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https://github.com/MobileGL-Dev/MobileGL
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[Chore] (MG_Config, MG_State, MG_Util): gate SPIR-V validation at startup
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@@ -102,7 +102,9 @@ namespace MobileGL::MG_State::GLState {
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}
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MGLOG_D("ProgramObject %u: Starting SPIR-V generation", externalIndex);
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GenerateSpirv(handoff, externalIndex);
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const Bool deferOutputValidationForDirectVulkan =
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m_phaseA->in.env != nullptr && m_phaseA->in.env->backend == BackendType::DirectVulkan;
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GenerateSpirv(handoff, externalIndex, deferOutputValidationForDirectVulkan);
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// GlslangToSpv was the only consumer of the parsed ASTs; everything after this point
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// works on the SPIR-V and on the TProgram's own self-contained reflection pool. Drop
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// them here rather than at the end of the body, which is ~87% of this node's runtime
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@@ -137,7 +139,8 @@ namespace MobileGL::MG_State::GLState {
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artifacts.generatedSpirv.size());
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}
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void ProgramSpirvTask::GenerateSpirv(const ProgramLinkTask::SpirvHandoff& handoff, const Uint externalIndex) {
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void ProgramSpirvTask::GenerateSpirv(const ProgramLinkTask::SpirvHandoff& handoff, const Uint externalIndex,
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const Bool deferOutputValidationForDirectVulkan) {
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/* As we passed first stage compilation/linking,
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* we'll assume all the operations here should
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* pass. We may be able to employ some optimizations
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@@ -169,7 +172,8 @@ namespace MobileGL::MG_State::GLState {
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Bool allOptimized = true;
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{
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for (auto& spv : artifacts.generatedSpirv) {
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auto success = ShaderCompiler::SanitizeAndOptimizeBinary(spv, spv);
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auto success = ShaderCompiler::SanitizeAndOptimizeBinary(
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spv, spv, !deferOutputValidationForDirectVulkan);
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if (!success) {
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// The one genuine phase-B failure mode: one of the seven optimizer passes
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// reported failure, so `spv` is whatever the run left behind. A fordebug
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