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https://github.com/MobileGL-Dev/MobileGL
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[Fix, Feat, Test] (MG_Backend/DirectVulkan, MG_Test): synthesize the pass-through tessellation control stage GL gives an evaluation-only program, and refuse the half-tessellated pipeline Mali dereferences null inside
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@@ -151,6 +151,22 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// PROGRAM rather than of the variant: the zeroed variant leaves the variable
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// declared, so both variants answer the same and the draw path can ask either.
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Bool readsBaseVertexBuiltin = false;
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// This program has a tessellation EVALUATION stage and no tessellation CONTROL
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// stage. GL allows that (4.6 core 11.2.2: with no control shader the input patch
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// is passed through unmodified, the output patch size is PATCH_VERTICES, and the
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// levels come from the PATCH_DEFAULT_*_LEVEL state); Vulkan does not - either both
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// tessellation stages are present or neither
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// (VUID-VkGraphicsPipelineCreateInfo-pStages-00730). So the draw path has to supply
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// the pass-through stage GL describes; see GetOrCreatePassthroughTessControlStage.
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Bool needsPassthroughTessControl = false;
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// ...and the pass-through this renderer can synthesize carries gl_Position and
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// nothing else, so it is only correct when the evaluation stage's inputs are
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// built-ins. A user-defined varying would arrive at the evaluation stage
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// UNWRITTEN once a control stage sits between it and the vertex stage, which is
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// silently wrong pixels rather than a crash - so those programs are declined
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// instead (PipelineFactory::CreatePipeline refuses the pipeline and the draw is
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// skipped). See ReflectPassthroughTessControlNeed.
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Bool passthroughTessControlEmulatable = false;
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// Frame-boundary counter value of the last GetOrCreateProgram hit; drives
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// cache eviction (see OnFrameBoundary). Mutable: the draw snapshot's memoised
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// entry pointer re-stamps use through a const reference (StampProgramUse).
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@@ -202,6 +218,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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fragmentInputComponentCount = other.fragmentInputComponentCount;
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fragmentReplacesDepth = other.fragmentReplacesDepth;
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readsBaseVertexBuiltin = other.readsBaseVertexBuiltin;
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needsPassthroughTessControl = other.needsPassthroughTessControl;
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passthroughTessControlEmulatable = other.passthroughTessControlEmulatable;
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lastUsedFrame = other.lastUsedFrame;
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other.hash = 0;
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other.descriptorSetLayout = VK_NULL_HANDLE;
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@@ -216,6 +234,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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other.fragmentInputComponentCount = 0;
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other.fragmentReplacesDepth = false;
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other.readsBaseVertexBuiltin = false;
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other.needsPassthroughTessControl = false;
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other.passthroughTessControlEmulatable = false;
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other.lastUsedFrame = 0;
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}
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VkProgramObject& operator=(VkProgramObject&& other) noexcept {
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@@ -256,6 +276,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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fragmentInputComponentCount = other.fragmentInputComponentCount;
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fragmentReplacesDepth = other.fragmentReplacesDepth;
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readsBaseVertexBuiltin = other.readsBaseVertexBuiltin;
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needsPassthroughTessControl = other.needsPassthroughTessControl;
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passthroughTessControlEmulatable = other.passthroughTessControlEmulatable;
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lastUsedFrame = other.lastUsedFrame;
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other.hash = 0;
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other.descriptorSetLayout = VK_NULL_HANDLE;
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@@ -270,6 +292,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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other.fragmentInputComponentCount = 0;
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other.fragmentReplacesDepth = false;
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other.readsBaseVertexBuiltin = false;
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other.needsPassthroughTessControl = false;
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other.passthroughTessControlEmulatable = false;
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other.lastUsedFrame = 0;
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return *this;
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}
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@@ -321,7 +345,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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m_unformattedFloatStorageImagesEnabled(unformattedFloatStorageImagesEnabled) {
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VkProgramObject::s_device = device;
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}
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~ProgramFactory() = default;
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// Destroys the pass-through tessellation control modules. Runs while the device is
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// still alive for the same reason ~VkProgramObject's does: this factory outlives
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// nothing that owns the device.
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~ProgramFactory();
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ProgramFactory(const ProgramFactory&) = delete;
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HashType ComputeHash(const MG_State::GLState::ProgramObject& program, CompileOptionFlags flags) const;
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@@ -374,6 +401,27 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// this builtin?
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static Bool ReflectedDeclaresInputBuiltin(const SpvReflectShaderModule& reflectModule, SpvBuiltIn builtin);
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// The pass-through tessellation control stage GL 4.6 core 11.2.2 describes for a
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// program that has an evaluation stage and no control stage, for an input patch of
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// `patchVertices` control points. Returned BY VALUE (a stage description is a POD, and
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// the cache below is a rehashing map, so a pointer into it would not survive the next
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// distinct patch size). `.module == VK_NULL_HANDLE` means the stage could not be built:
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// the caller then has no control stage to inject, and CreatePipeline refuses the
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// pipeline rather than handing the driver a half-tessellated one.
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//
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// Keyed on the patch size because GL takes the output patch size from PATCH_VERTICES,
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// which is draw state, not link state - the CTS case that motivated this links at the
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// default 3 and draws at 4. The pipeline cache already re-keys on patchControlPoints,
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// so the module a pipeline was built with is part of that pipeline's identity.
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// Compiling is bounded by the number of distinct patch sizes a program draws with
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// (MAX_PATCH_VERTICES = 32 in the worst case, one or two in practice) and only ever
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// happens for the rare program that has no control stage at all.
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VkPipelineShaderStageCreateInfo GetOrCreatePassthroughTessControlStage(Uint32 patchVertices);
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// Source of the module above. Exposed for tests: the generated GLSL is the whole
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// contract with the evaluation stage, so it is worth pinning independently of a device.
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static String BuildPassthroughTessControlSource(Uint32 patchVertices);
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private:
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struct ProgramLookupCache {
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const MG_State::GLState::ProgramObject* program = nullptr;
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@@ -391,6 +439,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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VkProgramObject& entry) const;
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void ReflectLayout(const MG_State::GLState::ProgramObject& program, const Vector<Vector<Uint>>& spirv,
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VkProgramObject& entry) const;
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// Fills needsPassthroughTessControl / passthroughTessControlEmulatable off the linked
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// modules. Const and reflection-only: it decides nothing about the pipeline, it only
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// records what the evaluation stage's input interface is made of.
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void ReflectPassthroughTessControlNeed(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
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const Vector<Vector<Uint>>& spirv,
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VkProgramObject& entry) const;
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VkDevice m_device = VK_NULL_HANDLE;
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Uint32 m_maxBindings = 0;
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@@ -411,6 +465,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// See GetCacheStructureEpoch(). Starts at 1 so a zero-initialized memo can never match.
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Uint64 m_cacheStructureEpoch = 1;
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IEvictionObserver* m_evictionObserver = nullptr;
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// Pass-through tessellation control stages by input patch size. Never evicted: at most
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// MAX_PATCH_VERTICES entries exist for the lifetime of the device, and every pipeline
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// ever built from one keeps referencing its module. A failed build is cached as
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// VK_NULL_HANDLE so a broken generator costs one compile, not one per draw.
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UnorderedMap<Uint32, VkPipelineShaderStageCreateInfo> m_passthroughTessControlStages;
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static inline XXH64_state_t* m_hashState = XXH64_createState();
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};
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} // namespace MobileGL::MG_Backend::DirectVulkan
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