[Fix, Test] (DirectVulkan, ShaderTranspiler, TraceReplay): repair iterationRP's missing reduction barrier

Program 203 reuses prefixSumCache for a second subgroup reduction before every workgroup invocation has consumed the first result. Add a fingerprint-gated SPIR-V pass that inserts the missing Workgroup acquire-release barrier while preserving native subgroup operations.

Keep the repair opt-in behind MOBILEGL_ITERATIONRP_FIX_BARRIER, cover insertion, pass-through, and idempotence, and enable it together with the existing iterationRP subgroup repairs for the matching Linux and Android CI retraces.
This commit is contained in:
2026-08-19 23:42:17 -04:00
parent 5bd8ef01e5
commit c09045fe59
20 changed files with 583 additions and 2 deletions
@@ -27,6 +27,7 @@
#include "SpirvPasses/ZeroBaseVertexPass.h"
#include "SpirvPasses/DeriveNumSubgroupsPass.h"
#include "SpirvPasses/EmulateSubgroupsPass.h"
#include "SpirvPasses/FixIterationRPBarrierPass.h"
#include "SpirvPasses/FixIterationRPSubgroupScratchPass.h"
#include "SpirvPasses/NormalizeRectCoordinatesPass.h"
#include "SpirvPasses/Lower1DArrayImagesPass.h"
@@ -924,6 +925,17 @@ namespace MobileGL {
inputBinary, outputBinary, true, enableSpirvValidation);
}
bool ShaderCompiler::FixIterationRPBarrierForVulkan(
const Vector<Uint32>& inputBinary, Vector<uint32_t>& outputBinary,
const bool enableSpirvValidation) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(FixIterationRPBarrierPass::CreateFixIterationRPBarrierPass());
return RunOptimizerChecked("FixIterationRPBarrierForVulkan", optimizer,
inputBinary, outputBinary, true, enableSpirvValidation);
}
bool ShaderCompiler::DecoratePositionInvariantForVulkan(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary, const bool enableSpirvValidation) {
using namespace spvtools;