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https://github.com/MobileGL-Dev/MobileGL
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[Test] (MG_Util, MG_State): remove the TEMP stage-timing probes - the async-compile measurement campaign is done
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@@ -32,7 +32,6 @@
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#include <MG_Backend/BackendObjects.h>
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#include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
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#include <MG_Util/Converters/GLToGlslang/ProgramEnumConverter.h>
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#include <MG_Util/Debug/TempStageProbe.h> // TEMP-STAGE-PROBE
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#include <cstdlib>
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namespace MobileGL {
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@@ -225,18 +224,8 @@ namespace MobileGL {
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return std::unexpected(r);
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}
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// TEMP-STAGE-PROBE: "parse" - one glslang TShader::parse. Both the first
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// attempt and the legacy-#version retry below go through here, and so does
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// ProgramLinkTask's consume-once re-parse (separately counted there as
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// "parse-reparse") and ShaderCompiler::PrewarmBuiltins' three warm-up parses.
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const auto tempStageProbeParseShaderSource = [&](const String& tempStageProbeSource) {
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const MobileGL::MG_Util::Debug::TempStageProbeScope tempStageProbeParse(
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MobileGL::MG_Util::Debug::kTempStageProbeParse);
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return ParseShaderSource(lang, shaderType, tempStageProbeSource, attrib.flags, attrib.env);
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};
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const String source(attrib.sourceStr);
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auto result = tempStageProbeParseShaderSource(source);
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auto result = ParseShaderSource(lang, shaderType, source, attrib.flags, attrib.env);
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if (result) return result;
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// Legacy desktop sources are normalized to "#version 330 core" (with a marker on the
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@@ -252,7 +241,7 @@ namespace MobileGL {
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return result;
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}
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auto retryResult = tempStageProbeParseShaderSource(retrySource); // TEMP-STAGE-PROBE
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auto retryResult = ParseShaderSource(lang, shaderType, retrySource, attrib.flags, attrib.env);
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if (!retryResult) return result;
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MGLOG_D("CompileShader: %s only parsed after retargeting its legacy #version to 460",
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@@ -385,19 +374,6 @@ namespace MobileGL {
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return optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options);
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}
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// TEMP-STAGE-PROBE tempStageProbeNullOptimize: SanitizeAndOptimizeBinary minus
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// every pass - measures the pure IR plumbing (BuildModule + serialize +
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// IRContext teardown) so a device run can separate allocator-bound plumbing
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// from transformation work. Remove with the probes.
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bool ShaderCompiler::TempProbeNullOptimizeBinary(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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using namespace spvtools;
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OptimizerOptions options;
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options.set_run_validator(false);
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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return optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options);
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}
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bool ShaderCompiler::LowerDrawParametersForEssl(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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using namespace spvtools;
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