[Fix, Test] (ShaderTranspiler, GLImpl, ProgramState, DirectVulkan): keep fp64 where the backend consumes it natively

This commit is contained in:
2026-08-22 00:57:06 -04:00
parent e4f41e0fd3
commit d4247db6c3
23 changed files with 761 additions and 181 deletions
@@ -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