mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-09 04:38:30 +09:00
[Fix, Test] (ShaderTranspiler, GLImpl, ProgramState, DirectVulkan): keep fp64 where the backend consumes it natively
This commit is contained in:
@@ -445,12 +445,36 @@ namespace MobileGL {
|
||||
const Uint32 bit = PerLayerFramebufferAttachmentBit(target);
|
||||
return bit != 0 && (PerLayerFramebufferAttachmentTargets & bit) != 0;
|
||||
}
|
||||
// Whether this backend can CONSUME a shader module that still declares 64-bit floats,
|
||||
// i.e. whether `double` survives the transpile instead of being narrowed to `float`
|
||||
// (ShaderTranspiler::DemoteFloat64Pass). Detected, never assumed:
|
||||
// * DirectVulkan sets it from VkPhysicalDeviceFeatures::shaderFloat64, the feature
|
||||
// VUID-VkShaderModuleCreateInfo-pCode-08740 requires before a module declaring
|
||||
// OpCapability Float64 may be created at all. lavapipe has it; Adreno and Mali
|
||||
// both report VK_FALSE, so no real mobile device does.
|
||||
// * DirectGLES can NEVER have it. GLSL ES has no 64-bit float type in any version
|
||||
// or extension, so SPIRV-Cross cannot emit one ("FP64 not supported in ES
|
||||
// profile") and the demotion there is mathematically mandatory, always.
|
||||
// Defaults to false so a backend that never sets it - and the no-backend case, which
|
||||
// is what standalone shader compiles and the unit tests run under - keeps the
|
||||
// demotion, which is the behaviour that works everywhere.
|
||||
Bool SupportsShaderFloat64 = false;
|
||||
// Whether glVertexAttribLFormat / glVertexArrayAttribLFormat can be honoured, i.e.
|
||||
// whether a 64-bit vertex attribute can actually reach a shader unconverted. Detected,
|
||||
// never assumed: DirectVulkan needs VkPhysicalDeviceFeatures::shaderFloat64 (the
|
||||
// attribute travels as its 32-bit word pair, so no VK_FORMAT_R64* is required, but the
|
||||
// bitcast result is Float64); DirectGLES can never have it, ESSL having no fp64 type at
|
||||
// all. Defaults to false so a backend that never sets it gets the conservative answer.
|
||||
//
|
||||
// INDEPENDENT of SupportsShaderFloat64, and it has to be: this flag decides a VkFormat
|
||||
// from the VAO ATTRIBUTE alone, which does not know what type the shader declared, and
|
||||
// glVertexAttribFormat(GL_DOUBLE) feeding a plain `in vec4` is both legal and common
|
||||
// (KHR-GL43.vertex_attrib_binding.basic-input-case4/5, advanced-bindingUpdate). A
|
||||
// backend with native fp64 that still cannot FETCH 64 bits keeps this false and relies
|
||||
// on the per-MODULE rule in ShaderCompiler::SanitizeAndOptimizeBinary instead: a vertex
|
||||
// module that declares a 64-bit float INPUT is demoted whole, so the two shader-side
|
||||
// halves (PackDoubleVertexInputsPass and VertexInputStateFactory::ToVkVertexFormat)
|
||||
// still see one consistent world.
|
||||
Bool SupportsFloat64VertexAttributes = false;
|
||||
SizeT MaxShaderStorageBlockSize = 128 * 1024 * 1024;
|
||||
Uint32 SubgroupSize = 0;
|
||||
|
||||
@@ -1331,9 +1331,14 @@ namespace MobileGL::MG_Backend::DirectGLES {
|
||||
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::TextureCubeMapArray);
|
||||
}
|
||||
}
|
||||
// Not a driver question and never will be: OpenGL ES has no double-precision vertex format
|
||||
// and ESSL has no fp64 type to consume one with, so a 64-bit vertex attribute has nowhere to
|
||||
// land on this backend regardless of what the driver underneath happens to support.
|
||||
// Not a driver question and never will be: GLSL ES has no 64-bit float type in ANY version
|
||||
// or extension, so SPIRV-Cross cannot emit one ("FP64 not supported in ES profile") and a
|
||||
// module that still declared Float64 would never reach the driver at all. The demotion is
|
||||
// mathematically mandatory here, on every device, forever - which is why this stays false
|
||||
// regardless of what the driver underneath happens to support.
|
||||
m_dynamicParameters.SupportsShaderFloat64 = false;
|
||||
// Follows the line above, and must: OpenGL ES has no double-precision vertex format and no
|
||||
// fp64 type to consume one with, so a 64-bit vertex attribute has nowhere to land here.
|
||||
m_dynamicParameters.SupportsFloat64VertexAttributes = false;
|
||||
m_dynamicParameters.MaxDrawBuffers = m_GLESCapabilities.MaxDrawBuffers;
|
||||
m_dynamicParameters.MaxColorAttachments = m_GLESCapabilities.MaxColorAttachments;
|
||||
|
||||
@@ -562,12 +562,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
|
||||
if (MG_Util::Async::AsyncShaderCompileEnabled()) {
|
||||
extensions.push_back(E_GL_KHR_parallel_shader_compile);
|
||||
}
|
||||
// GL_ARB_gpu_shader_fp64 is opt-in (MOBILEGL_ADVERTISE_FP64). Every `double` in a
|
||||
// shader compiles and runs already - it is narrowed to 32 bits before the module
|
||||
// reaches this backend - so an application that simply uses doubles needs nothing
|
||||
// advertised. What the extension additionally promises is 64-bit PRECISION, which no
|
||||
// mobile GPU has and the narrowing cannot fake, so advertising it by default would
|
||||
// make an application that checks the string take a path MobileGL cannot honour.
|
||||
// GL_ARB_gpu_shader_fp64 is opt-in (MOBILEGL_ADVERTISE_FP64), and stays opt-in even on a
|
||||
// device that HAS shaderFloat64. Every `double` in a shader compiles and runs either way
|
||||
// - narrowed to 32 bits where the device has no 64-bit floats, kept whole where it does -
|
||||
// so an application that simply uses doubles needs nothing advertised. What the extension
|
||||
// additionally promises is the whole GL_ARB_gpu_shader_fp64 SURFACE (glUniform*d
|
||||
// conformance, the fp64 built-ins, the state queries), and turning the string on is a
|
||||
// decision about all of it rather than about the shader path alone.
|
||||
if (MG_Config::Features.AdvertiseFp64) {
|
||||
extensions.push_back(E_GL_ARB_gpu_shader_fp64);
|
||||
}
|
||||
@@ -965,26 +966,34 @@ namespace MobileGL::MG_Backend::DirectVulkan {
|
||||
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::TextureCubeMapArray);
|
||||
}
|
||||
}
|
||||
// Never, on any device, and no longer for the reason it used to be. It used to track
|
||||
// shaderFloat64 because a `dvec3` input needed the Float64 capability to exist in the
|
||||
// module at all; a 64-bit vertex FETCH was already impossible (VK_FORMAT_R64*_SFLOAT is
|
||||
// optional and lavapipe reports zero bufferFeatures for all four), so the attribute
|
||||
// arrived as its 32-bit word pair and PackDoubleVertexInputsPass bitcast it back.
|
||||
// The device feature the whole fp64 story hangs off. With it, a module keeps its
|
||||
// OpCapability Float64 and real doubles reach the driver; without it the transpile
|
||||
// narrows every 64-bit float to 32 (ShaderTranspiler::DemoteFloat64Pass), because
|
||||
// VUID-VkShaderModuleCreateInfo-pCode-08740 forbids the capability outright and no
|
||||
// pipeline could be built from such a module. lavapipe reports it; Adreno and Mali both
|
||||
// report VK_FALSE, so on every real mobile device this is false and the demotion runs
|
||||
// exactly as it always has.
|
||||
m_dynamicParameters.SupportsShaderFloat64 = m_vulkanCaps.SupportsShaderFloat64;
|
||||
// Never, on any device, and DELIBERATELY NOT COUPLED to the line above even though it
|
||||
// once tracked the same feature. It used to, because a `dvec` input needed Float64 to
|
||||
// exist in the module at all; a 64-bit vertex FETCH was already impossible
|
||||
// (VK_FORMAT_R64*_SFLOAT is optional and lavapipe reports zero bufferFeatures for all
|
||||
// four), so the attribute arrived as its 32-bit word pair and PackDoubleVertexInputsPass
|
||||
// bitcast it back.
|
||||
//
|
||||
// The shader half of that is gone: every 64-bit float is narrowed before any module
|
||||
// reaches a backend (ShaderTranspiler::DemoteFloat64Pass), so there is no `double` input
|
||||
// left to bitcast INTO, and feeding a UINT-formatted attribute to what is now a `float`
|
||||
// input would be silent garbage. Reconstructing the value would mean decoding the
|
||||
// IEEE-754 double bit pattern in the shader - software fp64, which is precisely what the
|
||||
// demotion exists to avoid - and on Espryt it would additionally need the ES driver to
|
||||
// fetch 2N uint components where the application declared N doubles, which a dvec3 or
|
||||
// dvec4 cannot even express within one attribute location.
|
||||
// Re-coupling it does not work, and the reason is worth recording because it is not
|
||||
// obvious: this flag decides the VkFormat from the VAO ATTRIBUTE alone, and the attribute
|
||||
// does not know what the shader declared. glVertexAttribFormat(GL_DOUBLE) against a plain
|
||||
// `in vec4` is not only legal but the common case
|
||||
// (KHR-GL43.vertex_attrib_binding.basic-input-case4 does exactly that, and case5 adds
|
||||
// normalized=GL_TRUE), and advanced-bindingUpdate feeds a dvec3 the same way - GL defines
|
||||
// all of them as "doubles in memory, converted to float". Turning the flag on turns the
|
||||
// narrowing OFF for every one of them and the attributes come back unfetched.
|
||||
//
|
||||
// So glVertexAttribLFormat / glVertexAttribLPointer are declined here exactly as they
|
||||
// already were on Espryt and on every real mobile device (Adreno and Mali both report
|
||||
// shaderFloat64 == VK_FALSE), and for the same visible reason. A `dvec3` INPUT still
|
||||
// compiles and draws - it is a `vec3` after demotion - as long as the application feeds
|
||||
// it with glVertexAttribPointer(GL_FLOAT) rather than 64-bit data.
|
||||
// What keeps the two halves honest instead is a per-MODULE decision: a vertex module that
|
||||
// declares a 64-bit float INPUT is demoted whole, even where the backend has native fp64,
|
||||
// so `dvec` inputs are `vec` inputs on this backend exactly as they always were. See
|
||||
// ShaderCompiler::SanitizeAndOptimizeBinary.
|
||||
m_dynamicParameters.SupportsFloat64VertexAttributes = false;
|
||||
m_dynamicParameters.MaxShaderStorageBlockSize =
|
||||
std::min(m_vulkanCaps.MaxShaderStorageBlockSize, kMaxAdvertisedShaderStorageBlockSize);
|
||||
|
||||
@@ -112,10 +112,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
|
||||
ToVkVertexFormat(attr.Type, attr.Size, attr.Normalized, attr.IsInteger, attr.IsBgra, attr.IsLong);
|
||||
VertexStreamConversion conversion = VertexStreamConversion::None;
|
||||
// Gated on the SAME flag ToVkVertexFormat gates its 64-bit path on, and that is
|
||||
// load-bearing rather than belt-and-braces: the narrowing is only correct because
|
||||
// DemoteFloat64Pass already turned the shader's `dvec` input into a `vec`, and that
|
||||
// pass runs precisely when the backend declares no 64-bit vertex support. With the
|
||||
// flag set, a dvec3/dvec4 is declined by ToVkVertexFormat AND left 64-bit in the
|
||||
// load-bearing rather than belt-and-braces: the narrowing is only correct because the
|
||||
// shader's `dvec` input is a `vec` by the time the pipeline is built, and what
|
||||
// guarantees that is the flag being clear. It is clear on every backend today, and a
|
||||
// program with a 64-bit float vertex input is demoted WHOLE for the same reason even
|
||||
// where the device has native fp64 (ProgramSpirvTask::GenerateSpirv). With the flag
|
||||
// set, a dvec3/dvec4 would be declined by ToVkVertexFormat AND left 64-bit in the
|
||||
// module, so a float32 stream would be fed to a Float64 input.
|
||||
const Bool narrowFloat64Arrays =
|
||||
MG_Backend::pActiveBackendObject == nullptr ||
|
||||
|
||||
@@ -972,10 +972,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
|
||||
}
|
||||
}
|
||||
|
||||
// The fetch half of the fp64 demotion the shader side already does unconditionally
|
||||
// (DemoteFloat64Pass): the source bytes are ordinary IEEE-754 doubles, so a GL_DOUBLE array is
|
||||
// deinterleaved into a tightly packed float32 stream rather than dropped. `normalized` is not
|
||||
// consulted - GL ignores it for floating-point array types.
|
||||
// The fetch half of the 64-bit vertex narrowing, whose shader half is guaranteed by
|
||||
// SupportsFloat64VertexAttributes staying false on this backend: any program with a Float64
|
||||
// vertex INPUT is demoted whole, native fp64 or not, so the input is always a 32-bit one. The
|
||||
// source bytes are ordinary IEEE-754 doubles, so a GL_DOUBLE array is deinterleaved into a
|
||||
// tightly packed float32 stream rather than dropped. `normalized` is not consulted - GL
|
||||
// ignores it for floating-point array types.
|
||||
static Bool ConvertFloat64VertexStreamToFloat32(
|
||||
const MG_State::GLState::VertexAttribute& attribute,
|
||||
const Uint8* sourceData,
|
||||
|
||||
@@ -880,6 +880,10 @@ namespace MobileGL::MG_Impl::GLImpl {
|
||||
// demotion makes a dmat4 a mat4 in the shader and a mat4-shaped slot here - but because it
|
||||
// is ROUTED differently: the caller's component-by-component EbtDouble branch has to widen
|
||||
// each float back to the queried type, and it undoes the same padding itself.
|
||||
// Float matrices only, in both senses: a DOUBLE matrix never comes through here, whether its
|
||||
// program was demoted (components are floats, the query is not) or kept its doubles (the
|
||||
// column stride is a dvec4's, and the caller's converting branch already walks it component
|
||||
// by component with the right one).
|
||||
Bool TryGatherFloatMatrixColumns(const TypeFactsRef ttype, const char* pBase, void* params) {
|
||||
if (!ttype.isMatrix || ttype.isDouble) return false;
|
||||
const Int columns = ttype.matrixCols;
|
||||
@@ -892,11 +896,12 @@ namespace MobileGL::MG_Impl::GLImpl {
|
||||
}
|
||||
|
||||
// Bytes a uniform actually occupies in the global UBO. It is the tight GL type size for
|
||||
// everything except a float matrix, whose padded columns make it wider. The rule itself
|
||||
// lives on ProgramObject, because the pipeline composite's uniform refresh needs the same
|
||||
// one and two copies of a layout rule is one too many.
|
||||
SizeT UniformStorageSpanInBytes(const TypeFactsRef ttype, SizeT tightSize) {
|
||||
return MG_State::GLState::ProgramObject::UniformStorageSpanInBytes(ttype, tightSize);
|
||||
// everything except a matrix, whose padded columns make it wider, and a `double` on a
|
||||
// program whose modules were demoted, where it is half. The rule itself lives on
|
||||
// ProgramObject, because the pipeline composite's uniform refresh needs the same one and
|
||||
// two copies of a layout rule is one too many.
|
||||
SizeT UniformStorageSpanInBytes(const TypeFactsRef ttype, SizeT tightSize, const Bool nativeFloat64) {
|
||||
return MG_State::GLState::ProgramObject::UniformStorageSpanInBytes(ttype, tightSize, nativeFloat64);
|
||||
}
|
||||
|
||||
void GetUniform_State(GLuint program, GLint location, void* params) {
|
||||
@@ -929,7 +934,8 @@ namespace MobileGL::MG_Impl::GLImpl {
|
||||
auto size = programObject->GetUniformSizesInBytes(location);
|
||||
char* pUBO = (char*)programObject->MapUBO();
|
||||
const auto& ttype = programObject->GetUniformTypeFacts(location);
|
||||
const SizeT span = UniformStorageSpanInBytes(ttype, size);
|
||||
const Bool nativeFloat64 = programObject->UsesNativeFloat64();
|
||||
const SizeT span = UniformStorageSpanInBytes(ttype, size, nativeFloat64);
|
||||
if (pUBO == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset ||
|
||||
offset + span > programObject->GetUBOSize()) {
|
||||
MGLOG_E_ONCE("%s: uniform at program %u location %d has no backing storage; returning nothing", __func__,
|
||||
@@ -939,9 +945,9 @@ namespace MobileGL::MG_Impl::GLImpl {
|
||||
|
||||
if (!TryGatherFloatMatrixColumns(ttype, pUBO + offset, params)) {
|
||||
// Never more than the uniform actually occupies. `size` is the GL type size,
|
||||
// which for a `double` uniform is twice its storage - every 64-bit float is
|
||||
// narrowed before the module reaches a backend, so the slot holds floats. The
|
||||
// typed entry points (glGetUniformdv and friends) go through
|
||||
// which on a DEMOTED program is twice a `double` uniform's storage - its 64-bit
|
||||
// floats were narrowed before the module reached a backend, so the slot holds
|
||||
// floats. The typed entry points (glGetUniformdv and friends) go through
|
||||
// GetUniformScalar_State, which converts component by component; this raw
|
||||
// copy has no type to convert with, so it is bounded rather than converted.
|
||||
Memcpy(params, pUBO + offset, std::min<SizeT>(size, span));
|
||||
@@ -983,7 +989,8 @@ namespace MobileGL::MG_Impl::GLImpl {
|
||||
auto size = programObject->GetUniformSizesInBytes(location);
|
||||
char* pUBO = static_cast<char*>(programObject->MapUBO());
|
||||
const auto& ttype = programObject->GetUniformTypeFacts(location);
|
||||
const SizeT span = UniformStorageSpanInBytes(ttype, size);
|
||||
const Bool nativeFloat64 = programObject->UsesNativeFloat64();
|
||||
const SizeT span = UniformStorageSpanInBytes(ttype, size, nativeFloat64);
|
||||
if (pUBO == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset ||
|
||||
offset + span > programObject->GetUBOSize()) {
|
||||
MGLOG_E_ONCE("%s: uniform at program %u location %d has no backing storage; returning nothing", __func__,
|
||||
@@ -995,28 +1002,38 @@ namespace MobileGL::MG_Impl::GLImpl {
|
||||
if (TryGatherFloatMatrixColumns(ttype, pUBO + offset, params)) return;
|
||||
}
|
||||
|
||||
// A double-precision uniform is the one case where the stored component type differs
|
||||
// from the DECLARED one for a non-opaque uniform: the shader's 64-bit floats are
|
||||
// narrowed to 32 bits before the module reaches a backend
|
||||
// A double-precision uniform is the one case where the stored component type can differ
|
||||
// from the DECLARED one for a non-opaque uniform: on a DEMOTED program the shader's
|
||||
// 64-bit floats were narrowed to 32 before the module reached the backend
|
||||
// (ShaderTranspiler::DemoteFloat64Pass), so what is in the global UBO is a float per
|
||||
// component, laid out exactly like the float-typed twin of this uniform - std140
|
||||
// 16-byte column stride for a matrix included. Reading it as a GLdouble would return
|
||||
// two components reinterpreted as one. Read component by component and let GL's
|
||||
// two components reinterpreted as one. A program that KEPT its doubles stores real ones
|
||||
// at the dvec4 column stride instead, so the width and the stride both move; everything
|
||||
// else about this walk is the same. Read component by component either way and let GL's
|
||||
// conversion rules (7.6: round to nearest for the integer queries) apply; the value
|
||||
// widens back to the queried type, having lost precision at the glUniform*d that
|
||||
// stored it and not here.
|
||||
// widens back to the queried type, having lost precision - where it lost any - at the
|
||||
// glUniform*d that stored it and not here.
|
||||
if (ttype.isDouble) {
|
||||
const Int columns = ttype.isMatrix ? ttype.matrixCols : 1;
|
||||
const Int rows = ttype.isMatrix ? ttype.matrixRows
|
||||
: (ttype.isVector ? ttype.vectorSize : 1);
|
||||
// std140 gives every matrix column its own 16-byte slot; a non-matrix is one
|
||||
// tightly packed run and never reaches the stride at all.
|
||||
const SizeT columnStride = 4 * sizeof(GLfloat);
|
||||
// A non-matrix is one tightly packed run and never reaches the stride at all.
|
||||
const SizeT columnStride =
|
||||
MG_State::GLState::ProgramObject::UniformMatrixColumnStride(ttype, nativeFloat64);
|
||||
const SizeT componentSize = nativeFloat64 ? sizeof(GLdouble) : sizeof(GLfloat);
|
||||
for (Int column = 0; column < columns; ++column) {
|
||||
for (Int row = 0; row < rows; ++row) {
|
||||
GLfloat component = 0.0f;
|
||||
Memcpy(&component, pUBO + offset + column * columnStride + row * sizeof(GLfloat),
|
||||
sizeof(component));
|
||||
GLdouble component = 0.0;
|
||||
if (nativeFloat64) {
|
||||
Memcpy(&component, pUBO + offset + column * columnStride + row * componentSize,
|
||||
sizeof(GLdouble));
|
||||
} else {
|
||||
GLfloat narrow = 0.0f;
|
||||
Memcpy(&narrow, pUBO + offset + column * columnStride + row * componentSize,
|
||||
sizeof(narrow));
|
||||
component = static_cast<GLdouble>(narrow);
|
||||
}
|
||||
if constexpr (std::is_integral_v<T>) {
|
||||
// Rounded to the nearest integer and clamped into the queried type's
|
||||
// range, so a negative double read through glGetUniformuiv is 0
|
||||
@@ -1287,17 +1304,45 @@ namespace MobileGL::MG_Impl::GLImpl {
|
||||
}
|
||||
}
|
||||
|
||||
// glUniform*d / glUniformMatrix*dv. Neither needs a layout of its own any more: the
|
||||
// transpile chain narrows every 64-bit float in the shader to 32 bits
|
||||
// Whether the program a uniform write is about to land in stores 64-bit floats at their
|
||||
// declared width. Answered off the PROGRAM, never off the live backend: it describes the
|
||||
// modules that were actually built for it, and a backend with native fp64 still demotes a
|
||||
// program whose vertex stage declares a Float64 input (see ProgramSpirvTask::GenerateSpirv).
|
||||
// Nullptr - no current program, or a name that is not a program - answers false and lets the
|
||||
// callee record the same error it always did.
|
||||
Bool CurrentProgramUsesNativeFloat64() {
|
||||
if (MG_State::pGLContext == nullptr) return false;
|
||||
const auto& programObject = MG_State::pGLContext->GetProgramForUniform();
|
||||
return programObject != nullptr && programObject->UsesNativeFloat64();
|
||||
}
|
||||
|
||||
Bool NamedProgramUsesNativeFloat64(GLuint program) {
|
||||
const auto& programObject = TryToGetProgramObject(program);
|
||||
return programObject != nullptr && programObject->GetLinkStatus() && programObject->UsesNativeFloat64();
|
||||
}
|
||||
|
||||
// glUniform*d / glUniformMatrix*dv. On a DEMOTED program neither needs a layout of its own:
|
||||
// the transpile chain narrowed every 64-bit float in the shader to 32
|
||||
// (ShaderTranspiler::DemoteFloat64Pass) and the global UBO is laid out by reflecting that
|
||||
// demoted module, so a double uniform's storage IS a float uniform's - same offset, same
|
||||
// 4-byte components, same std140 column padding for matrices. Narrowing here, at the one
|
||||
// place the 64-bit value enters, and then handing the bytes to the ordinary float upload
|
||||
// path is what keeps the two in step; a separate double-shaped layout here would write
|
||||
// path is what keeps the two in step; a separate double-shaped layout there would write
|
||||
// 8-byte components into 4-byte slots and silently address the wrong ones.
|
||||
//
|
||||
// The narrowing is the same static_cast the shader's own arithmetic now performs, so the
|
||||
// The narrowing is the same static_cast the demoted shader's own arithmetic performs, so the
|
||||
// value the shader reads is the value glUniform*d was given, at float precision.
|
||||
//
|
||||
// On a program that KEPT its doubles the reverse is true and for the same reason: its global
|
||||
// UBO really does hold 8-byte components, so narrowing would leave a float bit pattern in the
|
||||
// low half of a double slot - which is not a precision loss but a garbage value. The 64-bit
|
||||
// values go through unchanged then, and the upload path is width-agnostic (it is templated on
|
||||
// the component type and bounded by the uniform's own slot span).
|
||||
//
|
||||
// Note TryToGetProgramObject / GetProgramForUniform run TWICE on this path, once for the
|
||||
// width question and once inside the call below. That is a lookup and a join on an entry
|
||||
// point no shader pack uses; the alternative is duplicating both functions' whole validation
|
||||
// sequence here, which is the thing that must not drift.
|
||||
template <GLsizei ItemCount>
|
||||
void UniformvNarrowed_State(GLint location, GLsizei count, const GLdouble* value) {
|
||||
if (value == nullptr || count <= 0) {
|
||||
@@ -1306,6 +1351,10 @@ namespace MobileGL::MG_Impl::GLImpl {
|
||||
Uniformv_State<ItemCount>(location, count, reinterpret_cast<const GLfloat*>(value));
|
||||
return;
|
||||
}
|
||||
if (location != -1 && CurrentProgramUsesNativeFloat64()) {
|
||||
Uniformv_State<ItemCount>(location, count, value);
|
||||
return;
|
||||
}
|
||||
Vector<GLfloat> narrowed(static_cast<SizeT>(count) * ItemCount);
|
||||
for (SizeT i = 0; i < narrowed.size(); ++i) narrowed[i] = static_cast<GLfloat>(value[i]);
|
||||
Uniformv_State<ItemCount>(location, count, narrowed.data());
|
||||
@@ -1317,6 +1366,10 @@ namespace MobileGL::MG_Impl::GLImpl {
|
||||
ProgramUniformv_State<ItemCount>(program, location, count, reinterpret_cast<const GLfloat*>(value));
|
||||
return;
|
||||
}
|
||||
if (location != -1 && NamedProgramUsesNativeFloat64(program)) {
|
||||
ProgramUniformv_State<ItemCount>(program, location, count, value);
|
||||
return;
|
||||
}
|
||||
Vector<GLfloat> narrowed(static_cast<SizeT>(count) * ItemCount);
|
||||
for (SizeT i = 0; i < narrowed.size(); ++i) narrowed[i] = static_cast<GLfloat>(value[i]);
|
||||
ProgramUniformv_State<ItemCount>(program, location, count, narrowed.data());
|
||||
@@ -1368,15 +1421,63 @@ namespace MobileGL::MG_Impl::GLImpl {
|
||||
}
|
||||
}
|
||||
|
||||
// glUniformMatrix*dv / glProgramUniformMatrix*dv. Narrowed to the float form and handed
|
||||
// straight to it: after DemoteFloat64Pass a `dmat4` uniform is a `mat4` in the shader and a
|
||||
// mat4-shaped slot in the global UBO, columns padded to a vec4 and all. Everything else
|
||||
// about the call - transpose handling, the array-element walk, the opaque-uniform refusal -
|
||||
// is then the one implementation both spellings share.
|
||||
// glUniformMatrix*dv / glProgramUniformMatrix*dv on a program that KEPT its doubles. Same
|
||||
// walk as UniformMatrixfv_Object down to the last branch, and deliberately a copy of it
|
||||
// rather than a template over the component type: the two differ in exactly one number that
|
||||
// is not derivable from the component type alone - std140 pads a double matrix's column out
|
||||
// to a dvec4 (32 bytes) unless the column is a dvec2, which is already 16 - and folding that
|
||||
// into the float version would put a per-call branch on the hot glUniformMatrix4fv path
|
||||
// Minecraft calls thousands of times a frame for a case no shader pack ever takes.
|
||||
template <typename Program>
|
||||
void UniformMatrixdvNative_Object(Program& programObject, GLint location, GLsizei count, GLboolean transpose,
|
||||
const GLdouble* value, Int columns, Int rows,
|
||||
const String& ownerDescription) {
|
||||
const SizeT columnStride = rows <= 2 ? 2 * sizeof(GLdouble) : 4 * sizeof(GLdouble);
|
||||
const SizeT componentCount = static_cast<SizeT>(columns) * static_cast<SizeT>(rows);
|
||||
GLdouble column[4] = {};
|
||||
for (GLint matrix = 0; matrix < count; ++matrix) {
|
||||
if (matrix > 0 && !programObject.UniformLocationsAliasSameUniform(location, location + matrix)) break;
|
||||
if (!programObject.IsValidUniformLocation(location + matrix)) {
|
||||
RecordInvalidUniformLocationError("glUniformMatrixdv", location + matrix, ownerDescription);
|
||||
return;
|
||||
}
|
||||
if (programObject.IsUniformOpaqueAtLocation(location + matrix)) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidOperation,
|
||||
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "glUniformMatrixdv",
|
||||
"Opaque uniforms cannot be set with matrix Uniform calls."));
|
||||
return;
|
||||
}
|
||||
const GLdouble* source = value + static_cast<SizeT>(matrix) * componentCount;
|
||||
for (Int c = 0; c < columns; ++c) {
|
||||
for (Int r = 0; r < rows; ++r) {
|
||||
column[r] = transpose == GL_TRUE ? source[r * columns + c] : source[c * rows + r];
|
||||
}
|
||||
const SizeT byteOffset = static_cast<SizeT>(c) * columnStride;
|
||||
switch (rows) {
|
||||
case 2: Uniform_State<2>(programObject, location + matrix, column, byteOffset); break;
|
||||
case 3: Uniform_State<3>(programObject, location + matrix, column, byteOffset); break;
|
||||
default: Uniform_State<4>(programObject, location + matrix, column, byteOffset); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// glUniformMatrix*dv / glProgramUniformMatrix*dv. On a DEMOTED program this narrows to the
|
||||
// float form and hands it straight over: after DemoteFloat64Pass a `dmat4` uniform is a
|
||||
// `mat4` in the shader and a mat4-shaped slot in the global UBO, columns padded to a vec4
|
||||
// and all. Everything else about the call - transpose handling, the array-element walk, the
|
||||
// opaque-uniform refusal - is then the one implementation both spellings share. A program
|
||||
// that kept its doubles gets the same walk at double width and the wider column stride.
|
||||
template <typename Program>
|
||||
void UniformMatrixdv_Object(Program& programObject, GLint location, GLsizei count, GLboolean transpose,
|
||||
const GLdouble* value, Int columns, Int rows) {
|
||||
if (value == nullptr || count <= 0) return;
|
||||
if (programObject.UsesNativeFloat64()) {
|
||||
UniformMatrixdvNative_Object(programObject, location, count, transpose, value, columns, rows,
|
||||
"the current program object");
|
||||
return;
|
||||
}
|
||||
const SizeT componentCount = static_cast<SizeT>(columns) * static_cast<SizeT>(rows);
|
||||
Vector<GLfloat> narrowed(static_cast<SizeT>(count) * componentCount);
|
||||
for (SizeT i = 0; i < narrowed.size(); ++i) narrowed[i] = static_cast<GLfloat>(value[i]);
|
||||
|
||||
@@ -6,25 +6,29 @@
|
||||
// SPDX-License-Identifier: LGPL-3.0-only
|
||||
// End of Source File Header
|
||||
//
|
||||
// Scenario - GLSL DOUBLES, RUN AT SINGLE PRECISION.
|
||||
// Scenario - GLSL DOUBLES, AT WHATEVER PRECISION THE BACKEND CAN GIVE.
|
||||
//
|
||||
// No mobile GPU has 64-bit floats. Adreno and Mali both report shaderFloat64 == VK_FALSE, so
|
||||
// Magma cannot build a module that declares the Float64 capability, and ESSL has no fp64 type
|
||||
// at all, so SPIRV-Cross refuses the module outright on Espryt ("FP64 not supported in ES
|
||||
// profile") and the program never reaches the driver. MobileGL therefore narrows every 64-bit
|
||||
// float in a shader to 32 bits (ShaderTranspiler::DemoteFloat64Pass) rather than declining the
|
||||
// shader: `double` compiles and runs everywhere, at float precision.
|
||||
// Magma cannot build a module that declares the Float64 capability there, and ESSL has no fp64
|
||||
// type at all, so SPIRV-Cross refuses the module outright on Espryt ("FP64 not supported in ES
|
||||
// profile") and the program never reaches the driver. On every such backend MobileGL narrows
|
||||
// every 64-bit float in a shader to 32 bits (ShaderTranspiler::DemoteFloat64Pass) rather than
|
||||
// declining the shader: `double` compiles and runs everywhere, at float precision. Where the
|
||||
// backend DOES consume 64-bit floats - lavapipe is the one that does - the narrowing is skipped
|
||||
// and the doubles reach the driver whole.
|
||||
//
|
||||
// The narrowing is only half a contract. The other half is the API side: the global UBO is
|
||||
// laid out by reflecting the DEMOTED module, so glUniform*d has to store a float where the
|
||||
// shader reads a float, glGetUniform*v has to read one back, and a dmat4's columns are now
|
||||
// std140-padded like any other matrix's. Every one of those is a byte offset that fails
|
||||
// silently - the uniform simply reads as something else - so the cases below set values
|
||||
// through the API and have the SHADER report what it saw.
|
||||
// Either way it is only half a contract. The other half is the API side: the global UBO is laid
|
||||
// out by reflecting whichever module was produced, so glUniform*d has to store the width the
|
||||
// shader reads, glGetUniform*v has to read that width back, and a matrix's columns are
|
||||
// std140-padded to a vec4 or a dvec4 to match. Every one of those is a byte offset that fails
|
||||
// silently - the uniform simply reads as something else - so the cases below set values through
|
||||
// the API and have the SHADER report what it saw.
|
||||
//
|
||||
// What is deliberately NOT asserted: that the values are exact to double precision. They are
|
||||
// not, and cannot be. Every expectation here is the float value of the double that was set,
|
||||
// which is the whole point.
|
||||
// WHY ALMOST EVERY EXPECTATION HERE IS A FLOAT VALUE, and why that is not an accident of the
|
||||
// demotion: the shader reports through a `float` SSBO, and every value chosen is exact in
|
||||
// float32, so the same number is correct in both regimes and the assertions test the LAYOUT
|
||||
// rather than the precision. Exactly one case (GetUniformdvReadsBackWhatWasStored) uses a value
|
||||
// that is not - 0.1 - and it names both answers explicitly.
|
||||
|
||||
#include <cmath>
|
||||
#include <cstring>
|
||||
@@ -574,12 +578,24 @@ void main() {
|
||||
glUseProgram(0);
|
||||
|
||||
// The readback has to undo exactly what the write did - the same std140 column
|
||||
// padding, the same 4-byte components - or a dmat4 comes back with its columns
|
||||
// shifted and nothing else in the API would say so.
|
||||
// padding, the same component width - or a dmat4 comes back with its columns
|
||||
// shifted and nothing else in the API would say so. Every value below except the
|
||||
// scalar is exact in float32, so those expectations pin the LAYOUT and hold in
|
||||
// either regime; the scalar is the one that also pins the PRECISION.
|
||||
GLdouble readScalar = 0.0;
|
||||
glGetUniformdv(m_program, scalar, &readScalar);
|
||||
EXPECT_DOUBLE_EQ(readScalar, static_cast<double>(static_cast<float>(0.1)))
|
||||
<< "the value is what a float can hold, not the double that was passed in";
|
||||
// 0.1 is not representable in float32, so what comes back names the regime: a
|
||||
// backend without native fp64 narrowed it at the glUniform1d above (the module's own
|
||||
// doubles were demoted, so its storage is 4 bytes per component), and one with it
|
||||
// stored the double whole. Both are correct; asserting only the narrow answer would
|
||||
// fail the moment fp64 stops being emulated, and asserting only the wide one would
|
||||
// fail on every mobile device there is.
|
||||
if (readScalar == 0.1) {
|
||||
SUCCEED() << "this backend consumes 64-bit floats natively; the double survived whole";
|
||||
} else {
|
||||
EXPECT_DOUBLE_EQ(readScalar, static_cast<double>(static_cast<float>(0.1)))
|
||||
<< "the value is what a float can hold, not the double that was passed in";
|
||||
}
|
||||
|
||||
GLdouble readVector[3] = {};
|
||||
glGetUniformdv(m_program, vector, readVector);
|
||||
@@ -593,7 +609,8 @@ void main() {
|
||||
EXPECT_DOUBLE_EQ(readMatrix[i], 100.0 + i) << "dmat4 component " << i;
|
||||
}
|
||||
|
||||
// The float query sees the same storage through the type it is actually stored as.
|
||||
// The float query sees the same storage through a narrower type, and answers the
|
||||
// same float either way: GL 4.6 core 7.6 converts on the way out.
|
||||
GLfloat readFloat = 0.0f;
|
||||
glGetUniformfv(m_program, scalar, &readFloat);
|
||||
EXPECT_FLOAT_EQ(readFloat, static_cast<float>(0.1));
|
||||
|
||||
@@ -787,9 +787,11 @@ namespace MobileGL::MG_State::GLState {
|
||||
// The L1 key. Every input below is one that can change the SPIR-V this program
|
||||
// generates; see the key inventory on SpirvTranslationKeyInputs.
|
||||
//
|
||||
// Deliberately NOT keyed on: nothing that only steers a BACKEND transpile - see the
|
||||
// Deliberately NOT keyed on: anything that only steers a BACKEND transpile - see the
|
||||
// classification on CompileEnv::frontendFingerprint, and L2's own key in
|
||||
// MG_Util/ShaderTranspiler/TranslationCache.h.
|
||||
// MG_Util/ShaderTranspiler/TranslationCache.h. The single capability bit that IS here
|
||||
// (nativeFloat64) earns its place by changing SanitizeAndOptimizeBinary's own output,
|
||||
// which is what the payload stores.
|
||||
MG_Util::ShaderTranspiler::TranslationCacheKey ProgramLinkTask::BuildSpirvCacheKey(
|
||||
const MG_Util::ShaderTranspiler::CompileEnv& env) const {
|
||||
using namespace MG_Util::ShaderTranspiler;
|
||||
@@ -805,6 +807,11 @@ namespace MobileGL::MG_State::GLState {
|
||||
// value cannot alias a module parsed without it.
|
||||
keyInputs.shaderCompileFlags = 0;
|
||||
keyInputs.enableSpirvValidation = in.enableSpirvValidation;
|
||||
// The one BACKEND capability bit in this key, and it has to be here: it reaches inside
|
||||
// SanitizeAndOptimizeBinary, whose output is what the payload holds. Read from the same
|
||||
// env snapshot ProgramSpirvTask hands the chain, so the key and the bytes can never
|
||||
// disagree.
|
||||
keyInputs.nativeFloat64 = env.ConsumesFloat64Natively();
|
||||
keyInputs.stages.reserve(in.shaders.size());
|
||||
for (const LinkShaderInput& shader : in.shaders) {
|
||||
const ShaderCompileArtifacts& compiled = CompiledArtifacts(shader.compiled);
|
||||
|
||||
@@ -155,6 +155,10 @@ namespace MobileGL::MG_State::GLState {
|
||||
|
||||
Uint8* const scratch = m_spirv.globalUboScratch.data();
|
||||
const SizeT uboSize = m_spirv.globalUboScratch.size();
|
||||
// Read straight off m_spirv, not through UsesNativeFloat64(): this runs INSIDE the
|
||||
// phase-B publish, where the join gate is not re-entrant. Same reason the scratch above
|
||||
// is taken directly.
|
||||
const Bool nativeFloat64 = m_spirv.nativeFloat64;
|
||||
|
||||
for (const auto& init : initializers) {
|
||||
// Scalars per array ELEMENT. A matrix element carries cols * rows of them, laid
|
||||
@@ -165,12 +169,13 @@ namespace MobileGL::MG_State::GLState {
|
||||
const Int elements = init.arraySize;
|
||||
if (componentsPerElement <= 0 || elements <= 0) continue;
|
||||
|
||||
// EbtDouble belongs with the floats now, not with the skipped types: every 64-bit
|
||||
// float in a shader is narrowed to 32 bits before the module reaches a backend
|
||||
// EbtDouble belongs with the floats, not with the skipped types. On a DEMOTED
|
||||
// program its 64-bit floats were narrowed to 32 before the module reached a backend
|
||||
// (ShaderTranspiler::DemoteFloat64Pass), so a `uniform double d = 1.5;` has exactly
|
||||
// the 32-bit shadow encoding a `uniform float` does - and glslang already folded its
|
||||
// value into floatValues, which is a vector<double> either way. Leaving it out meant
|
||||
// the initializer was silently dropped and the uniform came up zero.
|
||||
// the 32-bit shadow encoding a `uniform float` does; on a program that kept them it
|
||||
// has an 8-byte one, which the store width below picks up. glslang folded the value
|
||||
// into floatValues, a vector<double>, in both cases. Leaving it out meant the
|
||||
// initializer was silently dropped and the uniform came up zero.
|
||||
const Bool isFloat = init.basicType == glslang::EbtFloat ||
|
||||
init.basicType == glslang::EbtFloat16 ||
|
||||
init.basicType == glslang::EbtDouble;
|
||||
@@ -195,22 +200,36 @@ namespace MobileGL::MG_State::GLState {
|
||||
// std140 pads every column of a float matrix out to a vec4, so the columns of
|
||||
// a mat3 are 16 bytes apart even though each carries 12. The slot's own span
|
||||
// states the stride the rest of the pipeline agreed on rather than guessing it.
|
||||
const SizeT slotSpan = GetUniformStorageSpanInBytes(static_cast<Uint>(location));
|
||||
// The static form, with the width taken from m_spirv directly: the member
|
||||
// overload asks UsesNativeFloat64(), which joins phase B - and phase B is what
|
||||
// is publishing right now.
|
||||
const SizeT slotSpan =
|
||||
UniformStorageSpanInBytes(GetUniformTypeFacts(static_cast<Uint>(location)),
|
||||
GetUniformSizesInBytes(static_cast<Uint>(location)), nativeFloat64);
|
||||
const SizeT columnStride =
|
||||
columns > 0 ? slotSpan / static_cast<SizeT>(columns) : slotSpan;
|
||||
const Int componentsPerColumn = columns > 0 ? rows : componentsPerElement;
|
||||
const Int columnCount = columns > 0 ? columns : 1;
|
||||
|
||||
// A `double` initializer on a program that KEPT its doubles lands in an 8-byte
|
||||
// component, not a 4-byte one; every other basic type - and every double on a
|
||||
// demoted program - stays one 32-bit word. glslang folded the value into
|
||||
// floatValues (a vector<double>) either way, so only the store width moves.
|
||||
const Bool isWideDouble = init.basicType == glslang::EbtDouble && nativeFloat64;
|
||||
const SizeT componentSize = isWideDouble ? sizeof(Double) : sizeof(Uint32);
|
||||
for (Int column = 0; column < columnCount; ++column) {
|
||||
const SizeT byteOffset = static_cast<SizeT>(offset) + static_cast<SizeT>(column) * columnStride;
|
||||
const SizeT writeSize = static_cast<SizeT>(componentsPerColumn) * sizeof(Uint32);
|
||||
const SizeT writeSize = static_cast<SizeT>(componentsPerColumn) * componentSize;
|
||||
if (byteOffset + writeSize > uboSize) break;
|
||||
const SizeT firstComponent = static_cast<SizeT>(element) * componentsPerElement +
|
||||
static_cast<SizeT>(column) * componentsPerColumn;
|
||||
for (Int component = 0; component < componentsPerColumn; ++component) {
|
||||
const SizeT source = firstComponent + static_cast<SizeT>(component);
|
||||
Uint8* const destination = scratch + byteOffset + component * sizeof(Uint32);
|
||||
if (isFloat) {
|
||||
Uint8* const destination = scratch + byteOffset + component * componentSize;
|
||||
if (isWideDouble) {
|
||||
const Double value = init.floatValues[source];
|
||||
std::memcpy(destination, &value, sizeof(value));
|
||||
} else if (isFloat) {
|
||||
const Float value = static_cast<Float>(init.floatValues[source]);
|
||||
std::memcpy(destination, &value, sizeof(value));
|
||||
} else {
|
||||
|
||||
@@ -565,26 +565,47 @@ namespace MobileGL::MG_State::GLState {
|
||||
: kInvalidUniformOffset;
|
||||
}
|
||||
Uint GetUniformSizesInBytes(Uint location) const { return MG_Util::GetGLTypeSize(GetUniformType(location)); }
|
||||
// Bytes a uniform actually occupies in the global UBO, which is not its GL type size,
|
||||
// for two reasons. std140 pads each column of a matrix out to a vec4, so a mat3 spans
|
||||
// 48 bytes even though only 36 of them carry components. And every 64-bit float in a
|
||||
// shader is narrowed to 32 bits before the module reaches a backend
|
||||
// (ShaderTranspiler::DemoteFloat64Pass) - the global UBO is laid out by reflecting that
|
||||
// demoted module - so a `double` uniform occupies exactly what its float-typed twin
|
||||
// would, half its GL type size, and a `dmat4` is padded like any other matrix. Anything
|
||||
// reading or writing a whole uniform's storage - a bounds check, a copy between two
|
||||
// programs' shadows - wants this rather than GetUniformSizesInBytes.
|
||||
static SizeT UniformStorageSpanInBytes(const TypeFacts& type, SizeT tightSize) {
|
||||
if (type.isMatrix) {
|
||||
return static_cast<SizeT>(type.matrixCols) * 4 * sizeof(Float);
|
||||
// std140 column stride of a matrix uniform in the global UBO: every column is padded out
|
||||
// to the base alignment of a vec4 for 32-bit components, and of a dvec4 for 64-bit ones -
|
||||
// except that a 2-ROW double column is a dvec2, whose base alignment is already 16.
|
||||
// (GL 4.6 core 7.6.2.2 rules 2-4; SPIRV-Cross derives the same numbers, which is what
|
||||
// makes this agree with the reflected module.)
|
||||
static SizeT UniformMatrixColumnStride(const TypeFacts& type, const Bool nativeFloat64) {
|
||||
if (type.isDouble && nativeFloat64) {
|
||||
return type.matrixRows <= 2 ? 2 * sizeof(GLdouble) : 4 * sizeof(GLdouble);
|
||||
}
|
||||
if (type.isDouble) {
|
||||
return 4 * sizeof(Float);
|
||||
}
|
||||
// Bytes a uniform actually occupies in the global UBO, which is not its GL type size,
|
||||
// for two reasons. std140 pads each column of a matrix out to a vec4 (or a dvec4), so a
|
||||
// mat3 spans 48 bytes even though only 36 of them carry components. And a 64-bit float
|
||||
// may have been narrowed to 32 before the module reached the backend
|
||||
// (ShaderTranspiler::DemoteFloat64Pass) - the global UBO is laid out by reflecting
|
||||
// whichever module was produced - so on a DEMOTED program a `double` uniform occupies
|
||||
// exactly what its float-typed twin would, half its GL type size, and a `dmat4` is padded
|
||||
// like any other 32-bit matrix. On a program that kept its doubles it occupies the full
|
||||
// GL type size and its matrix columns are twice as far apart. `nativeFloat64` is the
|
||||
// program's own SpirvArtifacts flag, never a live backend read: it describes the modules
|
||||
// that were actually built. Anything reading or writing a whole uniform's storage - a
|
||||
// bounds check, a copy between two programs' shadows - wants this rather than
|
||||
// GetUniformSizesInBytes.
|
||||
static SizeT UniformStorageSpanInBytes(const TypeFacts& type, SizeT tightSize,
|
||||
const Bool nativeFloat64 = false) {
|
||||
if (type.isMatrix) {
|
||||
return static_cast<SizeT>(type.matrixCols) * UniformMatrixColumnStride(type, nativeFloat64);
|
||||
}
|
||||
if (type.isDouble && !nativeFloat64) {
|
||||
return tightSize / 2;
|
||||
}
|
||||
return tightSize;
|
||||
}
|
||||
// Whether this program's modules KEPT their 64-bit floats. Joins phase B, like every
|
||||
// other question about the global UBO's layout - and it is one: it decides how wide a
|
||||
// `double` uniform's slot is.
|
||||
Bool UsesNativeFloat64() const { return Spirv().nativeFloat64; }
|
||||
SizeT GetUniformStorageSpanInBytes(Uint location) const {
|
||||
return UniformStorageSpanInBytes(GetUniformTypeFacts(location), GetUniformSizesInBytes(location));
|
||||
return UniformStorageSpanInBytes(GetUniformTypeFacts(location), GetUniformSizesInBytes(location),
|
||||
UsesNativeFloat64());
|
||||
}
|
||||
|
||||
// ---- "written since link": the per-location dirty set the pipeline composite mirrors from ----
|
||||
@@ -1323,6 +1344,15 @@ namespace MobileGL::MG_State::GLState {
|
||||
// not drawable, which the backends already express through their link-status
|
||||
// gates.
|
||||
Bool spirvStatus = false;
|
||||
// Whether these modules KEPT their 64-bit floats instead of being narrowed to 32
|
||||
// (ShaderTranspiler::DemoteFloat64Pass). Decided per PROGRAM, never per module - the
|
||||
// global UBO is one buffer all stages read, so two stages disagreeing about whether a
|
||||
// `uniform double` occupies 4 or 8 bytes would put every uniform after it at a
|
||||
// different offset in each. Recorded here rather than re-derived from the backend
|
||||
// because it is the layout THESE modules were built with: it is what the routing
|
||||
// table's offsets mean, and glUniform*d / glGetUniform*v have to write and read the
|
||||
// width the shader actually declares.
|
||||
Bool nativeFloat64 = false;
|
||||
};
|
||||
|
||||
// ---- artifacts-only helpers, shared with ProgramLinkTask ----
|
||||
|
||||
@@ -122,7 +122,14 @@ namespace MobileGL::MG_State::GLState {
|
||||
m_phaseA->in.env != nullptr && m_phaseA->in.env->backend == BackendType::DirectVulkan;
|
||||
const Bool enableSpirvValidation = m_phaseA->in.enableSpirvValidation;
|
||||
artifacts.enableSpirvValidation = enableSpirvValidation;
|
||||
GenerateSpirv(handoff, externalIndex, deferOutputValidationForDirectVulkan, enableSpirvValidation);
|
||||
// Whether this backend consumes 64-bit floats itself. Read off the SNAPSHOT, like every
|
||||
// other environment question this node asks: a worker may not touch
|
||||
// MG_Backend::pActiveBackendObject, and the answer has to be the one the L1 key was built
|
||||
// with (ProgramLinkTask::BuildSpirvCacheKey reads the same env) or a memo written under
|
||||
// one answer could be handed back under the other.
|
||||
const Bool nativeFloat64 = m_phaseA->in.env != nullptr && m_phaseA->in.env->ConsumesFloat64Natively();
|
||||
GenerateSpirv(handoff, externalIndex, deferOutputValidationForDirectVulkan, enableSpirvValidation,
|
||||
nativeFloat64);
|
||||
// GlslangToSpv was the only consumer of the parsed ASTs; everything after this point
|
||||
// works on the SPIR-V and on the TProgram's own self-contained reflection pool. Drop
|
||||
// them here rather than at the end of the body, which is ~87% of this node's runtime
|
||||
@@ -181,7 +188,7 @@ namespace MobileGL::MG_State::GLState {
|
||||
|
||||
void ProgramSpirvTask::GenerateSpirv(const ProgramLinkTask::SpirvHandoff& handoff, const Uint externalIndex,
|
||||
const Bool deferOutputValidationForDirectVulkan,
|
||||
const Bool enableSpirvValidation) {
|
||||
const Bool enableSpirvValidation, const Bool nativeFloat64) {
|
||||
/* As we passed first stage compilation/linking,
|
||||
* we'll assume all the operations here should
|
||||
* pass. We may be able to employ some optimizations
|
||||
@@ -209,12 +216,39 @@ namespace MobileGL::MG_State::GLState {
|
||||
MGLOG_D("ProgramObject %u: GenerateSpirv - generated %zu SPIR-V modules", externalIndex,
|
||||
artifacts.generatedSpirv.size());
|
||||
|
||||
// The fp64 verdict, taken ONCE for the whole program and before any module is touched.
|
||||
//
|
||||
// Per program rather than per module, and that is forced by the global UBO: all stages
|
||||
// read one buffer whose layout is derived by reflecting the modules, so a vertex stage
|
||||
// that stored a `uniform double` as 4 bytes next to a fragment stage that stored it as 8
|
||||
// would put every uniform after it somewhere different in each, and the routing table
|
||||
// (one offset per location) could only describe one of them.
|
||||
//
|
||||
// The exception itself is the vertex INPUT: no backend here can fetch a 64-bit attribute,
|
||||
// and VertexInputStateFactory picks the format from the VAO attribute without ever seeing
|
||||
// what the shader declared, so a Float64 input would meet a narrowed float32 stream. One
|
||||
// such stage demotes the whole program, which is exactly what every backend without
|
||||
// native fp64 does to it anyway.
|
||||
Bool keepFloat64 = nativeFloat64;
|
||||
if (keepFloat64) {
|
||||
for (const auto& spv : artifacts.generatedSpirv) {
|
||||
if (ShaderCompiler::ModuleDeclaresFloat64VertexInput(spv)) {
|
||||
keepFloat64 = false;
|
||||
MGLOG_D("ProgramObject %u: a vertex stage declares a 64-bit float input; demoting the "
|
||||
"whole program despite native fp64",
|
||||
externalIndex);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
artifacts.nativeFloat64 = keepFloat64;
|
||||
|
||||
// Linked SPIR-V generated, sanitize and optimize it
|
||||
Bool allOptimized = true;
|
||||
{
|
||||
for (auto& spv : artifacts.generatedSpirv) {
|
||||
auto success = ShaderCompiler::SanitizeAndOptimizeBinary(
|
||||
spv, spv, !deferOutputValidationForDirectVulkan, enableSpirvValidation);
|
||||
spv, spv, !deferOutputValidationForDirectVulkan, enableSpirvValidation, keepFloat64);
|
||||
if (!success) {
|
||||
// The one genuine phase-B failure mode: one of the seven optimizer passes
|
||||
// reported failure, so `spv` is whatever the run left behind. A fordebug
|
||||
|
||||
@@ -66,7 +66,8 @@ namespace MobileGL::MG_State::GLState {
|
||||
void RunBody() override;
|
||||
|
||||
void GenerateSpirv(const ProgramLinkTask::SpirvHandoff& handoff, Uint externalIndex,
|
||||
Bool deferOutputValidationForDirectVulkan, Bool enableSpirvValidation);
|
||||
Bool deferOutputValidationForDirectVulkan, Bool enableSpirvValidation,
|
||||
Bool nativeFloat64);
|
||||
void BuildGlobalUboRouting(const ProgramLinkTask::SpirvHandoff& handoff, Uint externalIndex);
|
||||
|
||||
// Worker-side MGLOG replacement, replayed by the join on the GL thread. Same reason as
|
||||
|
||||
@@ -379,6 +379,90 @@ TEST_F(DemoteFloat64Test, TheSharedChainDemotesToo) {
|
||||
EXPECT_FALSE(ShaderCompiler::ModuleDeclaresFloat64(output)) << Disassemble(output);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// The capability gate. A backend that consumes 64-bit floats itself gets none of this.
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
namespace {
|
||||
// Everything kWideVertexSource has except the 64-bit vertex INPUT, which is what the
|
||||
// whole-program demotion falls back for. A fragment stage, so there is no input to have.
|
||||
constexpr const char* kWideFragmentSource = R"(#version 460 core
|
||||
layout(std140, binding = 0) uniform Blk {
|
||||
float a;
|
||||
double d;
|
||||
dvec2 v2;
|
||||
dvec4 v4;
|
||||
dmat4 m4;
|
||||
double arr[3];
|
||||
};
|
||||
layout(location = 0) uniform double uScale;
|
||||
layout(location = 0) in vec3 inNormal;
|
||||
layout(location = 0) out float fOut;
|
||||
void main() {
|
||||
double s = d * uScale + a;
|
||||
s += v2.x + v4.y + m4[0].z + arr[0] + arr[1] + arr[2] + 0.5lf;
|
||||
fOut = float(s) + inNormal.x;
|
||||
}
|
||||
)";
|
||||
} // namespace
|
||||
|
||||
// THE NEGATIVE CONTROL for the whole change: the identical module through the identical entry
|
||||
// point answers both ways, and the only thing that moved is the capability argument.
|
||||
TEST_F(DemoteFloat64Test, TheSharedChainKeepsFloat64WhenTheBackendConsumesIt) {
|
||||
const Vector<Uint32> input = CompileToSpirv(GL_FRAGMENT_SHADER, kWideFragmentSource);
|
||||
ASSERT_FALSE(input.empty());
|
||||
ASSERT_TRUE(DeclaresFloat64Capability(input));
|
||||
ASSERT_GT(CountFloatTypesOfWidth(input, 64), 0u);
|
||||
|
||||
Vector<Uint32> native;
|
||||
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(input, native, true, true, true));
|
||||
EXPECT_TRUE(DeclaresFloat64Capability(native)) << Disassemble(native);
|
||||
EXPECT_GT(CountFloatTypesOfWidth(native, 64), 0u) << Disassemble(native);
|
||||
EXPECT_TRUE(ShaderCompiler::ModuleDeclaresFloat64(native));
|
||||
|
||||
Vector<Uint32> demoted;
|
||||
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(input, demoted, true, true, false));
|
||||
EXPECT_FALSE(DeclaresFloat64Capability(demoted)) << Disassemble(demoted);
|
||||
EXPECT_EQ(CountFloatTypesOfWidth(demoted, 64), 0u) << Disassemble(demoted);
|
||||
EXPECT_FALSE(ShaderCompiler::ModuleDeclaresFloat64(demoted));
|
||||
|
||||
EXPECT_NE(native, demoted);
|
||||
}
|
||||
|
||||
// The exception the vertex path needs, at the level ProgramSpirvTask asks it: no backend here can
|
||||
// FETCH 64 bits, so a stage that declares a Float64 input is demoted whole even where the rest of
|
||||
// its doubles could have survived.
|
||||
TEST_F(DemoteFloat64Test, AFloat64VertexInputIsRecognisedAndOnlyOnAVertexStage) {
|
||||
const Vector<Uint32> vertexWithDoubleInput = CompileToSpirv(GL_VERTEX_SHADER, kWideVertexSource);
|
||||
ASSERT_FALSE(vertexWithDoubleInput.empty());
|
||||
EXPECT_TRUE(ShaderCompiler::ModuleDeclaresFloat64VertexInput(vertexWithDoubleInput));
|
||||
|
||||
// Doubles everywhere but the inputs: the same verdict must be false, or nothing would ever
|
||||
// take the native path.
|
||||
const Vector<Uint32> fragmentWithDoubles = CompileToSpirv(GL_FRAGMENT_SHADER, kWideFragmentSource);
|
||||
ASSERT_FALSE(fragmentWithDoubles.empty());
|
||||
EXPECT_FALSE(ShaderCompiler::ModuleDeclaresFloat64VertexInput(fragmentWithDoubles));
|
||||
|
||||
// A vertex stage whose doubles are all internal is fine too - it is the INPUT that cannot be
|
||||
// fed, not the stage.
|
||||
const String vertexWithoutDoubleInput = R"(#version 460 core
|
||||
layout(location = 0) uniform double uScale;
|
||||
layout(location = 0) in vec3 inPos;
|
||||
layout(location = 0) out float vOut;
|
||||
void main() {
|
||||
double s = double(inPos.x) * uScale + 0.5lf;
|
||||
vOut = float(s);
|
||||
gl_Position = vec4(float(s));
|
||||
}
|
||||
)";
|
||||
const Vector<Uint32> internalOnly = CompileToSpirv(GL_VERTEX_SHADER, vertexWithoutDoubleInput);
|
||||
ASSERT_FALSE(internalOnly.empty());
|
||||
EXPECT_TRUE(ShaderCompiler::ModuleDeclaresFloat64(internalOnly));
|
||||
EXPECT_FALSE(ShaderCompiler::ModuleDeclaresFloat64VertexInput(internalOnly));
|
||||
|
||||
EXPECT_FALSE(ShaderCompiler::ModuleDeclaresFloat64VertexInput({}));
|
||||
}
|
||||
|
||||
// The payoff on the Espryt path: SPIRV-Cross throws "FP64 not supported in ES profile" for every
|
||||
// one of these before demotion, so the program simply could not be transpiled at all.
|
||||
class DemoteFloat64EsslTest : public DemoteFloat64Test, public ::testing::WithParamInterface<const char*> {};
|
||||
|
||||
@@ -303,3 +303,45 @@ void main() {
|
||||
// reflects and what glUniform*d then writes into.
|
||||
EXPECT_EQ(MemberOffsetsOf(output, structId), (Vector<Uint32>{0, 4, 8})) << Disassemble(output);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// The capability-gated half: a backend that consumes 64-bit floats natively gets neither pass.
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
// The flatten exists to preserve a byte layout ACROSS a narrowing. Where nothing narrows there is
|
||||
// nothing to preserve and the driver lays the block out itself - so the block keeps its seven
|
||||
// members at the offsets glslang computed, and the doubles in it are still doubles.
|
||||
TEST_F(FlattenFloat64StorageBlockTest, TheNativePathLeavesTheBlockAndItsDoublesAlone) {
|
||||
const Vector<Uint32> input = CompileToSpirv(GL_COMPUTE_SHADER, kStd140BlockSource);
|
||||
ASSERT_FALSE(input.empty());
|
||||
const Uint32 inputStructId = StructIdNamed(input, "Wide");
|
||||
ASSERT_NE(inputStructId, 0u);
|
||||
const Vector<Uint32> inputOffsets = MemberOffsetsOf(input, inputStructId);
|
||||
|
||||
Vector<Uint32> output;
|
||||
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(input, output, true, true, true));
|
||||
ASSERT_FALSE(output.empty());
|
||||
|
||||
const Uint32 structId = StructIdNamed(output, "Wide");
|
||||
ASSERT_NE(structId, 0u) << Disassemble(output);
|
||||
EXPECT_EQ(MemberTypesOf(output, structId).size(), 7u)
|
||||
<< "the block must not be flattened when nothing is narrowing it\n"
|
||||
<< Disassemble(output);
|
||||
EXPECT_EQ(MemberOffsetsOf(output, structId), inputOffsets) << Disassemble(output);
|
||||
EXPECT_GT(CountFloatTypesOfWidth(output, 64), 0u) << Disassemble(output);
|
||||
}
|
||||
|
||||
// And the control: the SAME module through the SAME entry point with the bit clear is flattened
|
||||
// exactly as it always was. This is the pair that pins "capability-false is byte-for-byte the old
|
||||
// behaviour" at the level the device A/B checks.
|
||||
TEST_F(FlattenFloat64StorageBlockTest, TheDemotedPathIsUnchangedByTheCapabilityArgument) {
|
||||
const Vector<Uint32> input = CompileToSpirv(GL_COMPUTE_SHADER, kStd140BlockSource);
|
||||
ASSERT_FALSE(input.empty());
|
||||
|
||||
Vector<Uint32> explicitlyDemoted;
|
||||
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(input, explicitlyDemoted, true, true, false));
|
||||
// The four-argument spelling every existing caller uses, which must keep meaning "demote".
|
||||
const Vector<Uint32> defaulted = Sanitize(input);
|
||||
EXPECT_EQ(explicitlyDemoted, defaulted);
|
||||
EXPECT_EQ(CountFloatTypesOfWidth(defaulted, 64), 0u) << Disassemble(defaulted);
|
||||
}
|
||||
|
||||
@@ -491,6 +491,14 @@ TEST_F(TranslationCacheTest, L1KeyMovesWithEveryInputThatMovesTheSpirv) {
|
||||
v.enableSpirvValidation = true;
|
||||
variants.emplace_back("enableSpirvValidation", BuildSpirvTranslationKey(v));
|
||||
}
|
||||
{ // CompileEnv::ConsumesFloat64Natively(): the fp64 tail of SanitizeAndOptimizeBinary is
|
||||
// skipped under it, so the SAME GLSL yields modules with real doubles under one answer
|
||||
// and demoted, storage-block-flattened ones under the other. The one backend capability
|
||||
// bit in this key, and the only one allowed in without changing what glslang produces.
|
||||
SpirvTranslationKeyInputs v = base;
|
||||
v.nativeFloat64 = true;
|
||||
variants.emplace_back("nativeFloat64", BuildSpirvTranslationKey(v));
|
||||
}
|
||||
// ---- inputs the WIDENED payload pulled into the key ----
|
||||
// They cannot move a word of the generated SPIR-V, but they do shape the reflection the
|
||||
// payload now carries, so they have to split the key. This is the group that would go
|
||||
@@ -599,6 +607,45 @@ TEST_F(TranslationCacheTest, TwoBackendsCompilingTheSameGlslShareOneL1Entry) {
|
||||
EXPECT_TRUE(BuildSpirvTranslationKey(onA) == BuildSpirvTranslationKey(onB));
|
||||
}
|
||||
|
||||
// The ONE capability bit that breaks that sharing, and the two halves of why it is placed where
|
||||
// it is. It must NOT move the front-end fingerprint - glslang parses, reflects and generates a
|
||||
// `double` identically under it, and L1c (the parse-verdict memo) keys on that same fingerprint
|
||||
// and would take a false miss per backend for nothing. It MUST move the L1 key, because L1's
|
||||
// payload is the module AFTER SanitizeAndOptimizeBinary and the fp64 tail of that chain is
|
||||
// exactly what this bit gates.
|
||||
TEST_F(TranslationCacheTest, NativeFloat64IsOutOfTheFrontendFingerprintAndInsideTheL1Key) {
|
||||
CompileEnv none; // no backend at all
|
||||
CompileEnv emulated; // a backend without the feature
|
||||
CompileEnv nativeEnv; // a backend with it
|
||||
emulated.backend = BackendType::DirectVulkan;
|
||||
nativeEnv.backend = BackendType::DirectVulkan;
|
||||
nativeEnv.params.SupportsShaderFloat64 = true;
|
||||
|
||||
// No backend answers FALSE: the demoted module is the one that works everywhere, so a
|
||||
// standalone compile gets it.
|
||||
EXPECT_FALSE(none.ConsumesFloat64Natively());
|
||||
EXPECT_FALSE(emulated.ConsumesFloat64Natively());
|
||||
EXPECT_TRUE(nativeEnv.ConsumesFloat64Natively());
|
||||
|
||||
EXPECT_EQ(ComputeFrontendCompileEnvFingerprint(emulated), ComputeFrontendCompileEnvFingerprint(nativeEnv))
|
||||
<< "the fp64 capability leaked into the front-end fingerprint";
|
||||
EXPECT_NE(ComputeCompileEnvFingerprint(emulated), ComputeCompileEnvFingerprint(nativeEnv))
|
||||
<< "the whole-environment fingerprint has to notice it - it is a DynamicBackendParameters "
|
||||
"field, hashed by object representation";
|
||||
|
||||
const Vector<SpirvTranslationKeyInputs::Stage> stages{{GL_VERTEX_SHADER, kVertexSource},
|
||||
{GL_FRAGMENT_SHADER, kFragmentSource}};
|
||||
SpirvTranslationKeyInputs demoted = BaselineSpirvInputs(stages);
|
||||
demoted.frontendFingerprint = ComputeFrontendCompileEnvFingerprint(emulated);
|
||||
demoted.nativeFloat64 = emulated.ConsumesFloat64Natively();
|
||||
SpirvTranslationKeyInputs kept = BaselineSpirvInputs(stages);
|
||||
kept.frontendFingerprint = ComputeFrontendCompileEnvFingerprint(nativeEnv);
|
||||
kept.nativeFloat64 = nativeEnv.ConsumesFloat64Natively();
|
||||
|
||||
EXPECT_FALSE(BuildSpirvTranslationKey(demoted) == BuildSpirvTranslationKey(kept))
|
||||
<< "one L1 entry would then describe two different module sets";
|
||||
}
|
||||
|
||||
// The other direction, one case per input that was KEPT. Each is a limit the front end
|
||||
// really consumes - everything BuildTBuiltInResource copies into TBuiltInResource, plus the
|
||||
// two inputs to the reflection vertex-attrib limit - so each must still split the key.
|
||||
|
||||
@@ -51,19 +51,21 @@ namespace MobileGL::MG_Util::SelfTest {
|
||||
};
|
||||
|
||||
// Both backends' fp64 rows end the same way, and the sentence they end with depends on
|
||||
// a config flag rather than on anything either backend probes: the demotion is what
|
||||
// makes doubles work, but GL_ARB_gpu_shader_fp64 promises the PRECISION the demotion
|
||||
// cannot deliver, so the string is opt-in and the row has to say which way it went.
|
||||
// a config flag rather than on anything either backend probes: doubles WORK on every
|
||||
// backend, but GL_ARB_gpu_shader_fp64 additionally promises 64-bit PRECISION, which only
|
||||
// a backend that consumes fp64 natively actually has. The string is opt-in either way -
|
||||
// advertising it is a decision about the whole extension's surface, not just about
|
||||
// precision - so the row has to say which way it went.
|
||||
String AppendFp64AdvertisementNote(String detail) {
|
||||
if (MG_Config::Features.AdvertiseFp64) {
|
||||
return Move(detail) +
|
||||
". GL_ARB_gpu_shader_fp64 IS advertised (MOBILEGL_ADVERTISE_FP64): an application "
|
||||
"that checks the string will believe it has 64-bit precision, and it does not";
|
||||
"that checks the string will believe it has 64-bit precision, which is true only "
|
||||
"where the row above says native";
|
||||
}
|
||||
return Move(detail) +
|
||||
". GL_ARB_gpu_shader_fp64 is not advertised, because the precision it promises is the "
|
||||
"one thing the demotion cannot provide; set MOBILEGL_ADVERTISE_FP64=1 to advertise it "
|
||||
"anyway";
|
||||
". GL_ARB_gpu_shader_fp64 is not advertised by default; set MOBILEGL_ADVERTISE_FP64=1 "
|
||||
"to advertise it anyway";
|
||||
}
|
||||
|
||||
struct ReportBuilder {
|
||||
@@ -2321,27 +2323,35 @@ namespace MobileGL::MG_Util::SelfTest {
|
||||
"unsupported; a GL_TEXTURE_CUBE_MAP_ARRAY texture gets no image at all, so sampling "
|
||||
"one reads nothing and glFramebufferTextureLayer on one is declined");
|
||||
}
|
||||
// Reported whichever way the device answers, because MobileGL no longer follows the
|
||||
// device here: every 64-bit float is narrowed to 32 bits before any module reaches this
|
||||
// backend (DemoteFloat64Pass), so the Float64 capability is never declared and a device
|
||||
// that HAS the feature gains nothing from it. The device's own answer is still worth
|
||||
// printing - it is the reason the demotion is unconditional.
|
||||
builder.Pass("fp64", AppendFp64AdvertisementNote(
|
||||
format("demoted to fp32 (device shaderFloat64 = {}) - every double / dvec / "
|
||||
"dmat in a shader is narrowed to 32 bits before pipeline creation, so "
|
||||
"such shaders BUILD AND RUN at single precision on every device "
|
||||
"instead of failing to create a shader module on the ones without the "
|
||||
"feature. A block containing a double is re-laid-out for the narrowed "
|
||||
"members, so an application that hard-codes std140 offsets computed "
|
||||
"for doubles must query them instead",
|
||||
features.shaderFloat64 == VK_TRUE ? "supported" : "unsupported")));
|
||||
// MobileGL follows the device here: shaderFloat64 decides whether a module keeps its
|
||||
// 64-bit floats or has them narrowed before pipeline creation (DemoteFloat64Pass). Adreno
|
||||
// and Mali both report VK_FALSE, so the demoted row is what a real phone prints; lavapipe
|
||||
// reports VK_TRUE and gets real doubles.
|
||||
if (features.shaderFloat64 == VK_TRUE) {
|
||||
builder.Pass("fp64", AppendFp64AdvertisementNote(
|
||||
"native (device shaderFloat64 = supported) - every double / dvec / dmat in "
|
||||
"a shader keeps its declared width, blocks keep the layout glslang computed "
|
||||
"for them, and glUniform*d stores 8-byte components. The one exception is a "
|
||||
"VERTEX stage that declares a 64-bit float INPUT: there is no 64-bit vertex "
|
||||
"FETCH here, so such a program is narrowed whole exactly as it would be on a "
|
||||
"device without the feature"));
|
||||
} else {
|
||||
builder.Pass("fp64", AppendFp64AdvertisementNote(
|
||||
"demoted to fp32 (device shaderFloat64 = unsupported) - every double / dvec "
|
||||
"/ dmat in a shader is narrowed to 32 bits before pipeline creation, so such "
|
||||
"shaders BUILD AND RUN at single precision instead of failing to create a "
|
||||
"shader module. A block containing a double is re-laid-out for the narrowed "
|
||||
"members, so an application that hard-codes std140 offsets computed for "
|
||||
"doubles must query them instead"));
|
||||
}
|
||||
builder.Warn("64-bit vertex attributes",
|
||||
"narrowed to float32; there is no 64-bit shader input left to feed after the fp64 "
|
||||
"demotion above, and no VK_FORMAT_R64*_SFLOAT vertex fetch to feed it with on most "
|
||||
"devices anyway. glVertexAttribLFormat succeeds, its state is queryable, and an "
|
||||
"ENABLED 64-bit array IS fetched - the source doubles are deinterleaved into a "
|
||||
"float32 stream at draw, so values outside float32's range or precision are "
|
||||
"rounded rather than exact");
|
||||
"narrowed to float32 on every device, whatever the row above says: there is no "
|
||||
"VK_FORMAT_R64*_SFLOAT vertex fetch here, and the format is chosen from the VAO "
|
||||
"attribute, which does not know what type the shader declared - which is why a "
|
||||
"vertex stage with a 64-bit float INPUT is narrowed whole even where fp64 is native. "
|
||||
"glVertexAttribLFormat succeeds, its state is queryable, and an ENABLED 64-bit array "
|
||||
"IS fetched - the source doubles are deinterleaved into a float32 stream at draw, so "
|
||||
"values outside float32's range or precision are rounded rather than exact");
|
||||
|
||||
Bool shaderDrawParameters = false;
|
||||
if (vkGetPhysicalDeviceFeatures2Fn != nullptr && properties.apiVersion >= VK_API_VERSION_1_1) {
|
||||
|
||||
@@ -117,8 +117,14 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
|
||||
// preprocessed text is in the L1 key verbatim, a strictly finer discriminator
|
||||
// than the extension list. (E_GL_ARB_gpu_shader_fp64 is never read by the front
|
||||
// end at all: MOBILEGL_ADVERTISE_FP64 only adds it to the extension STRING the
|
||||
// application queries, and DemoteFloat64Pass runs unconditionally either way, so
|
||||
// fp64 GLSL translates identically with the flag on or off.)
|
||||
// application queries, and glslang parses `double` the same way either way.)
|
||||
// * params.SupportsShaderFloat64, i.e. ConsumesFloat64Natively(). glslang produces
|
||||
// the SAME SPIR-V under it - a `double` parses, reflects and generates as a
|
||||
// 64-bit float regardless - so it is not a front-end input and putting it here
|
||||
// would also cost L1c (the parse-verdict memo, which keys on this fingerprint and
|
||||
// is genuinely independent of it) a false miss per backend. It DOES change what
|
||||
// SanitizeAndOptimizeBinary produces, and L1's payload is post-Sanitize, so it
|
||||
// rides in L1's key as a field of its own; see SpirvTranslationKeyInputs.
|
||||
// * the other ~50 DynamicBackendParameters fields: read by the GL getters and by
|
||||
// the backends, never by the parse, the link or reflection.
|
||||
// * maxComputeWorkGroupInvocations - and ONLY this one; its two former companions
|
||||
@@ -135,6 +141,16 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
|
||||
Uint64 frontendFingerprint = 0; // set by CaptureCompileEnv()
|
||||
|
||||
Bool HasBackend() const { return backend != BackendType::Unknown; }
|
||||
// Whether the backend this env was captured against can CONSUME a module that still
|
||||
// declares 64-bit floats - the one thing that decides whether the transpile keeps
|
||||
// `double` or narrows it (FlattenFloat64StorageBlockPass + DemoteFloat64Pass).
|
||||
//
|
||||
// The no-backend case answers FALSE, deliberately opposite to IsExtensionAdvertised's
|
||||
// permissive fallback: an extension the frontend cannot gate against is best assumed
|
||||
// present, but a hardware capability nothing has declared must be assumed absent. The
|
||||
// demoted module is the one that works everywhere, so it is what a standalone compile
|
||||
// (an internal shader object, a unit test) gets.
|
||||
Bool ConsumesFloat64Natively() const { return HasBackend() && params.SupportsShaderFloat64; }
|
||||
// Matches the historical rule exactly: with no active backend every extension counts
|
||||
// as advertised, because the frontend then has nothing to gate against.
|
||||
Bool IsExtensionAdvertised(GLExtension extension) const {
|
||||
|
||||
@@ -701,6 +701,57 @@ namespace MobileGL {
|
||||
return false;
|
||||
}
|
||||
|
||||
namespace {
|
||||
// The leaf-width test behind ModuleDeclaresFloat64VertexInput, and it is a LEAF
|
||||
// test rather than a shape test on purpose: a `dmat4` input is an OpTypeMatrix of
|
||||
// OpTypeVector of OpTypeFloat 64, and it is as unfetchable as a bare `double`.
|
||||
Bool TypeHoldsFloat64(const spvtools::opt::analysis::Type* type) {
|
||||
if (type == nullptr) return false;
|
||||
if (const auto* scalar = type->AsFloat()) return scalar->width() == 64;
|
||||
if (const auto* vector = type->AsVector()) return TypeHoldsFloat64(vector->element_type());
|
||||
if (const auto* matrix = type->AsMatrix()) return TypeHoldsFloat64(matrix->element_type());
|
||||
if (const auto* array = type->AsArray()) return TypeHoldsFloat64(array->element_type());
|
||||
return false;
|
||||
}
|
||||
} // namespace
|
||||
|
||||
Bool ShaderCompiler::ModuleDeclaresFloat64VertexInput(const Vector<Uint32>& spirv) {
|
||||
if (spirv.empty()) {
|
||||
return false;
|
||||
}
|
||||
std::unique_ptr<spvtools::opt::IRContext> context = spvtools::BuildModule(
|
||||
SPV_ENV_VULKAN_1_1, MakeSpirvMessageConsumer("ModuleDeclaresFloat64VertexInput"),
|
||||
spirv.data(), spirv.size());
|
||||
if (!context) {
|
||||
return false;
|
||||
}
|
||||
// Vertex only. Every other stage's inputs come from another stage's outputs, which
|
||||
// MobileGL never re-formats, so a 64-bit varying between two stages is the driver's
|
||||
// business and not this question's.
|
||||
auto entryPoints = context->module()->entry_points();
|
||||
if (entryPoints.begin() == entryPoints.end()) return false;
|
||||
const spvtools::opt::Instruction& entryPoint = *entryPoints.begin();
|
||||
if (static_cast<spv::ExecutionModel>(entryPoint.GetSingleWordInOperand(0)) !=
|
||||
spv::ExecutionModel::Vertex) {
|
||||
return false;
|
||||
}
|
||||
auto* typeManager = context->get_type_mgr();
|
||||
auto* defUseManager = context->get_def_use_mgr();
|
||||
for (const spvtools::opt::Instruction& variable : context->module()->types_values()) {
|
||||
if (variable.opcode() != spv::Op::OpVariable || variable.NumInOperands() < 1) continue;
|
||||
if (static_cast<spv::StorageClass>(variable.GetSingleWordInOperand(0)) !=
|
||||
spv::StorageClass::Input) {
|
||||
continue;
|
||||
}
|
||||
const spvtools::opt::Instruction* pointerType = defUseManager->GetDef(variable.type_id());
|
||||
if (pointerType == nullptr || pointerType->NumInOperands() < 2) continue;
|
||||
if (TypeHoldsFloat64(typeManager->GetType(pointerType->GetSingleWordInOperand(1)))) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
Bool ShaderCompiler::ModuleReadsLocatedInput(const Vector<Uint32>& spirv) {
|
||||
if (spirv.empty()) {
|
||||
return false;
|
||||
@@ -751,7 +802,8 @@ namespace MobileGL {
|
||||
bool ShaderCompiler::SanitizeAndOptimizeBinary(const Vector<Uint32>& inputBinary,
|
||||
Vector<uint32_t>& outputBinary,
|
||||
const bool validateOutput,
|
||||
const bool enableSpirvValidation) {
|
||||
const bool enableSpirvValidation,
|
||||
const bool nativeFloat64) {
|
||||
using namespace spvtools;
|
||||
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
|
||||
|
||||
@@ -788,16 +840,25 @@ namespace MobileGL {
|
||||
RenameBuiltinShadowingFunctionsPass::CreateRenameBuiltinShadowingFunctionsPass());
|
||||
optimizer.RegisterPass(EliminateFloatEqualsZeroPass::CreateEliminateFloatEqualsZeroPass());
|
||||
optimizer.RegisterPass(DecomposeWorkgroupVec3Pass::CreateDecomposeWorkgroupVec3Pass());
|
||||
// No mobile GPU has 64-bit floats: Adreno and Mali both report shaderFloat64 ==
|
||||
// VK_FALSE, and ESSL has no fp64 type for SPIRV-Cross to emit. Demoting here - in
|
||||
// the one chain every module goes through, on both backends, at link - is what
|
||||
// makes `double` compile at all, and makes it behave the SAME everywhere, which
|
||||
// matters because the GL frontend's uniform storage cannot be per-backend: the
|
||||
// glUniform*d shadow narrows to float unconditionally to match this. Runs last so
|
||||
// no earlier pass ever has to reason about a width it will not see in the output;
|
||||
// in particular it runs before the backends' PackDoubleVertexInputsPass, whose
|
||||
// OpBitcast this one would otherwise decline on. Costs one types_values() walk on
|
||||
// the overwhelming majority of modules, which declare no 64-bit float at all.
|
||||
// The fp64 tail, and the ONE part of this chain that is not the same on every
|
||||
// backend. Both passes are skipped when the backend can consume Float64 itself
|
||||
// (`nativeFloat64`, i.e. VkPhysicalDeviceFeatures::shaderFloat64 on DirectVulkan):
|
||||
// there is nothing to emulate then, and narrowing would only throw away precision
|
||||
// the driver was willing to give. That is DirectVulkan-on-lavapipe today and
|
||||
// nothing else - Adreno and Mali both report shaderFloat64 == VK_FALSE, and
|
||||
// DirectGLES can never qualify because GLSL ES has no fp64 type for SPIRV-Cross to
|
||||
// emit at all, so on every real mobile device this branch is not taken and the two
|
||||
// passes run exactly as they always have.
|
||||
//
|
||||
// Demoting here - in the one chain every module goes through, at link - is what
|
||||
// makes `double` compile at all where the hardware has none, and makes it behave
|
||||
// the SAME across both backends of such a device, which matters because the GL
|
||||
// frontend's uniform storage is per PROGRAM rather than per call: the glUniform*d
|
||||
// shadow narrows to float to match this. Runs last so no earlier pass ever has to
|
||||
// reason about a width it will not see in the output; in particular it runs before
|
||||
// the backends' PackDoubleVertexInputsPass, whose OpBitcast this one would
|
||||
// otherwise decline on. Costs one types_values() walk on the overwhelming majority
|
||||
// of modules, which declare no 64-bit float at all.
|
||||
// ...but demoting a double that lives in a SHADER STORAGE BLOCK also repacks that
|
||||
// block, and the bytes an application put in the buffer do not move with it. This
|
||||
// runs first and takes those blocks out of the demotion's hands: each becomes a
|
||||
@@ -806,10 +867,16 @@ namespace MobileGL {
|
||||
// and only the VALUES narrow. Gated on a block actually holding a 64-bit float, so
|
||||
// every other module pays one types_values() walk and nothing else, and it declines
|
||||
// (leaving the block for the demotion to handle the old way) on any shape it cannot
|
||||
// re-address exactly. See FlattenFloat64StorageBlockPass.h.
|
||||
optimizer.RegisterPass(
|
||||
FlattenFloat64StorageBlockPass::CreateFlattenFloat64StorageBlockPass());
|
||||
optimizer.RegisterPass(DemoteFloat64Pass::CreateDemoteFloat64Pass());
|
||||
// re-address exactly. See FlattenFloat64StorageBlockPass.h. It is skipped with the
|
||||
// demotion rather than kept: its whole purpose is to preserve the byte layout ACROSS
|
||||
// a narrowing that is no longer happening, and flattening a block a native driver
|
||||
// would have laid out correctly by itself only costs the shader its index
|
||||
// arithmetic.
|
||||
if (!nativeFloat64) {
|
||||
optimizer.RegisterPass(
|
||||
FlattenFloat64StorageBlockPass::CreateFlattenFloat64StorageBlockPass());
|
||||
optimizer.RegisterPass(DemoteFloat64Pass::CreateDemoteFloat64Pass());
|
||||
}
|
||||
|
||||
return RunOptimizerChecked("SanitizeAndOptimizeBinary", optimizer, inputBinary,
|
||||
outputBinary, validateOutput, enableSpirvValidation);
|
||||
|
||||
@@ -23,10 +23,22 @@ namespace MobileGL {
|
||||
static Result<SharedPtr<glslang::TShader>> CompileShader(const ShaderAttrib& attrib);
|
||||
static Result<SharedPtr<glslang::TProgram>> LinkProgram(const ProgramAttrib& attrib);
|
||||
static Result<Vector<Vector<unsigned>>> GetSpirvBinaryFromProgram(const ProgramBinaryAttrib& attrib);
|
||||
// `nativeFloat64` is the caller's FINAL verdict, not a capability read: true means
|
||||
// the two fp64 passes at the tail of the chain are skipped and real doubles reach
|
||||
// the driver. False - which is DirectGLES always, every mobile device, and the
|
||||
// no-backend default - runs the chain exactly as it always has. It is the ONE
|
||||
// argument of this function that changes the output bytes, which is why it is
|
||||
// also a field of the L1 memo's key.
|
||||
//
|
||||
// Production sets it in ProgramSpirvTask::GenerateSpirv, which takes the verdict
|
||||
// for the WHOLE program (CompileEnv::ConsumesFloat64Natively() minus the
|
||||
// 64-bit-vertex-input exception) before touching any module. Do not re-derive it
|
||||
// per module: the global UBO is one buffer every stage reads.
|
||||
static bool SanitizeAndOptimizeBinary(const Vector<Uint32>& inputBinary,
|
||||
Vector<uint32_t>& outputBinary,
|
||||
bool validateOutput = true,
|
||||
bool enableSpirvValidation = false);
|
||||
bool enableSpirvValidation = false,
|
||||
bool nativeFloat64 = false);
|
||||
// Demotes DrawIndex/BaseInstance/BaseVertex builtins to plain Private globals
|
||||
// (mg_DrawID/mg_BaseInstance/mg_BaseVertex) so SPIRV-Cross can emit ESSL.
|
||||
// Only for backends without native draw-parameter support (DirectGLES).
|
||||
@@ -432,6 +444,18 @@ namespace MobileGL {
|
||||
// what the backends report: no mobile driver can build such a module.
|
||||
static Bool ModuleDeclaresFloat64(const Vector<Uint32>& spirv);
|
||||
|
||||
// True when the module is a VERTEX stage that declares a 64-bit float INPUT
|
||||
// variable - `in double`, `in dvec2`, `in dmat3` and so on.
|
||||
//
|
||||
// Asked only on a backend with native fp64, and it is what keeps that backend's
|
||||
// vertex path consistent. No backend here can FETCH 64 bits (VK_FORMAT_R64*_SFLOAT
|
||||
// is optional and lavapipe advertises none of them), and the format is chosen from
|
||||
// the VAO attribute, which does not know what the shader declared - so a module
|
||||
// that keeps a Float64 input would be fed a narrowed float32 stream, or a packed
|
||||
// uint pair with no matching format. Such a module is demoted WHOLE instead, which
|
||||
// is exactly what every other backend does to it.
|
||||
static Bool ModuleDeclaresFloat64VertexInput(const Vector<Uint32>& spirv);
|
||||
|
||||
// True when the module declares an Input variable carrying a Location - i.e. a
|
||||
// user-defined varying or a per-patch input, as opposed to a built-in.
|
||||
//
|
||||
|
||||
@@ -29,6 +29,16 @@ namespace MobileGL {
|
||||
// Espryt path never even reaches the driver. Demotion is what makes `double` in an
|
||||
// application's GLSL compile and run everywhere, at fp32 precision.
|
||||
//
|
||||
// WHEN IT RUNS AT ALL. This pass is CAPABILITY-GATED at its one production caller,
|
||||
// ShaderCompiler::SanitizeAndOptimizeBinary: a backend that can consume Float64 itself
|
||||
// (DynamicBackendParameters::SupportsShaderFloat64, i.e. shaderFloat64 on DirectVulkan
|
||||
// - lavapipe today and nothing else) skips it, and the module keeps its doubles.
|
||||
// DirectGLES can never qualify, and neither can any real mobile device, so everything
|
||||
// below still describes what happens there - which is everywhere that ships. The one
|
||||
// exception that survives the capability: a VERTEX stage declaring a 64-bit float
|
||||
// INPUT demotes the whole program regardless, because no backend here can FETCH 64
|
||||
// bits (see ProgramSpirvTask::GenerateSpirv).
|
||||
//
|
||||
// BLOCK LAYOUT IS RE-DERIVED, NOT PRESERVED, and that was not the first choice - see
|
||||
// BlockRelayout in the .cpp for the measurement that forced it. Preserving the 64-bit
|
||||
// offsets (float + 4 bytes of padding in each slot) keeps the application's byte layout
|
||||
@@ -67,9 +77,11 @@ namespace MobileGL {
|
||||
// Index 0 of the same case PASSES by accident, for the same reason - writing 0.0f into
|
||||
// the low half of 1.0 leaves it unchanged - so a partial pass here is not progress.
|
||||
// Fixing it means carrying a double in the DEFAULT UNIFORM block without re-deriving
|
||||
// its layout, and that block's routing is built by reflecting the module this pass
|
||||
// produces, so the representation change ripples into every glUniform*d. Deliberately
|
||||
// not attempted. compute_shader.fp64-case2 passes today and any attempt has to keep it
|
||||
// its layout - which is precisely what the capability gate now does where the backend
|
||||
// allows it: fp64-case1 PASSES on DirectVulkan/lavapipe (measured) and still fails on
|
||||
// Espryt and on every device without shaderFloat64, where this pass runs. There is no
|
||||
// fix for the demoted path itself; the value simply does not fit.
|
||||
// compute_shader.fp64-case2 passes in both regimes and any attempt has to keep it
|
||||
// green.
|
||||
//
|
||||
// SHADER STORAGE BLOCKS ARE NO LONGER IN THAT LIST, and the two cases that used to be
|
||||
|
||||
@@ -18,7 +18,13 @@ namespace MobileGL {
|
||||
// Rewrites a SHADER STORAGE BLOCK that contains a 64-bit float into a flat
|
||||
// `uint` word array, and turns every access to it into address arithmetic over
|
||||
// that array. The application's byte layout survives exactly; the VALUES are
|
||||
// still narrowed to 32-bit floats, because that is all any target here has.
|
||||
// still narrowed to 32-bit floats, because that is all the target has.
|
||||
//
|
||||
// Registered ONLY on the demoting path, immediately before DemoteFloat64Pass, and
|
||||
// capability-gated with it (ShaderCompiler::SanitizeAndOptimizeBinary). Where the
|
||||
// backend consumes 64-bit floats itself there is no narrowing for this to preserve a
|
||||
// layout across, and flattening a block the driver would have laid out correctly by
|
||||
// itself would only cost the shader its index arithmetic.
|
||||
//
|
||||
// WHY THIS EXISTS. DemoteFloat64Pass rewrites `double` to `float` in place and
|
||||
// lets SPIRV-Cross re-derive the block's packing from the declared types, because
|
||||
|
||||
@@ -30,7 +30,11 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
|
||||
// key (that map is an output of mapIO, not an input to it), and L1c's PAYLOAD gained
|
||||
// the explicit uniform locations - so a blob written under 3 describes a differently
|
||||
// shaped answer at both levels even where the bytes would have matched.
|
||||
constexpr Uint32 kKeyLayoutVersion = 4u;
|
||||
// 5: L1 gained nativeFloat64. SanitizeAndOptimizeBinary's fp64 tail is now capability-
|
||||
// gated, so one L1 key shape can describe two materially different module sets (real
|
||||
// doubles vs demoted-and-flattened) and a blob written under 4 says nothing about
|
||||
// which one it holds.
|
||||
constexpr Uint32 kKeyLayoutVersion = 5u;
|
||||
|
||||
// The repo's existing cache epoch (MG_Config::CacheVersion, the seed
|
||||
// ProgramFactory::ComputeHash uses). Strictly redundant for an in-memory
|
||||
@@ -123,6 +127,7 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
|
||||
builder.Value(inputs.frontendFingerprint);
|
||||
builder.Value(inputs.shaderCompileFlags);
|
||||
builder.Value(static_cast<Uint8>(inputs.enableSpirvValidation));
|
||||
builder.Value(static_cast<Uint8>(inputs.nativeFloat64));
|
||||
builder.Value(static_cast<Uint64>(inputs.stages.size()));
|
||||
for (const auto& stage : inputs.stages) {
|
||||
builder.Value(static_cast<Uint32>(stage.type));
|
||||
|
||||
@@ -341,22 +341,26 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
|
||||
//
|
||||
// The cached artifact is the module AFTER SanitizeAndOptimizeBinary, not the
|
||||
// raw GlslangToSpv output. That is a deliberate choice and it is safe:
|
||||
// SanitizeAndOptimizeBinary is a fixed 11-pass spirv-opt chain with no
|
||||
// arguments but the module, and its two remaining parameters (`validateOutput`,
|
||||
// `enableSpirvValidation`) only decide whether the OUTPUT is handed to the
|
||||
// validator and logged - RunOptimizerChecked runs the optimizer first and
|
||||
// identically either way. Nothing between GlslangToSpv and Sanitize reads
|
||||
// backend state. So caching after Sanitize saves the 96 us/stage the chain
|
||||
// costs on top of the 40 us GlslangToSpv, and gives the backends exactly the
|
||||
// bytes they would have got.
|
||||
// SanitizeAndOptimizeBinary is a fixed spirv-opt chain whose only
|
||||
// output-changing argument is `nativeFloat64` (below), and whose two other
|
||||
// parameters (`validateOutput`, `enableSpirvValidation`) only decide whether
|
||||
// the OUTPUT is handed to the validator and logged - RunOptimizerChecked runs
|
||||
// the optimizer first and identically either way. Nothing between GlslangToSpv
|
||||
// and Sanitize reads backend state. So caching after Sanitize saves the 96
|
||||
// us/stage the chain costs on top of the 40 us GlslangToSpv, and gives the
|
||||
// backends exactly the bytes they would have got.
|
||||
//
|
||||
// L1 IS BACKEND-AGNOSTIC BY CONTRACT. Two contexts on different GPUs compiling
|
||||
// the same GLSL share one L1 entry: nothing that merely steers a BACKEND
|
||||
// transpile (backend identity, GLES/Vulkan capability bits, driver extension
|
||||
// strings, GPU vendor) is allowed in this key - all of that lives in L2's key,
|
||||
// where it belongs. What IS here is the subset of the environment that changes
|
||||
// what glslang itself produces; see CompileEnv::frontendFingerprint for the
|
||||
// field-by-field classification and the evidence behind each call.
|
||||
// L1 IS BACKEND-AGNOSTIC BY CONTRACT, WITH EXACTLY ONE DECLARED EXCEPTION.
|
||||
// Two contexts on different GPUs compiling the same GLSL share one L1 entry:
|
||||
// nothing that merely steers a BACKEND transpile (backend identity, GLES/Vulkan
|
||||
// capability bits, driver extension strings, GPU vendor) is allowed in this key
|
||||
// - all of that lives in L2's key, where it belongs. What IS here is the subset
|
||||
// of the environment that changes what glslang itself produces (see
|
||||
// CompileEnv::frontendFingerprint for the field-by-field classification), PLUS
|
||||
// `nativeFloat64`, the one capability bit that reaches INSIDE
|
||||
// SanitizeAndOptimizeBinary and therefore changes the cached bytes themselves.
|
||||
// A capability bit belongs in this key if and only if it does that; anything
|
||||
// that only changes what a backend does with the finished module still does not.
|
||||
//
|
||||
// WHAT IS IN THE KEY (each one is an input that can change the modules):
|
||||
// * CompileEnv::frontendFingerprint - the glslang resource limits
|
||||
@@ -376,7 +380,16 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
|
||||
// * the ShaderCompileBits the parse ran under (always 0 in production; in
|
||||
// the key so a future non-zero value cannot alias);
|
||||
// * the SPIR-V validation switch (byte-identical output either way, but it
|
||||
// costs one byte to be sure).
|
||||
// costs one byte to be sure);
|
||||
// * nativeFloat64 - CompileEnv::ConsumesFloat64Natively(). The fp64 tail of
|
||||
// SanitizeAndOptimizeBinary (FlattenFloat64StorageBlockPass +
|
||||
// DemoteFloat64Pass) is skipped when the backend can build a pipeline from
|
||||
// a module that still declares OpCapability Float64, so the SAME GLSL
|
||||
// produces MATERIALLY DIFFERENT modules under the two answers - one with
|
||||
// real doubles, one narrowed to 32 bits with its storage blocks flattened.
|
||||
// Not folded into frontendFingerprint on purpose: glslang produces the same
|
||||
// thing either way, so it is not a front-end input, and L1c shares that
|
||||
// fingerprint and would take a false miss per backend for nothing.
|
||||
//
|
||||
// The key is a PROGRAM-level key, not a per-stage one, and that is forced:
|
||||
// glslang's mapIO resolves a fragment stage's input Locations against the
|
||||
@@ -398,6 +411,9 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
|
||||
const UnorderedMap<String, Uint>* explicitFragmentOutIndices = nullptr;
|
||||
Uint32 shaderCompileFlags = 0;
|
||||
Bool enableSpirvValidation = false;
|
||||
// CompileEnv::ConsumesFloat64Natively() - the fp64 tail of the sanitize chain. The
|
||||
// one backend capability bit in this key; see the note above for why it has to be.
|
||||
Bool nativeFloat64 = false;
|
||||
// ---- inputs that only matter because the PAYLOAD now carries the reflection ----
|
||||
// When the payload was SPIR-V alone these were provably irrelevant: transform
|
||||
// feedback is resolved by READING the linked intermediates and never writes an XFB
|
||||
|
||||
Reference in New Issue
Block a user