniform float iris_FogEnd;
uniform vec4 iris_FogColor;
struct iris_FogParameters {
vec4 color;
float density;
float start;
float end;
float scale;
};
iris_FogParameters iris_Fog = iris_FogParameters(iris_FogColor, iris_FogDensity, iris_FogStart, iris_FogEnd, 1.0f / (iris_FogEnd - iris_FogStart));
vec4 iris_FrontColor;
out float iris_FogFragCoord;
const int shadowMapResolution = 2048;
const float shadowDistance = 256.0f;
const float shadowMapBias = 1.0f - 25.6f / shadowDistance;
const float sunPathRotation = -40.0f;
const float ambientOcclusionLevel = 1.0f;
out vec2 texCoord, lmCoord;
out vec3 normal;
out vec3 sunVec, upVec, eastVec;
out vec4 color;
uniform int worldTime;
uniform float frameTimeCounter;
uniform float timeAngle;
uniform vec3 cameraPosition;
uniform mat4 gbufferModelView, gbufferModelViewInverse;
uniform int frameCounter;
uniform float viewWidth, viewHeight;
in vec4 mc_Entity;
in vec4 mc_midTexCoord;
float time = frameTimeCounter * 1.0f;
uniform float framemod8;
uniform float framemod2;
vec2 jitterOffsets8[8] = vec2[8](vec2(0.125f, -0.375f), vec2(-0.125f, 0.375f), vec2(0.625f, 0.125f), vec2(0.375f, -0.625f), vec2(-0.625f, 0.625f), vec2(-0.875f, -0.125f), vec2(0.375f, -0.875f), vec2(0.875f, 0.875f));
vec2 jitterOffsets2[2] = vec2[2](vec2(1.0f, 0.0f), vec2(0.0f, 1.0f));
uniform vec3 iris_ChunkOffset;
mat4 _iris_internal_translate(vec3 offset) {
return mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, offset.x, offset.y, offset.z, 1.0f);
}
vec4 ftransform() {
return (iris_ProjMat * (iris_ModelViewMat * _iris_internal_translate(iris_ChunkOffset))) * vec4(iris_Position, 1.0f);
}
vec2 TAAJitter(vec2 coord, float w) {
vec2 offset = jitterOffsets8[int(framemod8)] * (w / vec2(viewWidth, viewHeight));
return coord + offset;
}
void main() {
iris_FogFragCoord = 0.0f;
texCoord = (iris_TextureMat * vec4(iris_UV0, 0.0f, 1.0f)).xy;
lmCoord = (iris_LightmapTextureMatrix * vec4(iris_UV2, 0.0f, 1.0f)).xy;
lmCoord = clamp((lmCoord - 0.03125f) * 1.06667f, vec2(0.0f), vec2(0.9333f, 1.0f));
normal = normalize(iris_NormalMat * vec3(0.0f, 0.0f, 1.0f));
color = (iris_Color * iris_ColorModulator);
const vec2 sunRotationData = vec2(cos(sunPathRotation * 0.01745329251994f), -sin(sunPathRotation * 0.01745329251994f));
float ang = fract(timeAngle - 0.25f);
ang = (ang + (cos(ang * 3.14159265358979f) * -0.5f + 0.5f - ang) / 3.0f) * 6.28318530717959f;
sunVec = normalize((gbufferModelView * vec4(vec3(-sin(ang), cos(ang) * sunRotationData) * 2000.0f, 1.0f)).xyz);
upVec = normalize(gbufferModelView[1].xyz);
eastVec = normalize(gbufferModelView[0].xyz);
gl_Position = ftransform();
gl_Position.xy = TAAJitter(gl_Position.xy, gl_Position.w);
}
)GLSL";
const char* kIrisWeatherFs = R"GLSL(#version 330 core
// Generated by glsl-transformer
uniform mat4 iris_ProjMat;
uniform mat4 iris_ModelViewMatInverse;
uniform mat4 iris_ProjMatInverse;
uniform mat3 iris_NormalMat;
uniform mat4 iris_LightmapTextureMatrix;
uniform mat4 iris_TextureMat;
uniform mat4 iris_ModelViewMat;
uniform vec4 iris_ColorModulator;
uniform float iris_FogDensity;
uniform float iris_FogStart;
uniform float iris_FogEnd;
uniform vec4 iris_FogColor;
struct iris_FogParameters {
vec4 color;
float density;
float start;
float end;
float scale;
};
iris_FogParameters iris_Fog = iris_FogParameters(iris_FogColor, iris_FogDensity, iris_FogStart, iris_FogEnd, 1.0f / (iris_FogEnd - iris_FogStart));
uniform float iris_currentAlphaTest;
layout(location = 0) out vec4 iris_FragData0;
in float iris_FogFragCoord;
const int shadowMapResolution = 2048;
const float shadowDistance = 256.0f;
const float shadowMapBias = 1.0f - 25.6f / shadowDistance;
const float sunPathRotation = -40.0f;
const float ambientOcclusionLevel = 1.0f;
in vec2 texCoord, lmCoord;
in vec3 normal;
in vec3 sunVec, upVec, eastVec;
in vec4 color;
uniform int bedrockLevel;
uniform int frameCounter;
uniform int isEyeInWater;
uniform int moonPhase;
uniform int worldTime;
uniform float blindFactor, darknessFactor, nightVision;
uniform float cloudHeight;
uniform float endFlashIntensity;
uniform float far, near;
uniform float frameTimeCounter;
uniform float rainStrength;
uniform float screenBrightness;
uniform float shadowFade;
uniform float timeAngle, timeBrightness;
uniform float viewWidth, viewHeight;
uniform ivec2 eyeBrightnessSmooth;
uniform vec3 cameraPosition;
uniform vec3 relativeEyePosition;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelViewInverse;
uniform mat4 shadowProjection;
uniform mat4 shadowModelView;
uniform sampler2D gtexture;
uniform sampler2D noisetex;
uniform int heldBlockLightValue, heldBlockLightValue2;
float eBS = eyeBrightnessSmooth.y / 240.0f;
float sunVisibility = clamp(dot(sunVec, upVec) * 10.0f + 0.5f, 0.0f, 1.0f);
float moonVisibility = clamp(dot(-sunVec, upVec) * 10.0f + 0.5f, 0.0f, 1.0f);
float time = frameTimeCounter * 1.0f;
vec3 lightVec = sunVec * ((timeAngle < 0.5325f || timeAngle > 0.9675f) ? 1.0f : -1.0f);
float GetLuminance(vec3 color) {
return dot(color, vec3(0.299f, 0.587f, 0.114f));
}
vec3 blocklightColSqrt = vec3(255, 212, 160) * 0.85f / 255.0f;
vec3 blocklightCol = blocklightColSqrt * blocklightColSqrt;
vec3 lightMorning = vec3(255, 160, 80) * 1.2f / 255.0f;
vec3 lightDay = vec3(196, 220, 255) * 1.4f / 255.0f;
vec3 lightEvening = vec3(255, 160, 80) * 1.2f / 255.0f;
vec3 ambientMorning = vec3(255, 204, 144) * 0.35f / 255.0f;
vec3 ambientDay = vec3(120, 172, 255) * 0.6f / 255.0f;
vec3 ambientEvening = vec3(255, 204, 144) * 0.35f / 255.0f;
float moonPhaseMultiplier[8] = float[8](1.0f, 0.875f, 0.75f, 0.625f, 0.5f, 0.625f, 0.75f, 0.875f);
float nightMult = 0.3f * moonPhaseMultiplier[moonPhase];
vec3 lightNight = vec3(96, 192, 255) * 1.0f * nightMult / 255.0f;
vec3 ambientNight = vec3(96, 192, 255) * 0.6f * nightMult / 255.0f;
uniform float isDesert, isMesa, isCold, isSwamp, isMushroom, isSavanna, isJungle;
vec4 weatherRain = vec4(vec3(176, 224, 255) / 255.0f, 1.0f) * 1.2f;
vec4 weatherCold = vec4(vec3(216, 240, 255) / 255.0f, 1.0f) * 1.2f;
vec4 weatherDesert = vec4(vec3(255, 232, 180) / 255.0f, 1.0f) * 1.2f;
vec4 weatherBadlands = vec4(vec3(255, 216, 176) / 255.0f, 1.0f) * 1.2f;
vec4 weatherSwamp = vec4(vec3(200, 224, 160) / 255.0f, 1.0f) * 1.2f;
vec4 weatherMushroom = vec4(vec3(216, 216, 255) / 255.0f, 1.0f) * 1.2f;
vec4 weatherSavanna = vec4(vec3(224, 224, 224) / 255.0f, 1.0f) * 1.2f;
vec4 weatherJungle = vec4(vec3(176, 232, 232) / 255.0f, 1.0f) * 1.2f;
float weatherWeight = clamp(isCold + isDesert + isMesa + isSwamp + isMushroom + isSavanna + isJungle, 0.0f, 1.0f);
vec4 weatherCol = mix(weatherRain, (weatherCold * isCold + weatherDesert * isDesert + weatherBadlands * isMesa + weatherSwamp * isSwamp + weatherMushroom * isMushroom + weatherSavanna * isSavanna + weatherJungle * isJungle) / max(weatherWeight, 1.0E-4f), weatherWeight);
float mefade = 1.0f - clamp(abs(timeAngle - 0.5f) * 8.0f - 1.5f, 0.0f, 1.0f);
float dfade = 1.0f - pow(1.0f - timeBrightness, 1.5f);
vec3 lightSun = mix(mix(lightMorning, lightEvening, mefade), lightDay, dfade);
vec3 ambientSun = mix(mix(ambientMorning, ambientEvening, mefade), ambientDay, dfade);
vec3 lightColRaw = mix(lightNight, lightSun, sunVisibility);
vec3 lightColSqrt = mix(lightColRaw, dot(lightColRaw, vec3(0.299f, 0.587f, 0.114f)) * weatherCol.rgb, rainStrength);
vec3 lightCol = lightColSqrt * lightColSqrt;
vec3 ambientColRaw = mix(ambientNight, ambientSun, sunVisibility);
vec3 ambientColSqrt = mix(ambientColRaw, dot(ambientColRaw, vec3(0.299f, 0.587f, 0.114f)) * weatherCol.rgb, rainStrength);
vec3 ambientCol = ambientColSqrt * ambientColSqrt;
vec3 minLightColSqrt = vec3(128, 128, 128) * 0.5f / 255.0f;
vec3 minLightCol = minLightColSqrt * minLightColSqrt * 0.04f;
float sunSkyVisibility = clamp(dot(sunVec, upVec) * 2.0f + 0.5f, 0.0f, 1.0f);
vec3 lightSkyColRaw = mix(lightNight, lightSun, sunSkyVisibility);
vec3 lightSkyColSqrt = mix(lightSkyColRaw, dot(lightSkyColRaw, vec3(0.299f, 0.587f, 0.114f)) * weatherCol.rgb, rainStrength);
vec3 lightSkyCol = lightSkyColSqrt * lightSkyColSqrt;
vec3 skyColSqrt = vec3(96, 160, 255) * 1.0f / 255.0f;
vec3 fogColSqrt = vec3(96, 160, 255) * 1.0f / 255.0f;
vec3 skyCol = skyColSqrt * skyColSqrt;
vec3 fogCol = fogColSqrt * fogColSqrt;
vec3 ToNDC(vec3 pos) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
vec3 p3 = pos * 2.0f - 1.0f;
vec4 viewPos = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
return viewPos.xyz / viewPos.w;
}
vec3 ToWorld(vec3 pos) {
return mat3(gbufferModelViewInverse) * pos + gbufferModelViewInverse[3].xyz;
}
vec3 ToShadow(vec3 pos) {
vec3 shadowpos = mat3(shadowModelView) * pos + shadowModelView[3].xyz;
return (vec3((shadowProjection)[0].x, (shadowProjection)[1].y, shadowProjection[2].z) * (shadowpos) + (shadowProjection)[3].xyz);
}
float fogDensity = 1.0f * mix(1.0f, (1.0f * isCold + 1.0f * (isDesert + isMesa + isSavanna) + 1.0f * (isSwamp + isMushroom + isJungle)) / max(weatherWeight, 1.0E-4f), weatherWeight);
vec3 GetFogColor(vec3 viewPos) {
vec3 nViewPos = normalize(viewPos);
float lViewPos = length(viewPos) / 64.0f;
lViewPos = 1.0f - exp(-lViewPos * lViewPos);
float VoU = clamp(dot(nViewPos, upVec), -1.0f, 1.0f);
float VoL = clamp(dot(nViewPos, sunVec), -1.0f, 1.0f);
float density = 0.4f;
float nightDensity = 1.0f;
float weatherDensity = 1.5f;
float groundDensity = 0.08f * (4.0f - 3.0f * sunSkyVisibility) * (10.0f * rainStrength * rainStrength + 1.0f);
float exposure = exp2(timeBrightness * 0.75f - 0.75f);
float nightExposure = exp2(-3.5f);
float baseGradient = exp(-(VoU * 0.5f + 0.5f) * 0.5f / density);
float groundVoU = clamp(-VoU * 0.5f + 0.5f, 0.0f, 1.0f);
float ground = 1.0f - exp(-groundDensity / groundVoU);
vec3 fog = skyCol;
fog *= baseGradient / (1.0f * 1.0f);
fog = fog / sqrt(fog * fog + 1.0f) * exposure * sunSkyVisibility * (1.0f * 1.0f);
float sunMix = pow((VoL * 0.5f + 0.5f) * clamp(1.0f - VoU, 0.0f, 1.0f), 2.0f - sunSkyVisibility) * pow(1.0f - timeBrightness * 0.6f, 3.0f);
float horizonMix = pow(1.0f - abs(VoU), 2.5f) * 0.125f;
float lightMix = (1.0f - (1.0f - sunMix) * (1.0f - horizonMix)) * lViewPos;
vec3 lightFog = pow(lightSun, vec3(4.0f - sunSkyVisibility)) * baseGradient;
lightFog = lightFog / (1.0f + lightFog * rainStrength);
fog = mix(sqrt(fog * (1.0f - lightMix)), sqrt(lightFog), lightMix);
fog *= fog;
float nightGradient = exp(-(VoU * 0.5f + 0.5f) * 0.35f / nightDensity);
vec3 nightFog = lightNight * lightNight * nightGradient * nightExposure;
fog = mix(nightFog, fog, sunSkyVisibility * sunSkyVisibility);
float rainGradient = exp(-(VoU * 0.5f + 0.5f) * 0.125f / weatherDensity);
vec3 weatherFog = weatherCol.rgb * weatherCol.rgb;
weatherFog *= GetLuminance(ambientCol / (weatherFog)) * (0.2f * sunSkyVisibility + 0.2f);
fog = mix(fog, weatherFog * rainGradient, rainStrength);
float exteriorFactor = eBS;
fog = mix(minLightCol * 0.5f, fog * exteriorFactor, exteriorFactor);
fog *= clamp((cameraPosition.y - bedrockLevel + 6.0f) / 8.0f, 0.0f, 1.0f);
return fog;
}
void NormalFog(inout vec3 color, vec3 viewPos) {
float viewLength = length(viewPos);
vec4 worldPos = gbufferModelViewInverse * vec4(viewPos, 1.0f);
worldPos.xyz /= worldPos.w;
float fogFactor = viewLength;
float fog = viewLength * fogDensity / 1024.0f;
float clearDay = sunSkyVisibility * (1.0f - rainStrength);
float exteriorFactor = eBS;
float fogDensityMult = mix(1.0f, 1.5f, rainStrength) / mix(1.0f / 4.0f, 1.0f, clearDay);
fogDensityMult = mix(1.0f, fogDensityMult * exteriorFactor, exteriorFactor);
fog *= fogDensityMult;
float fogDampen = 0.3f * rainStrength + 0.5f;
fog = min(fog, (fog - fogDampen) * 0.25f + fogDampen);
fog *= exp2(-max(worldPos.y + cameraPosition.y - 62, 0.0f) / exp2(7.0f));
fog = 1.0f - exp(-2.0f * pow(fog, 0.35f * clearDay * exteriorFactor + 1.25f));
vec3 fogColor = GetFogColor(viewPos);
color = mix(color, fogColor, fog);
}
void BlindFog(inout vec3 color, vec3 viewPos) {
float fog = length(viewPos) * max(blindFactor * 0.2f, darknessFactor * 0.075f);
fog = (1.0f - exp(-6.0f * fog * fog * fog)) * max(blindFactor, darknessFactor);
color = mix(color, vec3(0.0f), fog);
}
vec3 denseFogColor[2] = vec3[2](vec3(1.0f, 0.3f, 0.01f), vec3(0.1f, 0.16f, 0.2f));
void DenseFog(inout vec3 color, vec3 viewPos) {
float fog = length(viewPos) * 0.5f;
fog = (1.0f - exp(-4.0f * fog * fog * fog));
color = mix(color, denseFogColor[isEyeInWater - 2], fog);
}
vec2 ApplyDynamicHandlight(vec2 lightmap, vec3 worldPos) {
float heldLightValue = max(float(heldBlockLightValue), float(heldBlockLightValue2));
if (heldLightValue == 0.0f) return lightmap;
vec3 heldLightPos = worldPos + relativeEyePosition + vec3(0.0f, 0.5f, 0.0f);
float handlight = min((heldLightValue - 2.0f * length(heldLightPos)) / 15.0f, 0.9333f);
lightmap.x = log2(exp2(lightmap.x * 32.0f) + exp2(handlight * 32.0f)) / 32.0f;
return lightmap;
}
uniform sampler2DShadow shadowtex0;
uniform sampler2DShadow shadowtex1;
uniform sampler2D shadowcolor0;
vec2 shadowOffsets[9] = vec2[9](vec2(0.0f, 0.0f), vec2(0.0f, 1.0f), vec2(0.7f, 0.7f), vec2(1.0f, 0.0f), vec2(0.7f, -0.7f), vec2(0.0f, -1.0f), vec2(-0.7f, -0.7f), vec2(-1.0f, 0.0f), vec2(-0.7f, 0.7f));
float texture2DShadow(sampler2DShadow shadowtex, vec3 shadowPos) {
return vec4(texture(shadowtex, shadowPos)).x;
}
vec3 DistortShadow(vec3 shadowPos, float distortFactor) {
shadowPos.xy /= distortFactor;
shadowPos.z *= 0.2f;
shadowPos = shadowPos * 0.5f + 0.5f;
return shadowPos;
}
float InterleavedGradientNoise() {
float n = 52.9829189f * fract(0.06711056f * gl_FragCoord.x + 0.00583715f * gl_FragCoord.y);
return fract(n + frameCounter * 1.618f);
}
vec3 SampleFilteredShadow(vec3 shadowPos, float offset, float subsurface) {
float shadow0 = 0.0f;
for (int i = 0; i < 9; i++) {
vec2 shadowOffset = shadowOffsets[i] * offset;
shadow0 += texture2DShadow(shadowtex0, vec3(shadowPos.st + shadowOffset, shadowPos.z));
}
shadow0 /= 9.0f;
vec3 shadowCol = vec3(0.0f);
if (shadow0 < 0.999f) {
for (int i = 0; i < 9; i++) {
vec2 shadowOffset = shadowOffsets[i] * offset;
vec3 shadowColSample = texture(shadowcolor0, shadowPos.st + shadowOffset).rgb * texture2DShadow(shadowtex1, vec3(shadowPos.st + shadowOffset, shadowPos.z));
shadowCol += shadowColSample;
}
shadowCol /= 9.0f;
}
shadow0 *= mix(shadow0, 1.0f, subsurface);
shadowCol *= shadowCol;
return clamp(shadowCol * (1.0f - shadow0) + shadow0, vec3(0.0f), vec3(16.0f));
}
vec3 GetShadow(vec3 worldPos, vec3 normal, float NoL, float subsurface, float skylight) {
vec3 rawShadowPos = ToShadow(worldPos);
float distb = sqrt(dot(rawShadowPos.xy, rawShadowPos.xy));
float distortFactor = distb * shadowMapBias + (1.0f - shadowMapBias);
vec3 shadowPos = DistortShadow(rawShadowPos, distortFactor);
float shadowFade = clamp(100.0f - 100.0f * max(abs(rawShadowPos.x), abs(rawShadowPos.y)), 0.0f, 1.0f);
shadowFade *= clamp(skylight * 1000.0f - 1.0f, 0.0f, 1.0f);
if (shadowFade < 1.0E-5f) return vec3(1.0f);
float bias = 0.0f;
float offset = 1.0f / shadowMapResolution;
float biasFactor = sqrt(1.0f - NoL * NoL) / NoL;
float distortBias = distortFactor * shadowDistance / 256.0f;
distortBias *= 8.0f * distortBias;
float distanceBias = sqrt(dot(worldPos.xyz, worldPos.xyz)) * 0.005f;
bias = (distortBias * biasFactor + distanceBias + 0.05f) / shadowMapResolution;
if (subsurface > 0.0f) {
float blurFadeIn = clamp(distb * 20.0f, 0.0f, 1.0f);
float blurFadeOut = 1.0f - clamp(distb * 10.0f - 2.0f, 0.0f, 1.0f);
float blurMult = blurFadeIn * blurFadeOut * (1.0f - NoL);
blurMult = blurMult * 1.5f + 1.0f;
offset = 7.0E-4f * blurMult;
bias = 2.0E-4f;
}
shadowPos.z -= bias;
vec3 shadow = SampleFilteredShadow(shadowPos, offset, subsurface);
shadow = mix(vec3(1.0f), shadow, shadowFade);
return shadow;
}
void GetLighting(
inout vec3 albedo,
out vec3 shadow,
vec3 viewPos,
vec3 worldPos,
vec3 normal,
vec2 lightmap,
float smoothLighting,
float NoL,
float vanillaDiffuse,
float parallaxShadow,
float emission,
float subsurface,
float basicSubsurface
) {
float skylightSqr = lightmap.y * lightmap.y;
if (NoL > 0.0f || basicSubsurface > 0.0f) {
shadow = GetShadow(worldPos, normal, NoL, basicSubsurface, lightmap.y);
}
shadow *= parallaxShadow;
shadow = max(shadow, vec3(0.0f));
NoL = clamp(NoL * 1.01f - 0.01f, 0.0f, 1.0f);
float scattering = 0.0f;
if (basicSubsurface > 0.0f) {
float VoL = clamp(dot(normalize(viewPos.xyz), lightVec) * 0.5f + 0.5f, 0.0f, 1.0f);
scattering = pow(VoL, 16.0f) * (1.0f - rainStrength) * basicSubsurface * shadowFade;
NoL = mix(NoL, 1.0f, sqrt(basicSubsurface) * 0.7f);
NoL = mix(NoL, 1.0f, scattering);
}
vec3 fullShadow = max(shadow * NoL, vec3(0.0f));
float shadowMult = (1.0f - 0.95f * rainStrength) * shadowFade;
vec3 sceneLighting = mix(ambientCol * lightmap.y, lightCol, fullShadow * shadowMult);
sceneLighting *= skylightSqr * (1.0f + scattering * shadow);
float newLightmap = pow(lightmap.x, 10.0f) * 1.6f + lightmap.x * 0.6f;
vec3 blockLighting = blocklightCol * newLightmap * newLightmap;
vec3 minLighting = minLightCol * (1.0f - skylightSqr);
vec3 albedoNormalized = normalize(albedo.rgb + 1.0E-5f);
emission = pow(emission, max(1.0f, 1.0f));
vec3 emissiveLighting = mix(albedoNormalized, vec3(1.0f), emission * 0.5f);
emissiveLighting *= emission * 4.0f;
float lightFlatten = clamp(1.0f - pow(1.0f - emission, 128.0f), 0.0f, 1.0f);
vanillaDiffuse = mix(vanillaDiffuse, 1.0f, lightFlatten);
smoothLighting = mix(smoothLighting, 1.0f, lightFlatten);
float nightVisionLighting = nightVision * 0.25f;
float albedoBrightness = max(max(albedo.r, albedo.g), albedo.b);
albedo.rgb /= 1.0f + albedoBrightness * 0.25f * (1.0f - lightFlatten);
albedo *= max(sceneLighting + blockLighting + emissiveLighting + nightVisionLighting + minLighting, vec3(0.0f));
albedo *= vanillaDiffuse * smoothLighting * smoothLighting;
float desatAmount = 1.0f - sqrt(max(sqrt(length(fullShadow / 3.0f)) * lightmap.y, lightmap.y)) * sunVisibility * (1.0f - rainStrength * 0.7f);
desatAmount *= smoothstep(0.25f, 1.0f, (1.0f - lightmap.x) * (1.0f - lightmap.x)) * (1.0f - lightFlatten);
desatAmount = 1.0f - desatAmount;
vec3 desatNight = normalize(lightNight * lightNight + 1.0E-6f);
vec3 desatWeather = normalize(weatherCol.rgb * weatherCol.rgb + 1.0E-6f);
float desatNWMix = (1.0f - sunVisibility) * (1.0f - rainStrength);
vec3 desatColor = mix(desatWeather, desatNight, desatNWMix);
desatColor = mix(vec3(0.4f), desatColor, sqrt(lightmap.y)) * 1.7f;
vec3 desatAlbedo = mix(albedo, GetLuminance(albedo) * desatColor, 1.0f - 1.5f * 0.4f);
albedo = mix(desatAlbedo, albedo, desatAmount);
}
uniform float framemod8;
uniform float framemod2;
vec2 jitterOffsets8[8] = vec2[8](vec2(0.125f, -0.375f), vec2(-0.125f, 0.375f), vec2(0.625f, 0.125f), vec2(0.375f, -0.625f), vec2(-0.625f, 0.625f), vec2(-0.875f, -0.125f), vec2(0.375f, -0.875f), vec2(0.875f, 0.875f));
vec2 jitterOffsets2[2] = vec2[2](vec2(1.0f, 0.0f), vec2(0.0f, 1.0f));
vec2 TAAJitter(vec2 coord, float w) {
vec2 offset = jitterOffsets8[int(framemod8)] * (w / vec2(viewWidth, viewHeight));
return coord + offset;
}
void main() {
vec4 albedo = texture(gtexture, texCoord) * color;
{
vec2 lightmap = clamp(lmCoord, vec2(0.0f), vec2(1.0f));
vec3 screenPos = vec3(gl_FragCoord.xy / vec2(viewWidth, viewHeight), gl_FragCoord.z);
vec3 viewPos = ToNDC(vec3(TAAJitter(screenPos.xy, -0.5f), screenPos.z));
vec3 worldPos = ToWorld(viewPos);
lightmap = ApplyDynamicHandlight(lightmap, worldPos);
albedo.rgb = pow(albedo.rgb, vec3(2.2f));
float NoL = 1.0f;
float NoU = clamp(dot(normal, upVec), -1.0f, 1.0f);
float NoE = clamp(dot(normal, eastVec), -1.0f, 1.0f);
float vanillaDiffuse = (0.25f * NoU + 0.75f) + (0.667f - abs(NoE)) * (1.0f - abs(NoU)) * 0.15f;
vanillaDiffuse *= vanillaDiffuse;
vec3 shadow = vec3(0.0f);
GetLighting(albedo.rgb, shadow, viewPos, worldPos, normal, lightmap, 1.0f, NoL, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f);
albedo.rgb = sqrt(max(albedo.rgb, vec3(0.0f)));
}
iris_FragData0 = albedo;
if (!(iris_FragData0.a > iris_currentAlphaTest)) {
discard;
}
}
)GLSL";
// Iris's partial pattern: it binds the vanilla attributes and leaves the pack's extras
// (mc_Entity, mc_midTexCoord) unbound - which, with neither of them read by the shader, is
// exactly the inactive-and-unbound case that reached SPIR-V undecorated.
struct BoundAttribute {
const char* name;
GLint location;
};
const BoundAttribute kIrisWeatherBindings[] = {
{"iris_Position", 0}, {"iris_Color", 1}, {"iris_UV0", 2}, {"iris_UV2", 3},
};
// Drives Iris's own call sequence and returns the linked program name.
GLuint ReplayIrisWeatherProgram() {
const GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &kIrisWeatherVs, nullptr);
CompileShader(vs);
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &kIrisWeatherFs, nullptr);
CompileShader(fs);
// Iris reads the log and the status for every shader, in that order.
for (const GLuint shader : {vs, fs}) {
GLint logLength = 0;
GetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
std::vector<GLchar> log(static_cast<size_t>(logLength));
GLsizei written = 0;
GetShaderInfoLog(shader, logLength, &written, log.data());
}
GLint compileStatus = GL_FALSE;
GetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
EXPECT_EQ(compileStatus, GL_TRUE) << "shader " << shader << " failed to compile";
}
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
for (const BoundAttribute& binding : kIrisWeatherBindings) {
BindAttribLocation(program, static_cast<GLuint>(binding.location), binding.name);
}
LinkProgram(program);
return program;
}
} // namespace
TEST_F(AsyncSpirvPhaseTest, IrisWeatherProgramReplaysCleanlyThroughBothPhases) {
for (const Bool optimisticQuirk : {false, true}) {
const AsyncModeScope async(true);
const MG_Config::QuirkOverride savedQuirk = MG_Config::Features.AsyncOptimisticShaderStatus;
MG_Config::Features.AsyncOptimisticShaderStatus =
optimisticQuirk ? MG_Config::QuirkOverride::ForceOn : MG_Config::QuirkOverride::ForceOff;
const GLuint program = ReplayIrisWeatherProgram();
// ---- phase A: LINK_STATUS is the join, and it must be truthful ----
GLint linkStatus = GL_FALSE;
GetProgramiv(program, GL_LINK_STATUS, &linkStatus);
ASSERT_EQ(linkStatus, GL_TRUE) << QueryProgramInfoLog(program)
<< " (optimistic quirk " << (optimisticQuirk ? "on" : "off") << ")";
// Iris queries uniforms straight after the status read; these are phase-A answers.
EXPECT_GE(GetUniformLocation(program, "iris_ModelViewMatrix"), -1);
EXPECT_GE(GetUniformLocation(program, "iris_ProjectionMatrix"), -1);
EXPECT_GE(GetUniformLocation(program, "texture"), -1);
// ---- the API bindings survived exactly ----
for (const BoundAttribute& binding : kIrisWeatherBindings) {
EXPECT_EQ(GetAttribLocation(program, binding.name), binding.location) << binding.name;
}
// ---- settle phase B through a gated getter and check what it published ----
const auto& object = Object(program);
ASSERT_NE(object, nullptr);
const auto& modules = object->GetGeneratedSpirv(); // joins phase B
EXPECT_TRUE(object->IsSpirvComplete());
EXPECT_TRUE(object->GetSpirvStatus());
ASSERT_FALSE(modules.empty());
EXPECT_GT(object->GetUBOSize(), 0u) << "the uniform shadow should have been allocated";
EXPECT_NE(object->GetUniformOffset(0), MG_State::GLState::ProgramObject::kInvalidUniformOffset);
// ---- every module the frontend hands over must be valid SPIR-V ----
// NOTE ON WHAT THIS DOES AND DOES NOT CATCH. It validates the modules AFTER spirv-opt,
// which is what a backend actually receives - but AggressiveDCE deletes an input that
// nothing reads, so for a merely-unused attribute this assertion cannot fail even with
// the io-resolver bug reinstated (verified by mutation). The discriminating gate for
// VUID-StandaloneSpirv-Location-04916 is
// ProgramUtilTest.PartiallyBoundVertexInputsAllReceiveALocation, which validates the
// RAW GlslangToSpv output before the optimizer can hide the defect. This assertion is
// still worth having: it is the end-to-end guarantee that whatever the frontend ships
// to a driver is valid, and it would catch a regression whose variable SURVIVES DCE -
// which is precisely what the device victim did.
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
String validatorMessages;
tools.SetMessageConsumer([&validatorMessages](spv_message_level_t, const char*, const spv_position_t&,
const char* message) {
if (message != nullptr) validatorMessages += String(message) + "\n";
});
for (SizeT i = 0; i < modules.size(); ++i) {
validatorMessages.clear();
EXPECT_TRUE(tools.Validate(modules[i]))
<< "module " << i << " is not valid SPIR-V - Adreno rejects the pipeline for this while "
<< "lavapipe tolerates it:\n" << validatorMessages;
}
// ---- every vertex input carries a unique Location ----
const Int vsIndex = object->GetShaderIndexByStage(ShaderStage::Vertex);
ASSERT_GE(vsIndex, 0);
const auto& vsModule = modules[static_cast<SizeT>(vsIndex)];
constexpr unsigned kOpDecorate = 71, kOpVariable = 59;
constexpr unsigned kDecorationBuiltIn = 11, kDecorationLocation = 30;
constexpr unsigned kStorageClassInput = 1;
std::map<unsigned, unsigned> locationById;
std::set<unsigned> builtInIds;
std::vector<unsigned> inputIds;
for (SizeT i = 5; i < vsModule.size();) {
const unsigned wordCount = vsModule[i] >> 16;
const unsigned opcode = vsModule[i] & 0xFFFFu;
ASSERT_GT(wordCount, 0u);
if (i + wordCount > vsModule.size()) break;
if (opcode == kOpDecorate && wordCount >= 4 && vsModule[i + 2] == kDecorationLocation) {
locationById[vsModule[i + 1]] = vsModule[i + 3];
} else if (opcode == kOpDecorate && wordCount >= 3 && vsModule[i + 2] == kDecorationBuiltIn) {
builtInIds.insert(vsModule[i + 1]);
} else if (opcode == kOpVariable && wordCount >= 4 && vsModule[i + 3] == kStorageClassInput) {
inputIds.push_back(vsModule[i + 2]);
}
i += wordCount;
}
std::set<unsigned> usedLocations;
SizeT checkedInputs = 0;
for (const unsigned id : inputIds) {
if (builtInIds.count(id) != 0) continue;
const auto it = locationById.find(id);
ASSERT_NE(it, locationById.end())
<< "a vertex input reached SPIR-V with no Location decoration (optimistic quirk "
<< (optimisticQuirk ? "on" : "off") << ")";
EXPECT_TRUE(usedLocations.insert(it->second).second)
<< "two vertex inputs share location " << it->second;
++checkedInputs;
}
EXPECT_GT(checkedInputs, 0u) << "no vertex inputs found; the scan proved nothing";
EXPECT_EQ(GetError(), GL_NO_ERROR);
MG_Config::Features.AsyncOptimisticShaderStatus = savedQuirk;
}
}