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https://github.com/MobileGL-Dev/MobileGL
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[Fix, Test] (ShaderTranspiler, DirectGLES): fold or lower dynamically indexed fragment outputs before ESSL emission - GLSL ES requires constant integral indices, so the OIT coefficient shader linked nothing on ANGLE and every translucent draw was a silent no-op
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@@ -27,6 +27,7 @@
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#include "SpirvPasses/StripUboMemberRelaxedPrecisionPass.h"
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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 "spirv-tools/libspirv.h"
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#include "spirv-tools/optimizer.hpp"
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@@ -631,6 +632,75 @@ namespace MobileGL {
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outputBinary);
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}
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bool ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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using namespace spvtools;
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// Detection gates everything: a module with no dynamically indexed fragment
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// output - every shader but a handful - pays one BuildModule and is handed
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// back byte for byte, so the folding chain can never perturb a shader that
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// did not need it.
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if (!LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(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. The only bespoke member is the loop-control
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// hint the stock unroller demands (see the pass header); with it set, an index
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// derived from a loop counter - the shape of the Minecraft 26.3 OIT
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// coefficient shader and of most real ones - folds to a literal 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(LegalizeFragmentOutputIndexPass::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("LegalizeFragmentOutputIndexingForEssl.fold", folder, inputBinary,
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folded) ||
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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 (!LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(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(LegalizeFragmentOutputIndexPass::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("LegalizeFragmentOutputIndexingForEssl.lower", lowerer, folded,
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outputBinary) ||
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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 (LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(outputBinary)) {
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// MGLOG_I, deliberately: MGLOG_E/W are compiled out at the INFO level every
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// CI and retrace build uses, and this is precisely the diagnostic that has
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// to survive to explain a shader the driver is about to reject.
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MGLOG_I("[spirv] LegalizeFragmentOutputIndexingForEssl: a fragment output is still "
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"indexed dynamically; a strict ES driver will reject this shader");
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}
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return true;
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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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using namespace spvtools;
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